mercenaries de jure replacing entire defense industries would, in all likelihood, cause a lot of backlash both inside the Military Industrial Complex as well as throughout the general public.
Of course, it's not my intention to make a mercenary army that's omnipresent and somehow able to stand up to a first world country's military like it's often portrayed.
However, there's nothing really stopping anyone from making an umbrella corporation and using plausible deniability throughout the defense industry proper to at least maintain some distance from "The Guys Who Made Your Hunting Shotgun" and "That Mercenary Group On CNN Who Pillaged The Iranian National Gallery Last Week".
Yeah I thought this would be necessary in some form. Umbrella corporation it shall be then, plus I like the legality shenanigans and shady connections atmosphere. The only downside is that I'll have to come up with a lot of company names.
With that in mind, it might be an interesting idea to have your PMC proper act as a sort of "army-for-hire" for less well-off/third-world countries
Pretty much exactly what I had in mind. Army-for-hire is the perfect term, since it comes as its own combined arms force.
do note that these are usually for private, individual ownership, much like how you buy a plot of land out in bumfuck Wisconsin so you can fulfil your lifelong dream of owning a chicken farm. You can technically avoid this by saying that this is owned by, say, the CFO or CEO of the umbrella corporation themselves, and they simply allow the operations of the company to happen on these islands, but keep in mind that both:
The person who owns the island is paying for any and all expenses out of their own pockets, and can't write them off as taxes for part of the company. If shit does down on this island, the person who legally owns it is accountable for it, which is going to cause one hell of a legal headache for them if it's their company in question who committed the fuckup.
Couldn't the land be owned separately from the business by an LLC? That way the land and the business going on on it are legally separated?
Oh my, S.T.A.L.K.E.R. and MGS4 inspiration? Yes please. Would a military contractor company (fancy for mercenaries) that became so wealthy and bloated that it is now effectively an independant entity with its own industries, R&D departments and military bases on private islands and other remote locations be a good fit for this world?
Eosauri: A species of bipedal and warm-blooded reptilians. They live longer than humans, 110 years on average. Physically, they are slightly smaller, less endurant and for the most part weaker when it comes to brute strength. However, the shape of their legs and the added balance of their tail makes them very fast over short distances. In addition, they adapt to low levels of light more easily, being able to see clear as day in all but the darkest of nights. They have a similar diet to humans, at the notable exception of a strong intolerance to any kind of dairy products.
Vampires: All sentient have been found to be able to be turned into vampires. They boast surnatural physical prowesses, both in strength and agility, and are able to make use of a unique form of magic that allows them to reanimate corpses to be used as mindless puppets. These zombies can be used for any task that does not require particular dexterity, and so are often found working in the fields and factories, day and night, without the need for rest or sustenance.
The nation's origins can be traced back some 900 years in the past, when the original Astalians, driven from their land by a barbarian horde, invaded from the south, subjucating and integrating the local people into their society. They recieved help from the Eosauri who had been pushed into the forests by the previous human kings, and so they were granted the right to live in the new Astalian Kingdom.
A long period of relative prosperity followed. Astalians had no particular ambitions for large-scale expansions. Instead, they focused on cultivating the land, waging the occasional war against their northern neighbors. In a few centuries, Astalia had expanded to its current size. The once wise and benevolent kings became inept and vain. Power slipped more and more into the hands of local lords, and while the king technically had authority over them, he did not use it.
Lousy aristocrats began to start petty skirmish wars against other nations and even sometimes among themselves for their own gains. The "Cursed Dynasty", as the kings of this time are now referred to, neglected the matters of the state. The aristocrats abused their power, and the population suffered as the country declined. This continued until another war happened, one unlike the previous ones.
The Volyudki came from the East, crushing an entire army in a single battle when they invaded. As they stood at the brink of destruction, the Astalians came together once more. Every man, from 15 to 60, was given a pike, musket or sword, while the women toiled day and night in the workshops to produce blades, bullets and powder. The rate of casualties forced the ruling class to promote officers from the ranks of common soldiers instead of restricting it to aristocrats. At this time, the country united for its survival.
The Volyudki invasion was turned back, at a tremendous cost both in lives and on the economy. The Astalian common folk, who were now armed and seasoned veterans, were reluctant to give up their weapons and return to servitude. In this period of turmoil, some aristocrats and rich citizen started thinking on some new and revolutionary ideas. Enlightened ideologies started to spread like wildfire, and it was clear that a rebellion was about to happen. Some nobles saw it as an opportunity to overthrow the king and place themselves at the very top.
Two years after the end of the Volyudki invasion, Astalia descended into war again, a civil war this time. Half of the noble families rebelled against the king, and many of those loyal to the throne saw their own troops desert to join the rebels. The combined rebel forces were led by a skilled and charismatic general named Thibald Carrel. He was already a hero from the previous conflict, and although he was an aristocrat, he was unusually close to the men under his command, who in turn trusted and respected him.
Carrel won a few decisive victories that broke the last of the remaining royal troops. But as his soldiers stormed the royal palace, the rebellion was already fragmenting. A portion of the rebel aristocrats sought to fill the power vacuum themselves, and were plotting for this purpose. However, Carrel would not have it this way. He immediately stripped the nobility of their privileges, including himself, and created the Republic. With virtually the entire nation's army behind him, no one dared protest. The aristocrats who had rebelled would be allowed to form the Senate as a governing body, but their power was to be kept in check by an assembly of elected officials.
In the years that followed, Astalia underwent considerable changes. Thibald Carrel, as one of the first two consuls, worked with a host of lawyers, philosophers and common citizen to write the Code of Law that was to shape the Astalian Republic into what it would eventually become. The Astalian Republic managed a quick recovery from these events and turned towards the wider world. Its army was stronger than it had ever been, and the Astalians could now envision greater ambitions beyond their borders.
Then, during the previous century, Astalia's ambitions clashed against others. During the last years of war and chaos of the global conflict between empires, the Astalians grew desperate for means to end the war. Thus, through barely understood rituals and occult magic, the vampires were created. They proved to be potent weapons indeed, and safeguarded the nation from collapsing. However, they could not be controlled. The vampires turned against their would-be masters and carved their own domain from the battered and bruised nation, turning it into a loose confederation of city-states ruled by immortal warlords struggling against eachother for power.
Yotethri, God of the Sun, War, Justice and Bloodshed
Cnagh'vha, God of the Moon, Greed, Malice and Knowledge
Bhyrri, Goddess of the Sea, Health and Sickness, Death and Travel
Ycthaaghas, God of the Earth, Life, Cycles and Doom
Vh'ethr'ithe, Goddess of the Stars, Madness, Torment and Power
The Astalians have a peculiar approach to their religion, considering it more study than worship. Their gods are primordial beings, neither good nor bad, as much susceptible to be destructive as they are to be benevolent. Those are not creator gods but rather eldritch entities residing beyond time and space, but powerful enough to manifest themselves in certain aspects of the material universe, which have been assigned to them by the priestesses to the best of their ability.
The Astalian clergy, if such a name can be applied to the priesthood, is exclusively female. The reasons for this ancient tradition are nebulous, and few find it appropriate to question it. There is no hierarchy among the priestesses, as they hold no power over eachother or the common people. Their mission is to get into contact with the gods and their world, studying its powers and energies with rituals and incantations. Then, they dispense this knowledge to all who come to their temples. The vast majority of Astalians go to their local temple at least twice a week, as they believe that their souls will be sent to the realm of the gods upon death. These runes, rituals and incantations are as many tools to be used in their following existence like a hammer and nails are in life.
