Eteno Imperial Armed Forces

Titles
Eteno Imperial Armed Forces

Defense Forces of the Empire

Fist of the Empire

Eteno Military

Imperial Military

Imperial Armed Forces

Colonial Armed Forces

Colonial Defense Forces

Protectors of the Dominions

Duties
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.

Oath
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 Structure
Note:


 * The Imperial Air Force is officially known as the Imperial Ground Support Naval Wing, but the former is the common name.
 * Personnel of any rank can hold administrative, logistical, or technical (known as support) jobs, but not all ranks can hold direct combat positions.

Land Branches
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, enslited 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/officer. 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 - Second-in-command of squads, in charge when the squad leader is either dead, missing, or incapable of leading. Many soldiers either spend a lot of time as corporals, or a small amount of time.

Sergeant - Leaders of squads and vehicle crews in the field. Soldiers undergo three weeks of additional training after being approved for promotion to this rank. Some sergeants also serve as senior support staff.

Staff Sergeant - Intermediary NCO rank. Staff sergeants hold the same positions as vanilla sergeants, but with more authority.

Gunnery Sergeant - Higher-ranking sergeant. Gunnery sergeants serve as drill instructors, or as senior unit or vehicle crew leaders.

Master Sergeant - Rare to see on the front lines, the master sergeant regularly holds positions as a technical NCO, tactical consultant, or administrative manager.

Sergeant Major - Most veteran sergeant in a division, tasked with serving as a direct tactical adviser to leading officers of the division, on account of his or her experience. It takes at least twenty years for one to advance to this rank.



Warrant Officer II - The middleground between NCO and officer, warrant officers serve as helicopter pilots or support staff.

Warrant Officer I - A higher ranking warrant officer.

Second Lieutenant - The lowest land officer rank. Soldiers may attain this rank by being accepted for officer schooling after enlistment, or officer training from recruitment. Lieutenants are the workhorse of the officer corps, leading or managing a wide array of different units and organisations.

First Lieutenant - Higher-ranking lieutenant.

Staff Captain - Primarily administrative rank, in charge of mid-level support outfits.

Captain - Captains are higher-ranking officers in charge of battalions or higher-level support units.

Lt. Commander - Junior officer primarily tasked with leading regiments.

Commander - Commanders are in charge of regiments, and are identified as one of the earliest ranks distanced significantly from the regular troops.

Major - A major runs companies, or manages large support bodies.

Lt. Colonel - Junior colonel in command of a brigade. At this rank, officers begin to be acquainted with many more facets of military leadership such as politics and public relations.

Colonel - A colonel leads a division, and is recognised as an experienced, reliable, and battle-worn officer well-versed in almost all aspects of military leadership.



Field Marshal - The rank of field marshal is a transitionary rank between colonel and lance general. Performance is heavily scrutinized at this stage of rank progression.

Lance General - Lowest ranking general. In command of a full division, a monumental command to attain.

Brigadier General - A step up up from lance general, those who have proven themselves effective large-unit leaders are granted command of armies.

Lieutenant General - Lieutenant enerals are the second-highest ranking soldiers on the field. They lead entire quadrant armies, consisting of over ten million men.

Command General - Command generals are high-ranking officers who have forsaken rank progression to secure a place in military administrative and decision-making structure. Mostly serve in the Council of Generals.

High General - The end of the line for almost all generals, the high general leads either a corps if junior, or an army group after several years.

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. Chief Marshal-General of the Army, Marines, Navy, and Aeronautical Forces - All military personnel, including the supreme commander, are all subordinate to the one who holds this rank. Since 18 ATGW, Jonathan Keplat has held this rank, as it is illegal for him to be outranked. In 55 ATGW, the act of making a serious claim for the rank was made punishable by death by firing squad. Were Jonathan Kelat to live again, he would be the supreme, uncontested strategic head of all Imperial Armed Forces operations. Only completely unanimous opposition from both the Council of Generals and the Council of Admirals could veto his decisions.
 * 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

Air Force
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 or support outfit.

