Eteno Imperial Armed Forces
Defense Forces of the Empire
Fist of the Empire
Imperial Armed Forces
Colonial Armed Forces
Colonial Defense Forces
Protectors of the Dominions
Imperial Army - Protect and defend national interests (civilians, property, infrastructure, etc.) on solid ground, and deter any potential aggression by a foreign power. Seize territory for the Eteno Imperial Triumvirate in conjunction with the other military branches. Pacify any national enemies and ready them to be annexed. Protect colonial claims on the ground.
Imperial Marine Corps - Protect Imperial Navy ships, and launch attacks on enemy ships. Provide maritime support for the Imperial Army. Conduct amphibious attacks. Support Imperial Army troops directly in battle, fighting alongside them. Protect Eteno embassies from all threats.
Imperial Navy - Project naval influence all over the galaxy. Protect and defend national interests in space, and deter any potential aggression by a foreign power. Seize territory for the Eteno Imperial Triumvirate in conjunction with the other military branches. Pacify any national enemies and ready them to be annexed. Protect colonial claims in space. Protect space convoys in Eteno space, and important Eteno convoys in neutral, hostile, or foreign space. Transport supplies, vehicles, and troops of the Imperial Army and Imperial Marine Corps through space. Provide bombardment and strike craft support for troops on the ground. Intercept and destroy pirate forces.
Imperial Air Force - Provide constant, effective, overwheling air support to ground troops. Transport supplies, troops, and vehicles on the ground. Conduct bomber attacks. Attain and maintain air superiority. Conduct air strikes. Conduct aerial reconnaissance. Effectively deliver nuclear weapons from the air. Provide ground crews for Imperial Army and Imperial Marine Corps air forces.
Home Guard - Provide a secondary, all-volunteer, part-time naval force to protect national interests in place of the Imperial Navy.
National Guard - Provide a secondary, all-volunteer, part-time ground force to protect national interests in place of the Imperial Army and Imperial Marine Corps.
This is the standard military oath for all branches of the armed forces:
I hereby swear by the name of Marana that I shall dutifully protect and expand the empire. Be it on the navy's mighty ships, the army's mighty tanks, the marine's mighty men, the air force's mighty aircraft, or the guard's mighty spirit. I hereby swear that I am one of many; part of a family with a common spirit. I am one of many. I am an Imperial Arned Forces soldier. I am the Imperial Armed Forces. My comrades are my sisters, my borthers, my mothers, my fathers, my children. My comrades are my life, and I will never abandon them. With my right hand on my heart and my left holding my gun, I will dutifully carry out my obligations as a soldier of the empire. I am an individual, yet I am not. I am a soldier, and this is my promise to serve the empire.
(Rank - Short Description)
Note - The Imperial Air Force is officially known as the Imperial Ground Support Naval Wing, but the former is the common name.
Recruit - Soldiers in training or field recruits, civilians or foregin military stragglers that have been given a weapon and put into an operational unit temporarily.
Private 3rd Class - Lowest ranking trained soldier.
Private 2nd Class - Seasoned soldiers or soldiers who graduated in the top 25% of their training school.
Private 1st Class - Highest ranking non-NCO. Seasoned soldiers or soldiers who graduated in the top 10% of their training school.
Lance Corporal - Lowest ranking NCO. In most cases, Lance Corporals are junior NCO's learning the ropes of being a proper infantry leader who either graduated in the top 4% of their training school, were fast tracked from 2nd or 3rd Class Private due to exceptional duty, or promoted from 1st Class regularly.
Corporal - "Big Men" of squads. They are second-in-command in a squad, serving as a junior unit leader. They show Lance Corporals the ropes and help run the squad. Takes control if the Sergeant is on assignment, KIA, or MIA until a replacement is found or the Sergeant is returned.
Sergeant - Leaders of squads. Soldiers undergo three weeks of additional training after being approved for promotion to this rank. Sergeants also commonly lead vehicle crews.
Staff Sergeant - Staff Sergeants are administrative support NCO's, who very often hold base logistics and administration roles near the front line.
Gunnery Sergeant - A higher ranking Sergeant. Most Armed Forces drill instructors are Gunnery Sergeants.
Master Sergeant - The highest ranking Sergeant on the field at any given time (years in service/graduation percentile) is automatically this rank
Sergeant Major - The highest ranking Sergeant there is, they very rarely take combat jobs and have positions in Eteno command structure.
Warrant Officer II - The middleground between NCO and Officer, Warrant Officers are Officers but enlisted soldiers can be promoted to these two ranks. Warrant Officer II's, with special training, can be cleared to fly helicopters, and usually hold jobs in command. They are also frontline soldiers or aides to Platoon leaders.
Warrant Officer I - A higher ranking Warrant Officer
Second Lieutenant - The lowest ranking true officer. Soldiers must take special Officer training courses to reach Officer ranks. Second and First Lieutenants are in charge of Platoons of 56 men, but it is not uncommon for a Warrant Officer or Second lieutenant to be the right hand man to a First Lieutenant running a Platoon.
First Lieutenant - Highest ranking Lieutenant. They usually command Platoons or act as soldiers. They also sometimes run Logistics or Supply roles, but less commonly.
Staff Captain - A lower ranking Captain, Staff Captains are not actually Captains at all. They are higher ranking logistics, supply, and desk managers. Although, they are required to take full battlefield tactics courses to lead units if the situation arises.
Captain - Captains are Officers that run Battalions of 560 men.
Lt. Commander - Lower ranking Commanders that run Battalions or Regiments, but do not have as much authority as Commanders
Commander - Commanders are in charge of Regiments, 5,600 men. They are the lowest ranking men that are authorized to call fire support, such as artillery, air strikes, tactical nukes, and so on. Lower ranks cannot call these, but relay enemy positions and request fire support from these soldiers.
Major - A Major runs a Company, 39,200 men. They are also not unknown to have jobs similar to Staff Captains.
Lt. Colonel - A lower ranking Colonel. They lead Companies or Brigades, and sometimes Divisions.
Colonel - A Colonel is in charge of a Brigade, 156,800 men or a Division. They can call advanced fire supports such as biological weapons and full-scale orbital bombardment.
Field Marshal - Field Marshalls are Generals-in-training. They lead Brigades and Companies.
Lance General - Lowest ranking General. Lance Generals lead Divisions of 313,600 men.
Brigadier General - A step up from Lance General. They lead Armies of 1,568,000 men.
Lieutenant General - Lieutenant Generals are the second highest ranking soldiers on the field. They lead Quadrant Armies of 15,680,000 men.
Command General - Command Generals do not hold command over actual military formations, instead formulating tactics, strategies, and doctrines far behind the front lines.
High General - The highest standard rank that any soldier in the Army, Marines, or National Guard can have. They lead Corps of 940,800,000 men, or Army Groups of a whopping 2,822,400,000. These officers can call in almost anything.
Marshal - For each group of closely-related ground occupations, there is an independent command structure responsible for the development of strategies, policies, and tactics directly pertaining to that group. These structures are known as Command Brigades. Each one is led by a Marshal, who is directly appointed by the Council of Generals. While Marshals do not actually command units, like regular generals, they nontheless maintain a level of authority on par only with that of the Supreme Commander and the Council of Generals. Only thirteen Marshals can exist at any time. The current Marshals are listed below.
- Marshal Ferdinand Voronezh, Command Brigade Military Police
- Marshal Petronela Yakovlev, Command Brigade Infantry Rifles
- Marshal Gerhard Jorgen, Command Brigade Infantry Support
- Marshal Cenek Kaufer, Command Brigade Artillery
- Marshal Liliana Brankaworsch, Command Brigade Air Forces
- Marshal Sjurd Eichel, Command Brigade Engineers
- Marshal Velimir Winther, Command Brigade Administration
- Marshal Wendel Anastazy, Command Brigade Mechanized
- Marshal Asbjorn Popov, Command Brigade Armour
- Marshal Ruben Lawniczak, Command Brigade Special Vehicles and Weapons
- Marshal Wulf Fabian, Command Brigade Amphibious Forces
- Marshal Axel Nikica, Command Brigade Seaships
- Marshal Bianca Mihaylov, Command Brigade Sea Support
Airman Recruit - Civilians or foreign armed forces stragglers that have been temporarily put to work, or Airmen in training.
Airman 2nd Class - Lowest ranking Airman.
Airman 1st Class - Airman with more experience or better performance in training.Senior Airman - Highest-ranking non-NCO, non-Officer in the Imperial Air Force.
Air Officer 2nd Class - Lowest-ranking NCO, in charge of hangars or base sections.
Air Officer 1st Class - NCO in charge of maintaining flight groups. Normally in charge of training air cadets.
Chief Air Officer - NCO in charge of multiple Air Officers.
Master Air Officer - Chief NCO authority at a base.
Staff Officer - Support NCO in charge of managing personnel.
Support Officer - NCO in command of all ordnance management personnel.
Warrant Officer 2nd Class - Command Officer.
Warrant Officer 1st Class - Higher authority command Officer, sometimes fly helicopters.
Flight Officer - Lowest-ranking Officer, normally a fresh pilot.
2nd Lieutenant - Lower-ranking pilot.
1st Lieutenant - Average-ranking pilot or base Officer.
Captain - Squadron leader of base Officer.
Lt. Commander - Wing leader or base Officer.
Commander - Wing leader or base Officer.
Lt. Colonel - Flight Group leader or base Officer.
Colonel - Flight Group leader or base Officer.
Flight Commander - Officer in command of all air assets on a base.
Air General 3rd Class - Officer in charge of an air base and all associated assets.
Air General 2nd Class - Officer in charge of all air bases on a planet and all associated assets.
Air General 1st Class - Officer in charge of all air bases on a group of planets and all associated assets.
Command Air General - Command Air Generals are similar to Command Generals.
High Air General - Command Imperial Air Force assets on an entire front. Relatively few High Air Generals exist compared to corresponding ranks in the Navy, Army, and Marines.
Seaman Recruit - Civilians or foreign armed forces stragglers that have been temporarily put to work, or Seamen in training.
Seaman 2nd Class - Lowest ranking Seaman
Seaman 1st Class - Very similar to Private 2nd Class
Senior Seaman - Very similar to Private 1st Class
Petty Officer 2nd Class - Petty Officers are NCO's onboard ships. Petty Officer 2nd Class' usually run small sections of ships and the Seamen that work in them.
Petty Officer 1st Class - Similar to 2nd class, but with a slightly larger are to command and more authority. Normally in charge of training naval cadets.
Chief Petty Officer - In charge of all Petty Officers in any given area.
Master Petty Officer - Highest ranking Petty Officer on site.
Staff Officer - Officers that run logistics, supplies, and other things onboard ships.
Electronics Officer - Officers that run maintenance and ship systems.
Bridge Officer - Officers that work on the command bridge
Warrant Officer II - Command Officers
Warrant Officer I - Command Officers or serve as helicopter pilots
Ensign - Lowest ranking Officer in the Navy. Work alongside Seamen.
Sub-Lieutenant - In charge of fighter and bomber maintenance
Lieutenant II - Pilots and ship Officers
Lieutenant I - Pilots and ship Officers
Lt. Commander - Maintenance team leaders/Pilots/Flight Officers
Commander - Flight Officers/Pilots
Colonel - Flight Officers/Pilots/Bridge Officers
Captain - Ship Captains. The most senior Captain on site commands a group of ships when a Fleet Commander or anything above is not there.
Fleet Commander - Command small groups of ships
Rear Admiral II - Commands larger groups of ships
Rear Admiral I - Commands larger groups of ships than Rear Admiral II
Vice Admiral II - Commands larger groups of ships than Rear Admiral I
Vice Admiral I - Commands larger groups of ships than Vice Admiral II. Serve as aides to High Admirals.
Command Admiral - Naval version of Command General.
High Admiral - Highest-ranking Navy rank. High Admirals command the largest fleets and direct the most critical campaigns.
List of Vehicles/Ships/Field GunsEdit
(The Imperial Naval Registry tracks all mentioned ships, and regularly stocks valid, unused ship names.)
Instead of using different models of engines for every single ship, the Eteno Imperial Navy fits standardized engines on their ships, depending on the amount of power each ship needs, the type of ship, and the energy each ship can devote to engine systems. This, among a great many other things, allows for quick and streamlined construction of ships.
The Imperial Army Air Corps and the Imperial Marine Corps Air Wing utilize all Navy/Air Force craft below the class of Corvette.
Petrol = Petroleum
PH = Photon
GV = Graviton
M = Magnetic
C1 = Class 1
C2 = Class 2
C3 = Class 3
C4 = Class 4
C5 = Class 5
C6 = Class 6
C7 = Class 7
C8 = Class 8
C9 = Class 9
C10 = Class 10
C0 = Class Omega
Note: All ships carry soldiers, and ships that are Heavy Gunboats or larger carry transports, armour, and specialized soldiers for invasions and boardings. Also, every ship except for Fighters, Gunships, and Bombers carry more ordnance than listed. Weaponry listed is simply the stuff that stand out.