The priestesses also provide spiritual peace and comfort to their communities, and also frequently accompany armies to tend to the wounded. They are beloved guides and teachers, while also viewed with a certain degree of uncomfort. Such knowledge comes at a price, and they are often afflicted with short moments of madness. They might randomly start giggling for no apparent reason, or stare at a particular point in space for a dozen minutes or two. Sometimes, they experience terrifying hallucinations and nightmares that are difficult to appease. For this reason, they are held in high respect, with a hint of fear by the rest of the population.
Territorial Claims: Astalia is currently located between the Volstran empire territory to the north, and separatist ethnic Astalian states to the south. It considers all land in the space between the ocean, Volstran and Abnawaandia to be within its sphere of influence. It also claims several small islands and territories, mainly to serve as naval repair and resupply docks.
Economy:
Mines Arms manufacture Metallurgy Helium production Aircraft and car engines Textiles industry
Imports:
Food Oil Consumer manufactured goods Cotton Medical drugs
Natural Resources:
Iron Coal Chrome Nickel Copper Sulfur Lead Timber Peat Salt
Grenadiers: The grenadiers make up the bulk of the Astalian army. Well-trained and experienced, they do most of the fighting, be it at range or in close quarters combat, in open areas or in the trenches. They also provide the Army with its light artillery and motorized elements.
Combat Engineers: The combat engineers handle more specialized equipment, like antipersonel mines, demolition charges or flamethrowers. They are also in charge of building fortifications, laying down barbed wire and conducting mining operations.
Shock Troops: Armed with sawed-off shotguns, pistols, extra grenades and various close quarters combat weapons, the shock troops are assault specialists, used to fighting inside the enemy trenches. Grenadiers can be drafted into the shock troops if the need arises, however this practice is avoided if possible.
Astalian Guard: The Astalian Guards are the most battle-hardened veterans of the Army. They fill the same combat role as the grenadiers, however as an elite corps they have a higher proportion of heavy weapons. The Guards' numbers are relatively small and are thus assigned to portions of the front where the fighting is the most intense, or kept in reserve to plug a breach in the lines or follow through a successful attack.
Mounted Rifles: As the name suggests, the mounted rifles are horse infantry used as scouts, artillery observers and vanguard forces. They are lightly equipped and by no means a line or assault formation. They never engage in prolonged fighting, instead acting as a highly mobile force to carry out raids and reconnaissance.
Astalian Guard Cavalry: Like their infantry counterparts, the Guard cavalry fulfills the same missions as the mounted rifles. However, they carry small amounts of heavier weaponry like dismantled light field guns and machine guns. This allows them to be more effective in firefights, at the cost of some of their mobility.
Heavy Artillery: The renowned Bombardment Corps of the Army are essential to the Astalian doctrine of "decisive battles". Massed heavy guns of all calibers are always needed, be it to break enemy attacks, to strike at targets of opportunity or to pound enemy positions into the ground in hours and sometimes days-long preparatory barrages.
Lazare 1902 revolver rifle 7.92mm: Standard service rifle, with a 6 rounds capacity. Reliable and easy to maintain, relatively cheap. Requires the user to wear a face mask to avoid burns.
Allard-Morel FVP9 bolt-action rifle 7.92mm: Long bolt-action rifle, fitted with a scope and used only by sharpshooters. It is an accurate and expensive weapon with a long range.
FH Bertoni No.2 9mm: High-power automatic pistol for officers and shock troops alike.
Vincennes ADAT No.1 12 gauge: Very short lever-action shotgun specifically made to have a very large dispersion cone for trench fighting. Light enough to be fired with only one hand, at the user's own risks.
Vincennes FUMI No.6 7.92mm: Light machine gun designed to support an attack with suppressive fire. Very cheaply made, the only requirement for the gun being to be able to keep firing reliably.
Lazare-Marushina heavy machine gun 7.92mm: Water-cooled HMG Morel MLT3 heavy machine gun 7.92mm: Air-cooled HMG
3 Souverain-class Battlecruiser: The Souverains are the most modern and technologically advanced vessels in the Astalian navy. Combining speed and firepower, they however lack the heavier guns and armor to face battleships head-on. The Souverain-class must rely on its manoeuvrability thanks to its secondary propulsion systems. Armament: 2x twin 350mm guns 6x triple 100mm guns 2x single 75mm guns 2x torpedo tubes 4x seaplane hangar
4 Radiant-class Cruiser Leader: The Radiants fill the role of "cruiser leaders" in the Astalian navy. They are often the centerpiece of the small flottilas that the Astalian naval doctrine relies on, sporting enough armor to withstand the heat of battle while keeping enough engine power to maintain good speed as well as respectable firepower. Armament: 4x single 200mm guns 6x single 150mm guns 18x single 50mm guns 2x torpedo tubes 3x seaplane hangar
2 Vaillant-class Cruiser Leader: The Valliant-class was supposed to be the new Astalian cruiser leader, before production stopped after only two units to be replaced by the Radiants. While its additional engine assembly provided the ship with incredible speed and enough power to mount larger guns on it, the Vaillant was soon found to be prone to engine malfunction, as well as higher than expected fuel consumption. By comparison, the Radiant has both a superior range of operation and lower production costs. Armament: 2x twin 230mm guns 3x twin 150mm guns 14x single 75mm guns 2x torpedo tubes 3x seaplane hangar
4 Gouverneur-class Light Modular Cruiser: In an effort to mitigate the cost of replacing older ships as time goes by, Astalian shipyards have invented a new ship design made to be easily modified by adding or removing gun turrets and even armor plates. The experiment appears to be a success, with the current Gouverneurs' loadout tailored to match the speed of other ships in cruiser groups. Armament: Variable 2x seaplane hangar
6 Trident-class Light Escort Cruiser: The Trident-class is an essential part of any Astalian cruiser group, specially designed to fight off submarines and destroyers with its anti-torpedo charges. Armament: 6x single 150mm guns 4x single 50mm guns 2x torpedo tubes 6x anti-torpedo charge launcher 2x seaplane hangar
3 Sirène-class Light Combat Cruiser: The rare and expensive Sirène is built with one purpose in mind: being able to fight against any other light cruiser, and win. Armament: 4x twin 180mm guns 6x single 75mm guns 4x machine gun 2x torpedo tubes 1x seaplane hangar
20 Aurore-class Assault Destroyer: Nicknamed the "attack dogs", the Aurores are entrusted to daring and agressive commanders as a kill group to be unleashed by an admiral like a pack of predatory sharks. The best defense of an Aurores group is to not get hit at all, using speed, manoeuvrability and smoke screens until they can get close enough to release their volleys of torpedos before retreating. Armament: 2x single 100mm guns 2x single 75mm guns 2x torpedo tubes
8 Parangon-class Hunter Destroyer: While the Trident is a fleet's shield against submarines, the Parangon is the sword, equipped with depth charge launchers and purpose-built cannons. Armament: 3x single 90mm guns 4x single 50mm guns 2x depth charge launchers 2x torpedo tubes
4 Torrent-class Attack Destroyer: These older designs have all been sold off or scrapped, save for only a few after the modernization of the Astalian navy. Now, they serve as heavy patrol crafts in hazardous zones. Armament: 1x single 75mm gun 5x 50mm guns 2x torpedo tubes
4 Monitors: These antiquated lumbering ships are still in service, serving as floating artillery platforms to bombard land targets with their heavy guns. Their lack of any kind of armor and speed makes them utterly worthless against other ships, unless their high caliber cannons can land a lucky hit somehow. Armament: Variable heavy guns
Air Force:
CR.12 Colibri III: A two-seat fighter biplane used for reconnaissance and shooting down enemy aircraft. Thanks to the pusher engine, its frontal machine gun is able to fire forward as well as on the sides and above the Colibri without obstruction, and even towards the back in a limited capactity.