Staff Officer - Support NCO in charge of managing (mainly) personnel.

Support Officer - NCO in command of all ordnance management personnel.

Warrant Officer 2nd Class - Strictly-support low-level manager.

Warrant Officer 1st Class - Enlisted IAF servicemember in training to be an officer.

Flight Officer - Basic pilot rank.

2nd Lieutenant - Lower-ranking pilot.

1st Lieutenant - Average-ranking pilot or base officer.

Captain - Squadron leader, base officer, or mid-level support manager.

Lt. Commander - Wing leader, support manager, or base officer.

Commander - Wing leader, support manager, or base officer.

Lt. Colonel - Flight Group leader or base officer.

Colonel - Flight Group leader or base officer. Many officers are transferred at this rank into high-level support management.

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 - Rank nearly identical to command general. Thirty serve on the Council of Generals.

High Air General - Command Imperial Air Force assets on an entire front. Relatively few officers of this rank exist compared to corresponding ranks in the Navy, Army, and Marines.

Navy
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 aboard ships with authority over a small shop, damage control section, or gun battery.

Petty Officer 1st Class - Similar to 2nd class, but with a slightly larger group or area to command. Many of this rank train cadets, or hold support management positions.

Chief Petty Officer - In charge of all petty officers in a given half of a ship.

Master Petty Officer - Most senior petty officer on a ship, in charge of all petty officers aboard said ship.

Staff Officer - Strictly-support low-level manager.

Electronics Officer - Officers that run maintenance and ship systems.

Bridge Officer - Officers that work on the command bridge of a ship.

Warrant Officer II - Low-level support officer.

Warrant Officer I - Enlisted serviceman in training to become an officer.

Ensign - Lowest Navy officer rank. Ensigns manage groups of three or four petty officers and their sections, or are pilots in training.

Sub-Lieutenant - In charge of fighter and bomber maintenance

Lieutenant II - Pilot or manager of groups of five or six petty officers and their sections.

Lieutenant I - Pilot-only rank.

Lt. Commander - Maintenance team leaders as well as pilots.

Commander - High-level support manager or pilot.

Colonel - Pilot, naval tactical officer, or high-level support manager.

Captain - In command of a single Imperial Navy vessel.

Fleet Commander - Command small groups of ships

Rear Admiral II - Commands larger groups of ships than preceeding rank.

Rear Admiral I - Commands larger groups of ships than preceeding rank.

Vice Admiral II - Commands larger groups of ships than preceeding rank.

Vice Admiral I - Commands larger groups of ships than preceeding rank.

Command Admiral - Naval equivalent of command general rank. Most serve on the Council Of Admirals.

High Admiral - Highest-ranking Navy rank. High admirals command the largest fleets and direct the most critical campaigns.

Naval Vessels/Aircraft/Small Spacecraft
(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 size of the fusion reactor needed.

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

FH = Fuel Cell (hydrogen)

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.

Trainers
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

FH-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

FH-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

FH-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

FH-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

FH-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

FH-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

FH-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

Bombers
FH-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

FH-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

FH-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

FH-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

FH-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

FH-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

FH-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. On surface attack missions, Constellations are also equipped with four heavy missiles under both wings or eight rocket pods under each wing. Instead of using jet engines like almost all contemporary bomber aircraft, the Constellation is powered by four propeller engines. While the design decision may seem confusing, it allows for the aircraft to engage surface targets at much lower speeds, an invaluable attribute when striking snail-paced battleships, or dropping precision ordnance on shore facilities. Crew of 4

Fighters
FH-Defender Mk. 17 – A very effective fighter with an angled-down forward-swept wing design. It can carry up to eight small forward facing guns on its wing mounts. Under the fuselage, the fighter can also mount up to ten light missiles, most effective against other fighters. The Defender's folding wings and limited VTOL capacity make it easy to store or launch quickly and efficiently. Crew of 1