Petrol-TF-7 'Slugger' - At a glance, one would think that the TF-7 is a relic of ancient aviation, doomed to rot away in a museum. This would be a very much flawed assumption. Built to train prospective Imperial Armed Forces aviators the basics of flying, this plane is as basic as one can get. One propeller at the nose of the aircraft powered by an internal combustion engine can have this plane going over 600 miles per hour. 'Slugger' is the first stop for anyone going through EIT military aviation training. Crew of 1-2
M-THC Mk. 7 - If one wants to learn how to fly helicopters, the THC Mk. 7 is the aircraft they will be spending much of their time in. With a design style similar to that of the HV-17, the THC can be used to train both regular helo pilots and tiltrotor pilots. A fully-stripped cargo bay can sometimes be seen filled with metal blocks, used to simulate cargo or passenger weight. Crew of 1-2
PH-TB-66 'Agrad' - Essentially an RSNLB without the capacity to deliver nuclear weapons or withstand ferocious punishment. Regardless, it does the job of acquainting pilots with heavy bombers quite well. Crew of 2-3
PH-TTC-3 'Wizard' - Even if the best pilots are selected to fly fast fighters, the amount of skill required to fly a cargo aircraft is in no way small. That's why pilots sent down the cargo aircraft pipeline are hooked up with the 'Wizard'. Designed to have constant problems fixable by pilots, anyone training in this will get their fair share of experience with maintaining a cargo aircraft, on top of the regular flight skills one gains with trainer model aircraft. Crew of 2
M-TCFS-14D 'Tom' - If one is intent on becoming a Marine pilot, the TCFS-14 is the aircraft of choice for learning the trade. Built specifically to train pilots in both dogfighting and surface carrier landing, this 'Luca' near-copy was the first step for many now-famous Marine pilots. Crew of 1-2
M-TSC-18 'Cat' - Serving to train pilots in the ways of ground attack, the TSC-18 has been with the Imperial Armed Forces for several hundred years, retaining the bulky fuselage and stubby wings, as well as the terrifyingly powerful engines. Crew of 1-2
M-TFHA-15S - As the forefront dogfighting and space carrier landing trainer for Armed Forces pilots, cadets will become very acquainted with the TFHA-15's signature forward-swept wings adorned with coloured stripes, signifying that the pilot has not completed flight school. Under the wings can be mounted practice or live munitions, and just in front of the nose are dual laser guns. This is the closest a pilot in training will get to a live combat aircraft. Crew of 1
PH-EST-51W-LV - Aside from the lack of any actual weapons, the EST-51 is extremely similar to the Imperial Armed Forces' primary attack jet, the Eagle. A lighter airframe makes for easier dogfight training, at the cost of making the actual Eagle slightly more difficult to adjust to for pilots in training. Crew of 1-2
PH-Kula Mk. 14 – One of few Eteno strike craft with a straight wing design, it carries multiple small torpedo/rocket launchers under its wings and one automatic laser turret in the tail to fend off enemy fighters. Crew of 2
GV-Ferda Mk. 3 – The Ferda is a lighter combat bomber, with four rapid-fire lasers mounted around the cockpit. This strafing/dogfighting capacity paired with the devastating missiles that are this bomber's trademark makes for a deadly machine rightfully feared by the Eteno's enemies. Crew of 1
M-Mateja Dive Bomber - The whine of the Mateja's dive sirens alone is enough to send the most organised military unit scattering for cover. Mounted under the Mateja's delta design wings are ten high-explosive 600 pound bombs capable of scattering anti-infantry pellets on detonation. Matejas normally strike in large formations made up of five or six twenty-one craft vee formations. One after the other, the vees dive at a near-ninety degree angle, drop their bombs, and pull away immediately, after which the formation breaks and the bombers rush back to their base. As they are unarmed barring their bombs, these dive bomber formations require many escort fighters. Crew of 1
PH-Ruzschetsko Nier Strategic Level Bomber - The RNSLB, or 'Rinselb' as some pilots call it, is the Imperial Armed Forces' main ground bomber for long campaings or large battles. The RNSLB carries almost three hundred bombs, each with the power of fifteen tonnes of TNT. Crew of 8
- MAaR RNSLB - These few thousand models were constructed to locate and attack surface maritime units without the need for additional support. Instead of carrying hundreds of heavy bombs, high-explosive torpedoes are stocked in modified bomb racks, capable of being armed and placed in firing position in under ten seconds. Additional sensor suites are also present on these models, allowing it to perform as an effective scout as well. Crew of 5
- FSA RNSLB - Firefighting variant. Bomb bay is replaced with multiple high-capacity flame-suppression foam tanks. A single tank can release its contents, then rotate out of its position to make room for another tank. This makes it easy for the FSA RNSLB to quench multiple fires in one flight. Crew of 4
M-Hansche B-202 - One knows to run for cover when formations of B-202's stretching several miles across appear on the horizon, surrounded by fighters. This aircraft has the capacity to drop nearly thirty high-explosive bombs or a hundred parafrag bombs accurately and quickly, before coming around for another run. Once the bomb bay is empty, the B-202 is maneuverable enough to strafe enemy positions with cannons mounted under the wings and cockpit, and rocket pods adjacent to the jet engine on each rear-swept wing. Three gunners, in the tail, nose, and belly, can also lash out at ground targets or pursuing aircraft. Crew of 6
M-Hansche B-211 Liberator Express - Dedicated light support bomber. Up to 5,000 lbs of ordnance can be stuffed into the tight bomb bay of the B-211, to be dropped at low level onto hostile forces dangerously close to Eteno troops. This ordnance can range from parafrag to incendiary, or high-explosive to bunker-busting. After making its bombing run, the B-211 can come around for another run, ripping targets to shreds with four 6.2-forga machine guns (two on either side of the cockpit, one under each wing). Crew of 3
M-Constellation Mk. II Naval Patrol Bomber - Sturdy aircraft capable of launching from Marine carriers as well as short airfields. A frontal cockpit section houses a pilot and co-pilot, as well as a sensor operator. His or her sensors can detect a vessel dozens of miles underwater or hundreds of miles away on the surface. From the large cargo bay covering much of the rear fuselage, the Constellation can drop torpedoes or depth charges. Crew of 4
GV-Defender Mk. 17 – A very effective fighter with a slanted-down forward-swept wing design. It can carry up to eight forward-facing guns of many , and almost always carries a payload of anti-ship missiles. Crew of 2 or 1
M-Valkyrie Mk. 2 – Similar to the defender, except the Valkyrie has much stronger engines, but no missiles. Crew of 2
PH-Tesson Mk. 1 – The Tesson is a relatively new strike craft design. It carries target painting equipment and ECM banks. It has two forward-facing cannon mounts and has a design similar to the Valkyrie. Crew of 3
M-Vida Mk. 4 'Luca' - While it is unknown where exactly the nickname Luca came from, it is known that it was given out of pure fondness. Unlike most other craft in service with modern galactic militaries, it is incapable of hovering or vertical takeoff, and thus requires an airfield or catapult to be of any use at all. With the lack of rotating engine mounts that are installed for hovering and de-accelerating, the Luca must use two rotating rockets on both sides of the cockpit to slow down in combat, and be recovered by starships (the Luca slows down to the point where it can be caught by an arrestor hook in a hangar). This fighter makes up for these weaknesses with a high weight limit, and can carry up to thirty anti-air and/or anti-ground missiles under its two forward-swept wings and fuselage. In addition, the Luca can shred to pieces any target it chooses with four rapid-fire lasers embedded in the nose, just in front of the cockpit. Crew of 1
PH-D-10 - The D-10 is completely identical to the Defender fighter, except for one major difference. The D-10 is an unamnned, unarmed decoy programmed to move as if it were piloted. D-10s are used in training drills and mock attacks. It has found increasing use with the Imperial Army during surprise attacks on Kklxin forces. These drones make the Kklxin defenders (or attackers) unable to accurately predict Eteno strategies. Crew of 0
M-Vida Mk. 6 V/STOL 'Laku' - Younger cousin of the well-received Luca, the Laku was designed as a V/STOL strike craft for the Imperial Marine Corps, but has recently found use with the Imperial Army. It is built off of the Luca's design, but with a thinner cockpit section, no brake rockets, and low aspect-ratio wings compared to it's cousin. The Luca's original engines are replaced with larger, stronger, rotating engines, granting the Laku the ability to take off and land vertically. Under the two short wings are fifteen anti-air/ground missiles and a 100-rocket pod each. Under the fuselage are thirty small bombs, ten anti-ground rockets, and six anti-air missiles. Crew of 1
PH-C-10 – The bane of all those who find themselves facing a determined air assault, the C-10 hosts a giant cargo bay, that can carry up to 800 men in stacked pods on the walls as well has an entire Battalion's worth of armour. It can also carry enough supplies to keep these men fighting for at least two or three months. In flight, it can actually open the huge cargo bay door and paradrop men, armour, and supplies. Bombs have also been known to be dropped. It has four huge jet engines on the bottom edges of the craft. In its wings, it carries eight Defender fighters for close air support. The cockpit is very spacious, with up to twenty people working at a time. It has a galley, medical center, and everything else that a large starship might have. A true wonder of engineering. Crew of 62
M-Decabel Gunship - The Decabel is a VTOL jet helicopter with two large jets mounted where the tail and main fuselage connect, supplementing six rotors just above and behind the cockpit. It has a pilot and a gunner, and can carry ten men in a small cargo bay behind the cockpit. The helicopter has two stubby wings on which four rocket launchers are mounted as well as heavy beam cannons. Below the nose is a dual laser mount. Crew of 2
M-Eagle Assault Jet - The Eagle is a hybrid between a transport plane and a heavy gunship. It utilizes a backwards-swept wing design and boasts four jet engines mounted underneath them. On the wings are many assorted cannons, missiles, and lasers. It can carry two vehicles as well as several hundred tonnes of cargo of cargo and a full Platoon of soldiers. Crew of 7
M-UH-16G Superbell - A heavily modified UH-1N Twin Huey, the Superbell sports a lighter airframe and more powerful engines, as well as potent weaponry. While it would seem that over a hundred years of ambiguity in a clogged archive of known aircraft designs would relegate this ancient design to a bleak future, the exact opposite happened. Discovered by a high-ranking Imperial Armed Forces special operator on accident while searching for a possible design for a good insertion aircraft, the design was given an opportunity to prove its effectiveness once again. Modified heavily in terms of armament, armour, and power supply, the UH-1N became the UH-16G Superbell. Many special forces officers took a liking to the new helicopter, and secured a thousand units to be built for the use of all Imperial Armed Forces special forces units. Eight passengers can be carried, two of which can man a pair of door-mounted AT guns. The pilot and co-pilot have control over a set of dual rocket pods, as well as a rapid-fire laser for clearing landing zones. Most models are fitted with experimental rotor silencing addons. Crew of 2
M-HV-17 - This helicopter is a VSTOL craft capable of flying like a standard fixed-wing aircraft or a helicopter. It has two rotors that can change position from plane to helicopter. It is mainly used as a transport or utility helicopter, and thus posesses very little armament. It has two laser chainguns under the cockpit that are controlled by a computer, and nothing more. There are several specialized variants of the craft, along with the standard version.
- HV-17R - Filled with radar and radio equipment to effectively coordinate battle strategies and gain strategic information. Crew of 17
- HV-17C - Cargo variant. Lacks any seats or facilities. Consists of the cockpit and large cargo bay. Crew of 4
- HV-17SA - Sea attack variant. In place of a passenger bay, a quad torpedo launcher is mounted, with a depth charge dropper under the cockpit. Ten anti-ship missiles are mounted under both wings. Crew of 3
- HV-17A - Attack variant. Armed with two sets of rapid fire laser guns on the bottom, a missile launcher on each wing, and rotating guns under the cockpit capable of bringing down armored units. Can carry few soldiers and one small vehicle. Crew of 6
- HV-17 - Standard craft. Crew of 3
- HV-17MC - Vehicle-carrying variant capable of holding up to three vehicles inside its' magnetic clamps that sit in place of the cargo bay. Crew of 3
- HV-17FSA - Fire suppression variant. Instead of a cargo bay, there is space for a modular foam tank. Crew of 2
Petrol-MC-2 Maritime Cargo Carrier - While the most grueling deployments aboard ships are generally in space, this does not mean that the Marine surface fleet does not endure bad conditions and long deployments. For the transport of personnel, supplies, and mail to and from Marine surface fleets, the MC-1 was adapted from the civilian MC-23 cargo seaplane. The MC-1 suffered flaws such as vulnerable fuel tanks, thin armour, and difficulty landing on carrier decks. Thus, the MC-2 was created as an improved version. With a rugged airframe based off of the human C-2 Greyhound and E-2 Hawkeye, and state-of-the-art armour plating, the MC-2 can survive a great deal of punishment. Thirty seats sit packed together in the cargo bay, capable of being removed to make room for large cargo, of which the aircraft is capable of carring almost a hundred tonnes. Currently the only petroleum-powered non-trainer aircraft in the Imperial Armed Forces, the MC-2 is a rare piece of machinery, and one that will eventually have to be phased out with the eventual (albeit far away) depletion of easily-harvestable crude oil. Even so, the MC-2 is, and shall be for a long while, a vital component of any surface fleet. Crew or 2
M-Mi-26 Sylwester - On the outside, the Sylwester looks like a standard human Mi-26. Of course, like any design adapted by the Eteno, the eventual derivative is vastly improved. While the Sylwester retains the same airframe and role of the original helicopter, its weight has been significantly reduced and its power substantially improved. This allows it to carry several times more weight than the original Mi-26, and absorb greater amounts of punishment. The Sylwester is rarely deployed to the frontline without escort, as almost all models are unarmed. Out of combat, the Sylwester is an average hauler. In combat, it carries large cargoes of soldiers and supplies, and can evacuate up to sixty stretchers or eighty walking wounded. A small number of models have door guns just behind the cockpit, capable of bringing down only infantry or light vehicles. Crew of 3-5
PH-AAT-M-16: The Atmospheric Assault Transport Model 16 is an intermediary staging point for troops in orbit around a planet and troops already planetside. It serves as a giant flying military base, and carries twenty helicopters as well as fifty fighters. It has two extendable landing pads/cargo bays, from which troops and aircraft can deploy. The AAT-M-16 also houses a full regiment of soldiers as well as almost a hundred assorted vehicles in its cavernous holds. With the capacity to go from planet to planet under its own steam, the AAT-M-16 is a versatile and useful asset to the Imperial Armed Forces. Crew of 146
M-Dagrad C-77 Fox - The Imperial Armed Forces are built for second and third generation warfare, and perform admirably in both. However, with fourth generation warfare becoming more and more common in the modern galaxy, new elements must be integrated into the EIT's military to deal with insurgent and rebel threats. One of these elements is the Dagrad C-77 Fox, a COIN aircraft. This aircraft does one job, and does it effectively. With a basic tube of a fuselage attached to a high-power propeller engine, the Fox is both light and quick. Under its long, wide wings are dual rocket pods capable of firing smoke flares, or incendiary and armour-piercing rockets, dual 22mm cannons, four pellet bomb dispensers, light beam cannons, and flare launchers. Even with all of this armament, the Fox is next to worthless when matched against anything other than ground targets. With light armour and sub-par turning ability, it is basically a sitting, explosive duck in a dogfight. When deployed effectively, the Fox is more than a match for any light-to-medium fortified ground targets. The sight of this aircraft normally elicits a sigh of relief from exhausted ground troops hunting resistance fighters. Crew of 2
M-Overwatcher-9 Tactical Command Plane - The Overwatcher-9 is the latest model of command plane used by the Eteno Imperial Armed Forces. It contains radio and radar banks similar to the HV-17R, but with more function. An Oberwatcher can connect hundreds of thousands of disorganized troops and re-organize them in a very short time, thanks to a support AI that can give individual orders to almost ten thousand soldiers in a milisecond. This plane is not purely for organizing and strategizing, it can also contribute to an offensive by jamming or intercepting enemy communication with an enormous area of effect. Crew of 53
PH-TC-200 'Lifesaver' - The vast cargo bay of the C-200 is not found in this particular model of aircraft. Instead, a single massive battery occupies the space formerly reserved for cargo, vehicles, and personnel. The rear door is also absent, with only six extending metal power cables residing in the rear of the plane. During particularly long missions, pilots who are low on juice in their craft's batteries can link up with the TC-200 and fully recharge in under a minute. A small handful of petroleum-carrying versions exist for basic aircraft trainers and the MC-2 Maritime Cargo Carrier. Crew of 3
Light Corvettes (LC)Edit
M-Elda – A small, cylindrical ship bristling with Anti-Fighter (AF) guns. It also boasts two heavy torpedo launchers. Crew of 116
Leading Ship - ENS Gallagher
C1-Stari – A somewhat haphazard design, the Stari is, basically, a command bridge flanked by two prongs covered in AF guns and missile launchers. Crew of 105
Leading Ship - ENS Bradkulen
Heavy Corvettes (HC)Edit
C1-Wisthedden – A small support craft, it boasts Anti-Missile (AM) batteries, target painting equipment, and a small hangar for refueling and rearming strike craft. Crew of 174
Leading Ship - ENS Kaloyanchev
C2-Slalluda – Usually paired with Wisthedden Corvettes, it carries almost 40 AF guns and 10 EMP and Ion cannons. Crew of 235
Leading Ship - ENS Nedelchov
Light Gunboats (LG)Edit
C2-Kaliga – A frontline combat ship, it has a forward-facing heavy Proton Gun under the bridge, along with numerous AF and AM batteries. Also carries 10 strike craft. Crew of 263
Leading Ship - ENS Malisk
C2-Neist – Similar to the Kaliga, except it has no hangar and carries very advanced sensor equipment. Crew of 243
Leading Ship - ENS George Washington
Heavy Gunboats (HG)Edit
C3-Battle – A very effective frontline ship with two heavy Proton Guns on each side of the bridge along with 70 AF guns. Carries 18 strike craft. Crew of 325
Leading Ship - ENS Zdravko
C2-Hons – A useful support ship, it carries special technology that can feed energy to another friendly ship's shields. Carries a decent amount of AF and Anti Ship (AS) guns for defense. Crew of 308
Leading Ship - ENS Ionescu
Light Frigates (LF)Edit
C3-Nebb – A long cylindrical ship with command centers and facilities on either end of the main cylinder. Over a hundred AF Ion, and AS guns are lined along the cylinder. Crew of 365
Leading Ship - ENS Klemens
C3-Jan – A medium sized ship with four heavy Proton Guns at the front. Also carries numerous defense guns. Crew of 371
Leading Ship - ENS Loki
Heavy Frigates (HF)Edit
C3-Kliloppen – A surprisingly effective frontline ship. Carries 20 EMP guns, 200 AF and AS guns, and 40 Ion cannons. Carries 20 strike craft. Crew of 405
Leading Ship - ENS Kliloppen
C4-Bastion – The fastest combat support craft in the Imperial Navy. Carries dozens of shield leechers and repair drone banks. Usually kept directly behind the frontline, repairing and regenerating the ships soaking up most of the enemy fire. Crew of 483
