NationStates Jolt Archive


The Alversian People's Republic (FT Factbook)

Alversia
19-11-2008, 13:34
Statistics
Name: The Democratic Republic of Alversia
Government: Democracy
Current Leader: Prime Minister Sammi Owens
Capitol: Illesia City
Currency: Alversian Sedar
Colors: White and Red
Flag: http://www1.istockphoto.com/file_thumbview_approve/2534257/2/istockphoto_2534257_vintage_rose_star_emblem.jpg
Average age: 32
Average life expectancy at birth: 124
Oldest recorded age: 230
National Bird: Eagle
National Animal: Cougar
National mineral: Tritilanium
National Flower: Red Rose
Population: 3.5 Billion (Including Colonies)
Alversia
19-11-2008, 13:35
History

CHAPTER ONE: Revolution
In the year 2103, Alversia made contact with a race known as the Photenicans. Despite the peaceful intentions of these early Alversians, they found that the Photenicans were intent on making Alversia part of their vast empire. The technologically inferior Alversians were no match for the more advanced species and so Alversia was annexed into the Photenican Empire.
For many years, the Photenican Empire ruled the planet with an iron fist. Mass executions and reprisals were common as respective Governors tried in vain to suppress the desire for freedom that the Alversians possessed. However they did bring FTL technology to Alversia, they also gave them laser based weapons and upgraded the civilisation considerably. However, their hopes of pacification were to be dashed by the arrival of one man, Trezan Baxtor.

Trezan had been born in Illesia during the height of the occupation, however he soon departed for far away lands, working as a mercenary. When he returned, he had a grand plan to free his homeland. He created the Alversian Republican Army (ARA) to act as a guerrilla combat force. Although there were initial teething problems (Most of the original organisation was arrested and executed), the ARA began to take it’s toll on the Photenican Army. The ARA attacked columns and isolated garrisons, inflicting heavy casualties. Photenican morale plummeted as the cash-starved and politically unstable Empire refused to either reinforce the garrison or provide it with more funding. This led to a Coup by the garrison, however, it was crushed by loyal troops who were rushed to the system. However, despite this, the ARA was now beginning to organise itself into a proper army, complete with a military structure.

In the year 2467, The ARA launched a revolution against the garrison during the Easter Feast, one of their most precious holidays. Led personally by Trezan Baxtor himself, the Photenican Army provided little or no resistance and the Treaty of Illesia was signed. This guaranteed Alversian independence, a new government was formed with Trezan’s Lieutenant, Sammi Mathias as President and the ARA formed the first Alversian Army. However not all went as planned

CHAPTER TWO: Civil War
Once the ARA was in control, it quickly proved that it had no intention of promoting the rights of the people. They were equally as brutal and corrupt as the Photenican Empire had been before them. In desperation, Trezan created a new organisation, the Alversian People's Army or the APA.

At first, the smaller and obsolete APA conducted guerilla warfare. However, this was quickly deemed ineffective as the experienced officers of the ARA neutralised any advantages guerilla warfare might have offered. Under the command of Trezan Baxtor himself, the APA recruited quickly and was soon comparible in size to the Republican Army. At first, the more experienced and better armed Republican Troops carried the day and the People's Army was smashed at both the Battle of Hanasa and the Battle of Rholezia. However, the People's Army gained experience and more competant Generals took command, including the legendary Adrian Cavourna.

Two years into the war, Trezan and Adrian masterminded a superstrike that resulted in three Republican Armies being destroyed in the 2nd Battle of Illesia. Following this victory, morale in the ARA plummeted and soon Armies began to simply break up and return home. Mutinies broke out throughout the Army and gave ground rapidly to the now more experienced and more numerous People's Army. President Sammi Mathias committed suicide not long after and Trezan Baxtor became the first Prime Minister of a free Alversia. It is also around this time, the Alversian Military Orders were written to combat the appalling amount of war crimes inflicted by both sides upon the enemy.

CHAPTER THREE: The SASM
Around the Year 2476 (NY:311207) just five years after the Civil War had ended, the Alversian people began to try and recover the areas devastated from the fighting. However, as they attempted to do so, they came into contact with a new Organisation, an intergalactic empire known as the SASM. At first, Alversia attempted to peacefully co-operate with the military super power, however, it became rapidly apparent that the SASM was not prepared to reciporcate these feelings of peace.

Trezan Baxtor had passed away a mere two years ago and now Alversia was under the control of the mighty Adrian Cavourna. He realised immediately that the miniscule Alversian Army would be no match for Bioroids of the SASM, these were aliens abducted by the SASM whose brains had been transplanted into a metal exoskeleton and were no longer organic. Nor would they prove to be a match for their shapeshifting Battleships, the Pathfinders. These ships had the ability to pierce shields simply by finding their frequency and firing. Conventional Alversian weapons of the time proved to be useless. Indeed, early in the war, most of Alversia's surrounding moons and colonies fell to the SASM Pathfinders and their Bioroids. Millions were 'dissected' and turned into more Bioroids. Morale collapsed and the people began to advocate surrender. Adrian Cavourna refused to consider the possibility and soon, horror stories began to emerge of the brutal fate of POWs and Colonists who were captured. The end result was a Bioroid. Alversian resolve stiffened and volunteers began to flood into the Army. People's Defence Regiments were created to boost the numbers of the hard hit professional People's Army.

Alversia began to develop specific technology to combat the SASM including EMP rifles, Ion Cannon with the SASM frerquncy homed in and rotating pulse shielding to deflect their main weapons.

The tide was turned on Stardate 311209.1 during the Battle of Roscopi. Here, outnumbered and outgunned, the People's Defence Regiments, with the Roscopian Defence Forces in support, managed to produce the shock of the millenium and decisively defeat the Bioroids to the tune of 2.3 million of them. This was followed soon after by a brilliant victory during the Battle of Sector 264512. Here, the Alversian Fleet managed to turn the tables on the SASM thanks to the brilliant tactics of Admiral Marshall Smith. Hundreds of Pathfinders were destroyed and the SASM were effectively anniliated. They went into hiding and later remerged as a Terrorist organisation, calling itself the Society for the Advancement of the Social Medicine. It used various Rebellions to cover it's tracks, often dissecting the entire resistance movement before moving on.

Following both the Civil War and the SASM war, the Alversian People's Armed Forces had emerged as one of the most elite fighting forces in the system and soon, planets were called for protection against expansionist forces. Alversia complied and soon her influence had expanded throughout the system. However, this brought them into contact with more, less than savoury species. The weapons developed during the war remained standard Alversian issue until the last Ion Cannon Dreadnoughts were withdrawn from service 90 years ago.

CHAPTER FOUR: The Danaversian Empire and the 1st War
On Stardate 311219.7, Alversia made contact with a race known as the Alumina, a race of Cat-People with a long History of space travel and exploration. Although the Alversian's caution and the Aluminan's natural arrogance ensued that relations started off coldm, although they started to warm up as the Alumina realised that the Alversians could be trusted. It was then that Alversia learned of the Cold War that existed between Alumina and a brutal empire known as the Danaversian Empire with whom they shared a border. The Alversians attempted to form a peace settlement and, at first it looked as though the Danaversians would negoitate. However, they made it clear they wanted the entire planet or nothing. Adrian Cavourna broke off relations hours later.

The Danaversians invaded Alumina a few days later and, despite an early rapid advance the Danaversians were soon stalled by a heroic Defences from the People's Army and the Alumina Defence Forces. Several systems were captured during the war as the Danaversians pushed deep into Alversian territory. It seemed that they would only be stopped at the gates of Illesia itself. At the Battle of Sector 264495, the People's Fleet was able to inflict a heavy defeat on the Danaversians. After this, it was all Alversian counter-attacks as they fought back towards their own borders. Alumina was later retaken as the combined forces launched their own massive invasion, taking advantage of plummeting morale. At the Treaty of Alumina, Alversia and Danaversia agreed to maintain a DMZ with light defences. This was ignored almost immediately as both sides built up defences and forces on the border. The borders laid down in this treaty would not be changed in the next ten wars and eighty years. The Alumina continue to be strong allies to Alversia and their ships have always manned at least 25% of the DMZ at any one time, sometimes more.

CHAPTER FIVE: The Xiscapians and the Korr War
On Stardate 311392.1, the cruiser APS Impressionable on patrol along Alversia's border when it picked up a curious probe. Onboard was a desperate plea for aid from a race known as the Xiscapians. They were in a war with a brutal enemy known as the Korr and they were starting to lose ground. Displaying the compassion Alversians were famous throughout the system for, Prime Minister Thomas Valour pledged support for the Xiscapian people.
Their baptism of fire came in the Battle of Tenfour, the battle resulted in the destruction of the city and cost Alversia over 70,000 lives. In the space battle above the Xiscapian homeworld, Alversian Dreadnoughts proved themselves superior to the Korr and inflicted heavy losses. By far, the most devastating unit was the Guards Air Corps which was thrown into action above the city. It went on to claim 250 enemy fighters for a mere 15 losses. Total losses, in both space and on the ground totalled over 350,000 Alversian killed.

Soon, the Alversians were given command of the Jomstar Campaign. This campaign included the removal of Korr garrisons on the planet's many moons and was undertaken mostly by Alversian troops under the command General Herman Jacobi. Here, new tactics were employed against the vast Korr Fortresses, including quick and heavy air attacks, rapid armour penetrations and the use of droptroops to secure difficult positions. The Korr fortresses fell quickly to these tactics and morale soon plumeted on the Korr side. Millions surrendered and the campaign quickly finished. Alversian losses for this battle totalled over 400,000 dead.

Eventually, after a vicious battle, the Korr homeworld fell and the war was proclaimed to be over. Over 1.5 Million Alversians had given their lives to defend the Xiscapians and their blood sacrafice was replaid tenfold. Alversia and Xiscapia became close allies and remain so to this day.

CHAPTER SIX: The Calaverans
The next threat to the Alvo-Xiscapian Alliance came in the form of the Calaverans. A xenophobic race hellbent on the destruction of others, Although Alversia's involvement in this campaign was minimal, they still lost over 3,000 casualties. When Celestius was destroyed, Alversia took a key lead in trying to discover the cause of the loss.

They also provided key ships which pursauded the Calaverans to decommission their fleet in return for their protection against hostile threats. Unfortuneatly, peace was not given time to grow as a great threat to the Alversian people returned

CHAPTER SEVEN: Return of the SASM
It began with pirate attacks against isolated convoys in the far-reaches of Alversian Space. Although reported to be only one vessel, it was able to outmanouver and outgun the Destroyer escorts of the Merchant ships rezulting in heavy casualties. At first, Intelligence Services on Alversia and Xiscapia were baffled as to what type of ship it was. However, they soon realised that only on vessel had the firepower to perform such acts on the Merchant Fleet. The Xiscapian Mercenary vessel Star Snake.

After a few weeks searching, The Star Snake was found by a Task Force led by the Dreadnought APS Crossfire with the infamous Alexander Cavourna in command. His second in command was a rare half-breed by the name Ashley Reyes. They found and managed to search the Star Snake and found that, while it was the same class of vessel that had inflicted the damage, this particular one was innocent. As were it's occupant, Kartosh and Skyler.

After a few days attempting to locate the vessel, it was reported to have attacked more convoys and, in anger, Cavourna set out with an improvised Task Force of the Crossfire, the Star Snake and the Battlecruiser APS Formidable to intercept it over a particular colony. The Star Snake and Formidable were the first to arrive on the scene and, in the resulting battle, the Formidable was lost with all Hands. The Star Snake and Pirate vessel fought to a standstill over the colony before it withdrew due to the arrival of the Crossfire. It transpired that the vessel had abandoned a bunch of Rebels on the surface who were in the process of massacring the populace. One of these was another Half-Breed, Sasha. They were arrested and brought on board with the intention of returning them to Xiscapia for trial and punishment.

However the Dreadnought was attacked by a Pathfinder of the, previous thought, defunct SASM. In keeping with tradition, the Crossfire was destroyed and several members of the crew taken Prisoner. Threatened and coerced, Ashley Reyes was forced to take command of the Pathfinder and destroyed several Alversian and Xiscapian forces sent to intercept it. They later joined up with the rest of the SASM fleet, including thousands of Pathfinders and millions of Bioroids.

CHAPTER EIGHT: The Second SASM War
The war kicked off with an assualt against the Calaveran base of HOME 1 by the Pathfinder force. The defending Alversian force proved to be no match, as did the Xiscapian and Calaveran forces. Nearly all of the Calaverans were dissected and pressed into the frontline as Bioroids.

It transpired that the advanced SASM shields were still impeneterable to the latest Alversian weapons and, as all previous SASM busting weaponry had been phased out of service decades ago, Alversia was caught at a disadvantage.

The opening weeks of the war were a disaster for the Alversians, with the battles of Sector 305992 and Sector 456901 being costly failures. The SASM advanced deeper into Alversian Space, dissecting random colonies at will, they were then confronted by the returning Deep Space Fleet and, ina brief battle, were able to destroy it to a ship. Losses were estimated in the millions and it was decided that the Alversians would have a last stand before their last forces were wiped out.

The fleet was upgraded with broadside Ion Cannon from the last war and the fleet placed under the command of the command of Ashley Reyes, who was promoted to de facto Admiral.
Alversia
19-11-2008, 13:35
Geography

The Alversian People's Republic consists of a single system within the outer rim of space, it is bordered by the Kitsune Empire on on side, then by the Alumina Pridelands and the Danaversian Empire on two others. The final side of Alversian space consists of a number of Alversian Allies who consist of single systems or planets and are allied by either friendly governments or Alversian garrisons. The Republic itself consists of the planet and it's moon Dela. However, the Republic also has colonies on the planets of Malacus, Gerral and Eathius. Of these, Malacus is the furthest from Alversia and the closest to the Kitsune Empire.

Name: Alversia
Population: 3.5 billion
Biggest City: Illesia
Other Cities: Hanalon, Killes, Real Vildes
Governor: Prime Minister

Alversia is the homeland of the Alversian People and, as such, contains the majority of it's population and it's government. The planet consists of four very distinct continents. The southern continent holds the Capital City of the Alversian public and thus it is the most populous, it has a mostly meditterenean climate with ten months of sun and heat plus two months of a rainy season. The southern continent is home to the Alversian Senate as well as the headquarters for most of her military forces. The Army, the Navy and both Air Forces are all based in the City. It is defended from space by the massive Strato-Dreadnought APS Sparrowhawk which was a failed attempt at a supership which was removed from service once it was revealled to be too unwieldy and too impracticable to be used in a constant cycle.
Illesia City (http://www.motherjones.com/commentary/columns/2005/07/dubai_01_598x533.jpg)
University of Illesia (http://thebuilderblog.files.wordpress.com/2008/03/_editor_burj_al_arab_01.jpg)
Prime Minister's House (http://www.wallpaperbase.com/wallpapers/photography/blithewoodmansion/blithewood_mansion_1.jpg)
Illesian House (http://www.darrenbakerphotography.com/galleries/gallery3/RichHouseStock8976_lg.jpg)
APN HQ (http://www.dubai-architecture.info/images/11020DSO_Headquarters.jpg)
Illesian Beachfront (http://www.internationalreports.net/middleeast/dubai/2006/photo/beach_front.jpg)

The northern continent is cold and barren, much like the surface of Iceland. It is dotted with extinct volcanoes and hot springs while a variety of strange animals and plants also make this area their home. Strangely, this is also where the Headquarters of the Marine Corps and the Droptroop Corps are based, in the city of Hanalon, the capital of the region. It's climate is usally cold, with temperatures regularly below freezing and snowfully nearly all year round. However, despite this, there are are many warm water lakes dotted across the landscape and it is also home to many hotwater springs and waterfalls. There are few people who live here and most work in the mining of vital crystals needed for industrial purposes.
Countryside (http://i.pbase.com/g3/42/208742/2/58828353.231a.jpg)
Countryside (http://www.photostaud.com/img/fotogalerie/hekla-destination/iceland-hekla-001.3.jpg)
Lake Beval (http://pix.alaporte.net/pub/d/15873-1/Hot+Water+Lake.JPG)
Waterfall (http://upload.wikimedia.org/wikipedia/commons/2/2b/Selfoss-Waterfall-Iceland-06050027.jpg)

The eastern continent is flat, perfectly smooth. There are no mountains and there are no real lakes. Despite this, the area takes more than nine months of rain and is a highly rich and fertile plain. As such, much of the planet's food is supplied by this continent. It is also the home of the big farmers and country estates, where much of the Alversian nobility spends it's time. It is also where the CO's of Alversia's biggest companies situate their winter homes as Illesia's rainy season coincides with the summer season of the summer season of the Eastern continent. Most of the population of this continent are simple farmers who live in small communities and tend to their farms in peace. However, the capital Killes is a bustling metropolis like any other on the planet with a vibrant life and proposerous business sector.