FH-Valkyrie Mk. 2 – Boasting the same design of the Defender, the Valkyrie sheds six of its eight gun mounts for torpedo launchers, and its ten light missiles for twenty anti-ship missiles. For the allowance of extra ammunition storage space for these new weapons, the Valkyrie's wings and hull are both wider and longer. Fully loaded, a single Valkyrie bomber can deliver twenty anti-ship missiles, and twelve torpedoes. Ship captains that mistake waves of attacking Valkyries for mere Defender fighters are treated to a painful surprise from the great destructive capacity of this bomber. Crew of 1

FH-Vida Mk. 4 Luca - While it is unknown where exactly the formally adopted 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

FH-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

FH-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

Gunships
FH-Decabel Gunship - The Decabel is a VTOL jet aircraft with dual engines mounted where the tail and main fuselage connect, supplementing two stacked rotor sections above the chassis' midsection. 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

FH-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

FH-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 machine 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. Recently, the Imperial Army has requested this helicopter for its air fleet, and as of 1,009 ATGW, tens of thousands of units have been delivered. Crew of 2

FH-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

Transports
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

FH-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 above-average hauler. In combat is where this aircraft really shines. 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. Airmobile Eteno forces use this helicopter extensively to carry infantry, vehicles, supplies, and heavy equipment. Crew of 3-5

FH-M3102 Maget - When quick boarding operations must be conducted under heavy fire, Marines and naval infantry are ferried from ship to ship by the M3102. On account for the need for a sleek hull design, the cargo bay is relatively small. It can carry a limited amount of supplies and around twenty men. Four missile launchers are mounted under a set of stubby delta wings, with a large breaching drill under the cockpit for non-hangar entry. Boarding teams with space suits can deploy into the hull breaches created by the drill. The Maget is quickly becoming the boarding craft of choice for the Imperial Navy and Imperial Marines. Crew of 1

Other
FH-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

FH-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 local guerillas. Crew of 2

FH-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

FH-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 refueling cables residing in the rear of the plane. During particularly long missions, pilots who are low on juice in their craft's fuel cells 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)
FH-Elda – A small, cylindrical vessel designed to slip between hostile formations and destroy strike craft before they can get to Eteno capital ships. A reduced armament is balanced by beefed up shields and armour plating, to allow greater survivability when snaking between enemy vessels. Crew of 72

Leading Ship - ENS Gallagher

C1-Stari – Serving as a sort of miniature comand vessel, Stari-class corvettes are deployed alongside other light vessels to deal with interior conflicts in which deployment of a large fleet would be overkill. Token armament of a handful of defense guns and two torpedo launchers shield the ship from minor attack. Crew of 119

Leading Ship - ENS Bradkulen

C2-Vincenc - Little more than a rugged cone-shaped ship with a hull brimming with rocket and torpedo launchers, the Vincenc-class missile corvette is designed specifically for hit-and-run attacks. Forty rocket launchers and ten torpedo launchers are fired upon hostile ships, shortly before the corvette flees at full speed. Vincenc corvettes are used exclusively in convoy raiding and surprise attack roles. Crew of 87

Leading Ship - ENS Vincenc

Heavy Corvettes (HC)
C1-Wisthedden – Serving as a support screen for larger frigates and destroyers, Wisthedden-class corvettes are fitted with anti-missile laser batteries, deployable repair drone pods, and three small hangars for the quick repairing and rearmament of strike craft. Crew of 120

Leading Ship - ENS Kaloyanchev

C2-Slalluda - Armed exclusively with EMP missile launchers, these corvettes cripple any hostile ships that attempt to approach whatever larger capital ship they are escorting. In large battles, it is generally only battleships and carriers that receive coverage from these corvettes. Crew of 106

Leading Ship - ENS Nedelchov

C3-Krystiana - Designed to counter the battle-proven KMF Orbital Deployment Legions. Fitted exclusively with state of the art quick-tracking beam weaponry, this class of vessel would be an important part of any future EIT/KMF space battle. In addition, this class is well suited to fighter screening, a role it takes up frequently. Crew of 162

Leading Ship - ENS Krystiana

Light Gunboats (LG)
C2-Kaliga – A frontline combat ship, the Kaliga serves as a picket vessel for cruisers and battleships, laying down constant fire with two forward-facing batteries of heavy proton guns. In addition, the gunboat can carry up to ten bombers. Crew of 188

Leading Ship - ENS Malisk

C2-Neist – A sort of sister ship to the Kaliga, the Neist-class exchanges many of the former's light defense guns for advanced jamming equipment. The hangar is also downsised, capable of hosting only eight fighters as opposed to the original ten bombers.