Leading Ship - ENS Carl Vinson
Light Destroyers (LD)Edit
C4-Fastha – A powerful forward assault ship. Carries 6 heavy Proton Guns, as well as over 200 AS, AF, Ion, and EMP guns. Also carries two shield leechers. Crew of 529
Leading Ship - ENS Makemilun
C4-Lish – A very unorthodox ship design. It has a large command center with crew quarters and the like, with four prongs coming out of it. Four heavy Proton Guns and over 300 AF and AS guns adorn the prongs. Crew of 562
Leading Ship - ENS Lish
C4-Vierd – A very tunnel-visioned ship. It carries 500 AF guns. It serves as the fleet fighter screen. Crew of 525
Leading Ship - ENS Fustheige
Heavy Destroyers (DD)Edit
C4-Slavko – The Slavko usually travels in a pack or with a fleet, and is more-or-less a convoy raider. It carries two shield leechers, 10 Proton Guns, and 200 AF and AS guns. Crew of 623
Leading Ship - ENS Keplat
C5-Delci – The Delci serves as a sort of cheap combat carrier. It boasts two hangars, with 40 strike craft, along with 250 AS, AF, and Ion guns. Crew of 610
Leading Ship - ENS Siegfried
C4-Guidance – The Guidance utilizes a unique weapon called the Enlightenment Cannon, capable of cutting a path of great detruction through the enemy. It also carries 400 AS, AF, and EMP guns. Crew of 783
Leading Ship - ENS Wyrzyk
C4-Nashville - One of the most recent ship designs put in service by the Imperial Navy, the Nashville destroyer is built to fill the role of a general patrol and combat ship. A Nashville can operate at ranges much greater than many other Navy ships, and take out any targets it encounters with railguns, beam weapons, missiles, torpedoes, eighty strike craft, and laser cannons. This class of ship is used primarily for exploration, system patrol, rapid response, and convoy escort. Crew of 1,017
Leading Ship - ENS Tennessee
Light Cruisers (CL)Edit
C5-Guardian – The Guardian is primarily a missile ship. It does carry 100 AS and AF guns for defense, but for main armament, it has 20 long-range AS and bombardment missile banks. The Guardian is extremely effective when kept directly behind the battle line to provide support. Crew of 693
Leading Ship - ENS John F. Kennedy
C5-Bures – The Bures has one purpose and one purpose only. That purpose is destruction. It carries a whopping 580 AS and AF guns. Crew of 947
Leading Ship - ENS Miloslaw Agrod
C6-Hostor – The Hostor is a very unremarkable ship between how common it is and its relatively standard armament. It does carry a larger-than-normal amount of Ion weaponry though. Crew of 834
Leading Ship - ENS Dagfinn
Heavy Cruisers (CC)Edit
C6-Zivkovic – The very first ship designed by Imperial hands. It has been improved thousands of times over the years, but the standard structure and armament has remained the same. It carries 600 AS and AF guns, and carries ten heavy proton guns. Crew of 1,024
Leading Ship - ENS Zivkovic
C6-Omaha – The Omaha is effectively a torpedo ship. It sports nearly eighty torpedo launchers and a hundred missile launch tubes. A further two to three hundred defense guns are meant mainly for self-defense, and not as offensive weapons. Crew of 1,204
Leading Ship - ENS Mitica
C6-Kovac – The Kovac was built to provide the fleet with the many types of support that smaller ships simply could not provide. It can lay and disarm mines, remotely disable ship computers, restock armaments of larger ships, and construct small orbital structures to help secure an area. Crew of 1,647
Leading Ship - ENS Bjorn Schussler
C7-Democracy – The Democracy is a powerful front line ship. It has seventeen heavy beam weapons, over sixty railguns, and roughly 800 smaller AF/AS guns. Crew of 2,381
Leading Ship - ENS Boesch
C7-Monore - Monore-class missile cruisers are powerful combat support elements, hanging to the rear of the front line, bombarding enemy ships with fusillades of missiles. Sixteen large missile banks attached to the sides of the rectangular hull each fire dozens of missiles at once, and these banks can rotate ninety degrees vertically. An additional forty smaller missile tubes are present at the aft and bow. Several dozen defense guns protect the ship from strike craft who manage to evade the devastating weapons of the rest of the fleet. Crew of 1,721
Leading Ship - ENS Ivanov Monore
Light Battleships (BBL)Edit
C7-Hecklaungen – The smallest battleship in the fleet. It carries 150 Ion and EMP guns, along with 900 AS and AF guns. It also carries 15 heavy Proton Guns. Carries 54 strike craft. Crew of 2,763
Leading Ship - ENS Valeri Geisler
C8-Freedom – The Freedom is simply an anti-capital ship work of engineering. It carries 40 Beam Cannons, 120 Ion Guns, and 1,200 AS guns. Carries 60 strike craft. Crew of 2,803
Leading Ship - ENS Churchill
Heavy Battleships (BBH)Edit
C8-Zugla – The Zugla was the first true stealth ship of the Imperial Navy. It carries 40 heavy Proton Guns, as well as over 1,600 other guns. Carries 120 strike craft. Crew of 3,764
Leading Ship - ENS Zugla
C8-Praetorian – The Praetorian is the symbol of Imperial invincibility. It carries two gigantic missile banks for decimating planetary or ship targets. It also boasts 100 heavy Proton Guns, and 5,600 AS and AF guns. It is also one of the only ships to utilize the Crusher system. Carries 150 strike craft. Crew of 16,003
Leading Ship - ENS Protector
C9-Kingdom – The Kingdom Battleship usually serves as an escort to Carriers. It carries a very decent 200 torpedo tubes as well as 1,600 other guns. It also boasts the most advanced sensor and radar technology. Carries 120 strike craft. Crew of 5,428
Leading Ship - ENS Afanasy Gervas
Super Battleships (SBB)Edit
C9-Rhodus – The Rhodus is an extremely powerful ship, with over 400 heavy Proton Guns. It also carries 8,000 other guns. Carries 200 strike craft. Crew of 20,584
Leading Ship - ENS Stanislaw
C9-Bosko – The Bosko was designed to counter dreadnoughts. It has over 300 Anti-Ship Beams (ASB) and 12,000 AS and AF guns. Carries 250 strike craft. Crew of 24,032
Leading Ship - ENS Bosko
C10-Teclavic – The Teclavic is the cornerstone of target elimination. It carries over 20 heavy missile banks, as well as hundreds of torpedo and missile launchers. Carries 200 strike craft. Crew of 30,385
Leading Ship - ENS Francis Scott Key
Light Carriers (CVE)Edit
C7-Delmenhorst – The Delmenhorst was the very first true Carrier in the Imperial Navy. It boasts 200 AF guns, but its true power lies in its strike craft compliment. Carries 400 strike craft. Crew of 6,236
Leading Ship - ENS Delmenhorst
C8-Ebeleben – The Ebeleben is the newest addition to the Imperial Navy. It is different from most carriers because it has four heavy Proton Guns. Carries 450 strike craft. Crew of 5,166
Leading Ship - ENS Ebeleben
C8-Arnstadt – The Arnstadt is unusual in the fact that it carries only two squadrons of fighters. It mainly carries support ships, target painting fighters, and a few squadrons of bombers. Carries 320 strike craft. Crew of 3,256
Leading Ship - ENS Tiller Creek
C7-Dalp – The Dalp is a very small Carrier, but can be built in large numbers. It has similar armament to an Ebeleben. Carries 250 strike craft. Crew of 5,137
Leading Ship - ENS Raider
Heavy Carriers (CV)Edit
C8-Flourish – The Flourish has numerous missile and torpedo bays along with its usual strike craft compliment. It carries a whopping 600 AF guns. Carries 600 strike craft. Crew of 8,125
Leading Ship - ENS Naess
C8-Geb – The Geb utilizes a very unique fighter launch system. It has three hangars, all of them nestled deep inside the ship. Six long launch tubes are connected to these hangars, and are used to launch craft. The strike craft is moved into the tube by robotic machinery and launched out the tube. A utility hangar on the bottom of the ship is used to take in ships that have been launched, and position them back into the main hangar, for re-arming or for actual landing. Carries 850 strike craft. Crew of 12,303
Leading Ship - ENS Augustin Moritz
C9-Malkov – Malkov Heavy Carriers are most unusual. It has hangars on the sides of itself, but is also bristling with heavy weaponry. It has armament similar to an Bures Light Cruiser. Carries 700 strike craft. Crew of 11,361
Leading Ship - ENS Ortwin
C10-Schmer – The Schmer has no armament at all. This is exchanged for massive hangar bays. Carries 1,200 strike craft. Crew of 9,247
Leading Ship - ENS Pennsylvania
Super Carriers (CVS)Edit
C9-Poln – The Poln is an incredibly massive ship. It, like the Schmer, has no armament. It makes up for that fact in insanely thick armour and huge hangar bays. Carries 2,000 strike craft. Crew of 11,252
Leading Ship - ENS Ignacy Wetzel
C10-Bismarck – The Bismarck is undoubtedly the fastest carrier in the fleet. It also boasts a large battery of AS guns, but no AF guns. Carries 1,800 strike craft. Crew of 18,236
Leading Ship - ENS Winogrodzki
C10-Kolga – Kolga Carriers have a relatively small strike craft contingent, but massive amounts of weaponry and armour. Carries 1,700 strike craft. Crew of 17,622
Leading Ship - ENS Kolga
C10-Miroslav – The Miroslav is the largest Carrier ever made in the Eteno's galactic arm. It carries 20 heavy Proton Guns, 1,200 AS/AF guns and a huge strike craft bay. Carries 6,120 strike craft. Crew of 18,525
Leading Ship - ENS Thorbjorn
C0-Eclipse – The Eclipse-class is both terrifying and majestic, in equal amounts. Only five are in existence. With no strict design, Eclipse-class ships can vary wildly in armament, crew, strike craft capacity, and to an extent, shape. It is set in stone, however, that Eclipse-class ships carry at least 11,000 strike craft. Crews are often 1.5 million or more in size, with the capacity to decimate even the largest of fleets. Even if the deployment of an Eclipse is an act of desperation, one can be sure that the tide will turn in the blink of an eye when one enters the field.
Leading Ship - ENS Eclipse
C0-Luitgard - Designed with leading the entire Imperial Navy clear in mind, the Luitgard is a one-of-a-kind ship, stretching nearly twenty five miles across. Fitted with dozens of layers of some of the most advanced shielding money can and can't buy over ultrathick layered alloy armour, the Luitgard can withstand the greatest of pummelings. In retaliation, the Luitgard can utilize its millions of small guns, thousands of railguns, missile launchers, torpedo launchers, beam weapons, and over 25,000 strike craft. While not tasked with transporting or supplying large armies, the Luitgard nontheless is home to over 600,000 elite naval infantry. As with all Eclipse-class, the Luitgard never retreated from battle, nor lost a battle. Crew of 7.5 million
Leading Ship - ENS Luitgard
C0-Olympus Station (O)
Leading Ship - ENS Utkin
C8-Hepheastus Naval Ram (HNR) - The HNR is a huge, lightly armed and heavily armoured starship tasked with plowing through just about anything with its immensely thick hull. Crew of 383
Leading Ship - ENS Athena
C6-Rayko-2 Fleet Oiler (FO) - Regardless of the fact that traditional fleet oiling is long gone, the Rayko-2 retains the title. Made up of a bridge and crew quarters at the front of a gargantuan battery section. Oilers meet up with fleets on long deployments to recharge the batteries of all ships, even those with reactors capable of producing a net income amount of power. Crew of 37
Leading Ship - ENS Winfried
C7-Sergej (SS) - Without the Sergej, fleets and armies would be unable to deploy for long periods of time. A Sergej has enough space for the food, ordnance, and gear to maintain millions of men and women for several months. Crew of 162
Leading Ship - ENS Regenbogen
C0-Costel Naval Yacht (NY) - When an official isn't getting from system A to system B in a battleship, they're in a Costel Naval Yacht, travelling in style. Commissioned in 745 ATGW as an alternate transport option for the Supreme Commander. After the Supreme Commander at the time expressed her fondness of the ship, the Vice Commander was given one. Within a decade, many major government and military officials were riding in these yachts. Built as a luxury ship with bite, the CNY blends gourmet kitchens, swimming pools, gyms, luxury bedrooms, and posh game rooms with thick armour plating, battleship-level armament, and the capacity to serve as a working fleet flagship. A fleet of regular combat ships forming a protective screen around a CNY is normally the first thing that a nation's ruler sees after a diplomat is sent to establish formal relations. This convoy plants a powerful impression in the minds of those the Eteno meet.
Leading ship - ENS Kresimir
C0-Fronz Survey Vessel (SV) - Since the early days of expansion, the efficient charting of star systems, planets, and anomalies has been a crucial part of ensuring safety of Eteno citizens and military vessels. Fronz-class survey vessels are long, tubular ships packed with all the necessary sensors and computers required for the exploration of new territory and dangerous stellar anomalies. Long-range engines ensure the Fronz can carry out its duties a significant distance from friendly territory. Crew of 21
Leading ship - ENS Lsory Islands
C6-Sertnev Tactical Minesweeper (MS) - Based off the design of the Jan-class frigate, Sertnev minesweepers perform the vital role of disarming hostile mines through a variety of methods, ranging from releasing electromagnetic pulses, reprogramming them, or simply blowing them up with one of six heavy railguns. These railguns, along with fifteen fighters stored in a small hangar at the front of the ship, are the only defense the Sertnev has against hostile vessels. Crew of 82
Leading ship - ENS Cape Vayl
C5-Ilioyna Tactical Minelayer (ML) - A direct couterpart to the Sertnev Tactical Minesweeper, the Ilioyna lays down mines for blockades, checkpoints, area denial, and direct battle support. From a rear deployment bay, the Ilioyna can release clusters of small or large mines, or let out the deadly weapons one at a time for greater accuracy. The Ilioyna carries all types of mines, ranging from EMP to explosive, corrosive acid-spewing to nanobot-deploying. As with all minelayers, the Ilioyna can recover its own unspent ordnance. Crew of 57
Leading ship - ENS Getsen
C9-Shezna Research Cruiser (RC) - Stocked with all of the necessary laboratory and storage compartments one can normally find on a large research station, the Shezna can park itself around objects of interest, or chase them down with powerful engines. A small handful of defense guns are meant to fend off pirates or hostile scouts, and ten fighters and three bombers are carried in a hangar with seven smaller survey vessels. Crew of 145
Leading ship - ENS Eire
C7-Symon Bombardment Cruiser (BC) - When a target on the surface of a planet must be annihilated in the shortest amount of time, the Symon is what gets the job done. Built off the design of the Praetorian-class battleship, the Symon is roughly half the size, and instead of possessing a beak-like feature at the bow, a series of eight heavy beam cannons jut out from the hull, directly under the bridge. These weapons can fire over thirty shots per minute each, and cause serious damage to anything they hit, or for that matter, anything remotely close to what they hit. While mostly relying on a handful of AF guns to ward of strike craft, the Symon can turn its main guns against other capital ships if in a critical situation. Crew of 203
Leading ship - ENS Reynder
C9-Gehnez Naval Tender (T) - Many ships have enough self-repair capacity to patch up any minor damage done during battle. Many ships are also more than capable of fixing up their strike craft in short order. Of course, almost all combat ships lack the capacity to repair critical damage to their systems and hull, or the capacity to bring a strike craft coming apart at the seams back to working order. Gehnez tenders are great rectangular vessels with room for all manner of craft in its truly cavernous repair bays. From lowly fighters to proud cruisers, these tenders will bring them back to full strength deep within the confines of their thick hull. For larger ships, such as dreadnoughts, carriers, and battleships, exterior modules and cranes supported by spacesuit-clad crewmen can provide all necessary repairs. Normally surrounded by a screen of light combat vessels, the Gehnez is not designed for fighting. Only a hundred or so AF guns and fifteen AS guns are present to fend off attackers in the most dire of situations. Crew of 1,731
Leading ship - ENS Admiral WillIiam Halsey
PE-1000 – The PE-1000 is the premiere combat walker of the Imperial Armed Forces, having been in production since 844 ATGW. Standing over thirty metres tall, it dwarves many of its' predecessors. In the walker's wrists are extendable blades for taking out close targets, as well as slower-firing plasma guns. However, the most peculiar and awe-inspiring feature of this walker is how the pilot interfaces with the machine. He/she is encased in a metal pod housed deep inside the thick armour, and connected with the walker's AI through an extensive network of Nerve Interconnection Wire Systems. This allows the pilot to take direct control of the walker with his/her mind, further enhancing the power of the monstrosity. Crew of 1
Midge – The Midge is an old design made new. It is a tripod-mounted robot that can be manned by up to three soldiers. It carries four heavy machine guns that can tear up light vehicles, infantry, and aircraft. Most rapid infantry advances during battle follow closely behind packs of Midges. Crew of 0-3
Saberthooth – The Sabertooth is a giant of epic proportions. It stands over 100 meters tall, and has four thick legs to move it around. It has four heavy Proton Guns, and over 30 automatic Anti-Vehicle/Anti-Infantry Beam launchers. It also boasts 7 AA plasma guns. It has a rectangular design, with two smaller rectangular missile bays on its sides. Lastly, the Sabertooth can carry up to 250 men in its underbelly, with ropes extending from the bottom to release them. Crew of 25
Hunter – The Hunter is a very simple and basic walker compared to its cousins in the Imperial Military. It has a basic bipedal design, and stands 4 meters tall. It has two rapid-fire plasma guns and two rocket-pods. Crew of 1
Suppressor – This walker has two tall legs with a cockpit between four Vincent-Lee heavy miniguns. Crew of 1
Pachka 18 – The Pachka is a terrifying machine to behold. It stands seven metres tall with a basic bipedal structure. On the arms are titanium-reinforced chainsaws, machine guns, and flamethrowers. Crew of 1
Megalith Giga-Walker – The Megalith is a wonder of engineering. It stands 150 meters tall, with enough weapons to vaporize a city in minutes. It carries 200 heavy machine guns, 50 heavy Anti-Vehicle/Anti-Infantry Beams, and 3 massive missile banks. For the game-ending weapon that makes it so deadly, it has a huge laser that can disassemble an entire armour Brigade on the molecular level in one hit. These are normally permanently positioned on core Eteno worlds. Crew of 59
Tolstov APC – The Tolstov is a long and slanted design. It is actually made of nine armor panels welded together. Of course, there are many more parts to the APC, but that is generally the extent of the design of the hull. The slanted edges help deflect incoming fire. It has a back door and a ramp in the front, between the driver and co-driver. It has a hatch on top for soldiers to fire out of as well. It is able to traverse water, even entire oceans if the need arises. On the exterior, the vehicle looks somewhat like a cross between the real-world BTR-80 and TPz Fuchs (Armed Forces of the Russian Federation and Bundeswehr respectively). The Tolstov can carry up to 17 men, sometimes up to twenty-three, albeit uncomfortably. Crew of 2
Imriska RV-88 Communications Truck - While Overwatcher planes ensure communications capabilities are extended to all units from the air, the Imriska facilitates communications on the ground. A flatbed truck similar to the Tjasa-3, Imriskas mount a single sturdy radar dish surrounded by miniature radio towers on their beds, reinforced against small-arms fire and EMP weapons. Imriskas are deployed close to the front line, where pre-made camoflauge tarps shield the vehicle from aerial observers. Crew of 5
Tjasa-3 Rocket Delivery Platform - T3RDPs are heavy trucks with a rocket launcher mounted on their bed. The launcher is packed with rocket tubes, who in turn fire Amsel-3 rockets in dense barrages at enemy positions. Crew of 4
Lightning ICV - A versatile Infantry Combat Vehicle with many different variants, but a standard rectangular chassis with sloped armour and advanced sensor suites residing in the ten-seat passenger compartment in the back. The rear of the chassis is slightly wider than the front, with a reinforced metal door for crew and passengers. The entire chassis rests three to four feet off the ground, depending on the model. All weapons are on top of the hull, unless directly stated otherwise.
