by Max Barry

Latest Forum Topics

Advertisement

The Imperium of
Democratic Socialists

Overview Factbook Dispatches Policies People Government Economy Rank Trend Cards

4

One-Stop Imperial Military Factbook

[OOC NOTICE]
This Factbook is for reference and OOC knowledge. In-Character, all of this information is considered highly secret. Please do not metagame.

Internal Security Patrol Unit
Armaments: 1 T-9 "Union IX" Pulse Rifle, 1 CO-19 "Soliv" Civil Enforcement Unit,
Primary Equipment: Type 44 Powered Armour, Type 24 Secondary Armour System.
Secondary Equipment: Full Sensor Unit, Light Infantry Shielding, 5 Pulse Rifle Power Cells, 2 Soliv Power Cells
Notes: The Internal Security Patrol Unit utilizes obsolete standards of Imperial equipment to reduce costs, due to the significantly greater deployment of such forces when compared to IAF units. The unit is additionally equipped with a non-lethal option.

Infantry Unit
Armaments: 1 A-4 Pulse Rifle, 1 T-7S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 48 Powered Armour, Type 26 Secondary Armour System.
Secondary Equipment: Standard Sensor Unit, Infantry Shielding, 7 Pulse Rifle Power Cells
Notes: The Imperial Infantry Unit is a standardized unit developed to engage any and all standard foreign targets. The unit maintains adaptable armor hardpoints for mission-variable equipment.

Reconnaissance Unit
Armaments: 1 RI-7 "Lance" Pulse Rifle, 1 T-9S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 49 Powered Armour, Type 26 Secondary Armour System,
Secondary Equipment: Advanced Sensor Unit, Light Infantry Shielding, Mobility Assistance Thrusters, 7 Pulse Rifle power cells
Notes: The Imperial Reconnaissance Unit is equipped with a lightweight armor system focused on mass-reduction. The unit is intended to provide long-range support and additional tactical flexibility in low-gravity environments.

Support Unit
Armaments: 1 RI-9 "Shredder" Pulse Rifle, 1 T-40 Anti-Vehicle Railgun, 1 T-9S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 50 Powered Armor, Type 26 Secondary Armor System,
Secondary Equipment: Standard Sensor Unit, Heavy Infantry Shielding, 7 Pulse Rifle Power Cells, 5 HEAP Railgun Rounds
Notes: The Imperial Support unit is equipped with a heavyweight armor system featuring additional armor mass and superior shielding to standard units. The unit is intended to engage primarily with hardened targets and armored vehicles.

Hostile Lifeform Elimination Unit
Armaments: 1 CO-33A Flechette Rifle, 1 CO-17B Flamethrower,
Primary Equipment: Type 45 Powered Armour, Type 26 Secondary Armour System
Secondary Equipment: Environmental Sensor Unit, Advanced Environmental Control System, 4 Flechette packages, 1 CO-17B Fuel Tank.
Notes: The Hostile Lifeform Elimination Unit, or HLE Unit, is utilized in the tactical elimination of non-militarized threats to Imperial forces and operations. The unit is equipped with advanced environmental stabilization systems, allowing for extended operation in highly corrosive, radioactive, or otherwise unfavorable environments. The unit is additionally equipped with systems capable of isolating, identifying, and destroying hostile microorganisms. For these reasons, the unit lacks much of the equipment and armor found on standard systems, and is extremely fragile to militarized attack.

Command Unit
Armaments: 1 A-4 Pulse Rifle, 1 A-5 Particle Projection Rifle, 1 T-9S "Union VII" Secondary Pulse Rifle,
Primary Equipment: Type 50A Powered Armour, Type 26 Secondary Armour System
Secondary Equipment: Command Network Interface, Advanced Sensor Unit, Hardened Infantry Shielding, 7 Pulse Rifle Power Cells, 3 Particle Cases,
Notes: Imperial Command Units are reserved for IAF Personnel ranked at the Decurion, Centurion, and Praetorian positions. The unit features rank and unit insignia, and hardened shielding systems. The unit is additionally equipped with a Particle Projection weapon to allow for engagement with hardened targets.

Infantry Support Locust
Armaments: 2 IP-108 Pulse Repeater, 2 T-40 Anti-Vehicle Railgun, 1 RI-50 Particle Projection Cannon
Primary Equipment: Increased Mass Infantry Armour Material, Hardened Infantry Shielding
Secondary Equipment: Enhanced Mobility Thrusters, Advanced Sensor Unit, Artificial Intelligence Core, 16 Railgun Rounds
Notes: The Infantry Support Locust, is a miniaturized variant of the Locust combat frame, designed to provide heavy fire support for Imperial Infantry, and to be used as an Infantry-compatible combat platform for advanced Artificial Intelligence units deployed alongside Imperial Infantry.