Leading Ship - ENS George Washington

Heavy Gunboats (HG)
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 smaller guns for defense. Crew of 308

Leading Ship - ENS Ionescu

C2-Fetmir - Helicopter carrier for use in both invasions and occupations. Allows for greater mobility of forces, as well as greater protection against sabotuers or attackers. Its hangars can house up to a hundred helicopters, and their crews. Crew of 300

Leading Ship - ENS Dusan

Light Frigates (LF)
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)
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)
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)
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)
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)
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)
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)
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)
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 – Less of a battleship and more of a mobile gun platform, Teclavic-class battleships boast staggering complements of guns, missile batteries, and railguns. While made less effective by slow subspace speeds, this ship nontheless can turn the tide of a battle, wading into the fight while dealing out as much damage as it absorbs with its layered shielding and armour. Carries 400 strike craft. Crew of 31,146

Leading Ship - ENS Francis Scott Key

Light Carriers (CVE)
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)
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)
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

Dreadnoughts (DBB)
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

Other
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

Walkers
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

APCs/Cars/Trucks
Tolstov APC – The Tolstov is a long, slanted design, easily recognisable on the battlefield. It is actually made of nine armor panels welded together to make a single, simple hulll. 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 seventeen 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, who also acts as an observer. Primarily used for scouting, the Molka stays far ahead of advancing Eteno units to seek out and identify hostile positions. Crew of 2

Kriz-C Cargo Truck - Large, square truck that transports cargo and soldiers in support of units in the field. All-wheel drive, pop-resistant tires, and pinpoint handling allow for the Kriz-C to follow combat units anywhere they go, and carry their material and personnel as well as tow their field guns. Crew of 1

Tanks
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

Seacraft
Abros LAAC-103 'Smjuka' - Quick, small, and light, the Smjuka carries up to two platoons of fully armed soldiers as well as a small amount of supplies. It rushes ashore, using its high speed to evade enemy fire, before its passengers disembark out of eight side-mounted hatches. The Smjuka is generally the first assault vehicle ashore in an amphibious attack, depositing soldiers under covering rocket fire of heavier approaching vehicles. Crew of 5

Abros MAACV 'Yakovlev' - Serving as a medium vehicle carrier for amphibious attacks, the Yakovlev can carry up to twenty tanks or thirty-five light vehicles, but lacks the facilities for foot soldiers. Two rocket launchers provide token fire support for disembarking vehicles. Crew of 7

Wisclez Amphibious Carrier 14 Mk. II - With capacity for eight tanks or twenty light vehicles as well as over 500 men, the WAC14 is already a superior air-cushioned assault vehicle. In addition to its generous cargo capacity, two light cannons and eight mounted rocket launchers provide considerable fire support for disembarking troops. While, in theory, the WAC14 can travel over land indefinitely, it has never gone more than a few miles inland in regular field use. Crew of 14



ER-4Vilmos-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

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

Transports
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 power the beast, and can carry over a thousand men, as well as a hundred vehicles. The rear door covers the area of an entire Headball field. Crew of 14

C-200 Cargo Jet - The C-200 is a scaled-down version of the C-5. It can carry only fifty vehicles, 600 men, and their supplies. C-200s require much shorter airfields than C-5s. Crew of 7
 * AGCC-200 Gunship - Instead of space for troops and cargo, the AGCC-200 packs ten heavy flak guns (five on each side of the aircraft), and thirty smaller artillery guns firing exclusively HE rounds. While an old design, the AGCC is one of the most effective heavy fire support platforms utilised by the Eteno Imperial Armed Forces. Crew of 57

