Factions: The Army


"All might be free if they valued freedom, and defended it as they should."

-- Gen. Anuel Sadas
1st Duros appointed to the rank of
General of the Army

 
      There are countless dangers in the galaxy that threaten the security of the Republic and its many member worlds. Standing on the line between security and the threats of unknown anarchies is the Republic Planetary Defense Force, or as its more commonly called, the Army. What follows is a brief summary of the army command structure and a few notes about the nature of the army. Made as much by tradition as by common sense, the army is an institution unique to itself. It has survived politics and debate, war and peace. Despite all the claims made by its detractors and enemies, the army is going nowhere. It is the protection the Republic so desperately needs in dark times such as those chronicled in the Exis Sagas.


Military Ranks

Army Culture

Personalities


Military Ranks


Enlisted Personnel

Recruit
You will undergo basic training for your first six months of service, at the end of which you will be a confident and reliable soldier. After, you will undergo advanced training which takes anywhere from another six weeks to six months, depending upon your specialty.

Private
You are a trained specialist, capable of performing your duty to exacting specifications. Assignments vary with specialty, ranging from desk jobs in the core to small outposts in the Expansion Region. Privates make up the bulk of the army. Droids are rare in the army and most privates prefer to keep it that way.

Lance Private
While you have no other soldiers under your command, you have shown a consistent level of superiority in your specialty. As a lance private are considered to be the one of the best in your area of expertise.


Non-Commisioned Officers

Corporal
You are most likely an assistant to a Seargant, or a ranking specialist of some kind. Occasionally a corporal is given a small group of privates to complete a task, and when no senior ranking individual is present, corporals are given the authority to make tactical decisions.

Seargent
You command a small number of other soldiers, or you may be a trainer of some skill. The command of a seargent is normally called a squad and consists of eight to twelve privates and one or two corporals.

Warrant Officer
You are recognized for your great proficiency in your chosen specialty. Officers rely on your advice, and you may perform duties which are highly technical. While considered a non-commisioned officer, you seldom have direct dealings with the command structure. A warrant officers expertise is typically such that they are too important an asset to relegate to a minor post in the chain of command.


Officers

Lieutenant
You are a graduate of Army Command School. You are likely a field officer, meaning that you may have a great number of soldiers under your personal command. Most lieutenants are charged with leading a platoon. Platoons consist of three to four squads.

Captain
You are a proven officer, capable of commanding large areas, or critical tactical functions. Captains tend to lead critical aspects within any given battle. While they don't carry the strategy of the entire engagement, they are pivotal within the defense of flanks, leading attacks, and holding the line. Captains are normally found commanding a company. Companies consist of three to four platoons.

Major
Although Majors typically command only one type of unit or function, at this level they are given some lattitude on self-direction. While still not in command of the entire military force for a given engagement, majors coordinate with captains to see that a particular strategy or defense is in place. A major who has proven himself consistently is typically placed in charge of a battalion. Battalions consist of three to four companies. Despite the number of troops under a major's direct command, they are normally all very similar; be it armored repulsorlifts or skirmisher infantry units.

Colonel
A Colonel is capable of both tactical and strategic decisions, if need be. When you reach the rank of colonel the battle is quite literally yours. Charged with leading what is called a regiment (made up of three or more battalions), colonels are responsible for all aspects of an engagement. They are frequently forced to calculate results and risks, starting with a single squad and extrapolating the results out over the entire field of battle.

Brigadier General
A Brigadier General usually commands many different types of troops over a wide area. At this level, they are only occasionally directly in battle since most of their duties are strategic. These officers are given command of the brigade. The smallest brigade consists of at least two distinct companies, while the largest are known to include almost a dozen colonels who report to a single brigadier general.

General
Generals rarely see direct combat, except in the most critical arenas. They are in charge of entire armies, from training to deployment. These are the final step of military field command. The line between general and brigadier general often becomes hazy. In theory two or more brigades report to a general, but in practice they are primarily kept up to date and in direct command of six or more companies. This communication directly with the colonels can cause some friction at the higher levels of command, but the average trooper never sees this discord.

General of the Army
Only appointed by the Senate, Generals of the Army are rarely able to get away from Strategic Command, their jobs are very political, and they are the highest level of military rank in the Republic Army. Only the Chancellor of the Senate can give them a direct order, but they are wise to heed the desires of the Senate. The Generals under them are usually capable of working almost independantly, because the huge size of the republic makes micromanagement impossible.