- LICV-AT - Anti-tank model. Comes with a large 1.2 Feldegram gun for blasting tanks, vehicles, and buildings, along with a hull-mounted machine gun for defense. Crew of 3
- LCIV-M - Mortar model. Passenger bay in the rear replaced with a mortar bay. Two mortars along with stores of shells reside in the bay with an opening top hatch. Crew of 6
- LCIV-R - Rocket model. Passenger bay reduced to six seats to make room for rockets. Two twelve-tube rocket launchers on top of the vehicle, with an automatic rapid-fire laser at the front for protection. Crew of 3
- LCIV-MHQ - Mobile HQ model. Posseses no weaponry, and the passenger bay is replaced with a large command and control suite. Crew of 5
- LCIV-MGP - Machine gun patrol model. Four automatic machine guns on the four corners of the top of the vehicle. Crew of 2
- LCIV-MC - Missile carrier model. Passenger bay contains anti-air/ground missile launcher (two racks, five missiles each) that can be raised to fire, after which it retracts to be reloaded. Stays thirty to forty metres away from the fighting. Crew of 4
- LCIV-GLP - Grenade launcher patrol model. Boasts an automatic grenade launcher at the front of the vehicle, right above the driver's seat. Crew of 2
- LCIV-3MG-GLA - Assault model with three automatic machine guns positioned around an automatic grenade launcher at the center of the vehicle. Crew of 3
- LCIV-MS - Minesweeper model. Equipped with two flails mounted on the front of the chassis, and extra-thick explosive protection on the bottom of the vehicle. One mounted automatic machine gun for defense. Crew of 4
- LCIV-ENG - Engineer model. Passenger bay contains space for four engineers and a full store of tools. Two automatic machine guns for defense. Crew of 3
- LCIV-AM - Amphibious model. Normally used in assaults, this model has three automatic grenade launchers. This, coupled with the fact that it is a swimming vehicle, makes it a very valuable asset during beach assaults. Crew of 5
- LCIV-AA - AA model. Equipped with two SAM banks in the passenger bay with an opening top hatch. Crew of 5
- LCIV-BaNC - Biological and Nuclear and Chemical model. Equipped with sanitizing solution sprayers, detection equipment, and fallout scrubbers, it is more than capable of clearing up a dirty area while distributing BaNC kits from the passenger bay. Double armor layer for extra protection against harmful agents. This model of ICV has a remontely-controlled sub-model. Crew of 5
- LCIV-MEDEVAC - Medical evacuation model. Passenger bay is converted into a small medical center, with the proper supplies for dealing with injuries that can't be remedied with a nanobot syringe. Crew of 6
Molka FAV – The Molka is a quick four-wheeled car. It has one machine gun for a passenger. Molkas are normally used for scouting and raiding. Crew of 5
Kriz-C Cargo Truck - Large, square hover truck that transports cargo and soldiers in all sorts of different situations. Crew of 1
Conqueror MBT – The Conqueror tank is an effective vehicle used frequently by the ground forces. It has eight tread sections, four on each side, to ensure maximum terrain negotiation in any environment, as well as to mercilessly crush smaller vehicles. These tread sections are spread evenly across the ten-metre vehicle. It has two barrels, which fire devastating plasma rounds or regular tank shells. Crew of 4
- Conqueror AA Vehicle "Ichwerbe" - Built on the chassis of the Conqueror, the Ichwerbe is the one vehicle that allows Eteno troops to make progress in battles where the skies are not in their possession. Instead of a single turret firing missiles or AA cannon rounds (i.e. the ZSU-23-4 Shilka), four rapid-fire AA cannons surround two SAM launchers positioned in the centre of the chassis. Unfortunately, tearing apart air targets is the only thing this vehicle can do, and thus, is normally found being escorted by two or three Conqueror MBTs, or an Emperor HBT.
- Conqueror Recovery Vehicle "Diga" - Barely recognizable as a derivative of the Conqueror MBT, the CRV roams around the battlefield repairing and recovering damaged or destroyed vehicles. Instead of having a regular turret with a mounted crane at the center of the chassis, it is present at the very front of the vehicle. Here, a crane is mounted, between two repair nanobot pod launchers in the sloped frontal armour of the turret. Directly behind the turret is a vehicle bed large enough for all Eteno vehicles and field guns, except for tanks and the Halford Command Truck. Crew of 3
- Conqueror SPG "Titan" - Where the original Conqueror rides fearlessly into battle, wading through the fight with thick armour and devastating main guns, the SPG version of this vehicle tends to sit behind the lines, lighting up enemy positions with artillery fire. Mounted on a central turret is a rotating, three-barrel artillery gun with the capacity to fire all manner of ordnance, from fragmentation to armour-piercing, bunker-busting to flame-retardent. Crew of 5
- Conqueror Obstacle Clearer "Cruncher" - Unarmed and heavily armoured, the Cruncher rolls along the battlefield alongside regular troops to pulverize barricades and natural obstacles with a near-indestructable set of dozer blades, or crush obstructions beneath its greatly-reinforced tread sections. Many models have rear-mounted multi-shank ripper devices for clearing up land for road-paving and immediate military traffic. Crew of 3
Emperor HBT - With a permeating desire to field a more intimidating and destructive tank, the Council of Generals called upon the manufacturers of the Conqueror to create a newer, more destructive tank. What they came up with was the Emperor. Built on the same type chassis as its lighter cousin, it is four metres longer than the Conqueror, but with the same amount of tread sections. Mounted on the turret are three barrels capable of firing plasma rounds almost twice as strong as those fired by the Conqueror, as well as 180mm HE shells, which can be modified to let loose thousands of small anti-infantry pellets on explosion. Also on the turret is a laser riot gun mounted to the left of the middle barrel for taking out infantry 360 degrees around the tank, and a 20mm AA cannon on top. Mounted on the front of the vehicle are two coaxial laser riot guns which together are capable of pacifying targets 180 degrees in front of them, and 20 degrees above and below. Crew of 6
Omnipotent SHBT - This is the vehicle that can send even the biggest HBT running for its life. Measuring the whole of forty metres, the Omnipotent is quite deserving of its name. Lumbering along on eight tread sections, the Omnipotent can lay waste to the battlefield with eighteen independent turrets spread out evenly along the sides of the chassis, each with two 230mm round-firing barrels. Dual flamethrowers at the front of the chassis, HMG's scattered between each heavy turret, three massive 900mm guns sitting between the flamethrowers, and six light artillry guns resting on the top of the chassis surrounding quad SAM launchers make up the rest of the imposing tank's armament. This monster vehicle sports armour capable of shrugging off the punishment that would demolish entire tank formations. Normally found surrounded by Emperor and Conqueror tanks, any charge led by an Omnipotent is very likely to succeed. Crew of 57
HRV-2 Kaviga - Technically the second-largest tank in service with the Imperial Armed Forces, the Kaviga fills the role of a heavy recovery vehicle. Not suited for riding into battle on its four tread sections, Kaviga's stay behind the front line, picking up heavily damaged and destroyed vehicles with a large crane mounted on a frontal turret and taking them back to a base on its' long, wide vehicle bed large enough for anything but a Halford Command Truck or Omnipotent SHBT. Crew of 3
Npres-Class Artillery Truck – The Npres truck is an eight wheeled truck with a long bed, which carries a permanently-attached long-range artillery gun. It is very versatile. Four men sit in the cab of the vehicle, while the rest of the crew rides on the bed or on the sideboard. Crew of 7
T-1 Tank Drone - Outdated tank that is now used as cannon fodder and for training drills. Crew of 0
TAAATV Hovercraft – TAAATV stands for Tactical Amphibious Assault Armoured Transport Vehicle. A polished, rectangular hull is reinforced with reflective alloy panels. It can carry two Platoons of infantry, six armoured vehicles, and a decent amount of other supplies all at once. It has four machine guns that can be manned by passengers or crew. Crew of 5
ER-4 Vilmos-Class GEV - A design alien to both the Eteno's allies and enemies, the Vilmos is a combat seacraft capable of attaining flight with twelve heavy tubojets and a set of forty-metre long inverse-delta wings. While having twelve long-range missile launchers hidden in the fuselage's dorsal surface and twelve GMG's mounted on the wings is impressive, the Vilmos' true strength lies in the cargo capacity of 1,120 Eteno soldiers and their vehicles in addition to mass amounts of cargo. In amphibious assaults, the Vilmos can provide fire support and disembark assault forces on the beach or in shallow water with ease. Crew of 21
Lubos-Class Patrol Boat - Clocking in at twenty-eight metres long, the Lubos fills the role of a speedy, versatile patrol craft. A three-arde gun is placed at the bow, and can hit both surface targets and air targets with ease. Dual torpedo launchers are also mounted on either side of the wheelhouse. For rear defense and additional AA defense, two machine guns are mounted on the aft. Crew of 5
Tallensrad-Class Amphibious Assault Ship – The Tallensrad sits a fair distance away from the shore, pounding it with three double-barreled Gauss cannons. It has a large well deck with two dozen small motorboats for transporting men, supplies, officers, and small vehicles to and from shore. It has six helipads. Crew of 129
Leading Ship - ENMS Virmad
Dionisie Vladuva-Class Landing Ship - Large carrier ship with a wide, flat deck. Below the deck and to the rear is a hangar in which vehicles and aircraft are stored, and to the front is a well deck for hovercraft. Personnel quarters and storage rooms are at the center of the ship. Aircraft capacity of twenty, vehicle capacity of fifty, personnel capacity of 5,600. Crew of 118
Leading Ship - ENMS Lyosha
Sirgraud-Class Missile Destroyer - No matter where the target is, the Sirgruads will ensure their timely destruction. In front of the bridge section at the middle of the ship are two turrets with three barrels each, all capable of firing high-explosive ammunition to armour-piercing ammunition. Behind the bridge section is a battery of AA missile launchers, and a series of 200 small missile tubes. From these tubes, Sirgrauds can rain down accurate and destructive barrages on almost any target. Crew of 192
Leading Ship - ENMS Niklasson
Nazariy-Class Heavy Cruiser - Serving as a multirole combat vessel, the Nazariy is armed with five heavy deck guns, six AA gun batteries, two AA missile batteries, and eighty guided missile tubes. The Nazariy is also capable of launching nuclear-tipped missiles at enemy positions. Crew of 372
Leading Ship - ENMS Manfred
Rikhard-Class Battleship - Unparalleled anti-surface capability packed into a single ship, the Rikhard carries a whopping sixteen heavy gun batteries, twenty AA gun batteries, sixteen AA missile batteries, fifty guided missile tubes, and thirty medium gun batteries. Crew of 726
Leading Ship - ENMS Pranciskus
Prolsevich Industries Model Ten Patrol Boat - Quick, medium-sized attack boat with two 0.8 Feldegram guns along with four mounted machine guns for use in attacking other ships, aircraft, or beach defenses. This boat also has an additional third deck under the living quarters for diver troops. It is a flooding compartment with space for six. The submerged door opens, allowing diver teams or swimmers to disembark without coming under threat of enemy fire when most vulnerable. The compartment automatically expels water. Crew of 15
Iron Island MOB - The Iron Island is a Mobile Offshore Base that is at least five miles long in any direction. It contains five Oxygen-based power plants and two nuclear plants for power, and several robotic scrapers under the hull to collect any usable materials as the island passes by. The ships has huge dormitory facilities and even two training centers along with six four-mile airfields fit with hangar structures. It also boasts factories and docks for roll-on/roll-of cargo. For the sustenance of staff, hydroponic farms are nested deep inside the hull. It also serves well as a vast moving battleship, with thousands of small guns, and dozens of huge cannons with ranges of up to 362 miles. It can ensure dominance in sea, land, and air. Crew of 92,581
Leading Ship - ENMS Jukka
C-51 Heavy Cargo Jet - This special jet requires specially-made six-mile airfields for it to safely take off and land. It has six enormous jet engines that collectively weigh 200 tonnes. It is capable of carrying up to an entire Brigade of soldiers and their vehicles, or 500,000 tonnes of cargo. The rear door covers the area of an entire Headball field. Crew of 69
C-200 Cargo Jet - The C-200 is a scaled-down version of the C-5. It can carry only fifty vehicles, a Battalion of soldiers, and 16,000 tonnes of cargo. C-200s require much shorter airfields than C-5s. Cre of 17
GD-10 Troop Barge -The GD-10 carries strictly infantry. It has over a thousand ten-man pods which have all the needed facilities for long-distance travel. Men on long and short journeys live in these. It also has a commons area for the entire ship, along with the ones in the pods. Crew of 12
T-300 Hypertransport – The T-300 is a massive all-use transport that could even pass as a temporary base. It has six main sections. The main bay on the center hull, four large pods that are connected by passageways to the hull that also have ramps to unload once on the surface of a planet or moon, and a top section that carries 300 helicopters, massive stores of supplies, and a command center. All sections except for the top have a direct ramp exit. T-300s can carry over 300,000 men, and 20,000 vehicles. It also can clear landing zones with over 60 missile launchers. Crew of 946
Nord VIP Shuttle – The Nord is a true luxury ship. It has incredibly comfortable facilities, and a downsized gourmet restaurant as the ship galley. It can carry only 6 VIPs comfortably, though. Only the highest-ranking members of the military and foreign dignitaries get rides in a Nord. Crew of 13
Klugen Shuttle – The Klugen is a re-done civilian design. It is somewhat comfortable, and can carry up to 40 men. It is designed to ferry people between ships, bases, planets, moons, asteroids, and space stations. Crew of 7
OV-3 Construction Drone – The OV-3 is a robot controlled ship with large stores of resources, nanite construction bots, and laser-point construction mounts. Crew of 0
Homfulten Vehicle Barge – The Homfulten is a strictly vehicle carrier. It has huge stackable racks that carry fighters, helicopters, and vehicles. Crew of 38
Royal Manufacturing Model 16 Special Transport - Housing dozens upon dozens of modifiable cargo bays inside a blocky hull, the RMM16ST allows the mass transport of seaships, vehicles, aircraft, and small starships. Crew of 82
Note: All Eteno field guns are breech-loaders.
ATG/66 1.6stv - Towed field gun with a rifled barrel that exclusively fires AP rounds. Larger-than-normal shields on either side of the gun ensure the protection of the gun crew. Devastating and accurate 1.6 Starvogram rounds can tear through armour easily. On many occasions, a line of these guns has broken a determined tank advance without any support. Crew of 2
AP/TG 1.4stv - A towed gun like its' cousin the ATG/66, the AP/TG is capable of taking on both infantry and armour. A rifled barrel fires both anti-infantry HE shells, and powerful AP round that detonate automatically shortly after impact, even if the shell would bounce off. Crew of 2
Vaduva-AP 1stv - Infamous amongst the many enemies of the empire, Vaduva-AP guns are built purely for the devastation of infantry. Out of a smoothbore barrel is blasted a large, blunt shell which explodes in mid-air at a set range. Dozens of smaller pellets spread out in the blast area, and detonate, while thousands of even tinier pellets rip through body armour. Crew of 3
Vaduva-AB 2stv - Firing some of the largest artillery shells of any military in the galaxy, the Vaduva-Area Bombardment howitser lobs HE rounds up to and over a hundred miles away, and is truly a force to be reckoned with when fired in groups. Even the most well-fortified position is no match for a sustained bombardment from this weapon. Crew of 3
Halford Command Truck - The Halford is a huge five-sectioned truck that can serve as a command center or the center of one before or during an invasion before a regular base can be set up, which usually takes a day or so. The first section has the cab, living quarters, and armory. The second section contains radar, sensors, and satellite links. The third section is the planning room, with strategic computers, battlefield radars, and radio links to battlefield officers. The fourth section contains a mess hall. The last section is mainly storage space along with construction equipment. Crew of 26
Stefan-Bohuslav Ripper-9 - Standard motorcycle used by cavalry scouts and cavalry police. Can be fitted with a sidecar with a machine gun, or a shotgun to the right and under the handlebars.
Weapons, Gear, and TechnologyEdit
(Note: This section will be perpetually incomplete).
Anti-Fighter gun: Using a rapid-fire laser, this gun can tear apart fighters and bombers that stray too close to it, and even damage close by capital ships. Current model is AFM285.
Anti-Ship guns: Utilizing a slow-firing but powerful plasma ordinance, it can rip apart shields and armor.
