Militaries
Union Underground
While not a formal military per se, this gang-cum-resistance-movement had a structure and culture all its own. The other gangs of the era had similar structures. Unlike a formal military, it did not have any vessels of its own; when one is required, one is commandeered.
Subculture details
Reach: 3
Qualities: Time Sink (-2), Motivated (-1, Freedom Fighter), Black Market (4)
Officer Rankings
Probie: (5) A probationary member. When on duty, always operates in a group or with a partner (usually partnered with a full member) - probies are generally not trusted with secrets nor with the success of critical operations.
Member: (15) Once a probie has proven his trustworthiness and usefulness, he becomes a full member. Members often operate in a group, but may work on their own when the situation calls for it.
Lieutenant: (40) Leads groups of members and probies. Trusted implicitly. The exact responsibilities of a Lieutenant often change from day to day and even hour to hour; as such, Lieutenants tend to learn the entire operation and should be able to take over in any situation at a moment's notice.
President: (60) Each local chapter of the UU has its own President. The independent, cellular structure of the UU means that no single person has authority over multiple chapters; rather, the Presidents meet and vote on plans of actions, and all chapters follow the majority vote. If a chapter president refuses to comply, the other chapters may use force to subdue him.
Standard Issue Gear
The Union Underground is not a fancy, above-board operation, and they don't issue a lot of standard gear. Members are expected to obtain their own weapons and armor as needed, and are usually permitted to skim a little off the profits of operations they're a part of in order to do so. The Underground does provide a kind of uniform - a custom bowling shirt (of a style first found in the basement of the bowling alley which served as the Underground's first base of operations) that acts as the organization's uniform. Members often wear the same shirt for many years, holding every hole or tear as a badge of honor.
EGF and ESF
The two branches of the Earth military have similarities. While they are different branches with different purposes and jurisdictions, their similarities are significant enough to warrant describing both in one section.
The Earth Guard Force, or EGF, patrols the Solar System to defend Earth from threats. The EGF does not have any ships capable of warp bridge travel, instead focusing on building larger and more powerful ships. It also operates a significant scope network to patrol the system and scout for potential threats. The EGF's legal jurisdiction is the entirety of the Solar system except for colonies and outposts larger than about 1,000 people which have their own local enforcers - their role is akin to the Coast Guard or marshalls. (The moon Hyperion and the Saturn warp bridge have their own enforcers, being under the purview of the ESF as a staging base.)
The Earth Star Force, or ESF, is charged with all excursions outside the solar system, including using offense as the first line of defense for Earth, and protection for diplomatic and trade missions. The ESF almost exclusively operates vessels with BTD's for warp bridge travel and their attachés. Since ESF ships are limited to the maximum size transmissible through a warp bridge, and must carry large, heavy BTD's, they tend to be less maneuverable and powerful than EGF ships.
Subculture details
Reach: 6
Qualities: Time Sink (-2), Motivated (-1, Promotion)
Officer Rankings
Recruit: (5) The Recruit is still in training.
Ensign: (10) The Ensign has access, but no authority. Often assigned to menial labor or undesirable positions. He is occasionally granted temporary authority over other Ensigns or Recruits.
Lieutenant: (15) A trusted, but low-ranking, officer, the Lieutenant may have a minor job on a large ship, or a major job on a small one (including commanding transports, for example).
Commander: (25) This officer is usually either a department head, or the ship's XO (who effectively outranks other Commanders, by virtue of being the one carrying out the Captain's orders). Any Commander is expected to be able to take command of a ship or station in an emergency.
Captain: (50) The head honcho of a given vessel or outpost. Generally in charge of a Frigate, Destroyer, or Cruiser, but the rank also applies to any single, independent vessel that is expected to be able to act alone, even small ones.
Admiral: (80) The leader of a battle group of several vessels; often doubles as the Captain of a battleship or battlecruiser, while also being in command over the Captains of all the support ships of said capital ship.
Fleet Admiral: (150) The chief strategist of the fleet, in charge of deployments and overall policy, and often in charge of negotiations.
Fleet Description
The EGF is founded first, with a number of Phoenix frigates - somewhat small combat ships versatile enough to accomplish a variety of missions. Having a single initial design to be concerned with made the initial construction of a fleet easier.
The ESF's first major craft, the Hammer class (a cruiser), integrated the first of the Bactaran BTD's and the first human-built fusion-ion engines, giving it the range needed for independent extrasolar operation. Alongside this class launched the TX-01 transport, ships designed exclusively for vacuum operation, usually ship-to-ship missions. Eventually, the fleet of TX-01's is augmented with the TX-02, a shuttle capable of atmospheric flight as well.