Locust II-A
Length: 2 Meters
Width: 1.75 Meters
Height: 4.2 Meters
Weight: 60 Tons
Maximum Speed: 200 Kph
Armaments: 1 RI-19 "Shredder" Scattering Laser, 4 IP-108 Pulse Repeaters
Armour: Light Vehicle Armor, Light Vehicle Shields,
Class: Walker (2),
Notes: The Locust II-A is the anti-infantry variant of the modernized Locust combat frame. The unit is a tall-legged bipedal frame designed to provide light armored support and reconnaissance to Imperial forces. In service of this objective, the unit is entirely AI-controlled, and operates autonomously within specified objective parameters. Exclusively deployed in groups, alongside the Locust II-B.

Locust II-B
Length: 2 Meters
Width: 1.75 Meters
Height: 4.2 Meters
Weight: 60 Tons
Maximum Speed: 200 Kph
Armaments: RI-17 1 "Lance" Assault Beam, 2 IP-174 Particle Projection Cannons,
Armour: Light Vehicle Armor, Light Vehicle Shields,
Class: Walker (2),
Notes: The Locust II-B is the anti-armor variant of the modernized Locust combat frame. The unit is a tall-legged bipedal frame designed to provide light armored support and reconnaissance to Imperial forces. In service of this objective, the unit is entirely AI-controlled, and operates autonomously within specified objective parameters. Exclusively deployed in groups, alongside the Locust II-A.

Hammer II Light Tank
Length: 8 Meters
Width: 6 Meters
Height: 3 Meters
Weight: 100 Tons
Maximum Speed: 160 Kph
Armaments: 2 RI-21 Assault Beam, 3 IP-110 Pulse Repeater Turrets
Armour: Light Vehicle Armour, Standard Vehicle Shields
Class: Tracked (2)

Bastion Battle Tank
Length: 12 Meters
Width: 14 Meters
Height: 4 Meters
Weight: 215 tons
Maximum Speed: 100 Kph
Armaments: Standard Vehicle Armour, Two Layer Standard Vehicle Shields
Armour: 2 IP-44 Linked Anti-Vehicle Railguns, 4 RI-21 Assault Beam Turrets, 6 IP-110 Pulse Repeater Turrets
Class: Tracked (4)

Grand Praetor Assault Vehicle
Length: 24 Meters
Width: 24 Meters
Height: 8 Meters
Weight: 600 Tons
Maximum Speed: 60 Kph
Armaments: 1 IN-32 Particle Projection Cannon, 6 Heavy RI-21 Assault Beam Turrets, 6 Heavy IP-110 Pulse Repeater Turrets, 2 IP-66 SAM Pods [6 Missiles Each], 1 IP-134 Scattering Laser Turret
Armour: Heavy Vehicle Armour, 4 Layer Hardened Vehicle Shields
Class: Tracked (8)

Watchman Anti-Aircraft Vehicle
Length: 8 Meters
Width: 6 Meters
Height: 4 Meters
Weight: 120 Tons
Maximum Speed: 180 Kph
Armaments: 2 IP-134 Laser Scatter Turrets, 4 IP-66 SAM Pods [6 Missiles Each]
Armour: Light Vehicle Armour, Standard Vehicle Shields
Class: Track (3)

Trianth Anti-Orbital Carrier
Length: 24 Meters
Width: 8 Meters
Height: 6 Meters [20 Meters when Launching]
Weight: 350 Tons
Maximum Speed: 60 Kph
Armaments: 1 F7-A Trianth Missile, 4 IP-110 Pulse Repeater Turrets
Armour: Light Vehicle Armour, Light Vehicle Shields
Class: Tracked [6]
Notes: The F7-A Trianth Missile predates modern anti-orbital defense systems, and formerly saw widespread use throughout the Interior Territories. The possibility of planetary forces being cut-off from orbital support during offensive actions has seen the development of a carrier for remaining missiles for use as emergency anti-orbital measures.

Tramenev II Interceptor
Length: 16 Meters
Wingspan: 8 Meters
Height: 2 Meters
Armaments: 6 IP-110 Pulse Repeaters
Armour: Light Aerospace Armour
Propulsion: 7 Plasma Thrusters
Notes: The Tramenev II Interceptor, uniquely among Imperial Aerospace Craft, is wholly AI-operated, similarly to the IAC Locust units. The unit operates as a high-speed interceptor, deployed in large numbers as a rapid-response force to any threats to Imperial aerial superiority.

Alveran Assault Craft
Length: 16 Meters
Wingspan: 20 Meters
Height: 2.25 Meters
Armaments: 6 Heavy IP-110 Pulse Repeaters, 1 IP-174 Particle Projection Cannon, 4 IP-73 Guided Anti-Aircraft Missiles
Armour: Standard Aerospace Armour, Heavy Aerospace Shielding
Propulsion: 8 Plasma Thrusters
Notes: The Alveran Assault Craft is a design that has remained largely unchanged since its initial introduction. The unit is a remote-operated heavy assault craft, specialized in supporting ground forces and providing area-based aerial superiority in groups.

