TEXT: TRAVELLER
  
  SECTOR FLEET 
   
   1
  AVENGER ENTERPRISES/COMSTAR GAMES PRESENTS: 
  SECTOR FLEET 
   
   
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY MARC MILLER 
   
   
   
  CREDITS 
   
  Admiral of the Imperial Grand Fleet 
  Martin J. Dougherty  
   
  Commodore of the Imperial Bodyguard Squadron 
  Neil Frier 
   
  Chief Of Staff 
  Roger Calver 
   
  Inspector-Admiral of Imperial Dockyards 
  William Andersen 
   
  Boarding Party Members 
  Don McKinney 
  Shane McLean 
  Nate Zettle 
  Michael Taylor 
   
   
   
   
   
  Copyright ©2009-2010 Avenger Enterprises in association with Comstar Media, LLC. All rights reserved. 
   
  Traveller is a trademark of Far Future Enterprises and is used under license. 
   
   
   
   
  2 3 4 5 6 7 8 9 10 
   
  
  SECTOR FLEET 
   
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  SECTOR FLEET 
  A SOURCEBOOK FOR TRAVELLER 
  TABLE OF CONTENTS 
  CREDITS.......................................................................................................................................................................................................................................1 
  TABLE OF CONTENTS............................................................................................................................................................................................................2 
  Introduction....................................................................................................................................................................................................................................5 
  Standards and Assumptions.....................................................................................................................................................................................................5 
  AUTHOR’S INTRODUCTION...................................................................................................................................................................................................6 
  CHAPTER 1: THE GRAND FLEET OF THE THIRD IMPERIUM ...............................................................................................................................................8 
  THE IMPERIAL NAVY ..............................................................................................................................................................................................................8 
  FACTS OF SPACE TRAVEL....................................................................................................................................................................................................8 
  THE ROLE OF THE NAVY .......................................................................................................................................................................................................9 
  Enforcement of Territorial Claims .........................................................................................................................................................................................9 
  Enforcement of Internal and Interstellar Law........................................................................................................................................................................9 
  Protection of Commerce......................................................................................................................................................................................................10 
  Diplomacy and Inter-state Relations...................................................................................................................................................................................10 
  Support or Protection of Interests .......................................................................................................................................................................................10 
  Power Projection and Intervention......................................................................................................................................................................................10 
  Pacification & Peacekeeping...............................................................................................................................................................................................11 
  Blockade/Red Zone Enforcement.......................................................................................................................................................................................11 
  War-Fighting ........................................................................................................................................................................................................................11 
  Exploration...........................................................................................................................................................................................................................11 
  Transport..............................................................................................................................................................................................................................11 
  THE IMPERIAL RULE OF SPACE.........................................................................................................................................................................................11 
  A HISTORY OF THE IMPERIAL NAVY .................................................................................................................................................................................12 
  The Vilani Imperium.............................................................................................................................................................................................................13 
  The Solomani “New Fleets”.................................................................................................................................................................................................14 
  Sylean Gunship Diplomacy.................................................................................................................................................................................................14 
  The Pacification Campaigns ...............................................................................................................................................................................................15 
  The Julian War.....................................................................................................................................................................................................................16 
  Aslan and Vargr Wars .........................................................................................................................................................................................................17 
  The Civil War (604-622) ......................................................................................................................................................................................................17 
  The Solomani Rim War (990-1002) ....................................................................................................................................................................................18 
  Rim Skirmishes....................................................................................................................................................................................................................19 
  VESSEL CLASSES.................................................................................................................................................................................................................21 
  Capital Vessels....................................................................................................................................................................................................................21 
  Cruisers................................................................................................................................................................................................................................22 
  Carriers and Tenders ..........................................................................................................................................................................................................24 
  Escorts and Couriers...........................................................................................................................................................................................................24 
  REPAIR, Logistics and Supply Vessels..............................................................................................................................................................................25 
  Planetary Attack Vessels ....................................................................................................................................................................................................27 
  Patrol Ships .........................................................................................................................................................................................................................28 
  Specialist Vessels................................................................................................................................................................................................................29 
  NON-STARSHIPS...................................................................................................................................................................................................................30 
  Non-Jump Warships............................................................................................................................................................................................................30 
  Small Craft ...........................................................................................................................................................................................................................31 
  CHAPTER 3: STRUCTURE AND ORGANIZATION OF THE GRAND FLEET........................................................................................................................33 
  POLITICAL COMMAND..........................................................................................................................................................................................................33 
  The Emperor........................................................................................................................................................................................................................33 
  The Archdukes.....................................................................................................................................................................................................................34 
  The Sector Dukes................................................................................................................................................................................................................34 
  the subsector dukes ............................................................................................................................................................................................................35 
  Other Noble Influence .........................................................................................................................................................................................................35 
  THE ADMIRALTY....................................................................................................................................................................................................................35 
  Grand Admirals....................................................................................................................................................................................................................35 
  Sector Admirals ...................................................................................................................................................................................................................36 
  subsector Admirals..............................................................................................................................................................................................................36 
  fleet admirals .......................................................................................................................................................................................................................36 
  Staff Admirals ......................................................................................................................................................................................................................37 
  Squadron Commanders ......................................................................................................................................................................................................37 
  Ship Captains ......................................................................................................................................................................................................................37 
  FLEET STRUCTURE..............................................................................................................................................................................................................38 
  The Imperial Navy model ....................................................................................................................................................................................................38 
  The Regular Navy................................................................................................................................................................................................................38 
  The Colonial Fleet ...............................................................................................................................................................................................................40 
  the fleet reserve...................................................................................................................................................................................................................41 
  Named (Sector) Fleets ........................................................................................................................................................................................................41 
  Numbered (Subsector) Fleets.............................................................................................................................................................................................42 
  
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  System squadrons...............................................................................................................................................................................................................43 
  Special Fleets ......................................................................................................................................................................................................................43 
  Squadrons, Flotillas and Task Forces ................................................................................................................................................................................44 
  Squadron Classification.......................................................................................................................................................................................................44 
  Squadron Types ..................................................................................................................................................................................................................45 
  Squadron Numbers .............................................................................................................................................................................................................46 
  IMPERIAL NAVY DEPOTS.....................................................................................................................................................................................................46 
  DEPOT Services .................................................................................................................................................................................................................46 
  Type .....................................................................................................................................................................................................................................48 
  Mobility.................................................................................................................................................................................................................................49 
  Capability .............................................................................................................................................................................................................................50 
  assignments and reactivation .............................................................................................................................................................................................51 
  NAVAL BASES........................................................................................................................................................................................................................52 
  CHAPTER 4: PERSONNEL .......................................................................................................................................................................................................53 
  THE IMPERIAL NOBILITY AND THE NAVY .........................................................................................................................................................................53 
  Recruitment and Training....................................................................................................................................................................................................53 
  Branch Selection and Promotion ........................................................................................................................................................................................53 
  Special Duties......................................................................................................................................................................................................................53 
  Titles.....................................................................................................................................................................................................................................54 
  FILLING THE RANKS .............................................................................................................................................................................................................54 
  Recruiting.............................................................................................................................................................................................................................54 
  Colonial Navy Recruitment..................................................................................................................................................................................................56 
  Huscarle Recruitment..........................................................................................................................................................................................................57 
  NAVAL BRANCHES ...............................................................................................................................................................................................................57 
  The Line...............................................................................................................................................................................................................................57 
  Crew.....................................................................................................................................................................................................................................58 
  Flight ....................................................................................................................................................................................................................................58 
  Gunnery ...............................................................................................................................................................................................................................58 
  Engineering..........................................................................................................................................................................................................................58 
  Medical.................................................................................................................................................................................................................................59 
  Technical Services ..............................................................................................................................................................................................................59 
  The Naval Regiment............................................................................................................................................................................................................59 
  The Staff ..............................................................................................................................................................................................................................60 
  Naval Intelligence ................................................................................................................................................................................................................61 
  Attaché/Diplomatic...............................................................................................................................................................................................................62 
  The Imperial Marines...........................................................................................................................................................................................................62 
  RANK STRUCTURE ...............................................................................................................................................................................................................62 
  Promotion and Branch.........................................................................................................................................................................................................62 
  Enlisted Personnel...............................................................................................................................................................................................................62 
  Commissioned Officers .......................................................................................................................................................................................................63 
  Officers of the Flag ..............................................................................................................................................................................................................65 
  Reserve Officers and Personnel.........................................................................................................................................................................................66 
  CHAPTER 5: DEPLOYMENTS AND PROCEDURES ..............................................................................................................................................................67 
  TERMS, DEPLOYMENTS AND LEAVE ................................................................................................................................................................................67 
  SPECIAL DUTY ......................................................................................................................................................................................................................67 
  Leaving the Service.............................................................................................................................................................................................................69 
  DEPLOYMENTS .................................................................................................................................................................................................................70 
  Patrol Operations.................................................................................................................................................................................................................70 
  Standing Operational Orders ..............................................................................................................................................................................................71 
  NAVAL PROCEDURES AND REGULATIONS .....................................................................................................................................................................71 
  Terms of Address ................................................................................................................................................................................................................71 
  Orders ..................................................................................................................................................................................................................................72 
  Naval Discipline ...................................................................................................................................................................................................................73 
  Court of Inquiry/Court-Martial..............................................................................................................................................................................................74 
  STARSHIP OPERATIONS .....................................................................................................................................................................................................74 
  General Shipboard Procedures ..........................................................................................................................................................................................74 
  Security Procedures ............................................................................................................................................................................................................75 
  Flight Procedures ................................................................................................................................................................................................................77 
  Jump Procedures ................................................................................................................................................................................................................77 
  Combat Procedures.............................................................................................................................................................................................................79 
  ARMED SHIPS NOT UNDER FLEET COMMAND................................................................................................................................................................82 
  STARSHIP SYSTEMS ............................................................................................................................................................................................................84 
  weapon mounts ...................................................................................................................................................................................................................84 
  DEFENSIVE SYSTEMS......................................................................................................................................................................................................85 
  weapon systems..................................................................................................................................................................................................................86 
  Personal Weapons and equipment.....................................................................................................................................................................................88 
  CHAPTER 7: THE SPINWARD MARCHES SECTOR FLEET .................................................................................................................................................90 
  NAVAL DEPLOYMENTS IN SPINWARD MARCHES SECTOR ..........................................................................................................................................90 
  general strategy...................................................................................................................................................................................................................91 
  Control of assets..................................................................................................................................................................................................................91 
  
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  Note......................................................................................................................................................................................................................................93 
  CHRONOR SUBSECTOR ..................................................................................................................................................................................................93 
  JEWELL SUBSECTOR .......................................................................................................................................................................................................93 
  REGINA SUBSECTOR .......................................................................................................................................................................................................96 
  ARAMIS SUBSECTOR .......................................................................................................................................................................................................99 
  QUERION SUBSECTOR ..................................................................................................................................................................................................101 
  VILIS SUBSECTOR ..........................................................................................................................................................................................................101 
  LANTH SUBSECTOR .......................................................................................................................................................................................................103 
  RHYLANOR SUBSECTOR...............................................................................................................................................................................................106 
  DARRIAN SUBSECTOR...................................................................................................................................................................................................110 
  SWORD WORLDS SUBSECTOR....................................................................................................................................................................................110 
  LUNION SUBSECTOR .....................................................................................................................................................................................................111 
  MORA SUBSECTOR ........................................................................................................................................................................................................113 
  FIVE SISTERS SUBSECTOR ..........................................................................................................................................................................................116 
  DISTRICT 268 ...................................................................................................................................................................................................................119 
  GLISTEN SUBSECTOR....................................................................................................................................................................................................119 
  TRIN’S VEIL SUBSECTOR ..............................................................................................................................................................................................121 
  Colonial Fleet ............................................................................................................................................................................................................................123 
  Reserves ...................................................................................................................................................................................................................................123 
  CHAPTER 8: OPPONENTS, ALLIES AND RIVALS ...............................................................................................................................................................125 
  MAJOR POWERS.................................................................................................................................................................................................................125 
  The Aslan...........................................................................................................................................................................................................................125 
  The Droyne ........................................................................................................................................................................................................................126 
  The Hive Federation..........................................................................................................................................................................................................126 
  The Julian Protectorate .....................................................................................................................................................................................................127 
  The K’Kree.........................................................................................................................................................................................................................128 
  The Solomani Confederation ............................................................................................................................................................................................129 
  The Vargr ...........................................................................................................................................................................................................................130 
  The Zhodani.......................................................................................................................................................................................................................130 
  subsector fleets..................................................................................................................................................................................................................132 
  the sector fleet ...................................................................................................................................................................................................................133 
  Capital Ships......................................................................................................................................................................................................................133 
  Cruiser Squadrons and Squadron-equivalents ................................................................................................................................................................134 
  Carrier Assets ....................................................................................................................................................................................................................134 
  Sector Destroyers, Escorts and Patrol Assets .................................................................................................................................................................135 
   
   
  
  SECTOR FLEET 
   
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  Introduction 
  Welcome to Sector Fleet, a Traveller adventure-sourcebook from Avenger Enterprises. This book is intended to be used 
  with the Traveller roleplaying game from Mongoose Publishing. The information in this book can, however, be used with 
  other versions of the Traveller game, and indeed entirely different rules sets. 
   
  This book focuses on the Imperial Navy in the Spinward Marches, with some information on the rival and allied navies of 
  the region. Comments on the Navy as a whole apply across most of the Imperium, though the frontier nature of the 
  Marches creates some special requirements, not all of which can be met by the Navy at any one time.  
   
  This book will be useful to Referees and players interested in a naval campaign, or as background to any game set in the 
  Marches. 
   
  About The Author 
  Martin J Dougherty is a freelance author specialising in military history, space travel and related topics. He has written or 
  contributed to over three dozen books and book-like objects (depending on what you count as a book) not counting 
  ebooks, online copy, magazine articles and related scribblings. He has previously worked as a teacher, an engineer, a 
  self-defence instructor, a fencing coach and a defence analyst. 
   
  When not randomly poking at a keyboard, Martin coaches the University of Sunderland Fencing, Kickboxing and Ju-Jitsu 
  classes. He is heavily involved with the Self-Defence Federation, with whom he holds three black belts and a Master 
  Level instructorship. Despite all this, the majority of people involved with Avenger enterprises refer to him as ‘some hack 
  writer we met’ and steadfastly refuse to take him seriously. This is probably for the best. 
   
  Martin’s website, such as it is, can be found at http://www.martinjdougherty.co.uk/ and he can be contacted by email at 
  avenger.enterprises@virgin.net. Just don’t expect an intelligible reply. 
   
  Avenger Enterprises 
  Avenger Enterprises is a loose collection of semi-random individuals who have seen fit to involve themselves in producing 
  Traveller materials. Or if you prefer, Avenger Enterprises is a design house co-owned by freelancer Martin J Dougherty 
  and William Andersen of Comstar Games, representing some of the finest Traveller and RPG writing talent worldwide.  
   
  Avenger’s writers have written and edited Traveller materials for publication since 1994, and have an involvement in the 
  games industry stretching back a decade more. Avenger people (using the term ‘people’ very loosely) have written, edited 
  and otherwise freelanced for many other game systems and for publishers including Mongoose Publishing, GDW, FASA, 
  Imperium Games, Steve Jackson Games, Hekaforge Productions and PBM Scroll Magazine. Most relevant to this 
  adventure; Avenger staff were heavily involved in the production of the Mongoose Traveller Spinward Marches 
  sourcebook.  
   
  The Avenger website is at http://www.avengerenterprises.co.uk/ and hosts a forum for Traveller and related matters at 
  http://www.traveller.comstar-games.com/. 
   
  Standards and Assumptions 
  Sector Fleet is a supplement for the Traveller roleplaying game published by Mongoose Publishing. It forms part of the 
  line of Science-Fiction game materials published by Avenger Enterprises. Possession of the Spinward Marches 
  supplement from Mongoose Publishing is desirable if the full potential of this book is to be realised, though most of the 
  information herein stands alone as general background data. 
   
  This book presents the Spinward Marches Sector Fleet as it is in 1105. It is entirely possible that additional vessels may 
  be assigned to the region, or ships be pulled away to deal with crises elsewhere. Thus the fleet composition in this book 
  should be taken as a guideline only – it can vary quite considerably if the Referee feels that this is justified.  
   
  Where a squadron or force composition is given, this is an average. Vessels may be away on detached duty, down for 
  maintenance and so forth, and not every squadron is up to strength. Thus a battle squadron listed as having 4 ships might 
  only have two available at the moment a crisis breaks out. Vessels and indeed whole squadrons are transferred around 
  the sector from time to time, and even sent to other sectors at need. There is thus no guarantee that a given squadron will 
  
  SECTOR FLEET 
   
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  be on station and at full strength all of the time. Keeping track of the current situation is a major task for the fleet’s 
  administrative apparatus.  
   
  Squadron details are presented in the following format: 
   
  Force Name (Usually a designation followed by home port, e.g. Cruiser Group Frenzie) 
   
  Number of Squadrons of A Type 
   
   
  Number of Vessels of X Type in typical squadron 
   
   
  Number of Vessels of Y Type in typical squadron 
   
   
  Number of Vessels of Z Type in typical squadron 
   
  Number of Squadrons of B Type 
   
   
  Number of Vessels of P Type in typical squadron 
   
   
  Number of Vessels of Q Type in typical squadron 
   
   
  Number of Vessels of R Type in typical squadron 
   
  And so forth. 
   
  For example: 
   
   
   
  Strike Group Mongo 
   
  2 Strike CruRon 
   
   
  4 Strike Cruiser 
   
   
   
  1 Fast Logistics Vessel 
   
  3 Strike Carrier Task Group 
   
   
  1 Strike Carrier 
   
   
  3 Fleet Destroyer 
   
   
  1 Fast Logistics Vessel 
   
  This hypothetical strike group based out of Mongo in Jewell Subsector is a single command for administrative purposes, 
  though it might detach some assets and gain others from elsewhere depending on the circumstances. It is composed of 
  five squadrons (technically, two squadrons and three squadron-equivalent task forces), which might operate 
  independently in the same area or launch a combined attack on an important target. Individual ships might also be 
  detached as raiders.  
   
  The group contains two CruRons (Cruiser Squadrons), each with a nominal strength of four strike cruisers supported by a 
  fast logistics vessel. There are also three task groups each based around a strike carrier assisted by three fleet destroyers 
  and a fast logistics vessel. In practice, composition may vary; one of the CruRons may only have three cruisers and the 
  other might contain three strike cruisers and a light cruiser. The fleet never quite matches its ‘paper’ strength and 
  dispositions. It this was ever achieved it would probably only last for minutes before a redeployment rendered the records 
  out of date. 
   
  Note that the squadron listings make no mention of auxiliaries, couriers, scouts and similar minor vessels. These are of 
  negligible value in combat, though they are vital to the running of a fleet in both peace and war. Nor are the defences of 
  naval bases spelled out. These assets are not Jump-capable so, while they are crewed by Navy personnel, are not 
  counted towards the ship strength in the region. 
   
  AUTHOR’S INTRODUCTION 
  A great deal has (and has not) been written about the Imperial Navy. Debates among Traveller fans have raged endlessly 
  about whether games like Trillion Credit Squadron, Fifth Frontier War and Imperium represent a functioning model of the 
  Imperial Navy and its budget. Fact is, these games were created to be just that – self-contained games – and not a model 
  for the complete naval structure of a huge interstellar empire. Attempts to use data from these games to show that the 
  Imperium can field X dreadnoughts or Y anti-piracy vessels are thus flawed. 
   
  Over the years, in various editions of the Traveller game, ballpark numbers have been put forward for the strength of the 
  Imperial Navy. The main facts are as follows: 
  
  SECTOR FLEET 
   
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  • 
  Each Sector Fleet has roughly 1000 ships;  
  • 
  Each subsector has one battleship squadron and one cruiser squadron 
  • 
  The Colonial Fleet is roughly the same strength as the regular fleet in each sector.  
   
  These figures make a decent enough starting point but any close examination of what the Imperial Navy needs to do, and 
  what is has to work with, shows that the actual situation is more complex. There is indeed one battleship squadron (or 
  equivalent) per subsector, but a navy that positioned its capital ships in this manner could be overrun by any enemy who 
  concentrated his own weapons. Thus while these ship numbers exist, they are not deployed in such a neat manner.  
   
  In calculating the relative strengths and the dispositions of the various fleets, we have made certain assumptions. The 
  most critical of these are: 
   
  1. The Navy must be able to repel a major invasion or put down a widespread rebellion. This means that its budget 
  will be skewed towards heavy battle units. The reasoning is simple – if you cannot secure your territory, there is 
  no point in being able to police traffic within it.  
  2. An even distribution of capital and heavy units is suicide. Stationing one BatRon (battleship squadron) per 
  subsector simply invites defeat in detail. Thus the Navy will concentrate its heavy assets in some areas and use 
  maneuver rather than a ‘solid wall’ as its operational strategy. It therefore follows that ‘warfighting’ capability is 
  mainly the province of the Sector commands. 
  3. Policing, anti-piracy and internal security operations can be best controlled from close to the area in question. 
  Thus the security and patrol missions which require more and lighter ships are properly the province of the 
  Subsector fleets. These forces are further augmented by ships from other sources such as the Huscarles that 
  serve some Imperial nobles, corporate warships and so forth. This frees the bulk of the Navy to deal with the ‘real 
  business’ of dealing with major threats. 
  4. The Fleet needs a chain of large and small depots and bases, and these need to be defended by dedicated 
  forces which cannot be stripped away for other missions without inviting a crippling raid – this has happened in 
  the history of the Imperial Navy and all efforts are made to ensure that the mistake is not repeated. 
  5. Nobody ever has enough escorts, auxiliaries and logistics ships. This is a constant throughout maritime and 
  interstellar naval history. 
  6. Vessels of the Colonial Fleet will tend towards the smaller and lighter end of the spectrum since individual worlds 
  tend not to need huge ships and in any case probably cannot afford them. Thus the active units of the Colonial 
  Fleet will tend to be concentrated at the Subsector level. 
  7. Some of the Imperium’s obsolescent battleships will be bought at good prices by planetary navies. Of those, most 
  will be turned into non-Jump-capable defensive monitors and a few will be available to the Colonial Fleet. 
  However, that leaves a lot of large ships with no-one to crew them. These ships remain useful and thus are 
  assigned to the Fleet Reserve.  
   
  These assumptions and their results are apparent throughout this book. 
  
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   8
  CHAPTER 1: THE GRAND FLEET OF THE THIRD IMPERIUM 
   
  THE IMPERIAL NAVY 
  The Third Imperium covers a vast region of space; a region that must be defended against internal and external enemies. 
  The Imperial Navy carries out that role in the name of the Emperor. Its ships are often the only representatives of the 
  Imperium in a system, carrying the burden of defense and law enforcement in far-off places. Small wonder, then, that the 
  Imperial Navy is the “senior service” and inextricably tied with the Imperial Nobility. For the Navy is not merely the tool of 
  Imperial power. Its personnel are drawn from thousands of worlds. Its ships are constructed in dozens of yards; systems 
  are supplied by hundreds of corporations. Its leaders are the great nobility of the Imperium. 
   
  In a very real way, the Imperial Navy IS the Third Imperium. 
   
  Normally, even official documents refer to the “Imperial Navy”. However, in highly formal circumstances, the navy is given 
  a rather more impressive title – the Grand Fleet of the Third Imperium. This book focuses on one regional fleet, but in 
  order to understand its role, the missions it undertakes and the regulations it obeys, it is necessary to view the Spinward 
  Marches Sector Fleet in the context of the wider Imperial Navy. 
   
  It is often stated that the Imperium does not rule worlds, but instead claims as its territory ‘the space between the stars’. 
  This may seem nonsensical – what value can empty space possibly have? In truth, the value of space is not measurable 
  in terms of wealth generated or minerals obtained. Space is valuable as a medium for travel, commerce and military 
  activity. By controlling and regulating these activities, the Imperium generates revenue and creates security. 
   
  Space is of vital importance to the Third Imperium and its neighbors. Even if a particular world or state has no offworld 
  holdings and little trade, local activity in space may have great economic and strategic value. As a world’s importance on 
  the interstellar stage increases, so does its need to use space for a variety of purposes.  
   
  Space offers many opportunities, and as many vulnerabilities. Space is the avenue of attack upon worlds; defenses must 
  be prepared. Installations and offworld holdings are vulnerable to annexation; security must be provided. Trade and 
  commerce must move through deep space; ships must be protected. In times of war or tension, space is the arena in 
  which most issues are resolved. From the diplomatic message sent by a token gunboat enforcing a territorial claim, to 
  deep-space fleet engagements between hundreds of ships, space forces are powerful tools with which to protect or 
  further national interests. 
   
  Space is a deadly arena where the slightest error or deficiency means a horrible death by decompression. But the need 
  exists to defend and police it, and in states across Charted Space, the call is answered by a special breed of men and 
  women. They are the champions of their state; its defenders and its emissaries. Occasionally they are scapegoats or 
  sacrificial victims. Most often they are enforcers of routine and sometimes resented laws.  But however mundane or 
  routine their duties may be most of the time, they are vigilant. They stand ready to defend against all enemies, whatever 
  the odds.  
   
  In the Third Imperium these men and women (of many species), proudly serve under a single banner. From the highest 
  admiral to the newest recruit they are a part of the greatest military force in Charted Space – the Grand Fleet of the Third 
  Imperium. The Sector Fleet of the Spinward Marches, and the subsector fleets within it, are all part of the Grand Fleet, 
  and their actions have at times shaped the course of Imperial history. 
   
   
  FACTS OF SPACE TRAVEL 
  The Traveller universe is shaped by certain facts concerning space travel. Of these, Jump and the lack of “any means of 
  instant communication between star systems are the most influential factors. Since there is no means of faster-than-light 
  communication available, information travels only at the speed of the ship carrying it. This factor influences the nature of 
  military, political and economic management throughout Charted Space. Local commanders and executives are required 
  to make their own judgments without outside instructions. In this sense, the Traveller universe resembles the far-flung 
  colonial empires of Terra’s 19th century, where a warship commander might be months from reinforcement or instructions, 
  and where cruising warships acted as floating embassies and intervention forces to assist local officials. 
   
  
  SECTOR FLEET 
   
   9
  The Jump drive is the only practicable means of interstellar travel. Generation and “freezer” ships have been used for 
  colonization missions, but for economic and military purposes Jump-capable ships are the only answer to the immense 
  distances between the stars. Since gravity wells interfere with Jump drives, all physical objects have a radius around them 
  within which it is highly inadvisable to enter Jump, and only possible to exit in the case of a catastrophic Misjump.  
   
  This means that ships must travel in normal space to reach a jump point. In a cluttered system, nearby Jump points may 
  be masked by the gravity wells of moons, asteroids or stars, necessitating a long journey to the Jump point. This need for 
  normal-space transit makes commerce-raiding and piracy a possibility within the Traveller universe. 
   
  A vessel’s Jump rating defines the maximum distance (in Parsecs) that it can travel in a single Jump. The highest Jump 
  number available in Charted Space is 6, other than in the case of highly dangerous and unpredictable Misjumps. A Jump 
  takes one week, give or take a day or so, and this duration is more or less immutable. Ships can of course jump less than 
  their Jump number, and in-system microjumps are not uncommon where this will shave a few days off a long normal-
  space transit. 
   
  Jump requires very large amounts of fuel (liquid hydrogen). The majority of this fuel is used in a highly inefficient process 
  that nevertheless generates a great deal of energy; enough to project the ship into Jumpspace. The remainder is used 
  during the Jump to maintain the Jump field. If the Jump field collapses or becomes unstable, the vessel is usually 
  destroyed. This voracious appetite for fuel means that Jump-capable vessels must sacrifice large amounts of hull space in 
  return for strategic mobility. Few ships carry enough fuel for more than one jump although measures such as drop tanks 
  have been tried, with mixed results.  
   
  While commercial vessels tend to use Jump-1 or –2 engines, trading speed for cargo capacity, the nature of military 
  operations requires that many military vessels use higher Jump numbers. Jump -3 or –4 are accepted as the norm for 
  military ships. Any higher and the ship loses too much offensive and defensive capability, though some patrol, intruder 
  and courier ships are capable of such high jump numbers.  
   
  Vessels which do not carry a Jump drive can fit more weapons and other systems into a hull of the same size, giving the 
  defender a considerable ton-for-ton advantage. This has led to the creation of many classes of non-Jump-capable 
  warships, from System Defense Boats to huge Monitors and the sublight Battle Riders carried by Jump-capable tenders. 
    
  THE ROLE OF THE NAVY 
  The navy of any interstellar power, and particularly that of the Third Imperium, is a political instrument which serves the 
  purposes defined for it by the ruling elite. These purposes may vary from place to place and time to time, but in general 
  they fall into the following categories: 
   
  ENFORCEMENT OF TERRITORIAL CLAIMS 
  Without some form of armed force to back up a territorial claim, it is meaningless and can be challenged by anyone who 
  feels like it. Territorial enforcement forms part of the role of light patrol forces. A regular but, token presence is generally 
  all that is needed to maintain a claim, so long as the situation is clear – anyone who wants to dispute this claim is going to 
  have to fire on a naval vessel and can expect a response from a much more powerful force. 
   
  The regular patrols undertaken by Imperial Navy vessels throughout the Imperium and along its borders serve this 
  purpose, among others. They demonstrate the willingness of the Imperium to defend its territory with armed force, even if 
  the only vessel on hand is a single Patrol Cruiser. 
   
   
  Another claim enforcement technique used by the Imperial Navy is to deploy a destroyer or light cruiser at a particular 
  location as a guardship. Some sensitive areas have a permanent guardship presence, replaced in rotation, while others 
  receive a vessel only in times of heightened tension. Guardships are deployed where local forces are insufficient, or 
  where there are none at all. An example is the Melior system in Glisten subsector, which has no naval forces of its own 
  but is assigned a guardship from the naval base at Egypt, also within Glisten subsector. 
   
  ENFORCEMENT OF INTERNAL AND INTERSTELLAR LAW 
  While some states maintain a specialised customs and law-enforcement force, in the majority of cases some part or all of 
  this role falls to the navy. Naval starships have the right to stop and search suspect vessels – and they have the weaponry 
  
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  10 
  to compel obedience. The enforcement role includes suppression of piracy and smuggling as well as routine tasks such 
  as ensuring compliance with shipping regulations and Red Zones. 
   
  While the task is normally carried out by Starport personnel, Naval parties are sometimes detailed to inspect a starship’s 
  safety equipment for compliance with Imperial Regulations. Such a routine inspection led to the apprehension of the 
  corsair Captain known as Spacer Hal when his vessel, masquerading as a legitimate merchant vessel, was stopped for 
  inspection by the patrol cruiser Kugillinaa off Pimane in Mora subsector on 217-1103. Several naval personnel lost their 
  lives in the ensuing action, but the spaceways are that much safer for their sacrifice. 
   
   
  PROTECTION OF COMMERCE 
  Interstellar commerce is the lifeblood of any civilization. Freighters packed with goods represent a tempting target for 
  thieves and pirates, while the destruction of commercial traffic is a valid military tactic in times of war. Disruption of trade 
  has brought more than one state to the brink of ruin in human history. If this is to be avoided, escorts and patrol forces 
  must be provided in order to keep the space lanes (relatively) safe for merchant shipping. Many naval personnel see the 
  protection of helpless merchant traffic as their highest ideal, and Imperial history abounds with stories of convoys 
  defended to the last against overwhelming odds.  
   
  DIPLOMACY AND INTER-STATE RELATIONS 
  One of the most important, but often overlooked, roles of the Navy is simply to be seen. Ensuring a visible presence in 
  various ways is known as ‘showing the flag’, and it brings several important benefits. It is a reminder to the population of 
  member worlds that the Imperium has not forgotten them; that the vessels of the Navy stand ready to defend them at 
  need. On the other side of the same coin, flag-showing operations remind potential troublemakers that the Navy is ready 
  to come in and correct them if they step out of line.  
   
  Care is taken to ensure that foreign powers are frequently reminded of the power and omnipresence of the Imperial Navy, 
  reminding them that the Imperium is a powerful ally and a deadly foe. Warships are often used to transport emissaries 
  and ambassadors, and serve as a demonstration of power and wealth – and of course military might – to back up the 
  diplomats’ words. For example, when the Imperial Ambassador to Chronor was assassinated in 1104, the Imperial Navy 
  sent a single ship to bring her body home. The vessel was INS Pantheress, a gigantic Tigress class dreadnought, and her 
  presence in Consulate space sent a very clear message to the Zhodani leadership. 
   
  As well as deterring foreign intervention, vessels on flag-showing patrol also have a marked deterrent effect on piracy and 
  smuggling. A useful side effect of the “goodwill visits” and “courtesy tours” undertaken by Navy vessels is that there is a 
  chance – not a large one, but a chance all the same – that when a crisis develops a Navy vessel may be on hand to 
  assist. And of course, those who might precipitate or exploit such a crisis cannot know that the Navy will not show up 
  unannounced and derail the plan. 
   
  SUPPORT OR PROTECTION OF INTERESTS 
  When diplomacy or the implicit threat of naval force does not suffice, naval assets can be deployed in support of the 
  state’s interests. This can simply mean placing a vessel over a vulnerable installation as a guardship, or can be more 
  complex. The presence of a small Imperial warship over Sorel in the Spinward Marches might not prevent an attack – 
  after all, how much can one Close Escort or Patrol Cruiser achieve? – but attacking it means firing on the Imperial Navy. 
  Even the stupidest aggressor knows that if you take on any part of the Navy, you end up taking on all of it – or at least, as 
  much of it as is necessary to stomp you flat. 
   
  POWER PROJECTION AND INTERVENTION 
  Sometimes the capability to project power, as demonstrated by moving a ship, squadron or even a fleet into the region, is 
  enough to influence events there. Naval assets can exert a powerful stabilizing influence simply by being present. At 
  times, however, direct intervention is required. This can take place entirely in space (e.g. blockade), or from space (e.g. 
  attacks on military installations from orbit). In some cases direct intervention on the ground is necessary. Many naval 
  personnel receive special “Naval Regiment” training for such ad-hoc intervention. If it is at all possible, the Imperial Marine 
  Corps conducts intervention on the ground, backed up by forces from the Imperial Army as needed. 
   
  
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  11 
  PACIFICATION & PEACEKEEPING 
  When a region is troubled by war or piracy, the Navy deploys forces to pacify it. Where possible, problems are tackled at 
  the root; pirate bases are found and destroyed; combatants are given pressing reasons to declare a ceasefire. When 
  these measures are not effective, the standard Navy solution is to swamp the region with patrol craft and heavy units. All 
  vessels are stopped and searched. Illegal activity is harshly punished. Once the area is “cleaned up”, the major units 
  withdraw, but a peacekeeping force is left behind for a time. 
   
  Peacekeeping generally means keeping combatants apart and rigorously applying Imperial Law. Infractions that would in 
  another area be given the benefit of the doubt are investigated and dealt with to the utmost extent of the law. The 
  message this sends to belligerents is simple – the Navy will make their lives as difficult as possible until they begin to 
  behave themselves. Lieutenant-Commander Miche of the Patrol Cruiser Isakagi, positioning his vessel between an armed 
  merchant and a suspected raider during the Trade War of 1102, summed up the Navy’s uncompromising attitude in his 
  curt broadcast to both vessels: “This vessel is on a peacekeeping deployment. That means you don’t fight round here 
  unless you want to fight with the Imperial Navy!” 
   
  BLOCKADE/RED ZONE ENFORCEMENT 
  For various reasons, the Imperium may want to prevent contact with a particular world. Whether keeping unauthorized 
  traffic out of a world under Imperial Sanctions, or preventing traders too greedy for their own good from blundering into a 
  deathtrap world, the Navy undertakes many such missions. Vessels are warned, then turned around and sent back the 
  way they came. If necessary, force is used.  
   
  Blockade can only be enforced if intruders can be detected, so this is a task for ships with excellent sensors, backed up 
  by a unit possessing sufficient firepower to deter any potential blockade-runner from making the attempt. Blockade forces 
  usually comprise a light cruiser with a number of patrol vessels for sensor coverage and with auxiliaries in support. 
  However, the Red Zone at Andor/Five Sisters is considered sufficiently important that a Tigress class dreadnought is the 
  flagship of the blockade fleet, accompanied by several cruisers and support vessels. 
   
  WAR-FIGHTING 
  The Navy must of course remain ready to meet and defeat external threats. War-fighting operations include fleet actions, 
  squadron-level raids, commerce raiding and protection, escort of transport and logistics ships, and planetary attack. This 
  is the role for which the gigantic battleships and dreadnoughts, the fast cruisers and the fighter-laden escort carriers are 
  designed. Such vessels represent vast overkill in enforcing laws or chasing pirates, but for the defense of the state 
  against a similarly-equipped foe, powerful ships are the first, last and only line of defense. 
   
  EXPLORATION 
  The Imperial Navy undertakes little exploration work although in the Zhodani Consulate and the Solomani Confederation, 
  both of which have open frontiers and no specialist Scout Service, exploration is a significant part of the Navy’s role. 
   
  TRANSPORT 
  Most transportation in Imperial Space is by civilian or corporate freighters. However, the Navy does transport its own 
  supplies and munitions in dangerous or sensitive areas. The Navy also transports troops of the Imperial Army and 
  individual personnel such as ambassadors. The Navy maintains large numbers of courier vessels for the latter role, and 
  many armed and unarmed transport vessels for the former.  
   
  THE IMPERIAL RULE OF SPACE 
  With a few exceptions, the Third Imperium does not rule worlds. Instead, the Imperium claims as its domain the space 
  between the stars. On the face of it, this claim seems meaningless or even silly – space is, after all, rather empty. But 
  empty or not, space is valuable. Every cargo, every message, every diplomatic envoy travels through the space that is the 
  domain of the Third Imperium. Thus the economic and political affairs of each and every member world can be dominated 
  by the fleets of the Third Imperium. 
   
  The Imperium not only undertakes to rule the vast reaches of space but also to defend them, and thereby the worlds that 
  lie within Imperial territory. The Imperial rule of space is thus not a stranglehold upon the member worlds but a contract 
  between the Imperial rulers and the member worlds. While the Imperial Navy jealously guards its right to control space, so 
  also does it claim the proud duty of guaranteeing the safety of the trade ships and the planetary populations of the 
  member worlds.  
  
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  12 
   
  Although space is the preserve of the Imperium and its Navy, each world is of course entitled to self-government and 
  defense. This means that there must be some meeting point between Imperial and local jurisdiction. The standard terms 
  of Imperial membership allow for a zone of shared jurisdiction between planetary and Imperial forces. This zone begins 10 
  diameters out from the world and ends at 100; it is not a consequence that 100 diameters is the minimum safe Jump 
  distance. Under 10 diameters is the sole jurisdiction of the planetary forces, except where Imperial intervention has been 
  requested by the world or imposed by legitimate Imperial authorities, or special areas such as Starports, which are 
  considered to be Imperial territory. The 10-diameter zone is patrolled and defended by whatever COACC (Close Orbit and 
  Airspace Control Command) forces the world can muster. 
   
  Beyond the 100-diameter limit, Imperial authority is absolute. Local craft are subject to the same rules and controls as 
  foreign (i.e. out-system) vessels moving through that space.  However, there are some special considerations. Worlds 
  with holdings elsewhere in the system are allowed courtesy “transit corridors” to and from their offworld holdings, within 
  which local vessels are considered to be in the “shared responsibility” zone and subject to greatly relaxed restrictions. 
  This courtesy is simply to avoid pointless hassle for local traffic, and is not extended to out-system ships unless they are 
  proceeding between points on the transit corridor. Foreign ships crossing the corridor are in Imperial space, and are the 
  responsibility of the Navy. 
   
  The second exception concerns the right to enforce customs and to provide for local defense. All Imperial member worlds 
  have “standing permission” to meet incoming vessels beyond the 100 diameter limit if necessary, and to station system 
  defense assets anywhere in the system that is not specifically prohibited by, say, the proximity of an Imperial Fleet 
  installation in the outsystem. Standing Permission can be revoked as part of sanctions against an unruly world. 
   
  System defense vessels operating in what is very definitely Imperial space might seem to be a breach of the Imperial Rule 
  of Space, but this is not the case. Local defense vessels are not foreign warships intruding into Imperial space but are the 
  forces of an Imperial member world protecting local Imperial space against pirates, smugglers and hostile forces. Thus 
  they have every right to deploy for defensive purposes anywhere in local space, which is normally defined as their home 
  star system, including the system of a binary partner star.  
   
  Local forces do not have stop-and-search rights of naval vessels as such – as local forces they have no jurisdiction in 
  Imperial space. However, local forces are also by definition part of the Colonial Fleet of the Third Imperium and as such 
  are required to uphold Imperial (not local) laws wherever they may be. This not only grants the right to conduct searches, 
  anti-piracy sweeps and so on, but also the duty to do so. These duties are thus undertaken not in the name of local 
  government but with the Emperor’s authority. How enthusiastic local forces are about these duties does tend to vary from 
  system to system. 
   
  Jump-capable local forces are treated exactly like sublight vessels, even if they leave the home system. If they are acting 
  as units of the Colonial Fleet (i.e. under orders from the Subsector admiral), they are treated as regular Navy vessels. 
  They must uphold Imperial Law and observe local jurisdiction as if they were visiting fleet units. Colonial vessels often 
  take part in anti-piracy or patrol operations in conjunction with or instead of Imperial Navy ships. However, when not under 
  Imperial orders, the deployment of locally-owned warships beyond the home system is a matter for the discretion of the 
  planetary government, subject to permission from the Imperial Authorities. This is discussed later, under Naval 
  Procedures. 
   
   
  Thus the Imperium retains the right to absolute rule of space, yet acknowledges and welcomes the contribution of local 
  forces to that rule. The various gray areas in this arrangement allow for a variety of diplomatic incidents, but this is 
  considered a necessary evil in return for a workable system. 
   
  A HISTORY OF THE IMPERIAL NAVY  
  The fleets of the Third Imperium and its neighbors did not of course spring into being in their present form. They are the 
  product of a long, long period of evolution. Along the way, vessel design and fleet structure was influenced by the 
  capabilities of potential and real enemies, by hard lessons learned in war and economic factors in peacetime. The 
  development of the fleets begins with the Vilani Ziru Sirka and is still going on today. 
   
   
  
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  13 
   
   
  THE VILANI IMPERIUM 
  The Vilani created the First Imperium in –4045. As any interstellar polity must be, their empire was founded upon naval 
  strength. The early Vilani ships were rather primitive, with little space left over for weapons or cargo once drvies and fuel 
  were installed, but the Vilani had one huge advantage over the races they encountered; they were the first race since the 
  Ancients to discover the Jump drive. 
   
  A loose interstellar community founded upon trade sprang up in a 60-parsec radius around Vland. Individual traders 
  pushed still further out and sold Vilani technology, even Jump technology, to the races they encountered. These were, to 
  use the Vilani word, khasekane (loosely translated as ‘barbarians’), whose technological capability was far below that of 
  the Vilani. Among them were at least a dozen human cultures and a number of aliens whose technological level varied 
  from true barbarism to advanced industry. None, however, had the Jump drive. 
   
   
  Some of these other races joined the Vilani on the interstellar stage. Many were assimilated into Vilani culture, but not all 
  of the races encountered by these new Starfarers accepted Vilani values. Some began to raid, hoping to take by force the 
  technologies they could not afford to buy. It became apparent that some of these races were creating empires that would 
  in time threaten Vilani trade and culture. The three bureaus that ruled Vilani society were not prepared to let this happen. 
  They raised fleets of warships to protect Vilani trade and strike back at the raiders. The appearance of these fleets, and 
  the new attitude that they represented, caused increased friction with the border empires. In some areas this boiled over 
  into open conflict. Thus began the Consolidation Wars, which would last a thousand years. 
   
  At first, the three bureaus each maintained their own fleets, but over time it became apparent that central control was 
  needed. To impose this control, the Grand Empire of Stars (Ziru Sirka) was declared, and with it a reform of the Vilani 
  fleets to create a unified organization. The reorganized fleets of the Ziru Sirka systematically destroyed or absorbed all 
  opposition, until eventually there were no civilized states left on the Vilani borders. Historians may care to note that the 
  Vargr were an exception to this – but then the Vilani never saw the Vargr as civilized. 
   
  
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  14 
  After the end of the Consolidation Wars, a period of relative peace now variously known as the Pax Vilanica or Pax Vilani, 
  or by the original Vilai word Gadasabilanidin (‘Vilani Peace’) descended. The powerful fleets of the Ziru Sirka assumed the 
  role of protectors to the Empire, and maintained a careful watch to prevent any “barbarian” powers from arising on the 
  border. Occasional action was required to put down such a nascent threat, but for many hundreds of years the fleet 
  patrolled and observed, and gradually slid into decline.  
   
  At its height, the Ziru Sirka controlled 15,000 worlds throughout 27 sectors. The price of rigidly controlling such a large 
  area was cultural stagnation and a loss of interest in the worlds beyond the Imperial borders. When, late in the Pax Vilani, 
  a barbarian power emerged just beyond the frontier, there was little interest, and no action. The Ziru Sirka dozed in the 
  final years of a golden age; little suspecting how badly prepared it was for a new war. That war began in –2422, when the 
  Pax Vilani was shattered by upstart barbarians boiling out of an insignificant world named Terra. A startlingly short time 
  later, the Grand Empire of Stars was no more.  
   
   
  THE SOLOMANI “NEW FLEETS” 
  The Terrans, now known to history as the Solomani, developed Jump technology independently in –2434. Solomani 
  explorers encountered the Grand Empire of Stars soon after, at Barnard’s Star. At first the Vilani ignored the barbarians 
  and their primitive starships.  
   