On the civilian side, SpaceX's ITS launch system - a large colonial shuttle - had established the early Mars colony prior to the Bactaran invasion. Following the occupation, the Baltimore-class tug was quickly designed and launched for the purposes of enabling space-based construction of stations and ships as well as cargo shipments, while an ITS mission is launched towards Mars to resupply the ailing Mars colony.
Mankind begins mining asteroids and small moons for fuel in the early 2070's, but it's not until 2090 with the launch of the Hephaestus miner ship that the process becomes streamlined and efficient. With abundantly available fuel and raw materials, the ESF and EGF begin to augment their respective fleets with larger vessels.
The EGF focuses on large, heavily-armed defense vessels (without BTD capability), such as the Austin-class battleships to patrol the entire solar system and the Everest-class (and later, Valhalla-class) defense platforms, designed to defend specific worlds and locations alongside an accompanying flotilla of battleships.
The ESF creates the Amazon-class carrier designed to bring smaller combat craft (including the FX-01 and FX-03 fighters, the FX-02 fighter shuttle, and the BX-01 breacher) across warp bridges into theaters of combat. It also designs more BTD-equipped capital ships around the turn of the century, including upgraded Olympus-class cruisers, alongside new a type of vessel, the Century-class battlecruiser (the cruiser's larger, slower counterpart).
Human-designed vessels prior to first contact have a set of standard docking ports that are compatible with each other, but generally not compatible with other civilizations' ports. Following recovery of the debris from the battle which liberated Earth in 2065, a makeshift docking adapter is designed giving the Sirius Expedition vessels the ability - however clumsily - to dock with Bactaran vessels. Future generations of human spaceships are equipped with a clever versatile design that can connect to a number of differently designed docking ports.
Standard Issue Gear
Spacesuits and Armor
There are several kinds of suits available as Standard Issue gear for ESF/EGF personnel, depending on environment and mission. Firstly, the shipboard uniforms of both branches are custom-made G-Suits (GRV + 5
), allowing the crew in standard outfits to survive maneuvering often needed for battle. The standard space suit (TMP -2, ATM -2
) is widely available and allows work in most space environments, and is widely available; wearers should be aware that it provides no protection for high gravity situations. For combat situations, Powered Environment Armor (TMP -2, ATM -2
) is available, though its expense limits its availability, and there are no guarantees - some soldiers expecting to see combat will purchase their own Powered Environment Armor (at a cost of around $10,000) to be sure that they always have the armor available. Non-environmental armor (Light Armor
and Heavy Military Armor
) are included in small quantities, largely for security personnel to deal with threats on vessels themselves.
Weaponry
The standard daily-carry sidearm for EGF and ESF officers is a weapon not capable of puncturing the hull. Sometimes this is a nonlethal weapon such as a Taser (single shot, +3 dice, 3P8E damage
) or, if the tech is available, LIPC (+3 dice, 6E damage
); if lethal weapons are called for, the ammunition used must not deal significant Piercing damage. Within that limitation, any standard firearm is available, or when the tech is available, Coilguns. Survival knives (+2 dice, 4P 2I
) are generally available as standard issue as well, though they are generally thought of as more of a tool than a weapon.
Other
Medics and doctors are assigned a nearly inexhaustable quantity of cutting-edge MedKits (Rating 6
) as needed. Magnetic Boots
are widely available on most ships.
Bactaran Republic and Korzof-Moti
The two major Bactaran militaries use similar command structures and vessel classifications, thanks to their common roots. It is important to note that the two are rarely on the same side of any given conflict, despite their common origins and similar military structures.
Subculture details
Reach: 5
Qualities: Motivated (-1, Wedge)
Officer Rankings
Warrant: (5) The lowest ranking peons of the military - enlisted men, essentially. A warrant generally cannot advance up the chain of command, but a skilled warrant may be promoted to Agent.
Agent: (10) Outside the normal command structure, an Agent is an experienced, skilled officer without leadership skills. His effective rank is entirely dependent on his assignment. Usually works alone; most ships have one or more Agents on the crew to act as detachments.
Sub-commander: (25) In charge of a group of warrants. Sub-commanders are commissioned officers with training very different from Warrants or Agents, and this rank is where commanders and generals get their start. May be in charge of a small ship among a fleet of small ships.
Commander: (40) The commander of a large vessel or outpost, or of a fleet of small ships.
General: (80) In charge of an independent detachment of multiple vessels or outposts.
Fleet Description
Bactaran fleets are built around capable, independent small ships. This is most evident in their carriers, which are little more than a flying BTD, and their skiffs, which have long range and long life support durations; even when skiffs are docked to carriers, the crews spend most of their time on the skiffs, and the carriers rely on the skiffs' life support and, sometimes, engines. All Bactaran vessels, down to the smallest fighters, have high delta-V capacities and are expected to support crew for long durations at a stretch.
