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Post by ironwolf22 on May 7, 2021 15:43:13 GMT -6
Overview The Imperial Military is the sole military organization that is responsible for the defense of the nation and her national interest. The military falls under the War Ministry (MOD) and is split into two main organizations, the first is the Imperial Army and the second is the Imperial Grand Navy. Imperial ArmyThe Imperial Army is responsible for protecting/capturing ground assets and engaging with enemy ground forces. They also have the secondary task of providing extra security to the Imperial Grand Navy, in some cases acting as a marine force. The Imperial Army also has its own air/aerospace force, known as the Imperial Army Aerospace Force (IAAF) that is responsible for piloting most ground based fighters, transport craft, and other aerial or space assets. DoctrineThe main objective of the Imperial Armed Forces is to secure the security and defense of the nation during times of conflict. This is obtained by keeping strategic locations and assets within Republic control for as long as possible. Also ramp up the cost of each and every battle, convincing any invading force or commander that an invasion would be too costly. This calls for constant, aggressive, and multiplying pressure to be placed upon the enemy at all times, giving them no time for rest or resupply. How the Imperial Army fights is simple as it falls into two major categories, the first type is Immediate Trench Operations (also known as ITO) and the other is known as Rapid Offensive Operations (also known as ROO). Immediate Trench OperationsThis type of fighting is typically used; for the construction of forward bases/beachhead, offensive operations have slowed or have stalled or when units are on the defensive. During ITO, it is important that each trench line consist of multiple lines to allow for maximum protection and to make it incredibly difficult for the enemy to root out the Republic soldiers. During the initial stages of ITO, units then dig foxholes and later connect them, creating an improvised trench line. Later on, behind the improv line, a second reinforced line is constructed with hardened bunkers, artillery pits, etc. Once the second line has been constructed, the improv line is reinforced. Units then would move forward and create a new improv line, meanwhile process will continue until ordered to stop This style of fighting also requires the heavy use of artillery, to keep the enemy forces suppressed. This includes heavy saturation bombardments of enemy positions to prepare for the offensive probing attacks. However, this is up to the highest commanding officer and is dependent on the location of immediate strategic objectives. If a section of the line has no strategic objectives, but the line offensive is taking too long, then the local commander has permission to unleash nuclear and gas shells. Not to mention, Infantry will have direct communication to artillery commanders to allow for precise and uninterrupted fire support during offensives. Rapid Offensive OperationsTypically used at the beginning of planetary invasions and creating space for major landing zones. But it's also used for engaging enemy lines in hopes for breakout of encirclements or advancing the Republic’s position. Finally, it can be used for diverting enemy forces away from collapsing lines, positions of major offensives and to sow confusion in enemy command. The first objective of Rapid Offensive Operations is to capture high points to deny the enemy points of interest, these positions could be; hills, mountains, and ridges. This is critical because it denies the enemy observation positions or immediate fortifications. However, it also has a knock on effect of suppressing enemy artillery support and intelligence gathering. The second objective is to secure or destroy enemy frontline ammunition stores, communication assets, rally points/command posts, artillery pits, observation positions. Finally, the last objective is to secure or deny enemy strategic assets. These assets would include things like; factories, population centers, communication assets, military bases, airfields, planetary shipyards. Imperial Grand NavyThe second branch of the Imperial Military is the Imperial Grand Navy, this branch is responsible for the protection of the nation's coastline, maritime assets and shipping that enters the Imperial waters. They are also responsible for hunting and engaging any hostile forces that enter the nation's waters or threatens shipping within its waters. They are also tasked with the recovery of any Republic or foreign astronauts that land within Republic waters, of the astronaut is not from the Republic, they are then handed over to their home nation. The Navy has its own air force known as the Imperial Naval Air Force (INAF), which is responsible for piloting the Republic carrier based fighters and bombers. The backbone of the Imperial Grand Navy relies of the use of heavy cruisers, battlecruisers and light carriers. These ships are designed to operate on their own for extended periods and when compared the battleships or larger carriers of the fleet, they can move faster and are harder to spot. Doctrine WIP