Raesilir III Strike Bomber
Length: 16 Meters
Wingspan: 6 Meters
Height: 2.25 Meters
Armaments: 6 K-34 Guided Antimatter Bombs
Armour: Light Aerospace Shielding
Propulsion: 5 Plasma Thrusters
Subsystems: Basic Sensor Array
Notes: The Raesilir III Strike Bomber is a remote-operated rapid-response target-indiscriminate air support bomber. The unit is specialized in enacting the total destruction of hardened facilities, whether by deployment of individually targeted munitions, or by self-destruction of the craft on-target. The unit is capable of flying much faster than tolerances can support during maneuvering; improper flight operation may result in rapid unplanned disassembly and premature detonation.

Taeras Class Gunship
Length: 24 Meters
Wingspan: 18 Meters
Height: 5 Meters
Armaments: 8 Heavy IP-110 Pulse Repeater Turrets, 4 IP-174 Particle Projection Cannons, 2 IP-44 Anti-Vehicle Railguns
Armour: Heavy Aerospace Armour, Heavy Aerospace Shielding
Propulsion: 4 VTOL-Operated Plasma Thrusters

Raesil Class Dropship
Length: 34 Meters
Wingspan: 28 Meters
Height: 10 Meters
Armaments: 6 IP-106 Pulse Repeater Turrets
Armour: Heavy Aerospace Armour, Heavy Aerospace Shielding
Propulsion: 6 VTOL-Operated Plasma Thrusters

Liraam II Garrison Frigate
Length: 400 Meters
Width: 150 Meters
Height: 100 Meters
Armament: 8 AN-56 Light Anti-Ship Beams, 16 IN-32 Particle Projection Cannons, 16 UN-144 Pulse Laser Turret, 20 IN-36 Point Defense Beam
Armour: 4 Meter Naval Armor, Dual Layer Frigate Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
16 PPC | 4 Port/Starboard | 4 Above/Below
8 L-ASB | 2 Port/Starboard | 2 Above/Below
16 PLT | 4 Port/Starboard | 4 Above/Below
20 PDB | 5 Port/Starboard | 5 Above/Below
Notes: The Liraam II Frigate is an obsolete frigate design currently utilized by Internal Security and Planetary Garrisons.

Aelir Garrison Cruiser
Length: 550 Meters
Width: 400 Meters
Height: 200 Meters
Armament: 14 AN-56 Anti-Ship Beams, 32 IN-32 Particle Projection Cannons, 3 IN-115 Swarm Missile Bays [120 Missiles per Barrage, Each, 840 Missiles Per Bay], 24 IN-36 Point Defense Beams
Armour: 7 Meter Naval Armor, Dual Layer Cruiser Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
16 ASB | 5 Port/Starboard | 4 Forward
30 PPC Turret | 8 Port/Starboard | 8 Above/Below
3 RS-MB | 3 Forward
20 PDB | 6 Port/Starboard | 6 Above/Below
Notes: The Aelir Cruiser is an obsolete cruiser design currently utilized by Internal Security and Planetary Garrisons.

Vaesir V Frigate
Length: 450 Meters
Width: 200 Meters
Height: 150 Meters
Armament: 12 AN-56 Anti-Ship Beams, 16 IN-32 Particle Projection Cannons, 24 UN-144 Pulse Laser Turret, 24 IN-36 Point Defense Beam
Armour: 5 Meter Reinforced Ship Plating, Dual Layer Frigate Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
12 ASB Turreted | 3 Port/Starboard | 3 Above/Below
16 PPC | 4 Port/Starboard | 4 Above/Below
24 Pulse Laser Turret | 6 Port/Starboard | 6 Above/Below
24 PDB | 6 Port/Starboard | 6 Above/Below

Rasali III Cruiser
Length: 600 Meters
Width: 450 Meters
Height: 200 Meters
Armament: 18 AN-56 Anti-Ship Beams, 38 IN-32 Particle Projection Cannons, 4 IN-115 Swarm Missile Bays [120 Missiles per Barrage, Each, 840 Missiles Cruiser Bay, 36 IN-36 Point Defense Beams
Armour: 7 Meter Reinforced Ship Plating, Dual Layer Cruiser Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
18 ASB | 6 Port/Starboard | 6 Forward
38 PPC | 9 Port/Starboard | 10 Above/Below
4 S-MB | 4 Forward
36 PDB | 9 Port/Starboard | 9 Above/Below

Tolras IV Dreadnought
Length: 800 Meters
Width: 400 Meters
Height: 300 Meters
Armament: 62 Heavy AN-56 Anti-Ship Beams, 24 IN-32 Particle Projection Cannons, 24 UN-144 Pulse Laser Turret, 48 IN-36 Point Defense Beams
Armour: 8 Meter Reinforced Naval Armor, Dual Layer Heavy Battleship Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
38 H-ASB | 38 Forward
24 H-ASB Turreted | 6 Port/Starboard | 6 Above/Below
24 PPC Turret | 6 Port/Starboard | 6 Above/Below
24 Pulse Laser Turret | 6 Port/Starboard | 6 Above/Below
48 PDB | 12 PDB Port/Starboard 12 PDB | Above/Below
Notes: The Tolras IV serves as a heavy-weapons platform for the Imperial navy. Fragile for its size, the ship is heavily reliant on support craft in longer engagements.