The forth and final continent consists mostly of desert or forests. The climate on this continent is more consistent, with six months of rainfall and six months of sun. The forests in this area possess a great many of the planet's unique animals and are also home to the Veela, a race of ancient force-senstive beings who now live their lifes peacefully in the dense forests, igoring and ignored by the rest of the modern world. other than this, there are fewer people on this continent than any other, with the bulk of the people based in the city of Real Vildes. It is the second most populous city behind Illesia.

Name: Dela
Population: 500 million
Biggest City: Masta
Other Cities: Frerra, Real Medes.
Governor: Matthew Meeklin

Dela is Alversia's primary moon and also holds the biggest population other than Alversia itself. It was the first colony established by the Alversians and is home to a massive array of defensive weaponry as well as heavy shielding to protect both it and the planet itself. The moon is under the direst ruling of the Senate of Alversia and, while it has a governor, the amount of time between both bodies means that the Governor is better placed on Alversia itself. The city of Masta is one of the oldest cities in the Alversian system, having been built by the Phoetenicans themselves and thus it boasts some remarkable ruins that are often visited by history-enthusiasts.
The moon itself was once barren but it has been terraformed and so it is now made up up large green fields and rolling hills. It is home to a large number of corporate farms unlike the smaller versions on Alversia. The other cities of Real Medes and Frerra are centres of this trade and thus they have a more agricultural feel than a regular city. As it is sunny most of the year on the moon, Dela is a popular holiday destination and is more geared towards this industry than most others.

Name: Malacus
Population: 250 million
Biggest City: Salan
Other Cities: Teira, Cavalia

Malacus is the furthest planet from Alversia and also the closest to the Xiscapian Empire, Alversia's oldest Ally. Along with the planet of Kel in Xiscapian space, it forms a gateway between the two nations. It is the centre of trade between the two nations and, is therefore wealthy beyond imagination. It is also home to a mass of vessels and spaceports and is where many of the biggest ship manufacturers are based. The planet works in close association with Kel and often they conduct joint operations together. The population of Malacus in all cities, including Salan, work in the trading industry. This planet is also where many of Alversia's biggest merchant ships are based and where the Merchant Navy has it's headquarters.
The planet's climate alternates very slowly, usually there will only one climate per year, due to the lack of rotation of Malacus around the main star in the centre of the system. Therefore, it can take some getting used to, as often it can be nighttime for a full year, with constant snow drifts, or it may be constant daylight with scorching sun. However, most people have adapted to the adverse conditions, though visitors may struggle with long periods of time.

Name: Gerral
Population: 25 Million
Biggest City: Scarn
Other Cities: Dorn, Gridel
Governor: Cassandra Toal

Gerral is close to the Danaversian section of the Alversian Republic and thus it has a more militaristic society than the other colonies within Alversian Society. Despite this, the planet is vital for it's source of crystals and minerals vital for heavy industry. Curiously, the planet's atmosphere, a heavier mix of oxygen than normal, allows these minerals to regrow in double quick time. This ability, combined with some inventive mining schedules means that Gerral will never run out of minerals. It is home to Alversia's heavy industry and the upper atmosphere is filled with large catalytic converters that draw the smoke and other harmful materials from the surface and atmosphere and converts it to oxygen. This results in tornadoes of smoke rising from the industrial sections of the planet. The people here are harder and there seems to be more enthusiasm for applying personal justice than for official action. Despite this, the planet is relatively crime free and it's large surface consists mostly of black rock, mining complexes or factories.

Name: Eathius
Population: 5 million
Biggest City: Real Jose
Other Cities::
Governor: John Belletti

Eathius is the closest colony to Alversia and it situated near enough in the centre of Alversian space. As such, she is the centre of trade for the whole Republic with most merchant vessels passing through her ports on their journies to Alversia or outside the borders of the Republic altogether. The planet is nearly indentical to Alversia in every ascpect, through it consists of nearly 80% water and is home to an aquatic race known as the Xan who do not involve themselves with the Alversians in return for no interference in their millenia old life-style. The planet's population live on the one island that exists and it is a tropical paradise, filled with palm tree beaches and golden sand. However, it can also be claimed to the second most important financial area after Alversia itself many Bankers attend the prestigious Real Jose University of Banking in order to learn everything there is to know about banking.
The planet is rarely visited by foreign species who may stop for a quick resupply or to check in with Alversian Space Traffic Control before moving on to their destinations. The planet is completely self-sufficient and does not need outside interference. Despite this, the planet still maintains an active role in Alversia.
Alversia
19-11-2008, 13:36
National Characteristics

Physical Characteristics

In terms of appearance, Alversians are identical to Humans. There are only a few subtle differences that cannot be seen just by looking at an Alversian. For example, Alversians tend to be slightly taller than the average human as well as slightly lighter, even when well built. They also possess far quicker reflexes than the average human and are capable of lifting more. Alversians also possess an ability to sense the tempreture of their current surroundings and can detect a drop or rise in tempreture before it appears on any instruments. Alversian bones are also different to Humans in terms of make up, although the skeleton is the same. Their bones are large, thicker and considerably more difficult to break.

Mental Abilities

Alversians possess a limited ability for mental abilities but those they do possess are quite powerful can can be developed into effective tools for everyday use. As previously mentioned, Alversians with a strong bond to one another can link minds temporarily in order to see what they're seeing. It also works as a flashback to certain events. While it only usually happens between two Alversians with strong bonds, it can be developed for use with any Alversian. Another ability is that of mind-reading, although this is sporadic and will rarely yeild an entire thought, it will appear in the mind of the Alversian who is reading the mind almost like a small thought. Both skills mentioned can be honed and built up via meditation in a quiet area.
Alversia
19-11-2008, 13:37
Military Part One

The Alversian Armed Forces consist of many seperate parts, each for a specific purpose and thus each has their own command structure and organisation. The forces each have their own commanders and each is run independantly from the other, however, to ensure that all co-operated in the field were it was most important, the Commander-in-Chief of the Alversian Armed Forces is also head of Alversian Military Command Headquarters (AMCHQ). This Agency is purely administritivie and exists so that each force, with it's own agenda and tactics for battle, may be able to work together in battle to ensure the best results for the Alversian Republic. Overall, the Alversian Military is well regarded and seen as a professional and battle-hardened military force. It is broken down into the various command structures below:

Last Moments:
When an Alversian Commander has no way out of an encirclement and knows that surrender will mean death anyway. He may chose to implement Order 47. This order mean soldiers will retreat to an area of common ground, usually the unit's HQ, and fight 'til the last man. If the commander wishes for a more spectatcular ending for his men then Order 48 can be launched. This is the order, whereby every Alversian able to stand breaks cover and charges the enemy. Usually this results in a 100% casualty rate but occasionally, the enemy can be startled enough to break ranks and flee. When either Order is given, it is traditional for the Commander to join his men on the frontlines and break off communications with higher authourity. When this happens the Commander will relay the following phrase at the end of his last message

"We fight for Honour and Freedom. We stand to the Last for Freedom and Honour. It is an Honour to die for Freedom"

Along with this he will also place at the bottom of the transmission that this is the last message of that commander. So, for example, when Commander Fieldings Battalion was surrounded and being slowly driven back during the invasion of Tenfour in the Korr War, he authourised Order 48 and relayed the final order.

Alversian Oath of Allegiance
When an Alversian is enlisted into the Armed Forces, he makes an oath to the Alversia. This usually happens upon Graduation from Military Academy. Sometimes up to 12,000 Alversians can make the oath at the same time

I swear, as my own people watch on with pride and with honour, to always fight for Alversia.
I swear to always defend the gates of Illesia and never raise my weapon in anger against her or her people.
I swear that so long as I have a breath in my body, I will give my mind and body to defend her beauty and her freedom.
I swear never to raise my weapons against the people of Alversia so long as the rights laid down by the brave of old are followed
I swear that I will always obey the orders laid down for both my own protection and those misguided by greed, conquest or anger. May I always have the patience to follow these orders even if they end in the loss of my life.
I swear never to attack or raise a weapon against the constitution of Alversia, earned in the blood of our ancestors, written by their sacrifice and commitment to the ideal of freedom
I swear that, so long as the gold flag flies over the senate, I will do everything in my power to aide the people of Alversia and those throughout the galaxy as they struggle for their freedom.
I, as witnessed by the original fathers and by all the freedom loving peoples of Alversia, proclaim this oath as my guide and mentor during my time as a servant of the people.
May I always have the strength and faith in the proclamation to follow this commitment to the end.
Until the people release me or death take me, so help me God.


Name: Alversian People's Army
Commander: Field Marshall Michael Davidson
Location of HQ: Illesia City
Battlefield Task: Ground Battles.
http://img136.imageshack.us/img136/4921/sealij2.gif

Of all the forces available to the Alversian People's Republic, the Alversian People's Army is the largest. It consists of over 4 million fighting troops with millions more stationed in reserve should a major war ever erupt and the need for a large and well trained force arise. As it stands, the APA strikes the right balance between peacetime armed forces and a wartime military machine. The Alversian People's Army is also the oldest of the armed forces and can trace it's ancestory right back to the Alversian Civil War. It emerged from the war as a Guerilla Force and attempted to organise 'People's Defence Regiments' of troops. Local Militia who would rise from their homes, take up arms and fight for the defence of Alversia. However, this system was limited as the troops were not required to leave their cities for campaign and most could remain in uniform for only a few weeks before financial matters forced them to decommission themselves. This system was both ineffective and inflexible and was the cause of dismal Alversian military performances early after her independance. The conscripted Militia proved more than adept at defeated forces such as the SASM when their homes were threatened but performed poorly against warrior-like races such as the Danaversians on planets far from home. As a result, Adrian Cavourna realised that the People's Army had to be retrained and revolutionised into something more than a Milita for defence. What he created was a professional, disciplined and elite fighting force that continues his philosophy to this day.

As mentioned, the People's Army is a volunteer force and only people older than eightteen may enlist. Initial recruitment lasts for only one year but is fully paid, for this year is full of tough physical and character building exercises were over 50% of recruits will drop out. The 50% that complete the year of bootcamp are then given a choice of retiring or continuing on to the actual military training. This lasts for a full two years and is even more intensive than boot camp. However, the result at the end is a professional Infantryman who is ready for any possible outcome. In early stages of training, natural leaders or those of quick intelligence will be plucked from training and designated as 'Officers for the Recruits'. If these Officers can make it through training then they become either NCO's or Officers depending on their performances. Officers are required to study extra classes in tactics, pshycology and all assets of engineering and morale in order to be the best leaders they can be. At the same time, men are segregated into the classes they are best suited for, be it Sniper or Missile Launcher and given appropriate training. At the end of this gruelling training schedule, the trainees shall gather at the Regimental Barracks to proclaim the National Oath of allegiance together. Once this is completed, then the Recuits are now officially Soldiers of the Republic who can be called into action at any time for any purpose.

The biggest single force in the Alversian Army is the Regiment. However, a Regiment is only an administritive unit and does not actually wield any power of it's own. The standard Alversian fighting force is the Battalion. A Regiment will have four Battalions or 20,000 men, however, some Regiments may have more or less depending on the region. Usually, Regiments can trace their histories back a long way and communities are often proud of this History. A Regiment's heart will be in it's standard, a flag that remains in the barracks at all times and is adorned with the battle honours of the Regiment. Sometimes this can be hundreds of years old if it is a particularly old Regiment. Although there are four Battalions within a Regiment only three can be deployed at any one time and it is rare for all three to be fighting in the same threatre of war at the same time. Often the four Battalions can go years before being fully reunited on the Regimental Parade ground. Regiments are usually named after the area in which they raised. For example, the 3rd Illesian Regiment would be the third Regiment of Illesia City.
A Battalion is the main fighting force of the People's Army and consists of 5,000 fighting men and 214 Officers, not including NCO's. The Battalion is a flexible formation that can undertake any task that is required of it, as it includes Engineers and Cooks as well as Medical staff and even Teachers. The Battalion is commanded by a Lieutenant Colonel while the most senior Lieutenant Colonel or even a General may be in command of the Regiment. A Battalion is named based on it's position in the Regiment. For Example, a Battalion in the 3rd Illesian Regiment may be called the 1st Battalion of the Illesian 3rd Regiment or the 1st of the 3rd for shorthand purposes. However, many Battalions pick up nicknames or names during their service, often as a part of Regimental forklore. For example, the 1st of the 3rd is nicknamed the 'Mad, screaming Women' as supposedly the women of the Battalion once scared off a Danaversian assualt by yelling at them and throwing various kitchen utensils.
The smallest Unit of the Battalion, and the basis for all Alversian Forces in all areas of the Armed Forces is the Unit. Usually commanded by a Corporal, the Unit consists of five men and is the basic living unit for a soldier and his closest family during his service. It is usally with his Unit that a soldier will partake in living exercises and who he will live with during camps and barrack duty. In combat, a unit will stick togather to protect one another and to protect other Units, it is this small core force co-ordinatation that makes the Alversian Army so difficult to break down. Soldiers do not only fight for their planet, they fight for their Regiment, their Battalion, their Company, their Platoon, their Section and their Unit. An Alversian will rather die long before he betrays any of those.

Breakdown of Alversian Army Organisation Structure.
Army Unit:
5 x Troops
Commanded by CORPORAL
1 x Corporal (Rifle)
3 x Infantry (Rifles)
1 x Support Infantry (Heavy Blaster)

Army Section:
25 x Troops (5 x Units)
Commanded by a SERGEANT

1 x Sergeant (Rifle) *Note that the Sergeant of a Section will command one of it's Units as well.
4 x Corporals (Rifle)
15 x Infantry (Rifle)
5 x Support Infantry (Heavy Blaster)

Army Platoon:
52 x Troops (2 x Sections)
Commanded by a CAPTAIN

1 x Captain (Pistol)*Note that Captains, as commisioned Officers are not a part of a Unit and do not carry a rifle in battle. They do carry sabres for both combat and parade purposes.
1 x Lieutenant (Pistol)*Note a Lieutenant is the second in command of a Platoon and is also not a part of a unit. He will usually take command of the second Section in a battle.
2 x Sergeant (Rifle)
8 x Corporals (Rifle)
30 x Infantry (Rifle)
10 x Support Infantry (Heavy Blaster)

Army Company:
521 x Troops (9 x Regular Platoons, 1 x Heavy Platoon)
Commanded by a MAJOR

1 x Major (Pistol)
10 x Captains (Pistol)
10 x Lieutenants (Pistol)
20 x Sergeants (Rifle)
80 x Corporals (Rifle)
280 x Infantry (Rifle)
100 x Support Infantry (Heavy Blaster)
20 x Heavy Infantry (Missile Launchers)

Company Artillery. 50 x Artillery Pieces (100 men, 25 Officers),
Commanded by a CAPTAIN

At this point, it is impossible to create a Battalion as the Battalion also includes a Light Company and a Grenadier Company. These have their own subtle differences to a Regular Company that must be addressed before a Battalion Order of Battle can be created.
The Grenadiers are the Offensive and hard-hitting edge of the Battalion, holding much of it's elite troops and heavy equipment, this Company will spearhead offensives and forms the advanced guard of an advaning Battalion. In battle, it is usually distributed amongst the other Companies to bolster their firepower.

Grenadier Unit:
5 x Troops
Commanded by CORPORAL
1 x Corporal (Rifle)
2 x Grenadiers (Rifles)
2 x Support Infantry (Heavy Blaster)

Grenadier Section:
25 x Troops (5 x Units)
Commanded by a SERGEANT

1 x Sergeant (Rifle) *Note that the Sergeant of a Section will command one of it's Units as well.
4 x Corporals (Rifle)
10 xGrenadiers (Rifle)
10 x Support Infantry (Heavy Blaster)

Grenadier Platoon:
72 x Troops (2 x Sections, 1 x Section Mortars (10 Heavy Mortars))
Commanded by a CAPTAIN

1 x Captain (Pistol)*Note that Captains, as commisioned Officers are not a part of a Unit and do not carry a rifle in battle. They do carry sabres for both combat and parade purposes.
1 x Lieutenant (Pistol)*Note a Lieutenant of the Grenadiers will usually command the Mortar Detachment and leave the rest of the Platoon's Command to the Captain..
2 x Sergeant (Rifle)
8 x Corporals (Rifle)
20 x Grenadiers (Rifle)
20 x Support Infantry (Heavy Blaster)
20 x Mortar Troops (Heavy Mortars)

Grenadier Company:
641 x Troops (6 x Grenadier Platoons, 4 x Heavy Platoons)
Commanded by a MAJOR

1 x Major (Pistol)
10 x Captains (Pistol)
10 x Lieutenants (Pistol)
20 x Sergeants (Rifle)
80 x Corporals (Rifle)
160 x Grenadiers (Rifle)
160 x Support Infantry (Heavy Blaster)
80 x Heavy Infantry (Missile Launchers)
160 x Mortar Infantry (80 x Heavy Mortars)

As mentioned in the above Orders of Battle, there is also a Heavy Platoon mixed in at various stages. Heavy Platoons do make it past platoon level, though they too have their own units and purpose on the battlefield. To provide anti armour and AA support for the troops on the ground.