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Army Culture

The Army's Mission
       One of the most controversial creations in the early days of the Republic, the Planetary Defense Force is still a highly debated item on the senate floor. Its purpose is to defend the member worlds against invasion and to assist local government in times of emergency. Unfortunately, many member worlds see the human dominated galactic army as a potential threat to their planetary security. The General of the Army has always given the same response, "If more non-humans were to join the galactic army, then the overabundance of humans would no longer be an issue." Few alien senators have been swayed by the argument. Less than a hundred years ago this age old thorn in the side of the Republic had begun to fade away, and might have gone away for good if not for the Prylar Revolt.
       Prylar was a backwater world that was only marginally affected by the events of the last Sith War. The local government took it upon themselves to ration food and water to the millions of people that called it home. There was no need for such drastic actions and the amount given was such a pitance that people were beginning to starve and thirst was a constant enemy of the people. When the planetary ruler stopped all supplies from a small army outpost on the planet and issued orders for the local forces to seize all army supplies, the colonel in charge decided to settle things between them for good. Leading his men into battle, the colonel captured the planetary capital in less than a week and within a month's time all rationing had come to an end. People would no longer starve to death.
       On the senate floor, a few overly ambitious and paranoid senators highlighted only select portions of the story and painted the military commander and his men in the most cruel colors. Soon the less informed were convinced that the army had been responsible for the starving of the local inhabitants and that the local lord was deposed only because he couldn't accept direct military rule. The colonel was eventually charged and brought up for trial. Only the intervention of 2 jedi prevented a severe miscarriage of justice. Since that time, there has been a significant reduction in army funding.


Army and the Jedi Knights
       Jedi have no official, concrete ranking system, but they are usually deferred to as officers would be, with a Padawan (or apprentice) being held at approximately the level of a Lieutenant, A Jedi Knight as a Major, and A Jedi Master as roughly a Brigadier General. Jedi Council members are viewed as equivalent to Generals, while the most respected of the order are seen as the equals to the Generals of the Army. These ranks are only guidelines though. Any given jedi's status may change depending on his knowledge, actions, and competence.
       Some Jedi request to serve in army at some point. These young aspirants are trained and reviewed by army personnel and the appropriate rank is determined. From this point on, the knight's military rank depends on their performance and appraisals given by their superiors. The knight is effectively a member of the military and under all the restrictions and benefits gained by such allegiance. After years of service a jedi can attain the rank of general. For some reason the senate feels more comfortable with a jedi commanding ground troops than the naval vessels of the fleet.


The Army Scout Corps
       There is one great sticking point that causes friction between the army and the navy, the Scout Corps. At some point in the early days of the Republic a low key senator managed to assign all planetary scout vessels to the army, not the navy. As a result, all scout officers now bear an army rank instead of a naval rank. Scout assignments are varied and seldom as glamourous as the holovids make them out to be. Most are given small, hyperspace capable, ships and sent out into the void in search of new worlds. Others are charged with plotting better and more detailed routes through known space allowing for faster travel. The third duty is to act as a transport system for small army units. When entire armies move they still coordinate with navy and bulk transport cruisers.
       During times of war, scouts often act as ad hoc spies, information brokers, and couriers for military campaigns. This duty is probably the most exciting work that can be done by a scout. The scouts are in a unique position for an army officer. They work indepently and have easy access to officers of all levels and can still walk among enlisted personnel with almost no one noticing. Because of the importance of this position, army intelligence is always on the look out for scouts that might have sold out or be working for unknown foreign powers.
       Still, the scouts are the most sought after positions within the army structure and have some of the greatest influence on Republic policy depending on their success.


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Personalities

Typical NPC's
Capt. Boesh Stenz
Lt. Maria Detwix
Sgt. Johma Vyezek
W.O. Trit Roe-Ect



Typical Soldier
Dexterity: 2D+1
Blast-Rifle 3D+1, Dodge 3D+1, Grenade 3D, Pulse-Wave Weapons 4D+1, Running 3D, Vehicle Blasters 3D
Knowledge: 2D
Alien Species 2D+2, Survival 3D+2, Tactics 2D+2
Mechanical: 2D+1
Ground Vehicle Ops 3D+1, Repulsorlift Ops 3D+1
Perception: 2D
Command 2D+2, Hide 2D+2, Sneak 2D+2
Strength: 2D+1
Brawling 3D, Climbing/Jumping 3D, Stamina 3D
Technical: 2D
Armor Repair 2D+2, Blaster Repair 2D+1, First Aid 3D, Pulse-Wave Weapon Repair 3D