Silemir Battleship
Length: 1.2 Kilometers
Width: 800 Meters
Height: 600 Meters
Crew Compliment: 2000
Armament: 120 IN-16R Anti-Ship Railguns, 60 Heavy UN-144 Pulse Turrets, 50 IN-32 Particle Projection Cannons, 60 UN-168 Laser Scatter Turrets
Armour: 12 Meter Reinforced Naval Armor, Dual Layer Hardened Battleship Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
120 AS-R Turret | 30 Port/Starboard | 30 Above/Below
60 HPT6 Turret | 15 Port/Starboard | 15 Above/Below
40 PPC Turret | 10 Port/Starboard | 15 Above/Below
60 PFC | 15 Port/Starboard | 15 Above/Below
Notes: Formerly known as the Silemir Dreadnought during its service as an Imperial capital ship, the Arcadia Battleship is an older design of Imperial ship. The current design was requested by the Third Fleet, and following combat trials, has been introduced into the Imperial Fleets at large.

Savirit III Capital Ship
Length: 2 Kilometers
Width: 1.4 Kilometers
Height: 1.2 Kilometers
Armament: 80 AN-56 Heavy Anti-Ship Beams, 200 IN-32 Particle Projection Cannons, 120 IN-16R Anti-Ship Railguns, 120 UN-144 Heavy Pulse Turrets, 8 IN-115 Large Swarm Missile Bays, [200 Missiles per Barrage, 3000 Missiles each,], 16 AN-41 Anti-Surface Beams, IN-36 340 Point Defense Beams
Armour: 18 Meter Reinforced Capital Ship Armor, 4 Layer Capital Ship Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakown:
20 H-ASB | 20 Forward
60 H-ASB Turret | 15 Port/Starboard | 15 Above/Below
200 PPC | 50 Port/Starboard | 50 Above/Below
120 ASR Turret | 30 Port/Starboard | 30 Above/Below
120 HPC | 30 Port/Starboard | 30 Above/Below
8 L-SMB | 8 Forward
16 A-SB | 16 Forward
240 PDB | 60 Port/Starboard | 60 Above/Below

Sovas III "Planetcracker"
Length: 2 Kilometers
Width: 800 Meters
Height: 800 Meters
Crew Compliment: 2000
Armament: 1 Subspace Accelerator, UN-144 1200 Pulse Laser Turrets, 400 AN-56 Anti-Ship Beams, 800 IN-36 Point Defense Beams
Armour: 20 Meter Reinforced Capital Ship Armor, 4 Layer Hardened Capital Ship Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
1 Planetcracker | 1 Spinal/Forward
1200 HPT Turret | 300 Port/Starboard | 300 Above/Below
400 L-ASB Turret | 100 Port/Starboard | 100 Above/Below
800 HO-PDB | 200 Port/Starboard | 200 Above/Below

Seraev II Dreadnought
Length: 2.8 Kilometers
Width: 1.8 Kilometers
Height: 1.6 Kilometers
Armament: 160 Heavy IN-16R Anti-Ship Railguns, 520 Heavy IN-32 Particle Projection Cannons, 80 Heavy AN-56 Anti-Ship Beams, 400 UN-168 Laser Scatter Turrets, 6 IN-22R Heavy Planetary Siege Bays [800 Anti-Surface Missiles Each,], 24 Large IN-115 Swarm Missile Bays, [200 Missiles per Barrage, 4000 Missiles each,]
Armour: 24 Meter Reinforced Capital Ship Armor, 6 Layer Hardened Capital Ship Shields
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
80 H-ASB | 80 Forward
160 H-ASR | 40 Port/Starboard | 40 Above/Below
520 HPPC Turret | 130 Port/Starboard | 130 Above/Below
6 H-PSB | 6 Forward
24 L-SMB | 6 Port/Starboard | 6 Above/Below
400 LST | 100 Port/Starboard | 100 Above/Below

Taeras Sensor Frigate
Length: 400 Meters
Width: 200 Meters
Height: 100 Meters
Crew Compliment: 400
Armament: 16 UN-144 Pulse Laser Turret
Armour: 3 Meter Thick Reduced Mass Ship Plating
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
16 Pulse Laser Turret | 4 Port/Starboard | 4 Above/Below
Notes: The Speculator frigate serves as a nexus and support craft for Imperial sensor networks and fleet operations. The ship is utilized primarily when target acquisition is difficult, or when capital ships are unnecessary or unavailable for the task.