Notable among Bactaran spacefaring civilizations are the Siracun space stations, which are virtually ubiquitous as a space station design. The versatile design connects with Kanis modules - pressurized chamfered-rectangle-shaped modules with docking ports (easily convertible to airlocks) at both ends. By connecting multiple, cheaply mass-produced Kanis modules together (and other, similarly shaped, compatible modules), a Siracun station can be affordably built to accomodate most space station purposes, including fuel storage, asteroid mining, manufacture, and general living space.
Bactarans have standardized on a small selection of bidirectional docking ports and are generally compatible with most other Bactaran ports and airlocks.
Standard Issue Gear
Spacesuits and Armor
Bactaran Republic issues standard Environment Armor (TMP -3, ATM -1, GRV +3
) to its soldiers to protect against space and aggressors alike. Engineering staff on a ship receive armor protecting against radiation as well (TMP -3, ATM -1, GRV +3, RAD +5
) - the expense of this kind of suit limits its availability. For other officers and passangers, simple Flight Suits (GRV +5
) are available to help survive high-G maneuvers.
Weaponry
Bactarans serving onboard ships and space stations often rely on a wide variety of melee weapons as their standard issue gear, augmented by nonlethal ranged weapons, primarily LIPC's (+3 dice, 6E
). If the tech is available, upper level security personnel will be issued handheld Pulse Lasers (+3 dice, 5P 10H, Auto 1 or more depending on PWR TL
) to deal with threats, but most soliders will still be issued melee weapons.
Bactarans serving at posts where a stray bullet won't cause a hull breach may be issued any variety of firearm, in addition to the melee and nonlethal weapons listed above.
Voran Corps
Vorans, with their instictive community-driven mindset, tend to have large, varied militaries, only some of which are focused on combat. The Voran Defense Corps and Voran Tactical Corps are the two major organizations focused on military might. However, a similar hierarchy is in place for most vital functions of Voran society, including Research Corps, Engineers Corps, Merchant Corps, and the Infrastructure Corps. Each Corps is operated slightly differently; the Defense and Tactical Corps, for example, are a strict hierarchy, while others like the Merchant Corps are more akin to a workers' union or a loose coalition. There are a small number of combat ships assigned to non-combat Corps, and they are responsible for their own day-to-day policing and protection. The Defense Corps are available for larger-scale defense when these smaller forces are insufficient.
Interactions between the various Corps' fleets, including jurisdictional disputes, are adjudicated by third parties - each possible pairing of two Corps has a third Corps designated as the neutral third party. Some interactions are common enough that such a representative from this third party will travel alongside the respective fleets; other combinations are so obscure that it almost never comes up.
Subculture details
Reach: 6
Qualities: Time Sink (-2)
Most Corps subcultures have the Specialty quality for some relevant skill; a few are listed below, but any other Voran Corps should have a relevant Specialty quality.
Defense Corps Quality: Specialty (Automatics, 2)
Tactical Corps Quality: Specialty (Indirect Fire, 4)
Research Corps Quality: Specialty (Physics, 2)
Merchant Corps Quality: Specialty (Negotation, 2)
Officer Rankings
Worker: (5) The lowest rank, almost exclusively filled by drones; a Worker simply handles the cleaning and low-level maintenance. Most receive the most rudimentary level of weapons training for self-defense.
Spacefarer: (15) A Spacefarer is capable of flying ships (or Queens), and is often a male. Most Spacefarers learn to operate the helm as a matter of tradition, though most rarely if ever helm a ship in the field; in addition to pilots, the rank also applies to weapons officers and engineers.
Operative: (25) An Operative operates independently, not having a post on any particular ship (though often carried by ships as guests or as mission specialists). Operatives may work on teams for specific missions - and their training makes them highly adaptable to work within any team - but will not be a part of a particular unit in the long term. The ranks of Operatives include males, young females, and drones.
Expert: (35) The Expert is a Voran who has received a significant amount of education and proven comptency in a particular field. In Voran society, "Expert" is a title that carries similar weight, honor, and authority as the title "Doctor" in human society. Unlike many military ranks, this title is often awarded to those outside any corps as a recognition of training and education; when given this way, the Expert does not have a commanding rank in the chain of command, but most lower-ranking officers will still comply with most requests out of respect (unless otherwise ordered). All genders may seek such education.
Commander: (40) Most Commanders serve as the captain of a ship, or the executive officer if serving on a Queen (where the Queen herself has a role analogous to a captain). Some Commanders specialize in pulling together and leading teams of Operatives for specific mission. Usually male, though females who intend to become Queens in rank may hold this rank until they metamorphose.