Shield-Leecher: The Shield-Leecher uses a beam of Eta Hadron particles to suck the energy from another ship's shields into its own. This has many uses.
Standard-Issue Winter Gear - It is diffcult to survive in exceedingly cold environments in standard uniform. Therefore, winter gear is necessary. Standard-issue cold gear includes a self-heating helmet, as well as a thick, bulletproof jacket. On top is an optional white trenchcoat. Pants are thick and baggy, as well as connected to the kit's boots, which are lined with a heat-retaining material.
Standard-Issue Non-Combat Kit - Kit that is issued to soldiers for the purpose of living somewhat-comfortably when not at an established military base. The entire kit is carried on the back, and is quite heavy. It consists of a heavily-compacted tent, with room for two. Three compressed blankets, six months worth of ration cubes, batteries, a compactable solar panel, and a tube of nanobots make up the rest of the pack.
Spacetrooper Suit - The Spacetrooper's suit is like the PE-1000. The pilot links with the AI, but does not risk takeover due to the smaller size of the Spacetrooper suit. It is about four meters tall, and has numerous weapons. It has a flamethrower in the right wrist, a fission cutter, and a rocket launcher on both shoulders. Spacetroopers also carry large, specially-made plasma guns. They are used for heavy assaults and ship boardings. They are extremely armoured.
Helgurmyen Incendiary Grenade: This is the only fire grenade utilized officially by the Eteno. It uses electricity to set fire to a contained explosive liquid.
Krummel Attack Drone Model L: Krummel drones are small, forty pound tracked remote-control robots that have a twin laser chaingun mounted above the chassis. The technology of this drone allows soldiers to send out squads of armored and deadly robots from safely within an aircraft, truck, or a hiding spot.
Buzzard Drone - The Buzzard is similar to the Krummel, but serves as a scout instead. It is a small flying drone with two protected rotors. It contains both a real time and a photo camera for scouting and recon. Finally, it can be used for a suicide attack. It contains ten pounds of high explosives.
Magnetic Reactor - A reactor that produces non-storable energy through a self-sustaining process. A small charge is used by a motor to spin a large magnet inside a vacuum-chamber, which is surrounded by a tube in which electrons are ushered into. The spinning magnet sends the electrons around and around, generating heat, and a unique type of non-storable energy. Magnetic reactors are normally used while more power-hungry warp engines are being used, as well as during combat.
MG404 Stationary Weapon - When someone needs a position held, or a position taken out, they call in an MG404 team. It is a machine gun so large it requires two people to carry it and its ammunition cases, but when set up, requires only one person to operate. Whoever is not operating the weapon normally helps feed ammunition. The thousand round per minute barrages of armour-piercing rounds let out by the MG404 are assured to mow down anything and everything.
Zejliko ATR - This long-barreled anti-tank rifle can easily penetrate tank and vehicle armour with specially-designed nanite-releasing AP rounds. Tank-hunting teams normally have at least one of these rifles to supplement standard rocket and laser AT weapons.
M14R-ATR - A must-have for any infantry unit, this anti-armour rocket launcher proves its worth time and time again in the field. Capable of firing charged plasma shots and HEAT rockets, it is truly a weapon to behold in combat.
Kopitar Combat Diving Suit - Painstakingly designed over seven years, the KCDS is the only diving suit used by the Eteno Imperial Marine Corps' diver units. Lighter than most diving suits in the galaxy, the KCDS still manages to provide maximum utility to the wearer, and ensure a steady supply of oxygen taken directly from the water, if possible. If what the diver is swimming in is not water, made possible by the astoundingly well-crafted dual protection layers, four small oxygen tanks can be attached to the back of the suit, providing up to twenty-four hours of oxygen.
DW-702 Combat Harpoon - With a design based off of traditional hunting weapons used by the carnivorous seal-hunting colonists of the water world of Kysely, the DW-702 propels its harpoon with great velocity up to twenty metres, where it can be retracted by chain back into the weapon. Because of the DW-702, Kklxin underwater forces have learned to fear Eteno combat divers.
Plasma Gun - Any sort of Plasma gun, cannon, launcher, or machine gun utilizes generally the same process of turning the unstable Plasma it creates into a reliable weapon. Superheated Plasma is funneled through a refraction chamber, and then fired through an insulated barrel. The end result is a glob of superheated Plasma hitting the shields or hull of a ship.
M-13 Infantry Mortar - Hand-carried from position to position, sometimes only ten metres away from the thickest fighting, M-13s suppress enemy positions and annihilate enemy infantry and light armour, making the advance of friendly troops much easier.
HM-13 Field Mortar - Almost never moved after a battle is started, the HM-13 lobs anti-armour and HE shells up to sixty miles. When working in conjunction with howitsers and artillery trucks, a crushing artillery fusillade can end a battle, or at least ensure victory.
M20CR - Proving that semi-automatic rifles do indeed still have a place in modern warfare, the Model 20 Combat Rifle can quickly and accurately take down any infantry target with ease. With a design similar to that of the German Gewehr 43 or the American M14 and a magazine capable of holding twenty explosive or armour-piercing rounds, it's appearance and effects are more than memorable.
Nerriv Dual-Barrel Air-Superiority Gun - A standard AA gun that fires small "parcels" of energy at passing aircraft. Highly destructive when the guns are in large groups, as they normally are.
Nerriv Tri-Barrel AAA Gun - This AAAG fires high-explosive shells in the air with three rotating barrels, all self-loaded. The shells are small and easy to produce, meaning that it is not a burden to supply large groups of these guns for long campaigns.
GL14 - Standard double-action, revolver magazine weapon that can fire twelve high-explosive or anti-armour grenades in under five seconds. Used exclusively as a support weapon, and one is not advised to use it indoors.
Wusta Close Combat Corporation "Sir Shockey" Stun Baton - A weapon used extensively used by MPs to subdue unruly civilians or soldiers without fatality.
Bughlo EMPW19 - Bughlo Electromagnetic Pulse Weapon Model 19 is a strange looking EMP device. It is a capsule filled with wires and batteries. Activation is a simple of matter pressing the button on the top, driving it into the ground, and getting at least ten metres away before the thirty-second timer goes off.
Helgurmyen EL-Lance - HELL lances are long, pointed melee weapons with a nasty electric charge above and below the handle situated at the middle of the lance. Ad campaigns for the HELL lance for militaries friendly to the EIT use the catchphrase: "Touched by HELL."JL-17 Assault Rifle: A sturdy gun with a large clip of forty rounds. Its bullets are Iron with a Tungsten core, which provides fantastic stopping power and an acceptable amount of damage when taking on light vehicles. Damjan SMG-7 - Medium-sized, powerful, and light, the SMG-7 is the perfect close-combat weapon for Eteno infantry. With a fifty-round magazine, it can even serve to lay down a good amount of suppressive fire. Accuracy is the final touch added to this weapon, allowing users to work alongside riflemen as near-equals.
X-Series 3H Full-Automatic Chaingun - Fitted on helicopters, aircraft, vehicles, and given to infantry every now and then, the 3H Full-Automatic Chaingun sees use almost everywhere. Capable of easily firing over fifteen-hundred high-explosive rounds per minute, nobody wants to be on the receiving end of a determined Eteno force with this up its sleeve.
Nanoswarm - Robotics has always been the strong suit of the EIT, and it shows in their creation known as the Nanoswarm. It is an immensely huge family of different nanobots. While the microscopic machines have pitifully small batteries, they fulfill their purposes with effectiveness. Some of their uses include aiding in the collection of scrap material after battles, surveying for mineral deposits, tapping into secure computer networks, curing diseases and repairing bodily damage, deconstructing hostile material (be it biological or mechanical), and perhaps most importantly, small scale construction.
Androids: Androids are self-aware robotic soldiers that fight alongside regular troops on the battlefield. They do not require food, but often indulge themselves for the warm feeling inside after a good meal. They are completely identical to organic Eteno, except for the insides of the Androids. Where organs and blood would be, there are gears, wires, electrodes, and motor oil. One cannot tell the difference between an Android off the street and a regular Eteno, except for dissecting them and directly asking the Android what he is. Androids are completely comfortable with being machines, and even seem to think they have it better than organics as they do not require food, sleep, or decent housing, although all three are provided for them. Androids have been used repeatedly for running all-night sentry duty. Androids are not allowed to hold ranks above Field Marshall, though.Domal-Z Sidearm - This sidearm is used extensively by the armed forces due to its reliability, power, and light weight. Unfortunately, most standard holsters have no room for the scope, which must be removed if one wishes to use the Domal-Z as a quick-draw firearm.
Verta Heavy Rifle - The Verta is a very powerful weapon, but difficult to lug around. While used exclusively for fighting light vehicles and infantry, it fires explosive rounds that rival small artillery shells in size. Because of the size of the rounds, it is a breech-loading weapon.
M100 - The M series of sniper rifles from Tarson Munitions has always been renown for its stopping power and accuracy, The M100 is no exception. Combining multiple refraction chambers, the laser round is faster and more powerful than any sniper rifle from any munitions company.
SD600 Vasher - Vasher rifles have never been known for range or stopping power, but their sturdiness and accuracy more than make up for it. With a design somewhat reminiscent of an M16, it fires standard armour-piercing rounds quickly and accurately. Cases of the SD600 jamming are extremely rare.
40/40 B Series: The B series of sidearms has been used by mercenaries and soldiers alike. The 40/40 uses a unique double-handle deign which makes it look like a sub-machine gun. This design allows for maximum accuracy and steadiness when firing multiple shots.
U9 Light Machine Gun: The U9 is used heavily by the Imperial Military. It can use clips of fifty, 100, or 200 shots and is very accurate in bursts.
Amsel-3 Rocket - Densely packed with explosives and rocket fuel, a barrage of Amsel-3s is anything but good. However, one can anticipate an incoming barrrage with the aid of the tell-tale whistle and thick smoke trails.
Heavens Gate: Heavens gate uses similar technology to the Crusher. Eight Heavens Gates are on the tumbling planet of Magra. A Heavens Gate can set its power levels before firing, to destroying a city to an interstellar fleet. The beam fired is a rotating Unstable Deso Particle beam that is supercharged with wandering Protons. The beam can travel any distance due to the Unstable Deso Particles being able to coagulate in-flight. The beam can easily break through small obstacles like asteroids and solidified nebulae, so getting to the target is not a problem. When the beam hits the target, pretty much everything is disintegrated.
Vincent-Lee Minigun - The VLM is an extremely effective and large gun used by soldiers, vehicles, and helicopters. It can fire off 12,000 rounds per minute firing regular bullets or explosive bullets for large vehicles and buildings. It can also be disassembled for storage. It is currently the only weapon in modern military use to be designed by a human.
R16 Riot Shield - Although used mainly by the Imperial Police, soldiers can opt to carry these large shields. They can effectively stop anything that isn't a disruptor weapon or a tank shell. This is also assuming the force of the shots do not knock the user over, such as in the case of a helicopter chaingun.
PGM1 BaNC Gear - Offering biological, nuclear, and chemical protection all at once, this light (but rather stiff) full-body suit can fit under body armour, and repell a glacing shot if need be. Standard issue amongst those who work in hazardous environments, or are forced to take on an enemy with biological, nuclear, or chemical weaponry available.
JX-9 Flashbang – This grenade emits extreme noise and light, which is effective at disabling enemy troops for a good length of time.
Bughlo Frag Grenade – This grenade can damage vehicles as well as infantry. It explodes normally, and spreads copper shards every which way.
GH100 – The GH100 is a non-lethal grenade. It releases a super-cold vapor that flash-freezes anything within a few meters. This allows the frozen vehicles or soldiers to be captured, or shattered, as the freezing process makes them extremely brittle.
C1 - The C1 is a grenade that uses a unique shock wave system. On detonation, the grenade releases a supersonic vibration through the ground that disorients anything within a few feet.
Vashin-Blue Sniper Rifle - This is a very old and primitive design, but is popular among snipers for its rustic charm and simple setup.
TM14 Flame Cannon - The TM14 is the Flametrooper and Lavatrooper's unique weapon. It fires a steady stream of blazing hot fire. It can fire for a straight 60 seconds before it needs to regenerate. It utilizes an unorthodox system of regenerating its tank. It extracts and compacts Oxygen from the air. This process takes several minutes, though.VM-102 – This rifle is the latest installment in the series of weapons from Vancermosche Weapons. It is in no way unique, and is prized for that fact. It is cheap, sturdy, and powerful. When used with other infantry rifles, an effective portfolio of standard infantry weaponry is created.
Enlightenment Cannon – This weapon is found only on Guidance Heavy Destroyers. It is a massive beam that vaporizes anything in its path.
J19 Firesuit – This suit is used by Flametroopers and Lavatroopers. It can withstand over 17,000 degrees Fahrenheit and provides the wearer with bionic legs. It is extremely advanced with two built in flamethrowers.
NetLink – The NetLink is a unique piece of equipment. Almost all soldiers carry these. A NetLink is a set of computer lenses. Soldiers can look at infrared and heat vision for night operations. It also provides a 3D map of the battlefield and the soldier's location. Not only that, it displays unit positions, the views of other soldier's NetLinks, and the vital signs of the soldier. This is a must-have for all Eteno infantrymen.
Battlefield Combat Vest – This vest is used by literally every non-special forces soldier in the military, with exception to some sailors. It can withstand quite a punch, and has all the pockets and gadgets needed to fight on the battlefield. The inner lining also has traces of antibiotics to prevent infections in wounds that get through the vest.
Battlefield Helmet – Worn by every soldier except for some special ops, these helmets provide good protection and denote rank and unit role, as well as blood type and serial number on the inside.
Valkyrie Suit – Standing at an imposing twelve metres tall, the Valkyrie is truly a sight to behold for any soldier, friend or foe of the Imperial Armed Forces. Mounted above wide metal shoulder plates is the head module, where most of the Eteno pilot is meant to reside. Serving as a thick, powerful suit of infantry armour, it affords not only unparalleled protection and offensive capability (through wrist-mounted missiles and a beam rifle), but great mobility through jets implanted in the suit's boots and extendable wings.
Grumman Broadsword – Manufactured by Grumman Close Combat Corporation, this sword is very hard, but not brittle. It is the sword of choice for Imperial soldiers. It is a massive sword, almost as big as a Eteno, and very effective.
Nova 3 Anti-Armor Weapon – The N3AAW is a powerful energy weapon. It fires plasma bolts that tear apart pretty much anything.
Stone-Ager Rocket – This is the weapon of choice for soldiers that want to leave a mark in the form of fire and scrap metal. It creates a very small nuclear blast that can destroy literally anything.
Vindicator-13 Strategic Nuclear Weapon – This weapon is the pinnacle of tactical nuclear technology. Capable of hitting targets with astounding accuracy, ensuring that the hundred megaton explosion can do its' job properly.
PNW-15 - A one megaton nuclear device that can be placed in a missile, shell, or rocket. Normally used for precision strikes on enemy positions, or short-term area denial. Luca fighters can normally be found firing PNW-15 missiles into enemy bunkers before or during an assault, to lessen collateral damage and to ensure the total annihilation of the bunker.
Gerrut Sabre – The Gerrut Sabre is a purely ceremonial weapon named after the master of swordsmanship, Lance General Arnold Gerrut. They are carried by almost all Officers in non-combat situations, and by every soldier at events, formal parties, parades, and demonstrations.
Scholka 2.39 – This is the only bolt-action rifle officially in use by the Imperial Military. Like the Gerrut Sabre, it is purely ceremonial, yet carried strictly in parades and demonstrations.
Lermann Brothers Weaponry Division Heavy Proton Gun – A radical deviation from manufacturing board games, Lermann Brothers opened up a separate section in the company dedicated to manufacturing weapons. Their first and so far only product is the Heavy Proton Gun. It is very powerful and requires relatively little power to operate, well within the limits of small fusion reactors. It utilizes a system that actually destroys the bonds between molecules and alloys using Protons in an explosive manner. This gives an onlooker the idea that it is a simple laser cannon, but that could not be further from the truth.
SKAR 41 – SKAR stands for Specialized Kinetic Assault Rifle. It has a very sturdy and easy-to-hold frame. It has a 45 round clip and fires titanium-coated ammunition. It is a widely used assault weapon.
F50 Carbine – This is one of the only laser weapons used by infantry. It is a short, bullpup weapon with a design similar to the SKAR 41, but thinner, and without the handrail.
J19 Beam Rifle – This weapon utilizes a long barrel for maximum accuracy during firefights. It is manufactured by the same company that makes Flametrooper suits.
Bersson 10 Defense Gun – Bersson 10s are mounted on all ships in the Imperial Navy. It has a very powerful tracking system and rate of fire, allowing for maximum damage in the shortest amount of time to fighters and larger ships.
Berkut Rapidfire Plasma Gun – This fine weapon from Berkut Industries has incredible power and rate of fire.
GroberFutzen Heavy Missile Bank – As the name suggests, this missile bank fires GroberFutzen Missiles. The missile banks are extremely large and carry over a thousand missiles. The missiles pack very small nuclear warheads mixed with an EMP charge to bring down shields.