  The Solomani insisted upon claiming Barnard as their territory, which resulted in friction and finally, in –2408, a Vilani 
  trade caravan coming under fire from American vessels. The Vilani reaction was predictable. A fleet was dispatched to 
  teach the upstarts their place. The Vilani force met a combined Solomani fleet composed of vessels drawn from the 
  Unites States Navy, China’s Defense Force, the British Royal Navy and Brazil’s large commerce fleet. Run-down and 
  overconfident as the Vilani navy was, its vessels still had no difficulty in wiping out the totally inexperienced Solomani 
  force. This served to confirm Vilani overconfidence, while the barbarians were unquestionably taught a lesson. 
   
  Unfortunately for the Ziru Sirka, it was not the lesson they had set out to teach. 
   
  Fearing that they faced annihilation or subjugation, and knowing that they could not defeat the vast Vilani Imperium as a 
  collection of individual nations, the people of Terra were forced to co-operate as never before. The United Nations was 
  given greater powers to coordinate the efforts of various nations in a move that eventually led to the formation of the 
  Terran Confederation. 
   
  Even worse for the Vilani, the Solomani now had some idea how to fight an interstellar war. They constructed fleets 
  organized like those of the Vilani, with homogenous squadrons, and composed of low-technology but effective warships. 
  A new class of light attack craft or missile boat was created to return the Vilani salvoes with large numbers of relatively 
  crude weapons, while dreadnoughts mounting spinal weapons closed for a decisive clash. 
   
  The Solomani New Fleets also included a number of cruiser classes intended for deep raiding missions to disrupt trade 
  and commerce. These vessels boasted a Jump-2 drive, which was a shock to the Vilani as they had monopolized Jump-2 
  capability for a thousand years and had not imagined encountering a foe with equivalent mobility. When the Solomani 
  invented a workable Jump-3 drive, something that had eluded the Vilani for centuries, the strategic balance swung 
  irrevocably in the direction of the Solomani. 
   
  The Vilani remained overconfident, and were repeatedly defeated by the Solomani, who saw themselves as fighting for 
  survival. Gradually the Solomani gained ascendance, though it was not until –2204 that the Ziru Sirka, weakened from 
  within, collapsed and the period known as the Rule of Man began. The Solomani navy did what it could to stabilize and 
  govern the shattered Vilani Imperium, and held back the night for another 400 years. However, despite all that could be 
  done, the Ramshackle Empire lost its grip and fell into the darkness. The Long Night began. 
   
  It would be 1700 years before light flared once more, and once again the Navy would be the torchbearers. 
   
  SYLEAN GUNSHIP DIPLOMACY 
  The Sylean Federation was established on Sylea in –650 and grew slowly, absorbing several worlds to create a trade 
  federation. By –30 the Federation was under heavy attack by raiders who looted local colonies and pirates who pillaged 
  the trade routes. A long war against the Chanestin Kingdom drew off many ships that could have dealt with these threats. 
  
  SECTOR FLEET 
   
   
  15 
   
  As the politicians talked of withdrawing Federation ships to the core worlds and abandoning outlying assets, the 
  industrialist Cleon Zhunastu proposed an entirely different solution. Cleon was a Sylean nobleman of Solomani descent, 
  and the head of a powerful industrial consortium. His vision was simple but daring – instead of withdrawing in the face of 
  opposition, the Federation would go out and conquer it, and thus create a Third Imperium. To carry out this bold 
  undertaking, Cleon needed to increase the naval power of the Federation so that it could protect its assets and strike 
  against the Chanestin. Old records from the First Imperium offered an idea, which Cleon put into practice at his own 
  expense. 
   
  The first Sylean Battle Tenders were simply converted cruisers carrying a force of large gunboats. These gunboats were 
  ideal for combating the foes the Federation faced at that time, which could only field relatively small vessels. Sylean 
  gunboats, since they did not need to carry Jump drives or fuel, were faster, more agile and better armed than a starship of 
  similar size. The gunships, despite a shaky start, proved very effective against pirates, clearing the way for an offensive 
  against the Chanestin. 
   
  Larger and better gunboats were created, carried aboard custom-built tenders. A new fleet organization was built around 
  squadrons of 2 tenders, each with 6-8 gunboats, and an escort force. These gunboat-carrier squadrons struck deep into 
  Chanestin space, backed up by assault tenders for planetary attack. The combination was a success, and the Chanestin 
  Kingdom was forced onto the defensive.  
   
  Gunboat tenders also became the symbol of Sylean diplomacy as they carried economic and diplomatic delegations out 
  beyond the borders of the Federation to begin absorbing non-aligned worlds. As the Federation grew, so money became 
  available to build large, powerful warships. By the declaration of the Third Imperium in Year 0, the first battleships and 
  dreadnaughts of what would become the Imperial Grand Fleet were joining the battle lines, and Chanestin resistance 
  began to crumble. In Year 2, the Imperial Sunburst was raised above the Chanestin Royal Palace. 
   
  The golden age of the battle tender was short, but they provided the Sylean Federation with an effective way to use what 
  resources were available to gain an edge over evenly-matched foes. However, as soon as the funds were available, the 
  line-of-battle role was transferred to capital ships. The tenders were relegated to a secondary position as escort carriers 
  and military transports. 
   
  THE PACIFICATION CAMPAIGNS 
  The Pacification Campaigns (76-120) were for the most part more economic and political than military. The Imperium was 
  involved in rapidly absorbing a great number of single worlds and small states, most comprising less than five or six 
  worlds. The naval power of such states was slight, but there were a lot of them. 
   
  Naval forces played several important roles in the Pacification Campaigns, and often without firing a shot. Flag-showing 
  visits from impressive Imperial Navy vessels helped sway many wavering worlds, and the presence of a naval squadron 
  that outgunned the locals’ entire navy served to underscore the pointlessness of armed resistance for others. The concept 
  of using a “Single Unkillable Ship” as a diplomatic tool was first demonstrated during this period. Deploying a lone vessel 
  that clearly could take on anything the locals had - and win - ran contrary to conventional naval thinking, but it served a 
  diplomatic purpose.  
   
  Nevertheless, the Imperial Navy was forced to fight. Many worlds were absorbed by force after a naval campaign. This 
  was more a cruiser war than an affair of battleships and dreadnoughts. Minor powers, unable to take on the Imperial Navy 
  head-on, often resorted to harassing raids and war upon trade. So many such “small wars” were ongoing at any one time 
  that by the time one small state had been subdued, two or three more had become involved. Fast cruisers, responding to 
  each threat as it arose, fought to contain each conflict while the BatRons and AssaultRons ground down the homeworlds 
  one by one.  
   
  Many conquered worlds remained rebellious, and the Navy was involved in policing the rear areas for several years after 
  the “front lines” had moved outwards. This was again an affair of cruisers and escorts; small vessels capable of covering a 
  lot of ground contributed more than the battleships of the striking fleet. 
   
  
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  16 
  The most notable actions of this period took place during the Arnaki Resistance, when the world of Arnaki in Core sector 
  sat at the head of an alliance of relatively powerful worlds. Though the alliance was spread over too large an area for 
  concentrated action, and was thus eventually defeated in detail, the capital ships of the various alliance worlds were 
  powerful enough to slow down the Imperial advance for several years. Effectively integrated with the guerrilla activities of 
  minor states, the Arnaki Alliance gave the Imperium a tough time of it before the sudden collapse of resistance in 98.  
   
  THE JULIAN WAR 
  As the Imperium spread into the Antares Sector, alarm mounted among the various human and Vargr states to Coreward. 
  This resulted in the formation of a loose alliance, which took its name from its leader, Julian. The goal of this alliance was 
  simple – to curtail Imperial expansion in the Antares sector by any and all means necessary. 
   
  The Julian Protectorate was thus born, and with it its striking arm, the Star Legion. However, the Star Legion was not a 
  neatly organised fleet of shiny battleships. While many member states possessed capital ships and contributed some to 
  the Star Legion, the majority of ships were privateers and corsairs, and vessels designed to combat them. Thus for every 
  battleship or heavy cruiser, the Star Legion had a hundred or more corsairs, commerce raiders, armed merchant cruisers, 
  patrol corvettes or intervention frigates. Many of these vessels were privately owned, recruited for pay or plunder. 
  Command and control was rather loose. 
   
  The Imperials quickly established a line of bases facing the Protectorate, and looked down their noses at the random 
  assemblage of “spacegoing junk” facing them across the buffer zone. In the wake of the Pacification Campaigns, the 
  balance of the Imperial fleet had shifted towards heavier units. The reasoning was simple; if more such units had been 
  available during the Pacification Campaigns, more worlds could have been taken, quicker. Other problems such as 
  commerce raiding would simply dry up when the centers of resistance were smashed. 
   
  Presented with an ultimatum by the Protectorate, the Imperium was unconcerned. The fleet was ready; it had the right 
  tools. A few concessions were granted but the Imperium was not willing to compromise to any great degree. The 
  Protectorate was forced into a corner, and decided to strike before the corsairs grew bored and took their ships home. 
   
  As a horde of commerce raiders and heavier striking squadrons poured into Imperial space, the grand Imperial fleets 
  charged into the Protectorate, crashing through all opposition and taking world after world. Despite the damage being 
  wreaked in the rear, there was simply no way the Imperials could lose. The sword that was the Imperial fleet was too big, 
  too sharp and too heavy for the fragmented Protectorate forces to parry. 
   
  But Julian knew that, too. So he fought an entirely different war. Each important world was held as long as possible, with 
  the defenses bolstered by heavy units and capital ships of the Star Legion which would fight hard, then pull back when 
  defeat became inevitable. Worlds were lost, but the Imperial fleet was ground down.  
   
  The Imperial fleet was operating at the end of a long supply line, and Julian raiders swarmed through every system 
  between the fleet and its depots. Imperial forward bases were raided by fast striking forces. Damaged vessels returning 
  for repair ran a gauntlet of harassing raids and the occasional ambush. The Imperial advance ground inexorably on, but 
  the cost was high and in the Antares sector, behind the battle lines, worlds began to reconsider their allegiance to the 
  Imperium. Still, the Imperials were winning, and the end seemed to be in sight when a large number of Julian capital ships 
  were suddenly withdrawn from the battle line. Most analysts assumed that the Protectorate was beginning to break up, or 
  that the ships were simply too battered to fight on. 
   
  Their absence was explained shortly after, when powerful Julian fleets made end-runs against Imperial depots in Fornast 
  and Ley Sectors. Both depots were captured after heavy fighting, though the Fornast fleet withdrew after making repairs 
  to its ships using the Imperial Navy’s own dockyards. The depot was destroyed with nuclear explosives as the Julian force 
  departed. 
   
  With the Ley Sector depot in enemy hands, heavy losses among supply ships and commercial traffic and political troubles 
  in the Antares sector and the heavy units of the Julian Fornast Force rampaging through the rear areas destroying escorts 
  and raider-hunters, Imperial High Command decided that the eventual victory of the battle fleets would come at too high a 
  price. A peace settlement was proposed, and after a fraught period of negotiation, accepted.  
   
  
  SECTOR FLEET 
   
   
  17 
  Concessions by both sides led to the creation of a buffer zone, an independent League of Antares, and the curtailment of 
  Imperial expansion in the region. The sector remained a hotbed of incidents and intrigue for many years after the war’s 
  official end in 191. 
   
  ASLAN AND VARGR WARS 
  The Vargr Corridor Campaigns (210-348) and the intermittent conflicts with Aslan clans in the Reavers’ Deep region 
  provided the Imperial Navy with a wealth of experience at fighting relatively small-scale actions against small non-human 
  states. Neither the Vargr nor the Aslan ever resembled a coherent threat, and the goals of these wars were different to 
  many others. There was no massive threat to Imperial security nor any need to mass huge fleets and conquer a region. 
  Instead the campaigns were very much a ‘cruiser war’ in which conflict with one Vargr state or Aslan clan would be 
  brought to a conclusion just in time to meet the threat from another. These ‘wars’ often resembled large-scale 
  peacekeeping operations more than full-scale warfare. 
   
  The Vargr Corridor Campaigns dragged on for 130 years (though fighting was not constant) before the Corridor region 
  was properly secured. To this day the Corridor Fleet remains one of the most active in the Imperium, since the region 
  stays secure only as long as sufficient force to deter Vargr raiders is stationed there. The occasional corsair does still try 
  his luck, so the patrol elements of the fleet remain at a high pitch of readiness. 
   
  The Aslan wars were a slightly different affair, being mainly concerned with keeping expansionistic Aslan clans out of 
  Imperial space. These clans were not seeking conflict with the Imperium but were unable of (or unwilling to) control their 
  Aslan Ihatei who wanted to seize territory from the weak Imperials. After centuries of intermittent fighting, some of which 
  became quite large-scale as clans were dragged into war by their Ihatei, a peace deal was finally hammered out. The 
  Peace of Ftahalr remains in force to this day, but only at great effort. While the Imperium and the clans want peace, 
  groups on both sides seek their fortune in the buffer zone created by the treaty, and this inevitably leads to major 
  peacekeeping requirements. The Imperium maintains a special fleet composed mainly of cruisers and light forces to 
  maintain the Peace, and it has its work cut out for it. 
   
   
  THE FIRST FRONTIER WAR (589-604) 
  After a period of tension and skirmishing, full-scale war broke out between the Imperium and the Zhodani Consulate. The 
  fighting highlighted some flaws in Imperial Navy tactics and doctrine, and also deficiencies in the arrangements made to 
  support the sector fleet with assets from other sectors.  
   
  Although the resulting armistice stabilized the border and granted a fair amount of the frontier region to the Imperium, 
  dissatisfaction with the conduct of the war was considerable among the officers of the Spinward Marches Sector Fleet; 
  sufficiently so that they were willing to follow their admiral into a civil war. 
   
  THE CIVIL WAR (604-622) 
  In the wake of the First Frontier War, Grand Admiral Olav hault-Plankwell proceeded to Capital with his victorious fleet, 
  murdered Empress Jacqueline and proclaimed himself Emperor by right of Fleet Control. This remains one of the ways a 
  candidate to the Iridium Throne can prove his or her legitimacy. Where other rights are based on bloodline or nomination, 
  Fleet Control is simply an acknowledgement that the Imperial candidate has sufficient forces under his/her command to 
  be able to provide security for the people of the Imperium – and of course to deal with any other candidates that may 
  emerge. 
   
  Plankwell had considerable support and various legitimate grievances, but these were not sufficient to guarantee his 
  position as Emperor. The power struggle that followed lasted for 18 years and saw no less than 18 Emperors declared. 
  The Imperial Navy was instrumental in the strategy of most of these Emperors, and provided many of them from its ranks. 
   
  Various factions of the Imperial Navy supported one candidate or another, or played kingmaker from a position of power. 
  Squadron and even fleet battles were common during this period as even those candidates who cited other means of 
  accession to the throne, such as Right of Assassination, recognized that the Navy was the single most important tool in 
  their pursuit and maintenance of power.  
   
  
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  18 
  Naval actions during the Civil War took three forms. Demonstrations of military power served to sway worlds and even 
  sectors into supporting an Emperor or a pretender to the Iridium Throne. Relatively bloodless skirmishes decided many 
  issues in what was more akin to the display-competition of male animals at mating time than a serious attempt to win 
  battles. And far too often, all-out battles to the death took place, either for control of Capital and the surrounding Core 
  Worlds or as one faction attempted to destroy the fleet or support base of another. 
   
  While the Civil War was a nasty business, and atrocities occurred, on the whole it was conducted with a surprising amount 
  of regard for sophonts’ rights and the understanding that innocents should be spared as far as possible. Whether this was 
  in recognition of the fact that the opposition were Imperial citizens too, or simply a cynical understanding that people you 
  have bombed from orbit are unlikely to offer you their wholehearted support later, will never be known. 
   
  More than half the Imperial candidates of the Civil War period were killed in naval actions. The only one to survive, Grand 
  Admiral Arbellatra, fought the Second Frontier War to a hard-fought victory then marched on Capital as Plankwell had 
  done. Arbellatra, however proclaimed herself regent rather than Emperor, and set about pacifying the other candidates. 
  She eventually became Emperor, but as ratified by the Moot rather than self–proclaimed by Right of Fleet Control. 
  However, the part played by her control and leadership of the fleet cannot be overstated. The Imperial Navy put Empress 
  Arbellatra on the throne, as it had others before her. However, her reign lasted because while she knew how to use the 
  fleet to serve the throne, it was not her sole right to sit on it. 
   
  THE SECOND FRONTIER WAR (615-620) 
  The Second Frontier War broke out in 615 when the Zhodani Consulate, at the head of a group of allies known to Imperial 
  historians as the Outworld Coalition, attempted to reverse their defeat of a decade previously by exploiting the weakness 
  of Imperial forces due to the Civil War. Although resources were desperately short due to the ongoing Civil War, inspired 
  leadership by Grand Admiral Arbellatra eventually resulted in a close victory for the Imperials and acted as her 
  springboard to Imperial power. The war was characterized by a Fabian strategy on Arbellatra’s part, delaying and 
  harassing the Outworld Coalition advance until new ships could arrive from the yards before launching a brilliant offensive 
  that made a negotiated peace desirable to the Coalition’s leaders. 
   
  THE THIRD FRONTIER WAR (979-986)  
  Although there had been no war for centuries, tensions in the Marches were always high between the Imperium and the 
  Zhodani Consulate. Eventually the Zhodani decided to attack, launching strikes into Jewell and Querion subsectors. 
  Complacent Imperial forces made a poor showing and while the armistice of 986 gave little away, the war resulted in the 
  abdication of Emperor Styryx as well as some rethinking at court and within the fleet. 
   
  THE SOLOMANI RIM WAR (990-1002) 
  In 990, rising tensions between the Imperium and the Solomani Autonomous Region suddenly became outright war. 
  Caught off guard, the navy was driven back along almost the entire battlefront, and suffered heavy losses. An immediate 
  and effective implementation of a delaying strategy, coupled with the launch of deep cruiser raids into Solomani territory, 
  slowed the advance while Imperial reserves were brought up from other sectors. The contribution of Imperial ground 
  forces and planetary defense crews, holding out behind enemy lines, cannot be discounted.  
   
  While initial Imperial battle performance was unimpressive, especially among reserve forces brought up from deep in the 
  Imperium, hard lessons were well learned in the early stages of the war. Soon the Imperial fleet was on the offensive. 
  From this point on, the Solomani had lost, though hard years of war were needed to convince them of it.  
   
  The Imperium could field more and better ships, and remembered the mistakes made by the First Imperium against the 
  Solomani. There would be no piecemeal commitments of local forces; the Solomani were seen as a threat to the 
  existence of the Imperium and no effort would be stinted to crush them. Whole fleets joined the battle lines, and more 
  importantly, the Imperial high command had a unified strategy aimed at defeating the Solomani and winning the war. At 
  no time was a policy of taking back lost territory or “teaching the Solomani a lesson” even considered. The enemy would 
  be smashed; territory would then be claimed. It was a hard-nosed policy that embraced the true principles of warfare and 
  made few concessions to public-opinion considerations.  
   
  When fighting the Solomani, this is the only way to win. 
   
  
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  Rather than nibble at the enemy along the front and take back “prestige” worlds, or go to the assistance of fortress planets 
  heroically holding out, the Imperial Fleets plunged into Solomani space, striking at bases, depots and worlds whose 
  industry was critical in supporting the war effort. The Solomani fleets were forced onto the defensive and, pinned against 
  these vital objectives to be shattered by superior Imperial forces.  
   
  Meanwhile, light raiding squadrons slashed in and out of Solomani-held space, gathering intelligence, distributing 
  propaganda and causing as much nuisance as possible. As the main-line Solomani fleets were pulled into defensive 
  actions to defend their critical bases, reserve and second-line Imperial fleets assaulted worlds and took them back in a 
  “crumbling” strategy along the frontier that left the Solomani guessing where the next blow would fall – and unable to 
  mass against it. 
   
  The war dragged on for more than ten costly years, but gradually the scales tipped more and more towards the Imperials. 
  Finally, the knockout blow was launched; the invasion of Terra itself. The remaining Solomani fleet units and Terra’s 
  impressive planetary defenses put up a tremendous fight, but the outcome was never in any doubt. With the fall of Terra, 
  the Solomani finally agreed to a cease-fire that has become an uneasy peace. Live-fire incidents are not uncommon 
  between Imperial and Solomani vessels, but neither side wants to go through the grinder again, so the fragile peace 
  holds… for now. 
   
  THE FOURTH FRONTIER WAR (1082-4) 
  The Fourth Frontier War (1082-4), also known as the “False War”, is mainly remembered for the fact that it was over 
  before the Emperor’s instructions for the conduct of the war reached the commanders fighting it. Despite early Zhodani 
  thrusts made in strength, little gain was made. The discovery of a Zhodani forward base in deep space between Yres and 
  Menorb resulted in the climactic Battle of Two Suns, which was a victory for Imperial forces. 
   
   
   
   
  RIM SKIRMISHES 
  Although the Solomani Rim War is over, there is still a great deal of tension along the border. Occasional shooting 
  incidents occur, but far more serious is the proxy war fought between Solomani forces and the navies of the Vegan 
  Autonomous Region. This is a low-intensity affair, with no actions larger than the squadron level. The Imperial authorities 
  allow the situation to continue for two reasons. Firstly, there is no desire to push the issue and risk renewed war with the 
  Solomani, and secondly the situation allows Solomani vessels and tactics to be studied. What the Solomani hope to 
  achieve is open to speculation. 
   
  
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  21 
  CHAPTER 2: VESSELS OF THE IMPERIAL NAVY 
  The Imperial Navy makes use of many types of vessel. Some are tailored to a specific task while others are general 
  vessels designed with flexibility in mind. The fact that communications are limited to the speed of a jump-capable courier 
  imposes an important requirement upon Navy vessels: they must be capable of handling unusual situations as they occur. 
  This is mostly true of vessels up to cruiser size as capital ships rarely operate alone. 
   
  VESSEL CLASSES 
  Within each class of vessel, several variants may exist. The following overview is a guide to the general capabilities of 
  type rather than precise details of any given class. As a rule, Imperial vessels are designed to match “fleet mobility” 
  requirements – i.e. Jump 4 and 6G acceleration. A few classes exceed this requirement, but the cost is too great for a 
  significant portion of the fleet to be so equipped. 
   
  CAPITAL VESSELS 
  Capital vessels are designed for heavy combat in the line-of-battle. They exist to meet heavy enemy units and crush them 
  in squadron or fleet actions. Most capital ships are built around the biggest spinal mount they can carry, backed up by a 
  powerful secondary armament of bay weapons. Batteries of lasers and sandcasters are carried as tertiary armament, 
  mainly for dealing with fighters and strike craft. Some capital ships carry an organic fighter element, and most have large 
  numbers of ship’s troops aboard.  
   
  Capital ships very rarely operate without support, screening and escort vessels. Ships are not usually dispersed on minor 
  errands or guardship duty, though a few very sensitive red zones are assigned a single capital vessel to back up the 
  interdiction squadron. Occasionally a capital ship will be detached to carry out a particularly prestigious function such as 
  transporting a great noble to a major event. 
   
  With the exception of battle riders, all capital ships are commanded by a full Captain, who will often hold a knighthood or 
  be a member of a noble family. Capital ship command is a highly prestigious posting, and is generally seen as the route to 
  flag rank and/or the high nobility.  
   
  Superdreadnought 
  The Superdreadnought is a concept which has emerged occasionally. Essentially a larger and even more powerful 
  version of the standard dreadnought, the Superdreadnought is intended to be able to smash enemy dreadnoughts in 
  combat whilst exercising effective command & control over the battle. Superdreadnoughts are phenomenally expensive 
  and subject to diminishing returns.  
   
  Attempts to build a Superdreadnought rarely get further than the drawing board, though there are a number of ‘system 
  defense installations’ and ‘special-purpose depot’ stations that are shaped rather more like a warship than a station. Some 
  of these may have started out as aborted Superdreadnought projects. 
   
  Dreadnought 
  The best and newest (and most expensive) line-of-battle ships are designated dreadnoughts. They form the backbone of 
  the front-line battle squadrons and continually evolve to meet new threats or exploit new ideas. As a dreadnought class 
  loses its cutting-edge status, it is downgraded to Battleship designation. The 200,000-ton Kokirrak class dreadnaught is 
  about to suffer this reduction in status, reflecting the fact that the design is becoming obsolescent. Current Imperial 
  dreadnaughts include the Plankwell class (200,000t) and the awesome Tigress class (500,000t), which carries 300 
  fighters in addition to its main armament. 
   
  Battleship 
  Including both downrated dreadnaught classes and purpose-designed second-class line-of-battle ships, the Battleship 
  designation covers the bulk of Imperial capital ships. Like dreadnoughts, battleships concentrate their firepower in a huge 
  spinal mount and batteries of secondary bay weapons. Defenses include thickly armored hulls and huge sandcaster 
  batteries. 
   
  
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  Battleships are deployed by preference in massed squadrons, but may be encountered detached as guardships or 
  showing the flag. Battleships are second-class only when compared with dreadnoughts; any battleship is capable of 
  ripping the heart out of a heavy cruiser with a single salvo.  
   
  Battleship command is reserved for full Captains. 
   
  Battlecruiser 
  More lightly protected than a battleship, though mounting the same armament, the battlecruiser is designed for a slightly 
  different role than the line-of-battle. Battlecruisers cannot stand up to their own armament for long, but they are not 
  intended to. Instead, they undertake fast strike operations against enemy shipping or bases, or chase down enemy 
  cruisers doing so against their own side.  
   
  Battlecruisers sometimes possess a higher jump capability than battleships or dreadnoughts, to give enhanced strategic 
  mobility. The Imperial Navy does not favor battlecruisers, although some of its potential opponents consider them useful 
  enough to deploy in large numbers. 
   
  Battlecruisers are usually commanded by a Captain, sometimes by a Commander.  
   
  Battle Rider 
  Battle riders are designed to be an alternative to Jump-capable warships. Since a whole squadron can be carried by a 
  huge Battle Tender, the battle rider need not devote space to Jump engines or fuel. The space thus saved can be used 
  for weaponry and armor, while the money saved pays for the lightly-defended tender. 
   
  A battle rider is up to 50% more effective in combat than an equivalent jump-4-capable ship, but lacks the mobility to 
  break off if the fight goes against it. Tenders are vulnerable to enemy action and since their loss will leave the squadron 
  stranded, resources must be diverted to protecting them. The result is that battle rider squadrons are not always as 
  effective as they might at first seem. The concept is not currently in favor with the Imperial Navy, though many squadrons 
  still exist. Some battle riders have been transferred to the colonial fleets, assigned as guardships at depots and strategic 
  worlds, or sold to friendly powers. 
   
  Battle Riders are usually commanded by an officer holding the rank of Commander or even Lieutenant-Commander, 
  though a Battle Tender and its brood of Riders forms a major force that is usually commanded by a full Captain, who 
  generally commands the whole force from the tender. 
   
  CRUISERS 
  Starfarers within the Imperium are far more likely to encounter a cruiser – or a squadron of them – than a capital ship. 
  Cruisers are the workhorse units of the Imperial Navy, and can be encountered singly or as part of a task force. Cruisers 
  engage in patrol and flag-showing operations, deterring piracy and unrest by their imposing presence. In wartime, cruisers 
  undertake a variety of roles. Some are escorts for heavier units and transports. Others raid into enemy territory or chase 
  raiders down.  
   
  Cruiser armament generally consists of a powerful spinal mount and relatively light secondary (bay) armament, but this 
  depends upon the role intended for the vessel. A cruiser of any kind would be gutted by the main armament of a capital 
  ship, but its weaponry could inflect severe damage on that capital ship. Against anything smaller than a cruiser, such as a 
  commerce raider, a cruiser is as good as a battleship; effectively invulnerable and devastatingly powerful. 
   
  Commanding officers aboard cruisers tend to be Commanders or sometimes full Captains, with seniority tending towards 
  the heavier types and those with the most sensitive missions. Within a squadron of cruisers there is usually at least one 
  ship commanded by a Captain, who leads the squadron overall.  
   
  Heavy Cruiser 
  The Heavy Cruiser is a powerful naval unit, capable of undertaking most operations. Armament is centered around a 
  heavy spinal mount and defenses are good. Heavy cruisers protect the line-of-battle and undertake combat against similar 
  enemy units. Many operate detached as single-ship task forces. Most carry a marine force for intervention operations.  
   
  
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  Frontier Cruiser 
  The Frontier Cruiser is a high-jump vessel (J-5 is common) intended for long-distance patrols along and beyond the 
  Imperial frontier. Such a vessel must be capable of dealing with any eventuality from piracy to disaster relief, and such 
  capability is bought at cost of lighter armament and defenses. The most famous class of frontier cruiser is the Azhanti 
  High Lightning class. 
   
  Strike Cruiser 
  Somewhat similar in concept to a Battlecruiser, a strike cruiser a fast, lightly-defended vessel built around a major weapon 
  system (usually a spinal meson or particle accelerator weapon) and intended for one role only – to carry that weapon 
  system into range of a target.  
   
  Strike cruisers mount little secondary armament, though a reasonable tertiary armament to defend against light craft is 
  common. Defenses are relatively light, meaning that the vessel must get into range, take the shot and withdraw rapidly. 
  This kind of strike operation may be conducted deep into enemy territory, so high jump numbers are not uncommon. 
   
  Missile Cruiser 
  Missile cruisers are not popular with the Imperial Navy, but are experimented with from time to time. Built with no spinal 
  mount but bristling with missile tubes, the missile cruiser usually carries a few small craft with excellent passive sensors to 
  “spot” for it. Ideally, the first an enemy vessel knows of the presence of a missile cruiser is the arrival of a huge salvo of 
  nuclear warheads. 
   
  Missile cruisers are mainly used as fire-support vessels for capital ship or cruiser squadrons, or perhaps as the command 
  ship of a task force comprising lighter vessels such as light cruisers or destroyers. They very rarely deploy solo in the 
  manner of light, heavy or strike cruisers. 
   
  Light Cruiser 
  The most commonly-encountered type of cruiser in the Imperial Navy, light cruisers mass around 30,000t and are usually 
  biased more towards armament and maneuverability than defenses. A light cruiser is more than enough to deal with most 
  threats short of a major warship, and is cheaper to man and deploy than a more powerful vessel.  
   
  In peacetime, light cruisers can be encountered anywhere. They may be showing the flag, acting as guardship, or 
  conducting intervention operations. Wartime roles include patrol, escort and protection of the battle line against light 
  enemy vessels. 
   
  Rift Cruiser 
  A special vessel designed for operations in the Great Rift, the Rift Cruiser has reduced armament but Jump-6 capability, 
  allowing patrols in the star-sparse area to be maintained. Occasionally the high jump capability of this vessel is exploited 
  for a rapid redeployment or a deep raid into enemy territory, but limited numbers are available and costs are high. 
   
  Escort Cruiser 
  Unlike most other classes of cruiser, this variant light cruiser mounts no spinal weapon. Instead powerful secondary and 
  tertiary batteries are carried. Escort cruisers are designed to stick close to a high-value unit such as a flag dreadnought or 
  battle tender. Their role is to protect the major vessel against missiles, fighters and light vessels. Escort cruisers can also 
  be encountered escorting tankers or other vulnerable vessels, and engaging aerospace forces during planetary assaults. 
  The Imperial Navy does not make much use of these vessels, though the occasional example is fielded as an experiment. 
   
  Reconnaissance Cruiser 
  Another small class, the reconnaissance cruiser is fast but lightly armed. It carries a huge sensor suite and is intended to 
  penetrate hostile space to gather intelligence. While able to fight its way out of trouble, the recon cruiser ideally will avoid 
  detection or use its high jump and maneuver capability to escape pursuit. 
   
  Interdiction Tender 
  The Interdiction Tender is a cruiser-sized vessel with fairly low mobility (Jump-2 or 3) which carries a large number and 
  wide range of subordinate craft. Its mission is to support and maintain the forces blockading a Red Zoned world. The 
  tender is armed well enough to take on a destroyer-sized opponent, which is all it is likely to encounter. Its brood of 
  fighters and gunships enable it to cover a lot of space, and it can support other vessels (in the escort or destroyer classes) 
  
  SECTOR FLEET 
   
   
  24 
  assigned to assist it. To a great extent, interdiction tenders are more mobile bases than warships. The concept has never 
  really caught on, but some Sector Fleets have one or two of them and find them useful enough to be worth retaining. 
   
  CARRIERS AND TENDERS 
  The Imperial Navy is not greatly enamored of fighters and other sublight craft. However, they do have their uses, and 
  jump-capable vessels are required to transport them. Fighters are primarily useful for fleet security and reconnaissance or 
  engaging aerospace forces during an assault, but at need they can make massed attacks on enemy vessels. Casualties 
  are always high in this role, and results disappointing. 
   
  Carriers are generally commanded by a full Captain in the case of battle tenders, fleet and strike carriers, and a 
  Commander in other cases. Carrier Captains are sometimes held in low esteem by the commanders of cruisers and 
  battleships, who refer to them as “brown shoe skippers” for archaic historical reasons. 
   
  Fleet Carrier 
  Large carriers, massing around 100,000t, are assigned to every fleet. They do not carry a spinal mount and while 
  possessing a large secondary armament, are not intended for close combat. Carrier operations are centered around a 
  large number of heavy fighters – 300 or so – which carry out screening, escort and patrol duties. Extensive repair and 
  maintenance facilities keep the fighter squadrons at high readiness. 
   
  Strike Carrier 
  Massing around 75,000t, strike carriers mount a light spinal armament and are both more agile and better defended than 
  fleet carriers. Despite their name, strike carriers spend more time acting as a mobile patrol force base in threatened areas 
  than undertaking strike operations. However, at need a strike carrier can penetrate a hostile system, launch a swarm of 
  fighters to harass shipping or shoot up facilities, and withdraw before effective resistance can materialize. A typical 
  complement is 80 fighters. 
   
  Light (Escort) Carrier 
  Sometimes referred to as an escort carrier, the light carrier is simply a lighter, cheaper version of the fleet carrier. Typical 
  mass is around 30,000t, with no spinal mount and a complement of 80 fighters. While the large number of fighters aboard 
  a fleet carrier might lead to the conclusion (always proven wrong) that the fighter wing could carry out massed operations 
  against serious opposition, the smaller complement of a light carrier obviously cannot. Light carriers are generally 
  deployed with one or more destroyers as mobile patrol platforms or to conduct security operations in advance of a 
  squadron. 
   
  Battle Tender 
  Battle tenders are huge, open-frame vessels capable of transporting up to five large battle riders and (usually) a force of 
  fighters with which to protect itself. The tender often acts as flagship for the riders, and thus carries extensive command 
  and communications equipment. A reasonable secondary armament is also shipped for self-defense, but tenders are very 
  vulnerable and require escorts.  
   
   
  ESCORTS AND COURIERS 
  Without effective communications, a squadron or fleet is ineffectual. Similarly, it is all but impossible to conduct operations 
  while beset by nuisance attacks. These roles are vital to the fleet, though they are often overlooked or viewed with 
  derision. 
   
  Escorts keep smaller enemy vessels away from the high-value units, preventing the enemy from conducing effective 
  reconnaissance or launching a strike with one-shot weapons. Escorts of moderate size such as destroyers and fleet 
  escorts may rate a full Commander, but most (as well as almost all smaller vessels) are captained by a Lieutenant-
  Commander. Escorts may be grouped into specialist escort squadrons, assigned to a task group or detached for patrol 
  and commerce-protection duties. They can be encountered anywhere. 
   
  Destroyers and similar ships may operate as a squadron or flotilla instead of being assigned to a task force. If so, the 
  senior officer of the squadron (usually a full Commander) is in overall command. 
   
  
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  25 
   
  Couriers are assigned to a squadron or fleet as a “pool” to be used as needed. Incoming couriers join the pool, outgoing 
  ones may be reassigned to the pool wherever they arrive, or may return with message confirmation. Courier vessels are 
  ubiquitous, and can be encountered anywhere. They are sometimes used for patrol or picket work, but are not really 
  suited to this role.  
   
  Couriers are generally small vessels, and are commanded by a senior Lieutenant or possibly a Lieutenant-Commander. 
   
  Fleet Escort 
  Fleet escorts such as the PF Sloan class are intended to accompany heavier ships and to intercept light craft and missiles 
  headed for the high-value units. Thus they are lightly armored and are armed for taking out fighters, not destroyers. The 
  typical fleet escort masses about 5,000t. If engaged in combat alone, fleet escorts tend to fare badly. Most squadrons 
  have one or more support ships assigned to them. If so, Imperial doctrine calls for escorts to be assigned to protect the 
  vulnerable support assets. This us the usual role of a fleet escort, though it might be called forward to protect the heavy 
  warships, deployed as a picket or even detached to undertake patrol and commerce-protection duties.  
   
  Destroyer 
  Destroyers do not, as a rule, carry a spinal mount. They are thus not considered major combatants by the Imperial Navy, 
  though their armament of bay and turret weapons can be formidable. Sizes range from 1-3,000t, with a general emphasis 
  on maneuver rather than defense. 
   
  Although the Imperial Navy sees destroyer-class vessels as escorts, they are often pressed into service in other roles. 
  Destroyers can thus be encountered operating solo or in squadrons. Missions include guardship, flag-showing, patrol and 
  even strike against relatively soft targets. A destroyer is more than a match for any civilian vessel, but even squadrons 
  should not take on major combatants.  
   
  Missile Corvette 
  Small missile-armed vessels such as the Valor class represent good value for money so long as their modest capabilities 
  are remembered. When conducting patrol and escort duties, these craft can be effective in deterring piracy or in resisting 
  commerce raiding. When committed to open battle, they tend to be slaughtered. A typical corvette masses about 500t. 
  Defenses are quite poor, as is beam armament. The missile salvo is impressive for such a small ship, however, 
  contributing greatly to the deterrent effect. Corvettes of this type are included in the general mix of ships referred to as 
  ‘escorts’ in the fleet listings. 
   
  Close Escort 
  Close escorts such as the Gazelle and Fiery classes, massing around 300t, are intended for piracy suppression, patrol of 
  commercial routes and of course the close escort role. In the latter, the close escort shelters under the big guns of a larger 
  ship and in turn protects it from attack by light craft.  
   
  Close escorts are effective in this role, being quite capable of destroying incoming fighters or gunships. However, their 
  value in open combat is almost negligible. Despite this drawback, shortages of ships result in close escorts being 
  assigned as the sole protection for a convoy, or to solo patrol. The type has always fared badly in this role. 
   
  Fleet Courier 
  While the Type S Scout/Courier is often assigned as a communications and liaison ship, fleet communications require a 
  fast vessel capable of looking after itself. Massing 400t, the Fleet Courier is a Jump-6 capable vessel mounting a 
  significant armament. Defenses are weak, and attempts to use couriers as response units or escorts have almost always 
  ended in disaster. However, the courier is capable of defending itself if intercepted by light craft. This is an entirely likely 
  scenario, since maneuver is sacrificed for the sake of high Jump capability and the fuel required to maintain it. 
   
  REPAIR, LOGISTICS AND SUPPLY VESSELS 
  Without logistics and supply vessels, the Navy would grind to a halt within days. These unglamorous and often-overlooked 
  vessels carry fuel, missiles, spares, tools, food… and everything else the fleet requires. Horribly vulnerable and under-
  armed, supply ships are regularly sent into dangerous areas with an inadequate escort. Skippers tend to hold the rank of 
  Commander or Lieutenant-Commander. 
  
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  26 
   
  Floating Dock 
  Essentially a mobile repair facility capable of working on all but the largest capital ships, a Floating Dock is lightly armed 
  and carries a number of tugs as well as small salvage craft. It is always heavily escorted and is mainly used to repair 
  major warships without withdrawing them from deployment. A secondary role is the reactivation of ‘mothballed’ vessels in 
  remote areas. A Floating Dock is not a very prestigious appointment but it is an important one. A full Captain is always 
  assigned, with a staff of high-ranking experts to assist him. 
   
  Recovery/Repair Ship 
  A smaller repair ship capable of undertaking major repairs on a vessel up to light cruiser size, repair ships are often 
  deployed just behind a battle area to allow damaged vessels a quick return to combat-worthiness. A Lieutenant-
  Commander or Commander is normally assigned as skipper.  
   
  Fleet Logistics Vessel 
  The Fleet Logistics Vessel is a general-purpose supply and transport ship designed to accompany a task force. Not only 
  capable of transporting a variety of vital supplies, the FLV has extensive machine and electronics shops, and is capable of 
  fabricating necessary spares on-site, greatly increasing the fleet’s capability to keep ships on deployment.  
   
  FLVs are lightly armed for self-defense and carry a number of small craft including specialized repair tugs. They are often 
  pressed into service as repair ships, and more recent classes are designed with this capability in mind. Commanding 
  officers tend to be senior Commanders or junior Captains. 
   
  Tanker/Resupply Ship 
  Most logistics ships of the Imperial Navy are either tankers (which skim, purify and transport liquid hydrogen fuel for the 
  line ships) or resupply ships, which carry “dry stores” which can be anything from missiles to boots to coffee beans – and 
  usually all of them. Some classes of tanker carry a number of fighters for close escort work. This is a recent development, 
  and is still under evaluation. The concept was introduced after heavy tanker losses during the Fourth Frontier War, often 
  inflicted by relatively light craft. 
   
  Dromedary 
  A dromedary is a combination tanker/supply ship. Dromedaries often accompany small task forces where the deployment 
  of several support vessels would be wasteful. 
   
  Freighter 
  Freighters are operated by the Imperial Navy for routine movement of stores. Freighters are usually unarmed, and are not 
  intended to support the fleet in action. Instead, they bring supplies into the fleet bases, where they are transferred to 
  armed support vessels if necessary. The vast bulk of supplies never go further than the depots. 
   
  Troop Transport 
  Troop transports are used to move ground forces between worlds. For routine operations, where combat is not expected 
  immediately upon arrival, the Briann class is often used. The Briann class carries its troops in low berths and equipment 
  stowed. Landings are made direct to a planetary surface or via interface lighters carried for the purpose.  
   
  For “hot transfers”, the Iron Horse class Assault Transport is used. Built on the same 20,000t hull as the Briann class, the 
  Iron Horse sacrifices capacity for the ability to convey an armored battalion or infantry brigade (carried awake rather than 
  in cold sleep) to a planetary surface in large lighters. These are still not assault craft in the true sense, but can fight 
  through a light defense at need. 
   
  Fleet Auxiliary 
  The term “fleet auxiliary” covers a multitude of small vessels carrying out routine tasks such as personnel transfer, non-
  urgent courier and mail duty, small cargo shipments and so forth. Such craft tend to be small merchant vessels fitted with 
  a light armament. Many are identical to the far traders and fast traders operated by mercantile concerns, while a few are 
  purpose-built to military specifications. 
   
  
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  Reserve Auxiliary 
  Any shortfall in auxiliary transport capacity (local or sector-wide) is made up by impressing civilian vessels. This is done in 
  a variety of ways. Reserve Auxiliaries tend to be small merchant craft whose Captain holds a reserve commission, or 
  which have been assigned a liaison officer. Such “ships taken up from trade” (STUFT) are usually assigned short, safe, 
  one-off cargo or personnel delivery runs. However, in wartime the needs of the Navy may send an unarmed far trader 
  halfway across the sector, or into a dangerous region. These vessels are highly vulnerable to commerce raiding.  
   
  PLANETARY ATTACK VESSELS 
  Planetary assaults are always a costly business. Even once the system has been secured, planetary defenses and 
  aerospace fighters still pose a threat. Whole brigades can be wiped out without firing a shot it the vessel transporting them 
  is hit. Even once the run-in is complete, troops must deploy into the very hottest of hot zones, and the landing ships are 
  still at risk as they climb back to orbit. Imperial planetary attack vessels and tactics are designed to minimize the losses 
  taken while maximizing the effectiveness of the attacking force.  
   
  Assault Tender 
  Most planetary assaults are undertaken in relatively small non-jump capable craft launched from large assault tenders. 
  Some such tenders carry fighters to escort the attack ships in, but few carry significant planetary-attack armament. 
  Current Imperial thinking prefers to keep the tenders at a safe distance and leave ortillery (orbital artillery) tasks to 
  specialized vessels, which usually means fire support craft carried aboard the tender. 
   
  The most impressive assault tender of all is the Iridium Titan class, which at a massive 150,000t can transport a division 
  of the Imperial Army along with assault landers and fire support craft. Most, such as the Mongol class, carry only a 
  brigade-sized unit. 
   
  Bombardment Cruiser 
  The support vessel of choice for orbital attack is the 50,000 ton Warspite class bombardment cruiser. This is the Imperial 
  Navy’s only vessel optimized for planetary attack, though many other classes have a secondary bombardment capability. 
  The Warspite class cruisers are armed with a mix of mass drivers for mass damage, missile launchers and meson gun 
  bays for relatively precise strikes. A secondary armament of lasers for close-in defense is also carried, and the vessel has 
  the capability to use them in pinpoint-strike mode.  
   
  Warspite class bombardment cruisers carry three large (4000t) Bombardment Support Craft. Sometimes called “trash 
  compactors”, these vessels are equipped to gather up small asteroids and fragments of wrecked warships for compacting 
  into mass-driver projectiles. Being bombarded with the wreckage of one’s own system defense squadron has a severe 
  morale effect upon the enemy. The physical damage tends to be more significant, all the same. 
   