Queen: (55) While a Voran queen is simply a gender, this rank specifically refers to a queen that has been made spacebound and carries a crew. For obvious reasons, a Queen has full authority over her crew (who frequently consist mostly of her own family and offspring), and given their relative fragility compared to mechanical Voran ships, tend to be assigned to non-combat roles.
General: (80) Organizes many ships into a fleet and coordinates their missions. While not officially restricted by gender, Generals are historically almost always male; ranking females tend to become Queens instead, while drones simply don't live long enough to advance their careers to their level (and have a harder time advancing in general).
Fleet Description
The Voran fleets are divided amongst the various Corps, with the largest fleet by far belonging to the Defense Corps. The Defense Corps act as guardians of the Varhanna system, historically serving as the peacekeepers of interplanetary space. The relatively recent influx of BTD's, provided by the Bactarans, has shaken up the Defense Corps the most; it was required to split off the Tactical Corps, which operates almost exclusively vessels with BTD's, venturing into the galaxy.
Standard Issue Gear
Spacesuits and Armor
Voran environmental suits vary by gender. Drones are particularly hardy, and can survive in many space environments, generally only requiring a thermal suit when in shadow. Queens are also capable of survival in space, and can even provide a comfortable environment inside themselves for other Vorans; with their lower RAD tolerance than drones, however, they are often protected by a magnetic shield generated by their Propulsor package. Males and juvenile females both require atmospheric pressure for survival; their common space suit is a Rating 3 Environmental Suit (+2 RAD, -3 ATM, -1 TMP)
.
Weaponry
Vorans have the most advanced tech in the Orion Arm. Nearly any kind of weaponry is available as standard issue in the Defense and Tactical Corps, but the most common weapons are Battle Rifles (+5 dice, 9P, Auto 6)
. Most Corps offer nonlethal weaponry, most commonly LIPC weapons (+3 dice, 6E damage, Auto 3)
.
Unification Charter Fleet
When the Unification Charter is signed, its vessels are designed using technology from humans, Bactarans, and Vorans. While this makes them powerful and advanced, the patchwork technology frequently results in quirks and oddities (represented as a +1 Glitch Risk whenever UC technology is being used.) The military members of the UC fleet are, likewise, composed of members from all three founding races, as well as some of the less advanced Guigu. Like the ships and the members, the military practices and ranks take influence from all of the founding races.
Subculture details
Reach: 6
Qualities: Time Sink (-2), Motivated (-1, Promotion)
Officer Rankings
Troop: (5) Similar to a Warrant of the Bactaran militaries in that there is little room for advancement; the Troop handles the combat and legwork of the UCF.
Tech: (10) Though they get a little more training, techs are equivalent in rank to the Troop. The techs are the brains of the operation. They are often charged with keeping the patchwork technology of the UC fleet working together.
Pilot: (15) Helms and commands a small vessel. Mid-sized vessels, like transports, are generally commanded by Lieutenants, who may may either operate the helm themselves, or have a Pilot onboard to helm the ship. Command-size vessels are generally helmed by a Lieutenant, as the position on such a ship implies a certain level of command over engineering teams and the like.
Lieutenant: (20) A Lieutenant commands groups of Troops, Techs, and Pilots, or if ordered to, other Lieutenants.
Captain: (50) Captains a vessel or outpost.
Admiral: (80) Leads a group of vessels which may operate independently.
Fleet Admiral: (120) There is only one Fleet Admiral in the UC fleet, who coordinates the fleet to keep Parella Station safe.
Standard Issue Gear
Note: the UC Fleet's military equipment consists of the best technology available from each culture that has joined. While this has obvious advantages, the interaction between this patchwork technology is often troublesome, and incurs a Glitch Risk of +1.
Spacesuits and Armor
All members of the UC fleet are expected to be prepared for emergencies, given the experimental nature of their technology. As a result, most UC officers always carry a small air mask (save Guigu and Voran drones, which can survive in a vacuum in emergencies). Due to the varied nature of the species, the appropriate environmental suits are similarly varied. Any personnel expected to see combat are issued the best powered environmental armor they can use.
Weaponry
The UC issues weapons to their combat personnel primarily consisting of LIPC weapons (+3 dice, 6E
) and Pulse Lasers (+3 dice, 5P 10H, Auto 3
). Heavy assault forces may carry Gyro Jet launchers (+6 dice, 6PX
), weapons enabled only by combining Bactaran and Voran technologies. Missions outside of spaceships - primarily consisting of guard duty on the various moons of the Parella system - will call for heavier duty firearms, often Battle Rifles (+5 dice, 9P, Auto 6
).