HT.13 Albatros: This seaplane sees heavy use in the navy as it is used for scouting, as well as attacking submarines and targets of opportunity as it can be fitted with a depth charge or a torpedo.
The Astalian burgeonning air force is also fond of using airships for reconnaissance and bombardment purposes.
Rolls:
Land Area: 5 Land Fertility: 6 Natural Resources: 12 Social Development: 6 Technological Development: 17 Industrial Production: 14 Total Economic Strength: 6 Land Power: 15 Naval Power: 6 Air Power: 18
Traits:
The Nanlon Valley Mines: Bountiful mineral wealth, particularly coal and iron. Aircraft Enthusiasm: Extraordinary dedication and innovation towards air power. The Season of War: Excessive militarization leads to manpower shortages. Astalian soldiers have a lot of veterancy. Necromantic Society: Dead bodies can be reanimated and used as puppets. Induces mistrust and disgust from most foreigners. We Know No Master: No centralized government.
As written in a letter carried by a small galley journeying to Addacius
To the attention of His Majesty Menesthios, Emperor of the Addacians.
I have been warned by the commander of the garrison on Thassox of the arrival of barbarian ships near a fishing village. As his report indicated, their purpose did not appear to be a raid or attack of any kind; indeed, they appeared to be peaceful, if armed. They are humans, although their language does not resemble any known human language, nor any other for that matter. They have ships unlike any others, made of metal and moving without oars nor sails. These vessels also produce a loud, continuous noise as they move, like the sound of distant thunder. Their clothes are equally strange: obviously made with fine cloth of which the individual strands cannot be seen from a few paces away, not unlike silk or the finest linen fabrics; yet despite this they do not wear much in the way of jewelry, if any. These clothes also lack the vibrant colors and ornaments one would expect on such refined pieces.
Their weapons brought yet further confusion to my mind. I can only speculate that they are some sort of hand cannon, but look almost nothing alike. The barrel is long and narrow, coming out of a case that seems to house an inexplicably complex trigger mechanism. Neither myself, nor any of the officers present could figure out how they could possibly function and for what purpose. By contrast, the armor worn by their warriors seems to be quite primitive by comparison, seemingly made of thick plates of cloth sewn together as some sort of breastplate. Their helmets are similarly thick and padded.
It seems that the barbarians had left a large quantity of fish meant to be a gift. Based on what limited exchanges we could make, although I could not understand where they came from exactly, it is probable that they seek some kind of trade. Their craftsmanship is evidently unlike any in the Empire, to the point that their methods cannot even be guessed at. I shall maintain regular contact with this tribe awaiting for your instructions and send further reports to inform Your Majesty of any developments.
Thus are my words, Theramenes, Warden of the Northern Coast and devoted servant of the Empire.
Name: Narcarro Salazar, The Storm, Primarch of the Solar Dragons.
Gender: Male
Homeworld: Merendosa
The temperate world of Merendosa was settled shortly before the events of the Old Night. Its surface is covered with mountains for a large part, as well as seas and small oceans. It is a harsh planet to live on, but still suitable for human colonization and civilization. The most dangerous natural hazards are the frequent and violent thunderstorms that sweep the valleys. Due to the planet's geography, the population uses aircrafts extensively for goods and passenger transportation, as roads and bridges would suffer heavy damages from the climate in many areas. Menderosa is by no means a hive world, its largest metropolises not even close to comparing to a massive hive city. On average, the planet's population numbers some three billion souls.
Appearance:
Narcarro Salazar has tan skin and long brown hair, contrasting with his bright electric blue eyes that seem to know everything about whoever he's watching. Not the tallest among his siblings, he still towers over humans and Astartes at 11 feet high. He dons his armor whenever he feels is appropriate outside of combat, otherwise wearing his planet's traditional clothes, colorful and ornate pants and tunic adorned with a gold aquila brooch on the left side of his chest.
When wearing his power armor, he looks every bit the demigod of battle that he is, a manifestation of the Imperium and the Emperor's might. When emerging from a fight, he rather appears as some kind of vengeful wraith, the white of his armor largely covered by the blood of those unfortunate enough to face his wrath.
Personality:
Most would describe Salazar as cold and calculating as far as military matters are concerned. He is efficient and ruthless, taking his duties very seriously. His pragmatism is tempered by his sense of honor, although he considers it to be out of place on the battlefield, a notion that the 6th Legion embraces fully.
When not preoccupied by war and battle, he reveals himself to be a quite blunt fellow, with a sarcastic and dry sense of humor. Despite his stern attitudes and the secretive nature of his Legion, he holds humanity and its continued survival and glory at the top of his concerns, even if some could think him heartless with an outsider's perspective on some of his actions.
Skills:
Salazar is a true master of close-quarters combat, gracefully moving in the midst of his enemies as if he was dancing. With each of his strikes, his claws open greivous and fatal wounds while the roar of his assault cannon punctuates volleys of armor-piercing shells delivered with deadly accuracy, the primarch seemingly impossible to even hit, let alone wound.
He is also a great battle tactician, even among his primarch siblings; his battle plans are carefully elaborated and exhaustive, yet he is a flexible commander able to make decisions to adapt to new situations in the blink of an eye and with a particular talent for infiltration and subversion. He is not, however, the most diplomat nor skilled with words, and as such prefers trusting his subordinates to do a better job at it than himself when appropriate.
Wargear:
The Dragon's Breath: An experimental weapon with six rotating barrels, capable of firing devastating salvos with an extremely high rate of fire. It is a unique weapon, aptly named "assault cannon" by the artificer who built it.
The Slayers: Masterfully crafted power talons, with the addition of four power claws mounted on the same gauntlet's backhand. This weapon is capable of slicing through and tearing apart almost anything, and has already claimed a great many lives in the name of the Emperor.
Salazar also often has a jump pack on his back, and makes extensive use of grenades and other explosives.
Assignment Grade: Gamma
As a powerful psyker, Salazar possesses many of the powers commonly associated with them, but although he is indeed capable of projecting lightning from his fingers or lifting a tank up in the air, the extent of these abilities go far lower than what could be expected of a Gamma-level psyker. In fact, he rarely uses his psychic powers except for sensing lifeforms, telepathic communications and his unique ability that seemingly compensates for his reduced power in other fields.
Terror of the Mind: The effect of Salazar's ability could be in some ways compared to the aura of a psychic blank. Whenever he wishes so, his mere proximity instills a sense of dread and irrational fear upon others, which can be amplified to sheer terror and primal panic to the point of making the most battle-hardened soldiers abandon their fortified position, running from a threat nowhere to be seen with shrieks of terror.
Alternatively, Salazar can make his being appear as so unnaturally horrible that the minds of others simply refuse to acknowledge his existence anymore, effectively turning him invisible.
This ability seems to be even more potent on psykers, be they human or xenos.
Merendosa was going through its darkest days to date when the primarch's capsule came crashing down through the atmosphere. No more than a few decades after the planet's colonization, an alien flotilla emerged from the Warp in an emergency right next to Merendosa, seeking to escape the Warp storms that marked the beginning of the Old Night. These xenos known as the Thalvans were the last of their race, turned nomads after exhausting their planet's resources. Using their superior technology, they quickly subjugated the human population and settled on their new home.
The Merendosi had been enslaved for millenia, but Salazar's arrival brought about their liberation and the doom of the Thalvans. He was found in the mountains by a small community of outcasts who raised him into their culture. As Salazar grew up, he quickly established an underground resistance against the xenos. Under his leadership, it only took years for the Thalvans to be overwhelmed by sudden revolts and cast down from their palaces. Salazar and his adoptive people gave no quarter, and the last of the Thalvans were thoroughly exterminated.