  Marine Carrier 
  The 40,000 ton Tarawa-class Marine Carrier is crewed and commanded by naval personnel but forms part of a Marine 
  task force. Carried aboard is a Marine Infantry brigade supported by a grav cavalry battalion plus a fighter wing and 
  assault shuttles. All craft are flown by Marine personnel. Extensive command and control facilities are carried aboard, to 
  allow the brigade commander to control and coordinate the operation. 
   
  Assault Ship Landing 
  The 5000t Outrider-class Assault Ship Landing is designed to bring a battalion of the Imperial Army direct to the planetary 
  surface from Jump, and to support them there with fire from its ground-attack armament. Planetary assault is normally 
  thought of as the work of the Marine Corps, but Army units are frequently used in this role, either alongside or as a follow-
  up to Marine spearheads.  
   
  The Outrider class saw extensive use during the planetary assaults of the Solomani Rim War, where it was found that the 
  inefficiency inherent in the design – which landed Jump engines and fuel tanks along with its fighting cargo – made it far 
  less than cost-efficient. The class suffered heavy losses to ground defenses and is due to go into reserve, to be replaced 
  with a tender/assault ship combination like that used by the Marines. Various designs are currently under consideration. 
   
  
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  Assault Lander 
  Assault landers range from small armored shuttles carrying an infantry squad to the Marine Corps’ 1200t Nakerkh class 
  assault ship. They all have certain features in common; notably high speed, good armor and ECM systems, and some 
  form of support or self-defense weapon. Assault landers are high-value targets, at which a defender with throw everything 
  he has in the hope of destroying a large proportion of hostile ground forces before they hit the ground.   
   
  Fire Support Craft 
  A variety of craft in the 1-3,000t range are used to give close fire support to an assault. These craft, of which the 1000t 
  Hansnaht class gunship is commonest, engage enemy aerospace craft, troop concentrations and ground targets. Their 
  role encompasses defense suppression, assault escort, diversionary attack and a sweeping shoot-everything-on-the-
  ground role. 
   
  PATROL SHIPS 
  Patrol vessels are the most commonly-encountered ships of the Imperial Navy. They patrol the spacelanes to deter, 
  counter and punish illegal activity such as smuggling and piracy. Patrol ships are often pressed into service as escorts in 
  time of war, while in times of tension they act as “tripwire” forces to warn of enemy action. Since the bulk of the IN budget 
  goes on capital ships and cruisers, there are never enough patrol ships.  
   
  Most patrol ships are captained by a Lieutenant-Commander or occasionally a Commander. These commands are 
  considered in many ways to be a better stepping-stone to high rank than ‘fleet’ postings such as missile corvettes and 
  close escorts. As patrol ships operate solo for long periods, their crews are often the only Imperial representatives in a 
  system, giving the commanding officer more opportunities to prove his or her competence… or otherwise. 
   
  Patrol Cruiser 
  The Patrol Cruiser is a common sight in Imperial space. Some observers wonder that a 400t vessel should be termed a 
  “cruiser”, when perhaps ‘escort’ or ‘corvette’ is perhaps more apt. However, the term is accurate in one context – this 
  class of vessel is designed to undertake long solo cruises and deal with whatever it encounters. This is a traditional 
  cruiser role, whatever the more usual meaning of the word “cruiser” may be. 
   
  Patrol Cruisers are often purchased by world governments as guardships or customs vessels, roles they fulfill admirably. 
  Though small, they are well armed with missiles and lasers and can take on even a large armed merchant at need. Patrol 
  Cruisers are not main-line warships, however. 
   
  Colonial Cruiser 
  The 1200t Kinunir-class Colonial Cruiser (also given the misnomers Vanguard Cruiser or Battle Cruiser) was originally 
  conceived as a peacekeeper vessel combining heavy armament with a marine contingent for intervention operations. The 
  class was plagued with system faults, and was a failure operationally, too. The class carried too few Marines to make any 
  real difference, but wasted too much tonnage on the Marine force to be an effective warship. The class is being phased 
  out, though a few remain. 
   
  However, the concept of a heavy patrol ship remains viable, and in time a new class may emerge to fulfill the patrol/flag-
  showing role, either solo or as the flagship of a small patrol force. 
   
  Huscarle Cruiser 
  Designed and built by Instellarms as a larger version of the Mercenary Cruiser, the Huscarle Cruiser masses 2000t and is 
  available with various optional weapons fits. In its basic form, the Huscarle Cruiser functions as a transport for up to a 
  company of troops and can act as escort for a noble’s yacht. More expensive versions are often purchased as personal 
  flagships for nobles, or as warships for those nobles maintaining a flotilla. 
   
  System Control Ship 
  The 5,000t System Control Ship is a resurrection of an old idea, combining the features of a very light cruiser with the 
  fighter complement of a “pocket carrier”. Not intended to take on major warships, the SCS’s light spinal mount can shatter 
  the typical commerce raider or corsair, while its wing of fighters, picket boats and inspection cutters can police traffic over 
  a large area within a star system, bringing tight customs and revenue control to the region for as long as necessary, 
  without need for a permanent base. 
  
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  System Control Ships can also undertake raiding and escort duties, but are not really suited to these roles. 
   
  Fleet Picket 
  The 1000t Fleet Picket is a specialist vessel, with good defenses but light armament. Its function is to monitor a region of 
  space or sweep ahead of an advancing fleet, using remote sensor drones and an impressive array of detection equipment 
  to warn of approaching or lurking hostiles. Pickets are sometimes pressed into service as search or intelligence-gathering 
  vessels.  
   
  SPECIALIST VESSELS 
  The Navy operates a number of specialist ships optimized for various roles. These ships are not intended for combat, but 
  may be armed for self-defense. They are often assigned a close escort. 
   
  Rapid Assistance Vessel 
  The 10,000t Messiah class Rapid Assistance Vessel is a lightly-armed jump-5 capable starship intended to render 
  whatever assistance is needed to any Imperial world suffering a catastrophe of any kind. The Messiah has only a token 
  armament, but it carries extensive command and coordination facilities, plus workshops, medical wards, laboratories and 
  a complement of engineers and security troops provided by the Imperial Marine Corps.  
  In the event of a major disaster, a Messiah is usually the first vessel on the scene, acting as a command post to assess 
  the situation and coordinate the employment of other assets as they arrive aboard freighters and other craft. A pair of fast 
  courier boats are carried, so that the assessment and any request for backup can be rapidly transmitted to headquarters.  
   
  Messiahs have been instrumental in dealing with disasters as diverse as earthquake, fire, flood, life support breakdown, 
  plague and refugee assistance in wartime. War, insurrection and revolt are dealt with by more conventional vessels, but a 
  Messiah may well accompany a task force to alleviate suffering among victims of a conflict. Only one has ever been lost 
  to combat, during the Solomani Rim War. The vessel was mistaken for an assault transport by Solomani strike craft during 
  the assault on Terra. 
   
  Hospital Ship 
  All Navy vessels have a sickbay, and assault ships almost always have extensive surgical facilities. However, casualties 
  are transferred to bases or hospital ships as soon as possible. Hospital vessels are traditionally unarmed or fitted only 
  with sandcasters plus a few point-defense turrets. In almost all wars, the non-combatant status of hospital vessels is 
  respected. The standard Imperial hospital ships are the 10,000t Girianis class Fleet Hospital Ship and the 2000t Fleming 
  class Medical Auxiliary. 
   
  Intelligence Ship 
  Intelligence ships (often referred to as “spy ships” by the media) are small, stealthy vessels packed with sensors and data-
  processing equipment. Many operate entirely openly, gathering information from communications, drive signatures and 
  other  
   
  Covert Operations Vessel 
  The Imperial Navy operates a number of 200t Onyx class Covert Operations Vessels. These heavily-stealthed ships are 
  used to insert and recover teams of covert operatives. They are lightly armed but very fast, with excellent sensors. Their 
  ability to evade detection or escape if spotted makes them useful picket vessels, but this is a waste of their real 
  capabilities. 
   
  Repair/Recovery Ship 
  Specialized repair ships are operated by every fleet. Usually grouped with a light escort and logistics or supply ships, 
  repair ships sometimes accompany a task force, particularly on siege operations. Alternatively, the vessel may stand by 
  on call to attend any ship which has suffered a breakdown or battle damage and cannot make port under its own power. 
  The Navy prefers to send out a repair ship than to have the public see one of its cruisers limp into a civilian port for 
  emergency assistance. Repair ships are often used to recover wrecks of friendly and enemy ships for intelligence or 
  salvage purposes. 
   
  
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  NON-STARSHIPS 
  The Imperial Navy uses many classes of vessel not intended for Jump operations. Most of these are small craft intended 
  for various subordinate craft roles, while others are warships in their own right. A vessel which does not have to devote 
  tonnage to Jump drives and fuel can carry far more weaponry for the same mass and cost as an equivalent starship. 
   
  NON-JUMP WARSHIPS 
  There are two basic types of non-jump-capable warship; system defense boats and monitors. The only real distinction 
  between them is size and combat capability. Note that battle riders are not considered here, as they are considered 
  capital ships and form part of the mobile fleet (with suitable tenders). 
   
  Monitor 
  Monitors are large system defense craft intended to take on and destroy incoming heavy units. While in theory they can 
  be equal in capability to a battle rider (indeed, a battle rider can serve as a monitor if no tender is available), they tend to 
  be constructed more cheaply and to lower specifications.  
   
  Monitors thus tend to have relatively low acceleration – 2g is common – as they rarely move far from the world or 
  installation they are defending and operate on interior lines. Defenses are particularly heavy, as the main purpose of a 
  monitor is to remain “in being” to threaten an attacking force. Actually destroying enemy forces is a bonus, but preventing 
  a landing or bombardment is enough. 
   
  Some monitors are constructed from hollowed-out planetoids. Such vessels tend to have very low acceleration but are 
  extremely hard to kill. They also have stealth and surprise advantages. The Imperial Navy does not build planetoid 
  monitors but many individual worlds do. 
   
  The Navy primarily uses monitors to defend its bases and depots. Most naval bases have a force ranging from a single 
  light monitor of about 5000 tons displacement to several squadrons of battleship-sized units to back up the more 
  numerous light system defense boats. Although battle riders can just as easily be used, monitors have the advantage that 
  they cannot be ‘poached’ for fleet operations, thus leaving a depot inadequately guarded. 
   
  The largest monitors are designated Battle Monitors. Although smaller than a typical battleship, they do not give up space 
  to fuel tanks and are thus comparable in combat capability. Heavy monitors are generally equivalent in combat to a heavy 
  cruiser, though they are much smaller. The term Light Monitor is assigned to any sublight combat vessel larger than a 
  gunboat (i.e. anything of 1000t and up) but not capable of taking on a light cruiser. 
   
  Specialist monitors are sometimes fielded, such as missile monitors as support platforms, patrol monitors that carry 
  fighters and small craft to police the outsystem, and strike monitors with heavy armament and powerful engines for a rapid 
  attack on an intruder. 
   
   
  System Defense Boat/Gunboat/Missile Boat 
  The title System Defense Boat is applied to any warship over 100t intended for defense of an area of space. There are 
  literally hundreds of classes of SDB in existence throughout the Imperium. The 400t Shugukan (Dragon) class is typical, 
  mounting a mix of laser and missile armament. SDBs (also referred to as gunboats, missile boats etc depending upon 
  their armament and intended role) often undertake police and customs duty near a mainworld, but their main function is to 
  oppose hostile action within the system. That can mean routine patrol sweeps or massed action against an intruder.  
   
  SDBs are designed to hide from enemy sensors in hostile environments such as deep water and gas giant atmospheres. 
  Ideally, an invader will be met head-on and repulsed by fleet action, but in the case of a siege or overwhelming enemy 
  force, SDB forces can hamstring an invader by sweeping out of their hiding places to strike vulnerable rear-echelon 
  vessels and troop ships, then scatter to hide. Sieges of well-defended worlds are a nightmare of hit-and-run raids of this 
  sort. 
   
  SDBs can be transported from world to world aboard freighters or using specially designed SDB Jump Shuttles. They are 
  sometimes carried aboard larger vessels as powerful, long-range fighters.  
   
  
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  The typical SDB is commanded by a Lieutenant, with the squadron commander being a Lieutenant-Commander or 
  Commander. 
   
  SMALL CRAFT 
  The small craft of the Imperial Navy are vital to its operations, yet they rarely receive a moment’s thought. They are 
  innumerable, flitting about their administrative and logistical tasks. Small craft (with the exception of fighters) rarely have a 
  permanent crew assigned, but are manned from the roster of qualified enlisted personnel aboard ship. Only important 
  craft such as a Captain’s gig rate a petty officer pilot. The rest are usually crewed by Able Spacehands. 
   
  Imperial Navy vessels which operate subordinate craft generally use a standard launch tube with capacity for a 50t craft. 
  Thus most subordinate craft are of this size. 
   
  Cutter 
  The 50-ton modular cutter is used by large ships, bases and Starports as an inspection, liaison and rescue craft. Most 
  cutters are unarmed, and assigned a single module – usually the passenger or cargo module. The Navy does not favor 
  carrying several modules aboard a warship, seeing this as a waste of space. 
   
  Military Gig 
  The 20t military gig is a fast, streamlined utility craft with light armament. It is usually carried as a subordinate craft by 
  small ships, where it is often used to extend sensor coverage or transport personnel to a planetary surface. Boardings 
  always take place from the gig, covered by the guns of the parent craft. 
   
  Naval Lifeboat 
  The 20t Naval Lifeboat is not very different from its civilian cousin, except that it is designed to leave a crippled vessel 
  under fire. A single, one-shot sandcaster is carried, along with general hardening of the boat’s systems. A modest ECM 
  and auto-evade system is built into the command and control equipment, increasing survivability in the event of a hostile 
  evacuation. Lifeboats have capacity for 24 personnel in emergency low berths. 
   
  Pinnace 
  The 40t Pinnace is rarely used by the Navy as a liaison craft, though some bases carry several to reach distant parts of 
  the system.  
   
  Troop Shuttle 
  The 50t Troop Shuttle is designed for a single purpose – getting a force of ground troops onto a planetary surface. They 
  are built tough, with a lightly armored hull (by starship standards) and an armament of a single point-defense laser and a 
  sandcaster. The laser can be used in support of ground troops at need, though it is not especially effective in this role.  
  The troop shuttle has a crew of 2 and is capable of 3g acceleration. It can deploy 50 troops, though the troop bay is 
  cramped with so many aboard and long flights are not recommended. 
   
  Shuttle 
  A variety of cargo and passenger shuttles are used. Most mass 100t or larger, and are mainly used for cargo transfer to 
  and from depots and logistics ships. They are not usually carried by warships.  
   
  One shuttle variant that is sometimes carried by certain classes of warship is the fuel shuttle. This streamlined craft allows 
  an unstreamlined vessel to undertake wilderness refueling without need for tankers. Many tanker classes replenish 
  themselves using fuel shuttles. This is a lengthy process, but it means that tankers need not carry expensive streamlining, 
  nor expose themselves to the risks of gas-giant skimming. Almost all shuttles, of all types, are unarmed. 
   
  Fighter 
  The 10t light fighter with its single light laser is virtually useless as a military vessel. Even en masse, light fighters are little 
  more than a nuisance to any serious warship. However, they do have a useful role as patrol and picket craft operating 
  from a base or starship. Since even a fighter can chew up a Free Trader, fighters are effective in the policing and security 
  role, and often escort inspection cutters or shuttles carrying important personnel. 
   
  
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  32 
  The main value of light fighters is in their ability to act as a “tripwire” and as a screen to intercept enemy strike craft at a 
  safe distance from the parent vessel. All Imperial Navy fighters are piloted by officers. Pilots are usually Ensigns or 
  Sublieutenants, with squadron commanders holding higher rank.  
   
  Heavy Fighter 
  The 2-seat 50t heavy fighter is usually armed with dual or triple lasers. Capable of longer patrols and far more survivable 
  than its light cousin, the heavy fighter is still little more than a target to a ship with decent point defense, but a flight of four 
  presents a serious menace to a small warship such as a close escort or patrol cruiser. Heavy fighters are capable of 
  massed strikes against warships, but experience has shown that this is like trying to stab a Sumo wrestler to death with a 
  box of pins. As with their light cousins, heavy fighters are best employed in the screening and security role. 
   
  Missile Fighter 
  A variant of the heavy fighter, the missile fighter (sometimes referred to as a ‘bomber’) is armed with standoff missiles, 
  and is intended to reach firing range, launch its weapons and withdraw at top speed. This does give a powerful strike 
  capability, but a fighter cannot carry sufficient reloads to be useful in a protracted combat situation. The concept has not 
  found favor with the Imperial Navy, which believes that a missile corvette is a better way to employ such weapons. 
   
  Strike Fighter  
  Another variant of the Heavy Fighter, the Strike Fighter mounts a single, powerful weapon (usually a plasma or fusion 
  gun) capable of dealing heavy damage to even a large warship. Strike fighters represent massive overkill against 
  conventional fighters and small merchant craft, and their armament is outranged by most other weaponry. However, if 
  they can get close enough they can do real damage to a warship.  
   
  Strike fighters are the reason why light fighters are carried by the fleet. They must be intercepted before they reach firing 
  range. To prevent this, strike squadrons are usually escorted to the target by conventional fighters.  
   
  Picket Boat 
  The Picket Boat is a heavy fighter with its armament replaced by an extensive sensor suite. Uses include early-warning of 
  approaching enemy craft, detailed sensor sweeps of an area, fighter control and forward missile direction. In the latter 
  role, picket boats are often escorted by conventional fighters. 
   
   
  
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  CHAPTER 3: STRUCTURE AND ORGANIZATION OF THE GRAND 
  FLEET 
  The Grand Fleet is a symbol of power and an instrument of policy as much as it is a military force. As such, its command 
  structure is not as clear-cut as some might assume. While the chain of command runs clearly through a series of ever-
  more-senior admirals, it is also subject to influence from other quarters. 
   
  POLITICAL COMMAND 
  The Fleet is a political tool and as such its orders come from the civilian authorities – ultimately the Emperor – that run the 
  Imperium. The ships and fleets are commanded by Naval officers, but they serve the needs of the Imperium, which are 
  determined by its leaders. Since political command devolves down from the Emperor through successive levels of nobility, 
  each of these levels has the ability to exercise influence over the fleet elements at its level. 
   
  The nobility exercises influence, not command. No noble has the right to give direct orders to naval personnel – orders 
  must come through the proper chain of command. There are exceptions to this, however. The Emperor has the right to 
  command any Imperial military unit at any time (indeed, all lawful orders can be considered to technically originate from 
  the Emperor’s authority). Also, certain Imperial Warrants give the bearer (usually a noble) the right to assume command 
  of Imperial assets.  
   
  Outside these two situations, the process of commanding the Navy is fairly simple: the political leaders inform the 
  Admiralty of the situation and what they think needs to be done (or more accurately, the outcome they would like to see) 
  and the Admiralty decides if it can be done and if so, how. After some discussion the political leadership authorizes the 
  Fleet to act. The Admirals then decide how to carry out the operation and what assets to use.  
   
  In short, the Admiralty listens to the political leaders and attempts to give them what they want wherever possible, but 
  retains control of its own assets at all times.  
   
  Note that some requirements from political leaders may be illegal or may conflict with the Imperial Navy’s mission to 
  protect the Imperium and her citizens. A fleet admiral asked to invade a neighboring state by his Sector Duke must decide 
  if starting a war is really in the Imperium’s best interests. Once the orders of the political leaders start to conflict with the 
  Navy’s duty to the Imperium and the Emperor, the system has broken down and some tough decisions need to be made. 
  This has not happened in a long, long time, though smaller conflicts of interest have occurred at times. 
   
  As an example, in the early days of the Solomani Rim War various senior nobles protested about Navy assets being 
  stripped from their sectors to go to the war front. The orders to relocate came through the proper naval chain of command 
  and were not subject to alteration by local leaders. Similarly, local political leaders along the Solomani border who 
  demanded a ‘not one step back’ defensive strategy were (or should have been) ignored by naval commanders who had to 
  think about fighting a war on behalf of the whole Imperium, not just protecting one small corner of it at the expense of 
  many ships and thousands of lives. 
   
  The system works wall enough in most cases. Naval officers command the Navy, but at the highest level they answer to 
  the political leadership of the Imperium. In this way excesses are prevented and self-interest is curbed as much as 
  possible. 
   
  THE EMPEROR 
  The Grand Fleet owes ultimate allegiance to the Imperium, as personified by the Emperor. All personnel swear an oath to 
  preserve and defend the Imperium, and to do the will of the Emperor. The Emperor holds the honorary title of Admiral-in-
  Chief of the Grand Fleet, though an Emperor has not actually led any Imperial fleet into battle for centuries. However, 
  ultimate responsibility for the actions of the fleet; for the appointment of its admirals and its officers; for the provision of 
  ships and spares, rests with the Emperor and whomever he appoints as his subordinates. 
   
  There is a great deal of personal loyalty to the Emperor within the Imperial officer class. The degree to which he is revered 
  does vary from region to region, and from ship to ship, but at the very least each and every ship has a portrait of the 
  Emperor hanging in the Wardroom, and toast is drunk (sitting down, by tradition) to the Emperor’s health at dinner every 
  
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  34 
  night. While some crews are imbued with an almost fanatical personal loyalty, for most the public display of loyalty is 
  merely a part of the naval tradition. 
   
  Fleet Control is one of the rights recognized by Imperial Law as a legitimate claim to the Iridium Throne. No Emperor 
  since the Civil War has held his position merely through this right, but it is still recognized as one of the most important 
  factors making an Emperor fit to rule – he must be able to impose his will, and the Imperial Navy is the perfect tool for that 
  task. 
   
  The Navy is used by the Emperor as a political tool as much as a military one, and his choice of subordinates, 
  deployments and strategies must weigh military considerations against political ones. Thus it may be necessary to “waste” 
  a powerful fleet on garrison duties in a peaceable region, or to appoint a poor officer to the admiralty, in return for loyalty 
  and support from a segment of the Imperial population.  
   
  THE ARCHDUKES 
  The Archdukes who administer the Domains of the Imperium are technically not in the Naval chain of command, and do 
  not command the fleets stationed in their Domain. However, they are the Emperor’s appointed political representatives, 
  and as such have a great deal of influence over the Fleet. 
   
  While the Admirals commanding fleets in any given domain answer, through their superiors, to the Admiral-of-the-Fleet, 
  and he to the Emperor directly, the Archduke of the Domain has certain claims upon the fleet and its commanders. Chief 
  among these is the Right of Support. This means that as the Emperor’s trusted vassal, the Archduke has the right to 
  reasonable cooperation and support by and from the Imperial Navy. In practice, this means that the Navy cannot ignore a 
  request to deploy warships or to carry out legal duties in support of the Archduke’s policies unless there is a pressing 
  military reason to do so. The Archduke is specifically prohibited from issuing direct orders to any ship, fleet, officer or 
  admiral in the Imperial Navy, but strongly-worded requests are not uncommon. They are seldom ignored, though the 
  Archduke may well not get everything he asks for. 
   
  There is sometimes friction between the Archduke’s administration and the Navy forces within the Domain as to how 
  requests are complied with, and by what forces, but for the most part what exists is a partnership in which the Emperor’s 
  loyal servants work together, discussing matters from their different viewpoints to agree on a workable solution.  
   
  The Archduke can of course bring pressure to bear from a political or social angle, especially through the nobles assigned 
  to the domain’s fleets. All Archdukes have an Imperial Warrant available if it proves necessary to get-something-done-no-
  matter-what. High-handed action of this sort must be explained to the Emperor, of course, so it is kept as a last resort. 
   
  Far more commonly, the relationship between Fleet and Archducal Administration is one of discussion, compromise and 
  (sometimes strained) cooperation. It is very rare to find Archduke and Admirals at odds for any length of time. Such a 
  situation is dangerous to the stability and safety of the Imperium, and will be quickly dealt with from On High. 
   
   
  The shifting pressures of influence and traded favors may sometimes result in orders that are utterly incomprehensible to 
  those tasked with carrying them out - but theirs is not to reason why. 
   
  THE SECTOR DUKES 
  Like the Archdukes, the Sector Dukes are not in the direct Naval chain of command. However, they too are important 
  representatives of the Emperor who must at least be listened to by the Admirals. The Sector Dukes have a keen 
  understanding of the political and defensive needs of their sector, and advise the admirals accordingly. 
   
  Sometimes this ‘advice’ approaches blackmail, since the Dukes wield considerable influence. Naval units cannot legally 
  be used to support personal projects, but a little rule-bending in return for favors is not uncommon. As a result, 
  deployments in a sector may not be the perfect military solution to the problems of defending and patrolling the sector. 
  Those wielding influence know how far they can go, however, and blatant misuse of naval assets will earn swift correction. 
   
  Note that the power of the Archdukes has waxed and waned over the centuries, and also in different regions. Thus in 
  some cases the Sector Dukes can get more from the Navy than the Archduke they theoretically answer to.  
   
  
  SECTOR FLEET 
   
   
  35 
  THE SUBSECTOR DUKES 
  Each subsector also has a Duke as its senior noble. Like their superiors at Sector level, the Subsector Dukes are well 
  placed to understand what the Imperium needs from its Navy within their own area of influence. While they have no power 
  to give orders, their influence makes itself felt. This is more common at the Subsector Fleet level than above, however. 
   
  OTHER NOBLE INFLUENCE 
  The Fleet is influenced by the nobility at all levels. As the senior service and a route into the nobility, the Navy is a 
  fashionable career for up-and-coming young sophonts. Those who already possess (or are in line for) titles naturally wield 
  considerable influence over their commoner peers.  
   
  This sort of social influence is inevitable, and not particularly harmful in most cases. Indeed, with few exceptions, young 
  nobles are raised to believe that service to the Imperium is their right and duty. This ethic tends to rub off on those 
  seeking to impress them, too. It is made very clear to young nobles joining the Navy that they have an additional duty to 
  those carried out by their peers – they are expected to provide a shining example of what it is to be a Naval Officer. Most 
  live up to the challenge, or at least try. A few exploit their advantages. The Navy has had many years in which to find 
  ways of dealing with this kind of corruption. 
   
  The nobility influence the Navy in other ways. Many of the corporations that build naval equipment or support the bases 
  are run by noble families, who can exert influence to obtain a good posting, have a piece of equipment made the fleet 
  standard, or to further some other goal such as having Navy ships in place to catch a rival red-handed in some dubious 
  practice. 
   
  There is considerable influence exerted by the great noble families to make sure the Navy protects their interests. Border 
  nobles want Navy ships stationed in their system to defend against invasion. Industrialists want their products accepted 
  for Naval use. Those with shipping concerns want patrols to guard against piracy. Those with extensive outsystem 
  holdings want a Naval presence to deter raids. The Navy cannot meet all these demands, but each noble will try in 
  various ways to get his or her own way. Social pressures applied at receptions, exchange of favors, correct through-
  channels requests, outright bribery and even threats… any and all means may be used. The overall effect is that the Navy 
  is subject to shifting pressures in addition to the immediate military situation. These might not be directly obvious, but they 
  do exist. This all makes the life of a senior naval officer more complicated, but that comes with the territory.  
   
  For the more junior personnel, noble influence is simply a fact of life like having to peel spuds in the galley or clean out the 
  air filters. Sometimes the results are unpleasant, sometimes they can be used to your advantage – and sometimes you 
  have no idea what’s going on. It happens. Just salute and say “Aye Sir”. Easier that way…. 
   
  THE ADMIRALTY 
  The actual command of the Navy rests with a chain of admirals and senior officers. While subject to influence and political 
  pressure, this body (often referred to as The Admiralty) exerts direct control of the fleets and is the ultimate authority in 
  time of war. Archdukes may request, world governments may protest, but the Admiralty is in charge until the Emperor 
  says different. 
   
  GRAND ADMIRALS 
  The most senior officers of the Imperial Navy are Grand Admirals. The term is both a formal rank and a job title. A Grand 
  Admiral commands the combined fleets of a Domain or a theater of war. For example, at the outbreak of the Solomani 
  Rim War a Grand Admiral was appointed to command the Imperial war effort in the theater. All other naval commanders 
  in the region – whether they run subsector or sector fleets, depots, combined battle fleets or whatever else – answer to 
  this officer, who is responsible for coordination of effort and the overall conduct of the war or peacetime operations. 
   
  The Imperial Navy has several Grand Admirals on the strength at any given time. Mostly their duties are ceremonial 
  and/or to oversee the fleets of a region in the capacity of an inspector-general. However, they can be assigned to a 
  troubled region to take over command of all naval assets.  
   
  The commander-in-chief of the Imperial Navy is also a Grand Admiral, headquartered at Capital/Core. He holds the same 
  rank as other Grand Admirals but is formally known as ‘Admiral-of-the-Fleet’, which is very much a job title as well as an 
  honorific. The title is relinquished when he steps down or is replaced; another Grand Admiral takes on the mantle at that 
  
  SECTOR FLEET 
   
   
  36 
  time. The post of Admiral-of-the-Fleet is usually assigned for a long period but sometimes the incumbent may decide to 
  effectively demote himself in order to take personal charge of a crisis on the border. 
   
  While the Emperor (in his capacity as Admiral-In-Chief) is titular commander, the Admiral-of-the-Fleet is actually 
  responsible for all naval orders, assignments and deployments. The appointment is as political as it is military. A 
  significant part of his time is spent at functions and parties, representing the Navy to the nobility and the public. However, 
  the Admiral-of-the-Fleet does have certain vital duties.  
   
  As the head of a large planning staff, the Admiral-of-the-Fleet is responsible for ensuring that a contingency plan (with 
  suitable options and variations) exists for every conceivable naval situation – and many inconceivable ones too. Within 
  hours of news reaching the Capital of a crisis, the Admiral-of-the-Fleet must be ready to present the possible responses to 
  the Emperor, along with detailed briefings on enemy capabilities and the possible outcomes of any given course of action. 
   
  The Admiral-of-the-Fleet is also the Emperor’s chief advisor on Naval matters. He must have ready answers to any 
  question, no matter how obscure, about the capabilities of any vessel or state. He must have accurate predictions of 
  enemy intentions available, as well as detailed information about the Imperial Fleet and its leaders. While the Emperor 
  tends to reserve large-scale decisions for himself, the Admiral-of-the-Fleet has the right and the responsibility to deploy 
  the fleet as he sees fit unless overruled by the Emperor. In practice, this means that the Admiral-of-the-Fleet is 
  responsible for the day-to-day running of the entire Imperial Navy, and for ensuring that it is ready for whatever happens.  
   
  In the event that the Emperor is not available, the Admiral-of-the-Fleet is expected to make Naval decisions in his 
  absence. To this end his word carries the weight of an Imperial Standing Warrant – his lawful orders to Naval personnel 
  can only be overruled by the Emperor himself. 
   
  The Admiral-of-the-Fleet is usually assisted by a staff of senior officers including one or more Grand Admirals. These 
  ‘spares’ can be sent off to deal with a crisis or kept at home where their advice and many years of experience can benefit 
  the planning process. Less effective admirals, promoted out of fighting assignments, are generally retained on the staff 
  this way. 
   
  SECTOR ADMIRALS 
  Each Sector Admiral commands a Named Fleet, which is to say that he or she is in overall command of the fleets of a 
  Sector. His (or her) station is normally at a naval depot or the sector capital, though when a combined fleet is formed from 
  elements of several numbered fleets, the Sector Admiral will sometimes command it in person.  
   
  The Sector Admiral is often a high noble in his own right, and is much more than a “fighting admiral”. His staff are 
  responsible for contingency planning and the provision of suitable logistics for any necessary operations. He is also both 
  an advisor to and in close liaison with the Archduke of the Domain and/or the Sector Dukes, and submits regular reports 
  and recommendations to the Admiral-of-the-Fleet at Capital/Core. 
   
  The Sector Admiral is the lowest-ranked of the “political admirals”. Less senior officers can concern themselves with 
  military realities, but at the Sector level there are far wider concerns than combat capability or squadron manning levels. 
  ‘Sector Admiral’ is a job title as well as a formal naval rank. Sometimes a Fleet Admiral holds the job of Sector Admiral for 
  lack of anyone more senior; in this case he is referred to as the Acting Sector Admiral. 
   
  SUBSECTOR ADMIRALS 
  Subsector Admirals command each of the Numbered Fleets and Numbered Colonial Fleets of a sector. They answer to 
  the Sector Admiral but have considerable leeway to carry out their duties as they see fit. Subsector Admirals are fighting 
  admirals. In peacetime they may command from a base or depot, but in a crisis they can usually be found aboard a 
  flagship in the ‘flag’ formation of the subsector fleet, where they can exercise direct control over the situation. 
   
  ‘Subsector Admiral’ is a job title which indicates that the officer commands a subsector fleet. The actual rank held by a 
  subsector admiral is Fleet Admiral, and in terms of seniority Fleet Admirals and Subsector Admirals are equal. 
   
  FLEET ADMIRALS 
  The rank of Fleet Admiral is an actual rank and also a job title. A Fleet Admiral may or may not actually command a fleet – 
  he may be assigned to a more senior admiral’s staff as a ‘spare’ to replace losses, to undertake a special mission or 
  
  SECTOR FLEET 
   
   
  37 
  whatever. However, Fleet Admirals generally have fighting commands. Some have static commands such as a subsector 
  fleet, while others command the specialist fleets formed for a variety of tasks. Thus three Fleet Admirals of ostensibly 
  identical rank may carry out very different duties. One may command a subsector fleet, another a battle fleet formed from 
  the assets of several other forces. The third may not yet have a command but be on alert to take over any critical task that 
  requires his expertise.  
   
  A number of spare Fleet Admirals are assigned to each sector to replace casualties or to take over scratch forces created 
  for a particular task. These fleet-admirals-in-waiting are assigned to the Sector Admiral’s staff as planners and assistants, 
  or undertake liaison and training duties. They can be called at any time, to undertake any task. 
   
   
  STAFF ADMIRALS 
  The fighting Admirals of the Imperial Navy (including the Grand Admirals and all Sector Admirals) are drawn from the Line 
  branch of the navy. Normally the only way to Flag rank is via a transfer to the Line and undertake special training. 
  However, it is possible to achieve an equivalent rank without leaving a specialist branch. Such flag officers are outside the 
  normal chain of command and undertake mainly training, administrative and advisory duties. They can and do take over 
  line commands in times of desperate crisis, but they are not trained for this role.  
   
   
  Staff Admirals wear a slightly different uniform from their Line comrades. They are allowed to use the Line title for their 
  rank upon retirement, but in service are known by their appointment title to avoid confusion. The heads of the various 
  branches of the Navy hold rank and status equivalent to a Sector Admiral, but are titled Senior Flag Officer (Branch) e.g. 
  Senior Flag Officer (Engineering).  Regional branch heads also exist, with a rank equivalent to a Fleet Admiral. These 
  individuals are titled Flag Officer (Region) (Branch), e.g. Flag Officer Deneb (Gunnery). 
   
  For example, the Senior Flag Officer (Gunnery) for the entire Imperial Navy actually holds the rank of Sector Admiral and 
  is equivalent in terms of pay and prestige, though his duties are very different.  
   
  SQUADRON COMMANDERS 
  Small task forces and squadrons of minor vessels (up to Destroyer size) are commanded by the senior officer of the 
  formation (who may be a mere Lieutenant Commander) with no special rank awarded. Such an officer is referred to as the 
  “Officer Commanding, (Squadron)”, e.g. Officer Commanding 39th Rhylanor Patrol Squadron. 
   
  Formal squadrons of major warships are commanded by a Commodore, or by a senior Captain who has not yet received 
  his pennant (Commodores are not “flag” officers but in ancient tradition were allowed to fly a pennant aboard their 
  flagship). The latter case is supposedly temporary, though many squadrons have been commanded by a succession of 
  commodores-in-waiting for years on end. 
   
  A commodore has his own small staff, and is rarely the commanding officer of a vessel. Squadron commanders have 
  enough to worry about without trying to fight a ship and deal with all the crises arising along the way. Sometimes a 
  commodore will ‘wear two hats’ as skipper of his own flagship, but this is rare and usually the result of a shortage of 
  suitable officers.  
   
  When squadrons are broken up, the commodore may find himself commanding a squadron of one vessel. Even in this 
  case, he is not in command of the vessel. He is in charge of the mission, and can make recommendations to the Captain 
  or issue direct mission-related orders. He should not micromanage the running of the vessel or give specific orders to the 
  Captain or crew. The same comments apply to admirals; they are in command of the mission, not the ship. Understanding 
  the difference is critical if the admiral wants an effective flagship. 
   
  Striking a balance between directing the mission and letting the ship’s Captain do his job is a vital part of the squadron 
  commander’s training. Many commodores (and admirals) interfere too much in the running of the flagship, and the 
  resulting friction can be highly detrimental to morale and efficiency. A good squadron commander knows exactly how 
  much direction to give his subordinates, and how far to trust them to do their jobs. 
   
  SHIP CAPTAINS 
  In this context, Captain (or to use the more archaic term, Master and Commander) is an appointment rather than a 
  specific rank. The “Captain” of a vessel may actually hold any commissioned rank and in a dire emergency could be 
  anyone who has assumed lawful command. Normally, the rank of the commanding officer is appropriate to the importance 
  
  SECTOR FLEET 
   
   
  38 
  of the vessel. Thus capital ships are usually commanded by full Captains, cruisers, tankers and monitors by Commanders 
  and escorts and destroyers by Lieutenant-Commanders. Non-jump vessels and small escorts are often commanded by 
  experienced Lieutenants. Lower ranks do not normally receive a command. Under most circumstances, any officer offered 
  a command will have first been sent to command school and transferred to the Line branch. 
   
   
  The ship’s Captain is its master, no matter who else is aboard. Even a mere lieutenant, the Acting Master and 
  Commander of a vessel, is in theory the sole master of that ship. In practice, it is rather hard to ignore the influence of a 
  commodore, admiral or senior noble and a working balance must be established. The commanding officer of an admiral’s 
  ship is termed the Flag-Captain. This is an honorific with no rank associated with it, but many Captains undergo special 
  Flag-Captain training, the better to work with any flag officer who may be aboard. 
   
  Whether the commanding officer is a senior Captain or a Sublieutenant thrust into the job by a crisis, he or she is the 
  ultimate authority aboard the ship (subject to certain Imperial regulations) and is personally responsible for the ship and 
  her crew in all matters. Whoever else is aboard, however lowly or inexperienced the officer, the buck is firmly nailed to the 
  Captain’s desk.  
   
  FLEET STRUCTURE 
  The Imperial Navy is huge. The Emperor has (indirect) command of thousands of fighting ships, and many times more 
  auxiliaries, support vessels and scouts. Command of such a vast and dispersed entity is not a possibility for any single 
  individual. For this reason, the Imperial Fleet is not a single entity. It is divided up into a complex but flexible command 
  structure with responsibility devolved at various levels. 
   
  In the Imperial Navy, the term “Fleet” has three specific but very different meanings. The term can refer to a “Numbered 
  Fleet”, which is a grouping of several squadrons, to a “Named Fleet”, which is an assembly of two or more Numbered 
  Fleets. It can also refer to a force created for a specific task, e.g. a Battle Fleet sent across the border to attack an enemy. 
  Other, less formal, meanings of the term can apply to the entire Imperial Navy (the Fleet, or The Grand Fleet), or to any 
  naval force larger than a single task force.  
   
  To understand the structure of the Imperial Navy, it is necessary to appreciate the feudal nature of the Imperium itself. 
  The Grand Fleet must cover a vast area, and communication suffers from immense lags. Central control is simply not 
  possible. For this reason, discretionary control is exercised at the Subsector, Sector and Domain levels by trusted 
  subordinates. Reserves can be called from the core, but the forces of each sector and domain must be able to handle 
  most troubles by themselves. 
   
  THE IMPERIAL NAVY MODEL 
  The Imperial Navy follows what appears to be a fairly simple model. The situation becomes more complex as details 
  emerge, but the basic structure is as follows: 
   
  • 
  The Sector Fleets are responsible for large-scale military action, most importantly warfighting.  
  • 
  The Subsector Fleets are responsible for defending their subsector and maintaining its security. 
  • 
  The Colonial Fleet backs up the regular navy, using older ships of lower capability.  
   
  The Colonial Fleet assumes responsibility for all naval assets that are not part of the regular navy, including civilian ships 
  acting as auxiliaries and reactivated vessels crewed by Fleet Reserve personnel. In peacetime it usually operates smaller 
  vessels such as escorts and destroyers as part of the Subsector Fleet. In wartime, it receives battleships and cruisers 
  from the Fleet Reserve. Some of these are assigned to the Subsector Fleet to help defend the region. The most capable 
  Colonial Squadrons are assigned to the Sector Fleet.  
   
   
  THE REGULAR NAVY 
  Most of the naval assets of the Imperium belong to the Imperial Navy proper; the ‘regular navy’. These forces answer 
  through their officers and admirals to the Emperor himself and are available full-time to perform their duties. When not on 
  combat operations, deployed to a region on one of many possible missions or in port conducting essential maintenance, 
  the ships of the Imperial Navy train and exercise, maintaining and upgrading the skills that will hopefully never be put into 
  action. 
  
  SECTOR FLEET 
   
   
  39 
   
  The regular fleet is maintained in a high state of readiness, though obviously its competence varies from region to region. 
  Some areas have not seen anything worse than an orbital traffic violation in decades. Others have near-constant border 
  incursions to deal with. For this reason, ships and even whole squadrons are regularly rotated from ‘safe’ core sectors to 
  the more troubled borders in order to keep experience current.  
   
  Despite the best efforts of the Grand Fleet’s ‘adversary’ squadrons and training officers, complacency can be a problem. 
  Less serious, though worthy of note, is the considerable regional variation that exists within the Grand Fleet.  
   
  The Imperial Core Fleet 
  The Imperial Core Fleet follows the general Imperial Navy model in most ways. As the fleet of the Emperor’s own Domain, 
  this fleet has extra responsibilities.  
   
  The Core Fleet provides personnel for ceremonial detachments and the Grand Admiral’s Escort. It also provides the 
  Bodyguard Squadrons, which form the close escort and heavy support for the Emperor’s ship and those of his immediate 
  household. Bodyguard vessels are liable to sudden visits from dignitaries from the Imperium and foreign states. Ships and 
  personnel are thus maintained in a parade-ground state of shine and polish at any time they are not actually under fire. 
  Bodyguard duty is extremely prestigious, and positions are hotly competed for. 
   
  The Core Fleet is normally deployed far from the borders, and gains little combat experience. For this reason, vessels are 
  temporarily assigned to other fleets in a never-ending rotation. Fully 20% of the nominal strength of the Bodyguard 
  Squadrons will actually be serving with other fleets at any given time.  
   
   
  Ftahalr Enforcement Fleet 
  The Imperial fleets along the Aslan border are augmented by a special force created solely to enforce the Peace of 
  Ftahalr. This fleet, which consists mainly of patrol ships and light cruisers, is manned by personnel who have received 
  special training in diplomacy, and dealing with Aslan in particular. All ships carry a team of negotiators and diplomatic 
  advisors. 
   
  The Fleet has a difficult job on its hands. It must deal with Aslan Ihatei forever attempting to grab new territory, human 
  commercial interests expanding where they should not plus small groups on both sides seeking revenge for casualties in 
  the last skirmish, trying to redress a perceived slight, or just out looking for a fight. 
   
  The region is a hotbed of incidents, each with the potential for escalation into a serious conflict, and matters are not 
  helped by the pride and sensitivity of the Aslan. The Enforcement Fleet’s duties take its ships – often without backup of 
  any form – into dangerous situations on a daily basis. Captains (and their diplomatic advisors) must resolve each crisis as 
  it happens, then rush to the next. Sometimes this means firing on Imperial-registered vessels, at other times attempting to 
  face down a flotilla of Ihatei intent on claiming everything in sight no matter who is already in residence. The Enforcement 
  Fleet’s personnel and vessels are veterans of many close scrapes, diplomatic incidents and live-fire incidents.  
   
  Thus far, the Enforcement Fleet has done an admirable job of maintaining the peace and has won the respect of many 
  Aslan clans, some of whom even supply advisors, for its even-handed and honorable treatment of both sides. 
   
  Vegan District Fleets 
  At the end of the Solomani Rim War in 1002, the Imperium had not managed to absorb or pacify the Solomani 
  Confederation, which remained a real military and economic threat. In addition, those areas of the Confederation which 
  had been absorbed into the Imperium included many which remained quietly defiant and could now exert influence from 
  within the Imperium. To counterbalance this situation, the Imperium created the Vegan Autonomous District. While the 
  Imperial Navy still defends this region, there is no Colonial Fleet. Instead the worlds of the Vegan Autonomous District are 
  protected by a group whose name translates as “Guardians of our People”. To a human, this group would be known as 
  the Vegan Navy, though it does not conform to the usual model of a navy. 
   
  Vegans are calm creatures whose aims are aesthetic rather than acquisitive. They are basically pacifistic. However, many 
  years of mistreatment by the Solomani has taught the Vegans that they must protect themselves. The Vegan Navy uses 
  the huge Vegan economy to produce a very alien fleet to that of the Imperial Navy. A large percentage of vessels are 
  
  SECTOR FLEET 
   
   
  40 
  dreadnaughts and battleships, which tend to be very heavily armored with a variety of defensive systems to protect the 
  Vegan crews. Vegan vessel designers favor oversized spinal weapons in the hope of creating a deterrent effect.  
   
  The Vegans also produce a lot of escort craft which constantly patrol the trade routes of the District. Vegan escorts tend to 
  be larger than their human equivalents, as they are heavily armored. Armament is a usually a mix of missile and 
  sandcaster turrets. All Vegan escorts carry nuclear-tipped missiles, which are used as a matter of course. Care is taken to 
  ensure that every Solomani raider understands this. 
   
