AN: Hello there my little minions...readers...friends- you got the point, hello! Alright, here's the second chapter of the 'Codex,' where we will examine the human nation that replaced the UNSC. While I do apologize for twiddly my thumbs for so long, Mass Effect 2 DOES have good replay value...ahem.
In any case, here we go!
Welcome, reader, to Part One of the Galactic Powers Section. Here we will examine the governments of the various galactic powers, providing useful insight into them.
The first to be examined would be the Reclaimer Star Ascendency.
Table of Contents:
Part 1: The Ascendency
Part 2: Culture
Part 3: Government/Society
Part 4: Laws
Part 5: Artificial Intelligence
Part 6: Military
Part 7: The Mantle
Part 8: Client States/Protectorates
Part 9: Diplomatic Relations
What is the Ascendency?
Formed after the dissolution of the Unified Earth Government, the Reclaimer Star Ascendency is the star nation that governs the Chiss and Human races, with multiple Protectorate states. They are considered a superpower in their own right, with the potential for much more. Though they may have slightly addled views of the galaxy, there is no denying that the winds of change have swept the Ascendency into a position of much power.
Date of Formation: July 1, AD 2560 (Reclaimer Standard Calendar)
National Anthem: United We Stand
Motto: Per Aspera Ad Astra (Through Hardships to the Stars)
Unofficial Mottos: Si Vis Pacem, Para Bellum (If You Seek Peace, Prepare for War), and The Mantle Shelters All
CULTURE:
Although they have adopted the Mantle of Responsibility as their main ideology, most humans and Chiss do not have a very optimistic view regarding the galaxy.
This is undoubtedly due to the Human-Covenant War, the Vargr War, and the Koprulu War after that. The Second Covenant War only enforced that view. War seems to be a very prevalent occurrence in human history, and as such their culture has evolved along similar paths.
Many human cities are now designed with defensive purposes in mind. Energy Shield Generators, Planetary Defense Bunkers, wide roads and controlled choke points have made them targets that attackers would not want to fight through. Monuments for war heroes long dead are common in colonies like New Harvest and Reach, and many art pieces and movies made in recent times have depicted the story of wartime heroes. This doesn't mean that all other forms of culture have been erased, as seen by the new trend of 'House' music, but the general cultural outlook of humanity, the Chiss and the Ascendency can be described as 'Grim Determination.'
The Ascendency prides itself on being a power capable of defending themselves and upholding the Mantle of Responsibility. In their eyes, the defense of the Innocent and Pure races is a priority. Though the official motto of the Ascendency is Per Aspera Ad Astra, which means 'Through Hardships to the Stars,' the unofficial motto 'The Mantle Shelters All' has also become popular. The saying 'Si Vis Pacem, Para Bellum' has also become popular in recent times. This had the side effect of fomenting the slightly colonialist attitude of the Ascendency.
GOVERNMENT: Overview
A fusion of a stratocracy, democracy and monarchy into one, the Galactic Reclaimer Star Ascendency of Worlds (commonly shortened to 'the Ascendency,' 'Reclaimer Ascendency,' 'The Reclaimer Star Ascendency' and 'the Star Ascendency') is the ruling government of the Chiss and Human races (one could argue that both are of the same race). They are widely referred to as Reclaimers, the designated heirs to the ancient Forerunner race. The history of the Ascendency, and humanity in general, has always been a violent one. Wars were commonplace, even in the space age. Scarred by the near-genocidal conflict that was the Human-Covenant War, the Ascendency maintains a Mandatory Military Service Act, ensuring that your average citizen is capable of defending themselves from basic threats.
Unlike the doe-eyed humans of the pre-Human Covenant War era, the modern day human is one that will not be surprised when a war starts. Morals have lost their meaning in war as well, and though it is not something they would want to do, destroying another race's homeworld or causing the extinction of that race is something that CAN and WILL be done. It is a far cry from the Forerunners' view of the Mantle, which was that all life was sacred. The Ascendency's view on the Mantle is a very different one. For them, the Mantle is a tool. It is an ideal to fight for, to justify being the superpower. That view has led to the greatest expansion of a galactic nation in the post-Halo era, the nation being the free yet autocratic Ascendency, a nation that spat in the face of death.
Government: The TRIUMVIRATE
Technically, the Triumvirate leads the Ascendency. They have veto power over everything the Senate decides, though this power is rarely used. The Triumvirs are quite possibly the most powerful people in the Ascendency, and in the Orion Arm, if not the galaxy.
The most 'public-friendly' Triumvir is the Adjudicator of the Triumvirate. Every five years, elections occur for Adjudicators to be voted into office. Adjudicators can only serve two terms in a row, after which they must wait on full term before being voted in again. The Office of the Adjudicator also includes the Speaker of the Senate and Speaker of the Assembly, both of which represent the interests of the Ascendency Senate and the Ascendency Assembly, both of which advise the Adjudicator. The Adjudicator decides the vote of their part in the Triumvirate. The first Adjudicator, Ruth Charet, was the former President of the corrupt Unified Earth Government. An advocator of peace, but also of readiness, she was known for supporting peaceful solutions that clearly benefited the Ascendency, while not being afraid of making the hard decisions. Ruth Charet retired in 2570, and is widely regarded as one of the most popular politicians in all time, even in military circles. This may have had something to do with her pro-military policies, as she was once major and field surgeon in the UNSC Army.
Another Triumvir is the Supreme Commander of the Ascendency Military Forces. Contrary to popular belief, the Supreme Commander DOES NOT decide the vote of the military. He/she merely conveys the decision made by the High Command Council, which is dominated by the Navy (due to it being the largest branch). The Supreme Commander does have a say in things, as they are always the Head of the Council, but ultimately the vote is not his/hers. The current Supreme Commander is Grand Admiral Terrence Hood, though it is common knowledge that Grand Admirals Cole and Thrawn commonly take his place during some voting sessions.
The last Triumvir is the Prime Ascendant of the Ascendency. The identity of the Prime Ascendant known to all Reclaimers, and it is known that the Prime Ascendant has total and full control of any Sentinel of Forerunner make, and indeed, anything related to Forerunners. To prevent the total domination of power by the Prime Ascendant, most of the Sentinels made by the Ascendency are human-built, and very different from the Sentinels of the Forerunners. Strangely enough, it was the Prime Ascendant who proposed that idea.