Heavy Unit:
5 x Troops
Commanded by CORPORAL
1 x Corporal (Rifle)
1 x Infantry (Rifles)
1 x Support Infantry (Heavy Blaster)
2 x Heavy Infantry (Missile Launchers)

Heavy Section:
25 x Troops (5 x Units)
Commanded by a SERGEANT

1 x Sergeant (Rifle) *Note that the Sergeant of a Section will command one of it's Units as well.
4 x Corporals (Rifle)
5 x Infantry (Rifles)
5 x Support Infantry (Heavy Blaster)
10 x Heavy Infantry (Missile Launchers)

Heavy Platoon:
52 x Troops (2 x Sections)
Commanded by a MAJOR

1 x Captain (Pistol)
1 x Lieutenant (Pistol)
2 x Sergeant (Rifle)
8 x Corporals (Rifle)
10 x Infantry (Rifles)
10 x Support Infantry (Heavy Blaster)
20 x Heavy Infantry (Missile Launchers)


The final part that makes up an Alversian People's Army battalion is the Light Company. Whereas the Grenadiers are always at the front and consist of the Battalion's hard hitters, the Light Company are it's snipers and more technical combat personnel. They will always form the rearguard of a marching formation. The Light Company has come to be known as the 'Hot Company' due to the number of females who will be posted in this role. Again, it follows the same pattern as the other Companies, only with slightly different changes in personnel.

Light Unit:
5 x Troops
Commanded by CORPORAL
1 x Corporal (Rifle)
2 x Infantry (Rifles)
2 x Snipers (Sniper Rifle)

Light Section:
25 x Troops (5 x Units)
Commanded by a SERGEANT

1 x Sergeant (Rifle)
4 x Corporals (Rifle)
10 x Infantry (Rifle)
10 x Snipers (Sniper Rifle)

Light Platoon:
52 x Troops (2 x Sections)
Commanded by a CAPTAIN

1 x Captain (Pistol)
1 x Lieutenant
2 x Sergeant (Rifle)
8 x Corporals (Rifle)
20 x Infantry (Rifle)
20 x Snipers (Sniper Rifle)

Light Company:
521 x Troops (5 x Light Platoons, 5 x Regular Platoons)
Commanded by a MAJOR

1 x Major (Pistol)
10 x Captains (Pistol)
10 x Lieutenants (Pistol)
20 x Sergeants (Rifle)
80 x Corporals (Rifle)
250 x Infantry (Rifle)
50 x Support Infantry (Heavy Blaster)
100 x Snipers (Sniper Rifle)


Thus, with the Individual Companies sorted out, the formation of an Alversian Infantry Battalion and the Numbers involved within it are as follows. It is a complicated Order of Battle but only because the Battalion must be ready to deal with anything and, with the forces available. It is ready to deal with anything.

ALVERSIAN INFANTRY BATTALION:
5373 x Troops (9 x Regular Companies, 1 x Grenadier Company, 1 x Light Company)
Commanded by a LIEUTENANT COLONEL

1 x Lieutenant Colonel (Pistol)
2 x Colonels (Pistol) *Each Colonel will usually take command of half the Battalion each in battle, under the supreme command of the Lieutenant Colonel of course.
1 x Regimental Sergeant Major (Pistol) *Helps to co-ordinate the NCO's with Senior Officers and is responsible for parade dress. A senior Sergeant, in other words.
10 x Majors (Pistol)
100 x Captains (Pistol)
100 x Lieutenants (Pistol)
200 x Sergeants (Rifle)
800 x Corporals (Rifle)
2,650 x Infantry (Rifle)
1,010 x Support Infantry (Heavy Blaster)
240 x Heavy Infantry (Missile Launchers)
100 x Snipers (Sniper Rifle)
160 x Mortar Troops (80 Heavy Mortars)

Artillery:
10 x Company Artillery: 500 x guns (1,000 x men, 250 x Officers)
1 x Battalion Artillery: 600 Guns (1,200 x men, 300 x Officers)

The armour of the Alversian Army is one development in which the Alversians are rightly proud During the Alversian Civil War, the only armour that was available where the tanks that were captured from Republican force and even these were relics from the days of occupation by the Phoetenicans. As the Alversian People's Army was re-organised into the People's Defence Regiments, armour took a backseat as no militia man could be expected to drive or maintain the vehicle over a long period of time. However, a small number of cheap and easy to maintain combat vehicles were created, more like armoured cars that fully fleded AFVs, these weapons were again effective against the SASM invader and their future seemed set. However, like most of the early Alversian military, the armoured cars performed badly in the first Danaversian war, suffering appalling losses in the face of the Danaversian's bigger and better machinary. However, the Alversians were quick to adapt and soon vehicles of all kinds were running off the production lines to join the war against the Danaversian Invader. Unlike most products, the only testing that could be done was in the field and, as a result, armoured losses remained high until the end of the war, when Alversian heavy armour was finally considered a match for it's Danaversian counterpart. The Alversian Armoured Corps not looked back since.
Most of Alversia's weaponry in the middle age consisted of tanks or walkers, vehicles designed to provide Infantry and anti-vehicle support in all terrains. However, upon entering the Korr War, the Alversians were introduced to the idea of Xiscapian Mechas and the idea caught on in Alversian Military circles, as High Command was very much impressed by the Mechas performance. The Xiscapian gift of Mechas at the end of the war facilitated Alversia's development of similiar projects and now uses them in combat though not in as large a number as previous units.
The standard Alversian Unit for Armour is a Section, which usually stands at fifteen vehicles. This is the smallest unit and usually commanded by a Lieutenant, for Sergeants will control the multi-person vehicles while Mechas hold only one person, the Sergeant himself. Bigger Units are created from this simple organisation though the armour does not go into battle along. Usually, the armour will be accompanied by several Units of Grenadiers, depending on the size of the Armoured Regiment. An Armoured Regiment does not usually involve itself in the traditional rituals of the Infantry but they do like to remember their past with pride and are as much a focal point in the community as the Infantry, if not more so, for the Regiment will usually be equipped with vehicles made just down the road in the factories of the town, giving the crews a special bond with their AFV's.

Name: HAV-23
Type: Heavy Assualt Walker
Manufactorur: Serverus Mechanical
Weapons: 4 x Heavy Lasers, two missile launchers, two turbo-laser turrets
Crew: Eight.
The HAV class of vessel dates back to the days of the first Danaversian War, when it was revealed that many of the planets on which the two sides fought were filled with terrain too rough even for hovertanks. To this end, the walkers were created and are now amongst Alversia's key armoured weapons. Though slow, they are incredibly heavily armoured and armed, able to double up as mobile artillery should the need arise. The amount lost in combat to Danaversian armour is incredibly low.

Assualt Walker Section: 10 x HAV's (Commanded by a Lieutenant)
Assualt Walker Platoon: 20 x HAV's (Commanded by a Captain)
Assualt Walker Squadron: 60 x HAV's (Commanded by a Major)

Name: AAU-23
Type: Infantry Support Mecha
Manufactorur: Kyol's Manufacturing Corporation
Weapons: 2 x Heavy Blasters, 1 x Missile Launcher, 1 x Railgun, 1 x Energy sword
Crew: One
Unlike their Xiscpian breathern, on whom the AAU-23 is based, an Alversian Mecha has no need to take to space in order to do combat with Fighter Forces as there were already well established forces in place to deal with such a thing. However, there was a need for a Mech's reliablility and nimbleness in support of the bigger and much slower HAV-23's which plodded along the battlefield. To this end, the Mech AAU-23 is more for supporting Infantry and repelling Infantry attacks than supporting the big players. The fact that is is nothing more than a giant mechanical Infantryman allows the AAU to keep up with the assualt no matter what ground it enters. The Pilot is fully protected from harm by see through armour and, more often than not, these AAU's operate in direct support of the Grendiers. They are more than capable of dealing with any other threat on the battlefield.

Light Mecha Section: 15 x AAU's (Commanded by a Lieutenant)
Light Mecha Platoon: 30 x AAU's (Commanded by a Captain)
Light Mecha Squadron: 90 x AAU's (Commanded by a Major)

Name: ASU-16
Type: Heavy Support Mecha
Manufactorur: Kyol's Manufacturing Corporation
Weapons: 2 x Heavy Blasters, 4 x Missile Launchers
Crew: Three
In the same manner that the AAU-23 Mecha is designed for supporting Infantry in the field, so the ASU, developed by the same Company, is used for supporting the heavier Walkers and Tanks. It is more heavily armed than the lighter AAU and is armed to take the bunkers and tanks that may threaten the Walkers. Is is also able to take down Infantry threats to the Walkers. The Mech is bigger and more heavily armed than their Xiscapian Counterparts but it is not as nimble.

Heavy Mecha Section: 15 x ASU's (Commanded by a Lieutenant)
Heavy Mecha Platoon: 30 x ASU's (Commanded by a Captain)
Heavy Mecha Squadron: 90 x ASU's (Commanded by a Major)

Name: AAT-33
Type: Anti Fighter/Anti Tank Gun
Manufactorur: Serverus Mechanical
Weapons: 2 x Repeating Turbo Blasters
Crew: Two
The AAT is a combination of an AA gun for defending the Armoured Regiments against the threats from the Air. However, the B/22/3 Turbo blasters that it was armed with were found to be more than powerful enough to puch through armour as well. Following this revelation, the AAT became one of the most feared weapons in the Alversian arsenal, it's rapid fire is more than capable of laying waste to fighters, tanks or Infantry. The vehicle has a crew of two although they are only there to arm and to steer the tank, as the gun is automatically aimed and fired by a series of hypercomputers that are powerful enough to track a fighter flying at low level and also powerful enough to punch through for an instant kill. The AAT is one of Alversia's most recognisable pieces of hardware.

AA/AT Section: 10 x AAT's (Commanded by a Lieutenant)
AA/AT Platoon: 20 x AAT's (Commanded by a Captain)
AA/AT Squadron: 60 x AAT's (Commanded by a Major)

Name: TDT-93
Type: Medium Assualt Tank
Manufactorur: Lervia Corps
Weapons: 1 x Turbo Blaster, 2 x missile launchers, 4 x repeating blasters.
Crew: Three
The TDT is Alversia's most numerous tank and is the most powerful weapon in the entire Alversian arsenal. It is a perfect combination of speed, armour and weaponry. It first saw combat in the last Danaversian war where it tore through the Imperial Armour like a hotknife through butter. The Alversian tank can be used in both the offensive and defensive role. It can also be used to support walkers, mechs or Infantry. It is the Alversian's perfect all-rounder. It's main turbo blaster is more then powerful enough to destroy anything in the Imperial Arsenal and the Danaversians have yet to find a tank to stop it or even to come close to matching it. The gun is powerful enough to knock a man over simply with the shock of it's recoil. It's so powerful that the gun cannot be used on full charge unless stationary, though the lesser settings are no less potent.

Medium Section: 10 x TDT's (Commanded by a Lieutenant)
Medium Platoon: 20 x TDT's (Commanded by a Captain)
Medium Squadron: 60 x TDT's (Commanded by a Major)

Name: SHA-40
Type: Heavy Artillery
Manufactorur: Devana Heavy Industries Limited
Weapons: 1 x repeating Blaster, 8 x missile launchers.
Crew: Two
The SHA-40 was designed in order to give the Alversian troops on the ground as well as the Mechanised Infantry quick artillery support. The SHA usually moves on hoverpads like the TDT. However, in order to fire, it must first halt to fire it's missiles. These are the SHA's main weapon, eight missile launchers that can fire ten missiles per minute, making eighty per unit per minute. The SHA has enough ammunition to fire continiously for fifteen minutes. The SHA is not a sophisticated weapon and it relies on saturation of the target area. The psychological effect of being on the end of such a weapon is such that often follow troops can simply walk through the gap in the line past the stunned, dead and dazed defenders. It is particularly effective against fortresses, cities and tightly packed formations.

Heavy Artillery Section: 10 x SHA's (Commanded by a Lieutenant)
Heavy Artillery Platoon: 20 x SHA's (Commanded by a Captain)
Heavy Artillery Squadron: 40 x SHA's (Commanded by a Major)

The various Armoured Squadrons combine together along with several Companies of Grenadiers to form an Armoured Squadron. Like an Infantry Battalion, this Regiment has to be ready for anything that can thrown at it and, indeed, there is little that is equipped not to deal with, combining speed and mobility with heavy hitting firepower and brutally tough defences. Overall, the Armoured Corps is prefectly suited for the break and trap tactics was it was designed for, as well as being able to accompany Infantry right into the heart of an enemy formation, yet still retain enough punch to break out the other side.

Breakdown of Alversian Army Armoured Organisation Structure.

ALVERSIAN ARMOURED REGIMENT:
2 x Assualt Walker Squadrons, 3 x Light Mecha Squadrons, 3 x Heavy Mecha Squadrons, 2 x AA/AT Squadrons, 5 x Medium Squadrons, 2 x Heavy Artillery Squadrons, 6 x Grenadier Companies)
Commanded by a COLONEL
120 x HAV-23's
270 x AAU-23's
270 x ASU-16's
120 x AAT-33's
300 x TDT-93's
80 x SHA-40's
126 x Officers (Pistol)
1,560 x Grenadiers (Rifle)
960 x Support Infantry (Repeating Blaster)
480 x Heavy Infantry (Missile Launcher)
TOTAL:
1,160 x AFV's
3,126 x Men


Name: Alversian People's Army Air Force
Commander: Air Field Marshall Claire Roberts
Location of HQ: Illesia City
Battlefield Task: Support the Army in ground Offensives.
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The Alversian People's Army Air Force began life not long after the Civil War was over, when large numbers of craft were captured from the Republican Army and pressed into service with the People's Emblem instead. However, these craft, like the Republican armour, where of Phoetenican descent and so mostly outdated by the time it came to actually deploying them in combat. At this time, there was no APAAF but a single, unified Air Force, known as the Alversian People's Fighter Command (APFC) in which both Naval and Army operations were conducted under one roof. However, though Pilot quality improved during Alversia's years of peace, the problem remained a lack of modern fighters. This point was painfully proven during both the SASM war and the 1st Danaversian War where, despite the suicidal bravery of the Alversian Fighter Pilots, they suffered appalling casualties against both enemies and it was obvious that something needed to change.
Other than the type of fighter being deployed, it soon became clear that incorporating both ground and naval operations into one command was not an effecient way of doing things. Both sides of the APFC competed for resources and funding rather than focusing on their goals of protecting those who relied on them for support. As a result, the Senate chose to disband the APFC and form two new Organisations in it's place. The Alversian People's Naval Air Force and the Alversian People's Army Air Force, or the APAAF.

The APAAF was created for the specific purpose of protecting and supporting the troops on the ground during land campaigns, rather than to dogfight with nimble fleet fighters, though many aircraft in the APAAF are capable of doing so. Knowing that the primary threat would come from return fire rather than enemy fighters, APAAF fighters are generally more heavily armed and armoured that their lighter and more nimble Navy counterparts. Most of Alversia's heaviest Bombers are a part of the APAAF including it's strategic bombers and heavy transports. Overall, the APAAF is considered the smaller cousin of the APNAF but to the Troops on the ground, it is invaluable.

The biggest unit of the Alversian People's Army Air Force is the Air Regiment. This Unit consists of one type of Fighter though an Air Corp may comprise many Air Regiments into it's formation to make a well rounded unit for ground support purposes. In keeping with the close co-operation between the Army and the Army Air Force, the ranks of the APAAF and their formations are named in a similiar vein to a military organisation, such as an Air Regiment. However, a General Air Platoon can be seperated into several types, be it a Fighter Platoon, a Bomber Platoon or a Ground Attack Platoon. An Air Platoon consists of around 45 craft if it is a fighter Platoon and 60 craft if it is a bomber Platoon. Platoons are named with Roman Numerals so, the first Platoon of the 6th Bomber Regiment is known as 6th/I Fighter while the 5th Bomber Platoon of the 15th Bomber Regiment is known as 15th/V Bomber. The lowest rank in the APAAF is a Flight Sergeant while a Air Platoon is commanded usually by a Flight Captain. Crew training takes place both in the cockpits of training aircraft and with VR simulators. The process of training can take up to three years, with Pilots emerging as experts in a particular type of aircraft but capable of flying any if neccessery. The result is a group of young but brilliant pilots with a passion for their job and the skills to take on any threat to the People's Republic.