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Post by ironwolf22 on May 19, 2021 16:59:24 GMT -6
Imperial Army InfantryJägerschütze Info: Forming a core part of the Imperial military, the Jägerschütze is the most basic form of infantry within the Imperial Army. Most of these soldiers tend to be highly motivated conscripts that are quite aggressive in combat, fighting, and often dying in the name and defense of the nation. Like most soldiers of the Halduhm Empire, they have developed a highly tenacious and territorial culture making them difficult to route and often engage in running skirmishes as they withdraw to their secondary lines. While their kit is not high-tech, they are robust and efficient with the tools at hand, it is often said that wars are won on the shoulders of these warriors. Appearance: Within the modern era of this world, the Jägerschütze appears to be out of place often sporting a more rugged and old fashion look. These soldiers wear mid-thigh, long coats that feature a single, offset zipper and a single breast pocket. The coat is typically a single color (either green, tan or white; depending on where the soldier is deployed), however, the coat also acts as soft body armor for the soldier, protecting them from shrapnel. Alongside the coat, the soldiers are given a single color steel helmet, olive green pants, brown steel toe boots with black boot covers, and metal forearm guards. Over their coat, they tend to wear combat webbing; which has four ammunition pockets, a large spare bag, bayonet scabbard, and canteen. FusilierInfo: The Fusiliers are a sub-branch of the troopers and are to be considered a light infantry formation due to them being used as a rapid reaction force. They have a reputation of being ruthless in combat, highly aggressive in taking objectives, and fanatical. But, this sense of ruthlessness, fanaticism, and highly aggressive nature makes them an elite force within the Army despite their high casualty rates. This group of soldiers is broken into two different units, the Airborne Fusiliers and the Shock Fusiliers. The Airborne Fusiliers are in a sense paratroopers since they jump out of dropships and using parachutes float down the surface. On the opposite coin, the Shock Fusiliers are typically used as shock troopers and are used at attacking/ raiding enemy fortifications or spearheading combat offensives. CommissarInfo: Commissars are less so political officers and more so mediators for Halduhm battalions. They serve as specialized roles in the regular army for both enforcing/improving battlefield morale, however, mostly being a voice of restraint when it comes to officers and troopers. If it is not apparent, the Halduhm is an extremely territorial and tenacious culture, if you tell them to hold a position they will hold it to their last breath. This means they will often fight to the last man to hold a position before the last trooper in the unit calls in an artillery strike. Seeing this to be a major hindrance and potential source of massive casualties, the Commissar role was created. DragoonInfo: An oddity within the military and a relic of a bygone era, the Dragoon is a type of unit that you don't often see on the modern battlefield, cavalry. These units fill a rather niche role within the Republic as skirmishing forces, but instead of armored vehicles, they use motorcycles. But why? This allows the Dragoon an unprecedented amount of mobility and speed, making them ideal for skirmishing units. Other roles that these units can fulfill are very light reconnaissance and artillery spotters allowing for armored cars and other mechanized units to be freed up for front-line combat or other roles that require armored vehicles. Appearance: They tend to look like the Jägerschütze, however, one of the major differences is that they tend to wear a submachine gun webbing, alongside a metal breastplate. Another area that the Dragoon differs in when compared to the trooper in appearance is their weapons, for the most part, dragoons will use submachine guns and pistols. However, they are equipped with a long sword that is largely used in melee, alongside their sword the dragoon also has two lances that can be thrown or be used to spear enemies. On the tip of this lance, there is a socket that can allow for a wide array of blades and specialized munitions, common doctrine is to have one specialized warhead lance Weapons MeleeM1 BayonetPerhaps one of the oldest weapons in service, the M1 Bayonet has been serving Imperial soldiers for the last 400 years. It is a pretty simple tool that is used for practically everything, from opening MREs to stabbing the enemy. The whole thing is made from cerami-metal and troopers often note that despite its rather small and light look, it has a bit of weight to it. The blade of the tool comes in at approximately 40 cm long and consists of a sharpened side. With the handle of the bayonet being rubberized for both grip and comfort, most of the time the grips being black.