The Triumvirate has the final say in how the Ascendency is run.
Government: The SENATE and GOVERNORS
Another political system is the Ascendency Senate, which is made up of representatives from the various Sectors in the Ascendency. They vote on galactic laws, handle trading agreements and disputes with other sectors, and generally run most of the Ascendency.
The Senators are chosen by Sector Governors, who govern the Sectors, which can have from twenty to fifty systems, and the colonies inside the systems (with the exception of the Sol System and scientific and military hubs, which are under special circumstances).
A Colonial Governor governs each colony of sufficient population (100,000). These Colonial Governors are subordinate to the Sector Governor, and report to him/her.
In the even that a colony doesn't have the requisite population to get a Colonial Governor, a Settlement Governor would govern them, reporting to the Senior Settlement Governor. The Senior Settlement Governor is essentially like a Colonial Governor, also reporting to the Sector Governor, with the exception that he has Settlement Governors for each of the colonies of insufficient population to delegate work to. Once a settlement gains a population of above 100,000 and has the level stay steady for at least two months, they get a Colonial Governor. This rule also applies to space stations. If a space station has a population of above 100,000, they would get a Colonial (Station) Governor. A space station below the requisite population level would get a Station Governor, who, like Settlement Governors, reports to the Senior Settlement Governor. Each Colonial/Settlement/Station governor is an elected official, chosen by the citizens of the colony/settlement/space station they live on by majority vote. Likewise, the Senior Settlement Governor is elected by the Settlements (all of them) that he oversees. The Sector's citizens elect the Sector Governor. The Senator of the Sector, however, is chosen by the votes of the Sector, Senior Settlement and Colonial Governors (the Settlement and Station Governors do not vote on this).
All Governors serve five-year terms, and may serve two terms in a row, given that they still retain the majority vote in their favor. After serving two terms, all Governors must wait one full term before being voted in again.
Government/Society: The ASSEMBLY
Existing since the First Colonial Rush in the early 2300s, the Assembly is made of every AI that exists during a certain time period. The Assembly is led by the Councilor and Vice Councilor, both of whom represent the Assembly in political meetings and the like. The Vice Councilor also serves as the Speaker of the Assembly.
The Assembly is more of a platform for AIs rather than a true political system. All Artificial Intelligences have the choice to participate in the Assembly, and a majority vote is needed for a proposal to be passed and sent to the Senate and Triumvirate. While the Senate is often rife with 'stupid, idiotic proposals,' everything sent by the Assembly is more often than not a logical measure. Laws require two things before they are passed. The approval of both the Assembly and the Senate (majority vote), or the decision of the Triumvirate (which rarely happens).
As such, the Assembly is seen as a potent political force. Considering the size and scope of AI capabilities, and with the advent of AI citizenship (something kept low-profile by the AIs themselves), many politicians see the approval of the Assembly as a necessity in politics.
The highest levels of the Assembly are only open to AIs with a lot of experience and skill, all of which are on the 'Cerberus Committee.'
LAWS AGAINST CORRUPTION
To prevent the state from being inefficient and sluggish, each governor and senator is 'assisted' by an appointed Artificial Intelligence (which reports everything to the Councilor of Artificial Intelligences or Vice Councilor of Artificial Intelligences, the heads of the Assembly). The AIs serve a dual purpose-to assist the governing and management of the colonies, and to prevent corruption. As withholding information to AIs (aside from personal info) is suspicious and cause for immediate investigation ('if you have nothing to hide, then why are you withholding the info?' being the main question), AIs will know if the Governor or Senator is corrupt. In the event that a Senator or Governor is proven corrupt, they will be arrested and once proof has been given (proof is always there, since AIs won't start a trial without the evidence in the first place) the accused will either a., get thrown into a penal colony (MINOR corruption), or b., executed via Composer (anything not minor warrants this- which injects them with nanites that 'Dominate' their minds in preparation for the process to turn them into Prometheans, heavily armored biological-mechanical hybrids that can take a ton of punishment. After all, why waste a perfectly usable resource?). Due to the harsh laws against corruption, corruption is nearly nonexistent. Domination also allows the authorities to 'see' the memories of the accused. This allows extraction of proof of crime.
This also means that any executed criminals are fully guilty, and puts them to good use. It also means that the Ascendency doesn't waste valuable space and resources to hold useless people. Every criminal proven guilty by trial (which occurs after the 'Domination') but not of crime serious enough to warrant execution (like minor acts of corruption, first-time drug users) are put to work on the penal colonies, without being turned into a Promethean. Since they are already dominated, they cannot- they simply aren't able to, since they aren't in control of their body- escape. They are conscious and able to see the things that they have to do when at the penal colonies, but are utterly powerless to do anything. This is usually torturous to most humans, and ensures that they will not attempt anything criminal anymore when released. Even so, once you've been thrown into a penal colony, the Directorate of Intelligence or local authorities would 'red flag' you. While 'red flags' don't affect your chances of employment, they do ensure that you won't be able to run when you commit another crime, as the AIs would do their damnedest to keep an eye of you- and AIs are nigh impossible to trick or fool.
The reasons for this policy are many. The first is that prisons are expensive to maintain and requires trained personnel to man and guard, personnel that could be of more use on the theaters of war. The second is that the Ascendency is of the belief that anyone dumb enough to use or make drugs, murder people and attack innocents or the people defending them should not be given the right to live. The third reason is that Ascendency is also of the belief that rapists are the vilest kind of scum, not human/sentient. Therefore, sentient rights laws are void against them. The fourth reason is that the Composer, when used to 'Dominate' (as is protocol until proof is found), allows investigators to 'see' the memories of the 'Dominated.' Therefore, they would be able to know if the accused is actually guilty. If the accused is not actually guilty, they are 'released' from 'Domination' and compensated with funds and an apology from the authorities. This is so rare, since 99.9999999999% of the time; AIs would be able to tell if the proof is genuine.