Battlefield Gear: Concussion Helmet, Concussion Vest, Knife, Pulse-Wave Rifle, 3 Grenades, 1 Week's Rations, Canteen

 

 

Typical Lieutenant
Dexterity: 2D+1
Blast-Rifle 3D, Dodge 3D+2, Grenade 3D, Pulse-Wave Weapons 4D+1, Running 3D, Vehicle Blasters 3D
Knowledge: 2D+2
Cultures 3D+1, Planetary Systems 3D+2, Survival 4D,
Tactics 4D

Mechanical: 2D+1
Grounc Vehicle Ops 3D+1, Repuslorlift Ops 3D+1
Perception: 2D+2
Command 4D+2, Con 3D+2, Investigation 3D+2, Hide 3D+1, Persuassion 4D, Search 4D
Strength: 2D
Brawling 3D, Climbing/Jumping 3D, Stamina 3D
Technical: 2D
Armor Repair 2D+2, Blaster Repair 2D+1, First Aid 3D, Pulse-Wave Weapons Repair 3D, Security 3D

BattleField Gear: Concussion Helmet, Concussion Vest, Knife, Pulse-Wave Pistol, 4 Grenades, 1 Week's Rations, Canteen

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Capt. Boesh Stenz
Type: Army Officer
Race: Human (Alderaanian)
Dexterity: 2D+2

Blast-Rifle 3D+1, Brawling Parry 3D+1, Dodge 4D, Pulse-Wave Weapons 3D+1
Knowledge: 4D
Alien Species 5D, Languages 5D, Cultures 4D+2, Planetary Systems 6D, Scholar (military tactics) 5D, Tactics 6D+1
Mechanical: 2D+1
Astrogation 3D, Repulsorlift Ops 3D
Perception: 4D
Command 6D, Investigation 6D, Persuasion 5D
Strength: 2D+1
Brawling 2D+2, Stamina 3D
Technical: 2D+2
Computer Programming/Repair 4D, First Aid 3D, Security 3D+2
       Boesh Stenz is a dedicated officer. He serves the republic in what is officially listed as an auxillary support unit. Stenz, and all the men under his command, are charged with researching enemy positions and anticipating possible troop movements. His position isn't fancy and his men aren't what comes to the mind of the typical citizen of the Republic. Still they serve an important function for the military.
       Capt. Stenz is a highly competent officer on the fast track to staff command at sector HQ. His skill has brought his name to the top of many communiques between the current front lines and the Republic military oversight committee. Stenz has successfully predicted five strikes and the way in which they were to be carried out during the ground forces portion of the battle. His reports proved instramental to the current war effort. However, because of the skill of certain enemy spies, Trinn and Nexi agents also know about Capt. Stenz and are already making plans for the rising star.

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Lt. Maria Detwix
Type: Scout Pilot
Race: Human (unknown homeworld)
Dexterity: 3D
Dodge 4D, Melee Combat 3D+2, Melee Parry 4D, Pulse-Wave Weapons 4D
Knowledge: 2D+2
Languages 3D+2, Planetary Systems 4D+2, Survivaal 4D, Tactics 3D
Mechanical: 3D+2
Astrogation 5D+2, Repulsorlift Ops 4D,Sensors 5D, Space Transports 5D+1, Starfighter Piloting 4D+1, Starship Gunnery 4D+1, Starship Shields 4D+2
Perception: 3D
Bargain 4D, Command 4D, Con 3D+2, Search 5D
Strength: 2D+2
Climbing/Jumping 4D, Stamina 4D, Swimming 3D
Technical: 3D
Computer Programming/Repair 4D, First Aid 4D, Space Transport Repair 5D, Starship Weapons Repair 4D

 

       Lt. Maria Detwix has dedicated her life to expanding the known worlds of the galaxy. She has personally initiated contact with seven new sapient races, and of these three have since filed petitions to join the Republic. A capable and gifted pilot, she is considered to be one of the best cadets to ever graduate the Army Command School's Galactic Exploration program. There have been several times in her career where promotion was to be an option. Each time though, she would inadvertantly do something to offend a senior officer so thoroughly that she would be all but court-martialed. Once she was even stripped of flight status for nine months. Many senior officers consider Detwix to be a sad story, such potential in the young woman, but no ability to use it. Maria has accepted her permanent position in the military. She happily flies from system to system charting new courses and finding new resources for the Republic to exploit.
        Despite her lower grade officer pay and lack of time to be among the more civilized folk of the galaxy, Maria has acquired a tidy nest egg. Some of her fellow officers joke that she will be one of the richest lieutenants to retire from the service. For her part, Lt. Detwix just laughs off the jabs and shakes an amuzed head at their friendly banter.