Iramit II Planetary Siege Frigate
Length: 400 Meters
Width: 300 Meters
Height: 300 Meters
Armament: 6 AN-41 Anti-Surface Beams, 16 IN-36 Point Defense Beams
Armour: 6 Meter Thick Reinforced Ship Plating, Dual Layer Frigate Shielding
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
6 Anti-Surface Beams | 6 Forward
16 PDB | 4 Port/Starboard | 4 Above/Below

Sivitir Troopship
Length: 1000 Meters
Width: 800 Meters
Height: 600 Meters
Armament: 24 IN-36 Point Defense Beams
Armour: 4 Meter Thick Standard Ship Armour, Single Layer Frigate Shielding
FTL System: Subspace Drive
Communications: Subspace Pulse Generator
Weapon Breakdown:
24 PDB | 6 Port/Starboard | 6 Above/Below

Section 3
Armaments: 1 ID-34 Pulse Rifle, 1 IA-2 Secondary Pulse Rifle
Primary Equipment: Type 53 Powered Armour, Type 28 Secondary Armour System
Secondary Equipment: Standard Sensor Unit, Personal Defense Grid, Imperial Intelligence Communications Module, 7 Pulse Rifle Power Cells
Notes: Section 3 is the division of Imperial Intelligence tasked with the defense of Imperial Secrets and Intelligence sites. They are deployed solely to defend Intelligence Assets. Units are equipped with Defense-Grid technologies based upon naval shielding systems.

Expeditionary Unit
Armaments: 1 K-30 Triple-Pulse Rifle, K-19 Secondary Pulse Rifle,
Primary Equipment: Type 53 Powered Armour, Type 30 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Personal Defense Grid, Imperial Intelligence Communications Module, 3 Looped Power Cells,
Notes: The Expeditionary Unit is a specialized Imperial Intelligence unit deployed primarily by the Iseleth Division following the production of the Iseleth Anomaly. The Unit is equipped with advanced technologies based on developments made by Ertan Kathil prior to his disappearance.

Development Unit
Armaments: 1 Digital Shard Rifle, 1 Microparticle Projector
Primary Equipment: Type 60 Powered Armour, Type 30 Secondary Armour System
Secondary Equipment: Advanced Sensor Unit, Energy Manipulation Defense Module, Imperial Intelligence Communications Module, Enhanced Mobility Thrusters, 3 Microparticle Cells,
Notes: The Iseleth Development Units have been specially authorized to test Technology recovered by the Iseleth Division, and utilize equipment derived from such discoveries. Due to scarcity, these personnel exist only in extremely limited numbers and deployments.

Rasavar Intelligence Destroyer
Length: 1.2 Kilometers
Width: 800 Meters
Height: 600 Meters
Armament: 20 Heavy AN-56 Anti-Ship Beams | 40 IN-32 Particle Projection Cannons, 40 IN-36 Point Defense Beams
Armour: 12 Meter Compressed Plating, Three Layer Battleship Shields
FTL System: Subspace Drive
Subsystems: Hyperpulse Generator, Advanced Sensor Package, Dropship Bay
Weapon Breakown:
20 H-ASB | 4 Port/Starboard | 4 Above/Below | 4 Forward
40 PPC Turret | 10 Port/Starboard | 10 Above/Below
40 PDB | 10 Port/Starboard | 10 Above/Below

The following is the standard Imperial Military Ranking System. Note that this applies only to Combat-Active Personnel, not supporting personnel, such as Operations personnel.

Notes: Note that ranks are not necessarily equivalent across branches. They are listed here for convenience.

Legionary Ranking

Naval Ranking

Intelligence/Iseleth

Vaesir/Savaer

Trasav

Rasavar

Firaam

Vasal

Masav

Rasali

Aelir

[Not-Applicable]

Teravas

Teravas

Operator

Setrav

Iraliv

Avalir

Seralir

Saraali

Director*

First Fleet
The First Fleet, is the fleet tasked with the defense of New Harron in the event of an attack, and is the Fleet in which the Flagships of the three core branches of the Imperial government are organized. In modernity, with the establishment of the Subspace Barrier, this fleet has reduced sharply in size, though always the smallest of the Four Fleets, it now forms a minuscule fraction of even the similarly marginalized Second Fleet, though much of its number is in Capital Ships.

Second Fleet
The Second Fleet is tasked with the defense of the Interior Border, and the worlds of the Imperium in the event of an attack. As with the first fleet, it was heavily downsized after the establishment of the First Fleet, falling from the largest fleet by far, to the second-smallest. It now serves as the Garrison of the Shield Worlds, and has few Battleships, and fewer Capital Ships to its name. Its perceived irrelevance has caused it be authorized to produce only Second-Line vessels usually utilized for Planetary Garrisons for the majority of its forces.