  The Imperial Navy considers Vegan forces to be Colonial Navy vessels and plans to use them in any future conflict with 
  the Solomani. 
   
   
  The Vilani Sectors 
  The Imperial Vilani fleets more or less follow the Imperial model. In fact this model was developed by the Vilani during the 
  First Imperium period. The main differences between the Vilani forces and the standard Imperial model are the command 
  structure, traditions and engineering considerations. 
   
  Command aboard Vilani ships is a matter of cooperation, so Vilani vessels have large officer meeting rooms. In these 
  rooms, the Captain holds numerous meetings with his senior officers and department heads, with everyone receiving a 
  fair hearing before decisions are made. Day-to-day running of the ship is a matter for the Ship’s Council led by the First 
  Officer, and the meetings mean that everyone knows what is expected of them. Contingencies are discussed and planned 
  for so that anyone reacting in an emergency knows what others will be doing, and can co-operate more effectively with 
  them. However, This does not mean that the Captain does not have full command of the vessel. The ultimate authority is 
  his, allowing decisive orders to be given in a crisis. The role of the Ship’s Council is to ensure that most officers already 
  know what those orders will be, and be ready to implement them. 
   
  It is traditional aboard Vilani ships to “Jump-dim”. The practice comes down from the First Imperium, a time when ships 
  needed every scrap of power for the Jump engines. This has not been necessary for millennia, but the practice remains. 
   
  The design of Engineering sections aboard Vilani vessels are affected by the Vilani view of technology. Since the Vilani 
  view an interest in how things work as the sign of a pervert, Vilani starship engineers learn how to operate their systems, 
  and even to tell when they are broken, but not how they work. Engines are viewed as a single item to be replaced in the 
  event of a malfunction. Vilani ships have many multiply-redundant systems, plus several diagnostic computers and auto-
  repair systems to prevent their engineers having to sully themselves with actual repair work.  
   
  THE COLONIAL FLEET 
  The term Colonial Fleet has its basis in ancient tradition and is still used even though very few worlds of the Imperium are 
  colonies by any rational definition. The origins of this force date back to the early years of the Imperium. 
   
  The Pacification Campaigns and the policy of Emperor Artemsus of creating a vast number of fleets under the command 
  of the Archdukes had several side effects. One was a sharp increase in the number of starships constructed. In time, this 
  led to a large number of obsolescent vessels. Originally, these older, less capable ships were expended as targets, 
  scrapped, or retained at depots as training vessels.  
   
  The spectacular rampages of the Star Legion through Imperial Space during the Julian War prompted a shift in this policy. 
  First-line fleet units had to be withdrawn from the front to defend the interior of Imperial space, weakening the main 
  combat forces to the point that the invasion of the Protectorate became bogged down and the recapture of the Antares 
  Cluster failed entirely. 
   
  After the 191 peace treaty with the Protectorate, Emperor Martin I was determined that the events of the war would not be 
  repeated. To this end he proposed a reform of the Navy to create suitable forces to defend the interior. However, the Navy 
  fiercely resisted these moves until the Emperor’s death in 195. 
   
  Martin II, who succeeded his father, was determined to exploit the new territories available in the Deneb and Spinward 
  Marches sectors. This required a campaign to clear Corridor sector and keep it that way, but the security of existing 
  territories had to be guaranteed first. To this end Martin II created a new fleet structure, leaving the Imperial Navy 
  
  SECTOR FLEET 
   
   
  41 
  untouched. This new fleet was created for local defense and to be a reserve for the main Imperial fleets. It became known 
  as the Colonial Navy, and comprised 320 numbered colonial fleets; one associated with each numbered fleet of the 
  Imperial Navy. The vessels to arm these new fleets were drawn from the obsolescent ships lying at their moorings at 
  naval depots across the Imperium. This practice has continued to this day, though some of the details have changed over 
  the years. 
   
  The active vessels of the Colonial Fleet (i.e. those not ‘mothballed ‘ at naval depots) are owned and operated by individual 
  world governments, noble houses and corporate concerns. Any world is entitled to own and operate a star-faring navy, 
  though the operations of this navy are subject to regulations laid down by the Imperial Colonial Office once beyond the 
  immediate vicinity of the parent world.  
   
  The Colonial Office operates a “shadow admiralty” which keeps track of the Jump-capable warships belonging to the 
  member worlds of the Imperium. Some of those ships are placed at the disposal of the Imperial Navy for patrol, anti-piracy 
  and interdiction operations (this is a source of operational experience and national pride for the donating world), but most 
  pursue the agendas of their owners. This usually means reinforcing the system squadron (Jump capability is useful for 
  patrolling the outer reaches of the system) or engaging in maneuvers to maintain readiness. 
   
  In addition to vessels maintained by member worlds, the Colonial Fleet gets its ships from two other sources. Squadrons 
  of obsolescent and obsolete warships are maintained at naval depots and manned by crews drawn from the Fleet 
  Reserve and Colonial Fleet. These include many capital ships which are beyond the means (and the needs) of most 
  worlds in peacetime, but which add greatly to the capabilities of the fleet in war.  
   
  In time of war, control of Colonial Fleet assets passes from the Colonial Office to the Navy. Colonial units are assigned to 
  the Sector and Subsector fleets, increasing their strength. They retain their ‘colonial’ designation but are commanded by 
  the Sector or Subsector admiral. Non-jump-capable warships remain under the control of their home system defense 
  command, of course.  
   
  THE FLEET RESERVE 
  In order to be able to secure territory against a major threat, the Sector and Subsector fleets need major warships. 
  However, it is very rare for even major worlds to maintain capital units and heavy cruisers as part of their planetary forces 
  – the cost is simply too high. Thus, most of the battleship and cruiser strength of the Colonial Navy is held at naval bases 
  and depots by the Fleet Reserve. Skeleton crews maintain these ‘mothballed’ ships which can be crewed by reservists 
  when needed and sent to join the Sector and Subsector fleets. 
   
  Occasionally major ships are brought out of Fleet Reserve status as training platforms for reservists, or to be converted 
  for another role. Activation of this sort is rotated through the available ships to prevent serious deterioration, but the state 
  of many Fleet Reserve warships is not good. Eventually these old warriors quietly die at their moorings and are broken up 
  or salvaged for parts to keep their squadron mates alive for a few more decades. 
   
  NAMED (SECTOR) FLEETS 
  The Imperial Navy has 28 Named Fleets. These are titled for the sector to which they are assigned. The composition of 
  these fleets varies considerably from region to region. As a rule, any given Sector Fleet has three roles: 
   
  • 
  To defend the sector for with it is named 
  • 
  To supply vessels to special fleets operating outside the sector 
  • 
  To reinforce its subordinate Subsector Fleets as necessary 
   
  The most important task of the Sector Fleet is to repel (or better, deter) and assault by a major enemy force. To this end it 
  maintains a fighting force of heavy warships such as battleships, dreadnoughts and battle rider/tender units. These are 
  usually concentrated at the sector Depot, with Battle Squadrons (BatRons) assigned to some but not all of the sector’s 
  naval bases. The BatRons are backed up by heavy cruiser squadrons and support vessels to create an effective and 
  powerful fighting force.  
   
  In the event of a major war, other Sector Fleets away from the immediate battle area will be ordered to provide a number 
  of ships and squadrons to serve in one or more Special Fleets or to reinforce the Sector Fleets of the embattled region. 
  
  SECTOR FLEET 
   
   
  42 
  Most commonly this means that up to half the sector’s heavy cruiser and capital ship strength may be drawn off to create 
  one or more Battle Fleets to take the war to the enemy. The usual model for such a conflict is that the Sector Fleets 
  defend their territory and resist the enemy advance, perhaps counterattacking if there is an opportunity, and then battle 
  fleets are moved up from elsewhere to take the offensive.  
   
  Sector Fleets are thus defensive in nature. It is rare for one to leave its named Sector. While Sector Fleets may send 
  assets outside the sector boundaries to attack an enemy where this represents good strategy, and may give up part of 
  their strength to an offensive fleet, it would be foolish to strip the border region of heavy defenses in order to attack an 
  enemy. Sometimes, as the initial weight of an enemy assault is absorbed and the initiative shifts, it is possible to 
  undertake offensive action with the Sector Fleet, especially if it has been reinforced by forces from the Colonial Fleet and 
  the Fleet Reserve.  
   
  This tends to happen in relatively minor conflicts. In a major war, the stakes are too high to risk leaving the border sectors 
  weakly defended so offensive forces are drawn exclusively from sectors away from the battle area. This can make the 
  Imperium slow to react, but reduces the chances of an enemy masterstroke whilst simultaneously ensuring that the 
  Imperial response is irresistible. 
   
  Sector Command also provides ships to Subsector Fleets. What ships are assigned where, and in what numbers, is 
  decided at the Sector level. In the event that a Subsector Fleet cannot deal with a problem, the Sector fleet can do one of 
  two things. It can transfer more ships to the Subsector Fleet on a permanent or duration-of-crisis basis, or it can assign 
  vessels to the troubled area which remain under the command of the Sector Admiral. The former solution dilutes the 
  Sector Fleet’s strength and makes it difficult to recall vessels to Sector-level command; the latter is usually less efficient 
  as the Sector Admiral tends to be more removed from the scene of any trouble.  
   
  It must be remembered that Sector Fleet assets are (obviously) based and operate within the subsectors of the sector, so 
  some mission overlap is common. However, it remains a fact that the Sector Fleet is tasked with dealing with major 
  threats to the sector; the subsector fleet deals mainly with the security of its subsector. 
   
  NUMBERED (SUBSECTOR) FLEETS 
  Most Imperial citizens think of a Numbered Fleet when the unqualified term “Fleet” is used. The Imperium has almost 320 
  active Numbered Fleets, which is approximately one per subsector. This expensive doctrine was first instituted by 
  Emperor Artemsus to back his politically sensitive Pacification Campaigns. The one-fleet-per-subsector system allowed 
  the Archdukes of the new Domains to have forces ready at hand to protect the worlds within their region, to ensure free 
  trade and to stamp on unrest. 
   
  In more recent times, the balance has shifted somewhat. Many core subsectors have little more than a token ‘internal 
  security’ presence, while troubled regions occasionally have more than one Numbered Fleet, or more commonly a fleet 
  which is overstrength.  
   
  Subsector Fleets are tasked with maintaining the security and stability of their subsector. As such, their forces are mainly 
  light patrol ships and destroyers, with the fleet flagship usually being a heavy or light cruiser. The presence of a handful of 
  heavier ships allows the Subsector Admiral to deal with most problems without distracting the Sector Fleet from its 
  assigned role of defending against a major threat. 
   
  In wartime, the assets of the Subsector Fleet are mainly responsible for protecting commerce and patrolling the systems 
  of the subsector. The Subsector Fleet is expected to respond to relatively minor threats but cannot deal with a major 
  assault. What it can do is provide timely information to Sector Command about where enemy raiders are – and are not – 
  and prevent the enemy from smashing up the subsector’s economy ‘on the cheap’. 
   
  In such times of crisis the Subsector Fleet is reinforced by ships from a variety of sources, most of which come under the 
  banner of the Colonial Fleet. Lighter assets are augmented with ships from the Scout Service, mercenary units, corporate 
  forces and the ‘Colonial’ navies of member worlds. The latter also tend to provide a handful of cruisers and even the odd 
  capital ship but it is a rare planetary navy that deploys anything bigger than a light cruiser. 
   
  
  SECTOR FLEET 
   
   
  43 
  The Subsector Fleet’s (rather insignificant, and often non-existent) cruiser and capital ship complement is augmented by 
  reactivated vessels from the Fleet Reserve. These are older ships retained at depots and bases to be crewed by 
  reactivated reservists and personnel recalled from other duties (such as depots, recruiting duty and so forth. The best of 
  the Fleet Reserve battleships and cruisers go to the Sector Fleet. Second and third-line vessels are assigned to the 
  newly-constituted BatRons of the Subsector Fleets. Many ships fail the reactivation process and are eventually broken up 
  or gutted as monitors to defend the depot. 
   
  The Subsector Fleets answer (through their Subsector Admirals) to the admiral commanding the Sector Fleet. Transfers 
  of ships up and down the chain of command are not uncommon. For example, a Sector Admiral may decide that a quiet 
  subsector does not need so many patrol ships and transfer some to his own command, perhaps then transferring some of 
  them back down to Subsector command in a different, more troubled subsector. 
   
  A Subsector Admiral who has serious problems can ask for help from the Sector Admiral. If ships are available, they may 
  be transferred to Subsector control (in which case the Subsector Fleet gets to ‘keep’ them until they are recalled, if ever) 
  or they may be sent into the troubled region but retained under Sector command. In the latter case, the Subsector Admiral 
  cannot give orders to these assets directly, though they will have been ordered to cooperate with Subsector units. Which 
  option is used depends greatly on the situation. A Sector Admiral can recall or retask his ‘own’ assets at any time but 
  those transferred to Subsector command must be reclaimed by an order to the Subsector Admiral, who then transfers 
  them, or retasked by an order sent via Subsector command. Both options have advantages and drawbacks; it is up to the 
  Sector Admiral to decide which offers the greatest short and long-term benefits. 
   
  One Subsector Fleet deserves a special mention. The 1st Fleet is based at Capital/Core and is the oldest naval force in 
  the Imperium. It is known to many citizens as the First Sylean Fleet, a title dating back to the years before the founding of 
  the Imperium. The Emperor is honorary Fleet Admiral of this force. 
   
  SYSTEM SQUADRONS 
  Each world of the Imperium is responsible for its own defense, and makes whatever provision it can afford. However, 
  some systems (such as Navy Depots) are owned by the Imperium and therefore defending them is the responsibility of 
  the Imperial Navy. In addition, some systems are critical to the security or economic well-being of a region yet cannot 
  make sufficient provision for local defense due to a weak economy or low tech level. In this case the Imperium either 
  assigns a system defense force of naval assets (normally crewing non-Jump capable ships just like any other system 
  defense force) or provides support in the form of tax breaks or actual funding. 
   
  Whatever the source of such forces, they are known as ‘System Squadrons’ to the Imperial Navy, though some are more 
  properly flotillas or even full fleets. The system squadron of an Imperial member world has jurisdiction to enforce Imperial 
  Law throughout the system just like any Navy unit would, and can also enforce its own world’s laws close to the world 
  itself. This is normally defined as within the 100-diameter shared jurisdiction zone, but in many cases a system squadron 
  is granted the courtesy of being allowed to conduct customs checks and so forth at greater distances from the homeworld. 
   
  System squadrons are not part of the Sector or Subsector command chain unless they are regular Imperial Navy units – 
  and not always then. For example, the Subsector Admiral is not automatically permitted to transfer fighters from the 
  security force assigned to a naval base within his jurisdiction to replace losses among his carrier force. He can request 
  such a transfer and may receive it if he can persuade the base commander of the necessity. The Sector Admiral could 
  also order such a transfer since he has jurisdiction over all naval forces in the sector. Yet even he could not order the 
  Planetary Navy of Ohasset to hand over its fighter squadrons to serve aboard his carriers. 
   
   
  SPECIAL FLEETS 
  At various times, political or military requirements have prompted the creation of special fleets. This is common in time of 
  war, but also for coronations and other major events. Some special fleets draw ships from many sources, to which they 
  are returned once the need has passed, while others are Numbered Fleets upgraded by the addition of extra squadrons. 
  In this case, the Numbered (Sector) Fleet leaves behind a local defense contingent composed mainly of reactivated 
  reserve and colonial vessels when it goes off to carry out the mission it was augmented for.  
   
  
  SECTOR FLEET 
   
   
  44 
  Most commonly, a special fleet is created to perform a specific function and is named for their role. For example, during 
  the Ilelish Revolt of 418 to 435, Emperor Martin II massed the loyal Imperial Fleets into the “Enforcement Fleet”, which 
  blockaded the rebel worlds and in 435 blasted the equatorial region of Ilelish. 
   
  Certain types of special fleet occur repeatedly: 
   
  Assault Fleets are created to carry surface forces to a world and land them there in the face of heavy opposition. They 
  are well equipped for orbital bombardment and fire support. 
   
  Battle Fleets are the massed “hammer” of the Imperial Navy, created to take on and destroy any and all enemy vessels 
  or forces. 
   
  Interdiction Fleets are created to stop all traffic accessing and egressing a world. They can carry out bombardment if 
  necessary. 
   
  Penetration Fleets are intended to raid deep into enemy territory and attack specific objectives such as bases and 
  industrial worlds. 
   
  Reinforcement Fleets are temporary fleets of mixed squadron types, created from squadrons of “safe” sectors in 
  wartime. Upon reaching the war zone, they are usually broken up into squadrons and integrated with local forces of the 
  same type. 
   
  Strike Fleets are specialized Battle Fleets optimized for maneuverability and firepower. They can range ahead of the 
  main battle fleet, clearing light opposition and attacking targets of opportunity, or make fast strikes against a specific 
  objective. 
   
   
  SQUADRONS, FLOTILLAS AND TASK FORCES 
  All the fleets of the Imperium are organized into squadrons, and it is the squadron, not the fleet, that is the workhorse 
  formation of the Imperial Navy. A squadron consists of two or more ships of the same type, plus any required support or 
  escort vessels. The main vessel type of the squadron dictates is designation, and its role within the Grand Fleet. Colonial 
  and other fleets use a similar squadron system to the Imperial Navy, as do most foreign powers. The system is tried and 
  trusted. 
   
  Squadrons are generally of a similar size and uniform composition. However, sometimes it is necessary to field ad-hoc 
  formations which do not fit the standard fleet/squadron model. For a group of smaller ships (which may or may not be of 
  the same type) the term Flotilla is used. A flotilla may be commanded by the senior captain present, or may have a 
  commodore assigned if it is large enough. Sometimes the mass of escorts or destroyers assigned to a fleet is grouped 
  into a Destroyer Flotilla or Escort Flotilla, which may have several squadrons or part-squadrons within it.  
   
  Task Forces (or Task Groups) are simply a group of ships working together to get a particular job done. A light carrier and 
  her escorts might be a task force, as might a destroyer and a gaggle of small patrol ships. Another task force might be 
  almost large enough to be considered a fleet – for example a couple of heavy cruisers, a carrier and several assault ships 
  sent to deal with a major uprising. The term is deliberately vague and left that way to allow its use for any group of ships 
  temporarily assigned to work together. 
   
   
  SQUADRON CLASSIFICATION 
  Squadrons are classified by their position in the hierarchy of the Imperial Navy. They are divided into several broad types: 
   
  Imperial Squadrons belong to the numbered fleets and are equipped with the best ships and personnel available. 
  Imperial squadrons are stationed at Naval bases. They carry the title “Imperial”, for example Imperial BatRon 32, but this 
  is not normally used – everyone knows that orders for BatRon 32 are for Imperial BatRon 32 and not some foreign unit 
  with a similar designation. 
   
  
  SECTOR FLEET 
   
   
  45 
  Colonial Squadrons are assigned to the Colonial Fleets of each subsector. They are based at worlds that can provide 
  personnel and technology to maintain them. Colonial Squadrons are equipped with third-line but serviceable ships and 
  levels of personnel training are lower than in the Imperial Navy. Colonial squadrons carry the designation “Colonial”. 
  Unlike the Imperial Navy, whose squadrons comprise identical ships, Colonial squadrons often have somewhat different 
  vessels of the same general class. For example, Colonial CruRon 3205 is equipped with four heavy cruisers, but only two 
  are of the same class.  
   
  System Squadrons are made up of non-jump-capable warships such as system defense boats and monitors. They are 
  staffed entirely by local personnel, other than a few advisors. System squadrons are not part of any fleet but are owned by 
  a single world and controlled by that world’s Colonial Command or System Defense Command (the term varies from world 
  to world; Colonial Command is the official one even though it is essentially meaningless), which acts in close conjunction 
  with Close Orbit and Airspace Control Command (COACC) to ensure a seamless defense of local space.  
   
  System squadrons are far more common than jump-capable colonial squadrons. Vessels are mixed, and can include 
  anything from large custom-built monitors and obsolescent battle riders to fighters and armed inspection cutters. System 
  Defense boats of 200-1000t are the commonest components of system squadrons. 
   
  System squadrons are named for their owning world, such as DefenseRon Regina. Systems with several squadrons use 
  numbers as well as a name. 
   
  Huscarle Squadrons are the private household forces of Imperial Nobles. Huscarle squadrons tend to be very small but 
  are often equipped with the best ships that credits can buy. Most comprise nothing more than an armed yacht and two or 
  three escort vessels. Such tiny forces have no real military value and rarely join naval operations unless accompanying a 
  liege who is an admiral or other senior officer in the Imperial Navy.  
   
  In time of war or other emergency, the Huscarle squadrons come under the command of the Colonial fleet unless their 
  noble is personally attached to an Imperial Fleet. In this case the Huscarle Squadron becomes a squadron of the named 
  or numbered Imperial Fleet.  
   
  Corporate Squadrons are owned by the Megacorporations, some of whom are notorious for operating small but well 
  armed and equipped naval forces. Corporate Squadrons are almost always tailored for the escort mission, as the main 
  reason for their existence is to protect the trade ships of the Megacorporation. In time of war Corporate squadrons come 
  under the command of the local Subsector Admirals but are usually retained in their accustomed role of commerce 
  escorts except in utmost extremity, thus freeing colonial vessels for other roles. 
   
  Mercenary Squadrons rarely exist in peacetime. In time of war, many regional commanders choose to hire all the 
  available mercenaries and form them into ad-hoc squadrons to augment the colonial forces. This has the side-effect of 
  removing many potential corsairs from the equation, though it can occasionally backfire. 
   
  SQUADRON TYPES 
  While squadrons are classed by their position within the hierarchy of the Imperial Navy, squadrons are designated 
  according to their role. A squadron typically consists of two or more vessels of the same type, plus auxiliary and 
  supporting vessels. 
   
  There are many types and classes of ship, but the Imperium only maintains five major squadron types. Any squadron type 
  may be in any fleet, depending upon the mission envisaged for the fleet. 
   
  BatRon (Battle Squadron) 
  Battle squadrons are intended to engage and defeat enemy forces. Primary ship types are dreadnaughts and battleships, 
  normally supported by a number of couriers, escorts and tankers, and possibly one or more cruisers. 
   
  CruRon (Cruiser Squadron) 
  As the most common and versatile squadrons available to the Navy, CruRons have several roles. They are intended to 
  support the BatRons and not to engage enemy capital units directly. Additionally, CruRons support assault forces, form 
  the mainstay of interdiction fleets, and operate independently on a variety of missions. 
  
  SECTOR FLEET 
   
   
  46 
   
  CruRons are often supported by fighter carriers, tankers, transports and fleet couriers. Every CruRon is assigned a bulk 
  ordnance carrier which resupplies the squadron with missiles and other munitions. It is always kept well back, and 
  assigned its own fighter screen. 
   
  AssaultRon (Assault Squadron) 
  AssaultRons are intended for direct assault on defended worlds. They contain a mix of assault tenders, bombardment 
  cruisers, troop carriers, fleet couriers, tankers and escorts. 
   
  TransRon (Transport Squadron) 
  TransRons are equipped for troop transportation and supply. They consist of transports supported by tankers, fleet 
  couriers and a screen of escort vessels. 
   
  TankRon (Tanker Squadron) 
  While most squadrons contain one or more tankers, TankRons are specialist units intended to increase the mobility of the 
  Imperial Fleets. A TankRon consists of several tankers, plus a cruiser acting as flagship for a group of escort vessels, 
  transports, couriers and auxiliaries. 
   
  ScoutRon (Scout Squadron) 
  ScoutRons are composed of ships on secondment to the Navy from the Imperial Interstellar Scout Service. ScoutRons 
  are composed of a wide variety of vessels and act mainly as a holding unit for scout assets, which are detached and 
  assigned wherever they are needed. For example a scout vessel may leave BatRon 12 for resupply and repairs, during 
  which time it is assigned to ScoutRon 48. It may then carry dispatches to CruRon 9, becoming part of that squadron until it 
  is sent on a new mission. 
   
  SQUADRON NUMBERS 
  Squadrons are assigned an identification number within their Domain. Thus in the entire Imperium there are 7 118th 
  CruRons (there being 7 Domains). The number may precede the squadron name (e.g. 219th CruRon) or may follow it (e.g. 
  CruRon 219). Both systems are interchangeable. 
   
  IMPERIAL NAVY DEPOTS 
  The Grand Fleet of the Imperium requires an effective bureaucratic and logistical network to support it. Across the 
  Imperium the many Naval bases and Colonial bases provide the fleets with many of their day-to-day logistical needs. 
  However, the focus of the Imperial Navy’s support network is the chain of 19 Naval Depots throughout Imperial Space. 
  Each of these depots is so large that they occupy an entire star system. 
   
  The entire population of these megabase systems are either naval personnel, their dependents, or workers in companies 
  supporting and serving the depot. A typical depot has effectively unlimited capacity for starships and offers five distinct 
  services, which are: 
   
  Maintenance and Repair 
   
  Wargames 
   
  Personnel Services 
   
  Training 
   
  Research and Development 
   
  DEPOT SERVICES 
  Naval depots undertake a wide range of duties in addition to the obvious one of refueling and rearming warships. 
   
  Repairs and Maintenance 
  A major task of the depot is to keep the ships of the fleet at top operational capability. Fleet vessels are constantly rotated 
  through the yards for annual overhauls, inspections and upgrades. Vessels requiring repair after hostile encounters are 
  also brought in. In wartime, the yards may resemble a MASH unit, with vessels in various states of damage being patched 
  up and sent back out, sent to the yards for major work, or towed to a holding station and left there as too crippled to be 
  worth the time to save. 
   
  
  SECTOR FLEET 
   
   
  47 
  Depots keep a huge stock of spares on-hand, and have capabilities to fabricate or even invent required components if the 
  need be. 
   
  Wargames and Strategic Studies 
  The Naval depots have exclusive use of and entire star system and its planetary bodies. This space is used for wargames 
  and exercises, conducted well away from prying eyes. Each depot maintains a training fleet. Many of the ships of this fleet 
  are specially-equipped training vessels, while others are entirely standard vessels identical to those in line service. 
   
  While many exercises are competitive, conducted between squadrons of Imperial Navy vessels assigned to one side or 
  the other for the purposes of the exercise, the Adversary Squadron forms an important part of the training facilities. As 
  well as crewing specialist “hare” and “hunter” vessels, the personnel of the Adversary Squadron are trained in the 
  procedures and tactics of potential foes. These OPFORS (Opposing Forces) units use converted or custom-built vessels 
  to closely mimic the capabilities of foreign warships likely to be encountered in the sector. For example, close to the 
  K’Kree border the Adversary Squadron operates a mix of K’Kree ships plus a mix of corsairs, commerce raiders and 
  unusual designs intended to keep the opposition guessing. 
   
  The Adversary Squadrons provide opposition for almost every exercise. As a result they are among the most experienced 
  and skilled crews in the entire Imperial Navy. Adversary personnel often rotate out for a time as advisors to Colonial and 
  Imperial naval commands.  
   
  Adversary forces have another function, which is downplayed by the authorities. The advantages of having a squadron 
  able to duplicate the ships and tactics of a hostile state are obvious. In 1101, the Lishun Adversary Squadron launched a 
  highly successful strike mission against the headquarters of the Akhorgh Separate’s navy and prevented a major raid into 
  Imperial space from taking place. Other missions of this nature, including some intended to sow discord between hostile 
  states, are rumored but not confirmed. 
   
  Finally, the Adversary Squadron is available to defend the depot if the need arises. 
   
  Personnel Services 
  By their very nature, the fleets of the Imperium require large numbers of naval personnel with a wide range of skills. A 
  Depot handles the personnel requirements of the fleets and the depot itself, providing replacements for ship 
  crewmembers as well as all the technical services, dependent housing, recreation, sanitation, administration, courts, brigs 
  and other support services required to keep the fleet in operation.  
   
  Depots serve as holding pools for unassigned personnel. Officers and ratings being reassigned usually report to the 
  regional depot to receive their orders. 
   
  Training 
  The depots provide initial, advanced and development training to naval personnel, and maintain extensive training 
  facilities for the purpose. Many R&D researchers, strategic analysts and unassigned officers teach at the depot’s training 
  facility in addition to their normal duties.  
   
  Research & Development 
  The R&D facilities of a naval depot are impressive, to say the least. New ship and system prototypes are constantly being 
  built and tested, and research is also carried out into determining the capabilities of foreign equipment. All research is tied 
  directly to the needs of the Navy, so not only will development teams create a new passive sensor array but they will look 
  into its tactical employment and integration with existing systems. 
   
  While the Navy uses the resources and skills of many scientists on many worlds, it is only the development teams at the 
  depots who ever get to see the whole project blueprint. The others are assigned carefully compartmentalized projects 
  which are put together at the depot. While costly and a little inefficient, this procedure means that the most sensitive 
  projects are always assembled in the security of the depot, well away from foreign and corporate spies. All researchers 
  are given a position within the Technical Services branch of the Navy and are subject to Navy Law. Leaking military 
  secrets is not a sackable offence but High Treason, and under Navy Law this is punishable by death. Breaches of security 
  are rather rare. 
  
  SECTOR FLEET 
   
   
  48 
  The “Mothball Fleet” 
  Since the reign of Artemsus, depots have been used for the storage and disposal of surplus or obsolete vessels. Martin 
  II’s creation of the Colonial Fleet changed this role somewhat, in that depots became a clearing-house for ships destined 
  for the Colonial Navy. 
    
  As vessels are retired from the Imperial Navy or are judged too damaged for repair and reintegration with the fleet, they 
  are brought to the depot for disposal. The term implies that the ships are scrapped, but this is rarely the case. Disposal 
  takes several forms. 
   
  The majority of vessels undergo a minor refit (and sometimes removal of sensitive weapons and systems) before being 
  made available to the Colonial Fleets. Some are converted to other roles (such as experimental testbeds or non-jump-
  capable monitors) or refitted for sale to the Scout Service or friendly foreign powers.  
   
  Some ships would require too much work to be worth transferring, or may be surplus to the requirements of the Colonial 
  Navy. These vessels are assigned to the Mothball Fleet. They are given a preservation treatment and taken out to holding 
  berths. In theory, mothballed vessels can be returned to service in 14-21 days and provide a “war reserve” of warships. 
  Wars have been won by such measures, though reactivation of mothballed ships can present a few surprises and of 
  course the ships were not in such great shape to start with. 
   
  Those vessels too damaged or decrepit for mothballing are passed on to the Cannibalization Squadrons, where they are 
  slowly stripped of useful parts to provide spares for vessels still in service. Finally, the stripped hulls are expended in 
  weapons tests or as targets in live-fire exercises. 
   
  The Mothball Fleet maintains a Refit Squadron which includes many types of boat to carry the technicians about their 
  various tasks. 
   
  When the need arises, a vessel is selected from the mothball fleet for reactivation. Detailed records are maintained of the 
  vessels’ condition, and inspections are made at intervals. Thus it is generally possible to predict how many vessels of any 
  given type will be available. However, there are always some surprises, especially when activating large numbers of ships 
  in a hurry, such as in wartime. 
   
  Mothballed vessels are categorized according to three criteria: Type, Mobility and Capability. The former is easy to 
  establish; the others are estimates only until the vessel is reactivated, crewed, and has undergone basic trials. At this 
  point vessels are assigned a active category which replaces their category-of-record, which is little more than an educated 
  guess based on the last few inspections and experiences with other ships of the same type. 
   
  TYPE 
  Type is easy to establish but is slightly more general than standard naval parlance. One reason for this is that a vessel 
  may not fit its original design designation any longer. A formerly high-Jump raiding cruiser that has suffered degradation of 
  its drives may not be suitable for deployment as a strike cruiser any longer, for example.  
   
  Auxiliaries are small cargo-carrying vessels of any type, plus support vessels such as tugs and couriers. The navy does 
  not maintain a large number of small cargo ships in the mothball fleet, preferring to obtain extra vessels from active 
  merchants with reserve status. However, some exist in addition to a larger number of specialist support craft. 
   
  Logistics assets include large transports, tankers, dromedaries and assault vessels. Once reactivated, these vessels are 
  assigned whatever role they are best suited to. In many cases this involves the formation of low-Jump resupply fleets to 
  augment the existing fleet train. 
   
  Patrol Assets is a catch-all designation for vessels with some combat capability, but which are not suitable for fleet 
  action. This could include old carriers with reduced fighter complement, armed merchant cruisers, partially disarmed 
  cruisers handed on to client states or the scout service, and a range of other vessels which can usefully serve in the 
  security, patrol or interdiction role but which are not ‘straight’ warships such as cruisers or destroyers. Patrol assets are 
  given a simple light – medium – heavy designation, though two ships of the same designation may be totally different. For 
  example, a subsector fleet may receive two Light Patrol Assets, which turn out to be an armed merchant cruiser and an 
  
  SECTOR FLEET 
   
   
  49 
  old carrier capable of operating just a handful of fighters. Either could fill the need for a modestly capable patrol ship or 
  escort for a convoy, but in different ways. 
   
  Fleet Assets is a catch-all term for vessels which are suitable for a supporting role within a fleet or task force, but which 
  do not fit other categories. Fleet assets are given a light - medium – heavy - capital designation. Most fleet assets are 
  light, heavy or fleet carriers which retain most of their launch capabilities. A battle tender with obsolete riders aboard 
  would also qualify, as might a range of specialist vessels such as an assault transport refitted as a mobile command post. 
   
  Escorts are small patrol and escort craft, up to about 5,000 tons. Proportionally, escorts form a lower tonnage of 
  mothballed vessels than other types as they tend to remain in service with the colonial fleets until they are fit only for 
  cannibalization. Those that do join the mothball squadrons are often in very poor condition after extremely long service 
  lives. 
   
  Light Combatants refers to destroyer-class vessels, under 10,000 tons. There is some crossover with the larger escorts; 
  the designation depends to some extent on original role but also upon what is needed. A subsector fleet that urgently 
  needs escort ships may be offered several vessels than might otherwise be termed fleet destroyers and therefore be 
  designated ‘light combatants’ rather than ‘escorts’. The converse is rarely true – escort destroyers re-rated as light 
  combatants are basically deathtraps for the crew and are pushed into the role only in the most desperate of 
  circumstances. 
   
  Medium Combatants refers to light cruiser-sized combat vessels and some larger vessels whose beam and missile 
  armament could make them useful in direct action against lighter enemy vessels. This includes strike carriers with a light 
  spinal mount and some specialist cruisers, such as bombardment cruisers whose main armament is little use in space 
  combat, or high-Jump ‘rift cruisers’ whose armament is much smaller than that of an equivalent vessel with lower Jump 
  capability. 
   
  Heavy Combatants refers to heavy cruiser class vessels which may have originally been designated as heavy, armoured 
  or strike cruisers but are now given a general designation that indicates a rough level of capability without getting into 
  detail. 
   
  Capital Ships are former battleships of all types, including those that were first-echelon dreadnoughts when they were 
  built.  
   
  Carriers and Tenders present a problem in many cases as suitable fighters, gunships or battle riders may not be 
  available even if launch capabilities remain operational. Those that can still fulfill their original role are generally assigned 
  as Fleet Assets and used to support squadrons at the appropriate force level. Those that have lost most or all of their 
  launch capability are designated as Patrol Assets and used for security and escort work. Some carriers, i.e. those with 
  powerful armament, are sometimes redesignated as combatants (whether or not they can launch fighters) and may be 
  assigned to a cruiser force. 
   
  MOBILITY 
  After a vessel’s general type, mobility is the most important factor in determining its role once reactivated. A best estimate 
  of mobility is entered after every inspection, but until the vessel attempts to Jump, the actual capability remains unknown. 
   
  Five levels of mobility are possible: 
   
  High mobility is almost never found among mothballed ships. It means that the ship is capable of more than the standard 
  Jump-4 fleet requirement.  
   
  Fleet mobility means that the ship is capable of Jump-4 and can thus undertake strategic deployments along with front-
  line combat vessels. A fairly small proportion of mothballed ships are still capable of fleet mobility when reactivated, 
  though some can be quickly brought back up to specification. Fleet-mobile ships almost always go straight to the Sector 
  Fleet, though some are assigned to Subsector command as a reaction force. 
   
  
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  50 
  Local mobility means that the ship is reliably capable of Jump-3 or Jump-2 and can deploy fairly quickly within a local 
  area, such as a subsector. Local-mobility ships may go to the Sector Fleet as low-mobility backup formations or be 
  assigned to the Subsector Fleet. 
   
  System mobility refers to a vessel that can make only Jump-1, and can therefore make its own way to a defensive 
  deployment in a single system, or move slowly through a patrol route, but which is not very useful for operations over 
  strategic distances. Some system-mobile vessels retain high fuel capacity, such as formerly Jump-4 vessels that can now 
  only crawl around at Jump-1. This enables the ship to make successive Jumps, eventually covering a long distance at the 
  price of long periods in Jump. System-mobile vessels are usually assigned to the Subsector fleet to use as guardships for 
  vulnerable systems. 
   
  None/Fail means that the ship has no working Jump drive. None is a designation used for vessels that are known to have 
  had their Jump drive deactivated or removed. Such ships could be reactivated to help defend the depot where they are 
  stored, but are more likely to be passed over in favour of vessels that can be sent out to fight. Fail designation is used for 
  vessels which theoretically have a working Jump drive, but cannot currently Jump. This can sometimes be corrected by 
  repair teams, or by cannibalizing another ship. If not, the vessel is left where it is along with those that have no Jump 
  capability at all. In a very long war, ships designated None or Fail may receive a new drive system. However, this is a 
  major undertaking and would only be carried out when all vessels that could be quickly reactivated had already joined the 
  active squadrons. 
   
  CAPABILITY 
  Capability is a general measure of the vessel’s capabilities within its class. Obviously a third-class capital ship is still vastly 
  more capable than a second-class destroyer, and even a first-class tanker is capable only of defeating a handful of 
  fighters. 
   
  The official designation is First/Second/Third/etc-Class, but ‘Line’ or ‘Rate’ can be used instead. ‘Second-Rate’, ‘Second-
  Line’ and ‘Second-Class’ all mean the same thing and are used interchangeably. 
   
  0 – ‘Zeroed’ vessels have no combat capability, or a capability that can be considered negligible within its class. This does 
  not always mean no weapons at all - a Zeroed battleship has no spinal armament and will have lost most or all of its large 
  bay weapons. It may retain a secondary armament that could kill destroyers, but could not be considered to be an 
  effective capital ship by any stretch of the imagination. Zeroed vessels are sometimes converted to transports or training 
  ships, but are otherwise rarely deployed. 
   
  1 – First-Class vessels are very new and built to a high specification. They are almost never found in a mothball squadron 
  – in fact, the majority of vessels in a fleet are not good enough to be worthy of the first-class designation. First-line 
  battleships and dreadnoughts are both First-Class ships; the dreadnought designation indicates a capability above the 
  norm for even first-line vessels.  
   
  2 – Second-Class vessels make up the bulk of most fleets. Some are older designs that have lost their cutting-edge 
  status, but most are actually built as a cheaper alternative to the top-end designs. Once a certain level of capability 
  (indicated by second-line status) is attained, improvements become extremely expensive. It is not always practicable to 
  buy all first-line ships, especially if the fleet has a lot of ground to cover. 2nd–Line ships are very rarely found among 
  mothball squadrons. 
   
  3 – Third-Class ships may be older vessels nearing the end of their service lives, or they may be modest designs obtained 
  to free up budget credits for top-end line-of-battle forces. Patrol and escort ships are often designed to a lower capability 
  than the best possible, to make them cheap. This in turn allows more ships to be deployed, resulting in better coverage at 
  the price of lower capability. For budgetary reasons, most classes of capital ship are mothballed or disposed off when they 
  are de-rated from Second to Third class, so a recently mothballed then reactivated ship might qualify as Third Class. Time 
  does take its toll however, and even the most carefully preserved ships deteriorate. 
   
  4 – Fourth-Class vessels tend to be very old but still serviceable. The Imperial Navy has a policy of mothballing or 
  disposing of most classes of non-capital vessels when they are de-rated from Third to Fourth Class, at which point they 
  may be bought by client states, world governments or other services (usually the Scouts), or sent to join a Mothball 
  
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  51 
  Squadron. Most reactivated ships qualify as Fourth-Class; those that would not come up to this standard are passed over 
  until things really get desperate. 
   
  5 – Fifth-Class vessels are very old and not in good repair, for the most part. Some world governments and colonial forces 
  operate these very elderly ships, often with some of their original systems replaced by civilian electronics or lower-tech 
  items. Fifth-Class vessels represent the oldest and least capable vessels that any Subsector Fleet would field outside of 
  an extreme emergency. 
   
  6 – Sixth-Class vessels are barely serviceable and are more likely to be found in the hands of private users – such as 
  down-at-heel pirates, impoverished noble houses and world governments that afford nothing better – than the Imperial 
  services. A significant proportion of the systems aboard a Sixth-Class vessel will not function, or are in marginal condition.  
   
  7 – No official Seventh Class exists; the term is slang in the Navy for something so utterly useless that not even the 
  Scouts would want it. 
   
  ASSIGNMENTS AND REACTIVATION 
  As a general rule, the Sector Fleet operates first and second class vessels, with some escorts and other less critical 
  vessels qualifying as third rate. The Subsector Fleet is usually made up of a mix of second and third–rate ships, with its 
  heavier units very likely to be third-class vessels. Corporate, mercenary and huscarle forces (the private units serving the 
  Imperial nobility) tend to be equipped with second or third rate vessels, though quality can vary considerably. In the 
  Colonial Fleet, escorts tend to be third or fourth class vessels, with heavier units tending towards fourth to fifth class.  
   
  As already noted in peacetime the Colonial Fleet mainly operates escorts and patrol ships, and these are assigned to 
  subsector command. Indeed, much of the strength of the subsector fleet is made up of Colonial vessels. The Colonial 
  Fleet’s contribution to the Sector Fleet is much smaller in peacetime, but expands greatly once war breaks out.  
   
  As reservists arrive to crew them, reactivated warships are assigned according to need and capability. This is a complex 
  business. The usual pattern is to assign Fleet-mobile assets to the sector fleet, with Local and System units going to 
  subsector command. As a result, in wartime the subsector fleet will often gain a number of fourth and fifth-rate battleships 
  and cruisers, which form Colonial Battle Squadrons under subsector command. These are not necessary in peacetime 
  and are too expensive to maintain in commission, but in periods of conflict they may be the only capital ships in the 
  subsector. The subsector admiral may or may not transfer his flag to one of the reactivated battleships, depending upon 
  circumstances.  
   
  If a particular naval base found itself in possession of a recently downrated battleship, which had previously been in 
  service as a second-rate capital ship, this would be top of the reactivation list and would almost certainly join the Colonial 
  Fleet contingent of the Sector Fleet as one of its main asset, carrying the designation Capital Ship, Fleet Mobile, Third 
  Class. A much older battleship, in poor repair and capable only of Jump-2, would likely be designated Capital Ship, Local 
  Mobility, Fifth Class and be assigned to Subsector command to help defend the local area.  
   
  Meanwhile a very decrepit light cruiser whose spinal mount no longer functioned and was capable of Jump-2 might be 
  designated a Patrol Asset, Local Mobility, Sixth Rate. Although its main gun is gone, it can still defeat a destroyer and 
  might thus be useful as a guardship at a relatively unimportant world, or perhaps as an escort for a supply squadron. 
  However, this marginal asset would absorb a lot of manpower for its relatively modest capabilities, so the group of fourth-
  rate escorts and patrol craft at the same depot would likely be reactivated first. 
   
  Thus reactivation policy is a matter of balancing capability against available manpower, and then assigning the ships 
  where they can do the most good. The default option is to get as many battleships and cruisers into commission as fast as 
  possible, then start assigning manpower to lighter vessels as necessary. 
   
  Security Fleet 
  Every depot has a security fleet, whose mission is to protect the depot from all possible dangers. While all depots are 
  located well back from the Imperial borders, they are far too important to be left undefended.  
   
  The security fleet is equipped to handle any threat, from covert infiltration by spy ships to a massive hostile assault by 
  dreadnaughts and cruisers. Vessels may include early warning ships, system defense boats, static defense stations, and 
  
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  52 
  squadrons of cruiser- and battleship-sized monitors. While most laymen associate patrol and police work with the term 
  “security fleet”, the fact is that the security force is intended to make an active defense of the depot, under the age-old 
  Naval axiom, “Attack Effectively First”. 
   
  Jump-capable warships stationed at the depot are also available to back up the security fleet. 
   
  NAVAL BASES 
  Naval Bases are much smaller than the vast depots, but duplicate many of their functions on a smaller scale, such as 
  routine maintenance and personnel transfer. Bases usually have extensive training facilities. They are often co-located 
  with a major Starport and form part of the defenses of an important world. Sometimes the Naval base is part of the 
  Starport, sometimes it is located some distance away, even in a different part of the star system. 
   
  Bases have heavy static defenses and maintain powerful forces of monitors and SDBs. However, the scale is nothing like 
  that of a depot. Each naval base is home to part of a Numbered Fleet, with some subsectors having several bases of 
  varying magnitude. Generally the battle squadrons are concentrated at a single main base, while cruiser and escort 
  squadrons can be found at all the bases in a subsector.  
   
  Some naval bases are specialist installations with a single function. Most are general-purpose installations capable of 
  supporting a fleet in combat operations. To this end, bases usually have large stockpiles of missiles and other munitions 
  ready at hand. 
   
   
  
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  53 
  CHAPTER 4: PERSONNEL 
  The Imperial Navy is made up of ships and hardware and bases – and people. Its personnel are probably its most critical 
  asset. 
   