Salazar continued to work for the betterment of the newly liberated planet as a member of the council that ruled Merendosa, voluntarily stepping down from his position as a war leader, but nonetheless ready to take back his role should the people of Merendosa be threatened ever again. In the meantime, he worked tirelessly and was in a large part responsible for bringing about a golden age. The planet's technological level had gone backwards considerably over the centuries, regressing to a pre-industrial society. Under the primarch's guidance, both science and technology skyrocketed, quite litterally as by the time that the Emperor found his lost son, the Merendosi were celebrating the completion of their second space station.
A dream. Lightning striking high towers, wind so powerful that it tore the very mountains apart. And, from the skies of this unknown world, fire raining down, setting ablaze cities and fortresses alike.
Narcarro Salazar woke up to the sound of a ringing phone. His dream still imprinted into his mind, he sat up on his bed and reached for the offending device.
"I hope you have a good reason to call in the middle of the night, Castillero. What is it?" His voice was steady, his tone calm as it always was.
"Sorry to wake you up, Counsellor, but I have urgent news from MSS-2. It's... incredible." The primarch's advisor's voice was practically trembling with excitation. "It's the crew, sir. They gave ground control an emergency call minutes ago."
"Is there a problem?"
"I... I don't know sir. They say they've spotted ships in system."
Salazar kept silent for an instant. He should have been surprised, and yet... this whole situation felt familiar to him. As if he had already lived it.
"Sir?"
"Meet me at the S.O.G.C.. I'll be right over."
-------------
The command center in the space operations ground control building was bustling with almost frantic activity, scientists and engineers compiling and analysing data sent down from orbit. Salazar walked in, making his way to the large displays in the front of the room. The pictures that could be seen on them were indeed troubling. There was no mistaking it, those were spaceships. Massive and intimidating, some estimated to be kilometers long.
"So it is true..." Salazar's voice was a whisper. His usual neutral demeanor was replaced by a troubled look.
"Sir?" The advisor turned his head towards the primarch. "Do you think... they could be back?"
Salazar shook his head.
"Impossible. Those are not Thalvan ships, I am sure of it."
He himself did not know where this conviction came from. But it was a certitude nonetheless. He pointed at the pictures.
"We must be ready. Call army command, and tell all branches to mobilize their best units at once. They must gather in the capital by morning."
Castillero gulped and nodded, his anxiety clearly visible on his face.
"Understood. Should I tell them to take defensive positions as well?"
Salazar turned his gaze to his advisor. He was obviously terrified of a war to come. Fortunately for him and the people of Merendosa, the primarch knew he was mistaken.
"Defensive positions? No. Have them put on their dress uniforms."
He turned away and started to walk out of the command center, smiling to himself and gesturing for the man to follow him.
"Come, Castillero. We have a parade to prepare."
-------------
Everything was ready. Soldiers in impeccable colorful uniforms were standing in ranks in the morning sunlight, armored vehicles adorned with banners and their weapons raised high. In the sky, jet fighters circled around the center of the capital city, their engines roaring as they flew in formation above the plaza that had been deemed suitable for a landing. Aircrafts carrying cameras and news reporters were hovering above the parade with their horizontal rotating blades. Behind the military, a massive crowd had gathered to witness this historic event.
The planet's council had been unanimous in designating Salazar to be Merendosa's representative, and so he was standing before the improvised landing grounds, waiting for the arrival of these visitors from space. He did not wait for long.
A single ship descended from the heavens, its golden hull bearing a two-headed eagle. The plaza was more than capable of allowing it to land, and it did so with a grace that put the most advanced Merendosi crafts to shame. Salazar could not shake a strange feeling of familiarity as the craft's landing ramp lowered and armored giants came out and lined up to form a guard of honor. But his attention quickly shifted to the figure that stepped down and came towards him, walking between the aligned warriors. He was even taller than Salazar, his gold armor shining in the sun. His face was noble, his black hair flowing unnaturally in the wind while his eyes were two orbs of golden light.
Salazar was speechless as the being approached him. He radiated power and might, yet also compassion and justice. As he got close, the primarch bowed his head and slowly got down on one knee.
"Father." Salazar was neither afraid nor plunged into adoration. He simply stated a fact, that he welcomed gladly.
As he did, all of the soldiers standing behind him kneeled down on their own, as well as the huge civilian crowd, as if a silent order had been given to the entire city at once. The Emperor smiled, a warm and welcoming smile.
"Arise, Narcarro Salazar. My son." He was merely talking, yet his voice resonated throughout the entire plaza. "Your own descendants have been waiting for you. You shall lead them and be one of my generals in my crusade to liberate mankind."
Salazar rose to his feet, laying his eyes upon his father once more.
"You shall be the lightning that strikes the enemies of Man. You shall be the storm that casts them down into the abyss..."
"...and the fire that rains from the sky to purge humanity's foes." Salazar finished the Emperor's sentence. He was ready.
The Emperor of Mankind nodded approvingly.
"Wherever they may be. Come, my son. We have much to discuss."
Legion Name: Dubbed by the Emperor as the Solar Dragons, Narcarro Salazar kept the original legion name.
"From the heavens we strike!"; typically used right before launching an airborne assault. "Draco ignis!"
Astartes:
Ancient Sorrano: The Primarch's right hand man and his most trusted advisor. Like Malcador the Sigillite speaks with the voice of the Emperor, Sorrano speaks with Salazar's.
Ancient Zancador: Legion Vexillarius, bearing Salazar's personnal banner and commander of his Honor Guard, the Drakes. He rarely makes his opinion known, but his words hold considerable weight.
Nocanus Villion: Equerry to the Primarch. He has the honor of being Salazar's primary bodyguard in battle, even more so than the Honor Guard. Although his skills and loyalty more than justify his position, his nomination for Equerry was also a political move by Salazar, as a way to show unity between the Terran and Merendosi Astartes.
Forgemaster Borjas Varranza: Few consider the Forgemaster to be fully part of the Solar Dragons, but he still commands respect and reverence as he is responsible for the Legion's armories.
Chief Librarian Pedro Morellana: A very powerful psyker, Morellana is unusually cheerful for a Solar Dragon and openly displays his emotions. One would be ill-advised to take him lightly because of this, however: he has proven his worth in numerous occasions both as a battle psyker and as Chief Librarian of the Legion.
Chief Apothecary Secarius Medelis: Medelis is an extremely quiet individual, only communicating with others when necessary. He is dedicated to his work to a rare degree, even for an Astartes, focused on monitoring the Legion's health and its purity's integrity.
Captain Destimus Polumedes: Commander of the 2nd Great Company, Master of the Red Wing Fleet and former Legion Master. Level-headed and meticulous, Polumedes primarily uses craft carriers and long-range ordinance to whittle down enemy fleets while staying out of reach.
Captain Carsa Levilla: Commander of the 17th Great Company, Master of the White Fang Fleet. Levilla is an agressive fleet commander, using a combination of light and medium ships to open a breach in the enemy's formation and delivering devastating volleys at close range.
Captain Adanis Contador: Commander of the 19th Great Company, Master of the Gold Talon Fleet. Contador prefers putting the superiority of his Astartes contingent to good use by launching boarding actions whenever possible against enemy vessels.
Mortals:
Lord Commander Asier Costales: Commander-in-chief of the Menderosi Raiders. He has been serving by Salazar's side since he became the primarch of the Solar Dragons.
Admiral Estela Vergalino: Commander-in-chief of the Solar Dragons navy. She rose from the ranks of the 6th Legion's ship commanders thanks to her talents with logistics and large-scale campaigns.
Castellan Carmen Alcada: Oversees the Solar Dragon's homeworld in Salazar's stead, making sure that the planet is safe and prosperous.
Magos Syloris Karabras: Mechanicum Representative for the Solar Dragons legion. Laconic and introverted, like many of his peers, he is nonetheless a valuable asset to the Legion as he serves as an efficient and remarkably impartial middleman.