Third Fleet
The Third Fleet is tasked with the patrolling and defense of the Exterior Territories. Formerly holding the role of Border Defense, after the establishment of the Subspace Barrier, it was also drastically diminished. In recent years however, it has been returned to strength, and now takes upon its duty as best it can, still laughably under-staffed to adequately protect Civil Oversight, and Citizenry vessels, and patrol the Exterior Territories. Much of its forces consist of Arcadia and Princeps vessels.

Fourth Fleet
The Fourth Fleet is tasked with offensive action against forces hostile to the Imperium, and is by far the largest fleet. Unlike others, its size remained static after the rise of the Subspace Barrier. Within it, all Planetcrackers and Aurora Class Dreadnoughts are organized.

General Technology

Directed Energy Weapons (Anti-Ship/Planetary Bombardment/Assault/'Lance' Beams)

These weapons should be fairly Straight-Forward to anyone familiar with Science-Fiction. This is just a straight-forward Laser that goes on for a few seconds, depending on class.

Imperial Laser Weapons are universally High-Energy Phased-Array Focused Solid-State Lasers. Due to reasons of Plasma Blooming and Atmospheric Absorption, they operate differently depending on whether they're intended for use In, or Out of an Atmosphere.

Atmospheric Lasers are Auto-Tuning, Variable-Frequency weapons, operating at as high frequencies as possible for the local atmospheric content and conditions*. Orbital varieties lack this component, operating entirely in the 'Extreme Ultraviolet' point of the Spectrum so as to take advantage of the higher-energy photons.

Beam type Lasers are distinguished from Pulsed-Lasers (Which we'll cover shortly) in that they remain active for much longer, allowing for a greater net damage, despite operating at lower-energy than comparable Pulsed-Laser systems. In-Atmosphere, this distinction is lessened, as while Orbital Lasers will remain operational for up to a minute of sustained fire, in-atmosphere, plasma blooming substantially limits the effective firing period.

These remain the primary Imperial Anti-Capital weapon for their ability to burn through hulls and shields alike if given enough time on target. The fact that they can't be easily countered makes them the most practical option.

Planetary Bombardment Beams, however, are an odd case. As the Laser itself is quite small, and doesn't do too horribly well on its own. The trick, is that rather than attempt to avert Plasma Blooming, it only stops the Diffusion that tends to result from it, through the use of a Phase-Conjugate System. Thus allowing for not only a high-energy laser to destroy things, but the mass of Superheated Plasma that rapidly shows up after it to destroy things.

*Do note that this does mean that the exact effectiveness and Pulse-Duration of Lasers changes slightly depending on atmospheric content. Atmospheric Lasers usually operate in the lower ends of the Ultraviolet Spectrum, but can go to straight-Violet if conditions are absurdly poor. This mechanism is part of the reason Pulse-Rifles are all large and heavy.

Pulsed-Directed Energy Weapons (Pulse Rifles/Repeaters/Lasers)

These weapons should also be fairly Straight-Forward to anyone familiar with Science-Fiction. Similar to the 'Pulsed Energy Projectile' system in development here in Reality, this is just a very brief laser pulse. You won't be seeing any glowing bolts crossing Battlefields, because that's silly; it wouldn't look like much of anything, because they don't generally operate in the visible spectrum.

In any case, like all Imperial Lasers, these are High-Energy Phased-Array Focused Solid-State Lasers, they just don't stay on very long, partially to avoid Plasma Blooming diffusing the Laser, and partially because they operate at a higher-energy than standard Beams, and don't need to be overheating, as that tends to seriously ruin precision optical systems.

Now, like with the standard Beams, these Lasers operate differently in Atmosphere, and in Orbit. Atmospheric Lasers are Auto-Tuning, Variable-Frequency weapons, operating at as high as possible for the local atmospheric content and conditions*. As with 'Beam' Directed Energy Weapons, orbital varieties lack this component, operating entirely in the 'Extreme Ultraviolet' point of the Spectrum so as to take advantage of the higher-energy photons.

Also of note are 'shredder' lasers. These systems make use of several barrels, usually ever so slightly offset, so as to provide a suppressive effect. The deviation is adjustable.

*Do note that this does mean that the exact effectiveness and Pulse-Duration of Lasers changes slightly depending on atmospheric content. Atmospheric Lasers usually operate in the lower ends of the Ultraviolet Spectrum, but can go to straight-Violet if conditions are absurdly poor. This mechanism is part of the reason Pulse-Rifles are all large and heavy.

Soliv Pattern/CO-19

These get their own sub-slot because they aren't a traditional weapon used by the Imperium. They're something called an Electrolaser, which uses a normal laser to rapidly convert atmospheric gasses into Plasma, which is used as a channel to direct an electric current. More or less a literal Lightning Gun, it is easily capable of incapacitating a Human, and is usually non-lethal, as long as medical care is employed immediately. For that reason, these are unavailable to civilians, despite being classified as non-lethal.