  THE IMPERIAL NOBILITY AND THE NAVY 
  The Navy is a route into the nobility for commoners, and the career of choice for the nobility. Many noble families put their 
  children through Naval Academy and a single term in the Navy as an essential part of their education. For some, a Naval 
  career is seen as a duty, for others it is a pleasure and a reward. For yet others a period of service is a prerequisite for a 
  career in diplomacy or administration. And for some, the Navy is nothing more than a day job taken on while waiting for 
  some aged relative to die and bequeath a title and stipend. 
   
  RECRUITMENT AND TRAINING 
  The Imperial Navy has no problem attracting young people from good families to serve aboard its ships. However, many 
  young nobles are arrogantly convinced that fast promotion to command or prestigious staff duty is their right. Such people 
  are in for a rude awakening once they have signed up. 
   
  Nobles enter the service with certain advantages. Many have commissions received through naval academy, or relatives 
  already serving in the fleet. This is an accepted situation. However, the noble recruit gets no special treatment. Indeed, 
  nobles are expected to lead the way for their peers. They can expect to be pushed hard and if the rewards of success are 
  greater, they get no more slack than a commoner in the same position. 
   
  Some nobles do manage to use their influence to make the training period easier or to improve their grades, but the Navy 
  is wise to such corruption, and while training officers are often of lower social rank than the men and women they instruct, 
  the commanders of training institutions tend to be of high noble rank, and well able to resist the influence of a noble 
  family. Matters tend not to be pushed too far, since the Navy has a special charge – Improper Use of Noble Influence – to 
  bring against those who try to use their family name instead of their talents. Such charges are investigated under the 
  Admiral-of-the-Fleet’s Warrant, and are grounds for instant dismissal (and the associated disgrace) from the navy. A 
  certain amount of social and tacit influence is inevitable and considered acceptable so long as the noble recruit meets the 
  standards required of his post. 
   
  BRANCH SELECTION AND PROMOTION 
  Noble recruits tend to select the Flight or Line branches and, given their educational advantages, most gain entry. Some 
  do select or are assigned to specialist branches, but this is the exception rather than the rule. 
   
  Promotion is faster for nobles. The Navy is biased towards people “of name” in command positions, and influence does 
  play its part – but only up to a point. The Navy (and the Imperium in general) believes that members of Noble families 
  have already proved their loyalty and have competence “in their blood”. Both of these factors refer more to the traditions 
  upheld by the Imperial nobility and the special upbringing its scions receive than to any abstract principle.  
   
  Generations of nobles have willingly shed their blood in defense of the Imperium and its ideals. Having people brought up 
  with that sort of tradition in command positions is highly desirable to the Navy, so Noble recruits who perform well can 
  expect to be promoted quickly. Those who do not come up to scratch are not cut any slack. Indeed, they are seen as 
  “letting the side down”. Being a failure as a naval officer is a great social stigma. This is another reason to want nobles in 
  command positions. 
   
  SPECIAL DUTIES 
  All nobles in Imperial service have a special duty above and beyond those expected of ordinary officers and personnel. 
  Nobles are expected to lead the way, to solve problems and smooth over disputes among their fellows. They are 
  expected to be a shining example of what the perfect naval officer should be. Class spokesmen, expert sportsmen, team 
  leaders, diplomats and problem-solvers should come first from the ranks of the nobility. There is no stigma attached to 
  being outshone by a talented commoner, but the noble recruit has a duty to push the limits and give the others something 
  to live up to. 
   
  
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  54 
  TITLES 
  Nobles are permitted – actually required by regulations – to use their noble titles with their rank. Such titles usually take 
  the form of (naval rank) (noble title) (name), (noble rank). Examples include Captain Sir Amanda White or Ensign The 
  Lord Matthew Urkiissi, Baron Micherrey.  
   
  Those with very long titles just use a part of them, except for formal introductions. However, naval personnel are 
  addressed only by their naval rank when on duty. Baron Micherrey may be “my lord” at a social occasion or upon a 
  chance meeting in the recreation commons, but on duty he is Ensign Urkiissi, or Sir, depending upon who is addressing 
  him. Among his fellow junior officers he might be known as Baron Micherrey, Matt, or even Bonehead, depending upon 
  his relationship with his peers and how full of himself he feels. 
   
  FILLING THE RANKS 
  The Imperium does not rule the thousands of worlds within its boundaries, but instead controls the space between. In 
  return for payment of taxes and the provision of sophonts to serve in the Imperial military and bureaucracy, the Imperium 
  undertakes to support free trade, to suppress piracy and raiding, to protect the member worlds from aggression and to 
  maintain a state of peace within the Imperial borders. The main responsibility for these tasks falls upon the Imperial Navy. 
   
  Across the Imperium, the navy maintains its readiness with constant recruiting, training and maneuvers. This is a 
  mammoth task, considering that the Grand Fleet comprises some 348 Imperial Fleets and 322 Colonial Fleets plus 
  innumerable Huscarle, allied and auxiliary forces. Finding people capable of fulfilling all the requirements of the Navy is a 
  constantly-ongoing and extremely demanding task. The great majority of Naval personnel (and indeed, naval officers) are 
  non-nobles.  
   
  RECRUITING 
  The thousands of naval recruits needed each year must come from somewhere. How they get from the streets of their 
  home town to the weapons stations of a dreadnought involves a process of selection and targeted transformation known 
  by the innocuous name of “recruitment and training”.  
   
  Imperial Recruitment Office 
  The typical potential Naval officer or crewman starts his or her career at the Naval Recruitment Office. Recruitment 
  Offices are very common across the Imperium; they can be found at the Starport of almost any world with a population 
  over 10,000. They are typically small, consisting of an advertising and information area and an interview room. The former 
  is easily accessible to the public and is filled with exciting, colorful leaflets, with promotional video footage constantly 
  running, plus an interactive information center allowing the potential recruit to find out more about the service – or simply 
  to watch a favorite vid clip over and over again. The office is usually manned by a line officer or petty officer and a couple 
  of ratings. Often these personnel are nearing the end of their service hitch and becoming a little old for active duty. 
   
  Any would-be recruit is interviewed and his Imperial ID checked to ensure he is not wanted for any Imperial crime. Local 
  misdemeanors are not considered particularly important, but major crimes such as rape or murder are against Imperial 
  laws regarding the rights of sentient beings, and will debar the recruit from enlisting, whatever other consequences may 
  ensue. 
   
  After interview, the recruit is given a set of intelligence and reflex tests while the recruitment officer examines his or her 
  educational history and any weapon or equipment permits he may have. If the recruit scores well enough in the tests and 
  has a reasonable educational background, he is offered a place at the Naval recruitment camp. 
   
  Naval Recruitment Camp 
  Imperial Navy recruitment camps are always associated with a naval base. Most sectors have at least 4 such 
  establishments.  
   
  The newly signed-up recruit is given an enrolment date and a middle-passage ticket to their assigned naval recruitment 
  camp (NRC). The recruit must get to the camp by his enrolment date or the navy will withdraw the offer of a place. In this 
  case, the recruit has 30 days to pay back the middle passage plus administration costs or become subject to legal action. 
   
  
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  55 
  Recruits are given a suitable period to reach the camp, and – barring wars and major catastrophes – anyone who actually 
  wants to join the navy has plenty of time to get there. Those who do enter a typical military basic training camp. The 
  recruit is assigned to a training squadron; typically this is a group of 12 individuals. 
   
  The first stage is a series of medical and psychological tests. Failure means immediate dismissal from the navy, without 
  appeal. Success allows the recruit to begin a 7-week basic training course which concentrates on physical tasks and 
  instills military discipline. Recruits are carefully observed and their performance recorded. Any recruit who does not meet 
  the standards is dismissed from the navy. Recruits may voluntarily withdraw at any time. “Honorable failures” are 
  assigned passage home; withdrawees must make their own arrangements. In either case, the recruit does not pay for his 
  or her passage to the NRC. They made the effort; they owe the navy nothing. 
   
  At the end of the 7 weeks, the successful recruits formally join the navy with the rank of Spacehand Apprentice. They 
  swear an oath of allegiance to the Emperor and the Navy, and are henceforth part of the service.  
   
  Naval Training Center 
  From the NRC, the new Spacehand Apprentices are taken by naval transport to the Naval Training Center (NTC) situated 
  at a naval base or depot, to undertake the next stage of their training. Here, the new personnel undertake basic training in 
  vital skills: vacuum suits, naval procedures and equipment drills. This program is 14 to 16 weeks long, depending upon 
  the recruit’s performance. 
   
  Once training at the NTC is completed, the recruit joins the “Crew” branch of the navy for the remainder of his first term of 
  service. At the end of this term, he will be informed of his new assignment. Some degree of choice is available as to which 
  branch the spacehand goes to. Some remain in Crew, but most go to whatever branch best suits their aptitudes. 
   
  The recruitment of ratings and officers is identical until the end of NTC. At that point of NTC, those candidates with 
  suitable educational background and aptitudes are sent to Officer Candidate School for the next year. If successful at 
  OCS, the candidate gains the rank of Ensign and is given training in leadership, naval tactics and basic diplomacy. 
   
  This is the route most naval officers take: straight As in NTC and a term at OCS. It is also possible to take Naval Officer 
  Training at College, though pass rates are low. However, many naval families see a commission in the navy as part of a 
  young noble’s education, and send their children to a naval academy. This offers a fast-track entry as an officer for those 
  with the right background. 
   
  Naval Academy 
  Throughout the Imperium, the Navy operates Naval Academies for the recruitment and training of officers. These 
  academies are very selective. Candidates are normally recommended by a noble patron who holds either an active or a 
  reserve naval commission. This requirement means that only the upper echelon of Imperial society can routinely gain 
  entry to the naval academy. However, exceptional academic performance, a family history of naval service and other 
  factors may be considered.  
   
  The Academies work with local educational establishments to offer their candidates a good education, but their main 
  purpose is to create officers. Over the four-year course the candidates learn basic shipboard skills as well as gaining 
  specialized training in the branch of their choice during the final year. This choice is made with guidance from the 
  academy staff. At the end of their training, graduates are assigned the rank of Ensign and join their chosen branch.  
   
  Honors graduates in Flight or Medical branch are allowed to stay on at the academy and attend Flight or Medical school, 
  as appropriate. Flight Schools are based at Naval depots and are seen as the most prestigious of all assignments. The 
  officer gains advanced training in starship piloting, astrogation and small craft operations. Flight school also places the 
  officer in line for rapid promotion in the Flight branch. 
   
  Medical school is generally non-military and undertaken in conjunction with local medical training facilities. Potential navy 
  doctors are given advanced training in the treatment of combat- and space-related injuries. At the end of four years’ 
  training, the new Navy Doctor enters service with the rank of Lieutenant. 
   
  
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  56 
  COLONIAL NAVY RECRUITMENT 
  The Imperial Colonial Office (ICO) is charged with the responsibility of administering the colonial fleets as a reserve force 
  for the Imperial Navy. 
   
  The colonial fleets get their personnel in a variety of ways. Some are reservists with training gained at college or during 
  merchant service. Some are on secondment from the Imperial Navy, often serving at a higher rank than their own to gain 
  experience. Some personnel transfer to a colonial navy upon retirement from the Imperial Navy. By far the most are 
  recruited locally by the Colonial Navy. The actual method of recruitment depends upon the world. The following guidelines 
  shoe the commonest means of recruitment used by various governments. 
   
  Government Type  
  Typical Recruitment Type 
   
  0. Anarchy 
   
  ICO office can be found at the Starport, though Anarchies rarely have a navy. 
   
  1. Corporate 
   
  Corporate recruitment system recruits for corporate squadrons. 
   
  2. Participatory Democracy 
  Voluntary National Service is encouraged among citizens. 
   
  3. Oligarchy 
   
  Enforced National Service program enlists personnel for the benefit of the rulers.  
   
  4. Representative Democracy Recruitment offices in all major cities. 
   
  5. Technocracy 
   
  Skill evaluation allocated citizens into the navy. 
   
  6. Colony/Captive 
   
  May have recruitment offices in the main cities. Often has no recruitment at all. 
   
  7. Multiple Societies  
  ICO office at Starport. A few worlds operate a combined defense force.   
   
  8+9. Bureaucracy 
   
  Recruitment offices in major cities and towns. 
   
  A+B Dictatorship 
   
  Elite recruitment centers open to a social minority. Most personnel conscripted. 
   
  C+F Oligarchy 
   
  Ruling group selects recruits for ability, or may use conscription. 
   
  D+E Theocracy 
   
  Religious rulers select officers from church officials. Crew are conscripted. 
   
  These are simply the commonest models. Other systems and variants of these are in use throughout the Imperium. 
  Conscription and national service can be selective, total, or subject to government influence. Generally speaking, a 
  voluntary system produces the best results, but only if enough personnel are willing to sign up that the cream can be 
  skimmed off. Mass conscription is the hallmark of navies using relatively unsophisticated vessels in large numbers. 
   
  No matter what process is used to obtain recruits, new personnel are processed at the local equivalent of a Naval Training 
  Center. These establishments are usually located at the world’s Starport and provide the same type of training as an 
  Imperial NTC, including similar medical and psychological requirements. The standard is generally a little lower than for 
  the Imperial Navy, but in a few cases may actually be higher. In many cases, failing recruits are dropped back into the 
  next class and begin their training over again. This practice is often extended to recruits failing Imperial Navy basic 
  training, many of whom go on to successful careers in the less prestigious colonial navy. Hopeless cases are eventually 
  discharged. 
   
  After the 7-week basic training period, the recruits swear allegiance to the Imperium and the world government, and 
  proceed into specialist training for whatever branch they have been assigned, holding the rank of Spacehand Apprentice. 
  16 weeks later they graduate to full status as naval personnel. Most enter service with the rank of Spacehand, though it is 
  possible for a poor conscript to spend his or her entire career as an unqualified Spacehand Apprentice. States using mass 
  conscription are burdened with many such in their navies. 
   
  
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  57 
  Officers in the Colonial Navies are recruited in the same manner as other recruits. Some transfer into the colonial navy as 
  reservists after college or a hitch in the Imperial Navy, but most are trained through the normal colonial fleet procedure, 
  holding commissions earned through the colonial Officer Training School. Dictatorships, Theocracies and similar 
  governments often limit their officer corps to a select group such as Party Members, Landholders or the Priesthood, with 
  predictably poor consequences for leadership and tactical ability. 
   
  Retired Imperial Navy officers often hold high rank in the colonial navy. 
   
  HUSCARLE RECRUITMENT 
  Huscarles are the private household forces of the Imperial nobility. While many nobles have no forces beyond a couple of 
  bodyguards, some maintain powerful private armies recruited and operated in a feudal manner.  
   
  Officers and senior NCOs are recruited, if at all possible, from loyal retainers who have gained experience in Imperial 
  service. Many noble families sponsor members of loyal retainer families through naval academy or a hitch with the Grand 
  Fleet, purely to gain their experience as part of the Huscarle force afterward. Such retainers leave Imperial service after a 
  term or two and join the Huscarles in a position above that in which they served in the Imperial Fleet. 
   
  Crews are recruited in the same manner as mercenaries. Noble families may have their own recruitment experts or may 
  hire a consultant to acquire the right personnel. Personnel mustering out of service with the Imperial Navy (or in some 
  cases, the colonial or merchant fleets) are headhunted to create an effective and efficient Huscarle navy. 
   
  Prospective crewmembers are vetted for personal and medical suitability. This tends to be even more important to the 
  Huscarles than the Imperial Navy, due to the close “family” nature of the force. No matter what the individual’s credentials, 
  unless he comes from a sponsored place in the Imperial Navy, he must complete a 6-month “Apprentice” period in which 
  his performance and attitude are carefully monitored. If the Huscarle-Apprentice is deemed suitable, he is given a 
  “bloodtie” which amounts to a salary hike of up to 50%, making some Huscarle units the best-paid of all naval personnel. 
   
  Huscarle navies are normally small and made up of hand-picked officers and ratings. As a result they are extremely well 
  organized and efficient. There are exceptions, however. A force which has grown too large for its recruitment base, or 
  which prizes loyalty too far above competence, can become ineffective in the extreme. 
   
   
  NAVAL BRANCHES 
  The personnel of the Navy belong to various Branches, which indicate their specialist areas of responsibility. All personnel 
  are trained in basic skills and can carry out or assist in routine tasks. Certain emergency procedures, such as small-arms 
  handling, damage control and firefighting, are the responsibility of every crewmember. Specialists exist, but everyone 
  must be at least borderline competent. 
   
  However, given the highly complex technical nature of starships, it is impossible to expect that any individual can be 
  competent in all operations. Thus the Imperial Navy is subdivided into several operational specialisms, known as 
  “branches”. These follow a logical structure dictated by the nature of the skills required for particular operations, with the 
  result that the branch structure of the Imperial Navy would be recognized by a Solomani or an Aslan, and is used almost 
  without variation by the Colonial, Huscarle and System navies. 
   
   
  THE LINE 
  The Line is a nonspecialist branch for officers. It is sometimes referred to as “command branch”, since officers of the Line 
  are not members of an operational specialism but instead are in the command chain of their ship, base, depot etc. 
  Officers coming into the Navy from OCS spend a year in the Line as an Ensign, undertaking what amounts to an 
  apprenticeship before joining their specialist branch. During this time, the Ensign is given command of all manner of minor 
  tasks to broaden his or her experience. Most officers then transfer into a specialist branch, but some remain in the Line as 
  what are traditionally known as “salt horses”, non-specialist officers on the fast track to command, or as officers in charge 
  of Crew departments such as food preparation or security aboard ship.  
   
  Commanding officers of starships and bases belong to the Line, whatever their previous specialism. In the case of a junior 
  officer holding a temporary command, the transfer is honorary and the officer reverts to his or her old department when 
  the command is relinquished. Officers destined for permanent command of a starship or installation transfer to the Line 
  
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  58 
  and undertake special command training before commencing their duties. All admirals (other than those serving as heads 
  of branch) belong to the Line. 
   
   
  “The Line” is also a phrase used to differentiate starship and combat officers from their counterparts in Staff positions.  
   
  CREW 
  Crew branch is the equivalent of the Line for non-commissioned personnel. All enlisted personnel serve for a time in 
  Crew, undertaking general duties and assisting the specialists while their superiors decide what branch they are best 
  suited to.  
   
  Many naval personnel remain in Crew branch, which has general and specific duties. Crew branch undertakes many of 
  the “facilitating” tasks required to make a navy run. Thus Crew personnel may specialize as clerks, chefs, or cargo 
  handlers. The Crew also provides a pool of personnel aboard every ship who have a broad range of basic competencies. 
  These personnel can assist their specialist crewmates wherever needed, replace casualties and undertake the vital tasks 
  of shipboard security and damage control.  
   
  Crew branch personnel are commanded by junior officers of Line branch. Their uniform bears a simple Starburst emblem. 
   
  FLIGHT 
  Flight (or Bridge, as colonial navies tend to call it) branch is perhaps the most prestigious of the specialist navy branches. 
  Its officers pilot and navigate starships and are the most likely to gain a command position. Flight personnel are 
  responsible for communications, sensors and small craft operations (including fighter direction) as well as the more 
  obvious flight operations.  
   
  Flight is subdivided into two duty branches. The first is termed “Boat Branch” and provides the pilots for all subordinate 
  and small craft including fighters, shuttles and even g-carriers. The second, Flight Branch proper, provides bridge officers 
  for all vessels.  Boat branch personnel wear a yellow starburst surmounted by a wing motif. Flight personnel wear the 
  same emblem, but in gold. Enlisted personnel serve in Flight branch as shuttle pilots, comms and sensors operators and 
  so on. Pilots aboard many small starships are petty officers, but astrogators are always officers. This reflects the critical 
  nature of the post. 
   
  GUNNERY 
  Gunnery branch are responsible for the navy’s direct combat operations, and for the maintenance of combat capability. 
  Personnel are qualified on up to three different weapon systems, though all have a primary system specialism and will 
  refer to themselves as Fusion Gunners, Meson Gunners, etc. 
   
  Gunnery crew also undertake advanced small-arms training, beyond that required of all personnel. Aboard small vessels 
  they are usually responsible for providing boarding parties and security detachments, often with assistance from Crew 
  personnel. Gunners thus are trained in zero-g combat, gun combat and similar skills in addition to their main weapons 
  proficiency. In some rare cases, Gunnery personnel have gained entry to Imperial Marine Commando special forces units. 
  Gunners wear a canon emblem in yellow as their branch insignia. 
   
  ENGINEERING 
  Engineering branch provides the officers and ratings who operate and maintain the ship’s powerplant, maneuver and 
  Jump drives. Engineering personnel are also responsible for maintenance of systems throughout the ship.  
   
  The Chief Engineer of a starship is a very important individual, in whose hands the fate of the crew often rests. Only the 
  Captain can overrule the Chief Engineer (whatever his or her actual rank) on matters of Jump or maneuver procedure or 
  safety. Wise Captains would only consider this in the direst emergency. 
   
  Within Engineering, there are four sub-branches: 
  Jump: Provides jump engineers and drive hands specializing in the operation and maintenance of Jump engines. 
  Maneuver: Provides engineers and hands who operate and maintain the maneuver engines, deck plates, contragrav 
  lifters and docking thrusters. 
  Electronics: These engineers maintain the vessel’s many electronic subsystems, from desk lamps to gunnery computers. 
  
  SECTOR FLEET 
   
   
  59 
  Mechanical: The mechanics’ role is to maintain the hull and other “hard” systems, from unjamming iris valves to repairing 
  the landing struts. They are also the primary damage-control personnel, making crude quick-fixes to enable the ship to 
  survive. 
   
  Engineers are found wherever the Navy may be, from a patrol cruiser to a naval depot. Their emblem is a yellow spiral, 
  representing movement into Jumpspace. 
   
  MEDICAL 
  The Medical Branch exists to look after the health and well-being of personnel. Medical personnel of course include the 
  “ship’s surgeon”, but also a vast array of porters, nurses, dentists, doctors, surgeons and psychologists.  
   
   
  At depots and bases, large Naval Hospitals can be found, complete with research and training facilities. Aboard ship, the 
  “ship’s surgeon” may be a lowly Able Spacehand with basic paramedic training, though larger ships tend to have one or 
  more doctors plus support staff. Large cruisers and dreadnoughts carry a full medical staff, organized like a small hospital.  
   
  Any member of medical branch who has qualified as a doctor is referred to by that title, regardless of rank. Surgeons 
  (male or female) are known as “Mister”, but the sense is very different to that in which a junior naval officer may be 
  referred to as “Mister.” 
   
  Medical branch personnel wear the ancient Terran emblem of serpents wrapped around a sword. They are usually 
  considered non-combatants and exempted from sidearm regulations. 
   
  TECHNICAL SERVICES 
  Technical Services branch is responsible for looking after complex state-of-the-art equipment. Normally associated with 
  computers and their software, Tech Services also maintains sophisticated department-specific systems such as Electronic 
  Warfare systems, medical equipment, avionics and communications gear. Personnel often specialize in the systems of 
  one department and have titles such as Medical Systems Technician or Gunnery Systems Technician. However, they are 
  expected to maintain a broad base of competence and be ready to fix anything that anyone, of any department, has 
  managed to break. Tech services personnel are often included in follow-up damage control teams. After the engineers 
  have dealt with the life-threatening crisis, the technical people move in and restore functionality.  
   
  Tech services also conducts research and development work into new systems, or attempts to reverse-engineer 
  equipment obtained from other powers. Many Tech Services personnel are highly respected scientists who have never 
  been aboard a warship.  
   
  Tech services personnel work with classified systems and tend to be secretive about their knowledge. They are also 
  prone to be a little arrogant and offhand with other branches. Their badge is a yellow torch signifying knowledge and 
  research. 
   
  THE NAVAL REGIMENT 
  The Naval Regiment has its origins in the Naval landing parties deployed by the Sylean Federation. It has always 
  remained a secondary organization, thoroughly eclipsed by the Imperial Marine Corps. Most Naval Regiment personnel 
  transfer in after a period in Crew branch. They generally assist with most of the duties of that branch when not required in 
  their main role, that of security personnel. 
   
  While the Marines provide most of the Navy’s requirements for shipboard troops, the Naval Regiment remains in 
  existence for other purposes. Training detachments exist at all depots and naval bases, where regiment personnel are 
  trained, and more importantly, members of the Gunnery Branch learn the skills they need to form part of a boarding party.  
   
  Regiment personnel also form part of the security forces of the depot or base where they are stationed, freeing Marines 
  for other duties. They are often despised by ship crews for this role as the “Shore Patrol” is responsible for ending brawls 
  and other unruly behavior ashore, and does so in a brutally effective manner. For this and their related role as security at 
  naval penal installations, they are sometimes referred to as “brig troopers”. 
   
  
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  60 
  The second purpose of the Naval Regiment is to provide admirals and high-ranking officers with bodyguards and guards 
  of honor. While such operations are often for show, the Admiralty likes to see its officers protected by troopers dressed in 
  the yellow battledress of the Navy. 
   
    
  A few battalions of the Imperial Army are drawn from the Naval Regiment. These are descended from scratch formations 
  thrown together in desperate circumstances during long-ago wars, and remain in being as a matter of tradition. Most are 
  light infantry, though a Naval Artillery battery exists, as do several Naval Engineer formations. While personnel are drawn 
  from the Navy, these forces are now indistinguishable from other units of the Imperial Army except for their insignia. 
   
  The Naval Regiment wears a yellow starburst crossed by two naval cutlasses. 
   
  THE STAFF 
  The Imperial Navy has a large Staff contingent in addition to its ship and base crews. The Staff has many functions, of 
  which two, Naval Intelligence and the Attaché Corps, are considered separate branches. 
   
  Officers and enlisted personnel can be transferred to the Staff on a temporary or permanent basis. For enlisted personnel, 
  appointment to the staff usually means a clerical job in a major installation, keeping track of the innumerable “boots, 
  shoots and recruits” that the navy must move around in order to keep functioning. An alternative is a clerical job on an 
  ambassador or admiral’s staff. The task is much the same. A few enlisted personnel assigned to the staff become 
  personal stewards, drivers, shuttle pilots or bodyguards to senior officers. The latter are all drawn from gunnery or Naval 
  Regiment personnel, usually on a secondment. 
   
  For officers, the Staff can be a dead end or a route to fast promotion, depending upon the assignment. Several common 
  Staff appointments exist: 
   
  Aide: The Staff provides junior officers to act as assistants to senior officers. A period as a “Flag Lieutenant” to an admiral 
  or commodore is seen as part of the education of a future flag officer. It can also be a good way to make influential friends 
  and further the officer’s career or social standing. 
   
  Board of Ordnance: A small body is maintained by each Sector Fleet to discuss and advise on the nature of weapons 
  (and other systems) that the fleet needs to maintain its technological edge. 
   
  Courier: While the Navy maintains many Naval Courier vessels, information of a sensitive nature is often placed in the 
  charge of a Naval Courier; a reliable officer trusted with the protection of his charge and its safe delivery. Such an officer 
  may travel by Naval Courier ship, or may use other (possibly covert) means to reach his or her destination.  
   
  Legal: The Imperial Navy maintains a large legal establishment to deal with internal troubles and friction between naval 
  personnel and local authorities. 
   
  Liaison: Officers may find themselves acting as naval liaison with local governments, army units or Imperial “shore” 
  installations (i.e. Starports or bases). Other liaison duties include membership of the development boards of weapons-
  development companies and as advisors to shipping concerns. 
   
  Logistics: The Naval Logistics Corps is absolutely vital to the operation of the Navy, and thus the defense of the 
  Imperium. Because of its humdrum reputation, the Logistics Corps attracts few volunteers and thus has trouble getting 
  good personnel. To offset this, the Admiralty has recently stated that it views a stint in the Logistics Corps as a plus in any 
  prospective flag officer. Many young officers now volunteer for a year in the Logistics Corps as part of their fast-track 
  plans. 
   
  Public Relations & Recruitment: The Navy needs to maintain a positive image and to attract good-quality recruits. The 
  personnel of this department see to it that Naval service is a popular career choice. Not merely the preserve of ageing 
  veterans, the PR&R corps has more than its share of highly-decorated, attractive, dashing young officers and nobles 
  crewing recruitment offices or undertaking recruiting sweeps aboard shiny new patrol ships. 
   
  Research & Development: Much of the Navy’s new technology is developed by Technical Services branch, but some 
  comes in from private companies, and all construction is the work of civilian yards. R&D officers liaise with those private 
  
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  61 
  concerns, advising on suitable modifications or changing Navy requirements and seeing to it that adequate security is 
  maintained. R&D officers usually accompany new ships on their trials, acting as liaison between the builders and the 
  navy. 
   
  Security: Staff officers often undertake security assignments at bases or depots, commanding guards or shore patrols. 
  They also oversee penal installations. 
   
  Tactical Studies Units: The Imperial Navy maintains several think tanks devoted to developing new tactics and 
  predicting enemy responses. These Tactical Studies Units take the best and the brightest from the Naval Academies, and 
  serving officers may attend one on secondment during their career. 
   
  Training: The various training establishments (Naval Academies, OCS, Naval Training Camps etc) all need experienced 
  personnel to pass on their skills. A training assignment need not be classroom lecturing, however. Many training officers 
  (and petty officers) are assigned to warships to give training during deployment. Training offered varies from branch-
  specific (e.g. Advanced Gravitic Theory for engineers) to advancement tailored (e.g. a voluntary course in Ship Tactics). 
  Some ships offer education of a civilian nature to offset the boredom of long deployments. A training officer may thus be 
  required to deliver a general-interest course on Imperial History or Xenobotany. 
   
  The Staff Pool: The Staff Pool is a collection of unassigned staff officers, usually of ranks between Sublieutenant and 
  Lieutenant Commander. These officers, sometimes known as the “odd-job squad”, can be assigned any necessary task 
  by fleet command. They may act as couriers, clerks, emergency replacement officers for ships of the fleet, liaison officers, 
  personal envoys or extra training officers. The Staff Pool exists simply to ensure that if something needs doing, there is a 
  reliable someone on hand to do it. 
   
  NAVAL INTELLIGENCE 
  Naval Intelligence is a large organization, seen by many as being separate from the Imperial Navy. Its remit is to ensure 
  that the Imperium is secure from threats both internal and external. As the premier intelligence agency in the Imperium, its 
  role goes beyond merely naval matters.  Naval Intelligence is subdivided into three offices. 
   
  The Operations Office has perhaps 70% of the total NI manpower tasked to it. Its function is to handle the mundane parts 
  of intelligence work – information collation and distribution, analysis, staff briefings, liaison and so on. This represents the 
  bulk of intelligence operations, and the work is vital to the security of the Imperium. More vital information has been 
  deduced through careful observation of non-secret actions, monitoring of communications and so on than by daring spies, 
  though the latter are more glamorous. 
   
  The Observation Office has about 25% of the available manpower at its disposal. Many of its personnel are “sleepers” 
  living out normal lives on member worlds or working for corporations within and outside the Imperial borders. Other 
  personnel are members of embassy staff. This surveillance of foreign states may be open and overt or under cover of 
  normal diplomatic activity. Only legitimate overt surveillance is undertaken in Zhodani space, for obvious reasons. 
   
  The main function of the Observation Office is to warn the Imperium of unrest on member worlds, and to identify ways that 
  the trouble can be headed off with a minimum of fuss. This may take the form of a sudden arrest or the precise arrival of 
  drop troops; the information gathered by the Observation officer is of similar value in either case. The contribution of this 
  office to the stability of the Imperium is incalculable. The Observation Office also attempts to uncover and eliminate, expel 
  or “turn” agents of foreign powers. 
   
  The smallest office of Naval Intelligence is the Enforcement Office. Its personnel are all commissioned officers or petty 
  officers trained as assassins and undercover agents. They sometimes undertake covert missions to gather information 
  leading to a legal action against a member world or corporation, but are far more often employed in shadowy “black ops” 
  aimed at removing a threat to the stability or security of the Imperium. Enforcement officers are skilled in unarmed combat 
  and with blades, guns and explosives, as well as infiltration and escape & evasion techniques. The Navy does not 
  acknowledge the existence of this office outside a select group which specifically does not include most naval personnel. 
   
  Overt Naval Intelligence personnel are part of the Staff, and wear the normal Staff Sunburst. Observation Office agents 
  and all Enforcement Office personnel will never wear uniform while active. Once retired from covert service, they either 
  return to whatever branch they came from or are integrated into the Staff.  
   
  
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  ATTACHÉ/DIPLOMATIC 
  The Imperial Navy is a political tool as well as a war machine. It must be able to use diplomacy as well as meson guns, 
  and it is the attaché corps that specializes in that softly-with-a-big-stick role. 
   
  The officers of the Attaché Corps are skilled diplomats, while enlisted personnel are trained as assistants and staff 
  members. All personnel are carefully selected and vetted before commencing their training. The corps operates the many 
  embassies maintained by the Imperium on member worlds and in foreign states. The Attaché corps also provides naval 
  officers as liaison or advisors to friendly powers and colonial navies. Many such are in fact ordinary naval officers on 
  special duty with the attaché corps, though liaison officers tend to be experienced diplomats and may in fact be 
  permanent members of the corps.  
   
  As might be expected, even for routine duty the Attaché Corps has a very ornate and splendid uniform which closely 
  resembles the Imperial Navy dress uniform. An even finer version is worn for major functions. High ranking officers wear a 
  noble’s cape, and indeed many are ennobled to further enhance their status.  
   
  While part of the navy, the attaché corps has few personnel with the skills required to man a warship, though the corps 
  has some officers who have changed career paths at some point. The attaché corps maintains a fleet of couriers and 
  diplomatic transport vessels manned by personnel on secondment from their normal duties.  
   
  The emblem of the attaché corps is a yellow starburst surmounted by an open hand, symbolizing a greeting. It is rumored 
  that Naval Intelligence has operatives hidden among the personnel of every embassy and diplomatic courier vessel. It 
  would be very surprising if this were not the case. 
   
  THE IMPERIAL MARINES 
  The Imperial Marine Corps and their elite special forces unit, the Marine Commandos, are not part of the Imperial Navy, 
  but often operate in close conjunction. In a naval context the Marines fulfill a twin function. Firstly, they provide security for 
  the vessels and installations of the Imperial Navy. They also may assist with shipboard discipline, damage control and 
  may even man some of a vessel’s weapons. Secondly, the Marines are a hard-hitting strike force capable of taking on any 
  foe, anywhere. 
   
  The Marines wear a maroon starburst as their official badge. The Commandos, who recruit from the Marines and the 
  Naval Regiment, wear the famous green beret embossed with a golden starburst. 
   
  RANK STRUCTURE 
  The rank structure of the Navy is very rigid, with the first nine grades being referred to as “enlisted personnel”. Of these, 
  six are further defined by the term “petty officers”. The next ten grades are termed “commissioned officers” with the last 
  three of these being known as “flag rank”. 
   
  PROMOTION AND BRANCH 
  The commanding officer of any ship is considered to belong to the Line branch. This is a temporary “courtesy transfer” in 
  the case of specialist officers holding a temporary command. The branch transfer is accompanied by a period of 
  command training, and is a requirement for permanent command. This is seen as necessary by the Navy as a way of 
  avoiding favoritism to any one department aboard a ship. 
   
  There are few other cases where an increase in rank requires a change of branch, but some assignments carry with them 
  a similar temporary transfer. For example a Line Lieutenant assigned as an aide to an admiral’s will be transferred to the 
  Staff for the duration of his assignment, reverting to the Line upon returning to his normal duties.  
   
   
  ENLISTED PERSONNEL 
  The vast majority of naval personnel are enlisted. They are the workers, the technicians and the gunners who carry out 
  orders and keep the navy running but have little or no say in policy or command decisions. 
   
  
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  Spacehand Apprentice 
  This is the rank awarded to new recruits at the NTC. It is held by spacers in their first term, after which promotion is 
  common. Most personnel with this rank are simply referred to as Apprentice. 
   
  Spacehand 
  Most enlisted spacers gain this rank after their first term, when they are transferred to their specialist branch. Many hold 
  this rank throughout their entire naval career. 
   
  Able Spacehand 
  An Able Spacehand is simply a steady, dependable and well-qualified spacer who can be relied upon to perform his or her 
  duties well, even under pressure. Personnel are encouraged to aspire to Able Spacehand status (and pay). In the Imperial 
  Navy, which invests vast sums in personnel development, the bulk of enlisted personnel hold this rank. The vast majority 
  never progress any further up the promotion ladder. 
   
  Petty Officer Third Class 
  Petty officers are responsible for leading teams within a crew. While they do not hold an Imperial Commission, they are 
  vital to the running of a ship or base, often knowing more about their area of expertise than their superiors. A PO3 is 
  responsible for leading a small team such as a damage control squad or a gun crew, or for personally undertaking a 
  complex or important job such as shuttle pilot, maneuver drive technician or sensor array operator. 
   
  Petty Officer Second Class 
  A PO2 has exactly the same role as a PO3, but has been promoted for long or exemplary service and is thus more likely 
  to be given a sensitive job to carry out. 
   
  Petty Officer First Class 
  In general, PO1s undertake similar duties to their second or third-class brethren. They often lead larger teams, often with 
  a PO2 or 3 to assist them. As specialists they handle sensitive or highly complex tasks requiring flexibility and discretion, 
  having proven themselves time and again. 
   
  Chief Petty Officer 
  A rank generally encountered aboard larger ships, a CPO or “chief” is usually responsible for 2-3 teams led by more junior 
  petty officers, formed into a Watch. For example, the engineering department aboard a particular ship may be organized 
  as two watches, each led by a CPO, of which one is on duty while the other stands down. A CPO may also be assigned a 
  specific job such as security chief or shore liaison. This is particularly likely aboard mid-sized vessels, where spare 
  officers are not available to fill sensitive posts. 
   
  Senior Chief Petty Officer 
  Where there is more than one watch in a department, the SCPO is senior man and forwards orders to the other watches. 
  He or she is in overall charge, assisted by the other watch leaders. 
   
  Master Chief Petty Officer 
  The MCPO is usually only encountered aboard large commands, or in staff functions. He or she is the department 
  commander’s aide and executive officer, and has a unique status as “almost an officer”. MCPOs aboard smaller vessels 
  are simply highly qualified personnel who have been promoted for their exemplary service. They perform the normal 
  duties of whatever post they are in, usually a CPO slot. Very rarely, an MCPO of long and exemplary service may be 
  awarded the special rank of ‘Fleet Chief Petty Officer’. Addressed informally (by those who dare) as ‘Fleet’ and as ‘Sir’ 
  (like an officer) by most others, these individuals are walking repositories of the Wisdom Of The Ages and are treated with 
  utmost respect by everyone – even admirals.  
   
  FCPOs are rare and usually perform some special function, such as assisting an admiral on a special task or leading the 
  enlisted personnel of a fleet flagship.  
   
  COMMISSIONED OFFICERS 
  Officers hold a commission from the Emperor, and are charged with acting for the good of the Imperium, its people, and 
  its Emperor. Even very junior officers are expected to be able to step into a higher command slot at need, and to act in 
  
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  64 
  accordance with the political as well as the military needs of a situation. An Imperial Commission is a weighty thing, and 
  not given lightly. 
   
  Ensign 
  Ensign is the lowest commissioned rank. It is held by graduates of the Officer Candidate School. The rank is often viewed 
  as meaning “apprentice officer”, though many officers remain Ensigns for several years and can be quite experienced. 
  New Ensigns are often assigned to work with experienced petty officers. On smaller ships, Ensigns can (sometimes) be 
  found as department heads. 
   
  Sublieutenant 
  Most Ensigns quickly gain promotion to Sublieutenant, which on a small vessel can give them command of a department. 
  Sublieutenant is the commonest commissioned rank. In the case of small non-Jump capable vessels such as System 
  Defense Boats, the commanding officer may be a Sublieutenant. This is commonest where the boat is part of a squadron 
  commanded by a more senior officer. 
   
  Lieutenant 
  A lieutenant has the same general duties as a Sublieutenant, but has been promoted to greater seniority. A lieutenant will 
  usually command a department (e.g. Gunnery or Engineering) aboard a small to mid-sized ship, or may be the 
  commanding officer of a small jump-capable vessel such as a Close Escort which is intended to function as part of a task 
  group. 
   
  Lieutenant Commander 
  This rank is generally considered the most junior of the “command ranks”.  No officer below this rank will be assigned 
  command of a significant vessel. In practice this means that any ship of 1000t or over, or which is intended to operate 
  independently for any length of time, will be commanded by a Lieutenant Commander or more senior officer. Many 
  officers with this rank are undergoing or have already taken special training to prepare them for command. 
   
  Aboard larger ships such as cruisers, departments are commanded by an officer holding the rank of Lieutenant 
  Commander. Squadrons of SDBs are often led by a Lieutenant Commander aboard one of the vessels. 
   
  Commander 
  The rank of Commander may be conferred upon successful Lieutenant Commanders, whose status increases but whose 
  duties may or may not change. However, this very senior rank usually carries with it some weighty responsibilities. 
  Promotion to Commander is associated with fitness to lead a department aboard a capital ship such as a dreadnought, or 
  to be the commanding officer of a large vessel such as a cruiser or battle rider. A Commander is often assigned as the 
  Executive Officer (or First Officer) of a major warship. This is a very responsible post, and helps prepare an officer for a 
  command of his or her own. A similar arrangement exists aboard naval bases. 
   
  Captain 
  Captain as a title means the commanding officer of a ship; that officer might be a lowly Sublieutenant, but aboard his 
  command he is the Captain. However, the rank of Captain has various meanings. 
   
  Captain is the most senior of the command ranks. Holding this rank implies fitness to command any ship. While vessels of 
  up to cruiser size may go into space with a Commander or other officer as their skipper, battleships, dreadnoughts, fleet 
  carriers and other capital ships are assigned a full Captain in all but the most unusual of circumstances. Smaller naval 
  bases are also normally commanded by a Captain. 
   
  Most officers who reach the rank of Captain transfer to the Line branch and become “non-specialist” officers after a period 
  of special command training. Such non-specialists are referred to as “salt horses” in keeping with an ancient Terran 
  custom. In the case where an officer is promoted to Captain and remains a specialist, he or she usually leaves shipboard 
  duty and joins the Staff as an expert or training officer. A few large warships do have Captains in charge of each of their 
  departments. This is the practice aboard some very large Dreadnoughts assigned to the Imperial Bodyguard Squadron, 
  for example. 
   
  Captains also undertake staff duties (as do officers of all ranks). A Captain is assigned to be second-in-command of each 
  Naval Depot. Despite not being a starfaring commission, this is a very prestigious posting. 
  
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  65 
  Commodore 
  Most Imperial squadrons (other than small ah-hoc task groups and SDB squadrons) are commanded by a Commodore, 
  who is very occasionally also the Captain of the squadron flagship. Some Huscarle squadrons use the term “Squadron 
  Captain” instead.  
   
  The rank of Commodore is the highest rank possible in system defense squadrons. This officer usually commands from a 
  base in the system, and is not a ship Captain. Large or sensitive naval bases are also commanded by a Commodore. 
   
   
  OFFICERS OF THE FLAG 
  Admirals are known as Flag Officers. The term is archaic, dating from a time when the admiral flew his own flag on the 
  masts of whatever ship he was aboard (hence “flagship”) to identify it as the command vessel of a squadron. Flag Officers 
  are almost always Imperial nobles. Whether this is due to elevation for naval service, or because the admiral comes from 
  a noble family (sometimes both), the fact is that the handling of naval forces is a political task as much as a military one. 
  Admirals have other concerns than winning battles with the enemy, and a grasp of politics is vital for many reasons. 
   
   
  Flag officers no longer really belong to any branch of the navy; their special position and training place them beyond such 
  considerations. Their affairs are administered by the Line branch. 
   
  Fleet Admiral 
  The Imperium has 320 numbered (subsector) fleets and an equal number of colonial fleets. In charge of each of these 
  fleets is a Fleet Admiral. Additionally, Naval Depots are commanded by an officer who holds a rank equivalent to a Fleet 
  Admiral. These officers are titled Depot Admirals for the duration of their command. Transfer between Depot and Fleet is 
  possible, though Depot command is often given to admirals more suited to administration than decisive action, or those 
  who are a little old for active service. If the Admiral of a Numbered Fleet is at a depot, he defers to the Depot Admiral, as 
  the depot is the latter’s command and the Fleet Admiral merely a “guest”. Fleet Admirals also hold important posts such 
  as head of Naval Intelligence in a sector. 
   
  Fleet Admirals also command fleets raised for specific purposes, for example a battle fleet or a planetary assault fleet. A 
  fleet-commander operating in a given subsector holds equal status with the subsector admiral (both will likely be Fleet 
  Admirals in rank). Both answer to the Sector Admiral. 
   
  The 1st Fleet has two Fleet Admirals. One is the commanding officer of that fleet, and the other is an honour-title bestowed 
  upon the Emperor. 
   
  In the Colonial Navy, Fleet Admiral is the highest possible rank. 
   
  Sector Admiral 
  The rank of Sector Admiral is normally associated with command of a Sector Fleet, or sometimes a very large combined 
  fleet assigned to a particular mission. For example, a force comprising three Battle Fleets, an Assault Fleet and a 
  Penetrator Fleet, each under the commander of a Fleet Admiral, might be assigned a Sector Admiral to exercise overall 
  command. 
   
  The Imperium has 28 Sector Fleets (“Named Fleets”), each commanded by a Sector Admiral. In theory, the Sector Fleet 
  and its Admiral command all the numbered and colonial fleets within the sector. In practice, the power of the Sector 
  Admiral varies from the borders, which tend to have active Sector Fleets, to the Core, where the Sector Fleet serves 
  mainly in an administrative role. 
   