The Legion is organized into Great Companies, each 5000 Legionaries strong and commanded by a Captain.
These Great companies are divided into 500 Astartes units named Squadrons lead by a Commander, which are divided further into Platoons numbering 50 Astartes and commanded by a Lieutenant.
The smallest unit is the Squad, nine Astartes lead by a Sergeant.
The Merendosi Raiders:
These augmented humans are not space marines, but rather recruits who failed the trials to become Astartes. These failed recruits, almost always 12 years old at most, are returned to civilian life on Merendosa and offered a chance to enlist in the Raiders once they turn 18.
The Merendosi Raiders are an integral part of the Legion; they and their Astartes brothers-in-arms sleep in the same quarters, train and eat together and fight on the same battlefields, although their roles are quite different. While the Astartes are more than capable of displays of stealth, it is the Raiders who do the vast majority of the infiltration and sabotage that allow the Solar Dragons to employ their tactics of choice. Once the attack is launched, they reveal themselves and take possession of vantage points, attacking targets of opportunity and supporting their Astartes brethren during the battle.
The Solar Dragons use their own design of aircraft, a transport vehicle bearing some resemblance with a Land Speeder but bigger, with better armor and able to carry five Astartes or ten mortals with all of their gear. These crafts named Stormclaws are armed with twin-linked lascannons or volkite culverins on the front mount, and two rotor cannons or heavy bolters on pintle monts in the Stormclaw's side doors.
The Solar Dragons' favored tactics are lightning airborne assaults, thoroughly prepared by long-term infiltration and stealth operations, an art in which they are unequaled by others, perhaps with the exception of the Adeptus Custodes. They never hold defensive positions if they can help it, and avoid massed assaults by land as much as possible. Their doctrine relies on single strikes, delivering incredibly brutal blows in a short span of time, either destroying all enemy targets in the area or retreating as fast as they came, leaving behind crippled formations and ruined installations.
Using Stormclaw speeders, the Astartes swoop down from the skies the moment that the anti-air defenses are neutralized by the infiltrators and surgical drop pod strikes. The Stormclaws then carry their deadly cargo from target to target at neckbreaking speeds while keeping close to the ground, its side weapons spraying down anything that moves with a hail of bolts and bullets, while the Merendosi Raiders provide accurate covering fire from carefully selected positions.
Due to their specific approach to warfare, the Solar Dragons maintain comparatively low numbers of heavy armor and artillery, and detest fighting on front lines more than anything. They are still capable of engaging in other forms of warfare but they would much rather leave such tasks to others, be they Imperial Army or fellow Legionis Astartes. For these same reasons, their Terminator elites are used more frequently for ship-to-ship combat in space rather than on the planetside.
To the Solar Dragons, war is the Imperium's final argument. When fighting rebels or other human empires, the longer it lasts, the more damage is dealt to the population, infrastructure and future relationships with the Imperium as civilians are starving and killed by collateral damage. Therefore, the 6th Legion will go to many lengths to ensure a swift war, waging it with all necessary brutality and overwhelming force in order to achieve victory in a quick succesion of decisive blows. A single 6th Legion attack may cause significant collateral damage, but on the scale of a campaign it becomes much less than what would be suffered during a campaign done in a more conventional fashion.
The pragmatism of Salazar and his sons also show in the fact that they generally value Astartes lives more than mortals. Not out of a sense of selfishness, but simply because a single Astartes can do more for Mankind than many mortals. The Solar Dragons view themselves as the shield and sword of humanity, and in the words of Narcarro Salazar: "A splintered shield and a broken sword are of no use to anyone."
Imperial Army: The Solar Dragons are amicable enough towards regular humans, but somewhat distant. While not as full of disdain as others might be, they prefer spending time with members of their own Legion. In turn, the Imperial Army tends to view the Solar Dragons in a positive light, as their presence means that they will focus on the enemy where they are the strongest, leaving the Imperial Army to less risky duties. Although, the fact that the imperial commanders rarely know what the Solar Dragons are up to or if they are even present tends to leave them a bad taste in the mouth.
Mechanicum: The relations between the 6th Legion and Mars are very much formal. Both sides are generally content with having only necessary interactions between eachother. Even so, Salazar made sure to cajole the Mechanicum with gifts of alien and ancient human technology to appease them after the Solar Dragons developped and started to produce their Stormclaw speeders themselves.
The Emperor: The Emperor of Mankind and Malcador are the only two persons in the galaxy who can give an order to Salazar and be obeyed without question. The Primarch has a great deal of respect and love for his father, viewing him as the pinnacle of humanity and its greatest hope.
Xenos Species: As a general rule, the Solar Dragons will need a reason to let xenos species live rather than a reason to kill them. In their opinion, they cannot be trusted and the Edict of Tolerance is too big of a risk.
Year 1851 Post-Awakening (P.A.), 24th of Month 9 (Tisrinal):
The streets of Hautmont were bustling with activity as the midday sun gave the capital city some of its last weeks of pleasant weather, before the autumn rains would come, and snow would follow. But even though it was a very nice day for the season, the people filling the streets had other preoccupations. Groups of workers huddled together behind those who could manage to buy papers before they were sold out were eagerly reading the freshly printed news during their lunch break; one could discern a few recurring words in the ambient hubbub if they were to pay attention. War, crusade, attack... The street rumors were spelling for disasters to come.
______________________________________
On the hill towering over the massive Astalian capital and its industrialized river docks, the Palace of the Counsil was just as busy. The Senate's aristocrats were engaged in feverish discussions with the Citizen States' commoners in the Palace's hallways. The same rumors and more filled the decorated halls and waiting rooms. Finally, the large doors to the Republican Chamber opened and the senators took their seats in the amphitheater while the People's Heralds took theirs in the upper gallery.
As soon as everyone sat down, the Chamber's Speaker struck the wooden floor boards twice with his rod to demand silence and raised his voice.
"The honorable Consul Nicolas Colbert and the honorable Consul Morgane Châtillon are present. The Chamber's doors may close."
Colbert and Châtillon sat down on the two chairs at the center of the amphitheatre, facing the room while two guards closed the doors, insulating the Chamber from further distractions.
"My lords, my ladies, honorable members of the Citizen States, this session of the Republican Chamber has now begun and the Senate may begin deliberations. Honorable Consul Nicolas Colbert has the floor."
The Consul rose to his feet. His years in Carrel's army were long gone, but despite his white hair and beard, he did not appear in the least like a frail old man, and his voice had the same weight as back when he used it to bellow orders on the battlefield.
"My lords, my ladies. As you are all aware of, Anyueva has a new overlord who seems even more zealous than the previous one. A dying empire fancies itself ruling the world, destroying the unbelievers and all that nonsense. You've all heard what was going on, and about the Quat'i offensive that has been stopped, putting an end to the hope of a swift resolution to the conflict. War can spread far and wide, at incredible speed. It is not our goal to get involved into it, but we know all too well what can happen if war comes to us and we are not prepared."
He stopped for an instant, observing the room. Tension and worry was plain to see on the faces of the aristocrats.
"For those reasons, I have ordered to strengthen the borders and increase the number of naval patrols. A limited number of men shall be levied according to our army and navy's needs, as well as Franche-Compagnie units mandated to conduct counter-espionage operations as a preventive measure."
Murmurs and whispers. No objections. The Speaker waited for a moment, then struck the floor once.
"The consulary order has not been objected to and is deemed lawful. We will now proceed to the next subject matter."
A few days passed in the Palace of the Counsil, numerous matters being discussed and debated in detail for hours. Food and gunpowder stockpiles, arms manufacturing, new government contracts for equipment and ships, The East Rail Company's project to extend its network all the way to Yuukoma, diplomatic missions, restoration of border forts...