Name: Dreserian B-59
Type: Ground Attack Fighter
Manufactorur: Dreserian Corp.
Weapons: 4 x turboblasters, 4 x Missile Launchers
Crew: Two
The B-59 is Alversia's primary ground attack aircraft and was designed in the closing stages of the last Danaversian War, making it one of the modern as well. It is a heavily armed war machine, more than capable of surviving several point defence or missile hits while dishing out far more than she recieves in return. Though the aircraft has yet to used in the fighter role, it has proven excellent as a ground attacker and has seen her fair share of action with Alversia's various Allies. It is a stable platform that takes three crew to man. The downside of this immense boost in weapons and armour is that it is very slow and unmanoueverable, though in atmospheric conditions, this will only worsen. Though initially intended to a Ground Attack/Fighter, chances are that it will never see large scale air to air combat, though a few have been reported to make small kills on enemy aircraft when under Allied control.

Name: Reynaldo-F34
Type: Interceptor
Manufactorur: Reynaldo Aeronatical Corp.
Weapons: 4 x turboblasters, 2 x Missile Launchers
Crew: One
The Reynaldo-F34 is the Army Air Force's primary Interceptor and Combat fighter and, as such, is used in Combat Air Patrols as well as bomber and fighter interceptions within the atmosphere and the confines of a battlefield. The F34 is heavily armed and armoured and, as such, in order to make it compete with the smaller and more lightly equipped space fighters, it requires two large engines to give it the neccessary performance to actually take on these aircraft. In the previous Danaversian War, the debut for the F34, it proved to be both a lethal ground attack aircraft, capable of tearing entire formations to shreds, but also a potent fighter, more than a match for the Danaversian Congor fighters that it faced. The F34 is slower and not as nimble as a Space Fighter but makes up for this with raw power and sheer durability. There is little that shoot this fighter down and underestimation of it's performance due to it's deceptive size has cost many an arrogant pilot their lives.

Name: Serenio A-109
Type: Anti-Tank Fighter
Manufactorur: Serenio International Ltd.
Weapons: 3 x turboblasters, 1 x Missile Launcher
Crew: Two
The A-109 is a direct response to the problems being encountered by Alversian Troops on the ground during the last Danaversian War. While the supporting Armour completed their role of assisting the Infantry and defeating the opposing armour in the process, Armoured Troops often complained that sheer numbers of Danaversian tanks made it impossible to do both without support. Currant ground attack models were shown to be ineffective in dealing with large enemy formations while the F34, while excellent in the role, was usually two heavily engaged to divert for such a support mission. The APAAF sent out a request to all Manufacterers to produce a new fighter capable to taking on armour and heavily armoured or shielded ground targets in general. The result was the A-109. Though slow and sometimes difficult to handle, this mean machine has torn armoured formations to shreds for a decade and, with the newer and more modern B-59 alongside it, armoured enemies of the Republic will need to keep their heads down.

Name: Serenio B-89
Type: Heavy Strategic Bomber
Manufactorur: Serenio International Ltd.
Weapons: 4 x turboblasters, 1 x Missile Launcher
Crew: Nine
The B-89 is the massive ace in the APAAF's arsenal, her trump card, so to speak. The B-89 was designed for raids on planets, facilities and cities that were considered to risky for an Infantry assualt or too impractical for a bombardment, either surface or orbital. It also benefits from the alloy in her armour which scatters her sensor pattern and makes it very hard to pick up such a small bomber in the vast openness of space. The B-89 has a formidable range, several lightyears and it capable of making Hyperspeed for brief periods in order to bring her closer to her target. The crew of nine are occupied with piloting, navigating and manning the four turolasers that act as an all around defence for the Bomber. Durable, fast and well loved by it's crews, the B-89 strikes either fear or awe into friend and foe alike when a formation drones over the capital.

Name: Alversian People's Navy
Commander: Grand Admiral Ashley Reyes
Location of HQ: Illesia City
Battlefield Task: Protecting Alversian Space and conducting space operations.
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The Alversian People's Navy (The APN) is the largest of all Alversia's armed forces, being responsible for the protection of Alversian space as well as conducting Deep Space missions to initiate first contact with other Races. It is also used in offensive manners and is the most commonly seen Service of the Alversian Military. However it is only the third oldest service in the Armed Forces, though the second oldest surviving service, having outlasted the Alversian People's Fighter Command, though not the People's Army. It was created, with most of the old fledgling Alversian Forces, with old Phoetenican Frigates and Patrol ships. However, it was not long before the Alversians began to develop their own rudimentary systems and ships, launching her first not long after independance and the end of the Civil War. These vessels however, were poorly armed and badly engineered in relation to the rest of the Universe and what it had to offer. Therefor, like all middle era Alversian forces, it's performance ranged from mediocre to abysmal and for many years, Alversia was considered the weakest of all the sector's powers. It's small craft, armed with a mixture of ballistic and blaster based weaponry could not hope to compete with the powerful Empires of the era, such as the Alumina and the Veela. However, after poor performances in the SASM and Danaversian Wars, where Alversia was only kept competitive through brilliant military strategists and brave fighting, it was decided to upgrade the APN along with all of Alversia's other forces.

The APN is reponsible at the moment before patrolling Alversian space and ridding her of pirates, this is often done in co-operation with the Alversian Customs Fleet, though the two services do share an animosity and often do not see eye to eye on many issues. It has beeen tradition for a long time for the Grand Admiral of the APN to feud, either publicly or privately with the Head of Customs. The APN also mans, in conjuction with the Marines, the Orbital Defence Stations that protect all of Alversia's critical systems as well as their sector of the DMZ.

At the moment, the APN operates 126 warships in various classes and arranged into different fleets. The size of these fleets is not consistant as vessels many be freely traded to fleets where they are badly needed. In constrast with earlier procedures and vessels, the modern APN can boast a powerful force and excellent crew training. Alversian ships carry a variety of weapons from phaser based weapons to turbolasers, to missiles to even more powerful weapons such as the Crystal Directed Phaser Beam (CDPB) gun. It is the most powerful weapon in Alversian Naval history and has the power to destroy a planet. However, due to it's destructive nature, it can only be fired sporadically to avoid damaging the vessel itself.

APN vessels use a method of FTL known as Tranwarp. The vessel broadcasts a gate forward that creates a tunnel directly in front of the ship, effectively changing space-time in the tunnel itself. The tunnel will continue for a few meters behind the vessel before the lack of a generator will cause it to collapse back into normal space. The advantage of this is that the Ship's weapons are still usable and the tunnel can be auto-directed to avoid an FTLi field designed to stop the vessel.

Name: Sparrowhawk-Class
Type: Nano-Dreadnought
Ships in Class: One (APS Sparrowhawk)
Crew: Inconsistant, boasted a crew of 65,000 when operational
Built by: Ilveri Shipyards

-----------------
Name: Light-Class (http://jmonteiro.deviantart.com/art/Heracles-cruiser-concept-52015264)
Type: Strato-Dreadnought
Built by: Ilveri Shipyards
Size (Length): 9km
Powerplant:
5 x matter/anti-matter reactors
20 x Tranwarp Field Generators
Speed: Transwarp (Factor 2)
Crew: 16,000
Armament:
15 x CDPB Guns
3,660 x Kinetic Disruptors
11,200 x Close Range Turbo-Blasters
9,200 x MAC Guns
600 x Triple mounted Turbo-Lasers Turrets
4,150 x Transphasic Torpedeo Launchers
600 x Tractor Beams
900 x Ion Cannon
Defences:
50,000 x PD Batteries
350,000 x AF Guns
250,000 x Heavy AF Guns
200 x Shield Generators
Starcraft Compliment
100 x Fighters
15 x Heavy Fighters
60 x Bombers
15 x Transwarp Transports
Ships in Class: Three
(APS, Light of Hope, APS Light Joy, APS Light of Freedom)

-----------------
Name: Elegance-Class (http://archangelgabe.deviantart.com/art/Render-Assignment-WIP1-97960566)
Type: Super-Dreadnought
Build By: Ilveri Shipyards
Size (Length): 5km
Powerplant:
4 x matter/anti-matter reactors
16 x Tranwarp Field Generators
Speed: Transwarp (Factor 3)
Crew: 10,000
Armament:
5 x CDPB Guns
1,650 x Kinetic Disruptors
9,000 x Close Range Turbo-Blasters
8,000 x MAC Guns
420 x Triple mounted Turbo-Lasers Turrets
1,110 x Transphasic Torpedeo Launchers
500 x Tractor Beams
400 x Ion Cannon
Defences:
35,000 x PD Batteries
125,000 x AS Guns
200,000 x Heavy AS Guns
175 x Shield Generators
Starcraft Compliment
80 x Fighters
15 x Heavy Fighters
55 x Bombers
5 x Transwarp Transports
Ships in Class: Six
(APS Elegance, APS Electra, APS Endurance, APS Eclipse, APS Endeavour, APS Erebus)

-----------------
Name: Crossfire-Class (http://tritonic.deviantart.com/art/Human-cruiser-27608381)
Type: Dreadnought
Built by: Ilveri Shipyards
Size (Length): 3km
Powerplant:
3 x matter/anti-matter reactors
12 x Tranwarp Field Generators
Speed: Transwarp (Factor 4)
Crew: 5,500
Armament:
3 x CDPB Guns
1,080 x Kinetic Disruptors
450 x Close Range Turbo-Blasters
25 x MAC Guns
70 x Triple mounted Turbo-Laser Turrets
1,200 x Transphasic Torpedeo Launchers
120 x Tractor Beams
200 x Ion Cannon
Defences:
2,100 x PD Batteries
2,100 x AS Guns
1,800 x Heavy AS Guns
18 x Shield Generators
Starcraft Compliment
80 x Fighters
15 x Heavy Fighters
50 x Bombers
5 x Transwarp Transports
Ships in Class: 11
(APS Crossfire, APS Castiron. APS Catalan, APS Cerebral, APS Calypso, APS Centurion, APS Challenger, APS Colossus, APS Convertine, APS Champion, APS Constitution)

-----------------
Name: Goshawk-Class (http://devildalek.deviantart.com/art/Battleship-Concept-100375592)
Type: Dreadnought
Built by: Delan Shipyards
Size (Length): 2.9km
Powerplant:
3 x matter/anti-matter reactors
9 x Tranwarp Field Generators
Speed: Transwarp (Factor 5)
Crew: 5,000
Armament:
2 x CDPB Guns
1,110 x Kinetic Disruptors
390 x Close Range Turbo-Blasters
22 x MAC Guns
70 x Triple mounted Turbo-Laser Turrets
1,800 x Transphasic Torpedeo Launchers
100 x Tractor Beams
180 x Ion Cannon
Defences:
2,800 x PD Batteries
2,750 x AS Guns
1,500 x Heavy AS Guns
15 x Shield Generators
Starcraft Compliment
80 x Fighters
15 x Heavy Fighters
50 x Bombers
5 x Transwarp Transports
Ships in Class: Ten
(APS Goshawk, APS Falcon, APS Peregrin, APS Eagle, APS Vulture, APS Buzzard, APS Sparrow, APS Hawk, APS Condor, APS Kestrel)

-----------------
Name: Titan-Class (http://axian.deviantart.com/art/Typhoon-mk2-57695813)
Type: Fleet Carrier
Built by: Delan Shipyards
Size (Length): 1.8km
Powerplant:
5 x matter/anti-matter reactors
5 x Tranwarp Field Generators
Speed: Transwarp (Factor 5)
Crew: 5,000
Armament:
180 x Kinetic Disruptors
10 x Close Range Turbo-Blasters
9 x MAC Guns
1 x Triple mounted Turbo-Laser Turrets
1 x Transphasic Torpedeo Launchers
4 x Tractor Beams
2 x Ion Cannon
Defences:
2,450 x PD Batteries
2,520 x AS Guns
2,310 x Heavy AS Guns
7 x Shield Generators
Starcraft Compliment
150 x Fighters
50 x Heavy Fighters
110 x Bombers
15 x Transwarp Transports
Ships in Class: 4
(APS Titan, APS Leviathan, APS Behemoth, APS Goliath)

-----------------
Name: Rapier-Class (http://notherguy.deviantart.com/art/Battle-Carrier-quot-Orca-quot-67331195)
Type: Fleet Carrier
Built by: Ilveri Shipyards
Size (Length): 1.4km
Powerplant:
2 x matter/anti-matter reactors
7 x Tranwarp Field Generators
Speed: Transwarp (Factor 6)
Crew: 4,500
Armament:
210 x Kinetic Disruptors
8 x Close Range Turbo-Blasters
9 x MAC Guns
1 x Triple mounted Turbo-Laser Turrets
1 x Transphasic Torpedeo Launchers
4 x Tractor Beams
0 x Ion Cannon
Defences:
2,400 x PD Batteries
2,490 x AS Guns
2,300 x Heavy AS Guns
8 x Shield Generators
Starcraft Compliment
120 x Fighters
30 x Heavy Fighters
100 x Bombers
10 x Transwarp Transports
Ships in Class: 6
(APS Rapier, APS Cutlass, APS Scimitar, APS Trident, APS Harpe, APS Szabla)

-----------------
Name: Forlorn-Class (http://aikurisu.deviantart.com/art/NNS-Leviathan-63909732)
Type: Battlecruiser
Built by: Ilveri Shipyards
Size (Length): 2.1km
Powerplant:
3 x matter/anti-matter reactors
8 x Tranwarp Field Generators
Speed: Transwarp (Factor 6)
Crew: 4,000
Armament:
2 x CDPB Guns
798 x Kinetic Disruptors
320 x Close Range Turbo-Blasters
18 x MAC Guns
58 x Triple mounted Turbo-Laser Turrets
1,800 x Transphasic Torpedeo Launchers
100 x Tractor Beams
170 x Ion Cannon
Defences:
2,600 x PD Batteries
2,750 x AS Guns
1,500 x Heavy AS Guns
12 x Shield Generators
Starcraft Compliment
70 x Fighters
10 x Heavy Fighters
55 x Bombers
5 x Transwarp Transports
Ships in Class: 8
(APS Forlorn, APS Formidable, APS Fury, APS Furious, APS Fearless, APS Firedrake, APS Foxhound, APS Freedom)

-----------------
Name: Invincible-Class (http://the-least.deviantart.com/art/Daimyo-class-Heavy-Cruiser-42319809)
Type: Battlecruiser
Built by: Ilveri Shipyards
Size (Length): 1.9km
Powerplant:
2 x matter/anti-matter reactors
7 x Tranwarp Field Generators
Speed: Transwarp (Factor 6)
Crew: 3,500
Armament:
1 x CDPB Guns
684 x Kinetic Disruptors
220 x Close Range Turbo-Blasters
20 x MAC Guns
50 x Triple mounted Turbo-Laser Turrets
1,600 x Transphasic Torpedeo Launchers
100 x Tractor Beams
150 x Ion Cannon
Defences:
2,650 x PD Batteries
2,800 x AS Guns
1,400 x Heavy AS Guns
12 x Shield Generators
Starcraft Compliment:
65 x Fighters
15 x Heavy Fighters
40 x Bombers
5 x Transwarp Transports
Ships in Class: 12
(APS Invincible, APS Indomitable, APS Indefatigable, APS Invicta, APS Intrepid, APS Irrestible, APS Inflexible, APS Independence, APS Icarus, APS Impulsive, APS Intelligence, APS Impregnable)

-----------------
Name: Marshall-Class (http://mirk0.deviantart.com/art/Battleship-concept-72883405)
Type: Heavy Cruiser
Built by: Ilveri Shipyards
Size (Length): 1.5km
Powerplant:
2 x matter/anti-matter reactors
7 x Tranwarp Field Generators
Speed: Transwarp (Factor 7)
Crew: 3,000
Armament:
384 x Kinetic Disruptors
160 x Close Range Turbo-Blasters
15 x MAC Guns
45 x Triple mounted Turbo-Laser Turrets
1,500 x Transphasic Torpedeo Launchers
100 x Tractor Beams
80 x Ion Cannon
Defences:
1,300 x PD Batteries
1,400 x AS Guns
1,250 x Heavy AS Guns
7 x Shield Generators
Starcraft Compliment
20 x Fighters
5 x Heavy Fighters
15 x Bombers
5 x Transwarp Transports
Ships in Class: 12
(APS Marshall, APS Adrian Cavourna, APS Evan Baxtor, APS Trezan Baxtor, APS Admiral Krystal, APS Foxfire Rose, APS Christian Caldwell, APS Amanda Jefferson, APS John Valour, APS Michael McKee, APS Katie Mullen, APS Sammie Gerrard)

-----------------
Alversia
19-11-2008, 13:37
Military Part Two

Name: Scarlett-Class (http://prinzeugn.deviantart.com/art/Space-Battleship-51986076)
Type: Cruiser
Built by: Delan Shipyards
Size (Length): 1.2km
Powerplant:
2 x matter/anti-matter reactors
6 x Tranwarp Field Generators
Speed: Transwarp (Factor 9)
Crew: 2,000
Armament:
360 x Kinetic Disruptors
110 x Close Range Turbo-Blasters
10 x MAC Guns
38 x Triple mounted Turbo-Laser Turrets
1,400 x Transphasic Torpedeo Launchers
10 x Tractor Beams
60 x Ion Cannon
Defences:
2,200 x PD Batteries
2,200 x AS Guns
1,100 x Heavy AS Guns
6 x Shield Generators
Starcraft Compliment
50 x Fighters
5 x Heavy Fighters
30 x Bombers
5 x Transwarp Transports
Ships in Class: 13
(APS Scarlet, APS Amber, APS Auburn, APS Celadon, APS Cerulean, APS Fuschia, APS Magenta, APS Jade, APS Ochre, APS Blue, APS Grey, APS Green, APS Lilac)