Liberator Beam Cannon – This weapon slices through ship shields and armor using supercharged Photons.
Rakkan Mega-Beam Cannon – This weapon is the pinnacle of beam technology. It is only mounted on Eclipses. They can kill fleets and kill space stations equally well.
Banshee Anti-Asteroid Cannon – This cannon was built to destroy asteroids. It annihilates the targeted projectile several AU away from the planet or moon it is on. It has saved billions of lives in the history of its use.
Crusher – These extremely powerful weapons are used on ships and by infantry alike. It literally manipulates gravity to crush anything it targets. Getting killed by this weapon is the polar opposite of painless. Incredible pressure reduces the ship, soldier, vehicle, building, etc. into a single point, which collapses in on itself and creates a short lived, extremely small black hole which swallows up the target. Some special forces teams utilize a similar system to warp across great distances.
A draft is currently in place that requires all men to enlist for four years in the Imperial Armed Forces within a month of turning eighteen. Currently, the Imperial Armed Forces field roughly 200 trillion personnel.
Recruitment and TrainingEdit
"The tip of your barrel shall be held exactly five unigrams from the bridge of your nose! Then you shall move your rifle to the standard firi- SHITHEAD, TURN YOUR EYES FORWARD! DID I GIVE YOU AN ORDER TO STARE AT LIEUTENANT STOJAN? NO! GIVE ME TWENTY THEN RETURN TO FORMATION, AND DO NOT LET YOUR EYES WANDER AGAIN!"
- Gunnery Sergeant Dumitru Vukoja in the autobiography of Ivanov Monore, who went on to lead the 102nd Armour Brigade of the 909th Heavy Infantry Division as a Colonel, and became Supreme Commander in the steps of his adopted father.
Renowned throughout the galaxy for unyielding harshness towards cadets of all branches, races, and backgrounds, Eteno Imperial Armed Forces training turns young men and women, many just out of Advances, into deadly weapons, gears in a devastating war machine. Most are enlisted personnel, while others train to become officers or earn the right to train as an officer through exemplary service to the fatherland.
Recruitment and DraftingEdit
During times of military emergency, the EIT government reserves the right to enact a draft of men from the ages of eighteen to thirty, and maintain a draft list of eligible men. Currently, the draft is currently in effect so as to require all men to enlist or enter officer school within thirty days of turning eighteen. A small percentage of individuals on the draft list are considered for officer school based on their grades and physical prowess. At age seventeen, all men with incurable mental or physical illness are removed from the draft list. Female (and male during times of peace) volunteers can directly apply for officer school, and can be flunked out of BCT or officer training at any point (This is common for females as physical fitness requirements are the same for both genders).
Regardless of whether they are entering officer school in the future or enlisting directly, men and women are sent to Basic Combat Training Camp (BCTC), where for nine weeks, they are thoroughly trained, drilled, and worked up to and beyond their physical limits. Draftees, unlike volunteers, are unable to flunk out of BCTC, and must continually go through BCTC until they pass. After BCTC, enlisted men move on to Advanced Combat Training School (ACTS), where men choose their preferred military occupation and enter training for the job they are assigned (hopefully the one that they requested). Those who are both eligible and choose to go to a Combat/Non-Combat Officer School (C/NCOS) where they choose their preferred military occupation and for four years are further trained physically and academically for their assigned craft (hopefully the one that they requested). The only deviation from this system is for pilot cadets, who partake in six months of academic, physical, and flight training. Pilot and officer cadets can be flunked down to ACTS for another position.
The first stop for all cadets Basic Combat Training Camps exist on most populated Eteno worlds. It is here that all members of the Imperial Armed Forces receive their most important training. In only nine weeks, civilians are molded into fighting men and women. Note that physical conditioning and discipline training is present at all stages of training.
Week 1 - Reception - Cadets are assigned quarters, instructors, gear, and clothing. Constant drilling and discipline training is punctuated only by harsh physical conditioning. Those deemed eligible for officer training receive harsher treatment from drill sergeants.
Week 2 - CQB Training - Cadets, now more disciplined and knowledgable regarding military matters, are trained in melee combat. The standard Armed Forces Close Combat Method is taught to cadets, which encompasses fist fighting, knife fighting, fighting with a sword or blunt object, and fighting with a bayonet. Greater discipline is also enforced.
Week 3 - CQB Training 2 - Continuation of Armed Forces Close Combat Method training. Physical conditioning reaches new heights. Cadets practice what they've learned on each other for the first time.
Week 4 - Firearms - Cadets are taught proper usage, maintenance, and discipline of all manner of infantry weapons, including rifles, carbines, pistols, anti-tank weapons, mortars, machine guns, and lasers.
Week 5 - Live Fire - Live fire training of all weapons listed above.
Week 6 - Combat Tactics - Infantry combat skills and tactics are taught to cadets. Both day and night scenarios are run through.
Week 7 - Combat Tactics 2 - Advanced infantry combat skills and tactics are taught to cadets.
Week 8 - Special Warfare - Cadets are trained in rappelling, ship raids, hostage situations, and all other sorts of special situations and scenarios.
Week 9 - The Underworld - Aptly named, this is when training is the worst. Physical conditioning and discipline training reach their peak, and cadets are pushed to the limit.
A vast majority of cadets perform well enough through these nine weeks to be graduated, and officially called members of the Imperial Armed Forces. Their next stop is ACTS or C/NCOS.
ACTS and C/NCOSEdit
To train men and women for the many different occupations that can be held in the armed forces, multiple school systems have been established. At these schools, cadets are converted into useful military personnel. Each school system operates a number of individual schools and academies. If a school system trains cadets across more than one branch, it operates schools for each branch individually (for example, Jonathan Keplat Imperial Army Academy is part of the Imperial Officers Academy school system).
Imperial Army and Marines Rifle AcademyEdit
The largest ACTS in the Imperial Armed Forces school system, IAMRA produces endless legions of infantry for the great Eteno war machine. From snipers to flametroopers, swordsmen to paratroopers, cadets acquire intense training over the course of five weeks in all aspects of their job, and advanced infantry skills. IAMRA is stereotypically the harshest ACTS, with the stereotypical tough-guy 'Sergeant Stanislaw' becoming an object of mockery. Ironically, IAMRA's biggest rival, IAFSC, is generally the toughest ACTS on cadets. As one would expect, training for marine cadets is tougher than training for army cadets.
Imperial Armed Forces School of Cavalry
Encompassing all manner of armoured cavalry warfare, courses at the IAFSC make hardened tankers, scouts, and guard cuirassiers out of the men and women inducted into the ranks of the school's many students. Cadets at the IAFSC first learn the ins and outs of their future occupation in the classroom, before moving to the training fields to become intimately acquainted with the workings of armour and support vehicles, and for some, more organic mounts.
Imperial Armed Forces Weapon and Ordnance Repair SchoolEdit
Arguably the least physically-taxing ACTS, cadets at IAFWORS are highly-trained in the construction, repair, and operation of all infantry and vehicle weapons, and their ammunition. For those incapable of entering the IES, whether because of their low academic performance or sub-standard physical capacity, IAFWORS can be a good stepping stone to becoming an engineer. Those with over four years of good performance in an IAFWOR-related job can apply to the IES.
Imperial Engineers SchoolEdit
Condensing potentially six to eight years of higher learning into four months, IES trains the mechanics, engineers, and future scientists that make up the scaffolding of one of the largest armed forced in the galaxy. While physical conditioning is an important aspect to military repair and engineering, intense classroom study and field training make up most of the IES curriculum. Only some of the smartest enter IES, and only the smartest of the smartest graduate. This ensures that regular troops, pilots, and sailors can focus on their own job and not have to worry about their equipment, vehicles, ships, and structures.
Imperial Marines Diver SchoolEdit
One of the smaller schools, IMDS is not exactly the school that all cadets dream of attending. That doesn't make IMDS any less important or tough, though. One can only attend IMDS after graduating from marine IAMRA. It is at this school that in the course of only eight weeks, cadets are thoroughly instructed in all facets of the Marine Diver Forces. Without graduates of IMDS, sea operations and amphibious attacks would be significantly costlier.
Armed Forces Administration and Technical AcademyEdit
Sterotypically the easiest school to graduate from, AFATA is far from easy to complete. In ten weeks, cadets partake in constant computer, logistics, management, and other administrative classes, with very little free time or rest. Without these graduates, a military model of efficiency would shortly break down.
Imperial Officers AcademyEdit
IOA, over four years, provides well-trained officers with college-level education and military dedication and discipline to all branches of the Imperial Armed Forces. Combining traditional academic classes, field training, physical conditioning, and drilling to create some of the best officers in the galaxy.
Air Officer AcademyEdit
Air Officer Academies, while not at all inferred by their name, train pilots for all branches except the Imperial Air Force. Like most other flight schools across the galaxy, cadets endure several weeks of classroom study combined with training flight simulators before getting in the cockpit of an actual air or space craft of the Eteno Imperial Armed Forces. However, when cadets finally do get in the pilot's seat, they will train all day, and sometimes, all night for well over eight hundred hours total. While flight training is exceptionally long, individual schools in the AOA school system all train and produce battle-ready pilots in a deliberate pattern, ensuring that there is always a steady stream of fliers ready to replace whatever losses are suffered.
Imperial Armed Forces Police AcademyEdit
Armed Forces Special Operations AcademyEdit
Imperial Support SchoolEdit
Imperial Army and Marines Vehicle School
Imperial Artillery SchoolEdit
School of Biological WarfareEdit
Armed Forces Lifesaver AcademyEdit
Arguably some of the most valuable members of the military are produced in the AFLA, those who selflessly risk their lives to save those of their comrades. Rescue divers, combat medics, and all other medical occupations are gained through tutelage and graduation at AFLA. Months of grueling physical conditioning and medical study ensures that graduates are more than capable of both killing and healing. It takes only two months to produce a medic, but doctors require a year of training. Doctor training can only be received if a medic has had at least three years of service, and a highly commendable service record. They can then apply for AFLA doctor training, and if accepted, receive a year of training equivalent to three years of modern medical school.
Imperial Air Force Flying Academy Most Eteno children fantasize about flying for the armed forces at least once in their life, and half of them fantasize about flying for the IAF. Much like the AOA, rigorous classroom study is paired with constant simulator training, which is penultimate to actual flight training. As IAF pilots need not too great instruction on the workings of starship-based aviation (for obvious reasons), training only takes five months, with classroom study taking place in only two. Several review classes are, of course, present in the last three months of training, but flight practice is the undeniable focus. The IAF enjoys a fearsome reputation amongst the EIT's many enemies, and rightly so, for the pilots that leave the IAFFA are some of the most dangerous in the galaxy.
Imperial Air Force School of Ground Staff IAFSGS exists for the jobs that take you halfway in the Imperial Air Force. No flying is taught, but instead technical information regarding the IAF's equipment, support vehicles, aircraft, ordnance, and electronics, as well as the skills to utilize them in the field. IAFSGS produces fit and knowledgable ground staff capable of performing all necessary actions required to get an aircraft in the air in pristine condition. Classroom study plays a lesser role in instruction, as IAFSGS focuses more on hands-on training. This means that cadets leave with greater understanding of their actual job, in regards to carrying out all of the actions required to complete it. Much of the war glory may go to pilots, but those same pilots never let their egos prevent them from recognizing the invaluable services IAF ground staff provide.
Armed Forces School of Psychological OperationEdit
The newest school system to be formed for the armed forces, the AFSPO can create a cunning, cold, and calculating psychological warfare specialist out of anyone. Through both hands-on experience and intense desk learning, AFSPO graduates incur crippling demoralization amongst the ranks of the enemy.
Despite its name suggesting otherwise, the INSE does not train intelligence specialists exclusively for the Imperial Navy. The INSE was formed when the only military branch in possession of a formal intelligence unit was the navy, and thus, was named as a naval espionage school. Currently, the INSE rigorously trains cadets in all forms of espionage and intelligence gathering/analyzing, while developing them mentally and physically to deal with any and all threats and challenges they may encounter while on missions, analyzing information, or commanding missions.
Note: Non-branch personnel can be members of any branch, or simply attached to the Imperial Armed Forces as a whole.
- Military Legal Specialist - Along with MPs, MLS' handle legal matters within the military, and any matters the armed forces has with outside parties.
- Military Police - Act as law enforcement on military property, in occupied areas, areas of high civil strife, some embassies, and Galactic Senate installations.
- Imperial Cavalry Police - Military policemen issued motorcycles for rapid reaction and patrol. ICPs can be normally found supplementing local police when stationed in towns.
- Imperial Maritime Police - Maritime police keep order on the seas and in the space near military installations, from shipyards to ports.
- Intelligence Officer - Commissioned officers that digest the endless masses of data fed to them by spies, scouts, and turncoats, and turn it into usable tokens of strategic information.
- Psychological Operations Specialist - Sent to a random unit, a POS utilizes their training and the resources available to demoralize the enemy.
- Military Attache - Military Attaches spend their service days at Eteno embassies, collecting as much information about the host's military as possible with permission from said host. Attaches are normally veteran officers.
- Military Academy Instructor - Experts in their craft with years of experience under their belt, many MAIs are veteran military personnel who have chosen to give up (or are removed from) their previous occupation to teach cadets everything there is to know about their profession. Other MAIs are formerly civilian teachers or instructors recruited to teach purely academic courses to cadets.
- Arms Repairman - In charge of ensuring that ordnance is well-kept and ready to be used at all times, sometimes working in conjunction with Ordnance Disposal Specialists.
- Ordnance Disposal Specialist - Ensures that unnecessary weapons, ammunition, vehicles, ships, and strike craft are properly disposed of, or sold to trustworthy buyers.
- Doctor - Former civilian practitioners hired to provide advanced medical and dental care to air force pilots and ground troops.
- Artillery and Small Arms Repairmen - AaSARs keep infantry weapons and artillery guns in working order, and to an extent, their ammunition when working in conjunction with Arms Repairmen.
- Research and Development Engineer - Recruited from within the ranks of military engineers, RaDEs help create and develop state-of-the-art military technologies.
- Armed Forces Criminal Investigative Service Officer - Professional investigators hired to to assist in solving criminal cases within the armed forces.
- Cartographer - Assigned the difficult job of making battle maps and incorporating all manner of assorted data collected by many different sources into said maps.
- Geographic Engineer - Trained in analyzing terrains of all different kinds, and forming clear and concise summaries of their potential use in a battle, as well as participating in the construction of positions in uncooperative terrain.
- Administration - Uniform-wearing desk workers that keep track of the ugliest parts of the military.
- Religious Assistant - A regular sailor/soldier/airman trained to provide religious services to a specific unit.
- Recruitment Officer - ROs get draftees to where they want to be in the military, recruit female members, and assist soldiers at the end of their service extend their time in the military.
- Transportation Officer - Troop transportation is handled mostly by the navy, and so is some supply transportation, but the majority of transported goods are sent around by trained transportation specialists sometimes hired straight from the civilian shipping industry.
- Computer Officer - COs keep track of the military's many computers, and keep them running at full efficiency.
- Contingency Officer - COOs are generals and admirals that are tasked with creating daily contingency plans with the aid of a supercomputer in the case of a sudden attack by one, several, or all allies of the empire. There are also contingency plans for an invasion of all allies simultaneously. The more up-to-date information on allied ship and troop positions available, the better the plans normally are.
- Imperial Naval Infantryman - Some of the most dangerous men in the empire, naval infantry are tasked with defending the ship, or going down with it. Regularly, they will accompany army and marines during invasions, taking on missions that only the most veteran marines and special forces endure. They have been known paradrop into oceans, swim to shore, take enemy positions, and hold them for weeks, even months at a time.
- Naval Special Operator - Special forces personnel employed by the Imperial Navy. Participate in special operations with sabotage, intelligence-gathering, and asset denial.
- Technician - A ship always needs many technicians to keep the electronics and vital systems up and running. To be a technicians means to work dilligently in keeping the ship at 100% efficiency, even when under heavy fire.
- Special Warfare Craft Crewman - While NSOs and Naval Infantrymen are some of the most skilled men and women in the galaxy, they would be useless if they were unable to get to their objectives. That is where SWCCs come in. An SWCC is a pilot or driver who's only goal is to get highly-trained soldiers to where they work best. From flying a helicopter through a sky full of AA fire, or driving a truck through a mine and enemy-infested warzone, the SWCC will get you there.
- Spacetrooper - Highly-trained in the use of the Spacetrooper Corp's signature spacesuits. These men are some of the most dangerous weapons to be used against the navies of the EIT's enemies.
- Maintenance Man - MMs as they are affectionately referred to as by other crewmen, maintain the structural integrity of a ship. If the hull has been blown open and the emergency airlocks fail, MMs will put on spacesuits and patch it up with welding tools and nanobots, even during combat, if need-be.
- Fueler - Hangar crew member responsible for ensuring the batteries of all strike craft are charged, and maintained.