Astalia was still at peace in all appearances. But the gears of administration and bureaucracy had begun to turn. Deliberation after deliberation, measure after measure, the country was preparing for war. And if war had to be, it did not wish to wage it alone.
The Republic's food reserves were not sufficient for a large-scale conflict and requisition was out of the question; this year's harversts had not been particularly bountiful. Fortunately, the government knew of a country that had considerable outputs of food. Maybe even more interesting, one of this nation's prominent political figures had views that aligned very much with Astalia's. A diplomatic mission was sent, to secure both essential provisions and a potential powerful ally.
And so, a convoy of three merchant ships escorted by two sloops and a fifth rate ship-of-the-line departed for the distant country of Owca, carrying an envoy whose mission it was to meet with a certain Bec.
Former: To Greatness, with Honor Current: One Heart, Ten Thousand Spears (Often shortened to "One Heart")
Capital City: Hautmont
Territorial Claims: Astalia is located between the Quat'i Al-Qarikha territory to the south, and the Tsardom av Kinier to the north. It considers all land in the space in-between to be within its sphere of influence. It also claims several small islands and territories, mainly to serve as naval repair and resupply docks.
Species:
Human (~83%)
Eosauri (~11%); a species of bipedal and warm-blooded reptilians. They live longer than humans, 110 years on average. Physically, they are slightly smaller, less endurant and for the most part weaker when it comes to brute strength. However, the shape of their legs and the added balance of their tail makes them very fast over short distances. In addition, they adapt to low levels of light more easily, being able to see clear as day in all but the darkest of nights. They have a similar diet to humans, at the notable exception of a strong intolerance to any kind of dairy products.
Other (~6%); Most notably Yuukomans, Volyudki and Tanwyrs, as well as significant numbers of escaped slaves from all horizons who come to take refuge in Astalia. All are welcomed, on the condition that they enlist for the mandatory military service that applies to every Astalian citizen.
Population (total and by species):
Total: ~31.438.000
Human: ~26.093.500
Eosauri: ~3.458.200
Other: ~1.886.300
Astalians take pride in what they consider a refined culture and philosophy, as well as the most advanced society in the world according to them, and there certainly is an argument for this if one takes a look at their government and its two main components.
The Senate is comprised of the noble families who took part in the civil war on the revolutionaries' side. Senators propose, discuss and vote laws. Among them, two consuls are elected for a period of five years. The consuls are the executive part of the government, delegating positions of power like governors and naming generals and admirals. They are considered to be the supreme commanders of the army, and it is customary for one of them to lead troops on the field in times of war while the other takes charge of civilian duties.
The Citizen States is an assembly created to keep the Senate's power in check. Its members, the People's Heralds, are not aristocrats but rather elected representatives of every Astalian district, which are defined areas in the country designed to be representative of a certain amount of citizen. Thus, there are always several districts in big cities, each electing their own Herald, while several villages combined may elect a single one. The People's Heralds approve or reject the Senate's decisions by majority votes, and if a strict majority is reached can outright veto a Consul's decision, although this is a very rare occurence.
Astalia is living through a period of unprecedented cultural activity. Philosophy and biology treaties, both written by Astalian authors and from around the world, are collected and copied to be displayed in massive public libraries, along with fictional stories and tales of legendary heroes. Professors share their knowledge in prestigious universities, while the clerical orders work diligently in their sacred mission to uncover the secrets of the universe with the guidance of the gods.
The most notable characteristic of the Republic's society is the importance of the rule of law. A human aristocrat's voice does not weigh any heavier than that of an emancipated Yuukoman slave in a tribunal. Corruption, as inevitable as it is, is ruthlessly stamped out when discovered. The punishment for any official found guilty of corruption or dereliction of duty is the same as for deserters: death. This allows Astalian citizens to enjoy a much higher degree of freedom than the world's average.
Yotethri, God of the Sun, War, Justice and Bloodshed
Cnagh'vha, God of the Moon, Greed, Malice and Knowledge
Bhyrri, Goddess of the Sea, Health and Sickness, Death and Travel
Ycthaaghas, God of the Earth, Life, Cycles and Doom
Vh'ethr'ithe, Goddess of the Stars, Madness, Torment and Power
The Astalians have a peculiar approach to their religion, considering it more study than worship. Their gods are primordial beings, neither good nor bad, as much susceptible to be destructive as they are to be benevolent. Those are not creator gods but rather eldritch entities residing beyond time and space, but powerful enough to manifest themselves in certain aspects of the material universe, which have been assigned to them by the priestesses to the best of their ability.
The Astalian clergy, if such a name can be applied to the priesthood, is exclusively female. The reasons for this ancient tradition are nebulous, and few find it appropriate to question it. There is no hierarchy among the priestesses, as they hold no power over eachother or the common people. Their mission is to get into contact with the gods and their world, studying its powers and energies with rituals and incantations. Then, they dispense this knowledge to all who come to their temples. The vast majority of Astalians go to their local temple at least twice a week, as they believe that their souls will be sent to the realm of the gods upon death. These runes, rituals and incantations are as many tools to be used in their following existence as a hammer and nails are in life.
The priestesses also provide spiritual peace and comfort to their communities, and also frequently accompany armies to tend to the wounded. They are beloved guides and teachers, while also viewed with a certain degree of uncomfort. Such knowledge comes at a price, and they are often afflicted with short moments of madness. They might randomly start giggling for no apparent reason, or stare at a particular point in space for a dozen minutes or two. Sometimes, they experience terrifying hallucinations and nightmares that are difficult to appease. For this reason, they are held in high respect, with a hint of fear by the rest of the population.
Half a century ago, the Astalian Republic was known as the Astalian Kingdom, and a far cry from what it is now. Its origin can be traced back some 800 years in the past, when the original Astalians, driven from their land by a barbarian horde, invaded from the south, subjucating and integrating the local people into their society. They recieved help from the Eosauri who had been pushed into the forests by the previous human kings, and so they were granted the right to live in the new Astalian Kingdom.
A long period of relative prosperity followed. Astalians had no particular ambitions for large-scale expansions. Instead, they focused on cultivating the land, waging the occasional war against their northern neighbors. In a few centuries, Astalia had expanded to its current size. The once wise and benevolent kings became inept and vain. Power slipped more and more into the hands of local lords, and while the king technically had authority over them, he did not use it.
Lousy aristocrats began to start petty skirmish wars against other nations and even sometimes among themselves for their own gains. The "Cursed Dynasty", as the kings of this time are now referred to, neglected the matters of the state. The aristocrats abused their power, and the population suffered as the country declined. This continued until another war happened, one unlike the previous ones.
The Volyudki came from the East, crushing an entire army in a single battle when they invaded. As they stood at the brink of destruction, the Astalians came together once more. Every man, from 15 to 60, was given a pike, musket or sword, while the women toiled day and night in the workshops to produce blades, bullets and powder. The rate of casualties forced the ruling class to promote officers from the ranks of common soldiers instead of restricting it to aristocrats. At this time, the country united for its survival.
The Volyudki invasion was turned back, at a tremendous cost both in lives and on the economy. The Astalian common folk, who were now armed and seasoned veterans, were reluctant to give up their weapons and return to servitude. In this period of turmoil, some aristocrats and rich citizen started thinking on some new and revolutionary ideas. Enlightened ideologies started to spread like wildfire, and it was clear that a rebellion was about to happen. Some nobles saw it as an opportunity to overthrow the king and place themselves at the very top.
Two years after the end of the Volyudki invasion, Astalia descended into war again, a civil war this time. Half of the noble families rebelled against the king, and many of those loyal to the throne saw their own troops desert to join the rebels. The combined rebel forces were led by a skilled and charismatic general named Thibald Carrel. He was already a hero from the previous conflict, and although he was an aristocrat, he was unusually close to the men under his command, who in turn trusted and respected him.