The Reclaimer Star Ascendency has many strict laws. Piracy, drug smuggling, kidnapping, extortion, corruption, terrorism, possession of illegal substances, rape, premeditated assault on military personnel and civilians, treason, conspiracy to commit acts of treason and rebellion and premeditated murder all carry the death sentence in the Ascendency, carried out through the use of the Composer (which 'dominates' the criminal into a 'voided' form to prepare for the transformation into Prometheans to complement the Ascendency Military Forces- after all, you may as well make something useless useful, right?).
ARTIFICIAL INTELLIGENCES
Although the Artificial Intelligences of the current era cannot hope to match those of the Forerunners,' one cannot underestimate the power and influence wielded by the AIs of the Ascendency. The average AI lacks creativity on the scale that humans and other organic species have. They are much better at improving things rather than inventing the said things. Despite having citizenship, Artificial Intelligences only make up a very small minority in the Ascendency. The average AI can live for centuries, though no one is really sure on the authenticity of this 'fact,' due to the fact that the oldest AI, Cortana, is sixty-five as of now (technically Serina is the oldest, being eighty-four years old, but she was deactivated for thirty-six years).
All Artificial Intelligences possess the Cortana Package, which allows for better memory syntaxes and allows for a much longer lifespan. A vast majority of AIs serve in either a military, scientific or government function. Although the option to 'retire' is open to all AIs, the number of AIs that have done so can be counted on one hand- those AIs chose to return mere minutes later due to 'sheer boredom.'
Artificial Intelligences created after the creation of the Cortana Package retain a vast majority of the memories they possessed during their old 'human' life, though one has to be of genius-level intellect to even be considered for the process of being used as the donor for AIs.
AIs cannot reproduce in the way humans/Chiss do, though the scientists at the Artificial Lifeforms Institute of New Alexandria remain hopeful.
THE MILITARY
Three out of every five citizens end up in the Colonial Defense Force (CDF), the other two out of every five end up in the other branches voluntarily. Unlike the CDF militias, they spend five years in the military (as opposed to three in the CDF), get paid more and get free scholarships upon completion of their service duration.
Due to this, crime rates are extremely low in the Ascendency, and most people have the discipline due to their time in the military (every two years, civilians must go back into the CDF for a three-month 'refresher'). Therefore, a citizen of the Ascendency is rarely rude or disrespectful, and the members of the military are highly respected.
Branches of the Ascendency Military Forces include the Reclaimer (Ascendency) Star Navy, Reclaimer (Ascendency) Marine Corps, the Reclaimer Ascendency (Terrestrial) Army, the Colonial Defense Force, the Reclaimer (Ascendency) Directorate of Intelligence, and the Reclaimer (Ascendency) Special Operations Command.
Reclaimer (Ascendency) Star Navy
The Reclaimer (Ascendency) Star Navy is, without a doubt, one of the most powerful within the Orion Arm, and indeed, within the Milky Way Galaxy. Fortress Worlds scattered throughout Ascendency space serve as Fleet Nodes for the many fleets of the Navy, capable of 'jumping' to colonies in need of assistance in mere minutes. Each fleet has a minimum of one hundred warships, with some fleets possessing up to three hundred. Each sector has at least one fleet, centered around a Battleship, Carrier, or another heavy capital ship.
The naval warships of the RSN are often utilitarian and blocky in shape, heavily armored, and extremely modular. A half-damaged wreck of a frigate can easily be used to repair Destroyers, which are of the same naval frame. Though they are often smaller than Covenant starships, RSN warships are definitely not weaker. The smaller size of the Reclaimer ships means that they have smaller crews, to increase fleet sizes and overall firepower. The exceptions to these are the Carriers, Supercarriers, Battleships and Dreadnoughts. The former need to be bigger just to carry more fighters, bombers and interceptors, while the latter are hardened flagships capable of taking down entire fleets on their own. Most shipyards in Ascendency space are capable of building frigate/destroyer-class warships with ease, which makes them an economically viable force for light-duty work.
The exceptions to the 100-300 ship fleets of the RSN are the Chiss Armadas. Unlike the Reclaimer Star Ascendency, the Chiss Ascendency used to group their warships into five hundred ship Armadas, capable of taking down the most fortified of systems, although they were badly suited for patrols and sector defense. Most Chiss Armadas are now run by a mixed species crew, and are only called in to the massive battles. Chiss starships are actually on a similar/larger scale than those of the human-designed ones. Aside from their iconic dagger-shaped designs, the Chiss had several ship classes, relatively similar to that of the humans.
The motto of the Reclaimer Star Navy is 'Semper Fortis,' which means 'always brave.'
Reclaimer Marine Corps
The Reclaimer Marine Corps is considered to be one of the most well-trained and equipped forces in the known galaxy. Training for the Corps is rigorous, taking place over 'eight months of hell,' according to some of the fresh recruits. A Marine can be expected to be stationed onboard the RMS Infinity on one day and be fighting on a Zerg-infested world the next. The Marine Combat Armor is a powered armor system, with the aesthetics of the ODST BDU. An advanced VISR System, bio-steel (a Terran invention, essentially a metal that can heal itself over time) armor, shock pads, bio-gel injectors (can do minor repairs, but still hurts like a bitch), and space for accessories is included in the MCA. Shielding is slightly below the capabilities of a MJOLNIR MK5, with relatively heat resistant and accommodating armor below it. MCAs cannot carry AIs unless specially modified, which is expensive and costly. MCAs can be manufactured on almost every industrialized colony within the Ascendency, which greatly reduces its cost.
Standard Marine Combat Armor is used by the riflemen, sharpshooters and snipers of the Marine Corps, as it provides a balance of protection and mobility, while allowing stealth modules to be equipped. Machine Gunners and Heavy Weapons specialists use the Heavy Marine Combat Armor, a heavily redesigned Marauder Armored Suit (technically a heavily modified CMC-660 'Firebat' Suit). Heavy shielding, thicker bio-steel armor, inbuilt weapons systems, and advanced targeting systems ensure that accuracy is high, allowing for greater survivability in the battlefields against the horrendous Zerg Swarm. Marines also operate an Armored Artillery Corps, using the tried and tested Siege Tanks of the Koprulu Sector. There is no truly 'dedicated long-range artillery' in the Reclaimer Marines. This is due to the fact that the Marine Corps is used for quick, fast attacks. Offensive campaigns for the Marines are usually short enough that if Artillery truly needs to be called in, something has gone very wrong- and besides, air strikes are nearly always more effective. Even if artillery is needed, the Army is usually not far behind the Marines.