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 sixty 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 forty men. It is designed to ferry people between ships, bases, planets, moons, asteroids, and space stations. Crew of 7

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

Field Guns
ATG/66 1.6stv - Towed field gun with a rifled barrel that exclusively fires anti-personnel 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 mobile 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

Jonkel HAAG - When targets fill the skies and Eteno ground forces are in need of protection, the Jonkel HAAG flak gun is loaded up. Able to maintain a steady rate of fire through the automatic ejection of casings and insertion of fresh rounds, the Jonkel HAAG can quickly fill the sky with flak, and score a substantial number of hits on aircraft. To avoid creating disorderly piles of spent casings, the Jonkel HAAG utilises a dual-magazine system. One magazine, attached to the left side of the gun, holds forty shells, which are automatically fed into the gun. Another magazine, on the right side of the gun, receives shell casings that would otherwise be ejected onto the ground. When the receiving magazine is full, and the feeding magazine is empty, the casing-filled magazine can be transported away, while the now-empty feeding magazine can be attached to the right side of the gun, to become a receiving magazine. This system is of great convenience to gun crews. While not designed for the task, many combat units use the Jonkel HAAG as a heavy anti-tank gun when air superiority is already achieved. Crew of 3

Weryet LAAW - Powered by but a single (large) replacable power cell, the Weryet LAAW is a rapid-fire, triple-barrel rotating anti-air laser weapon. While it requires only a single person to operate, is easy to maintain, and can fire many times (and quickly) before needing to replace its power cell, this weapon suffers from poor accuracy, like all heavy laser weapons. Despite this drawback, many Weryet LAAW's working together can do considerable damage to aircraft, regardless of their size, speed, or maneuverability. Crew of 1

Quad Bofors - A centuries-old design created by the human Swedish company Bofors Defense, the Bofors 40mm gun has a long history of effective human usage. After Eteno forces clashed with Harbinger invasion forces on the planet, Imperial Army officers took away many weapon and vehicle designs. Of all designs that were tested alongside Eteno weaponry, only a tiny handful performed at the same level. The Bofors 40mm autocannon was the only weapon that actually outperformed an Eteno weapon. Immediately, rights to the design were auctioned off by the government to the highest bidder. Igor Serp Heavy Industries eventually claimed the design, and offered the Eteno Imperial Armed Forces the Quad Bofors 40mm. While much of the gun's superficial design remains the same (aside from the obvious quad-barrel design), many mechanical aspects have been improved upon. This improved Bofors gun can be mounted on the bed of a truck, pulled on its own carriage, or set up as a static emplacement. When used in tandem with other Eteno AA weapons, the Quad Bofors proves itself against near and distant targets. As with many other AA weapons, Eteno troops occasionally deploy the Quad Bofors as an artillery weapon, or anti-tank gun. Crew of 2

Other
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.

Infantry Weaponry
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.

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.

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.

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.

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.

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.

Schloke-Ast Minigun - The SAM 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. Sustained barrages from the SAM can pin down platoon-sized units, and turn the tide of a tactical situation when deployed effectively.

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.

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.

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 nearly anything. Many forms of primitive armour are so ineffective against the N3AAW that vehicles protected by them might as well be made of paper.

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.

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.

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.

Personnel
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 Training
"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 Drafting
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.

BCTC
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/NCOS
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 Academy
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 School
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 School
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 School
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 Academy
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 Academy
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 Academy
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 Support School
Imperial Army and Marines Vehicle School

Armed Forces Lifesaver Academy
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 Operation
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.

Imperial Navy School of Espionage
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.

Non-Branch
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.

Navy/Home Guard

 * 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.

Army/Marines/National Guard

 * 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.

Air Force

 * 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.

Uniforms
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). Also note that all pilots wear dark green jumpsuits with flight helmets.
 * 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.

Navy/Home Guard
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.

Army/National Guard
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.

Marines
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.

Air Force
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.

Military Police
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 Troops
Unit Name - Number of men/guns or fraction of parent unit - Rank of leader

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).