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Sgt. Johma Vyezek
Type: Front Line Warrior
Race: Human (Ord Dinssel)
Dexterity: 3D+2
Blast-Rifle 4D+1, Brawling Parry 5D, Grenade 5D, Melee Combat 4D+2, Melee Parry 4D+2, Pulse-Wave Weapons 5D, Running 4D
Knowledge: 2D+2
Intimidation 4D, Languages 3D, Streetwise 4D+1, Survival 4D+2, Tactics 4D+2, Willpower 4D
Mechanical: 2D+1
Beast Riding 3D, Repulsorlift Ops 3D, Rocket Pack Operation 3D+1
Perception: 3D
Bargain 3D+2, Command 5D+1, Gambling 4D, Hide 4D+2, Persuasion 4D, Search 4D, Sneak 5D
Strength: 4D
Brawling 5D+2, Martial Arts 2D, Stamina 5D
Technical: 2D+1
Armor Repair 4D, Blast Rifle Repair 3D+1, Demolitions 4D+1, First Aid 3D+1, Pulse-Wave Weapon Repair 4D+1, Security 3D
       When the holovid industry of Ayridon makes a war movie, Sgt. Vyezek is the kind of man their thinking of. Strong and with a commanding presence, Johma is the kind of man a person can't help but notice. Having served faithfully for more than 20 years, this man is the ideal Republic soldier.
        What the Republic doesn't know is that Sgt. Johma Vyezek came to serve the Republic out of shame, not honor or duty. Cast out by his own father for refusing to defend his sister's honor against a local hooligan, Johma had nowhere to go. Word spread of his disgrace so fast that no other local work-boss would dare hire him. He slept on side streets and in alleyways for a week before he noticed an old recruitment poster. Feeling that there was nothing left on the dusty roads of Ord Dinssel for him he found the nearest station and joined. He signed thinking that they would provide him with a useful skill other than ranching and possibly a bit of pocket change to top it off.
       It took only a single engagement for the reticent man to find that spark of fire in him. An unknown alien race had landed on a colony world and taken to eating the local inhabitants. Seeing such cruelty as the aliens inflicted on the colonists roused Johma to his calling. He is now one of the most decorated non-com's in all of the Republic.

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W.O. Trit Roe-Ect
Type: Demolitions Expert
Race: Verpine
Dexterity: 3D
Blast-Rifle 4D, Dodge 5D, Grenade 5D+2
Knowledge: 3D
Alien Species 4D, Scholar (chemistry) 5D, Survival 4D, Tactics 5D
Mechanical: 3D
Repulsorlift Ops 4D+1, Sensors 4D+2
Perception: 3D
Command 4D, Hide 5D, Search 5D, Sneak 6D
Strength: 2D+1
Stamina 4D, Swimming 3D+2
Technical: 3D+2
Computer Pro./Repair 4D, Demolitions 7D+2, First Aid 4D+1, Repulsorlift Repair 4D+2, Security 5D+2, Space Transport Repair 4D+1

Racial Traits: Technical Affinity: All verpine recieve an additional +2D when rolling technical skills.

     Trit Roe-Ect joined the army after pirates attacked the shipyard he was interning at. It was a quick and bloody strike. Trit was one of a dozen techs taken captive and brought to the pirate's homeworld. Unknown to the pirates a scout transit ship was hauling a platoon just returning from maneuvers. They witnessed the attack and decided to follow the pirates back to their base. Trit was amazed at the surgical precision of the military attack and the way they used explosions to confuse and disorient the pirates. When the smoke had cleared the platoon had a new unofficial recruit.
       Trit proved to be a quick study of explosives and soon earned a reputation for pulling off distraction and destruction at the precise time in even the most detailed of plans. One tale told around the commissary involved planting seven bombs along the shaft of a Sudeesi Heavy Cruiser timed and placed so that the ship would break into three seperate sealed compartments for salvage and intelligence purposes. Trit has never admitted one way or the other to the validity, but he does occasionally where a Sudeesi Captain's emblem during inspections. Trit's constant level of perfection has earned him the rank of Warrant Officer and recognition as one of the best demolitions experts in the all the Republic.

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