Particle Weapons (Particle Projection Cannon/Rifle)

Particle Weapons utilize a beam of High-Energy Particles travelling at near the Speed of Light to damage targets. In case that sounded familiar, yes, these weapons, especially Charged Particle Beams, are basically just open-ended Particle Accelerators. These are technically considered Directed-Energy Weapons, but both heat, and bash into targets, best of both worlds really, and they can cause severe damage to fragile electronics, like computer systems, and LIDAR arrays.

For these reasons, they are extremely powerful, with enough power behind them, even moreso than traditional Laser weapons. Downside is that they're fairly easily countered. Magnetic Fields devastate Charged Particle Beams, both types diffuse quite rapidly over range, and Neutral Particle Beams aren't very powerful*.

Now, since this is Science Fiction, there's also the problem of Energy Shielding, which normally isn't actually a huge issue, it can weaken Charged Particle Beams, but then you still get the Neutral Particle Beam impacting your hull. The solution found was to simply include Magnetic Fields that forcibly diffused the Particle Beam, as well as rendering it neutral, making Particle Beams largely ineffective against targets that still had their shields up.

*Which isn't a problem here in reality, because we don't have to deal with several-hundred meter vessels with meters of advanced armor metamaterials. Unfortunately, this is Science-Fiction, so Charged-Particle Beams are the way to go, and that means that Magnetics screw them right up.

Antimatter Weapons (Any Missile/Rocket)

These are exactly what they say on the tin, it's a bomb of sorts that uses Antimatter as the Explosive. Matter/Antimatter release quite a bit of energy on contact, in a process called Annihilation. In simpler terms, it explodes, quite violently.

Imperial Antimatter Weapons utilize a device called a Subspace Shunt, something of a one-way Subspace Drive the puts the Antimatter into Subspace, where it detonates harmlessly, if Antimatter-Containment is lost before the Weapon is armed. It has an approximate 73% Success Rate.

Railgun (Anti-Vehicle/Ship Railgun/Planetcracker)

A Railgun is a Magnetic Acceleration weapon, in the case of the Imperium, using a series of extremely powerful electromagnets to propel an Armour-Piercing Explosive Projectile set to a delayed-impact trigger, intended to allow the projectile to detonate inside it's target.

The ones used on a Planetcracker, however, utilize non-explosive rods of high-density material. This is, however, only part of the device, as at the end of the Magnetic Accelerator, there's a Subspace Accelerator, which briefly shunts the projectile into Subspace, it's high-velocity, and the unique physical laws of the Subspace Environment resulting in the projectile accelerating to absurd velocities, before being forcibly partially re-emerged into Realspace, allowing it to retain its velocity, and interact with Realspace. Besides destroying planets, the the end-result also shunts most matter into Subspace on impact, allowing one to avoid being obliterated by microdebris moving at relativistic speeds.

Energy Shielding/Hardened Shields

This is a fairly endemic concept common to Science Fiction, and as a result, is one of the least realistically explicable systems you're going to find. It's a field of projected energy utilized to disrupt and absorb directed energy weapons. The exact strength of the Shield is determined by the Capacitors used in the 'absorption' bit. These capacitors are not such in the traditional sense, as they are capable of both rapid, and slow energy release.

The Shields themselves are powered by a ship's standard power systems, in the case of Imperial Ships, the Fusion Reactor. The Capacitors serve only to store energy captured by the Shield System, utilizing it in place of the Reactor to sustain shielding until such time as either the Capacitors reach capacity, or are no longer store energy. In the former case, to prevent more catastrophic detonation, the capacitors dump the energy back into the Shield Projectors, destroying them. Imperial Vessels utilize multi-layer shield systems to allow for vessels to retain effective defense against Directed-Energy Weapons in extended engagements.

Hardened Shields take this one-step further, by also blocking conventional weapons. These shields, however, are vastly weaker for it, both due to their nature, and the energy involved in kinetic weaponry, breaking under significantly less resistance. However, the Imperium has determined that it is preferable to replace shielding systems, than hull-sections on Capital Ships. As a result, these shields remain in-use.

Powered Armour Systems

Imperial Powered Armour Systems are not the bulky pauldron-happy suits common to the genre. Instead, the 'powered' part of the Armour, is a simple suit of Artificial Musculature, upon which armour plates are mounted. This system, as well as all additional functionality is powered by a Microfusion system that makes up the vast majority of the 'backpack' of the Armour. These systems are extremely low-output compared to full-scale systems, and are limited in their operational lifespan.

Standard Armour Systems are equipped with Sensors Integration capable of applying the additional awareness granted by the various Optical, Radar, and LIDAR systems to the pre-existing Sensory augmentations implanted within Imperial Personnel. Further, they are equipped with various communication modules, allowing for both short and long-range communication between Imperial personnel and command infrastructure, and Identification Systems, allowing Imperial Personnel to easily discern hostile forces from allies. This system is also equipped with a small Shield Projector, providing a measure of defense against Directed Energy weapons.