Ground Branches/Naval Infantry
Squad - 7 men or ~2 guns - Sergeant

Platoon - 56 men or ~ 17 guns - Lieutenant

Battalion - 560 men or ~170 guns - Captain

Regiment - 5,600 men or ~1,710 guns - Commander

Company - 39,200 men or 12,000 guns - Major

Brigade - 156,800 men or two artillery companies - Colonel

Division - 2 brigades - Lance General

Army - 5 divisions - Brigadier General

Quadrant Army - 50 divisions - Lieutenant General

Corps - 3,000 divisions - High General

Army Group - 9,000 divisions - High General

Aviation (Navy/Home Guard)
Squadron - 1/6th of Flight Group - Lt. Commander

Flight Group - 1/4th of Flight Wing - Commander

Flight Wing - 1/17th of Ship Wing - Colonel

Aviation (Air Force/Ground Branches)
Squadron - 1/2 of Wing - Captain

Wing - 1/2 of Flight Group - Commander

Flight Group - 1/3 of Air Complement - Colonel

Air Complement - 1 Flight - Commander

Ceremonial Units
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 Units
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 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.

Imperial Lifeguards - When a member of any special forces outfit retires from the armed forces, he or she is given a choice to join the Imperial Lifeguards. Belonging to the National Guard, the Imperial Lifeguards are reserve internal security units for high-ranking government and military officials. Two weekends a month, Lifeguards convene and train. In times of crisis, the Imperial Lifeguards can be activated by the Supreme Commander to supplement Omdak and other guard units.

Unit Naming
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

Land
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

Lifesaver Bronze

Lifesaver Silver

Lifesaver Gold

Extraordinary Service Badge

Berthing Pin

Ordnance Pin

Grox Operations Citation

Naval/Airbourne
Meritourious Air Citation

Bronze Star

Silver Star

Gold Star

Good Conduct Citation

Midshipman Badge

Officer Commendation

Flight Award

Ace's Medal

Landing Award

Advanced Training Ribbon

Congressional Medal of Aviation

Congressional Medal of Maritime Warfare

Cat Award

Launchers Pin

Ground Badge

Gunnery Award

Flying Officer Commendation

General
Medal of Imperial Dignity

Commanderial Defense Ribbon

National Pin

Notable Service Badge

Commendable Service Badge

Worthy Service Badge

Trans-Service Medal

Medal of the International

Song
Many different songs are sung by Eteno military personnel, but most all of these tunes are unofficial. Official songs are sung during parades or military presentations, as well as casually alongside other unofficial songs. Some songs can be associated with all branches of the Imperial Armed Forces, but some are applicable only to specific branches, or even specific arms of these branches.

Kati
A traditional marching song dating back long before the Eteno unified as a single nation, Kati is a general marching tune for all branches of the Imperial Armed Forces, but is used most commonly by the Imperial Army.

On a little hill in the woods blooms a little flower bush, and it's called the Kati

Hot from the warm sun shining down upon Kati

because its flowers are so beautiful for the eye to see

Kati

On a little hill in the woods blooms a little flower bush, and it's called the Kati

With my wife back home lives my little daughter and she's called Kati

She's my sweet, kind little girl and she's called Kati

when the bushes on the hill bloom in the warm glow of the sun,

she goes rushing out to pick them

On a little hill in the woods blooms a little flower bush, and it's called the Kati

In my room a small bush bloom on the windowsill and it's called Kati

When I rise in the morning and lay down in the night, it looks at me

And then it seems to ask me,

"Are you thinking of your little girl?"

Back home a little girl waits for her daddy, and she's called Kati

Marching
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.

Stockpiles
The Eteno Imperial Armed Forces currently claim to possess roughly 14 million nuclear missile warheads. 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 warheads possessed are listed below, along with how many there are as a percentage of the stockpile.

Fusion Weapons (H-Bomb) - 70% Fission Weapons (A-Bombs) - 30% These stockpiles are stored at 500 confidential locations across the empire. These installations are believed to have numerous, intense 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.
 * Salted - 10%
 * Pure Fission - 40%
 * Boosted Fission - 20%
 * Salted - 5%
 * EMP - 6%
 * Neutron - 29%

Launch Orders
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 Commander
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.