-----------------
Name: Unity-Class (http://director1265.deviantart.com/art/N-E-S-Destiny-Luxury-Cruiser-88547417)
Type: Cruiser
Built by: Ilveri Shipyards
Size (Length): 1.1km
Powerplant:
2 x matter/anti-matter reactors
5 x Tranwarp Field Generators
Speed: Transwarp (Factor 9)
Crew: 1,500
Armament:
350 x Kinetic Disruptors
100 x Close Range Turbo-Blasters
9 x MAC Guns
28 x Triple mounted Turbo-Laser Turrets
1,900 x Transphasic Torpedeo Launchers
10 x Tractor Beams
50 x Ion Cannon
Defences:
2,250 x PD Batteries
2,420 x AS Guns
1,210 x Heavy AS Guns
7 x Shield Generators
Starcraft Compliment
45 x Fighters
5 x Heavy Fighters
25 x Bombers
5 x Transwarp Transports
Ships in Class: 8
(APS Unity, APS Harmony, APS Destiny, APS Symphony, APS Rhapsody, APS Melody, APS Intensity, APS Charity)

-----------------
Name: Iron Cross-Class (http://casper87.deviantart.com/art/Infinity-Battleship-96917788)
Type: AA Cruiser
Built by: Delan Shipyards
Size (Length): 850 meters
Powerplant:
2 x matter/anti-matter reactors
5 x Tranwarp Field Generators
Speed: Transwarp (Factor 7)
Crew: 2,000
Armament:
180 x Kinetic Disruptors
44 x Close Range Turbo-Blasters
2 x MAC Guns
14 x Triple mounted Turbo-Laser Turrets
120 x Transphasic Torpedeo Launchers
10 x Tractor Beams
2 x Ion Cannon
Defences:
3,900 x PD Batteries
3,550 x AS Guns
2,550 x Heavy AS Guns
6 x Shield Generators
Starcraft Compliment
50 x Fighters
10 x Heavy Fighters
15 x Bombers
Ships in Class: 10
(APS Iron Cross, APS Iron Duke, APS Iron Lady, APS Iron Maiden, APS Iron Arrow, APS Iron Shot, APS Iron Heart, APS Iron Banner, APS Iron Tiger, APS Iron Ram)

-----------------
Name: Raider-Class (http://gunstar1.deviantart.com/art/Heavy-Cruiser-U-S-S-Ajax-55644189)
Type: Heavy Destroyer
Built by: Ilveri Shipyards
Size (Length): 125 meters
Powerplant:
2 x matter/anti-matter reactors
5 x Tranwarp Field Generators
Speed: Transwarp (Factor 10)
Crew: 2,200
Armament:
1 x CDPD[SS] Battery
25 x Kinetic Disruptors
26 x Close Range Turbo-Blasters
2 x MAC Guns
4 x Triple mounted Turbo-Laser Turrets
8 x Transphasic Torpedeo Launchers
3 x Tractor Beams
2 x Ion Cannon
Defences:
200 x PD Batteries
110 x AS Guns
90 x Heavy AS Guns
5 x Shield Generators
Ships in Class: 10
(APS Raider, APS Enclave, APS Brotherhood, APS Vault, APS Megaton, APS Khan, APS Beserker, APS Saxon, APS Barbarian, APS Gothic)

-----------------
Name: Battle-Class (http://grimlock90.deviantart.com/art/The-Rapture-42742320)
Type: Destroyer
Built by: Delan Shipyards
Size (Length): 650 meters
Powerplant:
2 x matter/anti-matter reactors
4 x Tranwarp Field Generators
Speed: Transwarp (Factor 10)
Crew: 1,000
Armament:
360 x Kinetic Disruptors
85 x Close Range Turbo-Blasters
5 x MAC Guns
26 x Triple mounted Turbo-Laser Turrets
1,200 x Transphasic Torpedeo Launchers
3 x Tractor Beams
20 x Ion Cannon
Defences:
1,200 x PD Batteries
1,110 x AS Guns
900 x Heavy AS Guns
5 x Shield Generators
Starcraft Compliment
20 x Fighters
5 x Heavy Fighters
15 x Bombers
Ships in Class: 15
(APS Battle, APS Kursk, APS Raman, APS Helic, APS Fren, APS Unia, APS Trian, APS Preno, APS Collona, APS Kelis, APS Rattic, APS Gerania, APS Talla, APS Julic, APS Vicila)

-----------------
Name: Panther-Class (http://tobioh.deviantart.com/art/Ogame-Space-Ship-Wallpaper-55236297)
Type: Destroyer
Built by: Delan Shipyards
Size (Length): 610 meters
Powerplant:
2 x matter/anti-matter reactors
3 x Tranwarp Field Generators
Speed: Transwarp (Factor 10)
Crew: 750
Armament:
255 x Kinetic Disruptors
70 x Close Range Turbo-Blasters
3 x MAC Guns
18 x Triple mounted Turbo-Laser Turrets
1,400 x Transphasic Torpedeo Launchers
2 x Tractor Beams
10 x Ion Cannon
Defences:
1,120 x PD Batteries
1,100 x AS Guns
800 x Heavy AS Guns
4 x Shield Generators
Starcraft Compliment
20 x Fighters
10 x Bombers
Ships in Class: 15 (APS Panther, APS Lion, APS Tiger, APS Leopard, APS Wolf, APS Fox, APS Dingo, APS Hyena, APS Werewolf, APS Cheetah, APS Sphynx, APS Hellcat, APS Wildcat, APS Lynx, APS Cougar)



The ships of the APN are arranged into fleets. Some of these fleets are permenant garrisons on Alversia's colonies or patrol her space. On average a fleet will have between 7 and 9 ships, some of whom are Super Dreadnoughts and where they appear, they will act as flagships. There are three key fleets within the APN however. The largest is the Home Fleet which holds 29 vessels including many of the most powerful that the APN posseses. It is responsible for protecting Alversia itself from attack in conjunction with the Sparrowhawk. The next is the V fleet, a powerful fleet of 21 ships that patrols and guards Alversia's border of the DMZ. They work in conjunction with the Alumina defence forces, an Alversian Ally. The final key fleet is the Deep Space fleet. It is responsible for exploring space beyond the Republic's territory and expanding her knowledge of the Universe in general. It is also responsible for many first contact meetings. Though the DSF is classed as a 'fleet', it's vessels act independantly from one another and will rarely meet on assignment.


Fleet: Home Fleet
Location: Alversia
Commander: Rear-Admiral Alexander Cavourna
Ships: 39
2 x Strato-Dreadnoughts (APS Light of Hope, APS Light of Freedom)
3 x Super Dreadnoughts (APS Elegance, APS Electra, APS Endurance)
5 x Dreadnoughts (APS Crossfire, APS Castiron, APS Hawk, APS Condor, APS Kestrel)
5 x Battlecruisers (APS Fearless, APS Firedrake, APS Foxhound, APS Freedom, APS Invincible)
3 x AA Cruisers (APS Iron Duke, APS Iron Cross, APS Iron Lady)
4 x Cruisers (APS Scarlet, APS Amber, APS Unity, APS Harmony)
10 x Heavy Destroyers (APS Raider, APS Enclave, APS Brotherhood, APS Vault, APS Megaton, APS Khan, APS Beserker, APS Saxon, APS Barbarian, APS Gothic)
7 x Destroyers (APS Battle, APS Kursk, APS Raman, APS Helic, APS Wildcat, APS Lynx, APS Cougar)

Fleet: II Fleet
Location: Dela
Commander: Admiral James Banner
Ships: 8
1 x Dreadnought (APS Goshawk)
1 x Battlecruiser (APS Furious)
1 x AA Cruiser (APS Iron Maiden)
2 x Cruisers (APS Destiny, APS Symphony)
3 x Destroyers (APS Panther, APS Lion, APS Tiger)

Fleet: III Fleet
Location: Macronia
Commander: Admiral Marlon King
Ships: 7
2 x Dreadnoughts (APS Calypso, APS Centurion)
1 x Battlecruiser (APS Intelligence)
2 x Cruisers (APS Green, APS Lilac)
2 x Destroyers (APS Leopard, APS Wolf)

Fleet: IV Fleet
Location: Malacus
Commander: Admiral Martin Doherty
Ships: 8
2 x Dreadnoughts (APS Falcon, APS Peregrin)
1 x Battlecruiser (APS Forlorn)
1 x AA Cruiser (APS Iron Shot)
2 x Cruisers (APS Cerulean, APS Fuschia)
2 x Destroyers (APS Fren, APS Unia)

Fleet: V Fleet
Location: Alversian/Danaversian DMZ
Commander: Admiral John Reynolds
Ships: 21
1 x Strato-Dreadnought (APS Light of Joy)
2 x Super Dreadnoughts (APS Eclipse, APS Endeavour)
4 x Dreadnoughts (APS Colossus, APS Convertine, APS Champion, APS Constitution)
5 x Battlecruisers ( APS Indomitable, APS Indefatigable, APS Invicta, APS Intrepid, APS Irrestible)
1 x AA Cruiser (APS Iron Heart)
4 x Cruisers (APS Magenta, APS Jade, APS Ochre, APS Blue)
4 x Destroyers (APS Trian, APS Preno, APS Collona, APS Kelis)

Fleet: VI Fleet
Location: Gerral
Commander: Admiral Louisa McBride
Ships: 9
2 x Dreadnoughts ( APS Eagle, APS Vulture)
2 x Battlecruisers (APS Inflexible, APS Independence)
1 x AA Cruiser (APS Iron Banner)
1 x Cruiser (APS Grey)
3 x Destroyers (APS Fox, APS Dingo, APS Hyena)

Fleet: VII Fleet
Location: Miller
Commander: Admiral Joey Barton
Ships: 9
2 x Dreadnoughts (APS Catalan, APS Cerebral)
1 x Battlecruiser (APS Impregnable)
1 x AA Cruiser (APS Iron Arrow)
2 x Cruisers (APS Auburn, APS Celadon)
3 x Destroyers (APS Talla, APS Julic, APS Vicila)

Fleet: VIII Fleet
Location: Eathius
Commander: Admiral Hannah Sears
Ships: 11
1 x Super-Dreadnought (APS Erebus)
2 x Dreadnoughts (APS Buzzard, APS Sparrow)
2 x Battlecruisers (APS Icarus, APS Impulsive)
1 x AA Cruiser (APS Iron Tiger)
2 x Cruisers (APS Rhapsody, APS Melody)
3 x Destroyers (APS Werewolf, APS Cheetah, APS Sphynx)

Fleet: IX Fleet
Location: Alversian Space
Commander: Admiral Michael Bartlett
Ships: 9
1 x Dreadnought (APS Challenger)
2 x Battlecruisers (APS Formidable, APS Fury)
1 x AA Cruiser (APS Iron Ram)
2 x Cruisers (APS Intensity, APS Charity)
3 x Destroyers (APS Rattic, APS Gerania, APS Hellcat)

Fleet: Deep Space Fleet
Location: Unknown, scattered
Commander: Admiral Rio Jones
Ships: 12
12 x Cruisers ((APS Marshall, APS Adrian Cavourna, APS Evan Baxtor, APS Trezan Baxtor, APS Admiral Krystal, APS Foxfire Rose, APS Christian Caldwell, APS Amanda Jefferson, APS John Valour, APS Michael McKee, APS Katie Mullen, APS Sammie Gerrard))

Ranks

There are many ranks in the APN, all concerned with different roles aboard the vessel. The number of crew depends on the ship and so some ships may have more of one type of crewman than another. The roles within the Navy are varied, anything from Science Officer to a simple cleaner. However, all crew undertake a year and a half's worth of training in Illesia, with a combination of technical skills and pratical lessons, with these APN Crew are trained for any event that can occur in space. Crew are also trained to take over each other's roles should one of them be injured or killed in a battle. Once the initial training is complete and the crew have been assigned to their repective vessels, some may be taken off for further training in tactics and pshycology. These people then graduate as Ensigns and move into the universe on the bridge as junior Officers. If a Crewman wishes to be promoted further then his Captain must submit a request for a promotion as well as evidence from other's as to why they deserve to be promoted. Once it has been gained and processed, the APNHQ will decide if the Individual deserves the promotion in question. If the answer is yes, then the crewman is transferred back to the Officer's academy and undergoes the neccessary training and exams to ensure that the Individual is ready for their role. Once graduation has been achieved, then the Individual will be assigned to a new ship. The Individual can also transfer back to their old ship at any time simply by request. However, only with an exceptional record can one become an Admiral.

The APN wear a red tunic as standard with black trousers and yellow cuffs, although these can change depending on the type of service under which the Individual is serving.

Rating
Basic Crewman and the majority on the ship. These men and women man everything from the engine room to the cleaning equipment. They are armed with standard pistols and their training is the one that lasts the longest. They are also in charge of repairing and maintaining the systems under their control. They are the backbone, serving on every warship in the Alversian fleet. Aside from their pistol, most carry a knife or dagger of some form for use in case the ship is boarded. This is not Alversian standard Issue but many will turn a blind eye to it regardless.
Gunner
The Gunners are the gunners of the ship...evidently. They are responsible for manning and maintaining the weapons on the ship, including the turbolasers, the point defences and the close range weapons. All are manned by the Gunners. They, like the Ratings, carry pistols as standard issue but will also carry a knife of some kind for hand to hand combat. They wear the normal APN tunic but with white cuffs to indicate their position on the ship. They carry the same insignia as Ratings. Many Gunners are also very profecciant with more smallarms and many will double up as a second unit of Marines should the ship be board and they are not required elsewhere.
Petty Officer
Petty Officers are the NCO's of the Navy and they command the immediate crew in their area. Often, Petty Officer's may be given command of a certain section of the ship if an Officer is unavailable or there are no competant Officers remaining. Like all crew, they carry a standard service pistol but are given the option of carrying a shotgun-like weapon around them as well. However, many do not carry them on duty as they are cumbersome and unneccessary on regular patrols. However, in battle, they are devastating. However, unlike those below them, Petty Officers are permitted to carry long daggers as standard issue and many are put to good use throughout the Republic and her skirmishes.
Ensign
Ensigns are the most Junior of Officers aboard an APN warship. They are the Officers who have just graduated from the Officer's Academy and so do not have enough experience to command a station or to gain higher rank. Ensigns are usually deployed to the bridge where they operate the consoles around the Captain and so control the ship. These Ensigns are informally known as Bridge Ensigns. Other Ensigns, though, may be in others parts of the ship, depending on the role they intend to take upon the completion of their time aboard the various warships, for example, in Engineering or in the Gun Control Sections. Once the time has been filled, then the Ensign will return to the APN academy to sit their exams and to take more lessons to reach the rank of Lieutenant.
Lieutenant
Though, like the Ensigns, Lieutenants are junior Officers, they are more like the 2nd year of Junior Officers, consisting of Ensigns who have passed their tests and so are permitted to transfer to another ship where they will gain more intense experience in commanding a ship rather than simply controlling it. Lieutenants will often be second in command to the various Departments aboard a warship or indeed, commanding Ensigns who have just arrived and getting them used to the vessel. Again, once the required time is up, the Lieutenant can transfer back to the Officer's Academy to sit their exams for the next level of promotion. If not, then the Lieutenant may remain in his position as long as he pleases, meaning many Lieutenants are often far older than their rank would allow. The 'lead' Lieutenant on a ship is called the 1st Ensign.
Lieutenant Commander
Lieutenant Commanders are the lowest level of Senior Officers but it takes many years of both acedemic study and practical experience before a Lieutenant may reach this far into the APN hierarchy. Lieutenant Commanders are the heads of the various Departments aboard a ship and, as such, they also take command of the primary consoles during battle. The Officer's of the Watch are also drawn from the Lieutenant Commanders and, as all have extensive experience from their times as lower Officers, they are more than prepared to command a ship should the worst case scenario occur. Lieutenant Commanders are not just chosen on their acedemic merits and their practical experience but also their ability to think on their feet and outside the box, for often quick thinking is the best way to gain victory in combat or to assure survival. Many Officers will end their careers as Lieutenant Commanders and a few will progress further into the APN career ladder.
Commander
The Commander is a unique rank, for it is the only one that does not require a test or a period in the APN Academy in order to reach this level. All it takes for one to reach this level is to be a Lieutenant Commander, to have an excellent record and references from previous Captains as well as the current Captain, who must submit his promotion request to APNHQ, who will process the request and deliver either an approval for the promotion or a rejection. Commanders are the First Officers of the ship, or the XO in other Navies. He is in charge if the Captain is unavailable or incapacitated for some reason. They are also head of all Lieutenant Commanders on the ship and the one's who deal with crew problems.
Captain
The Captain is the commander of the vessel. He is overall command of all APN crew, along with the Junior and Senior Officers. He also outranks all Marine and APNAF Crew aboard his vessel, effectively giving them command over three seperate services of the Alversian Armed Forces. Captain's are unlike other ranks in that they do not need to take an exam before being promoted, though it is encouraged for the Captain to do her or her own research into the vessel they are to take command of and to know it's every system so as to be able to make the right decisions at the right time based on their own knowledge. After the second SASM War, many Junior or lower Senior Officers suddenly found themselves as Captains in order to fill the gaps that would have been taken by more senior officers who perished in the conflict. Though a Captain can only be promoted by an Admiral, the choice is still informed in the best interests of the ship, the individual and the APN as a whole.
Rear Admiral
A Rear Admiral is one step up from a Captain yet one step away from a full Admiral. Rear Admirals do as their name commands and protect the rearguard of a fleet or a convoy if need be. However, they are also the second in command of a fleet and have a seperate flagship from the Admiral, usually one of the smaller and less obvious targets in the fleet. Rear Admirals can only be promoted by the Grand Admiral and they must have a perfect service record, plus a history of commanding troops in battle. This way, the APN can ensure that even it's newest promotions know exactly what they are doing.
Admiral
Admirals are the highest position that one can climb in the APN hierarchy, the top of the tree, so to speak. Admirals command the fleets of Alversia and also make executive decisions about deployments and positioning of ships. They are similiar to Rear Admirals except that an Admiral must station himself on the most impressive ship in order to set an example to his Comrades. Like all APN Promotions, the potential Admiral must have a perfect service record, a history of commanding troops in battle, plus recommendations from fellow Officers or Witnesses to confirm the information. Once the request has been processed, then the APN Board of Admirals, made up of Senior Admirals both in the field and based in APNHQ, will send it's recommendations to the Grand Admiral and it is ultimately her choice as to what she picks.