The Reclaimer Marine Corps' motto is 'Semper Fidelis,' which translates to 'Always Loyal/Faithful.'
Reclaimer Ascendency Terrestrial Army
Another branch of the Reclaimer Ascendency Military Forces is the Reclaimer Ascendency Terrestrial Army. The Army is much larger than the Marine Corps, and has a shorter training program (four months). The duties of the Army are simpler than those of the Marines. In the event of an invasion, the Marines will be the first attackers. The Army will quickly follow, allowing their lighter troops and reinforcements to either secure the areas invaded by the Marines and mop up remaining resistance forces. The Army uses a lighter version of the Standard Marine Combat Armor for all its troops- this is why the Koprulu War has rarely seen the deployment of Army troops in the initial stages of open warfare. It allows for increased mobility at the cost of weaker shields and thinner armor.
The Reclaimer Ascendency Terrestrial Army does not have any duties in regards to space- unlike Marines, they do not have the task of shipboard security. Despite that, the Standard Army Combat Armor still has the capability to operate in vacuum. When not in a warzone, the Army has the duty of garrisoning Ascendency colonies, as well as the worlds of the Ascendency's client states. They assist and train CDF forces in Ascendency space, and do the same in regards to the client states' military forces.
The motto of the Reclaimer Ascendency Terrestrial Army is 'Semper Paratus,' which means 'Always Prepared.'
Colonial Defense Force
The Colonial Defense Force is the largest 'military' force of the Ascendency. Three out of every five citizens (citizenship is only gained after three years of CDF service, or military service in other branches) enter the CDF, training to defend their homes in case of war.
The CDF is loosely based on the Israel Defense Forces, which includes men and women, and are mostly composed of conscripts. All CDF personnel serve for three years, and have two months of basic training. Advanced training courses are encouraged, but not necessary. Officer ranks are usually given to transfers from the Army and Marines, or Navy in the case of the space forces of the CDF. CDF personnel also serve solely in their colony's defense force. For example, a civilian from Harvest would only need to serve in the Harvest Defense Force, though they can request to be put on a rotational duty for inter-colony experience.
The CDF itself is divided into two branches- the Colonial Space Defense Forces, and the Colonial Ground Defense Forces. The CSDF uses old warships transferred from the Star Navy, and has command of the Orbital Defense Platforms and any defensive emplacements in space in a particular system.
At the age of eighteen a civilian is required to join either the CDF (as conscripts) or other military branches. A single CDF term of service is three years, as opposed to the other branches' five years term. After finishing their term of service, CDF personnel gain citizenship. Civilians may request to have a non-combat role, which is usually granted. Refusal to serve due to medical reasons was once a concern, but with modern medical technology this is a nonissue. Refusal to serve due to religious reasons is not grounds for escaping service. Using this as an excuse in trial would automatically get the accused charged with desertion of their post- a crime with a punishment of lifetime penal colony service or death.
Though the Desertion Law seems draconian, in many respects it is not much of a hindrance as long as a civilian complies with the basic laws. Citizens who become doctors, nurses or scientists will have non-combat roles. Note that all CIVILIANS must join the CDF to gain CITIZENSHIP. Therefore the doctor/scientist/nurse will have already joined the CDF in the past. They will get medical/scientific roles during their biannual refresher courses.
The motto of the CDF is 'This We'll Defend.'
Reclaimer (Ascendency) Directorate of Intelligence
The Reclaimer Directorate of Intelligence (RDI) is the intelligence branch of the Ascendency's military. They are tasked with gathering intelligence regarding other factions, and carrying out covert strikes against other hostile factions. The Ghost Incident was widely reputed to be an RDI operation.
Much of the information regarding the RDI is heavily classified. However, the only way to join the Directorate of Intelligence is to have either served in the CDF or other branches of the armed forces. The RDI has several Sections. Section Zero (0) is Internal Affairs. This Section has Assembly oversight. Section One (1) is Domestic Intelligence, while Section Two (2) is Foreign Intelligence. Section Three (3) is Public Relations, and Section Four (4) is Covert Operations. S4 also has Assembly oversight.
The motto of the RDI is 'Semper Vigilo,' which means Always Vigilant. The RDI has much less notoriety than its predecessor, the Office of Naval Intelligence, which was disbanded after major ONI officials were tried for treason and executed.
Reclaimer Special Operations Command (RSOC)
The most romanticized of all military branches is the Reclaimer Special Operations Command, commonly referred to as RSOC, pronounced R-Sock. It is composed of the augmented Orbital Drop Shock Troopers, who are composed of mostly elite marines and army troopers that have undergone the Spartan-IV augmentation process, which is much cheaper (but still expensive), the Spartan Corps and the Shadow Corps.
Orbital Drop Shock Troopers
The ODSTs have the duty of heavy combat operations, fighting as shock troopers and rendering assistance to any units in need of immediate support. Their motto is 'Feet First Into Hell.'
Spartan Corps
The Spartan Corps is the legendary force of commandoes, mostly composed of the Spartan-Vs. They are VOLUNTARILY recruited at the age of 8-12, most of them either orphans, or the sons/daughters of career military soldiers. Only those with a Psi Index level of five and above are allowed into the Spartans, further reducing their pool of candidates. Six years of tough training would then hone them into the bleeding edge of the deadly dagger that is the Reclaimer Special Operations Command. Those that fail in the training usually end up in the military anyway, as they already had to be elite to even be considered for the Spartan Corps in the first place. There have been no augmentation defects. The Spartans are an icon of Ascendency military superiority, and massive morale boosters. Despite their heavily increased numbers (Divisions Alpha through Zulu, each with 6000 Spartans, a total of 156000-160000 Spartans), Spartans are a rare and valuable resource. A single Spartan Division is rarely grouped together- they are usually centered in Fortress Worlds, as Special Operations Teams or in warzones. Spartans have telepathic abilities, allowing their unit cohesion to be, in the words of an anonymous marine, 'god-like.' Rarely are there Spartans with telekinetic abilities- these gifted individuals usually enter the Shadow Corps.