Nuclear Directors
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
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 coincidence almost convinced the Council of Generals to authorise the use of nuclear weaponry against the DFM.

Wars and Notable Battles Participated In
The Eteno Imperial Armed Forces have participated in quite a number of wars since the founding of the empire in 1 ATGW.

Uprising of the Royalists - 1 ATGW - Military officers still loyal to King Usalis shut down major seaports and airports in protest against his imminent execution, before outright raiding the prison in which he was held. While the prison was overrun, imperialist troops managed to hustle Usalis away on a small flotilla of patrol boats. Royalists troops established defenses at the prison, which was soon besieged by numerically superior imperialist units. Within two months, the royalists were all captured or dead.

1st Terrathian Border Conflict - 17 ATGW - The four-system Republic of Terrathia, showing considerable foresight regarding the EIT, attempted to destroy its single armed starship, the cruiser ENS Koroey, in a surprise attack. A Terrathian turncoat alerted the EIT of the plan, and the strike force of several corvettes was crushed. Having poured most of its resources into the protection of new colonies, the Imperial Armed Forces were incapable of launching attacks on any of Terrathia's territory. Regardless, Terrrathia payed massive reparations in exchange for a peace treaty.

Mekveren War of Conquest - 27 ATGW - Content with accepting protection payments from Terrathia, the expanding EIT overran the six-system House of Mekveren's navy. Costly, systematic invasion of each system over five years resulted in the acquisition of several mineral-rich planets and a population of highly-skilled gunsmiths. Mekverenian arms factories dot the entire modern-day Eteno Imperial Triumvirate.

1st War of the Kommenfrau Succession - 52-53 ATGW - The Empire of Kommenfrau, by 52 ATGW, was roughly three times larger than the EIT, with a military alliance between the two. With the abdication of the popular Queen Selos in the year, her ultranationalist son was expected to take over. Two neighbouring nations, the Interstellar Republic of Miodrag and the Ketamoa Meritocracy, feared that he would attempt to expand Kommenfrau through the conquest of Miodrag and Ketamoa. These two nations launched a pre-emptive strike on Kommenfrau, who immediately enlisted the aid of the Eteno Imperial Navy to resist the attack. In just under two years, the invasion was repelled, and six Ketamoan and Miodragian systems were seized. The EIT was given three for their service.

Miodrag Conflict - 55 ATGW - EIT incursion into Miodragian territory, in which a large bulk of the Miodragian Navy was surrounded and captured, and five star systems successfully invaded. Ketamoa almost sent aid to Miodrag, but halted their plans after the capture of most of the Miodragian fleet.

2nd War of the Kommenfrau Succession - 61 ATGW - Ketamoa and Miodrag, with the support of four additional small nations, launch another invasion of Kommenfrau with the intent to cripple their royal family and insert a Ketamoan/Miodragian-friendly ruler.

Operation Dnepr - 76-77 ATGW -

2nd Terrathian Border Conflict - 90 ATGW -

Q'kall War of Conquest - 99-101 ATGW -

Dupov's War - 105 ATGW -

Rothtun Revolt - 117 ATGW - Upset with the lack of civil rights afforded to them, Rothtun Dogs in service with the Imperial Armed Forces all over the EIT rise up in startlingly organised revolt. Several thousand dogs and Eteno died in the revolt, which ended in the granting of full citisenship to all Rothtun Dogs in the EIT.

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 - By 291 ATGW, the EIT was openly endorsing aggressive colonisation of all unpopulated worlds, even if the worlds were claimed by other empires. In addition, the government promoted mass emigration to empires with valuable territory. These Eteno would eventually (and intentionally) cause tension between themselves and their hosts, weakening their nation and giving the EIT a reason to invade. Some empires attempted to fight Eteno expansion, through diplomatic or military means. Almost all of the empires found themselves conquered in what is now called the Colonial Expansion Conflicts.