Name: Alversian People's Naval Air Force
Commander: Air Marshall Pierre Garcon
Location of HQ: Real Vildes
Battlefield Task: Space Battles.
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The APNAF is one of the more modern services in the Alversian Armed Forces, having been formed after the split of the Alversian Air Force into two seperate forces. While the APAAF concerns itself with the support of the Army and all ground battles, the APNAF supports the navy and all space operations. As such, with the different ethics between the services, it is no surprise that they operate different spacecraft to the Army Air Force. The APNAF served during the SASM war, where it performed admirably, despite being totally outclassed by the more advanced SASM fighters. However, thanks to the influence of forward-thinking Air Mashall Johnson, the APNAF was made into a Professional Force long before the rest of the Armed Forces. With this in mind, they performed more than adequetely against the Danaversians in the first Danaversian War and have gone on to be the pinnacle of the Alversian Armed Forces, the example that quality always bests quantity. The APNAF prefers to operate small numbers of high quality vessels rather than going for the larger numbers of some bigger Navies.

Training to gain entry into the APNAF is long and difficult, requiring a Pilot's body to be in perfect shape, along with their mind and their reflexes. Training is hard from day one, with relentless exercises to get the Cadets into peak physical fitness. Once this has been accomplised, they are given a year's worth of lectures on battle tactics, their aircraft and various manouvers and technical data that a pilot will need once he is in the middle of a dogfight. The Pilots are then put through an extensive and energy-sapping VR course on their chosen spacecraft. Some will not sleep for up to two days in order to get as much practise as possible. The Pilots learn how to interact as a group to cover each other's backs but also how to act alone in case one should be split from the main formation. The Pilots are taught to fight with instinct rather than thought. A pilot is expected to instantly carry out any manouver needed in space. They are also required to know their aircraft well. The tests at the end of the Second Year of Flight School include a question on the vast amount of data on the Pilot's vessel while the Pilots are expected to know the layout of their cockpit by instinct and feel alone. Part of the test includes indentifying instruments with a blindfold on.

After two years of extensive preparation, the Pilots are finally let loose on their chosen craft. However, from here, training only gets more intense as constant missions, some lasting hours are carried out to test the Pilot's abilities in battle and in real combat situations. It is another year and a half before the Pilots can be commissioned and Squadrons assigned to their ships. All of this results in a formidable force that can rival any in the sector for both training and ability. Despite always being outnumbered, the APNAF rarely lets itself down.

The APNAF organises it's units into Squadrons, which consists of thirty spacecraft and led by a Squadron Commander. This is then subdivided into two flights of twenty spacecraft, commanded by a Flight Commander. The Flight Commander will be assisted in his role by a Flight Lieutenant, as will the Squadron Commander, while each Subflight of ten aircraft is led by a Flight Ensign. The Squadrons will be organised onto ships in Wings, led by a Wing Commander. In the case of a Dreadnought or bigger, where several Wings may be deployed, command falls to the Detachment Commander, who will take command of the craft and act as a Senior Officer aboard the warship in question. The basic outline for a Flight is that fourteen of it's fifteen aircraft will be combat ready, while the fifthteenth acts as a reserve in case of an emergency. As a result, twenty-eight of the Squadron's Spacecraft are always on ready alert, while two can be placed into action in case of an emergency. In each Subflight though, there are smaller pairings, known as 'Buddies'. This two craft formation is the standard unit in battle, in that there will be a 'Killer' in each formation and a 'Wingman' to protect him when he makes the kill. The result of such a small pairing is each flexibility, with each Pilot being given almost total control on how he fights his own dogfight. The result is lethal for the enemies of the People's Republic.

Name: XX/V-30
Type: Interceptor
Designer: Reynolda Aeronautical
Crew: One
Powerplant: 2 x Salorian IV Ion Engines
Armament: 4 x Heavy Blasters
2 x Missile tubes

The XX-30 is the stereotypical Naval Fighter and has everything needed in a dogfight to survive. It has excellent armour and shields, it is heavily armed thanks to it's four heavy blasters and it has more than enough speed and manouverability to survive thanks to it's twin engines, mounted in the rear fugelase of the vessel. Designed in Illesia by famed Spacecraft builders Reynolda Aeronautical, the fighter was designed to replace the old XX-28 in service and is often in the frontline of combat. It's only real disadvantage is a lack of range, with the absence of a hyperdrive or any FTL propulsion. However, as it is designed for fleet battles and service aboard the ships of the Navy, it is considered an unneccesary device though transwarp generators make this a mute case. The APNAF is rightly proud of the XX-30 and it is a symbol throughout the Alversian Sector of Alversia's strength and technological ability.
Like the other Starcraft in the APNAF, it is controlled from it's Mothership via Virtual reality, meaning that the pilot is never risked in actual combat.


Name: XX-28
Type: Interceptor
Designer: Reynolda Aeronautical
Crew: One
Powerplant: 2 x Salorian III Ion Engines
Armament: 4 x Heavy Blasters
1 x Missile tube

Though it has been surpassed in ability by the XX-30, many Alversian ships and colonies, especially out in the quieter parts of the Alversian Sector, have continued to use the older but still as reliable as ever, XX-28. The XX-28 has been in service for a great deal of years and, thanks to it's layout, is now used as a trainer for the brand new XX-30. The XX-28 still has what it takes to dogfight in modern fleet battles, with a combination of speed, armour, firepower and manouverability. It is not uncommon to see both sets of fighters side by side and, while the XX-30 obviously has an advantage, the XX-28 is not so old so as to be obsolete. Many pilots prefer it's steady handling and quick to use controls in a dogfight and a few have remained with the fighter rather than upgrade. Despite this, it is more than a match for the latest Congor fighter of the Danaversians and can outfight any of the nations on Alversia's border, many of whom are operating ex-Alversian XX-24's. Armed with four heavy lasers and one misile tube, the XX-28 is still well more than capable of mixing with the bad guys.

Name: XH/V-133
Type: Heavy Fighter
Designer: Copurican Spacecraft Co.
Crew: Three
Powerplant: 4 x Davidas Ion Engines, 1 x Mark III Hyperdrive
Armament: 6 x Heavy Blasters, 2 x Repeating Blasters (Rear mounted)
6 x Missile tubes

When it comes to dishing out the damage of the APNAF, then the XH-133 is the weapon of choice for the fleet. Classed as a 'Heavy Fighter' due to both it's weight and it's armament, the XH-133 is designed for fleet missions that are out of range of the smaller XX-28 and XX-30. The Fighter is commonly used as a scout and as a Convoy escort, for it's armament allows it to take on anything as big as a Frigate or Corvette and stand a good chance of victory. However, this, along with it's heavy armour and extensive shielding, mean that it is not equipped for dogfights with lighter Interceptors, though it more than capable of doing so. Like all APNAF craft, it has it's own shield and crew compartment for emergency ejection, should the Fighter be too badly damaged to survive. It's offense armament, means it also doubles up as a bomber in case of fleet actions and has come to known as the 'fighting bomber' in Alversian circles. Big and not especially pretty in comparison to it's sleeker cousins, the XH-133 has also gained the nickname the Chump with a Thump. It also has an extensive sensor array, should it be needed to carry out scouting missions out of range of the fleet.
Like the other Starcraft in the APNAF, it is controlled from it's Mothership via Virtual reality, meaning that the pilot is never risked in actual combat.

Name: XB/V-160
Type: Dive Bomber
Designer: Copurican Spacecraft Co.
Crew: Two
Powerplant: 2 x Davidas Ion Engines
Armament: 2 x Heavy Blasters, 2 x Repeating Blasters (Rear mounted)
12 x Missile tubes

The XB-160 is the offensive edge of the APNAF and is dreaded throughout the Alversian system by Pirates and Mercenaries alike. It is classed as a Divebomber because will literally dive onto an attacking ship, seeking to hit critical systems with a mixture of DP missiles and standard weapons. They will then pull out of the dive and return to position above the fleet battle, out of range of AF systems. To this end, the Bombers are also fitted with sirens, which emit an ear-splitting wail when going into a dive. Obviously, this only works in atmospheric conditions, but the effect on any targets below can be devastating. Like the XH-133, the XB-160 is equipped with a full sensor array and it is more than capable of doubling up as a Space Fighter if the need arises. The XB-160 can also be deployed in standard battles alongside the other fighters and is more than effective in any situation thanks to intense shielding to protect it from the heaviest of enemy fire.
Like the other Starcraft in the APNAF, it is controlled from it's Mothership via Virtual reality, meaning that the pilot is never risked in actual combat.


Name: Alversian People's Marine Corps
Commander: Marine Marshall Gerry Hamilton
Location of HQ: Illesia City
Battlefield Task: Shipbourne security
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The Alversian Marine Corps (APMC) is another independant arm that makes up a, sometimes confusing, whole within the umbrella of the APN. Like the APNAF, the APMC operates very closely with the Navy yet has it's own doctrines, it's own training and it's own methods of organisation. The Marine Corps is one of the youngest Alversian Services, not coming into existence until during the first Danaversian War. Until this point, it was assumed that the crews of any warship would be capable of fighting off an Invader, given the proper training and equipment. As neither was forthcoming in the small and poorly funded APN, this turned out to be a less than ideal solution. The conflict with the Danaversians merely added to this assumption as Crews found it impossible to similtaneously repel a boarding party and maintain the ship in a battle condition. Therefore, at the end of the war, following experiments launched throughout it's final stages, the Marine Corps was proposed and approved by the Alversian Senate.

The Marine Corps performs four functions when on active Duty, though only one is constantly enforced during peacetime. The Marine's first role is to act as ship-bourne Security. They will maintain patrols of a vessel, they will solve disputes between the crew and they will guard all essential areas of a ship, including the armoury, the critical systems and the Brig of a warship. This is a role that is always fufilled at all times, even when the vessel is not at war. The other two roles, though not always, are usually performed during war time and are roles that the Marine Corps has become very effecient at.
Their second role is to defend a ship against Boarders or any hostile forces that may have come aboard. As such, they are relentless trained to fight in any conditions, in any part of any APN ship, with any combination of casualties and battle tactics. Most often, Drill Commanders will take pleasure in starting a simulation with the Marines on the Backfoot of battles, may it be with supreme casualties or with most of the ship occupied, then watching as they clear it effectively and effeciently. The Danaversians, against whom the Marines have had the most practise, have openly changed their policy from one of boarding actions to one of long ranged combat, after Captains became fed up of sending dozens of boarding parties aboard a vessel, only to have them swallowed up by the counter-attacking Marines. Marines are trained to act and to think for themselves in battle, as well as looking out for a team, the result being a highly flexible Individual who can be deployed in any arena and stand a chance of victory.
The third role of the Marines is the opposite to their second role, while defence of a ship is the Marines' top priority, they will also occasionally engage in offensive operations to secure an enemy vessel. This manouver, in modern combat where battles take place at a range of thousands of miles, is rarer than previously used, but the Marines are still more than capable of boarding an enemy ship, using a combination of stun gases and personal shields to guard against ambushes and battle droids, both common in modern starship defence systems. Though not usually performed, this is still within Marine training is more often used against Smugglers or Pirates who have a precious cargo that cannot be lost in a straight battle of warships.
The final role of the Marines is another that was not intended by the first Marines but has been indoctrinated into the service regardless. It is the role of ground battles. Often, when in war, faster warships will outstrip slower and larger Carrier ships containing the Troops of the Army. In the case of a critical battle, Marines can be deployed as an emergency ground force, though caution must be advised as the Marines are not equipped for anything other than space battles or limited ground battles. They are better employed in city or forest fighting, where the natural claustrophobia of the battle will narrow the odds more in the Marines' favour.

Training is not dissimiliar to the Army, except that the Marines are also trained to fight on ships of all kinds and using all sorts of battle techniques. The troops even employ the same strong and flexible armour of the Army, except they paint their's blue rather than the Army's green. They are both armed with the same version of the Army's battle rifle and so the Marines are capable of all settings of fire, though Setting three, the most powerful shot, is not advised against Boarders as the blast will do as much damage to the ship as to the Attacker

Like the Army, the Marine Corps is arranged into Units of Five troops each, commanded by a Marine Sergeant, on warships though, a Unit may also be classed as a Team for Security purposes. Unlike the Army though, the need of Marines to station everything from Destroyers to Strato-Dreadnoughts, means that their highest Offical formation is the Marine Company, commanded by a Marine Lieutenant, who is also a Senior Officer aboard the vessel and consists of 50 men, including the Lieutenant. Officers are unique in the APMC in that they do not carry a pistol like the Army but rather rifles so that they can participate in ship-based battles with their men. The assembled Companies of a warship's compliment is known as a Detachment, commanded by the Senior Lieutenant.

Marine Unit (or Team)
5 x Men
Commanded by a MARINE SERGEANT
1 x Marine Sergeant (Rifle)
1 x Assualt Marine (Missile Launcher)
2 x Marine Troopers (Rifle)
1 x Heavy Marine (Heavy Blaster)

Marine Company
50 x Men (10 x Units)
Commanded by a MARINE LIEUTENANT
1 x Marine Lieutenant (Rifle)
10 x Marine Sergeants (Rifle)
10 x Assualt Marines (Missile Launcher)
20 x Marine Troopers (Rifle)
10 x Heavy Marines (Heavy Blaster)



Name: Alversian People's Drooptroop Corps
Commander: Drop Commander Jermain Fuller
Location of HQ: Illesia
Battlefield Task: Rapid attack/Shock troopers.
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The Droptroop Corps is the shock arm of the Alversian Armed Forces, their strike weapon and their ace card in the battlefield. The Droptrooper Corp is the youngest of all Alversian Services, having fought in it's debut war against the Korr in the Korr War along the Jomstar moons in the Alversian Campaign of the same name. This region of Korr Space, filled with rocky moons and powerful fortresses, represented a challenge to the Alversian forces under the command of General Herman Jacobi. They did not have the time to lay siege to each of the fortresses and wait for months for them to fall. By the same measure, they did not have the troop numbers to attack the prepared positions manned by forces that outnumbered them and were based on strong positions, waiting for the Alversians to waste themselves against the walls and turrets of the Korr fortresses. However, as it turned out, General Jacobi pioneered the use of the Droptroop, a rapid deployment/assualt force that hits the enemy where it hurts and when he least expects it.
The basic premise of the DropTroops is that they will be deployed in small ships of around fifty men or so that will hit the atmosphere the planet and fly through it at just under the speed of light. They will maintain this speed for around .5 seconds then they will start to slowdown rapidly. The dropships do not have shields, only advanced armour that protects the ship on impact. The ship also possesses immensely powerful and complex Inertial dampeners that also stops the crew from being minced upon hitting 'combat speed' as it is known. The ships will then hit the surface and grind to a halt, within the Enemy's fortification, where the Droptroopers deploy and proceed to cause as much havoc as possible, hitting everything from internal defences to the troops facing the wrong way, expecting an attack from outside, not within. With the defences then pounded and hard hit, the rest of the Army and Air Force can move in to mop up and complete the victory.
The deployment of the Droptroops is not an idol task and requires intensive planning and preparation for both the planners and those that are planning to take part in the landing. The Droptroops, despite being placed in so much danger, often suffer relatively light casualties due to intensive training and preparation for each mission, with training focusing on individual inititive and choatic battles. In training, units will often be mixed up in the middle of a battle, men will be similuted to be killed and others will be instructed to be wounded while the others tried to fight in the pitch black with no aides and no guide but their own instincts and the reports of their own team mates. This training, while extremely difficult and draining, does result in a unit that is more prepared to fight as an Individual rather than a team and so, is more than flexible. Droptroops can suffer intense casualties, lose much of their equipment and even be scattered across hundreds of miles, yet they will still be odds on to complete their mission successfully, as enemy troops will find it difficult to pin down men who are masters of all terrains and subtle strikes if need be.