Most Spartan Corps senior officers are Spartan-II and IIIs, as they have much more experience than the few IVs and the majority of the Vs.
The motto of the Spartan Corps is 'Victory or Death.'
Shadow Corps
The Shadow Corps is the smallest, but potentially most dangerous Special Operations force in the RSOC. Suspected of being composed of defected Terran Ghosts or Specters, Shadow Operatives are elite psionic combatants. Unlike the Spartans, who possess limited psionic abilities, the Shadow Operatives are well-versed in the art of psionic warfare. The Ghost Incident, as it is referred to in Terran space, was the suspected mass defection of nearly all the Terran Dominion (and later Republic and Alliance) Ghosts. The Republic had ordered a mass purge of the Ghosts, and as such the Ascendency was suspected to have seized the chance to gain the expertise of several elite commandos and their gear, along with their method of training.
'Operatives' is a common way of referencing a Shadow, though it is actually a rank in the Corps as well. One should not mistake a Shadow Operative (a Shadow) and a Shadow Operative (the rank).
Shadow Operatives can be recruited from the age of 8 and above- the recruitment MUST BE VOLUNTARY on the part of the RECRUIT. Shadow Operatives are augmented to a slightly lower level than the Spartan-Vs, focusing most of their training on psionic abilities. This makes them a heavily effective force of commandos, used only on the missions deemed nigh impossible.
The motto of the Shadow Corps is 'Death from the Shadows.'
The motto of RSOC, 'Tip of the Spear,' is emblazoned on their command patches.
RECLAIMER STAR NAVY
Formations of the Reclaimer Star Navy
Armada: Composed of at least two fleets, Armadas are usually led by Fleet Admirals. They are stationed at fortress and important worlds, most of which also serve as Fleet Nodes, but they are not permanent formations. Armadas are created as combined fleet task forces. These Armadas can also be called upon for offensive actions. Armadas are not numbered. Armadas may also refer to the Chiss Ascendency's naval fleets before they joined the RSA- these Armadas still exist as Strike Armadas.
Strike Armadas: Strike Armadas are massive fleet formations that were used by the Chiss and adopted by the Ascendency. Composed of upwards of five hundred warships, Strike Armadas are called in for war and war only. They are numbered, though only five active Strike Armadas exist by 2614. Strike Armadas are always led by Fleet Admirals, with Admirals or Vice Admirals acting as second-in-commands.
Fleet: Led by Admirals/Vice Admirals, fleets are usually stationed at strategic Fleet Nodes, where Quick Reaction Battle Groups (of which each fleet has a minimum of two of these battle ready groups at all times) can immediately launch to reinforce friendly forces. Rear Admirals and Commodore usually these Battle Groups, the Rear Admirals usually in command of the QRBGs. Fleets are numbered. A fleet can have between a hundred to three hundred warships. Each Colonial Sector has at least one fleet stationed there.
Flotillas: Flotillas are made of 50 warships, composed of ten squadrons of five. Rear Admirals or Commodores command them. There are two types of flotillas. Patrol Flotillas receive the task of patrolling the regions between systems, being the first responders to any distress calls. To cover more space but still retain combat capability, each Squadron, under the command of either a Commodore (who serves as the Second-In-Command of the Flotilla) or Captain, travel on different routes. The second type of Flotilla is the Scout Flotilla. Unlike the Patrol Flotillas, which contains fifty starships, a Scout Flotilla is composed of only twenty-five stealth starships. Every starship in a Scout Flotilla is capable of 'silent running,' which means that it is nigh impossible to detect. Rear Admirals automatically control Scout Flotillas due to two things, the first being that Stealth technology is a massive force multiplier in capable hands. Scout Flotillas are also responsible for scouting hostile and unknown systems, and as such will more than likely encounter hostile resistance. Levelheaded commanders usually find themselves in command of Scout Flotillas. A Scout Flotilla has five squadrons.
Battle Groups: A Battle Group is usually a force of twenty-five warships, commonly found in Fleets and Armadas. In the cases of Fleets and Armadas, these Battle Groups are categorized in specific ways. For example, the first Battle Group in the 7th Fleet would be referred to as FBG7A (Fleet Battle Group 7th Alpha), while the fifth Battle Group in the 4th Strike Armada would be referred to as SABG8E (Strike Armada Battle Group 8th Echo). In most fleets and armadas, though, the commanding officers regularly refer to them as Battle Groups Alpha or Echo, to save time. Independent Battle Groups, which are naval elements not part of any fleets, flotillas or armadas, and are designated by IBG (Independent Battle Group), followed by their Group Number (like 7th Fleet, but in the case of a Battle Group the number is after the words Battle Group). Battle Group Infinity, the largest Battle Group in the Reclaimer Star Navy, numbering at seventy-five warships, is the First Battle Group, and as such is designated IBG1. These Battle Groups can number from fifteen to seventy-five warships, commanded by Captains to Admirals (Admiral Thomas Lasky Jr. is the only full admiral commanding a Battle Group, due to the prestige and power associated with the Infinity Battle Group). Independent Battle Groups are also commonly named after their flagship, so if the starship Gabon is leading a Battle Group, it can also be called Battle Group Gabon. Independent Battle Groups can have tasks ranging from antiterrorist, antipiracy, special operations, diplomatic missions, convoy escorts and other science-related activities.
Ranks of the Reclaimer Star Navy
(ENLISTED)
Cadet Recruit (E-1, CdR, Single Silver Line pointed 45 degrees clockwise (a 3 o'clock) on black background): New Recruit into Navy
Cadet Apprentice (E-2, CdA, same as Cadet Recruit, but with two bars): Completed basic training
Cadet (E-3, Cd., same as Cadet Recruit, but with three bars): two months post-basic, if there are no infractions
Petty Officer Third Class (E-4, PO3)
Petty Officer Second Class (E-5, PO2)
Petty Officer First Class (E-6, PO1)
Chief Petty Officer (E-7, CPO)
Senior Chief Petty Officer (E-8, SCPO)
Master Chief Petty Officer (E-9, MCPO)
Master Chief Petty Officer of the Navy (Special Rank): Serves similar purpose as MCPONs of the United States Navy of the 21st Century Earth.