Yerreva War of Conquest - 317 ATGW - Two feuding nations, Whekommen and Yerreva, were both located on the EIT's Northern border. Both recovering from a devastating, decade-long war, Whekommen and Yerreva attempted to use the EIT to their advantage. While Whekommen diplomats attempted to sway Eteno opinion against Yerreva, Whekommen's rival chose a more drastic path. They kidnapped and murdered three Eteno sailors, and framed Whekommen terrorists. While the EIT prepared an invasion force, Whekommen countered by murdering fifteen Eteno soldiers and a low-ranking Marine officer, and framed the Yerrevans. Before Yerreva could effectively deny or counter this move, the EIT invasion force once poised to strike Whekommen rolled over the Yerrevan border.

Whekommen Incident - 325 ATGW - While Whekommen's framing of Yerreva made them the victor in their long-standing rivalry, it was not too long until the EIT discovered that the murder of Eteno soldiers was merely a plot to get the vastly-superior EIT to strike Whekommen's rival. The deceitful nations was immediately invaded and conquered.

Omega-13 Skirmish - 361 ATGW - First Eteno encounter with Harbinger forces. A Harbinger scout party. which the Eteno thought was a regular fleet, was encountered by a fleet of Imperial Navy ships nearly six times larger. While it is unknown who started the engagement, an hour-long battle erupted, where the Eteno fleet routed the Harbingers at the loss of half of its ships. As the victory was attained only through numerical superiority, long-standing requests to upgrade and expand the then-neglected Imperial Navy were finally granted. If not for the conflict at Omega-13, and a battle with similar outcome had not occured later on, the Harbingers may have annihilated the EIT in their eventual invasion several hundred years later.

Operation Sparrow - 379-392 ATGW - In 355 ATGW, the International Union of the Outer Arm formed with over eighty members. The purpose of the IUOA was to ensure the security of its members, and promote trade and peaceful relations. When the EIT discovered the union, top generals began planning how to overrun its members as soon as possible. In 375 ATGW, the EIT joined the union, speaking of a desire for peace and understanding. At the same time, thousands of spies inserted into the union's hundred-or-so members fed all manner of military information to the Council of Generals. In 379, a meeting of all members' leaders was held on an Eteno world, Emilia. As each leader was formally introduced (bringing along minimal security), it was soon discovered that the Eteno leader was not in attendance. Imperial Marines soon stormed the meeting chamber of Emilia's IUOA installation, taking hostage almost every foreign leader in attendance, save three who were caught in the crossfire. Simultaneously, the Imperial Armed Forces launched surprise attacks on all IUOA member states, overruning many in only one or two months. A handful of nations were coerced into surrender almost immediately, but the majority of the union members promised resistance. After nearly a decade, these resisting states were finally annexed by the EIT. Whatever outside nations the now-annexed empires once had relations with were also invaded, quickly and efficiently. From that point on, the EIT no longer played the equal or the lesser in diplomacy with nations that did not rival Eteno power in nearly every way.

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 Harbinger War - 793-957 ATGW

Mosek's War - 800 ATGW -

Jakob's War - 803 ATGW -

1st Mosin Conflict - 807 ATGW -

Battle of Malisk II - 807-809 ATGW - See article.

Operation Kirov - 812 ATGW -

Operation Ploz - 817 ATGW -

Battle of Omega-18 - 818 ATGW - After years of crushing resource drain caused by the faltering invasion of the EIT, Harbinger leadership conferred, and decided to put the full force of their navy behind a single thrust into Eteno territory. EIT spies learned of this plan, and the Imperial Navy assembled the bulk of its tonnage at the chokepoint system of Omega-18. Led by High Admiral Aleksandr Khruschev, the largest Imperial Navy fleet ever assembled as of 818 ATGW arranged themselves into defensive positions. Khruschev was one of the best Eteno admirals to ever serve, and used superior strategic and tactical skill and experience to defeat the Harbingers. In the attack, the invaders took considerable losses and fled to their own territory. This battle marked the end of purely-defensive EIT battle strategies in the 1st Harbinger War.

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 Harbinger 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 -

Trivia

 * 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.