- Piracy, Smuggling and Terrorism Interdiction Operator - PSTIOs are veteran marines and naval infantry who work with domestic naval task forces to curb piracy, the smuggling of goods and people, and terrorist activity in Eteno space, as well as space immediately outside Eteno borders. PSTIOs and the task forces carrying them have jurisdiction in all Eteno space and dominions, as well as nations suspected of harbouring criminals. In most cases, the right to operate in foreign nations is acquired by force.
- Avionic Mechanic - Hangar crew mechanic responsible for maintaining strike craft. This is one of the most important jobs in the navy.
- Ordnanceman - Hangar crew member responsible for putting on and removing weapons and ammo on strike craft.
- Hangar Commander - Hangar crew member responsible for coordinating hangar activity, such as launching and recovering strike craft, reparing strike craft, and moving ordnance.
- Craft Director - Hangar crew member responsible for hand-signal communications to/between pilots, hangar crew, and commanders, directing craft around the hangar, moving craft around the hangar, signalling for the raising and lowering of strike craft on the ceiling-mounted 'hooks' used for launching and recovery, and signalling 'Launch GO' and 'Launch ABORT'.
- Arrestor Operator - Hangar crew member responsible for operating and maintaining the craft arrestors on carriers.
- Gunner - While many gun batteries on modern Imperial Navy ships are automated, a large fraction of the guns on the ship are manually operated, such as railguns. Gunners are specialists in aiming, reloading, and maintaining many types of guns in the most efficient manner possible.
- Sailor Supportman - With no specific job, Sailor Supportmen receive rudimentary training in many ship duties, and are assigned as substitutes to any understrength sections of a ship. If, for example, an engineman was called away to another part of the ship, a Sailor Supportman could take his place until he returns. Contrary to popular belief, Sailor Supportmen are the busiest members of a ship.
- Torpedoman - Torpedomen are trained operators of torpedo launchers on all large ships armed with torpedo tubes.
- Logistics Officer - While not always officers, Logistics personnel keep track of material, crew, and records.
- Bridge Officer - Sailors of the rank and position Bridge Officer work, obviously, on the bridge of a ship. Positions on the bridge are helmsman, navigator, SETI operator, radio operator, hangar liasion, and ship tactical specialist.
- Doctor - While doctors on ships take care of any serious injuries, they also handle routine checkups and dentistry, invaluable services during long tours of duty.
- Cook - Cooks feed the crew of ships in the navy with specially-flavored nutrient cubes and the occasional full meal, much to the pleasure of the ship crew.
- Engineman - Enginemen work with the engines as well as the reactor if one is present.
- Fleet Officer - Anyone from the rank of Fleet Commander to High Admiral (excluding Command Admiral). Fleet Officers are the strategic heads of fleets, responsible for their effective deployment to carry out orders from high command.
- Captain - The head of a ship.
- Naval Engineer - Engineers are responsible for high-level maintenance on ships, as well as the construction of orbital facilities and humanitarian construction.
- Musician - Performs with naval choirs and bands, and maintains musical equipment.
- Pilot - Pilots fly fighters, bombers, and helicopters from the ship's hangar.
- Emergencyman - Emergencymen include medics, firemen, and temporary MPs.
- Artilleryman - One of several operators of field and artillery guns. Artillery/rocket truck crews consist of about five men. One driver, and four crewmen specialized in aiming/spotting, repairing, loading, and firing. While in theory, the guns/rockets could be operated by one man that also drives the truck, having a five-man crew allows the gun to be fired at a very high rate. Howitsers are operated by three-man teams consisting of a spotter/aimer, loader, and gunner. Field guns normally have one or two loaders/gunners, and a spotter/aimer. Artillerymen are also given rifleman training.
- Ground Special Operator - Member of a ground-based special forces units. Almost always recruited from within the ranks of the military.
- Biological Warfare Specialist - The life of a BWS is a difficult one, at best. Not only do they keep track of and maintain bioweapon stockpiles, they are responsible for using them on the battlefield. BWS' are given highly advanced isolation suits to keep themselves safe from the extremely potent biological weapons used by the military.
- Mortarman - One of two or three soldiers assigned to an infantry or field mortar, mortarmen provide valuable inderect fire support as spotters, aimers, and loaders/launchers. Given rifleman training like artillerymen, mortarmen (especially infantry mortarmen) have to defend their weapons from direct infantry attack regularly.
- Indirect Fireman - One or two Indirect Firemen are normally assigned to each squad, tasked with providing covering fire for the unit. These men and women use all manner of different weapons, but almost always utilize explosive ammunition.
- Machine Gun Emplacement Operator - MGEOs work in pairs to deploy and operate HMGs, and sometimes scaled-up MMGs.
- Signalman - Communications specialist that maintains the infrastructure supporting the armed forces' highly advanced electronic communications methods.
- Rifleman - Riflemen are soldiers that specialize in the usage of assault rifles, and laser rifles.
- Machine Gunner - Utilize both rifled and smoothbore automatic weapons with clips normally larger than 150 rounds, the rounds being of higher caliber than standard SMG and rifle rounds.
- Grenadier - Normally the physically strongest soldiers, they are armed with a larger-than-normal pack of grenades, as well as a semi-automatic grenade launcher.
- Combat Diver (Marines only) - Divers who operate in teams of five to infiltrate enemy positions and demolish ships, underwater and above-water structures, and shore defenses.
- Clearance Diver (Marines only) - Divers who clear under and above water obstacles before an amphibious invasion.
- Squad Leader - Veteran soldier who has shown exemplary leader skills, and has been placed in command of a squad. No specific infantry training.
- Emergency Fire Rescueman - EFR teams are armed with fireproof gear, extinguisher foam, trucks, and the skill to effectively utilize every asset afforded to them. The moment a fire or explosions rocks a base, combat position, or advancing unit, an EFR team will be there. Soldiers can sleep safe at night knowing that if their base comes under mortar attack, EFR teams will be ready to prevent any more damage from occuring.
- Walker Pilot - Specialist in the operation of all combat walkers in service with the armed forces. Only the physically and mentally strongest men and women are given the opportunity to become walker pilots.
- Rescue Diver (Marines only) - Highly-trained divers who recover and treat wounded men in and out of battle with no regard for their own safety.
- Shipman (Marines only) - Standard crewmen on seaships who carry out all tasks not done by specialized personnel.
- Gunnery Shipman (Marines only) - Specialists responsible for effectively utilizing and maintaining a seaship's guns.
- Musician - Performs with army/marine choirs and bands, and maintains musical equipment.
- Landing Shipman (Marines only) - Crewman of a seaship responsible for getting an amphibious operation going, and ensure that the deployment of forces from landing ships goes off without a hitch.
- Command Shipman (Marines only) - Crewman of a seaship in charge of a ship or ship department.
- Swordsman - Class of infantry brought into existence after disastrous close-combat encounters between Eteno and Dhragolon during the Aldaris Incident. Swordsmen carry standad riflemen kit, but are much more skilled with their broadsword.
- Sniper - Imperial snipers use the best rifles in the galaxy to take out targets from afar.
- Tankman - Tank operator, each tankman is fully trained in all tank operation disciplines including loading, driving, commanding, and repairing.
- Cavalry Scout - Soldier given access to many different weapons and methods of transport tasked with scouting and spotting for groups of five to eight tanks.
- Pilot - Specially trained to operate airborne assault, transport, and attack helicopters.
- Paratrooper - Paratroopers can be any type of soldier, and are trained for insertion via air.
- EL Trooper - Electro-Lance soldiers are skilled in the usage of electric, pointed lances in close combat, and do not rely on their sidearm in most cases.
- Electronic Warfare Specialist - Responsible for disarming electronics-based traps and the usage of EMP weaponry to hurt the enemys' combat effectiveness.
- Crusher - Crusher troops use the unorthodox but effective crusher system in combat, using a scaled-down version of the ship model.
- Army/Marine Engineer - Responsible for upper-level base and vehicle repair as well as base and humanitarian construction.
- Maintenance Man - Like in the Navy and Air Force, Army and Marine maintenance troops ensure that vehicles and helicopters work properly.
- Cook - Cooks distribute flavored ration cubes and occasionally full meals from hot carts towed by cars or trucks around a base or staging area.
- Medic - Combat medics are adept at healing troops on the frontline, and serving as surgeons and doctors behind it.
- AA Specialist - Trained operator of static, mobile, and man-portable anti-air equipment in the support of ground forces as well as military and civilian infrastructure.
- Tactical Officer - Tactical Officers are also unit leaders, and form most of the battle's decision making apparatus.
- Logistics Officer - Soldiers that keep track of supplies, personnel, and noteworthy events.
- Pilot - The backbone of the Imperial Air Force, pilots fly the craft that are important enough to have their own pseudo-branch in the military.
- Maintenance Man - Keep airfield buildings, vehicles, and aircraft running efficiently.
- Avionic Mechanic - Handles higher-level aircraft repair.
- Fireman - At air bases, firemen have their own building and vehicles separate from damage control. With their trucks and foam, firemen ensure that nothing burns down during a raid, and that the occasional munitions 'error' doesn't cause too much damage.
- Guardsman - Protects airfields from ground attack, and ensures that nothing gets in or out without it being approved.
- Musician - Performs with air force choirs and bands, and maintains musical equipment.
- Forward Air Controller - FACs are in charge of air operations across all branches planetside. Any operation may have one or two FACs assigned to it, all the way up to sixty. A FAC is responsible for directing strike craft to different targets, putting smoke ahead of prospective targets, relaying support requests from ground troops, and keeping track of hostile air movement.
- Aerial Gunner - Purely enlisted men that operate the guns on helicopters with physically-operated weaponry.
- Cook - Cooks distribute flavored ration cubes and occasionally full meals from hot carts towed by cars or trucks around a base or staging area.
- Traffic Controller - TCs manage the movement of aircraft as well as vehicles and men being loaded and offloaded.
- Munitions Loader - ML staff load and unload physical munitions such as missiles and bombs from craft quickly and without fuss.
- Air Medic - Not to be confused with an Air Doctor, Air Medics jump from planes and helicopters into the combat zone to provide high-level medical care to the wounded.
- Runwayman - Assists with the launching and recovering of military craft, and help assemble flight schedules.
- Traffic Director - Armed with headphones, helmets, reflective vests, and light-sticks, TD staff enforce the will of the almighty TC.
- Air Doctor - Combat medics given the task of treating injuries in-flight, or at the airbase.
- AAA/AAG Operator - AA gunners use anti-air artillery (AAA) and anti-air guns (AAG) to ensure that any and all air threats hit the ground in a timely manner.
- Logistics Officer - Given responsibilities identical to that of Army/Marine and Navy Logistics Officers.
- Runway Officer - ROs and their maintenance staff keep the runway clear of debris, and fill in any craters that appear when the AAA starts pounding.
- Civilian Traffic Officer - Each airbase has a CTO who takes command of situations where a civilian craft is forced to land at said base.
On all dress uniforms, rank and branch is written out on each sleeve. On dress and combat uniforms, name and rank is written out on a patch over the left breast. Medals, badges, ribbons, and pins are arrayed directly underneath the name and rank patch.
The Imperial Armed Forces have four main camoflauge schemes, with additional miscellaneous schemes used for more specific enviornments (such as winter and jungle).
- Standard Camoflauge - Grey, light blue, and dark blue pixelated pattern.
- Desert Camoflauge - Tan, grey pixelated pattern.
- Forest Camoflauge - Light grey, tan, green, and dark green patch pattern.
- Urban Camoflauge - White and black pixelated pattern.
Also note that all pilots wear dark green jumpsuits with flight helmets.
Officers receive aviator glasses to distinguish themselves easily from enlisted.
- Combat/Work - Standard Camoflauge shirt, pants, boots, cap, with bulletproof vest and leg armour underneath. Alternate camoflauge schemes used in their corresponding environments, along with bulletproof helmet.
- Hangar/Engine - Coloured vest, shirt, pants, helmet with visor, boots. White denotes an engineman, red denotes an ordnanceman, green denotes an arrestor operator, blue denotes a hangar commander, yellow denotes a mechanic, orange denotes a director, and purple denotes a fueler.
- Dress - Light blue suit with pants and black shoes, as well as hat with metal cap badge depicting a star surrounded by three planets.
- Training - Light blue sleeveless shirt with shorts and white slip-on shoes.
Officers receive grey armbands to help distinguish themselves from enlisted.
- Combat/Work - Forest Camoflauge shirt, pants, boots, beret, with bulletproof vest and leg armour underneath. Alternate camoflauge schemes used in their corresponding environments, along with bulletproof helmet.
- Dress - Tan suit with pants and black shoes, as well as beret with metal cap badge depicting two crossing rifles in front of the coat of arms.
- Training - Grey shirt with shorts and white slip-on shoes.
Officers receive grey armbands to help distinguish themselves from enlisted.
- Combat/Work - Desert Camoflauge shirt, pants, boots, jacket, cap, with bulletproof vest and leg armour underneath. Alternate camoflauge schemes used in their corresponding environments, along with bulletproof helmet.
- Dress - Grey suit with pants and black shoes, as well as hat with metal cap badge depicting an anchor superimposed over an ancient Great War destroyer.
- Training - Green shirt with white slip-on shoes.
Officers receive gold wing pins to help distinguish themselves from enlisted.
- Combat/Work - Urban Camoflauge jacket, shirt, pants, boots, cap with bulletproof vest underneath. Alternate camoflauge schemes used in their corresponding environments, along with bulletproof helmet.
- Dress - Dark blue suit with pants and black shoes, as well as hat with metal cap badge depicting two Defenders flying side-by-side.
- Training - Grey shirt with white slip-on shoes.
No explicit clothing item has been established to help identify officers.
- Combat/Work - Desert Camoflauge jacket, shirt, pants, boots, campaign hat with bulletproof vest underneath. Alternate camoflauge schemes used in their corresponding environments.
- Dress - Dark blue suit with pants and black shoes, as well as campaign hat with metal cap badge depicting crossing rifles superimposed over a police badge.
- Training - Blue shirt with slip-on shoes.
Division of TroopsEdit
Unit Name/# Of men/Led by soldier of rank. (These are unit group breakdowns and do not directly apply to battlegroup titles)
Note that any unit can be deployed away from its parent unit (such as two companies being deployed separate from the rest of their division, or a squadron being deployed to partake in a small-scale support mission), but the unit always maintains contact with the parent unit's lead officer(s).
Squad 7 Sergeant
Platoon 56 Lieutenant
Battalion 560 Captain
Regiment 5,600 Commander
Company 39,200 Major
Brigade 156,800 Colonel
Division 313,600 Lance General
Army 1,568,000 Brigadier General
Quadrant Army 15,680,000 Lieutenant General
Corps 940,800,000 High General
Army Group 2,822,400,000 High General
Unit Name/Fraction of/Unit/Led by pilot of rank. (Ships with fewer than 200 strike craft tend to form five or six Squadrons, avoiding the use of larger groupings)
Squadron 1/6 Flight Group Lt. Commander
Flight Group 1/4 Flight Wing Commander
Flight Wing 1/17 Ship Wing Colonel
Unit Name/Fraction of/Unit/Led by pilot of rank. (Bases with fewer than 40 strike craft tend to form five or six Squadrons, avoiding the use of larger groupings)
Squadron 1/2 Wing Captain
Wing 1/2 Flight Group Commander
Flight Group 1/3 Air Complement Colonel
Air Complement 1/1 Flight Commander
Marine Choir - Marine Corp choir.
Army Choir - Army choir.
Navy Choir - Imperial Navy choir.
National Guard Choir - National guard choir.
Home Guard Choir - Home Guard choir.
Air Force Choir - Air Force choir.
Armed Forces Marching Band - Highly-trained marching band for high-profile celebrations or events.
1st Honor Guard Division - Specially trained guards for dignitaries and diplomats.
13th Military Presentation Unit - Highly-trained in military show sports.
Guard Cuirassiers - Elite Furala riders armed with sabres. Spearheaded the assault on Maline Tsodus II's Revolutionary Guard. Broke through six lines of fortified infantry units.
Special Forces UnitsEdit
Special forces units have historically been deployed regularly by the EIT for an incredibly wide variety of missions, and those deployed by the nation are some of the toughest ever seen.
Black Eyes – The Black Eyes are highly-trained frontline soldiers, with special training in almost all battlefield aspects. They also serve as special operatives for field commanders who have the utmost pleasure of commanding these deadly men.
Tolstoy's Squadron - An unorthodox fleet of nothing but battleships, Rear Admiral I Vladimir Tolstoy was ordered to assemble a 'universal' task force capable of moving quickly from place to place repelling Kklxin attacks on the front line. Tolstoy gathered thirty-seven battleships with at least one from each ship class. This fleet was a perfect mix, as it has enough point defense and strike craft to ward off snub fighters, and more than enough firepower to bring down larger ships in short order. It is a common saying that Tolstoy's Squadron is always on assignment, and to an extent, this is true.