  The role of the Sector Admiral also varies from region to region. In the Core, Sector Admirals are often appointed for 
  political reasons or to offer a loyal warrior a nice, safe job until retirement. At the frontiers, Sector admirals tend to be 
  relatively young and are capable fighting commanders. 
   
  The Imperium also has ten officers who hold equivalent rank to a Sector Admiral. These are the overall heads of the 
  various navy branches – flight, engineering, and so on – who make policy for that branch and advise the Admiral-of-the-
  Fleet and the Emperor. 
   
  
  SECTOR FLEET 
   
   
  66 
  Grand Admiral 
  Grand Admirals command the fleets of a Domain (4 sectors) or an entire theatre of war. A Grand Admiral is one of the 
  most politically powerful individuals in the entire Imperium, and will normally be a powerful noble as well. The Admiral-of-
  the-Fleet, who commands the entire Grand Fleet of the Third Imperium, is actually a Grand Admiral holding a specific 
  post. In theory any Grand Admiral could be appointed to that role. In practice, even though the Grand Admirals are all 
  exceptional individuals, some are better suited to this role than others and only the very best would stand a chance of 
  selection.  
   
   
    
  RESERVE OFFICERS AND PERSONNEL 
  When a spacer swears the oath to the Emperor, it is more than taking on a job. The officer affirms that he or she will act in 
  the best interests of the Imperium for as long as he or she is able, a commitment that often continues long after 
  retirement.  
   
  Personnel who retire or muster out are offered the choice between leaving entirely or joining the Naval Reserve. Those 
  who are invalided out or dismissed from service do not receive this choice, and many choose to end their service ‘clean’. 
  If they do so, the Navy owes them nothing more than any other former employer, though their choice is respected.  
   
  Individuals that choose to remain ‘on the reserve’ do not leave the Navy as such. Instead they are placed on the Reserve 
  List, which is administered by the Line branch. The Reserve List is not the same thing as the Scout Service Detached 
  Duty Office – it is not for life, for one thing. The Reserve List carries with it a few benefits including a small tax reduction 
  and the right to wear Naval Reserve uniform at formal functions. Naval Reserve status is well respected throughout most 
  of the Imperium, and can open doors that would be closed to personnel who simply did their time and left. 
   
  Most reservists never hear from the Navy again, other than to receive pensions. However, reservists are required to keep 
  the naval administration up-to-date as to their whereabouts and can be recalled to service at need. In peacetime, the 
  Reserve List is nothing but an administrative nuisance for the Line branch and a source of highly-respected job references 
  for the ex-Navy officer or rating. However, the List becomes very valuable in wartime, since reservists are a ready pool of 
  experienced personnel who can be recalled for duty at need. If a general or individual-specific recall comes in via the 
  Xboat network, reservists are required to present themselves for duty for the duration of the emergency. Age or ill health, 
  or special circumstances, may allow a reservist an exemption from service. 
   
  The Navy sometimes issues a special recall order to individuals possessing special skills (such as familiarity with an 
  obsolete system that current personnel have never used). This can overrule Reserve status – in theory, an individual can 
  be recalled no matter how old, infirm or injured he may be. In practice, common sense applies.  
   
  Reserve commissions can also be held by personnel who have never been in the Navy. These are merchant service 
  personnel who have undertaken special Navy Reserve training in return for advancement and a pay hike, or those who 
  took Naval Officer Training in College then entered a different career. Such personnel are also subject to “recall” under 
  the standard navy system.  
   
  By the time the Imperial Navy had issued the General Recall during the Fourth Frontier War, over 40% of officers and 
  22% of enlisted personnel who were eligible for recall had already presented themselves for service. Many were already 
  in uniform, fighting the war. This was no surprise to the authorities; the personnel of the Imperial Navy, and especially its 
  officers, have a strong sense of duty. 
   
  
  SECTOR FLEET 
   
   
  67 
  CHAPTER 5: DEPLOYMENTS AND PROCEDURES 
  Naval regulations require that some operations be carried out in a certain way. These procedures are intended to prevent 
  pointless accidents, or to promote efficiency. They are learned by recruits and constantly refreshed. Emergencies may 
  cause variation from the norm, but the main point of established procedure is that personnel know what to do when there 
  is no time to stop and think. This chapter presents naval procedures in general, then shows how they are applied in a 
  specific vessel.  
   
  TERMS, DEPLOYMENTS AND LEAVE 
  Naval personnel sign up to serve in blocks or “terms” of four years. The standard enlistment contract or officer’s 
  commission is for a single 4-year term, though “going career” and signing up for at least 3 terms is viewed favorably by 
  the Admiralty.  
   
  At the end of a 4-year term, personnel can leave the service with an honorable discharge, or may sign on for an additional 
  hitch. Major changes, such as switching branch, usually happen at the beginning of a new term. Between terms of 
  service, personnel are entitled to a furlough lasting 100 days plus whatever saved leave they have. Naval personnel 
  receive a personalized travel pass for use during this period, though it is only good for prearranged destinations. Any 
  changes to the pass must be agreed by a naval base (not necessarily the character’s home base). Normally the pass is 
  used to go home for a period, or to take a tour of the sector’s sights and attractions. Furlough is only granted to personnel 
  who have already signed up for at least one more term. Those with long-term contracts are given an extra 15 days for 
  every 4-year hitch they have left to go. Furlough is taken on full pay. 
   
  A period of “terminal leave” is granted to personnel leaving the service. This occupies the last 30 days of their hitch. 
   
  All Navy personnel are entitled to thirty days’ leave per year, which can only be taken while the ship is in port. At least 20 
  days of this leave must be taken during the year, but up to 10 days can be saved, to be added to the end-of-term furlough.  
   
  In wartime, all furloughs are cancelled, except in cases of great need. Leave may be cancelled, but the benefits of R&R 
  are not overlooked by the Admiralty. 
   
  Leave must be taken between operational deployments. Personnel from a starship may receive liberty when in port, but 
  periods of more than 48 hours away from the ship are not permitted during a deployment. The consequences of the ship 
  engaging a corsair while its Electronic Warfare wizard is away on leave are too serious for other considerations to apply. 
   
  SPECIAL DUTY 
  During a term, naval personnel may find themselves assigned to various special duties. These are intended either to 
  broaden the experience of personnel or to fulfill a specific need that the Navy has. For enlisted personnel, the special duty 
  list is as follows: 
   
  • 
  Crosstraining 
  • 
  Specialist School 
  • 
  Recruiting Duty 
  • 
  Gunnery School 
  • 
  Engineering School 
  • 
  Instructor 
  • 
  Officer Candidate School (OCS) 
  • 
  Naval Regiment 
  • 
  Ceremonial 
  • 
  Staff Duty 
  • 
  Secondment 
   
   
   
   
   
  
  SECTOR FLEET 
   
   
  68 
  For officers, the list is slightly different: 
   
  • 
  Crosstraining 
  • 
  Intelligence School 
  • 
  Recruiting Duty 
  • 
  Instructor 
  • 
  Command College 
  • 
  Staff College 
  • 
  Staff Duty 
  • 
  Ceremonial 
  • 
  Secondment 
   
  Special Duty assignments normally last for a single year, after which the character returns to his normal duties unless 
  specific notes say otherwise. Personnel who have completed a special assignment are entitled to wear a small badge or 
  insignia to show it, and receive a slight pay bonus similar to that awarded for a proficiency badge. Special Duty always 
  counts in favor of a character when crew selection and promotion are being considered.  
   
  Crosstraining 
  The Navy sometimes crosstrains personnel in the skills of a different branch, for example a gunnery rating may be 
  crosstrained in basic engineering operations. This has three main benefits. Firstly, co-operation is improved by 
  understanding what challenges other departments face, and secondly crosstrained personnel are often more flexible in 
  their approach to problems. More importantly, crosstrained personnel can provide replacements for casualties. After 
  crosstraining in a particular branch, personnel may join that branch. This is usually done at the start of a new 4-year hitch. 
   
  Specialist School 
  Specialist School is attended by enlisted personnel, who receive intensive instruction in one or two academic or technical 
  skills. Courses such as Gravitic Engineering or Sensor Systems Engineering are commonly taken, and count towards 
  university credit. However, some specialist courses are rather mundane. For example, Navy chefs have their own 
  specialist school which includes a stint in an upmarket civilian restaurant.  
   
  Recruiting Duty 
  Enlisted and commissioned personnel are always required to man the offices and recruiting ships that bring in the bulk of 
  Navy recruits. Specialist training in liaison and presentation is taken before being assigned to an actual recruiting station. 
   
  Gunnery School 
  Navy Gunners who show real promise are often sent on Advanced Gunnery Courses, which train the rating in one or two 
  aspects of sensor operation, electronic warfare, weapons and screens operation.  
   
  Engineering School 
  Engineering School teaches one or two skills required to be a starship engineer, such as Jump Drive or Powerplant 
  operations.   
   
  Instructor 
  An experienced officer or petty officer may be sent to one of the bases, training camps or academies to deliver as course 
  to personnel there. The character must be an expert in a skill worth teaching to qualify. He or she will receive instructor 
  training before commencing this special duty. 
   
  Officer Candidate School (OCS) 
  Promising ratings may be sent to Officer Candidate School. OCS is a tough place, and washout rates are high. Many 
  OCS failures receive a promotion to the next enlisted grade up when they return to duty, in recognition of their 
  achievements. Personnel up to the rank of Petty Officer Second Class who complete OCS become Ensigns. PO1s and 
  Chief Petty Officers are commissioned as Sublieutenants, while Senior Chiefs who score highly enough are 
  commissioned directly as Lieutenants. OCS teaches leadership rather than specialist skills. Personnel completing OCS 
  normally become officers in their own branch. Those who score highly enough are offered a transfer to the Line.  
   
  
  SECTOR FLEET 
   
   
  69 
  Naval Regiment 
  Enlisted and Commissioned personnel may spend a year with the Naval Regiment. This is usually a shore assignment as 
  part of a base’s security complement, but can actually mean combat service with a Naval Regiment battalion of the 
  Imperial Army. Personnel come back with improved shore liaison and small-arms skills. Naval Regiment service is a 
  prerequisite for a transfer to the Imperial Marine Commandos 
   
  Ceremonial Duty 
  Ceremonial duty can mean one of two things. Both are highly prestigious. 
   
  Firstly, personnel may be assigned to a vessel of the Imperial Bodyguard Squadrons. This is a much-sought-after 
  assignment, despite the endless polishing and cleaning that goes with it. The Archdukes and Sector Admirals maintain 
  smaller numbers of ceremonial vessels (which are entirely combat-ready) for purposes of impressing foreign and 
  member-world dignitaries. 
   
  Alternatively, personnel may be assigned to the ceremonial guard units protecting admirals and certain important sites. In 
  this case, special bodyguard training is interspersed with a great deal of standing around in dress uniform or battledress. 
   
  Staff Duty 
  Assignment to the various branches of the naval staff is assumed to be part of naval life. Staff Duty here refers to an 
  assignment to the personal staff of a commodore or admiral. Enlisted personnel are clerks and runners, while officers are 
  termed “Aides” or “Flag-lieutenants” and carry out liaison and clerical work for the admiral. A period on an admiral’s staff is 
  an important stepping-stone to seniority, both in terms of social contacts and the experience gained. However, there is no 
  special training. 
   
  Alternatively, staff officers may be assigned to the “odd job squad” of staff officers held at every naval base, and may 
  spend the year flitting about as couriers, liaison officers and expensively-dressed gophers. 
   
  Secondment 
  Naval personnel may be seconded to service with the Marines, Colonial Fleets, System Squadrons, Merchant 
  Corporations or friendly powers. In this capacity, most fulfill the same role as in the regular navy, providing expertise to a 
  friendly service or helping with on-the-job training. Officers sometimes act as advisors or liaison officers, in which case 
  they are termed attachés. There is no special training for this role, though an attaché’s experience usually counts in his 
  favor when the next assignment comes along.  
   
  Intelligence School 
  Enlisted and Commissioned personnel may attend Intelligence School. This is a prerequisite for a transfer to Naval 
  Intelligence. Most personnel are trained as analysts and clerks, with relatively few becoming undercover agents. 
   
  Command College 
  Commissioned officers may be sent to command college at any time. Any officer being groomed for command can expect 
  to attend at least once. Command college is a prerequisite for a transfer to the Line, and therefore for permanent 
  command of a vessel. Attendees study tactics, strategy and leadership skills. 
   
  Staff College 
  Staff College is for officers only. Attendees are trained in liaison, strategy and administration to make them more effective 
  staff officers. 
   
   
  LEAVING THE SERVICE 
  Personnel leaving the service receive a portfolio of references and testimonials and a place on the Reserve List (if they 
  want it) in addition to whatever benefits and bonuses they have earned during their period of service. Most go straight into 
  a job in a merchant fleet, a Starport authority or a civilian corporation, or take up the duties of an Imperial Noble. Some 
  travel for a while before settling down. Some miss the navy life and re-enlist at their old grade. This option remains open 
  for personnel under 60 years of age, for 1 year per 4-year term of service completed.  Honorably discharged personnel 
  
  SECTOR FLEET 
   
   
  70 
  are entitled to wear Naval uniform at formal events, though their insignia is altered to a hollow Sunburst to show their 
  retired status.  
   
  Personnel may be discharged at other times than the end of a service. A Dishonorable Discharge may occur at any time 
  in a character’s naval career. It usually follows a period of punitive incarceration in a naval prison. The character is 
  stripped of his naval rank and is not entered on the Reserve List. This process is referred to as “cashiering” for officers. A 
  cashiered officer is disgraced and may not wear Naval uniform at formal events, though some do anyway. Cashiered 
  officers sometimes enter Colonial or Client State service. 
   
  A Medical Discharge can be earned at any time. Many seriously injured personnel return to active duty after a period of 
  excellent care at a base hospital. However, major injuries can be traumatic, and the Navy recognizes that many personnel 
  will no longer want to serve, even if their physical recovery is total. Some injuries are too severe for the character to 
  remain in service, and Medical Discharge is mandatory in this case. This is also true where a character is judged to be 
  mentally unsuited to Navy service.  
   
  A Special Discharge can be granted for various reasons, always on a case-by-case basis. Normally this occurs when an 
  officer is suddenly required to take up his duties as a noble. Other Special Discharges are granted upon request for 
  personal reasons, such as becoming a single parent or when an officer resigns his or her commission to take up a civilian 
  post. In the latter case, the officer retains uniform privileges, but cannot reenlist in the Imperial Navy. 
   
  Personnel leaving the Navy receive a travel pass similar to the one used on furlough. 
   
  DEPLOYMENTS 
  The ships of the Imperial Navy normally rotate through three stages of readiness: Stand-down, Readiness and Deployed. 
   
  When a ship is on Stand-down, leave is granted, personnel attend training schools and maintenance is conducted. New 
  officers and crew come aboard during stand-down. Most stood-down vessels at a base could be space-ready in hours or 
  days, but efficiency would be impaired by crewmembers missing or hurriedly replaced. Some vessels, partially dismantled 
  for refit, cannot be quickly made spaceworthy. 
   
  The next stage is Readiness. Ready ships may have one or two personnel away, but are more or less fully capable of 
  combat operations. Ships in the Readiness category undertake local maneuvers, gunnery practice and whole-crew 
  training. They are often sent out to cover urgent tasks, and must be ready for space in a matter of hours at the most. 
   
  Ships which have a particular task are “on deployment” in Navy parlance. Usually this takes the form of patrol, flag-
  showing or escort duty. Smaller ships spend more time on deployment than capital vessels, whose deployments are often 
  major maneuvers. 
   
  The navy is flexible about its deployment procedures, but certain practices are followed unless circumstances require a 
  different approach. The complement of a Navy ship are warned for deployment according to a time-honored system. 
  Senior officers are given the full details unless the mission is secret or has a Sealed Orders component. Other personnel 
  are simply warned for deployment. No leave can be granted during the deployment duration, so it would be possible to 
  deduce a ship’s mission from her leave rosters. For this reason, vessels are warned in 5-week blocks. The shortest 
  deployment warning is 10 weeks, however. The ship may only be out for 20 days, but someone gaining access to the 
  rosters cannot know that.  
   
  Most deployments are carried out with a specific itinerary and orders. This is particularly true of combat deployments and 
  border-coverage patrols. However, some missions are subject to deliberately vague orders. Patrol operations are the 
  commonest case. 
   
  PATROL OPERATIONS 
  There are three kinds of patrol operation. On a System Patrol deployment, a vessel proceeds directly to her patrol station 
  and remains there, carrying out anti-piracy and commerce policing duties. Some system patrols are “Standing Patrols”, 
  constantly maintained in troubled areas, while others are intermittent. 
   
  
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  71 
  The second type of patrol is a Multi-System Sweep, where a vessel proceeds along a designated patrol route, stopping off 
  in ports along the way for courtesy visits, or jumping to the outsystem to conduct a deep patrol. Duration in any given 
  system is usually 2-5 days, though this varies. Captains can use the slack built into their patrol schedule to extend their 
  stay in any given system if necessary. 
   
  The final type of patrol is a recent innovation. A rise in piracy in the wake of the Fourth Frontier War was accompanied by 
  an uncanny ability among pirate vessels to avoid navy patrols. This was eventually traced to leaks in Naval security. Most 
  of these have been plugged, but the Discretionary Patrol was implemented at the time and remains in force.  
   
  Discretionary Patrol is the preserve of experienced Lieutenant-Commanders and higher officers. Lesser officers are not 
  given the responsibility. On this deployment, a ship’s Captain takes his vessel out for a period of several weeks (usually 8-
  16) without filing any form of operational plan. A “list of intentions” is placed in a special safe by the Captain himself before 
  leaving port. Only the Captain’s immediate superior has access to these intentions, and they are normally left undisturbed 
  until the ship comes home.  
   
  In the meantime, the Captain has complete discretion about where he takes his ship and what he does. The concept is 
  simple: there is absolutely no way to tell where a Naval ship might turn up. There can be no leaks, since only the Captain 
  knows where his ship is going, and he may change his mind along the way in reaction to circumstances. 
   
  It is an open secret that discretionary patrol is used as a means to measure the capability of a Lieutenant-Commander or 
  Commander under consideration for promotion. Detailed post-mission debriefings are used not only to determine that a 
  commander did something useful with his ship, but serve to measure his grasp of the strategic situation. Not only the 
  officer’s actions but his reasons for making them come under close scrutiny. In this way, the Admiralty seeks to measure 
  how effectively the officer used his ship. 
    
  STANDING OPERATIONAL ORDERS 
  Navy ships are subject to certain standing orders. In general terms, they are required to: 
   
  • 
  Defend Imperial Space and Citizens from all threats 
  • 
  Uphold Imperial High Law 
  • 
  Render assistance to any vessel in distress 
  • 
  Protect Commerce and Free Trade 
  • 
  Extend Courtesy to Member and Allied worlds and vessels 
  • 
  Preserve the Fleet in Being 
    
  Vessels on a patrol deployment are subject to three other important requirements: 
   
  • 
  Challenge all suspect vessels 
  • 
  Investigate and deal with or report all hazards to navigation 
  • 
  Investigate and deal with all threats to the security and stability of the Imperium 
   
   
  NAVAL PROCEDURES AND REGULATIONS 
  Certain procedures are common to the navy, and to naval personnel wherever they may be. 
   
  TERMS OF ADDRESS 
  Spacehands of all grades are often referred to as “Crewmember…” rather than by their actual grade, at least by their 
  superiors. Formal rank is rarely used except during ceremonial occasions. What they call one another when officers are 
  not present depends upon personal relationships, and is usually a nickname or just the crewmember’s forename. 
   
  Petty Officers below the rank of Master Chief Petty Officer are not called “Sir” by subordinates. Formally, they are 
  addressed as “Petty Officer” or “Chief Petty Officer” (usually shortened to “Chief” in informal situations). Master Chiefs are 
  called “Sir” by their juniors, and are extended the “Mister” courtesy by officers. Many officers address Chief Petty Officers 
  and above by forename if a good enough working relationship exists. Enlisted personnel on good terms with their petty 
  officers sometimes use informal honorifics. “Boss” is not uncommon for a team or watch leader.  
  
  SECTOR FLEET 
   
   
  72 
   
  It is always safe to address a superior officer as “Sir”. Indeed, there is a certain kind of rating who tries to say nothing 
  other than that single word to all officers. The word can have all manner of meanings in this case. Officers are often 
  referred to as “Mister…” by both superiors and subordinates. Aboard some ships, the use of an officer’s rank title implies 
  disapproval (from above or below) while “Mister” is respectfully friendly and approving. Both forms are actually correct in 
  Imperial Navy usage. 
   
  Crewmembers with a specific job may be referred to by a formal or informal title. These are usually used by superiors or 
  those who think they are out of earshot. The ship’s senior medic (or whatever actual rank) is “Doc” or “Doctor”. The 
  gunnery officer is “Guns”. Communications operators are by ancient tradition “Sparks”. Security chiefs are often formally 
  addressed as “Master-at-Arms”. The Captain is addressed as “Sir,” or “Captain”. “Skipper” is a nickname usually reserved 
  for the Captain’s absence. To most professional navy officers it smacks too much of beat-up merchant auxiliaries with 
  reservist crews to be properly respectful.   
   
  Noble forms of address are not used within a crew, except as an insult to a junior. Referring to Sir Angus instead of 
  Ensign McCalley implies that he is not fit to be addressed as a “real” navy officer, but is only here thanks to family 
  connections. Of course, guests, diplomats and admirals are addressed by their noble titles. Off duty or in port, naval or 
  noble rank can be used according to personal preference and situation. 
   
  ORDERS 
  There are orders and there are orders. The difference between different types and levels of orders is drilled into personnel 
  during their training until understanding the hierarchy of orders and regulations is second nature. This is important, since 
  personnel must sometimes choose between conflicting orders. 
   
  One overriding factor is that personnel are expected to obey any legal order instantly, without question (though sometimes 
  explanation is necessary). At the same time, personnel are not required to comply with illegal orders or those that conflict 
  with the crewmember’s conscience. Obeying orders is never a legal defense in cases of crime or atrocity.  
   
  The navy has many Standing Orders, which personnel are expected to obey at all times or when the situation arises, 
  depending upon the nature of the order. Most Standing Orders have been in place for centuries, and concern matters 
  such as maintaining combat readiness or shipboard integrity. Such orders form the bulk of accepted Navy practice and 
  are simply part of daily life for personnel. 
   
  Standing Orders are also issued to a particular ship, squadron or fleet for the duration of a mission, war, operation or 
  deployment. They detail what to do if certain types of vessel or activity are encountered, or circumstances requiring 
  instant recall to base. Another Standing Order sometimes issued is along the lines of “if a certain event occurs or a certain 
  signal is received, open the sealed orders in the Captain’s safe and execute immediately”. 
   
  Mission Orders are (usually) given to the ship’s Captain before the vessel leaves port and detail what the ship is to do 
  while out of port, in general and then specifically. Sometimes the ship may carry one or more sets of sealed orders which 
  are to be opened only at a certain time or when certain circumstances occur. The contents are not known to anyone 
  aboard the vessel until that time. 
   
  Orders are issued by superiors in order to carry out the ship’s functions. Subordinates are allowed to ask for clarification 
  of an order if necessary, and to question or protest the order under some circumstances. However, they are always 
  expected to acknowledge the order and to carry it out unless it is countermanded. Acknowledgement takes various forms. 
  “Aye Sir,” or “Aye Aye Sir” is common. “Sir”, implies disapproval of the order (or great stress). Critical orders are often 
  repeated back with confirmation, e.g. “Initiate Jump Sequence. Aye, Captain.” 
   
  Most orders are commonplace, and phrased as polite requests. The stress or wartime might make a Captain say “do this” 
  instead of “would you mind doing such-and-such?” but in practice both are orders, and must be obeyed. A more forceful 
  order would be phrased as “do this… that’s an order.” This implies that the subordinate will be in big trouble if he or she 
  queries the order or hangs around. This form is used to overrule the protest of a specialist officer.  
   
  
  SECTOR FLEET 
   
   
  73 
  A third form of order is sometimes issued in the event of hesitation, protest or defiance from a subordinate. “That is a 
  direct order…” means that if the recipient is capable of basic metabolic functions, he or she had damn well better obey, 
  right now. The only way out of obeying such an order is to be dead or hospitalized, or to directly refuse on the grounds 
  that the order is illegal. In that case the order’s recipient is usually arrested and must explain his actions to a Captain’s 
  Inquiry or a full Court Martial. Sometimes the recipient is shot out of hand, though this always results in an inquiry which 
  may find the officer guilty of murder – or might rule that the action was legal and made necessary by circumstances. 
   
  A crewmember who is given an order that seems unwise may query or protest it. If the superior insists, the subordinate is 
  allowed to state that he is obeying “under protest”. Officers are more likely to protest than enlisted personnel. Protesting 
  does not make it acceptable to obey illegal orders.  
   
  Orders can be illegal for several reasons. Most commonly, this is because they come from outside the chain of command. 
  For example, a Branch Head Admiral or Sector Duke cannot issue orders to Imperial warships. Recommendations and 
  requests can be made; influence is often brought to bear, but these individuals are not in the chain of command and their 
  orders are not legal. They may be complied with if the ship’s Captain thinks that is the correct course of action, but this is 
  on his own authority and not that of the officer issuing the order. 
   
  Within a ship, the chain of command also applies. Technically, orders issued to personnel of a different department may 
  not be legal. Those coming from the ship’s Captain and executive officer are of course always legal in this context, but the 
  ship’s engineering officer is not allowed to call ratings away from their gunnery duties. However some orders, while 
  technically not legal, make sufficient sense that anyone not obeying them would be guilty of obstructing the running of the 
  vessel. Thus when Ensign Tomms from Medical rushes into the aft gunroom and orders the petty officer in command 
  there to form a firefighting party, the petty officer can technically refuse the order as illegal. But he’d be in real trouble for 
  it, assuming anyone survived the fire. 
   
  Any order backed by an Imperial Warrant is considered legal in the context of chain of command.  
   
  The other form of illegal order is rather different. There are some actions that cannot and must not be countenanced, no 
  matter who issues the order. It is never legal to massacre prisoners or shoot up civilian targets for the fun of it. Personnel 
  are required to refuse such orders and report the person who issued them to the authorities no matter what medals, rank 
  insignia or Imperial Warrants they may have. 
   
  NAVAL DISCIPLINE 
  All naval personnel are subject to naval discipline under the Imperial Articles of War. A system of infractions and standard 
  punishments are laid down, and cover most situations. 
   
  Minor infractions are dealt with by the Officer of the Watch, who may choose to refer the incident to the Captain or base 
  commander, but will usually hear the case and decide upon a punishment on his own authority. There is no trial as such; 
  miscreants are presumed guilty if the shore patrol, the Marines or the watch commander says they are. Punishments 
  usually take the form of confinement in quarters or the brig, a fine or assignment to a punishment detail carrying out 
  unpleasant work – this may be necessary or simply make-work. Laxness in routine duties, excessively rowdy behavior 
  while on shore leave, and other minor infractions of naval regulations are dealt with in this way. 
   
   
  More serious incidents, or those where there is real doubt as to blame and culpability, are dealt with by the Captain or the 
  base commander. Incidents requiring the Captain’s personal attention include fighting with personnel from the same or 
  another ship, laxness that might endanger the vessel or impair combat readiness, and any crime requiring a full court-
  martial. The Captain can demote a member of his or her own crew or impose longer periods of confinement or punitive 
  detail. 
   
  In times of severe need, the commanding officer of a base or ship can dispense summary justice – up to and including 
  death. The commander will have to justify his actions to a court of inquiry, and may face murder charges. The only 
  circumstance likely to be accepted by the court is when there is a clear danger that a highly dangerous prisoner may 
  escape and cause further harm. Shooting a mutineer in the course of suppressing an attempt to take over the ship is 
  acceptable. Executing captured mutineers is not, unless there is no way to prevent them from immediately repeating the 
  attempt. 
  
  SECTOR FLEET 
   
   
  74 
   
   
  COURT OF INQUIRY/COURT-MARTIAL 
  Facing a court-martial is not a punishment in and of itself, though many laymen believe differently. In fact the term simply 
  means “military court”. It is the right of any officer – and enlisted personnel under some circumstances – to request a 
  court-martial. This is sometimes done when an officer feels he has been unfairly treated or punished. However, it can be 
  unwise, since a court can impose far worse punishments than a ship’s Captain. A court may dismiss an officer from the 
  service, to be handed over to the civilian authorities, though normally the Navy deals with its own. 
   
  Serious crimes such as treason, rape, murder, desertion, embezzlement or theft of Navy property are grounds for a full 
  court-martial. Such a court can impose any punishment allowed under Imperial Law. The defendant is appointed an 
  advocate, who is usually a naval officer with special training in naval and Imperial law. There is no jury. Guilt and 
  punishment are decided by a panel of three senior officers. In many cases, the court-martial simply rubber-stamps the 
  recommendation of the miscreant’s commanding officer. Other trials are more lengthy, but never go on for months like a 
  civilian case might. 
   
  Many incidents are followed by a Court of Inquiry. This is a special form of court-martial, which investigates an incident 
  and the way it was handled. Blame may be apportioned, commendations issued, or the whole matter quietly swept under 
  a handy rug.  
   
  An officer facing a Court Martial (or Court of Inquiry) is required to hand over his sword to the court at the beginning of 
  proceedings. If the verdict of the court is against him, he will know the moment he is called back to hear the court’s 
  decision. In this case, his sword will be placed on the court bench with the blade facing towards the defendant, and he can 
  expect at the very least an official reprimand and probably far worse. Loss of rank and seniority are common 
  punishments.  
   
  If the hilt of his sword faces him, the officer at least knows he is not going to be punished. Indeed, he may be praised or 
  promoted. However, sometimes a court may find that there is insufficient evidence to censure an officer, but remain 
  suspicious of him. In that case the official verdict will be favorable but the officer’s career will inexplicably stall, or he will 
  be reassigned to a harmless or dull post where he can do little damage if he screws up again. 
   
  STARSHIP OPERATIONS 
  The general operation of a starship is subject to certain common procedures, covering normal and predicted emergency 
  situations such as combat. 
   
  GENERAL SHIPBOARD PROCEDURES 
  Some shipboard (and base) procedures are virtually identical across the entire Imperium. 
   
  Recreational Chemicals 
  Some system navies are “dry”, but the Imperial Navy is not. It has long been understood that alcohol and other 
  recreational chemicals get aboard any ship, no matter how diligently regulations are applied. This creates an 
  unacceptable avenue for corruption among Navy crews. The Navy thus allows vessels to maintain a “wine mess” for 
  officers (which usually contains more than wine) and a liquor stock for enlisted personnel. Access is strictly limited, and 
  intoxication on duty is a serious infraction of discipline, as is rendering one’s self incapable of carrying out duties. Alcohol 
  is the most common recreational chemical aboard naval vessels, but the rec-chem regulations allow for a variety of other 
  drugs with similar effects and low chances of addiction. 
   
  Command Procedures 
  Command of a vessel rests with the Captain (whatever his actual rank). The Captain issues orders as to what is to be 
  done. The Executive Officer then ensures those orders are obeyed, or finds out why not. If the Exec does not inform the 
  Captain that an order has not been carried out, the Captain will usually assume that it has been obeyed. 
   
  Department heads make specific decisions as to how to implement the Captain’s orders, and pass those orders down the 
  chain of command to their subordinates. For example; the strike cruiser Seydlitz is taking a pounding from system 
  defenses. The Captain decides she cannot complete her mission and needs to escape quickly to avoid destruction. He 
  orders the Exec implement an emergency Jump procedure. The Exec orders the Astrogator and the Engineering Officer 
  
  SECTOR FLEET 
   
   
  75 
  to prepare for crash-Jump. The Astrogator calls up a pre-prepared course plan. The Engineer orders his Power and Jump 
  chiefs to implement certain procedures. They do so, using their initiative to deal with any glitches or problems they 
  encounter. This may require hands-on work, or orders to their team. Meanwhile the Chief Engineer monitors both 
  procedures, offering advice and guidance to both teams to ensure a fast, efficient procedure that gets the drive ready in 
  minimum time.  
   
  Neither the Power or the Jump chief is totally happy with what he has achieved, but the Engineer decides on the best 
  compromise and implements it. He has reservations, but knows how urgent things are. Having achieved the best Jump 
  configuration he can in the time available, he tells the Exec that the drive is ready, but that implementing now carries a 
  significant risk of Misjump. The Exec at this point already has confirmation from the Astrogator that Jump is laid in. 
  “Emergency Jump ready, Captain,” says the Exec. “Chief Engineer has reservations.” 
   
  The Captain weighs the situation… risk Misjump now, or take more time to prepare and suffer more damage? “Execute 
  Emergency Jump!” says the Captain, and the Astrogator, not waiting for a repeat from the Exec, does so. 
   
  This is standard command procedure. The Captain is not interested in specific details. He must weigh the issues – his 
  own appraisal of the tactical situation, the engineer’s reservations, the fact that the Astrogator did not mention any reason 
  why the ship could not Jump safely. His decision is based on the overall situation. Subordinates must take care of the 
  details, the Exec must filter and distil the information for him, and he alone must take responsibility for the final decision. 
   
    
  Senior Subordinates 
  Sometimes a relatively junior officer may take up command of a vessel and find that he is actually outranked by one or 
  more of his subordinates. This tends to happen when a Lieutenant-Commander takes over a destroyer which has 
  previously been “senior ship” in the squadron. Even though the Gunnery Officer is a full Commander, the person in charge 
  of the ship (i.e. the Captain) is the Lieutenant-Commander. His (or her) orders must be obeyed, even by specialist officers 
  holding a higher rank. 
   
  There is a naval protocol for this situation. The higher-ranking officer must salute his Captain, defer to him, and call him 
  Sir. The Captain must salute his subordinate, and call him Sir. Tact and respect are called for, as the senior subordinate is 
  obviously an experienced and skilled officer even though he is not in the command position. The appointed Captain is in 
  charge, though. There can be no question of that. 
   
  This situation occurs fairly commonly. On some ships it causes friction, on others it is a matter for strict protocol. Aboard 
  the best it is an asset, a fact of life, and the cause of occasional wry amusement among officers who respect one another 
  and know their jobs. 
   
  Officer of the Watch 
  The Imperial Navy divides the day into three “Watches”, each of 8 hours’ duration. Known as the Fore, Aft and Night 
  watches, each Watch is commanded by the most senior officer available. When a ship is not closed up at action stations, 
  routine situations are dealt with by the Officer of the Watch (OOW). This duty is rotated through all the ship’s officers 
  except the Captain and Ensigns. Small ships use petty officers for the duty as needed. The Officer of the Watch is 
  responsible for receiving guests and work parties aboard, keeping track of paperwork, and dealing with miscreant 
  crewmembers. Mostly the duty is a matter of being available, or of wandering about the ship seeing that everything is all 
  right. Occasionally a crisis develops, in which case the OOW must deal with it until the Captain or the Watch commander 
  can be summoned. 
   
  SECURITY PROCEDURES 
  As might be expected, security aboard Naval ships and installations is tight. A balance must be struck between keeping 
  the vessel secure and actually getting anything done. 
   
  Sidearms and Swords 
  All Navy officers other than medical personnel are issued a sidearm. This is kept in quarters rather than in the ship’s 
  armory. The Officer of the Watch is normally armed while about his duties, as are all officers during alerts. Sidearms are 
  also issued to personnel on security duties as necessary, though often cutlasses or batons are carried instead or as well. 
  Sidearms are routinely worn by security patrols and the ship’s security chief, whatever their respective ranks may be. 
   
  
  SECTOR FLEET 
   
   
  76 
  All officers (including medical officers) have a dress-sword for ceremonial occasions. Whether this weapon is sharp or not 
  is a matter of personal preference, though some captains and even admirals make stipulations for all personnel in their 
  command area. A variety of patterns are used, from relatively heavy cutlasses and sabers to a light, curved sword known 
  as a ‘Navy Foil’. Naval officers who are also nobles sometimes carry a ‘true’ Foil as their dress sword. The regulations 
  about which swords may be or must be worn by a noble officer at any given occasion are massively complex and fairly 
  pointless. For the average Naval officer things are simpler – he wears his regulation dress-sword anytime he is in full 
  dress uniform, and anytime a superior specifies ‘swords will be worn’. 
   
  ‘Fighting’ swords are sometimes issued to security personnel and officers. Rather more plain than an officer’s dress-
  sword, the standard Naval cutlass is an intimidating weapon, which is its main use. Boarding parties, for example, are 
  often preceded by two ratings or Marines with drawn swords (if actual trouble is expected, the party goes through with 
  guns ready instead) in a mix of ceremony and threat that may make the boarded crew more compliant. 
   
  Actual combat with swords is quite rare, though fencing is a popular Naval pastime. Light ‘sport’ swords more or less 
  identical to a Foil are common, though there are categories in many events for ‘cutlass fencing’.  
   
  Guards and Security 
  Some areas of the ship are always guarded. The Armory, Bridge and Engineering Control Area all have a single sentry 
  (except on the smallest ships). These may be Marines, but more often are crewmembers with appropriate (Naval 
  Regiment or Gunnery Branch) training assigned to security duty. Sentries are usually armed with a baton and a snub 
  pistol. 
   
  In port, security patrols outside the ship are usually armed with snub pistols or autopistols, though in friendly ports the 
  guards may wear a cutlass instead for show. An armed “response party” is always maintained at readiness within the 
  ship, away from the public eye. Snub SMGs and body armor are available to Navy personnel, while Marines serving as 
  Ship’s Troops have their own equipment. Battle dress is not normally used for these situations. 
   
  When a ship is grounded in potentially hostile territory, Marines are deployed for security, backed by Naval personnel 
  armed with Advanced Combat Rifles (ACRs) or the new Advanced Combat Carbine (ACC). 
   
  Guns Aboard Ship 
  Most of the weapons aboard a starship are locked up in one or more armories. A stock of snub pistols and SMGs, plus a 
  few ACRs and cutlasses, are stowed for issue at need. Larger ships may have more than one main armory, and several 
  “security lockers” containing snub pistols situated in strategic areas. All ships have at least a couple of snub pistols in a 
  locked cabinet in Engineering, and another on the Bridge.  
   
  Access to the armories is restricted to the Captain, the Exec and the commander of any ship’s troops (or the Security 
  officer). Local security lockers have coded keys, with access granted to the senior crewmember in that section of the ship.  
   
  Boarding and Customs 
  The Imperial Navy has the right to stop and search any ship in Imperial Space. Vessels using courtesy “transit corridors” 
  are often allowed to pass without anything more than a friendly greeting, but even in a transit corridor, the right of stop and 
  search exists. This right extends to every vessel not belonging to the Imperial Navy, including Huscarle and mercenary 
  ships, and even the yacht of the Sector Admiral or the Archduke. While some nobles are “difficult” about being boarded, 
  most understand that an even-handed application of the rules is necessary, and submit without protest. Some are 
  positively delighted to be boarded by the Navy and try to make a social occasion of it. 
   
  The Navy not only has the right but the duty to board and search. It does not make exceptions, though unless there is a 
  blanket search order assigned to a particular system, not every vessel will be searched. Naval ships do not dock with 
  vessels to be boarded. Personnel use shuttles or jump across, even when the board-and search is a cursory routine 
  check of a known friendly ship. Boardings are always conducted by armed parties, in vacc suits. At least some members 
  of the party keep their suits sealed at all times.  
   
  Personnel selection for boarding parties favors (in order) Marines, Naval Regiment personnel, Gunnery personnel, and 
  any crew with small-arms proficiency badges. By preference, boarding parties are commanded by a Naval officer or petty 
  
  SECTOR FLEET 
   
   
  77 
  officer, even if a more senior Marine is present. Where possible, specialist personnel accompany the boarding party, in 
  the hope that they will spot discrepancies that a non-specialist might not. 
   
  Boardings take the form of an examination of the ship’s papers, a visual examination of cargo, bridge and drive areas, and 
  a detailed close-range sensor probe of the ship. Logs are downloaded and checked for discrepancies, and the ship’s 
  complement are questioned in as much depth as necessary. Compliance with safety equipment and navigational laws is 
  verified, and the vessel is either allowed to go on its way or seized for a more detailed search. If necessary, the ship is 
  escorted (or personnel are put aboard to bring it) to the nearest Naval base to be dismantled. 
   
  Most boardings are undertaken with an air of polite distance on the part of Navy personnel, and usually weary resignation 
  from the boarded crew. Gifts and gratuities – of any form – are never accepted by barding party members.  Even once a 
  ship has been declared clear to pass, it is immediately subject to search by the same Navy vessel or any other. This right 
  can be used to harass suspected criminals, but is rarely abused. 
   
  FLIGHT PROCEDURES 
  When a vessel is out of port, certain operational procedures are adhered to. A qualified officer is always present on the 
  bridge to deal with any sudden crisis, and a constant passive sensor watch is maintained. 
   
  Transponder Modes 
  Imperial Navy vessels normally run either in “Quiet” or “Overt” mode. In overt mode, the vessel’s transponder is active, as 
  are her active sensors. The Navy ship is as visible as any merchant – more so – and clearly identifies herself not only as a 
  naval ship but usually by class and name. When on traffic control, escort or similar duties, high visibility is an asset. 
   
  In Quiet mode, the ship’s transponder is off but IFF (Identification Friend-or-Foe) is in “response” mode. That is, the IFF 
  system will respond to queries from other ships. Those squawking the correct codes (i.e. friendly Navy ships) will get the 
  full transponder information back by tight beam signal. Other craft will get a response identifying the ship as an Imperial 
  Navy vessel, but offering no other information. This response will not be made to a general IFF squawk unless it carries a 
  Navy code. Only if the interrogative signal contains the Navy ship’s co-ordinates (i.e. it is certain that she has been 
  spotted by sensors) will any response at all be made. Otherwise, she will continue to hide. 
   
  A third mode, Silent mode, is used for combat situations. Emissions are masked to the utmost degree and only Navy IFF 
  codes will receive a response and then only by tight beam, if authorized.  
   
  Sublight Movement 
  A vessel operating in Overt mode will usually use constant acceleration to reach her destination by the most efficient 
  route, though Navy ships routinely vary their acceleration and vector slightly in a manner similar to a wet-navy vessel zig-
  zagging to foil a possible submarine attack. Under combat or alert conditions, vessels usually either “creep”, at low 
  acceleration and with consequently lower emissions, or “sprint and drift” using short bursts of acceleration with the drive 
  section turned away from the suspected location of hostile vessels and emissions hopefully masked by the bulk of the 
  ship.  
   
  In combat, pseudo-random evasion patterns of thrust and attitude are used to confuse the enemy’s firing solution. It is a 
  tactical decision for the Captain as to how far off the desired mean vector a ship should thrust. The more radical the 
  evasion, the slower the ship will reach its destination or firing position.  
   
  JUMP PROCEDURES 
  The normal Jump procedure used by the Imperial Navy is lengthy and careful. Jump requires close coordination of 
  powerplant output, Jump engine calibration, and Astrogation input. Actual initiation is by the Astrogator, but regulations 
  require that Jump only be initiated on the orders of the commanding officer of the vessel.  
   
  Standard Jump Procedure 
  A standard Jump moves through several stages of readiness, all subject to confirmation and authorization. Jump s a very 
  deliberate procedure aboard a Naval ship. 
   
  
  SECTOR FLEET 
   
   
  78 
  Stage 1 Readiness: Astrogation plot is generated and fed to the astrogation computers. This determines the level and 
  pattern of charge in the ship’s Jumpgrid, and the general parameters of the Jump engine initiation. Several destinations 
  can be held at Stage 1 readiness. 
   
  Stage 2 Readiness: Destination is confirmed and locked into the astrogation computers. Specific parameters are 
  generated for Jump drive and hull grid. This process takes 2-3 minutes, and only one destination can be held at Stage 2 
  readiness. Vessels entering combat often have an escape Jump plotted and held at Stage 2. The hull grid is not live at 
  this stage. 
   
  Stage 3 Readiness: The Jumpgrid is brought up to 30% charge level, and the Jump engine begins its warm-up cycle. 
  This draws a great deal of power and increases a ship’s emissions considerably. It is usually possible to tell if a ship is 
  running at Stage 3.  
   
  Stage 1 Initiation: The Jump engine (which includes a massively high-output but very inefficient generator) begins to 
  burn liquid-hydrogen fuel at an enormous rate, generating immense power levels. If the rate of fuel flow and energy output 
  is gently ramped up over 10-15 minutes (this is referred to as a “warming cycle”) there is little strain on the engines and a 
  very small chance of Misjump. Grid power increases rapidly to 80% of maximum. Normally this phase takes 1-2 minutes. 
  Emissions are greatly increased. Even quite poor sensors can tell if a ship is at Stage 1 initiation. Jump can be aborted at 
  this point, though there is a small risk of a power overload and about 5% of the Jump fuel is typically wasted. 
   
  Stage 2 Initiation: The Jump drive burns through the fuel that will be needed for this jump, and emissions go off the 
  scale. Jump grid is brought to 100% entry power, and held there. Jump must be initiated in the next 3-5 minutes, or an 
  emergency abort begun. If not, the ship will enter Jump without proper control, and will certainly Misjump or be destroyed. 
  Even if an emergency abort occurs, the fuel has expended. 
   
  Jump Initiation: With the grid at full power, the vast energy generated by the Jump engine is blasted into it, projecting the 
  vessel into Jumpspace. Destination is determined by the energy balance and configuration of the grid at the time of Jump 
  initiation, and can be affected by gravity wells, damage or power fluctuations. 
   