The bayonet can also be used as a throwing knife, but to an untrained person, the weight of the weapon might be too much for them. With practice, the M1 bayonet can be turned into a very deadly throwing knife. The M1 can also be used as a last weapon of defense due to its rather long length, allowing some troopers to use it as a shortsword if possible. The M1 is also highly popular outside of the military as well, with some being used for more ceremonial use at formal meetings or to show off status within one’s clan.M1-L Long SwordSeeing a resurgence within the Republic military, the M1-L Long Sword is an enlarged version of the M1 Bayonet and is often used by some officers, commissars, or dragoons. Like that of the bayonet version, the long sword is made of cerami-metal and despite its light look, it has some weight behind it. The blade is approximately 60-80cm long and consists of a sharpened side, while the handle of the blade has been rubberized for grip and comfort. But, unlike the bayonet, the pommel and the cross guard of the sword has a sort of knuckle guard. This is done for two reasons, the first is to protect the user from the rare blade that strikes that region. The second reason is more practical, allowing the user to use it as a blunt weapon if they can not use the blade, turning it into a pair of brass knuckles. Giving the user a weapon or something to fight back in case the blade of the weapon cannot be used.
Rifles M83A8 Automatic Rifle Producer: Garion Armory (Primarily) Type: Battle Rifle -Fire modes: Semi, 3 round burst, Fully automatic Cartridge: 8x57mm Rounds per magazine: 24 Rate of Fire: 450-475 rounds per minute Sights: rear rotary diopter and a hooded front post
M83A9 Designated Marksman Rifle Producer: Garion Armory (Primarily) Type: Designated Marksman Rifle -Fire modes: Semi Cartridge: 8x57mm Rounds per magazine: 24 Rate of Fire: 200-225 rounds per minute Sights: rear rotary diopter and a hooded front post
Pistols M12 Combat Pistol Producer: Garion Armory (Primarily), Lance Weapon Enterprises Type: Combat Pistol -Fire modes: Semi Cartridge: 14.7x34mm HVAP-S Variants: M12 Standard, M12 Compact, M12 Heavy Rounds per magazine: 11 and 15 round detachable box magazines Rate of Fire: Semi, dependent on user Sights: three post iron sights
Submachine Guns M9A2 Submachine Gun Producer: Albe & Kit Type: Submachine Gun -Fire modes: Full auto Cartridge: 14.7x34mm HVAP-S Variants: N/A Rounds per magazine: 44 round detachable box magazines Rate of Fire: 950 rounds per minute Sights: rear rotary diopter and a hooded front post
Shotgun M30A1 Hellhound Shotgun Producer: Elgar Combat Systems Type: Shotgun -Fire modes: Pump action Cartridge: 8 gauge buckshot, slug shells Variants: N/A Rounds per magazine: 7+1 internal tube magazine and 9+1 internal tube magazine Rate of Fire: Pump action Sights: Three post iron sight
Sniper Rifles M90 Sniper rifle Producer: Garion Armory Type: Sniper rifle -Fire modes: Semi-automatic Cartridge: 8x57mm Variants: N/A Rounds per magazine: 6 Rate of Fire: 100 rounds a minute Sights: rear rotary diopter and a hooded front post (can mount 6x and 12x optical sights)
Anti Material Rifle M91 Anti Material Rifle Producer: Lance Weapon Industries Type: Semi Automatic anti material rifle Cartridge: 14.7x110mm HVAP Variants: N/A Rounds per magazine: 4 Rate of Fire: 25 rounds a minute Sights: rear rotary diopter and a hooded front post (can mount 6x and 12x optical sights)
Machine Guns M70 Heavy Machine Gun Producer: Garion Armory Type: Blowback Heavy machine Cartridge: 14.7x110mm HVAP Variants: N/A Rounds per magazine: 300 rounds Rate of Fire: 700 rounds per minute Sights: Three post
M64A1 Light Machine Gun Producer: Garion Armory (Primarily) Type: Fully automatic light machine gun Cartridge: 8x57mm Variants: N/A Rounds per magazine: 100-250 round belts Rate of Fire: 550-600 rounds per minute Sights: rear rotary diopter and a hooded front post
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