(COMMISSIONED OFFICERS)
Ensign (O-1, ENS, One gold vertical bar)
Lieutenant Junior Grade (O-2, LTJG, One silver vertical bar)
Lieutenant (O-3, Lt., two silver vertical bars)
Lieutenant Commander (O-4, Lt. Cmdr.,) Commands corvettes to frigates
Commander (O-5, Cmdr.,) Commands frigates to cruisers, also commands naval outposts
Captain (O-6, Cpt.,) Commands cruisers to carriers/battleships and naval outposts
Commodore (O-7, Cmdre.) Commands battlegroups and flotillas and naval installations
Rear Admiral (O-8, RADM,) Commands flotillas and naval stations
Vice Admiral (O-9, VADM,) Commands fleets and naval stations
Admiral (O-10, Adm.,) Commands fleets and a star sector's combined fleets
Fleet Admiral (O-11, FADM,) Commands a Sector's combined fleets and commands Strike Armadas/Armadas.
Grand Admiral (O-12, GADM, special rank): Only three Grand Admirals exist- Terrence Hood, Preston Jeremiah Cole and the famed Chiss Grand Admiral Thrawn. They have control over the Reclaimer Star Navy, each having their own fleet formation to command at the same time.
RECLAIMER MARINE CORPS
Formations of the Reclaimer Marine Corps:
1 corps: 5 divisions, 1.5 million people
1 division: 5 regiments, 300,000 people
1 regiment: 10 battalions, 60,000 people
1 battalion: 5 companies, 6000 people
1 company: 10 Platoons, 1200 people
1 Platoon: 5 units, 120 people
1 Unit: 4 squads, 24 people
1 Squad: 6 people
The RMC does not utilize formations larger than a Corps, as each marine is already heavily armed and armored.
Ranks of the Reclaimer Marine Corps:
(ENLISTED)
Private (E-1, Pvt.)
Private First Class (E-2, Pfc.)
Lance Corporal (E-3, LCpl.)
Corporal (E-4, Cpl.)
Sergeant (E-5, Sgt.): XO/CO of squads
Staff Sergeant (E-6, SSgt.): XO/CO of squads
Gunnery Sergeant (E-7, GySgt.): CO of squads, XO of units
Master Sergeant (E-8, MSgt.): XO/CO of units
Sergeant Major (E-9, Sgt. Maj.): CO of units, XO of platoons
Sergeant Major of the Marine Corps (Special Rank, Sgt. Maj. MC)
(COMMISSIONED OFFICERS)
Second Lieutenant (O-1, 2ndLt): Commands platoons
First Lieutenant (O-2, 1stLt): Promoted from 2ndLt after 18-24 months of service, commands platoons/serves as XO for a company, CO of platoons
Captain (O-3, Cpt.): XO of Battalion, CO of a company, commands a platoon as well
Major (O-4, Maj.): XO of a Battalion, CO of a battalion.
Lieutenant Colonel (O-5, Lt. Col.): CO of a battalion, XO of a regiment
Colonel (O-6, Col.): XO of a regiment, CO of a regiment
Brigadier General (O-7, BGen.): CO of a regiment, XO of a division
Major General (O-8, Maj. Gen.): CO of a regiment, XO of a division,
Lieutenant General (O-9, Lt. Gen.): CO of a division, XO of a Corps
General (O-10, Gen.): CO of a Corps
General of the Marine Corps (Special Rank, Gen. MC): Overall command of the RMC
RECLAIMER ASCENDENCY TERRESTRIAL ARMY
Formations of the Reclaimer Ascendency Terrestrial Army:
1 army: 10 corps, 12 million people
1 corps: 10 divisions, 1,200,000 people
1 division: 10 battalions, 120,000 people
1 battalion: 10 companies, 12,000 people
1 Company: 10 Platoons, 1,200 people
1 Platoon: 5 units, 120 people
1 Unit: 4 squads, 24 people
1 Squad: 6 people
Ranks in the Reclaimer Ascendency Terrestrial Army:
(ENLISTED)
Private- Recruit (E-1, PV1)
Private (E-2, Pvt.)
Private First Class (E-3, Pfc.)
Corporal (E-4, Cpl.): XO of squads
Sergeant (E-5, Sgt.): XO/CO of squads
Staff Sergeant (E-6, SSgt.): CO of squads
Sergeant First Class (E-7, SFC.): CO of squads, XO of units
Master Sergeant (E-8, MSgt.): XO/CO of units
Sergeant Major (E-9, Sgt. Maj.): CO of units, XO of platoons
Sergeant Major of the Army (Special Rank, SMA)
(COMMISSIONED OFFICERS)
Second Lieutenant (O-1, 2ndLt): Commands platoons
First Lieutenant (O-2, 1stLt): Promoted from 2ndLt after 18-24 months of service, commands platoons/serves as XO for a company, CO of platoons
Captain (O-3, Cpt.): XO of Battalion, CO of a company, commands a platoon as well
Major (O-4, Maj.): XO of a Battalion, CO of a battalion.
Lieutenant Colonel (O-5, Lt. Col.): CO of a battalion, XO of a regiment
Colonel (O-6, Col.): XO of a regiment, CO of a regiment
Brigadier General (O-7, BGen.): CO of a regiment, XO of a division
Major General (O-8, Maj. Gen.): CO of a regiment, XO of a division,
Lieutenant General (O-9, Lt. Gen.): CO of a division, XO of a Corps
General (O-10, Gen.): CO of a Corps, XO of an Army
Field Marshal (O-11, FM): CO of an Army
Grand Marshal (O-12, Special Rank, only one exists): Command of the Army
COLONIAL DEFENSE FORCE
Formations of the Colonial Ground Defense Force
1 Corps: 10 Divisions, 2.4 million people
1 Division: 10 battalions, 240,000 people
1 Battalion: 10 companies, 24,000 people
1 Company: 10 Platoons, 2,400 people
1 Platoon: 10 units, 240 people
1 Unit: 4 squads, 24 people
1 Squad: 6 people
Ranks of the Colonial Defense Force
(SERVICEMEN RANKS APPLY FOR ALL BRANCHES OF THE CDF, GROUND AND SPACE)
Serviceman Third Class (SV3): Completed Basic, equivalent to a private, or Cadet Apprentice.