The Droptroop Unit is unique from the other Units in the other Alversian Services in that is consists of only four men rather than the five of the Army or Marines. The reason being that being able to split into smaller pairs allows for much more flexibility in a choatic battle at close quarters. The biggest unit of Droptroops is the Detachment, which consists of exactly 4,000 men. The Droptroops is also the only unit where all Officers, from the lowest Droptrooper to the highest rank Droptroop Major carry battlearms as standard, with the Alversian battle rifle as standard issue throughout. The Droptroops order of battle is outlined below:

Droptroop Unit
4 x Men
Commanded by a DROPTROOP SERGEANT
1 x Droptroop Sergeant (Rifle)
1 x DropAssualt Trooper (Missile Launcher)
2 x Droptroopers (Rifle)

Droptroop Platoon
20 x Men (5 x Units)
Commanded by a DROPTROOP LIEUTENANT
1 x Droptroop Lieutenant (Rifle)
4 x Droptroop Sergeant (Rifle)
5 x DropAssualt Trooper (Missile Launcher)
10 x Droptroopers (Rifle)

Droptroop Section
40 x Men (2 x Platoons)
Commanded by a DROPTROOP CAPTAIN
1 x Droptroop Captain (Rifle)
1 x Droptroop Lieutenant (Rifle)
8 x Droptroop Sergeant (Rifle)
10 x DropAssualt Trooper (Missile Launcher)
20 x Droptroopers (Rifle)

Droptroop Company
800 x Men (20 x Sections)
Commanded by a DROPTROOP CAPTAIN
1 x Droptroop Commander (Rifle)
20 x Droptroop Captain (Rifle)
19 x Droptroop Lieutenant (Rifle)
160 x Droptroop Sergeant (Rifle)
200 x DropAssualt Trooper (Missile Launcher)
400 x Droptroopers (Rifle)

Droptroop Detachment
4000 x Men (5 x Companies)
Commanded by a DROPTROOP MAJOR
1 x Droptroop Major (Rifle)
5 x Droptroop Commander (Rifle)
100 x Droptroop Captain (Rifle)
94 x Droptroop Lieutenant (Rifle)
800 x Droptroop Sergeant (Rifle)
1,000 x DropAssualt Trooper (Missile Launcher)
2,000 x Droptroopers (Rifle)

Name: Alversian Guards Regiments
Commander: Guards General Michael Hamburg
Location of HQ: Illesia
Battlefield Task: Alversian Elite Troops

In the Alversian Military, the Guards are the elite of the Army, the best troops that the Army has are usually concentrated into these Battalion. There are two Regiments of Alversian Guard units, the first Regiment are the Colstream Guards, the oldest standing military unit in the Alversian Armed Forces, originally a part of Trezan Baxtor's Republican Army before defecting to the People's Army. It is the unit that Trezan Baxtor himself personally commanded. The Colstream Guards are joined by the Grenadier Guards, the oldest Unit of the old People's Army. Together, they form Alversia's elite military units. Being the Elite, they do not follow the rules of the other Battalions composition and so are bigger standard size than an average military unit. Though there are only two Battalions per Regiment instead of four.


ALVERSIAN GUARDS BATTALION:
8059 x Troops (11 x Regular Companies, 2 x Grenadier Companies, 2 x Light Companies)
Commanded by a LIEUTENANT COLONEL

1 x Lieutenant Colonel (Pistol)
3 x Colonels (Pistol) *Each Colonel will usually take command of half the Battalion each in battle, under the supreme command of the Lieutenant Colonel of course.
1 x Regimental Sergeant Major (Pistol) *Helps to co-ordinate the NCO's with Senior Officers and is responsible for parade dress. A senior Sergeant, in other words.
15 x Majors (Pistol)
150 x Captains (Pistol)
150 x Lieutenants (Pistol)
300 x Sergeants (Rifle)
1,200 x Corporals (Rifle)
3,975 x Infantry (Rifle)
1,515 x Support Infantry (Heavy Blaster)
360 x Heavy Infantry (Missile Launchers)
150 x Snipers (Sniper Rifle)
240 x Mortar Troops (80 Heavy Mortars)
Alversia
19-11-2008, 13:38
Culture

1 - What is the legal drinking age?
19 years old

2 - Driving age?
19 years old, but teens may recieve their permits when they turn seventeen

3 - Age of sexual consent?
19 years old

4 - Voting age?
19 years old

5 - At what age would someone become an adult (free from parental control)?
19 years old

6 - What types of recreational drugs (if any) are legal? -

- Tobacco - Generally not that popular, modified to reduce or remove dangerous chemicals and effects of second hand smoke

-Alcohol - legal, moderately popular. Alversians have powerful livers and kidneys and can hold their drink very well. Despite this, most Alversians will only take drinks in Social occasions to celebrate a special occasion.

- Caffeine - Very popular, drunk by most of adult Alversian population, provides stimulant for short periods and is often taken in the morning before a heavy day's work.

7 - Can people have guns?
Limited to handguns only. Must carry a Police tag so it can be disabled by local Police in case of an emergency

8 - Do you have the death penalty?
Only for the military and high treason

9 - What is the speed limit?
Depends on location, usually thirty in a built up area

10 - What types of religions would are permitted or restricted?
All are legal, so long as they do not violate the rights of members or the population in general

Which of the following are be legal?

11 – Porn Legal

12 - Prostitution Legal but rare. There is little need for it on Alversia. Frowned upon and heavily regulated.

13 – Polygamy Legal but rare in practise. Most Alversians prefer to marry only one Partner

14 – Homosexuality Legal

15 - Cloning Legal only for growing replacement parts. Full body cloning illegal without special and rare Government permit.

16 - Cock Fighting? Animal cruelty is dealt with severely on Alversia.

17 - Slavery? Highly Illegal, can result in Prison term for life.

18 - Hunting? Legal but rare and regulated

19 – Fishing Legal and popular. Also regulated

20 - Eating meat? Legal and popular

21 - Littering? Illegal, frowned upon with heavy fines

22 - Unisex bath/lockerrooms Legal but not popular outside Kitsune areas of the planet

23 – Suicide Illegal, frowned upon and actively discouraged

24 - Gay marriage Legal

25 – Abortion Legal but rare

26 - What types of sexual activity (if any) are illegal?
Rape and molestation can land offending party in prison for life.
27 - Is your country's/culture clothing optional or mandatory?
In the privacy of one's own home, nothing is illegal, however, decency laws request the population wear at least one item of clothing to shield the private reasons. The rest is to the Person's descretion
28 - Would you have obscenity laws? No.

29 - What system do you have for taxes?
- Income tax? Citizens pay 4% tax, residents pay a flat 10%; resident citizens of another nationality pay 10%

30 - Sales tax?
Between 3 and 10%, varying on the product and source in question.

31 - Import/Export tax?
About 5%

32 - What is the criterion for someone to pass to become a citizen?
Take an Alversian exams including Lie Detector Test and criminal background search. Other than this, there are no requirements.

33 - What types of people do you allow (or not allow) into your country?
All are allowed, though some Calaverans may be looked down upon. Those with certain criminal records are detained until it can be confirmed they are not on the run or wanted for any outstanding crimes, if not, then they are permitted inside

34 - What type of government are you? Democratic Republic.

35 - To what degree is your government allowed to censor or restrict the media?
Person's right to privacy is upheld. Other than this, it is up to the Media if they want to broadcast the news or not

Religion
The Alversian Religion is known as Douronomy, is the worship and belief in a single God, who the Alversians believe created, not the Universe but the means for the Universe to be created. He manifests himself in the small things that Alversians do everyday, such as kind deeds or words as well as morally correct decisions. The worship of this single God, known as God, is not encouraged in public, though there are churches for worship if one wishes it. It is believed that God prefers to speak to each person individually rather than in a crowd. There are few prayers, as it is thought that a personal prayer is much better than anything that could be ordered to be spoken. The leader of the Alversian Church is also the Prime Minister.

National Anthem
The Alversian National Anthem 'My heart will go on' was written one hundred years ago and is based on the old myth of how Alversia always follows those she loves and how every Alversian's heart belongs to the land. It is sung at state occasions. Usually by the entire crowd as all Alversians learn the anthem out of respect:

Every night in my dreams
I see you, I feel you,
That is how I know you go on

Far across the distance
And spaces between us
You have come to show you go on

Near, far, wherever you are
I believe that the heart does go on
Once more you open the door
And you're here in my heart
And my heart will go on and on

Love can touch us one time
And last for a lifetime
And never let go till we're one

Dear Love I love you
One true time I hold to
In my life we'll always go on

Near, far, wherever you are
I believe that the heart does go on
Once more you open the door
And you're here in my heart
And my heart will go on and on

You're here, there's nothing I fear,
And I know that my heart will go on
We'll stay forever this way
You are safe in my heart
And my heart will go on and on

Birth
Upon the birth of a newborn infant, if they are not required to spend time on life support, then they are ready be taken home by their parents. There are no requirements to have the child blessed by a Priest if they do not want to have it done. However, many will usually have this done before leaving the hospital. A name will be given to the child on the same day that he is born, usually the first time the Mother holds her child. An Official naming ceremony takes place five weeks after the child has been born.

Dating

Dating amongst Alversians takes place in a standard fashion. The Man shall approach the Girl and ask her out for a date. If the Girl agrees then they shall arrange a place to meet. If this goes well and both enjoy the occassion, then they will do it again. This is a standard practise. After a set number of dates, then the man may class the girl as his 'Girlfriend' and vice versa.

Marriage
Proposals are conducted by the Male asking the female to marry him. If she agrees, then she will be presented with either a bracelet or a ring, depending on the Male. They are then 'engaged' for a set time, depending on what the couple have agreed. They will then travel to the church and be married in both a religious and civil ceremony. They will be blessed by a Priest, then they will sign a Regestar to state that they have been married officially by the State.

Death
When an Alversian dies, he is taken by his Family and buried in a traditional manner. It is normally custom to bury the individual within a family graveyard where possible, in the company of his deceased relatives. Other than this, there are no real customs to be upheld, except that the grave must be properly maintained at all times. A salute must also be given to a military grave while a simple touch of the heart to a civilian grave will suffice.

Past times
The most popular past time of the Alversians is a sport known as Gaelic Football, played and supported by nearly all of the sporting population of Alversia and her colonies. Gaelic football is played by teams of 15 on a rectangular grass pitch with H-shaped goals at each end. The primary object is to score by kicking or striking the ball with the hand and getting it through the goals. The goals are shaped in a 'H' shape. Scoring above the bar equals one point while scoring below the bar equals 3 points. The team with the highest score at the end of the match wins. Players advance the ball up the field with a combination of carrying, soloing (dropping and then toe-kicking the ball upward into the hands), kicking, and hand-passing to their team-mates.
The primary league on Alversia is the Superleague, with thirty teams from all over the planet and it's colonies playing in a round-robin format continiously. The biggest match at the end of the Season is known as the Summer Slam, when thousands of teams have competed throughout the year and only two are left. These two will compete in this final match to decide the champion of Alversian space. The match is usually attended by over three hundred thousand people and watched by billions more. It is a major social event on Alversia, going so far as to be a national holiday.
Virtual Reality simulations, are the biggest past time on Alversia. They are popular because of their flexibility. Indeed one can do anything one desires in a holo-chamber, from adventures to merely relaxing. Holo-chambers are located in Holo-facilities and can be rented out for a few hours at minimal cost. There are a few ground rules and the punishments for these range from a fine to life imprisonment.
Reading is another passtime is common on Alversia. Fiction, and indeed reading in general, is the most common thing you would find an Alversian doing. The people as a whole are great readers and enjoy it immensely.

Law Enforcement

Law enforcement within Alversian space is carried out by two Agencies, both independant of the other and both performing different tasks to the other. Despite their similarities to the Military forces of Alversia, they are not part of the APAF and so are not classed as seperate military services, though both have the weapons and organisation to match the military.

Name: Alversian Customs and Duties Agency
Leader: Harriet McCray
Location of HQ: Illesia City
Task: To patrol and monitor all Merchant traffic entering and leaving Alversian Space. Spaceport Security


Alversian Customs, though not a member of the Alversian Armed Forces, is at least as effective a force as their military Brothers. The Customs Agency was created not long after Alversia gained her independance and it became necessary to monitor incoming traffic and peoples from other planets in the Sector. At first, the Customs Agency was a small and limited force, unable to compete politically with the bigger institutions such as the Navy and Army. They were limited to merely searching new Arrivals at the Various Spaceports, without even a space force or weaponry of it's own. However, following the Danaversian War, after poor performances from all branches of the Military, the Customs Agency was able to make some headway for itself. To that end, they were able to secure permission to build up a small fleet of Customs vessels to help patrol Alversian shipping lanes and arming itself more extensively to help protect the Space Ports from potential threats. Often referred to jokingly as 'The Poor Man's Marines', the Customs force is organised in a similiar fashion and armed in the same way as their Shipborne Counterparts. Customs also gained a reputation for relentless pursuit of Criminals or Smugglers and an extensive network of Spies within the Underground to keep an eye out for any potential Enemies of the Republic.
Despite their entensive Co-Operation, the ACDA and APN have often clashed in the areas of space Authority, where the Customs have contested the Military Rule that Naval Captains always have Authorities over Customs Lieutenants. The Debate went to the Senate where, in a vote, they elected to maintain the Status Quo and continue the tradition of Naval Officers have authourity over Customs Officers.

Alversian Customs use one type of Frigate, a vessel designed by Ilveri Shipyards specifically for the Customs Agency. The F-Class Frigates do not have names like their Naval Counterparts but are simply numbered upon completion. They are powerfully armed and armoured, being fast enough to run down any Raider that may attempt an incursion into Alversian Space. They are usually crewed by 40 men, of which 10 will be used for manning and maintaining the Frigate and the other 30 are Customs Troopers for boarding Operations. Despite their powerful weapon, Alversian Customs ships will rarely operate alone, working in groups of four or five, bigger if need be, to secure supremacy over any attacker.

Name: F-Class
Type: Customs Frigate
Size (Length): 150ft
Weight: 5,000 tons
Powerplant: 1 x Matter/Antimatter Generator
Speed: Warp 11
Crew:
10 Crew (Commanded by a Lieutenant)
30 Customs Troopers (Commanded by a Sergeant)
Armament:
2 x Phase Cannons
2 x Missile Batteries
Defences:
Mark IV Shield
4 x Point Defence Batteries
8 x Double mounted Repeating-blaster turrets

Name: Alversian Police Force
Leader: Jamie Hamilton
Location of HQ: Illesia City
Task: Maintaining Law and Order on Alversia and her Colonies

The Alversian Police Force, (APF), is the standard law enforcement Agency for Alversia and for all of her colonies. The Police Force was not created for some time after independance, the Republican Army maintaining law and order in their own personel sectors. However, this lack of centralised Government caused numerous problems, including but not limited to, the creation of Warlords who used the Republican Troops under their command as a Personal Army. Even after the eventual defeat of the Republicans by the People's Army in the Alversian Civil War, it took many months before the whole planet was rid of Republic Strongholds and the People's Army could proclaim itself the only Armed Force left. After the Civil War, the Police Force was created to maintain law in the smaller towns throughout Alversia while the Army was used in the City. However after the SASM and Danaversian Wars, when the People's Army was stretched to breaking point and lacking the manpower to continue it's role as Enforcer, the Police Force became more prevalent. Since then, the People's Army has given up all peace keeping roles and handed it over solely to the Alversian Police Force.
Alversia
19-11-2008, 13:38
Politics

Alversia is a totally Democratic Society, where the people's input is important in the running of the entire Country. This includes all the colonies of Alversia who have their own Representitives in the Alversian Senate. The massive Senate building is based in Illesia City, the seat of power for the Government. The Senate Complex contains utilities, shops, restaurants and even it's own Newspaper, Police Force and Fire Department. It is also home to 25,000 Senators from districts all over the Home Planet itself and the various colonies as well as Minorities on Xiscapia and her Colonies as well. A District can hold as many as 50 million people or as few as 500. A Senator is elected from each District once every five years and must have a proven record if he is to be allowed to stand. The Alversian Political system is unique in that Politicans are not members of an individual party, for it is completely embedded in the Alversian physe to improve the lives of those around them for the betterment of everyone. As a result, all Politicans work towards a common cause, even if they do not always agree on every issue. Votes are put through the Senate after several days or weeks of argueing the point.