  Jump Maintenance: Once in jump space, the ship’s power plant is used to maintain the J-field around the ship. Without 
  it, the vessel is instantly destroyed. 
   
  Four other Jump procedures are important to the Imperial Navy: 
   
  Emergency Abort 
  A ship which suddenly has a pressing reason not to Jump (such as combat damage just before initiation) can make an 
  emergency abort. From Stage 1-3 Readiness, this is a relatively low-risk procedure, requiring only routine engineering 
  tasks known to all qualified Engineering personnel to complete safely. Mistakes may result in minor systems damage from 
  power surges, but usually nothing serious. 
   
  Aborting from Stage 1 Initiation is more dangerous and will tax most Engineering teams. Errors will certainly cause some 
  systems damage, and there is a possibility that sections of the Jump grid may be damaged by overloading. The ship’s 
  power system may also be damaged. 
   
  Aborting from Stage 2 Initiation is a desperately dangerous undertaking requiring emergency procedures and (usually) a 
  certain amount of ‘seat of the pants engineering’ in a very fluid and dangerous situation. An error can result in anything 
  from power overloads that take out various systems, to a drive explosion that wrecks the engineering section. In some 
  rare cases the ship enters Jump anyway, with a totally random destination and serious damage to the Jump and Power 
  systems. Few vessels survive this experience. 
   
  Crash Jump 
  Sometimes it is necessary to escape a desperate situation. The normal Jump cycle takes 15-20 minutes assuming course 
  plots are ready. By crash-starting the process and going immediately to full power, Jump can be initiated in 1-2 minutes if 
  a course is ready in the computer. This causes great strain on the system, at the very least shortening the life of the Jump 
  engine.  
   
  
  SECTOR FLEET 
   
   
  79 
  To initiate a crash-Jump, in-game the normal engineering and astrogation rolls are needed. To actually survive the 
  process, a second set of powerplant and jump engineering rolls must be made at a suitable penalty for the circumstances. 
  If either set of rolls is failed, the ship has Misjumped with damage to its drives. If both are failed, well, at least  the 
  explosion will look impressive. 
   
  Squadron or Fleet Jump 
  Jump mechanics are not properly understood. Two similar vessels can enter Jump at the same time and place, with the 
  same destination, and come out 2 days apart. This is not acceptable for fleet operations. The Imperial Navy gets around 
  this in two ways. Jumps are made, where possible, into points distant from the projected location of enemy forces. This 
  gives time for the fleet or squadron to reorganize itself upon arrival. However, it is not always practicable.  
   
   
  For this reason, all Navy vessels are fitted with Squadron Jump systems. These generate Jump parameters for a group of 
  ships rather than a single vessel, and slave the systems of all ships to a central initiation circuit. The standard unit (which 
  is very expensive) can cover a squadron of ships (or a convoy and its escorts). Fleet flagships are fitted with an even 
  more complex system which can coordinate the Jump of a number of squadrons.  
   
  There is still variation in emergence, however. Using a linked Jump reduces variation in time to about an hour either way 
  in most cases. Position variance is minimal. This means that fleets can Jump en masse and be ready for combat at the far 
  end, but a fleet emergence is still an exciting time for all concerned, as vessels emerge in the wrong order, on slightly 
  different vectors, and dispersed in time by up to 2 hours. The variance is greater for large fleets. A single vessel and her 
  escorts are likely to emerge all together. Larger forces are not. 
   
  Pursuit Jump 
  The Squadron Jump computer can be used to analyze a vessel’s Jump parameters and initiate a pursuit Jump to the 
  same destination. If the pursuit Jump is initiated very soon (2-3 minutes) after the first craft Jumped, there is an excellent 
  chance that the pursuer will arrive in the same relative position to the pursued as before Jump was initiated. Any delay 
  allows for parameter drift, with the result that location or, more likely, time of arrival may be off.  
   
  The longer the delay, the more variation there is. If the pursuer takes than 15 minutes about initiating the Jump, the 
  parameters will have drifted so much that the result is no different to the normal situation when two ships Jump 
  independently to the same system – emergence location may be different by millions of kilometers, and the usual day-
  either-side-of-a-week duration applies. The pursuer will usually arrive within a half day, and somewhere within a few 
  millions of km, but this is of little use in a pursuit situation. 
   
  For this reason, pursuit Jump is a hurried, crash-Jump situation, and is rarely used. 
   
  COMBAT PROCEDURES  
  When Action Stations is sounded, all crew must immediately suit up and proceed to their battle station. Those manning 
  essential systems remain at their post until relieved and only then don their suits. As sections report suit readiness, that 
  section is evacuated to prevent explosive decompression.  
   
  A ship’s weapon systems are normally powered down. Overall status of weapons is controlled from the Captain’s position. 
  Several settings are available: 
   
  • 
  Weapons Tight: Weapons are powered but cannot fire. 
  • 
  Defense Free: Weapons are powered, but only point-defense lasers and defensive systems can operate. 
  • 
  Weapons Free: All weapons can fire, but only under the central direction of the gunnery officer. Point-defense can 
  operate independently. 
  • 
  Local Control: All weapons are released to operate independently. This mode is used when main fire control is out 
  of action. In the event of serious damage or the loss of the bridge, all weapons automatically revert to local 
  control. Local control is less efficient than central fire direction, and the possibility of friendly-fire incidents is much 
  higher. 
   
  Which mode the ship’s weapons are in depends upon the Captain’s appraisal of the situation. Additionally, weapons use 
  is affected by orders from squadron or fleet command. These place no physical restriction on the use of weapons, but 
  advise the Captain as to whether he is allowed to initiate combat. This is particularly important when undertaking delicate 
  
  SECTOR FLEET 
   
   
  80 
  operations in a situation of cold war or tension, where provocation can be expected. The threat warning issued by higher 
  command helps a Captain decide what sort of response to make. His instinct may be to blast that harassing Solomani 
  gunship in case it suddenly opens fire at close range, but his orders may not allow it. 
   
  • 
  Threat Warning Green: No threats are expected. The vessel is not authorized to initiate combat, but may of 
  course defend itself.  
  • 
  Threat Warning White: A possible threat exists. The vessel may respond to an attack, but may not initiate 
  offensive action. If fired upon, a limited response to remove the threat is authorized, 
  • 
  Threat Warning Red: A real threat of attack exists. The vessel is free to engage potential threats before they open 
  fire, but not to actively seek combat. 
  • 
  Threat Warning Black: A war, or war-like situation exists. The vessel is free to seek out and engage enemy 
  vessels at best opportunity, subject to its operational orders. 
   
  Special conditions exist. For example, a vessel operating in a condition of Green, Weapons Tight, may still engage a 
  known pirate vessel, since standing orders permit this.  
   
   
  Rules of Engagement 
  Naval vessels are subject to strict rules of engagement. Under normal circumstances, suspect vessels must be 
  challenged three times and a warning shot fired before any attempt is made to damage the vessel. However, there are 
  occasions when naval ships may fire with minimal, or no, warning. In time of war, vessels identified as belonging to hostile 
  states may be attacked without any warning. Indeed, this is the preferred mode of attack. Such vessels are usually 
  identified by passive sensor data picked up by picket craft. 
   
  Free-fire zones exist around sensitive sites and vessels. Flagships, Naval depots and the entire Imperial Bodyguard 
  squadron exert a “free-fire zone” around them, wherever they may be. Intruder craft will be warned if they are outside the 
  zone, or just inside it. A craft that manages to slip deep into the free-fire area without being detected is almost certainly up 
  to no good, and policy is to destroy such craft with overwhelming fire immediately upon detection. A craft that is not 
  destroyed will be boarded and stripped down to its frame – and the crew interrogated very thoroughly – to find out what 
  the ship was up to. 
   
  In the event that a vessel fires upon a Navy ship, a civilian vessel or an installation belonging to the Imperium or its 
  member worlds, it is subject to retaliation with lethal force. Vessels may be challenged to stand down at discretion, but the 
  Captain of a Navy vessel is quite within his rights to blast anyone who shoots at his ship into sub-atomic particles. 
   
  In all other cases (subject to the Captains’ judgment of the situation), vessels must be challenged, and fire should be 
  directed to disable rather than destroy. Clear target identification is essential, especially when dealing with what looks like 
  a corsair but just possibly could be a nervous merchant vessel. 
   
  Damage Control 
  When a ship is closed up at action stations, all personnel who are not involved in running combat-necessary systems, or 
  waiting in reserve to replace casualties, are assigned to damage-control teams. These include Engineering and Technical 
  personnel, plus the ship’s cooks, clerks and other general Crew-branch members. Everyone receives training in basic 
  damage control procedures, and teams drill constantly. 
   
  Damage control is coordinated by the ship’s security officer, who dispatches response teams to deal with gross damage 
  such as hull penetration and technical teams to repair command pathways and other more delicate systems. There is a 
  brutally simple rule to damage control operations – Save the Ship. Individuals are irrelevant beside the need to preserve 
  the entire ship’s company. The ship must retain the capability to support life, to move, and to fight. Everything else is 
  secondary. 
   
  Leaders of damage control teams must often make critical decisions in an instant, and must be able to be callous about 
  the fate of individual crewmates in the interest of saving the ship.  
   
  Devolution of Command 
  The ultimate authority aboard the vessel is the Captain. Whatever his (or her) actual rank, the appointed or acting 
  commanding officer of the vessel has complete authority and responsibility for the ship, her crew, and her mission. The 
  
  SECTOR FLEET 
   
   
  81 
  Captain has the right to overrule any officer under his command, but is well advised to listen to the opinions of specialists 
  such as engineering or gunnery officers. The Captain must keep track of the “big picture” and not become bogged down in 
  minutiae. 
   
  The Captain’s orders are implemented by the Executive Officer (hence the job name.) On small vessels this officer may 
  have other duties, but as exec, he or she is responsible for implementing the Captain’s decisions and for having distilled 
  information available at need. When the Captain wants a damage report, he does not need to speak to each department 
  head in turn. Instead, he wants the Exec to present a concise version of what the departments have been telling him. 
  Information-filtering is a vital part of the executive officer’s duties.  
   
  It has been said that the Captain deals with the Admiralty on behalf of the ship, while the Executive Officer deals with the 
  ship on behalf of the Captain. The partnership between the two is vital for a well-run ship. The Exec also stands in for the 
  Captain whenever he or she is unavailable, and takes command if the Captain is injured. 
   
  The various department heads are responsible for everything within their department, and for ensuring that the Captain is 
  kept up-to-date with circumstances. Each has complete authority within his own area. Conflicts of interest are resolved by 
  discussion, or referred to the Captain (or the Executive Officer.) Department heads are expected to advise the Captain if 
  he requests it (how much discussion is appropriate is determined by individual Captains) and if it is in the interests of the 
  ship. For example, a gunnery chief who knows that the ship’s fire control systems are down and not coming back on 
  anytime soon is expected to make it very clear to the Captain that the ship is not combat-worthy. Department heads are 
  entitled to protest orders that they consider inappropriate, but can be overruled by a direct order from the Captain if the 
  situation merits it. 
   
  Officers holding critical positions such as astrogator or security chief, who are not department heads, are also subject to 
  the above procedures within their area of responsibility. If the Captain gives an order that would place the ship in 
  jeopardy, officers are required to protest, no matter how fearsome the skipper may be. Those who do not, and survive the 
  result, can expect a court of inquiry.  
   
  In the event that the Captain is injured, command devolves to the Exec, then to the senior surviving bridge officer. The 
  procedure for who takes over after that is deliberately vague, to allow for circumstances. The Captain is entitled to appoint 
  any officer to the role of Acting Captain, whatever their actual rank. The last act of a gravely injured Captain should be to 
  place his ship in the hands of the person most likely to get it home, without prejudice or favoritism.  
   
  If the Captain cannot appoint a successor, the ship’s command structure usually indicates a suitable officer. Seniority and 
  rank are the usual criteria, though command tends to devolve upon officers of Line, Flight, then Gunnery branches. 
  Specialists in other areas are less suited to taking command of a ship and some, like Medical, are not in the chain of 
  command and are not trained for the eventuality, A medical officer, even a Commander, and would be a last choice before 
  getting down to Ensigns and Petty Officers. Any vessel having to make that sort of choice is almost certainly not going to 
  get home anyway. 
   
  Occasionally, an officer may decline to take command, choosing to remain at his station. For example, the gunnery chief 
  may be senior surviving officer when the bridge is blown away by a meson gun hit. He must choose between taking over 
  the ship and remaining where he is most effective – fighting the ship out of trouble. His choice is dictated by his opinion of 
  the next officer in the chain of command. Both options fulfill a responsibility to the ship. Which is more important is a vital 
  split-second choice. Small vessels have occasionally come home with a Petty Officer on the bridge giving orders to a 
  Lieutenant down in what’s left of engineering. This is an entirely acceptable situation, if both are where they can do the 
  most good. 
   
  Very rarely, it is necessary to relieve an officer of duty. For junior officers, this is the decision of the Captain or the medical 
  officer (but this must be ratified by the Captain.) If a Captain has obviously “cracked” or is behaving in a psychotic manner, 
  he must be removed from command. Not even the ship’s medical officer can do this on his sole authority. The only time 
  such a removal is legal on a single person’s authority is when an admiral aboard chooses to relieve his flag-Captain. At 
  any other time, three of the ship’s senior officers must agree to the necessity, and jointly request that the Captain stand 
  down. If he refuses, he must be arrested. This sometimes involves violence or the threat of it, and can result in infighting 
  among the crew. 
   
  
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  The line between mutiny and the legal removal of a Captain who is unfit for command is a fine one. A Court of Inquiry is 
  always called, and the actions of all involved are examined closely. If the officers acted correctly in response to the 
  Captain’s unfitness for command, they are quietly commended and the Captain will be re-evaluated for command. If their 
  actions were not legal, the officers can expect a trial as mutineers and harsh naval justice. Removal of the Captain is 
  always an unpleasant business. It is possible that, while the act was legal, the manner in which it was carried out may 
  result in censure. Future comrades and commanding officers may be suspicious of officers involved in such an incident, 
  however legal or necessary. 
   
  In the event of a violent removal, personnel who acted to defend the Captain, or to oppose them, will be subject to a court-
  martial. However, they are rarely punished if they can prove that they acted in good faith. Personnel involved in a messy 
  removal are always posted far apart afterwards. 
   
  ARMED SHIPS NOT UNDER FLEET COMMAND 
  There is a point at which an armed vessel becomes a warship. This is subject to all manner of definitions and legal 
  arguments, but the fact remains that there are many warships and pseudo-warships operating in Imperial space without 
  being part of a fleet. Some of those ships belong to planetary navies and are sometimes part of the Imperial Navy (e.g. 
  when they are serving with the Subsector Fleet) but at other times remain ‘private’ vessels. Some of these ships are very 
  large – cruisers and even the occasional battleship – but by Imperial Law they are entitled to go wherever they like in the 
  same manner as merchants and other civilian ships. For vessels operating under the banner of the Subsector or even 
  Sector Fleet as part of Colonial Forces, the situation is very clear-cut. They are subject to normal Naval procedures and 
  have all the powers of an Imperial Navy ship – which is, after all, what they are. 
   
  For the fairly large numbers of mercenary, corporate and planetary-navy warships in Imperial space which are not under 
  Fleet orders, a different set of regulations applies. The Imperium allows private shipowners to mount weapons on their 
  vessels for self-defense and while there are limits on what a private citizen is permitted to mount on a vessel, heavily-
  armed civilian ships are not uncommon in frontier areas. Such vessels are permitted to defend themselves or come to the 
  aid of another vessel under attack, just as citizens are allowed to defend themselves, but armed ships proceeding without 
  Fleet command normally have no legal jurisdiction. Thus the armed yacht and escort of a noble, or a corporate ‘route 
  protector’ would normally have no right to stop and search a suspected smuggler or pirate, though it could of course 
  engage a vessel that was attacking it or another ship and might give chase afterwards. 
   
  Thus normally a Planetary Navy ship that is not attached at that time to an Imperial fleet is permitted to go wherever it 
  needs to, but it is not allowed to function as a Naval ship. However, there are some exceptions.  
   
  Internal Wars 
  The Imperium permits worlds to go to war with one another provided the conflict is limited. Wars of conquest are 
  forbidden, though outsystem installations are occasionally captured and held. If fighting in a declared war (which includes 
  Trade Wars and other, similar, disputes), the warships of worlds, corporations, and mercenary formations are permitted to 
  engage in hostilities and military actions within the theater of war, and may in some cases search vessels within the 
  region. However, enforcing a blockade and harassing merchant ships gets dangerously close to ‘interrupting free trade’, 
  which is forbidden in Imperial High Law.  
   
  Huscarle ships are not normally permitted to take part in internal wars, though sometimes a noble in dispute with a 
  corporation (for example) may engage in ‘private’ hostilities. This is frowned upon by the Imperium since the nobility are 
  largely Imperial officials and should be above participating in local disputes. 
   
  Route protection and protection of interests 
  Corporate, Mercenary, Noble and Planetary warships may request (and will often be granted) permission to undertake 
  security patrols in certain areas. This is how the Route Protectors used by certain Megacorporation operate. Outside the 
  region (usually a chain of star systems forming part of all of a merchant route) specified in the vessels’ charter, they have 
  no legal powers. Within that region, a range of powers may be conferred. These range from a simple charter to protect 
  merchant vessels in the area (effectively conferring Imperial blessing on the endeavor but granting no legal rights) all the 
  way through to permission to function in the manner of a Naval ship in the specified region. The latter is fairly uncommon, 
  though sometimes Mercenary and Huscarle ships are co-opted to assist an overstretched Subsector Fleet in this manner. 
   
  
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  Planetary navies often seek (and sometimes get) permission to patrol nearby systems ‘to protect the interests of the 
  homeworld’. This is commonest where a trade route runs through a system that cannot afford much of a system 
  squadron. A nearby major world will undertake to patrol the system mainly to protect its own trade running through the 
  region. The Imperial Navy is thus freed from pressure to maintain a picket in the system, so this arrangement is 
  considered highly useful. It can of course be abused, but the penalties are severe. 
   
  Mercenary ships (and sometimes others) are also sometimes issued what amounts to an Imperial Letter of Marque 
  (though the Imperium does NOT issue Letters of Marque allowing attacks on commercial shipping) against pirates in a 
  certain region. This effectively gives the owning ship the right to stop and search suspected pirates and possibly 
  smugglers. It does not allow customs checks to be carried out, or enforcement of law other than apprehension of pirates. 
   
  Accountability 
  By tradition, permission to undertake ‘naval’ operations is granted by the office of the Sector Duke or the Archduke of the 
  Domain. This means that there may be ships carrying out naval tasks which are not under the orders of the regional naval 
  commanders. Friction over this is fairly rare however, since Admiralty liaison officers are available to the Dukes and there 
  is a considerable body of precedent on which to base decisions over whether to issue permission, and to what degree. 
   
  Planetary Navy and private ships that are subject to activation by the Colonial Fleet are monitored by the Colonial Office. 
  In addition, all warships operating within a subsector are monitored by the Subsector Admiralty and by the staff of the 
  Subsector Duke. Minor infractions of regulations are subject to penalties imposed by the Imperial courts and may include 
  punishments meted out to the vessel’s captain, crew or owning body. Major infractions can result in Imperial intervention 
  against the owning world or corporation, or the arrest of the captain and crew as pirates.  
   
  Weaponry 
  Warships that are available to the Colonial Navy may mount almost any weapon. They do not carry nuclear munitions 
  unless on a war deployment, and certain very powerful meson guns and particle accelerators are normally replaced with 
  downgraded weapons before the ship is decommissioned from the Imperial Navy. Such weapons are normally found on 
  fairly new ships anyway, and these tend to still be in service so the question rarely arises. 
   
  Nuclear missiles are not permitted to planetary powers except where clearance has been issued by the Sector Admiral. 
  This is routine in the case where large-scale warfare has broken out in the region and maximum effort may be needed in 
  order to repel an assault. A world that is attacked by a non-Imperial power and uses nuclear missiles before permission 
  arrives will not normally be censured.  
   
  Nuclear weapons are not allowed under other circumstances. The last thing the Imperium needs is indiscriminate 
  launching of nukes in the middle of a Trade War or inter-world dispute.  
   
  In all other ways the weaponry available to planetary navies, corporate powers and so forth is the same as that used by 
  the Imperial Navy, though the latest upgrades and designs are always reserved for Fleet use and not made available on 
  the open market until they have been declassified – which usually occurs well after they have been supplanted by 
  something better. 
   
   
    
   
   
  
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  CHAPTER 6: WEAPONS AND EQUIPMENT 
  Much of the equipment of the Imperial Navy is standard, and available to corporate or private purchasers. However, some 
  equipment is restricted to military use by the Imperial and Colonial fleets. It is sometimes possible to obtain such systems 
  by various means such as unauthorized salvage or elaborate scams, but Naval Intelligence tends to be very interested in 
  anyone who suddenly starts using meson weaponry. The Navy (and the Marines) are likely to pay a visit shortly 
  thereafter. 
   
  STARSHIP SYSTEMS 
  The Imperium recognizes the need for armament on civilian vessels such as liners and freighters. A few laser or missile 
  turrets are an effective deterrent to piracy or hijacking. Sophisticated defensive systems capable of stopping Navy-grade 
  weapons, and those weapons themselves, are judged to be unnecessary for most self-defense purposes. Most are 
  available to Colonial Navy, System Squadron and Huscarle units. 
   
  WEAPON MOUNTS 
  All weapon systems need to be mounted somewhere on the ship. Weapons are normally grouped into batteries that fire 
  together, increasing the chances of a successful hit and also damage. Batteries are told what to shoot at and when by the 
  gunnery officer in most case, but are actually directed by the battery commander. If this central control is lost, weapons 
  can continue to fire under local control with reduced effectiveness. 
   
  Spinal Mounts 
  In order to generate ship-killing damage, very large weapons mounts are fitted to most large warships. Such weapons run 
  the length of the ship and often have dedicated powerplants. Depending upon the weapon, very limited aiming is possible 
  by manipulating containment fields and focus arrays but essentially a spinal mount is aimed by pointing the main axis of 
  the ship at the target.  
   
  Most spinal weapons are meson guns or particle accelerators, though variants do exist. Truly colossal lasers are not as 
  much use as their advocates would like, but some small strike craft are built around a “spinal” fusion or plasma gun, and 
  some bombardment ships carry a large mass driver down the main axis of the vessel. Spinal mounts cannot be retrofitted 
  to a design; the spine is part of the main keel of the ship. 
   
  In theory, any vessel could be built around a spinal mount, but the power and space requirements are such that they are 
  not really suitable for smaller craft. Occasionally a destroyer or patrol ship-sized vessel is encountered carrying one as a 
  deterrent and a sort of “varmint gun” to take out small corsairs and minor strike craft with a single blow. Such minor spinal 
  armament also allows small ships to present a credible threat against a major warship, but trying to use it amounts to 
  suicide. 
   
  Weapons Bays 
  Defensive systems and oversized weapons can be mounted in “bays”. A bay is simply an area within the hull dedicated to 
  serve a particular weapon system. Missiles and particle accelerators are the commonest bay weapons. A large ship may 
  carry several – even hundreds – of weapons bays. A smaller vessel may be built around a single one as a sort of 
  miniature spinal mount. In this case the bay would be referred to as the “missile room” or “accelerator chamber”. 
   
  Unused weapon bays can also be used as small craft berths, missile magazines, troop ready rooms, cargo areas, beer 
  stores and in all manner of other ways. 
   
  Weapons Barbettes 
  A barbette is an oversized turret mounting a single large weapon such as a particle accelerator. While barbettes cannot 
  mount the powerful weapons that can be fitted in a bay, they are capable of bringing fire to bear in a wider arc. Barbettes 
  are fitted as part of the battery armament of large ships and also to allow a couple of powerful weapons to be fitted to a 
  small vessel such as a Gazelle class close escort. 
   
  Weapons Turrets 
  Most smaller weapons are mounted in turrets to give good all-round coverage. The turrets themselves are the same as 
  civilian counterparts, though they tend to have the same armor protection as the parent vessel and are thus far more 
  
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  survivable than civilian weapons. Single, dual and triple turrets are common. Larger weapons such as plasma guns take 
  up an entire turret, or else are mounted dually in a barbette. 
   
  DEFENSIVE SYSTEMS 
  A range of defensive systems are standard across the Imperium. Not every ship has all, or even any, of them. Defensive 
  Systems are sometimes referred to as ‘screens’ and are basically passive in nature. Screens crewmembers are members 
  of Gunnery branch and the operation of defensive systems is coordinated by the gunnery officer. Large ships often have a 
  ‘Screens Officer’ subordinate to the gunnery officer, who commands the specialist defensive systems. Such ships usually 
  also have a Missile Officer, Beam Weapons Officer, Spinal Mount Officer etc. 
   
   
  Repulsors 
  Repulsors are based on focused gravitic field generation; the same systems that create the artificial gravity fields aboard 
  starships. They can be fitted in standard turrets and larger bay mounts. Their function is to deflect incoming missiles and 
  debris before impact with the hull. Repulsors could also be used to deflect kinetic-energy projectiles, artillery shells and 
  such like, if the vessel were in the unusual position of being the target for some. They have no effect on plasma, fusion, 
  particle or laser weapons, or relativistic objects. 
   
  Meson Screens 
  Meson screen generators are fitted to all major warships, and many smaller ones. Their function is to disrupt incoming 
  meson streams and prevent the decay of the particles from occurring at the intended moment. This can reduce damage 
  from meson weapons or cause them to miss entirely. Meson screens have no value against any other weapons.  
   
  Black Globes 
  The Black Globe is a somewhat unreliable technology developed from relics left over from the Ancients. It is not known 
  how Black Globes actually work. What they do is to create a shell which absorbs all energy striking it. Objects impacting 
  the screen are annihilated, or more accurately converted to energy which is absorbed by the screen.  
   
  This energy has to go somewhere, so it is shunted into large Black Globe Capacitors which store it for use in the ship’s 
  systems. If these capacitors are overloaded, the energy begins to escape. In the case of a slight overload this is a 
  dangerous leak which can cause personnel casualties and destroy electrical systems. In most cases where weapons fire 
  is involved, the overload becomes catastrophic in an instant and the capacitors explode. This usually destroys the vessel 
  instantly. 
   
  Since no energy can penetrate the globe, a ship inside one cannot maneuver, and is blind and deaf, but also does not 
  show up on enemy sensors except as a “black hole” in the sensor readings (this is difficult to detect with active sensors 
  and almost impossible with passive ones). A ship can use dead reckoning to drift along a known vector into a firing 
  position or past enemy pickets, then drop its black globe for a surprise attack. 
   
  Black globes can also be set to “flicker” on and off many times a second. In this mode, they absorb a percentage of the 
  incoming energy equal to the flicker rate (i.e. 20% flicker rate = 20% of energy absorbed). This does not confer any stealth 
  advantages but reduces the damage from weapons fire while allowing the vessel to see, move and shoot. 
   
  Sandcasters 
  Sandcasters are often considered to be point-defense weapons rather than passive ‘screens’. Their function is to place a 
  cloud of particles (‘sand’) between the ship and incoming weapons fire and thus reduce its effectiveness. Sandcasters are 
  usually mounted in turrets grouped into batteries to maximize their effectiveness. Some ships consider their sandcaster 
  complement to be part of the screens and commanded by the screens officer. Others group sandcasters as defensive 
  armament with short-range point-defense lasers and place a ‘Point-Defense Officer’ in charge of both systems. Either 
  approach works well. 
   
  The sandcasters used by the Imperial Navy are entirely standard and identical to the ones fitted to small merchant craft. 
  However, since they are operated as batteries in close conjunction with other systems and supported by sophisticated 
  electronics they tend to be much more effective than their civilian equivalents. 
   
  
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  WEAPON SYSTEMS 
  The Imperial Navy makes use of a number of weapon systems. Some are more effective than others in various 
  circumstances. What weapon systems are selected for a given vessel will to a great extent depend on its intended role.  
   
  Laser Weapons 
  Laser weapons are the mainstay of shipboard armament. Accurate and versatile, they are used for point defense and in 
  batteries for ship-to-ship action. They are effective up to a point but against a major combatant there is a limit to what can 
  be achieved with laser armament. Thus lasers on all but the smallest naval ship are secondary or tertiary armament. If a 
  vessel is intended to do more than defend itself against raiders or police the spacelanes, then it carries something heavier 
  than a laser as its main armament. Up to 3 lasers can be fitted in a standard turret. 
   
  The lasers used by the Imperial Navy are much the same as civilian ones. They are ruggedised; overbuilt and multiply 
  redundant, designed for emergency repairs and sustained fire, but are basically the same as those available on the open 
  market. 
   
  Missiles 
  Missiles offer long-range firepower and the possibility of taking out an enemy vessel without risk. However, ammunition is 
  a problem, and a vessel relying solely on missiles can get into real trouble quickly, especially against an enemy that has 
  good point-defenses. 
   
  Missiles of various types are available. The commonest ship-to-ship missile uses a “bus” section fitted with a seeker head 
  to carry its warhead close to the target, then launches 4-6 smaller weapons, which seek the target independently and also 
  use target feeds from the bus seeker (until it is destroyed before enemy fire.) Such weapons, using a shaped-plasma 
  warhead, do relatively light damage to the target but can punch multiple holes in a hull. The submunition warheads split 
  beyond point-defense range and thus complicate the defenders’ task. One-shot ship-killer missiles use the same bus but 
  have a single large warhead in place of the submunition pack. This weapon goes all the way to the target under its own 
  power and direction. Damage is significantly greater but defense is easier. 
   
  Nuclear warheads are occasionally used for contact or proximity detonation. In the latter case, there is of course no blast 
  effect but electromagnetic pulse and radiation can fry electronics, cause crew casualties and also cause structural 
  damage by induction heating in the target ship. Contact detonations are devastating, but difficult to achieve. Another use 
  of nuclear weapons is the nuclear-pumped detonation laser, where the detonation of the warhead us used to power a 
  group of x-ray laser rods for a standoff attack. This is treated as a laser attack; the nuclear detonation is usually far 
  enough out that the radiation and EMP effect is minimal (except perhaps on unhardened electronics carried by civilian 
  craft).  
   
  Nuclear missiles of any type are strictly controlled by the Imperium. They are permitted to Colonial Navy and System 
  Defense units for use in a war situation against foreign hostiles, but their use, even in space combat, against the forces of 
  an Imperial member world is prohibited.  
   
  Specialist missiles are often used. Some carry advanced sensors and missile control packs instead of a warhead. These 
  automated systems direct the other missiles in a salvo, supplying target information from a position beyond the enemy’s 
  point-defense range, but from far closer than the launching vessel. Another specialist missile carries electronic warfare 
  systems. These can be launched with a salvo to jam enemy communications and reduce point-defense effectiveness, or 
  can be used as decoys close to the launching ship to apply ECM against incoming fire while the missile ship remains 
  stealthy, greatly complicating the fire control problem for the enemy. 
   
  Missile systems are also routinely used to launch probes, recon drones and satellites.  
   
  The “ready use” ammunition of a missile turret is one round in the launcher and two more ready on autoloader rams. For 
  civilian craft this is often the entire missile complement of the vessel. Military ships usually have a “use magazine” serving 
  several turrets, in turn fed from a main magazine deep within the armored bowels of the ship. Missile handling in combat 
  is a dangerous business, especially where nuclear munitions are concerned. 
   
  
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  Plasma Guns 
  Plasma guns are large, short-range weapons that fire a stream of superheated, charged gas from an oversized weapon 
  mount. This mount is larger than a conventional turret and requires special hull bracing to support it. Plasma weapons 
  cause a great deal of damage to the hull of an enemy vessel, and can annihilate a small merchant vessel with a single hit. 
  The plasma stream dissipates quickly and consequently is no use at long range. 
   
  Fusion Guns 
  Fusion guns are a developed version of the plasma gun, with similar characteristics. The only real difference is that that 
  plasma proceeds to fusion, generating even more hitting power though again only at close range. 
    
  Particle Accelerators 
  Particle accelerators can be mounted as spinal,  “bay” or turret weapons. Spitting a stream of charged or neutral particles 
  (depending upon type), particle accelerators do surface damage to a target and pack much more of a punch than lasers. 
  Particle accelerators are poor weapons for ground bombardment of any world with a significant magnetic field. 
   
  Meson Guns 
  A developed form of particle accelerator, the meson gun uses a stream of relativistic particles timed to decay at a given 
  point. The resulting explosive release of energy can occur inside a target, defeating armor. Meson screens interfere with 
  this process, and are fitted to most large vessels. Meson guns are often used to attack planetary surfaces, and can be 
  built deep underground for planetary defense. Since the weapon can shoot through rock (or anything else) it can be sited 
  very deep and extremely difficult to attack. Dispersed sensors allow deep-site meson guns to attack anything on the 
  planetary surface or in orbit. 
   
  In space combat this effect can be terrifying, as heavily-armored dreadnoughts simply explode from within, with no sign of 
  weapons fire from the enemy. The first uses of meson guns by the Terrans (during the Interstellar Wars with the Ziru 
  Sirka) caused panic in the Vilani navy. Note that meson guns do not actually fire mesons. The name was coined as a 
  security cover, in much the same way that early armored vehicles were labeled as water tanks to conceal their identity. 
  The cover name, being rather more memorable than the real scientific name of the weapon, has stuck to this day. 
   
  Rail Guns and Mass Drivers 
  The Imperial Navy has at times experimented with projectile weapons of various sorts. While useful in some 
  circumstances, rail guns and mass drivers have never achieved any degree of popularity. 
   
  Rail guns and mass drivers are actually the same thing. The term “rail gun” is used to refer to smaller weapons firing very 
  light projectiles, while “mass driver” implies a large weapon capable of launching a significant mass, albeit at a lower 
  velocity. Both weapons use electromagnetic effects to accelerate an object to immense speeds. Since the kinetic energy, 
  or hitting power, of an object is determined by the square of its speed, a tiny particle should in theory be capable of 
  devastating a starship. However, this is not the case. 
   
  The fire control problems associated with hitting an evading vessel at one or more light-seconds are immense. Sensor 
  data (crawling along at lightspeed) is out of date by the time it reaches the firing ship. A similar lag applies to laser or 
  meson gun fire going the other way, making a hit difficult to achieve. A rail gun particle moving at 1/3 of lightspeed 
  requires a miraculously good target motion prediction to actually hit anything. And where missiles can home in once they 
  get there, railgun projectiles are unguided. 
   
  One solution is to use rapid-fire railguns to spray an area of space, but the dispersion caused by distance renders this 
  tactic almost useless. Even if a hit is scored, a depressurized ship is unlikely to suffer much more than small circle of 
  vaporized armor. A projectile might even pass right through a ship, but is unlikely to hit anything vital. 
   
  Larger (mass driver launched) projectiles are large enough to cause massive damage to a vessel, but moving more slowly 
  they are even less likely to hit. Rail guns are useful in atmosphere where expansion of air heated by the energy of impact 
  can cause serious damage. They are sometimes thus encountered in planetary defense installations. Imperial vessels are 
  never armed with rail guns. 
   
  Large mass drivers (mounted in bays or as a spinal mount) are useful for planetary bombardment where widespread 
  devastation is the aim. Orbital rock-dropping can be used to shatter bunkers and defense installations, though it is only a 
  
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  little less environmentally damaging than nuclear bombardment. A few specialist bombardment cruisers do deploy mass 
  driver weapons but the lack of an anti-ship capability makes such weapon fits less than popular. 
   
  PERSONAL WEAPONS AND EQUIPMENT 
  The Imperial Navy has access to the standard small arms used by the Imperial Army, including light support weapons for 
  defense of ground installations. However, their use is quite rare. The weapons mentioned here are those on common 
  issue to naval personnel. 
   
  Navy Cutlass 
  The Navy Cutlass is a ceremonial weapon rather than a serious combat tool. However, cutlasses are kept sharp and 
  personnel drill with them, just in case. The standard Personnel Cutlass is rather plain and utilitarian, while Petty Officer’s 
  weapons are rather decorative, and officers’ even more so. Slightly different patterns of cutlass are issued to officers of 
  various grades, but all are variations on the theme of a long, heavy curved blade with a semi-basket handguard. 
  Cutlasses can be used to thrust but this is a little awkward, and standard drill uses entirely slashing motions. By ancient 
  tradition, the enlisted personnel cutlass is known as a “butcher’s blade”.  
   
  Navy Foil 
  Essentially a light, thin-bladed slashing sword halfway between a foil and a cutlass, the Navy Foil is favored by some 
  officers to the officer’s cutlass. It is a reasonably practical light self-defense tool, inasmuch as any sword can be 
  considered to be that. 
   
  4mm Gauss Pistol, Navy Model 
  The standard sidearm for Naval officers is the 4mm gauss pistol. All officers (other than medical and chaplain personnel) 
  are assigned one. The weapon is a symbol of rank, but may see occasional use to enforce discipline or in self-defense 
  while on active duty. Senior petty officers may also be assigned a gauss pistol if their duties require one. 
   
  9mm Autopistol 
  Naval bases maintain large stocks of handguns to equip security patrols. Other personnel may be temporarily issued a 
  weapon if the situation merits it. Other than a yellow Sunburst on the grips and a Navy serial number, the only thing 
  distinguishing the Navy 9mm from its Army sibling is a belt lanyard which prevents the weapon being lost in low-gravity 
  situations. 
   
  Combat Snub Pistol 
  The standard naval sidearm is the Combat Snub Pistol. Held in armories and issued only at need, the snub pistol is the 
  one weapon that all naval personnel (other than those exempted by their beliefs or duties) must be qualified on. All snub 
  pistols have a large trigger guard to accommodate vacc suit gloves and a securing lanyard to prevent the weapon being 
  lost in low-g conditions. An integral laser sight is standard.  
   
  Navy snubs are almost exclusively semi-automatic weapons. Snub revolvers are used by various civilian agencies and 
  merchant crews but the Navy favors the high-capacity magazine-fed weapon for obvious reasons. Various ammunition 
  types are available for snub weapons, including gas, tranquillizer, ball and high-explosive ammunition. 
   
  Snub SMG 
  A larger version of the Combat Snub Pistol, the Snub SMG uses the same ammunition (but not magazines) as the 
  handgun version, plus a low-penetration flechette round for anti-personnel work. Snub SMGs are carried by security 
  personnel aboard ship, and are issued for boarding actions. Capable of burst or full-automatic fire, snub SMGs have short 
  range but great hitting power. Their small size makes them handy for cramped-space and low-g operations. 
   
  Advanced Combat Rifle/Advanced Combat Carbine 
  The Navy uses the standard Advanced Combat Rifle to equip personnel for ground operations. A variant, the Advanced 
  Combat Carbine, is identical but for a shorter barrel and pistol-type assault foregrip. Basically a submachinegun version of 
  the ACR for tight spaces, the ACC is under evaluation by the Board of Ordnance. 
   
  Duty Suit 
  Naval personnel require protection from vacuum first and foremost. Body armor is worn by some security personnel and 
  shipboard patrols but the main danger faced by naval personnel is from decompression. The standard duty uniform of 
  
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  89 
  naval personnel is a TL-14 tailored vacuum suit. This “duty suit” is designed to allow personnel to operate complex 
  shipboard systems in a depressurized environment, without interfering with operational efficiency. The suit is worn as 
  uniform when on duty, and is made atmosphere-tight by gloves, an air rebreather unit and a soft, transparent “beachball” 
  helmet. These are carried on the belt as part of duty kit. In the event of sudden loss of pressure, this suit allows personnel 
  to survive for a time; hopefully long enough to remedy the situation or escape. For combat conditions, a rigid suit helmet 
  and small life-support pack are used instead of the constant-carry emergency kit.  
   
  A duty suit offers little protection against radiation, and does not maintain pressure very well. This is not a problem when 
  plugged into a life-support console at a duty station, but for extended independent operations a more substantial suit is 
  needed.  
   
  Naval Vacc Suit 
  The Navy uses a standard TL-14 vacc suit. These suits are made by navy contractors to the highest standards, but are 
  functionally identical to the vacc suits used by civilian merchant and spacer crews. 
   
  Engineering Suit 
  Damage control teams and engineers working outside the hull use a specialist form of light battle dress known as an 
  engineering suit. The suit has no weaponry (though there is no reason why personnel cannot carry small arms), and is 
  armored more lightly than combat battle dress. It is fitted with a range of engineering sensors and tools powered from the 
  suit’s supply. These include multi-spectrum sensors, magnification equipment, electronic and ultrasound scanners, a 
  densitometer, various power tools and a welding/cutting unit. 
   
  A damage control team in engineering suits can even enter a breached fusion reactor chamber and work there amid 
  radiation and high temperatures – at least for a short time. 
   
  Hardened Vacc Suit 
  The hardsuits worn by security troops and base guards (only during alerts) are equivalent to Combat Armour. 
   
  Naval Battle Dress 
  Naval battle dress is normally worn only by honor guards. It is basically identical to Imperial Army battle dress. 
   
  Body Armour 
  For situations where personal armor is needed in non-vacuum situations, security personnel wear a semi-rigid back-and-
  chest clamshell jacket similar to a lighter version of the Combat Armour body section and a full-face visored helmet with 
  gas filters of the same material. 
   
   
  
  SECTOR FLEET 
   
   
  90 
  CHAPTER 7: THE SPINWARD MARCHES SECTOR FLEET  
  The Spinward Marches Sector Fleet is responsible for the defence of the sector against foreign incursions, for maintaining 
  the peace and stability of the region, and for enforcing the will of the Emperor and his representatives. It is also charged 
  with launching patrols and flag-showing missions beyond the Imperial frontier. 
   
  Not all of the 16 subsectors of Spinward Marches Sector are within the Imperium. Some lie entirely outside; others are 
  only partially Imperial territory. In a different region this might lead to a lower deployed force level, but the Marches are 
  bordered by several potentially hostile foreign powers. These include the Vargr, Aslan and the Sword Worlders as well as 
  the main foe in many confrontations, the Zhodani Consulate. 
   
  For this reason the Sector Fleet is maintained at a level somewhat above the force levels associated with the 12 or so 
  subsectors’ worth of Imperial territory within its area of operations. This is partially to allow cross-border operations to be 
  carried out without dangerously weakening the defences of the sector, and partially as a show of strength to – hopefully – 
  deter aggression. Critics point out that this has never worked in the past.  
   
   
  Spinward Marches sector has no Depot system, though the major naval base at Macene fulfils this role to a great extent 
  and may eventually be designated as an Imperial Navy Depot System. Nor is there an official Sector Duke. Duchess 
  Delphine of Mora fulfils the role and regularly petitions to be recognized as such, a position that is strengthened by the 
  location of Naval Headquarters, Spinward Marches Sector. This is at Mora (‘just across the hall from the Duchess’ office’) 
  rather than one of the naval bases. 
   
  The Navy suffers from excessive politicization, especially at the Sector Command level. The commander in chief, Sector 
  Admiral Carlos Santoncheev, is an open supporter of Duchess Delphine and seems more inclined to deploy his assets to 
  protect the political interests of her clique of nobles than the ‘provincial’ nobility nearer the borders. This includes the 
  deployment of a considerable segment of the sector’s forces very far forward, right on the Zhodani border.  
   
  Critics suggest that this leaves the Sector Fleet dangerously exposed to a sudden attack and unable to concentrate 
  quickly in the event of a war. However, in the wake of the Fourth and earlier frontier wars there is much political capital to 
  be made out of media images of capital ships stationed over the vulnerable border worlds.  
   
  Curiously, the loudest among the voices of dissent is that of Duke Norris of Regina, whose fief lies rather closer to the 
  Zhodani and Vargr frontiers than the admiral’s office on Mora. Duke Norris insists that strong system squadrons backed 
  up by a concentrated mobile reserve are the key to victory. His detractors point out that this would leave the Imperium 
  open to the loss of worlds to a policy of grab-what-you-can-and-sue-for-peace on the part of the Zhodani. Norris’ 
  supporters maintain that this is both unlikely and also better than a catastrophic defeat.  
   
  Despite political influences, the Imperial Navy does its best to carry out its duty to protect the Imperium and its citizens 
  against smugglers, pirates, renegade trader captains piloting ramshackle deathtraps, rebels, revolutionaries, rogue 
  asteroids and foreign invasions. It also does a very creditable job of enforcing customs and spaceworthiness regulations, 
  rescuing distressed spacefarers and transporting Imperial dignitaries around.  
   
  In short, the Sector Fleet is overworked, subject to cross-cutting influences, short of pretty much every class of ship, and 
  yet somehow almost always there when it is needed. Naval service in the Marches is a constant stream of surprises and 
  crises, except for the months of utter boredom of course. The overall attitude within the fleet is one of ‘Can Do!’, which is 
  enough to allow its personnel to succeed despite shortages of equipment and all kinds of other problems.  
   
  The general public may never know how many disasters and crises have been headed off by the prompt action of a sleep-
  deprived Lieutenant-Commander aboard a tiny patrol cruiser, nor how close to major war the region has come in the past 
  two decades. It’s all in the naval records though, if anyone cares to look. 
   
  NAVAL DEPLOYMENTS IN SPINWARD MARCHES SECTOR 
  Following the usual model, the Spinward Marches Sector Fleet is made up of Subsector (‘numbered’) fleets for each 
  subsector and an overall (‘named’) sector fleet command. In very general terms, the Sector Fleet is responsible for 
  defending the sector and the Subsector Fleets are responsible for keeping the peace. Of course, there is some crossover; 
  
  SECTOR FLEET 
   
   
  91 
  assets can be deployed from Sector Command to help deal with a crisis, and in wartime the subsector fleet does all it can 
  to defend its territory. 
   