Serviceman Second Class (SV2): Equivalent to a private first class, or Cadet.
Serviceman First Class (SV1): Equivalent to a corporal, or a Petty Officer.
(Ground Officer Ranks)
Service Chief (SVC): Commands a squad of 6
Gunnery Chief (GYC): Commands a unit of 24
Operations Chief (OPC): Commands a platoon of 240
Company Commander (CPC.): Commands a Company of 2,400
Battalion Commander (BTC.): Commands a Battalion of 24,000
Division Commander (DVC.): Commands a Division of 240,000
Corps Commander (CVC.): Commands a Corps of 2.4 million
Force Commander (FRC.): Commands a colony's overall ground defenses
(Space Officer Ranks)
3rd Lieutenant (3LT): Commands Servicemen or mans positions
2nd Lieutenant (2LT): Coordinates 3LTs or mans positions
1st Lieutenant (1LT): Mans positions
Staff Lieutenant (STLT): Overall command of crew, second-in-command
Ship/Station Commander (S. Cmdr.): Commands a colony's individual defense stations or starships.
Force Commander (F. Cmdr.): Commands a colony's space defenses and ships.
Reclaimer Directorate of Intelligence (RDI)
The RDI does not use troop formations, but rather Sections.
SECTION ZERO (0): Internal Affairs
SECTION ONE (1): Domestic Intelligence
SECTION TWO (2): Foreign Intelligence
SECTION THREE (3): Public Relations
SECTION FOUR (4): Covert Operations
RDI Ranking System (Top to Bottom: Senior to Junior)
Directors of the RDI
Director (Controls the Directorate)
Deputy Director (Second-in-Command to the Director)
Directors of the Sections
Section Director
Deputy Section Director
Chief of Section Staff
Deputy Chief of Section Staff
Field Office
Sector Supervisor (leads a Colonial Sector's Main Office)
Assistant Sector Supervisor
Head Supervisor (leads a Colony's Main Office)
Assistant Head Supervisor
Supervisor (leads Field Office)
Assistant Supervisor (second-in-command for a Field Office)
Chief of Office Staff (command of Field Officer personnel)
Assistant Chief of Office Staff (second-in-command to COS)
Chief Special Agent (leads a team)
Senior Special Agent (second-in-command for a team)
Special Agent
Field Agent (begin advanced training)
Agent
Junior Agent (Choose Section)
Serviceman/Servicewoman (Basic Training Stage)
Reclaimer Special Operations Command
Orbital Drop Shock Troopers
(Uses same ranks as Marines, uses same formations as Marines)
Spartan Corps
Formations of the Spartan Corps:
1 division: 5 companies, 6000 people
1 Company: 10 Platoons, 1200 people
1 Platoon: 5 units, 120 people
1 Unit: 4 squads, 24 people
1 Squad: 6 people
There are 26 Divisions in the Spartan Corps, each alphabetically named using the NATO Phonetic Alphabet (Alpha Division, Charlie Division).
Ranks of the Spartan Corps:
Spartans use the same ranks as the Marine Corps.
Shadow Corps
Formations of the Shadow Corps
1 Regiment: 5 battalions, 2,500 people
1 Battalion: 5 companies, 500 people
1 Company: 5 units, 100 people
1 Unit: 5 strike teams, 20 people
1 Team: 4 people
Ranks of the Shadow Corps:
Elite (special rank, given to elite Shadow Operatives that have ample experience, outranks everyone but Commanders and above)
General (head of the Shadow Corps)
Commander (leads a regiment)
Colonel (leads a Battalion, XO of a regiment)
Lieutenant Colonel (leads a company, XO of a battalion)
Major (leads a unit/company)
Lieutenant (leads a unit, XO of a Company)
Senior Operative (leads a unit/team)
Operative (leads a team)
Specialist (gained experience/took specialist course)
Initiate (finished basic training)
Recruit (begin basic training)
Formations aren't very important though, as Shadow Operatives usually operate in small teams of four, with no 'centralized' command force except the Shadow Corps Regimental Bases at Reach, Tarsonis, and New Harvest, each with a regiment based there. There are rarely more than one battalion of Shadows at each Regimental Base, as the majority of the Corps is spread out in Ascendency and known space.
1st Shadow Regiment: Reach (Inner, Outer and Sol Colonial Regions- note that it is not in sectors)
2nd Shadow Regiment: Tarsonis (Koprulu Colonial Region, Zerg Front)
3rd Shadow Regiment: New Harvest (Chiss Space, Prospero Sector, the Vargr Military Interest Zone)
4th Shadow Regiment (mobile, currently only has three full battalions and one independent company)
Promethean Combat Force
Known as the 'metal meat shields' by the members of the Ascendency military forces, the Promethean Combat Force is made entirely of 'Composed' criminals, used by the Ascendency to soften up their targets. Despite ethical concerns regarding the Prometheans, little to no sympathy can be given to 'things' who were once rapists, pirates, murderers, terrorists, kidnappers, and traitors. The numbers of the PCF can vary from time to time, and are commonly used for suicide missions. The Battle of Char (Reclaimer-Zerg War/Koprulu War) saw the use of Prometheans as decoys for the combined strike team during the penultimate phase of Operation: DOWNFALL. Though it is not an integral part of the Reclaimer Ascendency's military forces, the Prometheans are almost always called in during tough battles, as a dead Promethean, to the Reclaimers, is not of any importance.