Every ten years, the Alversian Senate picks one of it's members to become the new Prime Minister of Alversia. The chances of being put forward to be a Candidate are slim and, as a result, there are normally only two or three candidates every Election time. The Prime Minister Candidates will campaign for six months before the election, after which the Candidate will be inaugarated into as Prime Minister and will move to the Prime Minister's house in Illesia City and from there take a more influential role in the Alversian Senate.
Alversia
19-11-2008, 13:39
Allies and Enemies

Allies

The Alumina

The Alumina are the Alversian's oldest Allies. One of the first races that Alversia made contact with after her liberation and first exploration of the sector. The Alumina were found by accident, when Alversian Scout ships ran into one of their battleships. However, despite the friendly approaches of the Alversians, it was soon clear that the feeling was not reciprocated by their new Allies. This initial feeling of contempt was not helped with the Alversians blundered their way into the Alumina War. It appeared that the Aluminan Empire was in the middle of a war with a large and rising Empire known as the Danaversian Empire. As it turned out, the Alversian contribution to the war was poor, with their armed forces performing badly against technologically superior and more experienced troops of the Danaversian Empire. However, following the war, the Alversians and Alumina worked hard together and have managed to repel multiple raids, though the Alumina were no longer the power they were, both have benefited from knowing each other, though the Alumina are as likely to admit as they are to smile. They have retreated completely into their own system, gathering resources for their next war rather than exploring the Galaxy. It is unknown the extent of their knowledge, but they are an intellectually superior race, whose smugness and arrogance is rivalled only by their abilities with technology.

The Xiscapians

Though the Alumina are Alversia's oldest Allies, their closest by far are the Xiscapians. The two People's met almost by chance. The Xiscapians sending out a probe with distress signals, telling of a devastating war between the Xiscapian Empire and a larger, more ruthless Korr Supremacy. The Alversians picked up this probe and came to the aid of the struggling Xiscapians. The war was costly to the Alversians, with over a million dead in the defence of Xiscapia. However, the result of this was an unbreakable bond between Alversia and Xiscapia which has endured multiple assualts against both people's as well as a long Civil War. Xiscapians are a highly noble race who place a high emphasis on honour and freedom. They are a fiercely loyal people and it is not doubted that both Alversians and Xiscapians, whose technology and culture has intermingled extensively, will continue to co-operate well into the future.

The Tanarans

The Phoenix Empire may be a new encounter for the Alversians, but both sides have proven that they are more than compatible as a result of their similiar philosophies and viewpoints on life in the galaxy. The Phoenix Empire is one of immense power and wealth but despite this, they have remained humble and are more than willing to forge an Alliance with the People's Republic.

Ferrans

The Ferran Confederacy are one of many civilisations that inhabit the Alversian sector. They are also one of the least receptive to the Alversian influence, mostly thanks to a government run by Mobsters and corrupt Officials. Alversia has restricted her influence to advice only, not even attempting to land troops on the surface but content to allow the planet to sort it's own problems out. The Navy, however, has been extensively modernised and operates for purely patriotic purposes, unlike the Army or Police. The Navy is equipped with old Alversian equipment and the planet, as a whole, is slowly moving towards restoring power to a Democratically elected government and taking it away from the mob.

Macronians

The Macronians were not previously a unified planet, instead made up of a variety of smaller City States that spent as much time fighting each other as they did the Natives who lived on the planets vast, barren desert. However, with help from the Alversian Army, in combination with a Diplomatic mission from the Xiscapian Empire, helped in restoring peace to the planet and unifying them into a single Government, running a smaller version of the Alversian political model. They are now one of Alversia's strongest Ally's.

Enemies

SASM

The SASM are a terrifying race that has twice threatened the very survival of the Alversian Republic and the people who inhabit it. Both times, they were fought off with heavy losses to the Alversians themselves. The SASM were a combination of Man and machine, using the brain as a giant processor to run their massive hordes of Android like beings, known as Bioroids. Their ships were almost unstoppable, laying waste to entire fleets with relative ease and sucking up colonies like they were nothing. However, both times they have been defeated and it is now assumed that they are extinct. However, nothing can be certain when dealing with this race.

Danaversians

Of all of Alversia's Enemies, the Danaversians have to be the most persistant and the one that has caused Alversia the most pain, to the point where 20% of Alversia's Naval forces maintain a constant DMZ with them in case of a renewed attack. No one is sure just how vast the Danaversian Empire is, for it stretched far into unknown space and it's Inhabitants must number in the trillions if anything. What is known is that they despire the Alversians and their Allies with a passion and have a single minded determination to gain victory and add Alversia to their already vast Empire.

Republican Army

The danger posed by the Republicans posed to Alversia must be measured in terms of context. The Republican Army and People's Army fought for control of a fledgling planet and the right to dictate the future of Alversia. Of all of Alversia's threats, the Republican Army came closest to destroying it, for they had the People's Army on the back foot for a long while before Trezan Baxtor and Adrian Cavourna were able to take control of the situation and reversed the military situation. After the second Civil War, the Republican Army failed to exist as a fighting force.
Alversia
19-11-2008, 13:39
Famous People

Name: Alexander Graham Cavourna
Age: 35
Rank: Rear Admiral (APN)

Of all Alversians alive today, Alex Cavourna is one of the most notable. Born in Illesia City, young Alexander was a dramatic failure at school while excelling at sports. Popular, he was arrogant, confident and generally selfish. However upon the death of his father, Cavourna realised that his life was heading for a dead-end and, depressed, he enlisted in the People’s Navy. Cavourna flew through basic training and was recommended by his Instructors to the Officer’s Training Academy. Although he lacked the intellectual abilities of his peers, Alex impressed with his determination and extreme bravery as well as a quick wit. Alex passed through the Academies with flying colours, graduating at the age of 25 at the rank of Ensign.

Cavourna was assigned to the Indiction Class Cruiser Infidel and served during the 10th Danaversian War. During this war, Cavourna won glowing reviews from all Officers he encountered and was soon promoted to 1st Lieutenant. However, during the Battle of Sector 123586, most of the Infidel’s bridge crew was killed, leaving Cavourna in charge. Despite his inexperience, Cavourna was able to destroy two Danaversian Barracuda’s using a tactic later named as the ‘Cavourna slide’. In which the ship would dart quickly to the side, out of the way of the enemy’s own guns and into the range of your own. For his bravery, Cavourna was promoted to Captain and given command of a new Crossbow Class Dreadnought, the Crossfire

Cavourna’s first job was to recruit a 1st Officer and, much to dismay and confusion of Naval Headquarters, he chose an Ensign from a destroyer in the far reaches of space. Not only was she an inexperience ensign, she also had a history of mental trauma. Cavourna decided to ignore the advice of his friends at ANHQ and promote her anyway. Since then, the Crossfire was tasked with patrolling the Danaversian DMZ. However, she was called into action during the 11th Danaversian War, servicing as the flagship of Task Fleet Alpha along the border. She took part in the battles of Sector 213576, 213794 and 213447. She also participated in the liberation of the Valdivia Colony under Cavourna’s leadership. Here, her performance won glowing reports as did Cavourna’s leadership. Following the conclusion of the 11th Danaversian War, the Crossfire was dispatched to the Xiscapian system to combat a new pirate threat. Following his bravery in the Civil War, he was promoted by his former First Officer to command the Alversian Home Fleet.

Name: Ashley Amelia Reyes
Age: 26
Rank: Head Admiral (APN)

Ashe is one of the most unique individuals ever to have served with the Alversian Armed Forces. Her uniqueness is born out her parentage. Her father was an Alversian Marine and her mother, a Xiscapian Doctor. Ashe was formally recognised as one of the first Alvo-Xiscapian hybrids in medical history. As a result, Ashe was shunned by those on the colony of Melomana. As a result she developed into a reserved and quiet person who could not hold down a job. However, her life changed when she was captured by dissident elements of the SASM while on Rio Casa. The mission that resulted in the deaths of her Uncle and a Xiscapian Police Officer and she was taken for several weeks. During this time, Ashe was subjected to brutal and barbaric torturing techniques as the SASM attempted to discover her anatomic layout. She was recued, barely alive, by a combined Democratic Guards/Shadow Corps task force who managed to arrest all but two members of the group.

Ashe then went into a cataclysmic state of extreme depression and paranoia, refusing to leave her mother’s house or even her room. Rio Casa provided an immense fear for her, one she has never shaken off. Even trips to the hospital were dogged by fights and sedations as the doctors tried in vain to keep her calm. Then, during one average check-up, she met Alexander Cavourna coming the other way. He encouraged her to face her fears and to confront that which she feared most. Not wishing to be isolated from her new pillar of strength, Ashe bit the bullet and enlisted in the APN.

Even though she was several years older than her fellow trainees and still traumatised from her previous experiences, Ashe passed graduated with top marks from all Academies and joined the APN as an active Ensign at the age of 23. However, her first assignment was a mundane duty onboard the Destroyer APS Acupuncture patrolling the tourism routes of the Skaversian system. She served as the tactical officer while on board the Destroyer and studied new tactics keenly, including the Cavourna slide.

However, she was soon transferred to the modern Dreadnought APS Crossfire at the request of it’s new Captain, who happened to be Cavourna. Ashe was the first Alversian to be promoted to 1st Officer without first servicing as a 1st Lieutenant since the time of the SASM War. At first, the crew were weary of the inexperienced and nervous 1st Officer and mutiny almost broke out when Ashe refused to take her position on the bridge for fear of confronting the hostile crew. However, Cavourna provided her with strength and a shoulder to cry on, allowing her build up her confidence.

However, it was during the 11th Danaversian War that Ashe’s superior tactical knowledge and ability to command shone through. During this time, she fought on the Crossfire throughout the campaign and also led several amphibious Marine attacks onto occupied. In this campaign, Ashe earned the respect and loyalty of her crew and she grew in confidence. Soon after the war’s end, she went with the Dreadnought to the Xiscapian system to protect it from piracy. From here, she progressed through the war against the SASM, eventually commanding the Alversian fleet to victory in the war. Following this victory, it was the logical choice for her to take over the most stressful job in the APN, that of Head Admiral.

Name: Nathaniel Toby Barnes
Age: 34
Rank: None (Mercenary)

Nathaniel T. Barnes is one of the Alversian Navy's most wanted characters but, at the same time, also one of their most needed. For he has gained a reputation both as a man who can get things done and, as a man who can get things done with big explosions and lots of casualties for the enemy. Nathan was born and raised in Illesia City, where he spent most of his childhood getting into trouble with just about everyone for ridiculous pranks and suicidal stupidy which almost got him killed on more than one occasion. However, in school, despite his foolishness and the fact he spent most of his time suspended, he did well and enlisted with the only job he could really take. He joined the Navy, hoping to see the world and use large explosives.

Of course, he found the restrictions of the Navy's regulations to be stiffling and found that he was unable to live up to his full potential. Despite this, he quickly progressed through to the Officer's corp until he was a Lieutenant on a Destroyer near the DMZ. It is here, however, that Nathan's abilities came into question. He often found himself unable to reinforce Naval discipline and, in fact, even got into trouble with his own Superiors. Of course, he was heading towards a demotion and perhaps even a dishonourary discharge when, without warning, he took a shuttle from his ship and deserted. Heading towards work for a Grabba the Hutt, he instead ended up destroying a significant proporation of Grabba's palace and rescuing one of his Slaves from her most terrible life. Since then, he has wandered the universe with his Partner, the former Sex Slave. Performing jobs and generally being a pain in the ass to anyone who annoys him.

Name: Chloe
Age: 26
Rank: None (Mercenary)

The other half of the famous Duo is made up of petit Kitsune Chloe. Stunningly beautiful, she has left a mark upon whom she has met. Born and raised on Xiscapia, eldest Daughter to well known businessman, Kazu, young Chloe wanted for nothing, having the finest life money could buy. She attended Upper-Class schools and passed all with flying grades. She attended important social events and attracted the attentions of many future important people. However, Chloe had brains to to with her beauty and upbringing. She was well known as a Singer, with great attention also being paid to her abilities both in the fields of science and marksmanship. Indeed, in the later she won the Rio Casa shooting tournament when she was 17. She was also trained extensively in all methods of katana defence and attack by the greatest swordsmen on Xiscapia. When she was 17, she departed for University on Alversia and, when she was 18, escorted her youngest Sister, Sophie on a trip to see Friends on Alversia.

However, from here, Chloe's life changed for the worst. Her Captain, an arrogant Kitsune, decided that his fast ship was being held back by the traffic in the clogged shipping lanes between Alversia and Xiscapia, enforced by both Customs and both Militaries to prevent attacks on Civilian Shipping. He found a route that took them out of the shipping lanes and cut two days from their journey. However, the vessel was quickly overhauled by Pirates, who boarded the ship, killed the crew and threatened to shoot the Passengers unless one of them agreed to be taken hostage (Customs forces were closing in rapidly at this point). Chloe, not wanted further bloodshed, allowed herself to be captured, believing that she would be ransomed back to her Father. She was badly mistaken.

Chloe was moved from safehouse to safehouse, at the Customs Force ruthlessly hunted her down, until eventually, the Pirates decided to cut their losses and sold her on to Grabba the Hutt. The next four years of her life were a living hell as she was forced to serve Grabba in any way he demanded. She humiliated herself in every way possible, the thought of her family the only thing keeping her from killing herself and ending the misery. After four years though, a young Alversian Lieutenant, deserting from the military, saved her from her hell and, as a payment plus the fact that she could not face her family after all that she had been through, decided so remain with him. Thus, Chloe has been travelling the Universe ever since as a Mercenary, watching her family grow up from afar, rarely using any non-military talents, content to be at the bottom rung in the ladder to stop herself being recognised as the Kitsune who had everything stolen from her.

Name: John Reynolds
Age: 41
Rank: Admiral (APN)

John Reynolds is one of Alversia's most famous and, indeed, talented Admirals, having seen service in four major wars and taking part in many, many more smaller actions all across Alversian space. He joined the APN not long after leaving school and, although he was recognised as someone above the rest, he was not seen as talented enough to go on to Officer's School and so joined a ship with the rank of Petty Officer. He served aboard the Twilight, a Night-Class Dreadnought and it is here that he quickly showed his talents in skirmishes along the borders of Alversia. Within a short amount of time, he rose to take command of the Dreadnought and commanded her in the 9th Danaversian War. He served in the Gerral Campaign, where his ingenuity and calmness won him command of his own Dreadnought Squadron during the battle. Once the war was over, he was promoted to Rear Admiral and left in command of Gerral's impressive fleet, left in place against further Danaversian attacks. He was assigned to the new DMZ Fleet, taking a demoralised force and quickly turning it into a well oiled machine.

When the 10th Danaversian War came, John Reynolds was in the frontlines against and, despite facing attacks along the entire line. He conducted a brilliant 'Deep Reserves' strategy to cut off Danaversian attacks as soon as they had pierced the DMZ's extensive defences. He also launched successful raids into Danaversian territory to keep their vessels off balance. By the end of the war, he was an Admiral and had even been given command of the Aluminan DMZ fleet, a rare occurance.

His next War was against a new Enemy. He proposed a radically plan to draw a sizeable proportion of the Korr fleet away from their home planet and to destroy it in more favourable territories. The result was a battle in Alversian space, though Reynolds did not command the fleet, he was given permission to take command of the Right flank and it was his ships that drove the Korr back, crumpled their wing and ended the battle with almost 100% Casualties for the Korr, while the Xiscapian and Alversian losses were relatively light.

He next fought against the SASM. His ships again holding the right wing, preventing a SASM breakthrough there and so allowing the Allies to work their way through the centre of the line as well as the left. When the war ended with the death of the Grand Admiral, Reynolds was favourite to take charge, but it was deemed his talents were needed on the front and so the job was given to the next best candidate, the one that Reynolds himself had advocated.

Name: Sammie Gerrard
Age: 31
Rank: Prime Minister

Sammie Gerrard is the youngest Prime Minister of Alversia in more than 200 years. Though she is young and relatively inexperienced in terms of politics, she has proven herself more than capable of making decisions in times of need and has shown that she has what is needed for the most important job on Alversia. She has rosen from the lowly job of local Councillor to the role of a Senator representing the north of Alversia. Eventually she rose up to the job of Prime Minister, having won in a landslide following the retirement of former Prime Minister Aidan Mallon. Though she has been in the job for less than a year, she has already shown herself to be a breath of fresh air to the Senate, with both her enthusiasm and confidence.