Carrel won a few decisive victories that broke the last of the remaining royal troops. But as his soldiers stormed the royal palace, the rebellion was already fragmenting. A portion of the rebel aristocrats sought to fill the power vacuum themselves, and were plotting for this purpose. However, Carrel would not have it this way. He immediately stripped the nobility of their privileges, including himself, and created the Republic. With virtually the entire nation's army behind him, no one dared protest. The aristocrats who had rebelled would be allowed to form the Senate as a governing body, but their power was to be kept in check by an assembly of elected officials.
In the years that followed, Astalia underwent considerable changes. Thibald Carrel, as one of the first two consuls, worked with a host of lawyers, philosophers and common citizen to write the Code of Law that was to shape the Astalian Republic into what it would eventually become. Today, the Astalian Republic has recovered from these events and has turned towards the wider world. Its army is stronger than it has ever been, and the Astalians can now envision greater ambitions beyond their borders.
The Astalian economy is supported by its agriculture. Over the years, forests have been cleared, swamps drained and irrigation canals digged to exploit large parcels of fertile land. The country's yearly production is enough to feed its own population and stockpile for future needs. While the quality of the soil is sufficient for the needs of Astalia, it is not suitable for large productions destined for exportation.
Instead, the Astalians tend to their forests with great care. Astalian wood is fit for heavy-duty construction such as ship-building, which leads to the ability to construct their own ships and export high-quality timber in times of peace. Timber constitutes one of Astalia's main exports.
The country's industry prospers thanks to the vast number of iron and coal mines which feed both of the civilian and military factories' insatiable hunger, leading to further exports of high-quality steel and weapons. On windless days, a cloud of smog floats above the Republic's most industrial cities, rising from the chimneys of dozens of manufactures.
Trade is an important matter, and Astalia is by no means an isolationist nation. Their main imports are copper, lead, textiles and spices, which are delivered in massive quantities either through land caravans and railroads, or to the country's several port cities.
Albert shook his hat, patting dirt off it with his gloved hand. The last enemy barrage had landed awfully close; two of his bodyguards were dead, torn to shreds by shrapnel or round shot. The brigadier put his hat back on, turned his horse and galloped down the hill's slope followed by what was left of his escort. The enemy gunners had adjusted their aim; time to relocate.
"They're taking the bait", he shouted over the gunfire. "Call Toussaint back!"
Albert's aide blew into a high-pitched horn. Soon after, the light rifles regiment that had been skirmishing with the enemy infantry retreated with haste towards the Astalian battle line. Albert held a weak flank and had suffered heavy casualties. He was outnumbered and in an unfavorable position, slowly retreating towards the swamp. If his brigade was to end up being pushed into it, they would be done for. On the outer flank, the cavalry that was supposed to counter the enemies' had broken away from the fight and ran.
Or so it seemed. Albert was conscious of how vulnerable his position was. He appeared weak, hesitant and timid. An irresistible bait.
The enemy cavalry was in sight, charging towards the exposed Astalian flank. But as they were closing in, two companies of lancers and a regiment of chasseurs emerged from the forest, intercepting the enemy and crashing into them on the side. As they retreated in disarray, pursued by the lancers and under the chasseurs' fire, a rider brought a report to the brigadier. An audacious captain from the chasseurs regiment diverted his company from the charge against the enemy cavalry and attacked the farmstead held by enemy skirmishers, successfully taking the elevated ground. Excellent news.
The enemy line was still advancing out of its defensive position, and Albert sent a messenger ordering the horse artillery to position itself at the farmstead at once. They would have an excellent line of sight on the enemy infantry, and a bit of cover as well.
"New orders. Tell Deloffre and Pierrat to fix bayonets. Advance and fire. Prepare to charge after the barrage. Brassard will cover the right flank."
The Astalian brigade turned around in a fierce counterattack as the line infantry and grenadiers fired rank-by-rank, advancing towards the enemy line which soon found itself under a concentrated barrage from the farmstead. Their formation was heavily damaged and threatened to shatter. Then, after the barrage ceased, a booming voice rose from the Astalian ranks in an instant of relative silence.
"Forward, for the Republic! Charge!"
The deafening war cry of seven thousand men replaced the sound of gunfire. Albert smiled briefly. Astalia was carving its destiny into this world, and he felt a sense of pride watching his men running towards victory. The marshal had given him a task and he had accomplished it.
He looked on the left. As far as he could see, the two armies were fighting furiously with the rumbling of artillery fire and clouds of gunpowder smoke rising from the infantry formations. Albert spurred his horse and followed his brigade. The battle wasn't over yet.
Sergeant: Commands a squad, with a corporal as second-in-command. [10 men]
Lieutenant: Commands a platoon (5 squads). [50 men]
Captain: Commands a company (5 platoons). [250 men]
Colonel: Commands a regiment (4 companies), with a major as a second-in-command. [1000 men]
Brigadier: Commands a brigade (8 regiments), with a lieutenant-colonel as a second-in-command. [8000 men]
Marshal: Commands a division (4 brigades). [32,000 men]
General: Commands an army.
Law enforcement:
City Watch: These troops are usually equipped with long spears, pistols and helmets, with a few rare musket and cavalry units. Their duty is to keep the peace in the cities, as well as acting as a garrison force.
Gendarmerie: As the City Watch polices the city, the Gendarmerie polices the countryside. Their forces are made up of infantry and cavalry in equal numbers, as they cover much more ground than their urban counterparts. In times of war, their duty becomes that of a military police, maintaining order among other military units, preventing looting and pursuing deserters.
Infantry:
Line Infantry: The bread and butter of the Astalian army. These are the average soldiers, fighting with muskets and bayonets. They hold the line, overwhelm enemy formations with disciplined volleys and bayonet charges; and as the cavalry usually does most of the killing, the line infantry usually does most of the dying.
Grenadiers: These soldiers are professionals, selected for their size, strength and courage. They act as shock troops, storming a position with a hail of grenades and then holding it against anything and everything, down to their bayonets if needs be.
Light Rifles: Where line infantry and Grenadiers act in large formations, facing the enemy head-on, the light rifles are agile, fast-moving troops invaluable for their scouting and skirmishing abilities, able to harass the enemy with precise shots and retreating before a significant response can be deployed against them. They account for the most endurant of the human troops, and the fastest of the eosauri.
Cavalry:
Dragoons: It is more accurate to speak of "horse infantry" when mentioning the dragoons. They mount the slowest horses in the army, using them to get in position then dismounting to fight on foot. Most useful for taking control of strategic positions before the enemy.
Hussards: Armed with sabers, these dashing light cavalrymen are a polyvalent unit, often scouting ahead of the battle and then waiting for any opportunity to engage exposed enemy units. They also have the critical role of protecting Astalian supply lines and raiding the enemy's.
Lancers: The nature of their weapon make the lancers a unit of shock cavalry, designed to punch through enemy infantry and cavalry alike as they take advantage of their weapon's reach, especially when compared to bayonets.
Chasseurs: In contrast to the dragoons, the chasseurs fight on horseback. They are an elite formation able to shoot at the enemy while keeping themselves out of reach, or to close in with a saber charge should the opportunity present itself.
Cuirassiers: This heavy cavalry is a callback from older days. Fast and armored, the cuirassiers are the most imposing men in the entire army, appearing as litteral giants to most. They rely on the sheer terror that a massive charge of heavy cavalry instills in the average soldier to break enemy formations before contact is even made, their thick breastplate granting them added survivability to musket fire as they charge with swords and pistols.