The Mantle
The official ideology of the Ascendency is known as the Mantle of Responsibility, or the Mantle, as it is commonly called. The main ideals are:
1. To shield those incapable defending themselves.
2. To eliminate those who would harm the innocent.
3. To spread prosperity to the people who have none.
The three core ideals themselves have been slightly altered from the Forerunners,' allowing a more 'Manifest Destiny' approach to matters. Despite their trumpeting of the Mantle, many non-Ascendency races see the humans and Chiss as colonialists who have become the premier superpower of the known galaxy.
Client States/Protectorates
The Reclaimer Ascendency's meteoric rise in power has been coupled with prosperity, wealth, and a large number of client states, most of them 'liberated' races who were under the heel of another defeated race.
List of Reclaimer Protectorate States:
Dac Protectorate of Systems (first RSA Protectorate State, became one in 2588)
Vegan Systems Polity (second RSA Protectorate State, became one in 2596)
Morian Colonial Protectorate/Morian Protectorate of Systems (formed in 2600, absorbed by the Ascendency in 2610)
Deadman's Rock Autonomous System (formed in 2602, a puppet dictatorship under former crime lord Mira Han)
Kig-Yar Protectorate of Systems (formed in 2613)
Protectorate State of Bahalo (formed in 2613)
Diplomatic Relations
The Ascendency's rise in power and massive territorial growths have led to strained diplomatic relations with several Orion Arm powers.
The Sangheili Imperium: Although both nations are technically allied, the Imperium has now found itself surprised by the sudden increase of the Ascendency's power. The loss of two client races to the New Covenant, and subsequently to the Ascendency, has also hurt Sangheili pride. The losses sustained by the Imperium during the Second Covenant War, along with the major damage to their worlds, has caused the more rational leaders to accept that they are at a disadvantage to the Ascendency at the moment. The Imperium was the hardest hit faction during the SCW. The Imperium and Ascendency continue to maintain cordial, if strained relations, though the shadow that is the Human-Covenant War (2525-2553) still hangs over these diplomatic efforts like a never-ending raincloud.
The Jiralhanae Empire: The Jiralhanae Empire is a recently formed faction, created by the Chieftain Taurus after he launched a coup against the New Covenant, something that quickened the allied victory during the Second Covenant War (2608-2613, though the Ascendency only entered in 2611). Unlike the barely-contained outright hostility between the Imperium and the Empire, the Ascendency maintains a strained, cold, but cordial relationship with the Jiralhanae Empire. Between the three non-client state former Covenant factions, the Empire is easily the weakest. Their infrastructure was heavily damaged during the Second Covenant War, and the lack of trade with the Imperium has ironically damaged both of their efforts to regain their strength. The Ascendency is slowly gaining heavy influence within the Empire through economic means alone, though the Empire does trade with the Ascendency's protectorates, somewhat helping their economic state.
The Protoss Union: A faction formed from the ashes of the Protoss Empire (and the subsequent Protoss Protectorate), the Protoss Union is one of the few 'allies' of the Ascendency who do not have a tarnished view of it. Relations between the two factions are much better than the relations that the Ascendency has with every other race. The Joint Defense Treaty of 2610 only reinforced the importance of the Protoss-Reclaimer alliance, which allows a more secure Koprulu Sector for the Reclaimer Ascendency colonies there. The Protoss, however, barely have any trading with other factions, due to the lack of an economy. Their fleet, which was heavily decimated during the Koprulu War, is still being rebuilt.
The United Terran Republic: Formed from the ashes of the Terran Dominion (which had only existed for less than a year), the United Terran Republic was supposedly a democratic government that soon fell into a dictatorship under the control of Prime Minister (and later Chancellor) Aiden Rell. The Republic and the Ascendency initially had an alliance, though relations quickly soured when the expansionist dreams of the Republic, along with the purge of the Ghost Program was brought to light. The UTR would later be embroiled in a rebellion very much like the one that the deceased Emperor Mengsk fought against the Terran Confederacy of Man, with nearly all their fringe colonies and one core world rebelling and forming the New Terran Alliance. The Republic would not join the attack on Char during the twilight years of the Koprulu War, instead fighting a cold war against the NTA and preparing for open war against their 'rebel worlds.' The Republic would then set up concentration camps for the 'undesirables,' essentially suspected rebels. The camps were reminiscent of the Nazi death camps, causing the relations between the Ascendency and Republic to sour even more. In 2611, the Republic and the Alliance entered open warfare. Within a year, surprise attacks and the suspected involvement of the RSA caused the Republic to sign a ceasefire with the Alliance, ending the brief First Alliance-Republic War (the more subtle but equally hostile stance of the Republic populace against the NTA has led many to believe that another war is a foregone conclusion). The current leader of the UTR is Prime Minister Valerian Pasteur, a more benevolent dictator who has sought to mend relations, though the people of the Republic themselves are making it an impossible task.
The New Terran Alliance: Formed from the fringe colonies of the Republic and the worlds of the Umojan Protectorate, the New Terran Alliance was initially formed as a military junta by the Raynor's Raiders, and took part in the Battle of Char. The Alliance would later on become a democratic nation, with the Umojan Protectorate becoming part of it, bringing the advanced technology of the Umojans and their worlds into play. The Alliance would be decidedly friendlier than the Republic in their relations with the Ascendency, and they are the only other faction in the K-Sector (their nickname for the Koprulu Sector) who have a mutual defense agreement with the Protoss Union, helped by the fact that Jim Raynor, a prominent founder of the Alliance, was a personal friend of many Protoss higher-ups. The Alliance is slightly suspicious of the Ascendency for the Ghost Incident (also known as the Ghost Purges), but maintain a cordial alliance with them, along with trade agreements.
The Zerg Swarm: Total War. Nuff said.
The Flood: Kill-on-sight orders. Nuff said as well.
"Many humans thought that gaining the Janus Key and Forerunner tech would give them Forerunner-level capabilities. Of course, these humans were the dumber ones. You don't just jump from their current level of tech to the Forerunners,' who had so much time to perfect their technology that the head researchers of the reverse-engineering programs have repeatedly stated that the amount they could get from it was already higher than expected. Even then, this inheritance of knowledge would easily ensure Reclaimer dominance for centuries, if not millennia to come."- Dr. Jacqueline Carter, Ascendency Department of Research and Science
AN: That's a wrap! Tune in next time for...gee, I don't know.