Naval Piracy Rapid Reaction Force - The NPRRF is an elite anti-piracy unit tasked with protecting high-value Eteno convoys, and hunting lone or grouped pirate ships all across the galaxy. The NPRRF is the only Eteno force which the Galactic Senate has granted unrestricted passage rights through the territory of minor member nations. The NPRRF is made up of ships and crews with extensive combat experience, and special psychological and combat training focused on preserving civilian life and property, and disabling enemy ships as quickly as possible. Also part of the force are elite naval commandos, veteran naval sailors and soldiers from other branches given year-long specialty classes focusing on ship boarding, combat, and seizure. The NPRRF normally disables pirate ships and civilian ships taken hostage, before sending commandos to capture or execute pirates, seize pirate data and property, and liberate civilian ships.
The Iron Pauldron – The Iron Pauldron is an all-purpose unit of elite infantry. Each member is skilled in at least seven martial arts, and has perfect eyesight and gun accuracy records. They are identified by their Iron pauldrons on their vest. They are extremely effective front line infantry, and even one can do immeasurable damage. They inspire morale and strength inside even the most beleaguered of units.
The Black Vests – The Black Vests, true to their name, are identified by their pitch black vests. They are the elite guards of senior officers. Although the most senior of officers only are assigned one guard, it has been said that it is much better than a whole platoon of Marines.
Special Intelligence Service - The SIS consists of the most veteran spies in service with the armed forces. The SIS gathers some of the most heavily-guarded information, be it research data or battle plans. The SIS is famed for having only lost six agents in the line of duty since it's founding in 931 ATGW.
Black Squadron - A forty-one craft squadron of Defender-class fighter pilots hand-picked by some of the best admirals in the empire for their skill and experience. The unit is transferred constantly from carrier to carrier, normally being in the thickest fighting all the time. Black Squadron has only lost two fighters in combat. The current Black Squadron leader is Colonel Stasya Zolnerowich, a pilot with over 600 kills to her name.
Force 18 - Force 18 may be the most secretive organization in the known galaxy. It is made up of the best commandos the force can get on its' payroll, including commandos from other militaries. Members of 'The Force' conduct unbelievable acts of sabotage on enemies of the empire, occasionally during times of peace. To help keep it as low-profile as possible, the Imperial Armed Forces have created five other forces, mostly of just veteran ground troops. This has confused groups like the Kklxin into believing Force 18 is just another unit of experienced troops. However, this could not be further from the truth.
Omdak - Serving as the primary protection unit for the Supreme and Vice Commanders, Omdak has its roots nearly a hundred years prior to the Great War. Originally mere amalgamations of veteran mercenary units, Omdak squads were assigned to the protection of law officials. However, as larger and more powerful nations started to form, countries formed their own Omdak teams made up of well-trained professional soldiers. After the Eteno race unified into the EIT, one great Omdak unit was formed to protect the new leaders of the nation. The modern Omdak is made up of veteran Imperial Army and Marine Corps soldiers, as well as many special forces veterans. These personnel protect the Supreme and Vice Commanders, as well as their vehicles, ships, and aircraft in a myriad of ways. For example, if the Supreme Commander rides in a hovertruck from a meeting to a starport, Omdak will be escorting him in armoured vehicles, ranging from mere cars to military personnel carriers, or covering him from all manner of places on foot. Omdak is also not restricted to covering him directly, and sends personnel out in force to secure the entire city. Wherever the Supreme and Vice Commanders go, Omdak follows, many thousands strong, whether to the frontline or an exotic, foreign capital.
Zvezda - When absolutely nobody else will do, Zvezda will. With one of the toughest selection processes ever seen, Zvezda is the pinnacle of exclusive professionalism. Recruits are handpicked from other special forces units, and thrust into twelve weeks of unbelievably harsh physical trial. While many come close to dying, these people are removed from the trials before they pass, however close that moment may be. After the physical trials, during which 99% of applicants are eliminated, a year of advanced tactical training begins. Five-man teams are formed, and these teams train, work, and live together for all of their time in training, and if they survive, will serve together in the field with no exception. Each person is responsible for the whole group, and if one man fails, the whole group does. Only eighty Zvezda teams currently exist. These eighty teams conduct top-secret operations of all kinds, from training foreign insurgent forces to assassinating rival leaders, rescuing hostages related to the Supreme Commander and stealing experimental ships from under the noses of enemy nations.
RUA - See article.
Example: 9,386th Light Infantry Guard Division
1st field: Number: The number of the unit in order of creation relative to other identical units.
2nd field: Type: The role/type of the majority of the unit's members. I.E. Heavy Infantry, Light Infantry, Medium Armor etc.
3rd field (Optional): Guard: The guard status signifies that the unit is made up of soldiers handpicked for their skill.
4th field: Division: The final field tells what division the unit is. I.E. Platoon, Regiment, Division, Battalion etc.
While in English writing style a unit name would be akin to the example, Luuschtuntski style states that the following is the proper way to write the name of a unit:
9,386. L. Olkunaya Pr. Diviziya
Bronze Star - Awarded for the confirmed destruction of five hostile ground vehicles.
Silver Star - Awarded for the confirmed destruction of fifteen hostile ground vehicles.
Gold Star - Awarded for the confirmed destruction of fifty hostile ground vehicles.
Supreme Commander Unit Citation - Granted to any member of a unit in which a past or present Supreme Commander has served in.
Congressional Medal of Honor - Infantry award granted by the Imperial Congress to an individual on account of extraordinary and selfless service in battle.
Meritourious Serivce Ribbon - Awarded to an individual with over ten years of infantry service as an NCO.
NCO Commendation - Awarded for the attainment of an NCO rank.
Officer Commendation - Awarded for the attainment of an officer rank.
Special Training Commendation - Awarded for graduation from more than one C/NCOS or ACTS school.
Marksman Ribbon - Award granted to snipers for fifty confirmed kills in action.
Amphibious Landing Commendation - Granted to personnel who have participated in amphibious assaults.
Combat Excellency Badge - Award granted by a soldier's superior two ranks above him for outstanding combat service. Top-tier generals receive this award from the Imperial Congress.
Good Conduct Medal - Awarded for no incidents of friendly fire or breach of fire discipline for six years.
Armour Star - Granted to tank operators with at least two years of service and ten confirmed armour kills. With the new Emperor HBT entering service, debate has risen regarding the increasing of kills required to attain the award for Emperor tankers.
Marine Aviation Commendation - Awarded to Imperial Marine Corps aviators for graduating from AOA.
Flight Medal - Awarded to ground branch pilots for having over 9,000 hours of flight clocked.
Paratrooper Commendation - Awarded to soldiers who have participated in at least five live parachute drops. Final training drop is included.
Lone Star Award - Bestowed upon soldiers who have gone above and beyond in battle when separated from their comrades. Spies and saboteurs are not eligible for this award.
Tactical Supremacy Pin - Awarded to officers for excellence in the leadership of Imperial Armed Forces personnel.
Combat Valor Award - Granted for extraordinary display of heroism under fire.
Midshipman Award - Granted at the completion of a soldier's first midshipman cruise, during which they serve as guard personnel, and a ground attack force separate from the standard Imperial Marine Corps contingent and the Imperial Naval Infantry.
Marine Naval Commendation - Awarded to those of the Imperial Marine Corps who have completed training to become a maritime warfare specialist aboard one of the IMC's many seaships.
Boarding Award - Bestowed upon Marines who have taken part in boarding operations, whether on the defense or offense.
Armour Badge - Granted to tankers after graduation from training.
Army Airbourne Medal
Gold Hawk Award
Extraordinary Service Badge
Grox Operations Citation
Meritourious Air Citation
Good Conduct Citation
Advanced Training Ribbon
Congressional Medal of Aviation
Congressional Medal of Maritime Warfare
Flying Officer Commendation
Medal of Imperial Dignity
Commanderial Defense Ribbon
Notable Service Badge
Commendable Service Badge
Worthy Service Badge
Medal of the International
Both loose and regimented marches have been long-standing traditions in all branches of the Imperial Armed Forces. Not only as a show of force as discipline, but as a way of establishing unity, solidarity, and lack of individuality. Listed below are the official marches and paces of the Imperial Armed Forces. Note that any march can be performed at any pace.
Guard Pace - 30 beats/min
Regular Pace - 40 beats/min
Slow Pace - 55 beats/min
Head Pace - 70 beats/min
Quick Pace - 90 beats/min
Fast Pace - 120 beats/min
Standard Pace - 140 beats/min
- A March - Eyes-forward march with the soldier's right hand holding their weapon against their shoulder by the stock. Legs are only raised twenty degrees in this march.
- B March - Soldier's eyes are left and high with their weapon held at a 45-degree angle in front of them. Left hand holds the barrel, and the right hand holds the stock. Legs are raised seventy degrees in this march.
- Parading March A - Soldier faces forward, saluting with right hand. Left hand holds the soldier's weapon against their hip by the rail or strap. Legs are only raised twenty degrees in this march.
- Regulation March - Soldier faces forward, with weapon held against chest, barrel up, with the left hand on the barrel and the right hand on the stock. Legs are raised seventy degrees in this march
- Guard March - Soldier faces forward, with rifle held against left shoulder with the left hand holding the bottom of the stock. With each step, the right arm swings back and forth. Legs are raised ninety degrees in this march.
- Combat March - Used almost exclusively in the field. Weapon is held with both hands at a 45-degree angle against the soldier's chest. No specific regulation regarding where the soldier should be looking, or how high their legs should be raised with each step as long as the soldier can keep up with the pace.
Total/Strategic Nuclear WeaponsEdit
The Eteno Imperial Armed Forces currently claim to possess roughly 14 million nuclear weapons. The Imperial Navy has authority over 30% of these weapons, the Imperial Army has authority over 50%, and the Marine Corps is responsible for managing the last 20%. The different types of nuclear weapons possessed are listed below, along with how many there are as a percentage of the stockpile.
Fusion Weapons (H-Bomb) - 70%
- Salted Bomb - 10%
Fission Weapons (A-Bombs) - 30%
- Pure Fission Bomb - 40%
- Boosted Fission Bomb - 20%
- Salted Bomb - 5%
- EMP Bomb - 6%
- Neutron Bomb - 29%
These stockpiles are stored at five-hundred confidential locations across the empire. These installations are believed to have enormous layers of security, as well as safe emergency neutralization protocols. Only six Eteno in the galaxy know the locations of all facilities at any one time. These men are the four chief nuclear directors appointed by the Council of Generals, as well as the Supreme Commander and his/her Vice Commander. The Supreme Commander and Vice Commander can authorize a full-scale nuclear attack if both agree to do so, and if one is dead or incapacitated, the other can authorize a strike. In the absence of both national leaders, all remaining nuclear directors must agree to launch a nuclear strike. If all six primary-authority individuals are no-factor during a crisis, the decentralized KONRAD Strategic Nuclear Computer System takes control, and makes decisions based on all data available to it.
Choosing to launch a nuclear strike is a big decision, and requires both secrecy and efficiency, as well as full command functionality regardless of the state of individuals that are a part of high command. The KONRAD system was brought online in 982 ATGW as more interstellar powers presented themselves on the galactic stage. KONRAD automatically is put on full alert the moment contact is lost with any of the six men with knowledge of all five-hundred stockpile/launch sites. It is also put on alert when an extra-planetary nuclear launch is detected anywhere within the SIS' Galactic Intelligence Web.
Supreme Command/Vice CommanderEdit
When these two men enter office, their first task is to both compose a letter that will be sent to the five-hundred stockpile/launch sites in the empire. These letters (with the Supreme Commander's letter taking precedence) outline the actions to be taken in the event that the empire is threatened in a possibly species-ending war. Each set of letters is declassified only if both national leaders have been elected for the maximum number of terms, and are both out of any political office. While orders almsot always vary, they generally instruct the site commanders to use their own judgement, launch all weapons in retaliation, withhold all weapons, fire some weapons, or wait for orders from the ten major 'Buzz' stations.
In times of crisis where both national leaders are incapable of leading or are dead/incapacitated/captured, all available nuclear directors can meet at a pre-determined location and discuss the use of nuclear weapons. If all directors agree on one plan, it is immediately put into action.
Buzz stations are short-wave radio stations scattered across the empire. Listeners will find that they only transmit buzzing noises, coupled with the occasional beep or hum. Rarely, a set of names shall be transmitted by a robotic voice. What the public does not know is that each station is broadcasting a perpetual all-clear code, signifying that there is no nuclear threat, and no unusual activity. If one station goes silent or changes their transmission every minute for ten minutes, military command is alerted. If more than one goes silent, KONRAD is brought on partial alert, and if one of the ten primary stations goes silent, KONRAD is put on full alert and military leaders are transmitted contingency plans in case of nuclear war. If more than one primary station goes silent, nuclear weapons are readied in launchers and targets are selected in the territory of all possible perpetrators. In the case that all stations go silent, primary or secondary, evacuations occur in all urban centres in the empire, and nuclear weapons are launched into space to begin FTL drive preparation. In the history of the empire, only one primary station has ever gone silent, which was during the Aldaris Incident where a Dhragolon fleet accidentally destroyed a station during a life-fire test in an occupied Groxlands system. This astounding coincidence almost caused the launch of hundreds of weapons at Dhragolon worlds.
Wars and Notable Battles Participated InEdit
The Eteno Imperial Armed Forces have participated in quite a number of wars since the founding of the empire in 2 ATGW.
Uprising of the Royalists - 1 ATGW -
1st Terrathian Border Conflict - 17 ATGW -
Mekveren War of Conquest - 27 ATGW -
1st War of the Kommenfrau Succession - 52-53 ATGW -
Miodrag Conflict - 55 ATGW -
2nd War of the Kommenfrau Succession - 61 ATGW
Operation Dnepr - 76-77 ATGW -
2nd Terrathian Border Conflict - 90 ATGW -
Q'kall War of Conquest - 99-101 ATGW -
Dupov's War - 105 ATGW -
3rd War of the Kommenfrau Succession - 126-135 ATGW -
Prall War of Conquest - 149-150 ATGW -
Lausthaven Conflict - 163 ATGW - Short, relatively-undocumented skirmish around what is now known as the Yanyarigan Cloud. Two Imperial Navy heavy cruisers engaged in gunboat diplomacy with a single small Dhragolon ship, and exchanged fire for about a minute before being diverted to assist in the 3rd Terrathian Border Conflict.
3rd Terrathian Border Conflict - 163 ATGW -
1st Utoyan Border Conflict - 169 ATGW -
3rd War of the Kommenfrau Succession - 175 ATGW -
Operation Elizabet - 204-205 ATGW -
2nd Utoyan Border Conflict - 221 ATGW -
War of the Tambren Succession - 229 ATGW -
Vladic Incident - 235 ATGW -
Operation Balthasar - 247-248 ATGW -
Colonial Expansion Conflicts - 291-331 ATGW -
Yerreva War of Conquest - 317 - ATGW -
Whekommen Incident - 325 ATGW -
Omega-13 Skirmish - 378 ATGW -
Operation Sparrow - 379-384 ATGW -
Operation Miroslav - 401-402 ATGW -
Akselsen War of Succession - 432 ATGW -
Chataran War of Conquest - 445 ATGW -
Akselsen War of Conquest - 469-470 ATGW -
Operation Serp - 499-501 ATGW -
Paldravan War of Conquest - 506 ATGW -
Tsowari War of Conquest - 542-548 ATGW -
Mirvatan War of Conquest - 556 ATGW -
Kadwaffen's War - 562 ATGW -
Operation Aovsky - 577-701 ATGW -
4th War of the Kommenfrau Succession - 734 ATGW -
Xoxov War of Conquest - 755 ATGW -
Aphbrec War of Conquest - 780 ATGW -
1st Grox War - 793-957 ATGW
Mosek's War - 800 ATGW -
Jakob's War - 803 ATGW -
1st Mosin Conflict - 807 ATGW -
Operation Kirov - 812 ATGW -
Operation Ploz - 817 ATGW -
Battle of Omega-18 - 818 ATGW -
Uijhan War of Conquest - 825 ATGW -
5th War of the Kommenfrau Succession - 829 ATGW -
1st Thalden Border Conflict - 830 ATGW -
2nd Mosin Conflict - 830 ATGW -
Gusti's War - 837 ATGW -
Kommenfrau War of Conquest - 844 ATGW
Tsalabrian War of Conquest - 857 ATGW -
Battle of Earth - 857 ATGW -
Thembrudden War - 858 AGW -
Operation Tsoloter - 863 ATGW -
Kantherra War - 868 ATGW -
Praudzen Conflict - 874 ATGW -
Brondven War of Conquest - 877 ATGW -
Marcanian War - 892 ATGW -
Herit Conflict - 900 ATGW -
Northern War - 930 ATGW -
1st Gostov War - 936 ATGW -
Operation Farthen - 941 ATGW -
Dhragolon Intervention - 957 ATGW -
2nd Grox War - 974-1,004 ATGW -
Eastern War - 976 ATGW -
Kklxin War - 988-? ATGW -
2nd Gostov War - 992 ATGW -
Aldaris Incident - 1,007 ATGW -
Operation Neculai - 1,008-? ATGW
Marasey War of Conquest - 1,009 ATGW -
- Some Eteno Gunboats in stories including the Eteno are named after people and creatures in Roman mythology.
- Some Eteno Naval Rams in stories including the Eteno are named after people and creatures in Greek mythology.
- Some Eteno Supercarriers in stories including the Eteno are named after places in France.