Artillery:
Field guns: Cannons of all sizes and caliber. Used to pound fortifications into the ground and break apart enemy formations, making them vulnerable to other units. Astalian generals are well-versed in the art of artillery battles, concentrating fire from heavy and light guns alike to decimate some foolhardy cavalry unit or blowing holes into well-organized infantry, allowing the discipline and ferocity of the rest of the army to come into full effect.
Gun Wagon: A sturdy wooden cart, drawn by four horses and supporting a revolver repeating 2-pounder gun on a swivel mount. These gun wagons use their speed to get into range and fire 9 volleys of round shot or canister shot in quick succession, then withdrawing before the enemy can shoot back to reload. By design, these wagons are not usable on snow, sand, rough terrain or overly muddy soil. However, in open areas where it can use its speed, this very unconventional wagon can be very efficient.
Mortars: These pieces fire a slow-moving shell high into the air, with the intent of raining fire directly onto the enemy. While the explosive shells can be powerful, this relatively new weapon still hasn't gained the favor of the generals because of its inaccuracy and the frequency at which the shell explodes too soon into the air, or sinks into the mud, detonating with much less force. When it does hit however, the effects are devastating on enemy troops.
Auxiliaries:
Sappers: No Astalian army can function properly without its sappers. Not only do they dig trenches, build camp defenses and clear obstacles, they also act as siege engineers. Other soldiers fight with swords and muskets, the sapper fights with shovel and wood axe.
Franches-compagnies: The nickname "irregulars", while accurate, can be somewhat misleading about the franches-compagnies. They consist of civilian and military personnel recruited into specialized units with a very specific goal in mind. Subsequently, the composition and abilities of said units can and do vary considerably. This is not a unit usually tasked with guerilla warfare, rather infiltration, sabotage and counter-intelligence. Once their task is accomplished, the unit is disbanded and its members return to civilian life or regular army service. Most of the time, their identity remains secret.
Astalian fleets only include heavy ships for specific purposes due to the usual fighting doctrine relying more on light and medium ships. Standard Astalian naval doctrine uses light ships to harass the enemy while keeping out of reach, trying to disrupt enemy formations to isolate their ships. Then, rocket ships are used to burn the enemies' sails, which allows medium ships (ideally third rates) to concentrate on a single foe and attacking in its dead angles, while bomb ketches bombard it from afar. If the enemy fleet has the better mobility, the rocket ships are used to immobilize as many ships as possible to allow the Astalian navy to reposition itself and attack with the wind.
The heavier second and first rates are used as blockade breakers, attacks on enemy ports and other operations where direct assaults or inflexible defense are the only course of action possible, due to the relatively small size of the Astalian fleet compared to other naval powers.
Gunboat
Guns: 3-5 cannons Crew: 10-20
Gunboats are small ships for river and coastal patrols. They are not expected to do any kind of real combat and are certainly not built for it, as they are outmatched by the vast majority of other military ship.
Sloop
Guns: 18 cannons Crew: 62
Sloops are fast and agile ships, held back by a small number of guns. Mostly used as escort for merchant ships, they do not possess the firepower required to engage ships-of-the-line or frigates.
Brig
Guns: 26 cannons Crew: 78
Slightly slower than sloops, brigs sport a much better array of guns. Often integrated into combat fleets as support ships.
Corvette
Guns: 12-26 cannons Crew: 70-82
Corvettes are ships mainly designed for coastal operations. They are designed to include a row of oars into their hull, to be used in cases of unfavorable wind with more efficiency than other sailing ships.
Fifth Rate Ship-of-the-line
Guns: 48 cannons Crew: 130
A well-rounded ship, fast and manoeuvrable as well as possessing decent firepower. A very popular ship in the Astalian navy for its ability to trade blows with bigger ships while being able to get out of trouble quickly.
Fourth Rate Ship-of-the-line
Guns: 58 cannons Crew: 152
Much slower than fifth rate ships, the fourth rates are not favored by Astalian strategists and are almost exclusively used to protect lighter ships.
Third Rate Ship-of-the-line
Guns: 74 cannons Crew: 196
An excellent mix of firepower, speed and agility, these ships are almost always the backbone of Astalian fleets.
Second Rate Ship-of-the-line
Guns: 86 cannons Crew: 224
Slow and cumbersome, the main advantage of the second rate is its sturdy hull that allows it to resist enemy fire for a long time, even concentrated barrages. Still, this ship sees little use as Astalian admirals prefer the more agile third rate.
First Rate Ship-of-the-line
Guns: 106 cannons Crew: 264
Absolute monsters of the sea, these are the heaviest ships in the Astalian navy. They can rip apart light ships with a single broadside and can fight for an entire battle, their massive reinforced hull taking incredible punishment while blasting the enemy with their gun arrays. These ships are incredibly expensive, and thus a very rare sight.
Bomb Ketch
Guns: 12 cannons, 2 heavy mortars Crew: 45
These ships have poor manoeuvrability and accuracy, but the large mortar shells are devastating when they hit enemy ships, blowing holes into the deck and shredding the crew with a cloud of deadly shrapnel.
Rocket Ship
Guns: 2 cannons, 2 rocket racks Crew: 19
Serving on these small ships is often seen as punishment because of the sheer quantity of explosives on board and the very real risk of blowing up if exposed to enemy fire. They are very lightly built due to the rockets having almost no recoil, but they have rigging chains instead of ropes and wetted sails to reduce the risks of fire on board. The poorly accurate rockets are fired en masse to burn the enemy's sails and set fire to their ship's deck, using the longer range to stay out of reach.
Fire Ship
Guns: none Crew: variable
Obsolete or civilian ships filled with flammable materials or gunpowder, set ablaze and rammed into enemy ships. Crude, but effective.
The East Rail Company (balanced trait)
This is the only rail company in Astalia. It quickly monopolized the developping of steam engines, and suffers no competitors. This extremely wealthy and powerful company has been included into the government in a limited way to guarantee its loyalty. However, this means it has a great deal of influence in political matters.
The East Rail Company allows Astalia to produce top-of-the-line steam trains and to build long-range rail networks. The company may interfere with the country's decision-making process to serve its own interests.
The Nanlon Valley Mines (balanced trait)
This valley is where the majority of the coal and iron mines of Astalia are located. These mines are so vast that entire towns have been built just to house the miners, and the largest ones even have machinery powered by rudimentary steam engines.
The Nanlon Valley produces huge amounts of coal and iron. However, due to the abundance of these resources, Astalia neglects prospecting for other ores and minerals.
The Two Years (positive trait)
All male Astalians are required by law to enlist for a two-years long military service at the age of 18. It is also required that they perform military exercises and drills twice a year at their local district barracks. This ensures that the army can draw from a large and skilled manpower pool as needed.
Astalian soldiers are all more disciplined and better fighters than others, even fresh recruits. It makes any Astalian unit a fearsome foe on their own, and even more when a skilled commander uses this discipline to coordinate multiple units.
The State Industry Contracts (balanced trait)
When the governments needs military supplies to be produced, it offers contracts to private factories. These companies compete with eachother to be the one to get these very profitable contracts, rivaling in quality and quantity.
The Contracts raise the amount and the production quality for weapons, ships and trains, and the associated goods like spare parts and ammunition. Unfortunately, such a focus on heavy industry means that Astalia produces very little consumer goods, except for the bare minimum. The Astalians have no choice but to import large quantities of artisan goods, tools, refined materials and more.
The Senate and Citizen States (balanced trait)
The Republic is the fruit of the vision of Thibald Carrel. The government, with all of its procedures and votes, is slower and less efficient than authoritarian regimes in most circumstances. Such is the price for progress.
Astalian decision-making processes take more time for everything, except for dire circumstances like natural disasters, or urgent military matters. However, the fairness of the system ensures higher public order and patriotism.