Variants of the System also include full environmental management systems, additional oxygen supply, and low-output mobility enhancement systems.

Miscellaneous Weapons
AKA: Anything I don't feel deserved its own section.
CO-33A Flechette Rifle

This is a Flechette Rifle, it shoots dart looking things, and is very much just a fully-automatic Crossbow, without either the cross or bow sections. In this case, it shoots glasslike projectiles intended to embed themselves into a target, then explode into razor-sharp shrapnel. Rounds tend to just explode on contact with armor materials, and as such, is only really effective against unarmored targets.

CO-17B Flamethrower

Fueled by a special mixture that used to be used on Imperial Ships prior to the development of Plasma Thrusters capable of effectively maneuvering the mass of Imperial ships, these are Flamethrowers. Just, futuristic flamethrowers. Insert fancy synth blare here.

Digital Shard Rifle

A bizarre contraption recovered by the Iseleth Division; it's not an Imperial development, and they have no means of replicating them. They utilize a form of Programmable Matter to produce projectiles of various properties. Ammunition for these devices is available only in extremely small amounts, but efficient coding drastically reduces usage.

Subspace Technologies (Subspace Drives/Subspace Pulse Generators)

Subspace Drives are a non-imperial development based upon an artifact discovered at Iseleth by Imperial Intelligence. In short, the devices operate by rapidly compressing a small area of space down to a point, and pouring huge amounts of energy into it, until a Point of Contact with Subspace is reached. This point is then expanded, forming a 'Half-Subspace' which can be utilized for transit through the manipulation of the surrounding Realspace. At the destination, the surrounding Realspace is forced back through the expanded point of contact, forming a Subspace Tear that deposits the ship back into Realspace. The resulting Subspace Shockwave forces Subspace back into a semblance of its original position.

Hyperpulse Generators operate on similar principles, but avoid the issue of Subspace Shocks by maintaining a Point of Contact on both ends. The point, rather than being expanded or collapsed, is simply allowed to fail upon reception of the transmission.

Planetcrackers were handled earlier, so I'll not restate that.

Technological Designations

T-[#]: Weapons granted the T-[number] designation are based upon Pre-Collapse Union Weapons Systems. These designs are being phased-out as applications of advancements in various technologies render Union-Patterned weapons vastly obsolete. They remain in service only in Internal Security, where modern weapons have yet to replace the vast numbers of older variants. Secondary Pulse-Rifles bearing this designation will remain in service.

A-[#]: Weapons utilizing the A-[number] designation, are products of the Aeravahn Development Initiative, and as such, are weapons based off developments made through Aeravahn-Derived technologies.

Type-[#] Armour System: The Standard designation for Imperial Powered Armour Systems since the inception of the development program.

CO-[#]: The designation reserved for weaponry developed under Civil Oversight research programs.

RI-[#]: Designation reserved for weaponry developed by the Raesiv Initiative, tasked with developing specialized weapons for use in non-standard engagements, and the future specialization of Imperial Forces.

IP-[#]: Designation utilized by weaponry developed under the Ieresev Project, tasked with updating Imperial heavy arsenals with modern technologies for use on Armored-Vehicles, and specialized units.

IA-[#]: Designation reserved for use by Aeravahn-Derived weapons systems formerly restricted for use by Imperial Intelligence.

ID-[#]: Intelligence Development; designation utilized by weapons restricted for use by Imperial Intelligence.

K-[#]: Kathil; Reserved for technologies based upon designs by Kathil prior to his disappearance.

F7-[x]: Faersil 7; The designation reserved for Trianth series Anti-Orbital Defensive Systems.

AN-[#]: Aeravahn Naval; designation reserved for weaponry based upon developments made through the capture of Aeravahn Naval weaponry.

IN-[#]: Imperial Naval; Designation reserved for Imperial Naval Weapons Systems.

UN-[#]: Union Naval; Designation symbolically reserved for Pulsed-Laser Weapon systems.

Legionary Ranking

Naval Ranking

Intelligence/Iseleth

Hastatus/Legionnaire

Accensus

Speculator

Decanus

Alaris

Excursor

Princeps

Rorarius

[Not-Applicable]

Decurion

Centurion

Auspex*

Centurion

Legatus

Praefectus*

Praetorian

Aquilifer

Director*

Ships:
Veles II -> Liraam II

Accensus -> Aelir

Hastatus V -> Vaesir V

Princeps III -> Rasali III

Triarius IV -> Tolras IV

Arcadia Battleship -> Silemir

Aeternitas III -> Savirit III

Enclave III -> Sovas III

Aurora II -> Seraev II

Speculator -> Taeras

Ballistarius II -> Iramit II

Vexillarius -> Sivitir

The Imperium of Tinfect

Report