  GENERAL STRATEGY 
  The Spinward Marches Sector Fleet is committed to a ‘Crust’ strategy, deploying its forces well forward to meet an enemy 
  incursion and stop it early – and incidentally maintaining a ‘fierce face’ to deter aggression. The main threat is a Zhodani 
  attack, which history has show (and astrogaphy would indicate even without previous events to go on) is likely to be 
  directed through Jewell subsector and the Coreward end of Vilis subsector, towards Regina and the Spinward Main in 
  Lanth subsector.  
   
  The Sword Worlds are a secondary, but fairly serious threat. Their ships lack high Jump capability so are likely to proceed 
  along predictable axes into Lunion and Vilis subsectors, theoretically aiming towards Mora or a linkup with the Zhodani, 
  respectively. A move towards Glisten or into Lanth subsector, or even Five Sisters, is possible but the slow movement of 
  Sword Worlder ships makes a response relatively easy to organize. 
   
  Raids by Vargr corsairs into Aramis and Regina subsector are fairly common even in peacetime. In war, the likely pattern 
  would be a large number of incursions by relatively small forces or single vessels. This would be containable by relatively 
  light forces, freeing the heavy units to take on the Zhodani, Sword Worlders, or both if necessary. 
   
  The Fleet maintains a number of heavily fortified bases in positions that would enable them to support deep strikes into 
  the territory of potential enemies. Eliminating these bases is thus almost certain to be a central part of any enemy 
  strategy. The Sector Fleet sees this as an asset. By fortifying its forward bases very heavily, it ensures that they either 
  survive to support a counterstroke or else impose massive losses (and significant delay) on an advancing enemy. Certain 
  key worlds are also designated ‘fortress worlds’ and are also part of this strategy. Ideally they will be able to withstand 
  attack, freeing the fleet up to operate elsewhere, but at worst they will draw in massive enemy resources, contributing to 
  an eventual Imperial victory. 
   
  Imperial dispositions in the Marches are subject to two main considerations: reassuring the public (and influential nobles) 
  that the frontiers are being strongly held, and ensuring that worlds are not lost to a limited ‘grab what you can and sue for 
  peace before the fleet reserves move up’ strategy. How well these dispositions will fare against an enemy that chooses to 
  go for broke is another question entirely. It is possible that the forward squadrons might be overwhelmed before reserves 
  can reach them, though this can be used equally well as an argument for moving even more ships forward, or pulling 
  them back.  
   
  CONTROL OF ASSETS 
  The chain of command looks quite simple on paper – all Subsector forces are commanded by the Subsector admiral, who 
  answers to the Sector admiral. However, Sector Fleet assets assigned to any given subsector are NOT under the direct 
  command of the subsector admiral, no more than fleet vessels entering a naval base come under the command of the 
  base commander. 
   
  Each ship is assigned to a squadron, task force or flotilla, which has its own commanding officer. Even if the vessel 
  voyages many parsecs away from its flotilla commander (as patrol ships often do), it remains part of his command. Only a 
  direct order through the proper chain of command can transfer a vessel to another force.  
   
  A squadron, task force or flotilla may be part of a larger unit, such as a battle group that has several squadrons in it as 
  well as a cruiser force and a support squadron. If so, the chain of command runs through the commanding officer of this 
  force and then to either the subsector or sector admiral. All forces in a sector answer ultimately to the sector admiral; 
  some directly as Sector Fleet assets and some indirectly through the Subsector Admiral.  
   
  A subsector admiral cannot give orders to Sector Fleet assets based or operating in ‘his’ subsector, and orders cannot be 
  given ‘sideways’ by one subsector admiral to the assets of another (or from one squadron commander to another of equal 
  rank). Where necessary, a local chain of command is established. Thus if three squadrons are ordered to operate 
  together and no senior officer is assigned to lead the combined force, the senior captain or squadron commander is given 
  command of the force, allowing him to give orders directly to the vessels in his own squadron and to the commanders of 
  the vessels in other squadrons. He still cannot give orders directly to the captains of vessels in other squadrons as this 
  could potentially cause chaos. 
  
  SECTOR FLEET 
   
   
  92 
   
  Thus Sector Fleet assets in a given subsector answer to their own commander, who may be junior to the subsector 
  admiral, and thence directly to the sector admiral. They do not come under the command of the subsector admiral when 
  they enter his territory unless ordered to do so. The sector admiral can of course order any vessels under his direct 
  command (Sector Fleet assets) to transfer to Subsector Fleet control either temporarily, ‘until further notice’ or 
  permanently. He can order a subsector admiral to transfer Subsector Fleet assets to his own command or to another 
  force, but he cannot directly give orders to Subsector Fleet assets – even the Sector Fleet admiral has to go through the 
  proper chain of command. 
   
  This system ensures that Subsector Fleets retain the assets they need for local security and that local matters do not 
  interfere in the missions of the Sector Fleet. It can cause problems such as an excessive concentration of resources 
  where both Subsector and Sector fleets have a heavy presence, or cause frustration when a subsector admiral 
  desperately needs a cruiser or two but cannot use the ones he can see from his office window. 
   
  However, the system is sufficiently flexible to be able to deal with most such problems. Naval standing orders include a 
  requirement to cooperate with friendly forces and local commanders. Thus although the subsector admiral cannot give 
  orders to the Sector Fleet CruRon visiting his base, he can ask for assistance. The CruRon commander has the right to 
  decline if he feels there are more important concerns – such as keeping his force available for the Sector Admiral to 
  assign. However, he has considerable autonomy and can detach part of his force or even retask all of it to help out the 
  local commander, though Sector Fleet must be notified so that couriers can find the cruisers if they are needed. 
   
  Subsector Fleet commanders routinely ‘borrow’ bits of the Sector Fleet with the consent of their commanders. For the 
  duration of this assignment the subsector admiral can assign these vessels as part of a Subsector Fleet task force or give 
  them orders directly. What he cannot do is keep them – loaned assets revert to Sector Fleet control upon receipt of orders 
  from their own commander or the sector admiral. 
   
  The reverse does happen sometimes – occasionally a subsector admiral will loan part of his force to the local commander 
  of Sector Fleet forces. This is not very common however; the Sector Fleet already has most of the ships, and all of the 
  best ones, in the sector. 
   
  Thus, is it is possible to encounter detachments from the Sector Fleet operating with the Subsector Fleet or undertaking 
  missions on its behalf. This is usually a detachment – a single cruiser or a small task force, or a gaggle of escorts. Any 
  problem that requires several cruiser or battle squadrons is a matter for the sector commander and will be dealt with by 
  Sector Fleet assets. 
   
  In wartime, Sector Fleet assets are sometimes ordered to support Subsector Fleet forces, acting as a mobile reserve. This 
  is loosely termed a ‘defensive’ or ‘support’ deployment. Present thinking is to use Battle Riders for this task wherever 
  possible. Sector Fleet assets are more commonly independent of Subsector forces, and tasked with fighting the war 
  rather than preventing the fall of worlds. This is normally termed a ‘warfighting’ or ‘independent’ deployment.  
   
  The term ‘offensive’ deployment is normally used for a situation where naval forces are ordered to move out of their home 
  sector or territory and attack the enemy, or where they are fully mobile to counterattack wherever the enemy is reported. 
  Offensive deployment is more commonly the task of fleets formed for the purpose, e.g. Battle Fleets, but is also used by 
  strike and raider forces intended to take the war to the enemy.  
   
  This single word – support, independent or offensive – gives a force commander a strong indication of what he is 
  expected to do, and also indicates how much notice he is to take of subsector commanders’ requests for help. Subsector 
  admirals are concerned with ensuring that the worlds in their territory do not fall to the enemy. Sector Fleet commanders 
  may choose to allow this to happen if the long-term goals of the war are furthered. This is occasionally summed up at 
  ‘Sector Fleet is allowed to run away; Subsector isn’t’ but this is a gross oversimplification as well as being somewhat 
  inaccurate.  
   
  Ultimately, the whole command-and-control question comes down to the mission – Subsector assets are regional forces 
  which protect their own small area and maintain security there. Sector assets are concerned with a bigger picture, but of 
  course everything, no matter how big, happens in someone’s local area. Sector assets are available to help at need, but 
  can be pulled out to deal with something bigger. If the situation becomes serious enough, Sector command takes over 
  
  SECTOR FLEET 
   
   
  93 
  and Subsector assets either give support or return to their normal security duties. When Sector Fleet does get involved 
  quite often the first thing the Sector Admiral does is to place the Subsector Admiral in command of the situation and all 
  assets assigned to it, for the duration of the crisis or until further orders. This keeps the chain of command intact but 
  places heavy forces under the command of an officer who knows the area well and may have better insight into the 
  situation than an outsider. 
   
  NOTE 
  The Spinward Marches Sector Fleet defends roughly 12 subsectors of space, as opposed to the 16 of a sector that is fully 
  inside the Imperium. In theory this implies that it should have only 75% of the assets of a typical sector fleet. However, 
  since Spinward Marches sector is a border region, Sector Command receives additional assets. Much of its extra 
  personnel and funding is spent on heavy defences for the forward naval bases. Some ‘fortress worlds’ also receive 
  additional squadrons of monitors and system defence boats crewed by Fleet personnel. This in terms of mobile assets, 
  the Marches fleet has a little less than a typical 16-subsector sector fleet available to it. 
   
  The deployments given below do not include assault ships, troop transports for the army, and so forth. These are not 
  naval assets in the true sense – i.e. they do not chase pirates nor fight enemy battlefleets. For much the same reason, 
  and also because they move around a great deal, couriers and similar small vessels are not listed.  
   
   
  CHRONOR SUBSECTOR 
  Chronor Subsector is almost entirely Zhodani space, and has no subsector fleet. The few ships deployed to the sector are 
  Sector Fleet assets. 
   
  Bases 
  The only Imperial-aligned world in the subsector, Quar, has an Imperial Navy base and Scout Base. This is home to a 
  flotilla of patrol ships whose composition varies from time to time. There are usually a dozen or so small vessels – Patrol 
  Cruisers and Close escorts – plus a rather larger number of scout vessels.  
   
  A handful of intelligence-gathering ships routinely stage out of Quar, along with naval couriers. The latter often journey 
  into the consulate on diplomatic missions. Task forces, backed up by tankers, occasionally stage through Quar bound for 
  neutral space to Spinward-Rimward. These are normally Sector Fleet assets. 
   
  The base itself is very heavily defended, with several squadrons of battleship- and cruiser-sized monitors as well as 
  hordes of system defence boats. In the event of another war the Zhodani could not afford to ignore an Imperial base so 
  close to their territory, so Imperial planners have fortified it to the greatest extent possible. If it survived, the base at Quar 
  could be used for an offensive. Even if it fell (which is far more likely), reducing it would cost the Zhodani a great many 
  ships.  
   
   
  JEWELL SUBSECTOR 
  Jewell Subsector is mostly Zhodani or neutral territory but contains eight Imperial worlds. Some of these are economically 
  as well as politically significant, and are obvious targets for a Zhodani attack. Naval assets deployed to the region are 
  sometimes referred to as ‘Santanoncheev’s Tripwire’ after the sector admiral.  
   
  The major worlds of the subsector maintain considerable forces of system defence boats and monitors. Lighter units 
  conduct deep patrols into the outsystems, ensuring that their systems are heavily policed as well as strongly defended. 
  There is relatively little territory for the subsector fleet to patrol compared to many systems, and this is reflected in its 
  possession of cruiser-sized combatants rather than patrol vessels. However, it is necessary to watch the border for 
  raiders and intelligence ships, or merchant vessels covertly running arms to Imperial dissident groups. Patrol assets are 
  more interested in this border protection role than ‘internal’ troubles, which are in any case not very common. 
   
  Bases 
  There are major naval bases at Jewell and Mongo. Both are protected by large concentrations of defensive assets 
  including heavy monitors, in addition to the not inconsiderable forces of the mainworlds. Both of these, like other important 
  worlds close to the frontier, maintain a powerful defensive force.  
   
  
  SECTOR FLEET 
   
   
  94 
  The Scout Service maintains bases at Ruby, Emerald, Jewell, Mongo and Lysen. These are not military bases, and have 
  little in the way of defences. They are home to a fair-sized communications and survey flotilla that gathers intelligence on 
  the border, routinely passing items of interest on to the navy. 
   
  Sector Fleet  
  Sector Fleet assets are mainly based at Jewell, with a flotilla of destroyers based at Mongo. These include: 
   
   
  Jewell Sector Fleet 
  Battle Group Jewell 
  2 First-Line BatRons each with: 
     4 First-Class Battleship 
     2 Fleet Escort 
     4 Close Escort 
     1 Tanker 
     2 Resupply Vessel 
  2 Second-Line BatRons each with: 
     4 Second-Class Battleship 
     4 Close Escorts 
     1 Tanker 
     2 Resupply Vessel 
  Missile CruRon 
     3 Missile Cruiser 
     1 Fleet Escort 
     2 Close Escorts 
     1 Missile Resupply Vessel 
     1 Dromedary 
  Raiding Group Jewell 
  Strike CruRon 
     4 Strike Cruiser 
   
     1 Fast Logistics Vessel 
  Strike Carrier Task Group 
     1 Strike Carrier 
     3 Fleet Destroyer 
     1 Fast Logistics Vessel 
   
  Support Group Jewell 
  2 TankRon each with: 
     4 Tanker 
     2 Resupply Ship 
     1 Light Cruiser 
     3-4 Close Escort 
  1 Floating Dock 
  2 Repair/Recovery Ship 
  1 Fleet Logistics Vessel 
  Escort Group Jewell 
  6 Escort Destroyer 
  12 Close Escort 
  Cruiser Group Mongo 
  Heavy CruRon 
     4 Heavy Cruiser 
     1 Fleet Escort 
     2 Close escort 
     1 Dromedary 
  2 Reconnaissance Cruiser 
  Destroyer Flotilla Mongo 
  2 Fleet Destroyer Squadrons each with: 
     4 Fleet Destroyer 
   
  Escort Destroyer Squadron 
  4 Escort Destroyer 
   
   
  Subsector Fleet 
  The Subsector Fleet for Jewell subsector is the 212th Fleet, with its headquarters at Jewell. It is significantly overstrength 
  for the area it has to cover and tends towards larger, more capable vessels than is usual in a subsector fleet. Rather than 
  being dispersed throughout the subsector, the fleet’s assets are concentrated at Jewell, partly due to the fleet’s 
  warfighting rather than security role, and partly due to the fact that the area it must cover is quite small.  
   
   
   
   
  
  SECTOR FLEET 
   
   
  95 
  Jewell Subsector Fleet 
  Flag Squadron Jewell 
  1 Second-Class Battleship 
  1 Third-Class Battleship 
  1 Armoured Cruiser 
  1 Heavy Cruiser 
  2 Fleet Escort 
  4 Close Escorts 
  1 Tanker 
  1 Resupply Ship 
  Destroyer Flotilla Jewell 
  3 Destroyer Task Groups each 
     1 Light Cruiser 
     3 Fleet Destroyer 
     3 Close Escort 
     1 Dromedary 
  Patrol Flotilla Jewell 
  8 Patrol Cruiser 
  Destroyer Flotilla Jewell 
  4 Escort Destroyer 
   
   
  Colonial Fleet 
  The worlds of Jewell subsector are primarily concerned with their own defence against the Zhodani, and expend large 
  amounts of money as well as manpower on their system squadrons. Thus the Colonial Fleet in Jewell subsector is rather 
  small. Those Colonial assets that do exist are under the command of the Subsector Fleet unless carrying out a mission of 
  importance to their owning world.   
   
  The Colonial Fleet also technically includes several old cruisers and battleships that have been gutted of their Jump drives 
  and converted into heavy defensive units for the major worlds. However, as these cannot leave their home systems they 
  devolve to local control as part of the system squadron. Such vessels are expensive to maintain, but their owners see the 
  ability to repel a Zhodani cruiser or battleship assault as rather more important than contributing several patrol ships to the 
  subsector fleet. This is considered acceptable to the authorities; defence of the border systems is a valuable contribution 
  to the security of the Imperium as well as a sensible precaution on the part of the people who live there. 
   
  Jewell Colonial Patrol Assets 
  2 Escort Destroyer 
  11 Patrol Cruiser 
   
   
   
  Colonial assets are based at their homeworlds and usually proceed to their patrol stations directly from there. 
   
  Reserves 
  In addition to heavy system defences, the worlds of the subsector maintain a large pool of naval reserve personnel. 
  Significant numbers of obsolete battleships and cruisers are brought to the Jewell and Mongo bases for decommissioning, 
  and are kept in a better state than many other ‘mothballed’ forces. At least some of these units could be quickly 
  reactivated, with others capable of entering combat within 30 or 90 days if the system were not overrun by then. 
   
  About 60% of the vessels mothballed at Jewell and Mongo are – at least in theory – Fleet-mobile. Some may not be 
  capable of this any more when they are finally reactivated, but the intention was to create a reserve of fleet-capable 
  vessels to increase the striking power of the Sector Fleet. The remaining 40% are earmarked for the Subsector Colonial 
  Fleet, and would be augmented by any vessels that failed to meet the Jump-4 Fleet Mobility standard upon post-
  reactivation trials. 
   
  The overall capability of the mothballed vessels is high compared to other reserve forces. Jewell holds the best of the 
  Colonial Fleet’s battle and cruiser assets, just waiting for crews. Again, this is the theory; some vessels will of course not 
  come up to standard after their long dormancy. 
   
  The 7-day estimate could almost certainly be manned from local reservists, but after this personnel to operate the 
  reactivated ships would need to be brought in from elsewhere in the sector. Critics have suggested that far too many 
  reserve ships are concentrated at Jewell. Its loss would deprive the Imperium of this valuable asset, and interdiction of the 
  routes into Jewell subsector could result in many naval reserve personnel being killed before they even reached their 
  ships.  
  
  SECTOR FLEET 
   
   
  96 
   
  Note that estimates are the total number of craft activated by that time. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  8-10  
  10-16 
   
  16-24 
   
   
   
  Cruisers 
   
  6-8  
  8-12 
   
  12-20 
   
   
   
  Destroyers   
  8-10  
  10-16 
   
  16-30 
   
   
   
   
  REGINA SUBSECTOR 
  Regina Subsector is to a great extent ‘on the front line’ in any future war with the Zhodani Consulate, and is also close to 
  the Vargr Extents. This raises the possibility of an attack from that direction in addition to the greater likelihood of raids 
  and piracy by rogue Vargr elements. The Zhodani are considered the more serious threat, and as a result a heavy battle 
  squadron with cruiser support is deployed to Efate Naval Base. 
   
  Sector Fleet elements, including capital ships, are often detached to make ‘courtesy visits’ to worlds of the subsector. This 
  is a fairly blatant show of strength intended to remind Imperial worlds of the strength of the Navy as well as deterring 
  external aggression. 
   
   
  Bases 
  The main subsector naval base is at Efate, whose heavy defences are intended to serve as a breakwater for the rest of 
  the subsector in the case of Zhodani attack. The bases at Regina and Pixie are smaller affairs that primarily serve the 
  subsector fleet, though Regina is one of the ‘fortress worlds’ of the frontier and can be expected to hold out for a 
  considerable period against even a major attack. Regina is the home port for most of the subsector fleet, with Pixie 
  serving mainly as a resupply base.  
   
  A number of scout bases, of varying size, are scattered throughout the subsector. These have relatively little military 
  significance, though scout vessels are sometimes tasked with reconnaissance and intelligence-gathering tasks.  
   
  Sector Fleet  
  The Sector Fleet deploys a heavy battle group at Efate, with cruiser support, and regularly detaches one or two of its 
  cruisers and about half its destroyer strength to Pixie and Regina.  
  
  SECTOR FLEET 
   
   
  97 
   
  Regina Sector Fleet 
  Battle Group Efate 
  First-Line BatRon 
     4 First-Class Battleship 
     2 Fleet Escort 
     4 Close Escort 
     1 Tanker 
     2 Resupply Vessel 
  Second-Line BatRon 
     4 Second-Class Battleship 
     2 Fleet Escort 
     4 Close Escort 
     1 Tanker 
     2 Resupply Vessel 
  Armoured CruRon 
     4 Armoured Cruiser 
     1 Fleet Escort 
     2 Close escort 
     1 Dromedary 
  Cruiser Group Efate 
  Light CruRon 
     4 Light Cruiser (minus 1-2 vessels at times) 
     1 Fleet Escort 
     2 Close Escort 
     1 Dromedary 
  Support Group Efate 
  2 TankRon each with: 
     4 Tanker 
     2 Resupply Ship 
     1 Light Cruiser 
     3-4 Close Escort 
     1 Repair/Recovery Ship 
  Destroyer Flotilla Efate 
  Fleet DesRon 
     4 Fleet Destroyer (1-2 ships usually detached to Pixie and 
  Regina) 
  Escort Flotilla Pixie 
     6 Escorts 
  Escort Flotilla Efate 
  Fleet EscortRon 
     4 Fleet Escort 
  5 Escorts  
   
   
  Subsector Fleet 
  Regina subsector is the responsibility of the 213th Fleet, with its headquarters at Efate. In addition to border patrols, the 
  fleet is responsible for the security of traffic on the ‘top end’ of the Spinward Main which runs Rimward through Lanth 
  subsector and thence through the rest of the sector. The subsector fleet also launches sweeps through the Coreward end 
  of Aramis subsector, and out beyond Imperial space on diplomatic and flag-showing cruises. Sector assets are sometimes 
  also tasked to this mission. 
   
  Subsector assets are mainly based at Pixie and Regina, with a presence at Efate. Patrols on the Spinward Main are 
  usually conducted by smaller assets, while longer reaches into the more scattered Trailing end of the subsector are 
  undertaken by destroyers for the most part.  
  
  SECTOR FLEET 
   
   
  98 
   
  Regina Subsector Fleet 
  Flag Squadron Regina  
  1 Heavy Cruiser 
  1 Fleet Escort 
  2 Escort Destroyer 
  4 Close Escorts 
  1 Dromedary 
  Regina Flotilla 
  3 Fleet Destroyer 
  7 Escort Destroyer 
  8 Escort 
   
  Pixie Flotilla  
  1 Fleet Destroyer 
  2 Escort Destroyer 
  4 Escort 
  Efate Flotilla 
  1 Escort Destroyer 
  6 Escort 
  Patrol Support Group Regina 
  2 Dromedary 
   
   
  Colonial Fleet 
  The colonial fleet in Regina subsector is closer to the usual model than that of Jewell subsector. Most of the vessels in 
  operation are fairly small, better suited to the patrol and policing role than combat with invaders. However, a handful of 
  major Jump-capable combatants are maintained (at incredible expense) by governments in the subsector. This is not 
  common; most colonial forces deploy nothing larger than a destroyer. The proximity of the Zhodani border is an obvious 
  incentive for the support of these expensive vessels. 
   
  Colonial forces also include a fairly significant fleet of small ships operated by the Huscarles (personal troops) of Duke 
  Norris of Regina. These units routinely deploy as subsector fleet patrol assets and are trained and equipped to a higher 
  standard than most colonial units.  
   
   
  Regina Colonial Assets 
  Colonial Combat Assets 
  1 Fourth -Class battleship 
  1 Obsolete Armoured Cruiser 
  1 Light Cruiser 
  3 Fleet Destroyer 
  Colonial Patrol Assets 
  2 Patrol Destroyer 
  32 Escorts 
   
   
   
  Reserves 
  The reserve situation in Regina subsector is somewhat different to that in Jewell. The main difference is that Regina has a 
  very small pool of ships; most vessels are sent to Macene or Jewell for mothballing. Thus in wartime, most of Regina’s 
  pool of reservists would make their way to Jewell subsector aboard Navy transports marshaled at the bases in Regina 
  subsector.  
   
  The subsector does maintain enough mothballed ships to create a small defensive fleet within 7 days and to bring it up to 
  greater strength over the next weeks. Some of these vessels would be quite capable, but all have Local or System 
  mobility only. Regina’s mothballed reserves are intended to create a defensive force, not to augment the warfighting 
  capability of the sector fleet.  
   
  In Navy parlance, Regina subsector has a modest Subsector Reserve and virtually no Sector Reserve. I.e., its Colonial 
  assets would go to the Subsector fleet rather than the Sector fleet. Of course, some personnel will join the Sector Colonial 
  Fleet aboard vessels reactivated at Jewell. 
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  
  SECTOR FLEET 
   
   
  99 
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  2-4  
  4-8 
   
  8-12 
   
   
   
  Cruisers 
   
  2.4  
  4-6 
   
  6-10 
   
   
   
  Destroyers   
  6-8  
  8-12 
   
  12-16 
   
   
   
  ARAMIS SUBSECTOR 
  Aramis subsector is less threatened by Zhodani fleets than Vargr incursions. The latter tend to use smaller vessels even 
  in their war fleets, so a lighter fleet presence is justified. However, piracy and raiding are typically Vargr activities; raids by 
  small corsairs are common even in peacetime.  
   
  The Navy is more concerned with the worlds of the Rimward end of the subsector, which not coincidentally includes the 
  personal fief of a member of the powerful Tukera family. The Coreward worlds are patrolled but naval presence is 
  relatively light outside the Aramis Cluster.  
   
  There is some pressure to retask the cruiser squadron assigned to Aramis, but thus far this has been resisted. The 
  argument used is that these cruisers are needed to make long deployments to the ‘far end’ of the subsector, and to 
  maintain a deterrent presence to prevent Vargr groups from trying their luck.  
   
  The cruiser force rarely deploys as a squadron. Instead the cruisers are generally used as flagships for small task forces, 
  with a couple of destroyers an a support ship. These units tour the frontier worlds on an irregular basis, though solo 
  destroyers and subsector assets are more commonly sighted. 
   
  A light cruiser or destroyer is routinely but not constantly detached as a guardship at Junidy, although the system 
  squadron there is fairly capable. This is a long-standing gesture of support which serves to remind ‘the people just over 
  the border’ that the Imperial Navy stands ready to defend all the worlds of the Imperium, not just those deep inside.  
   
  Bases 
  The main naval base in the subsector is at L’oeul d'Dieu, with smaller bases at Paya and Natoko. These mainly serve the 
  subsector fleet, though sector assets often stage through Paya on their way Coreward through the minor worlds of the 
  Spinward side of the subsector.  
   
  There is also a naval base at Aramis itself. This is a special installation which conducts personnel training for the sector 
  fleet, including hostile-environment training on Aramis itself as well as escort-duty training for ship crews. The base is 
  defended by a light squadron of monitors, adding to the system defences of Aramis.  
   
  The fact that this facility is located on the personal fief of a shipping magnate is either logical or evidence of the inherent 
  corruption of the Imperial Navy, depending on your viewpoint. Whatever the case, the arrangement works well for both the 
  navy and Tukera Lines. 
   
  Sector Fleet  
  The Sector fleet is officially based at L’oeul d’Dieu, though some of its assets can be found ranging across the whole 
  subsector. The destroyer and escort flotillas as Aramis are supposedly there on a temporary basis, but the deployment 
  began in 1089 and will probably remain ‘temporary’ forever. 
   
  
  SECTOR FLEET 
   
   
  100 
   
  Subsector Fleet 
  Aramis Subsector is the responsibility of the 214th Fleet, which is officially based at Natoko, with a token presence at 
  Paya. The flag squadron moved, predictably, to Aramis in 1090 and has been based there ever since. Most observers 
  consider Aramis to be the de facto fleet headquarters, though in fact the subsector fleet’s administrative apparatus 
  remains at Natoko. Unusually, the subsector flagship is a carrier rather than a cruiser. This reflects fleet’s main mission; 
  dealing with small raiders rather than major warships. 
   
  Aramis Subsector Fleet 
  Flag Squadron Aramis 
  1 Light Carrier 
  1 Fleet Destroyer 
  4 Close Escorts 
  1 Dromedary 
  Destroyer Flotilla Natoko 
  1 Fleet DesRon with: 
   
  4 Fleet Destroyer 
  2 Escort DesRon each with: 
   
  3 Escort Destroyer 
  Patrol Flotilla Natoko 
  12 Escort 
  Patrol Flotilla Paya 
  1 Escort Destroyer 
  6 Escort 
  Support Group Paya 
   
  1 Dromedary 
   
   
  Colonial Forces 
  Colonial forces are rather light in Aramis subsector, as many worlds cannot support spacegoing craft of any sort. Those 
  that do exist are mainly light patrol assets, as per the usual colonial model. No world supports cruisers or capital ships as 
  part of its colonial assets, though an unsuccessful bid was made by Aramis to obtain an old fleet carrier some years ago.  
   
  Tukera Lines provides a small number of well-equipped patrol vessels to the Colonial forces, along with two armed 
  merchant ships that act as support tenders for the patrol assets. The remainder of the colonial forces are typical of the 
  type; third and fourth-rate patrol ships whose crew training levels are actually quite good as a result of clashes with 
  corsairs and smugglers.  
   
  As always, Colonial vessels are available to the subsector admiral to augment his own patrol assets. 
   
  Aramis Colonial Assets 
  Colonial Patrol Assets 
  32 Escort 
  Colonial Support Assets 
  2 Armed Merchant Ship (Dromedary) 
   
   
  Aramis Sector Fleet 
  Cruiser Group L’oeul d’Dieu 
  1 Light CruRon 
   
  4 Light Cruiser  
   
  1 Fleet Escort 
   
  2 Close Escort 
   
  1 Dromedary 
  Destroyer Flotilla L’oeul d’Dieu 
  1 Fleet DesRon 
   
  4 Fleet Destroyer 
   
  Destroyer Flotilla Aramis 
  1 Escort DesRon 
   
  4 Escort Destroyer 
  Patrol Flotilla L’oeul d’Dieu  
  8 Escorts 
   
  Patrol Flotilla Aramis 
  8 Escorts 
   
  Support Group Aramis 
  2 Tanker 
  2 Dromedary 
   
  
  SECTOR FLEET 
   
   
  101 
  Reserves 
  Aramis subsector maintains a very small mothballed reserve force. Like most subsectors it has a handful of cruisers and 
  capital ships that could be formed into a local defence force. In addition, there are enough destroyers to put together a 
  decent patrol flotilla, sufficient perhaps to counter Vargr corsair incursions. The capital ships are likely to possess only 
  Local or System mobility; some of the destroyers might be fully Fleet-mobile.  
   
  Most reservists from Aramis subsector would assemble at the naval bases and be shipped to Jewell or Macene to join the 
  Sector Colonial Fleet aboard ships reactivated at those bases. 
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-4 
   
  4-6 
   
   
   
  Cruisers 
   
  2-3  
  3-5 
   
  5-8 
   
   
   
  Destroyers   
  8-10  
  10-16 
   
  16-20 
   
   
   
   
  QUERION SUBSECTOR 
  Querion subsector is located outside the Imperium, though Imperial client states are present. Darrian warships 
  occasionally sweep the local systems, sometimes in conjunction with Imperial vessels operating out of Vilis subsector. 
  Sword Worlder vessels have also been sighted from time to time, but for the most part the only real naval presence in the 
  subsector comes from the Zhodani Consulate.  
   
   
   
  VILIS SUBSECTOR 
  Vilis subsector is a border region, facing both the Zhodani Consulate to Coreward and the Sword Worlds to Rimward. 
  Experience in previous wars has shown that the most likely threat is a Sword Worlder advance through the Vilis Cluster. 
  The low Jump capability of the Sword Worlders’ warships limits their avenues of attack and allows for a fairly static 
  defensive strategy.  
   
  A Zhodani thrust through the Coreward end of the subsector, outflanking Jewell subsector to gain access to the Spinward 
  Main trade routes, is another possibility. However, this would more likely as an avenue for a cruiser raid than a full-scale 
  offensive. The emergence of some kind of ‘Federation of Arden’ seems likely in the near future. This might alter the 
  strategic balance a little, although at present there are no clear signs that Arden harbours any anti-Imperial sentiment. If 
  Arden did become a Zhodani client state, a Zhodani offensive through the subsector could be staged further forward, 
  perhaps requiring a shift in the navy’s deployments.  
   
  The deployment of a BatRon so far forward in Vilis has met similar criticism to other such deployments. The force does 
  make a good deterrent, especially to the technologically less advanced Sword Worlders, but its line of retreat could easily 
  be cut by Zhodani forces. Those who raise this objection are usually accused of ‘defeatist claptrap’ -  since when has the 
  Imperial Navy worried about retreating when it could be taking the fight to the enemy. A study of local astrography 
  suggests that combining this BatRon with the forward-deployed force at Regina might be a better option, concentrating 
  enough force to meet most threats. Pulling both back to Rhylanor is probably better still. However, the Sector Admiral has 
  decreed that a BatRon will be present to hold the line, and the Fleet must obey its admirals.  
   
  Bases 
  The Navy maintains three bases in Vilis subsector. The main Sector Fleet base is at Frenzie, with Subsector headquarters 
  at Mirriam. A smaller base at Denotam is used by cruiser forces and escorts patrolling the surrounding systems, which 
  includes the tip of the Spinward Main. Frenzie in particular is heavily fortified to act as a ‘backstop’ against Sword Worlder 
  incursions up the Vilis Cluster.  
   
  
  SECTOR FLEET 
   
   
  102 
  The Scout Base at Garda-Vilis is primarily concerned with acting as a terminus for Xboats coming in via Frenzie, but also 
  operates reconnaissance and mapping missions out to Spinward as well as unofficial surveillance of shipping along the 
  Coreward edge of Sword Worlds subsector.  
   
   
  Sector Fleet  
  The main ‘heavy’ deployments for the sector are at Frenzie, which is also the Sector Fleet’s local headquarters. 
  Unusually, the Sector Fleet deploys heavy monitors (actually older classes of Battle Rider) as guardships over the worlds 
  of the subsector. Only one tender is available to support these monitors and move them around, so the usual system is to 
  leave a given monitor in place for months on end, rotating crews through the deployed monitors when resupply ships call. 
  The monitors are brought back to Frenzie for maintenance by the tender, which also moves them around from time to 
  time.  
   
  A standing deployment of one monitor (sometimes two) is maintained over Vilis. Other worlds which may or may not have 
  a Sector Fleet monitor present as Guardship include Arkadia, Choleosti, Saurus, Stellatio and Tavonni. Any riders 
  remaining at Frenzie, plus those undergoing maintenance, are available for deployment aboard the tender as an 
  additional heavy squadron to back up the BatRon.  
   
  A composite strike force is maintained, enabling the fleet to either respond rapidly to incursions or to launch raids into 
  enemy territory. This force often tours the frontier in a manner that Sword Worlder diplomats compare to ‘waving the 
  Sector Admiral’s sword in our faces’. Like most of the other deployments in the subsector, this is part of a ‘fierce face 
  aimed at deterring Sword Worlder aggression while lighter assets are tasked with watching for Zhodani movement in the 
  Coreward end of the subsector. 
   
   
  Vilis Sector Fleet 
  Battle Group Frenzie 
  Second-Class BatRon 
   
  4 Second-Class Battleships 
   
  4 Close Escorts 
   
  1 Tanker 
   
  2 Resupply Vessel 
  Guardship Flotilla Frenzie 
   
  1 Battle Tender (Capacity 5 Riders) 
   
  6 Battle Riders (typically 3-4 deployed at any given  
         time) 
   
  2 Dromedary 
   
  Strike Force Frenzie 
   
  1 Strike Carrier 
   
  2 Strike Cruiser 
   
  1 Light Cruiser 
   
  2 Fast Logistics Ship 
  Destroyer Flotilla Frenzie 
  1 Fleet DesRon 
   
  4 Fleet Destroyer 
   
  Cruiser Group Denotam 
   
   
  1 Heavy CruRon 
   
   
  4 Heavy Cruisers 
   
   
  1 Fleet Escort 
   
   
  3 Close Escorts 
   
   
  1 Dromedary 
   
  1 Light CruRon 
   
   
  4 Light Cruisers 
   
   
  1 Fleet Escort 
   
   
  3 Close Escorts 
   
   
  1 Large Auxiliary 
   
  1 Reconnaissance Cruiser 
   
  1 Frontier Cruiser 
  Support Group Frenzie 
  1 TankRon: 
   
  4 Tanker 
   
  2 Resupply Ship 
   
  1 Light Cruiser 
   
  3-4 Close Escort 
  1 Repair/Recovery Ship 
   
  Escort Flotilla Frenzie 
   
  4 Escort 
  Escort Flotilla Denotam 
   
  4 Escort 
  Support Group Denotam 
   
  2 Dromedary 
  
  SECTOR FLEET 
   
   
  103 
  Subsector Fleet 
  The 193rd Fleet, with its headquarters at Mirriam, is responsible for security of the subsector. At present, the major hazard 
  to shipping in the region seems to be rogue Sword Worlder elements raiding traffic in the Vilis cluster. The subsector fleet 
  thus deploys most of its destroyer strength out of Frenzie. Lighter ships patrol the Coreward-Trailing and Rimward-trailing 
  corners of the subsector. Political necessity requires that the flag squadron make frequent flag-showing visits to both 
  Arden and Vilis, keeping the subsector admiral constantly on the move. 
   
  Vilis Subsector Fleet 
  Flag Squadron Vilis (Based out of Mirriam) 
   
  1 Heavy Cruiser 
   
  1 Fleet Escort 
   
  2 Escort Destroyer 
   
  4 Close Escorts 
   
  1 Tanker 
  Mirriam Flotilla 
   
  2 Fleet Destroyer 
   
  2 Escort Destroyer 
   
  4 Escort 
   
  2 Small Tanker 
   
  Denotam Flotilla 
   
  2 Escort Destroyer 
   
  8 Escort 
   
  Frenzie Flotilla 
   
  6 Fleet Destroyer 
   
  5 Escort Destroyer 
   
  2 Dromedary 
   
   
  Colonial Fleet 
  The colonial fleet in Vilis subsector is fairly small, as the subsector has relatively few Imperial worlds, of which many have 
  very small economies. Vilis maintains a fairly strong system defence force but this is limited to the Vilis system.  
   
  Vilis Colonial Patrol Assets 
   
  9 Escorts 
   
  Reserves 
  Vilis subsector maintains a reserve of mothballed vessels to augment its subsector fleet. These are typically low-mobility 
  vessels best suited to service as a heavy defensive reserve or a static guardship force. The vast majority of reservists 
  from Vilis subsector are assigned to the main Sector reserves. These personnel would assemble at the naval bases and 
  be shipped to Jewell or Macene to join the Sector Colonial Fleet aboard ships reactivated at those bases. 
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-4 
   
  4-6 
   
   
   
  Cruisers 
   
  2-3  
  3-5 
   
  5-8 
   
   
   
  Destroyers   
  8-10  
  10-16 
   
  16-20 
   
   
   
  LANTH SUBSECTOR 
  Lanth subsector is something of an astrographical oddity. The Trailing and Coreward sides of the subsector are 
  dominated by the Spinward Main, one of the most important trade routes in the region. The remainder of the subsector is 
  mostly empty space with a few scattered systems. This region is known as the Abyss Rift and has a bad reputation for 
  starship disappearances, along with the usual wild tales of Jumpspace phenomena.  
   
  The Rift does present a significant obstacle to an offensive by Sword Worlder forces, which would find crossing the Abyss 
  a challenge due to their low Jump capability. A Sword Worlder assault would be more likely through Lunion subsector or 
  else directed Coreward through Vilis.  
   
  
  SECTOR FLEET 
   
   
  104 
  The main problem facing the Navy in Lanth subsector is policing traffic on the Spinward Main and monitoring the Red 
  Zones assigned to no less than four of the subsector’s systems. This has resulted in a deployment skewed towards lighter 
  vessels. 
   
   
  Bases 
  Although Lanth subsector is not particularly threatened by the Sword Worlders, no less than six naval bases are 
  maintained in the subsector for various reasons. Extolay and Icetina are primarily Subsector Fleet bases used to support 
  patrols along the Spinward Main. The extensive fortifications and navy base defence squadrons also serve to make these 
  two systems effective barriers to low-Jump vessels operating on the Spinward Main. Rigorous inspections are carried out 
  to determine spaceworthiness and to catch smugglers.  
   
  The Subsector Fleet has its headquarters at Ivendo, which is a major logistics base and training center for the Imperial 
  Navy. In time of war, Ivendo would act as a staging point for reinforcements coming up from Trailing or Rimward. It is also 
  home to the subsector’s mothball fleet. 
   
  D’Ganzio, Lanth and Ghandi are all primarily Sector Fleet bases; the Sector Fleet has its headquarters at Lanth. These 
  bases are a fairly blatant threat to the Sword Worlds, enabling an offensive to be supported from just outside Sword 
  Worlder territory. This makes them targets that the Sword Worlders must attack in the event of war, both to remove the 
  threat and also to permit an offensive Coreward to outflank the heavily-defended systems in Vilis subsector. Naturally the 
  bases are extensively fortified, ensuring that the inevitable attack would be very costly even it if did succeed. Extolay fulfils 
  a similar function facing the Zhodani. 
   
  Scout bases exist at Lanth, Dinomn, Ivendo and Equus. These are mainly support bases for the Xboat network, though 
  the Lanth base does carry out extensive reconnaissance operations along the Sword Worlder border. 
   
  Sector Fleet  
  The Sector Fleet maintains very heavy defences at Lanth, D’Ganzio and Ghandi, which absorbs a significant amount of 
  both budget and manpower. Its mobile asset deployments are quite light, however, being centred on a composite cruiser 
  formation. This force is maintained mainly to show the flag; cruisers are the lightest vessels likely to be taken seriously by 
  the Sword Worlders. It is telling that the vessels assigned to this squadron are older designs. This is partly to prevent 
  Sword Worlder observers from learning too much about Imperial vessel designs, but also because the deployment is not 
  considered important.  
   
  If war threatened with the Sword Worlders, reinforcements could be brought up to the bases for an offensive. In the event 
  of a sudden attack, the bases could almost certainly hold out, meaning that the critical worlds of the subsector were also 
  protected. Lanth subsector is thus a low-priority region for the Sector Fleet, other than the maintenance of the forward 
  bases against future need and as a ‘honeypot deathtrap’ for Sword Worlder aggression.  
   
  The Operational Support Group is mainly used to support transfers between D’Ganzio and Ivendo, or deployments to the 
  interdicted worlds of the Abyss Rift. Ylaven and Sonthert are interdicted by the Scout Service and receive only occasional 
  Navy visits, but Victoria is a Navy-imposed Red Zone and is often covered by the interdiction tender. When it is not 
  available, a destroyer or even a cruiser will normally be assigned, backed up by a couple of escorts. 
   
  
  SECTOR FLEET 
   
   
  105 
   
  Lanth Sector Fleet 
  Cruiser Group Lanth  
  1 Composite CruRon 
   
  2 Armoured Cruiser 
   
  2 Missile Cruiser 
   
  3 Close escorts 
   
  1 Dromedary 
  Raiding Group Lanth 
  1 Strike CruRon 
   
  4 Strike Cruiser  
   
  1 Fast Logistics Vessel 
  1 Strike Carrier Task Group 
   
  1 Strike Carrier 
   
  3 Fleet Destroyer 
   
  1 Fast Logistics Vessel 
  Destroyer Flotilla D’Ganzio 
  2 Fleet DesRon each with: 
   
  3-4 Fleet Destroyer 
  Operational Support Group D’Ganzio 
   
  2 Tanker 
   
  2 Resupply Ship 
   
  1 Recovery Ship 
   
  Interdiction Support Group Ghandi 
   
  1 Interdiction Tender 
   
  7 Escorts 
   
  2 Dromedary 
   
   
   
  Subsector Fleet 
  Lanth subsector is the responsibility of the 18th Fleet, with its headquarters at Ivendo. Its main task is protection of 
  commerce on the Spinward Main. The Red Zone at Djinni is also within the Subsector Fleet’s remit – the Sector Fleet 
  deals with the others along with the Scout Service.  
   
  Unusually, a standing deployment is maintained at Djinni rather than the usual monitoring satellites and occasional 
  patrols. A small tanker supplies fuel to vessels passing through the system, and at least one small patrol vessel is always 
  on-station. Colonial vessels are never used for this deployment – only the regular navy is allowed anywhere near Djinni. 
  No reason has ever been disclosed, and the Navy will not discuss the matter.  
   
  Subsector Fleet assets can be encountered patrolling along the Spinward Main. Most turn around partway and return to 
  their base, but ‘running the length’ between Extolay and Ivendo is common for larger ships. This is quite a tedious 
  deployment, and is always followed by a return run. However, vessels do not usually stop in every system. A Jump-4 
  vessel can cover most of the systems between Ivendo and Extolay, spending a few days at each stop, and return to its 
  original base, all in the course of a 16-week cruise.  
   
  16 weeks is a very long cruise for a 400-ton patrol cruiser, but for a destroyer which can stop over for liberty here and 
  there, it is a fairly routine mission. As a rule smaller ships make much shorter deployments, but this is not always the 
  case. Even if they have nothing to hide, merchant spacers dread a stop-and-search carried out by a Patrol Cruiser crew 
  who have been on deployment in the same tiny tin can for three months. 
   
   
   
   
   
  
  SECTOR FLEET 
   
   
  106 
   
  Lanth Subsector Fleet 
  Flag Squadron Ivendo 
   
  1 Light Carrier 
   
  2 Escort Destroyer 
   
  1 Dromedary 
  Destroyer Flotilla Ivendo 
   
  3 Fleet Destroyer 
   
  Support Squadron Ivendo 
   
  2 Dromedary 
   
  2 Close Escort 
  Icetina Flotilla 
   
  3 Escort Destroyer 
   
  7 Escort 
  Extolay Flotilla 
  1 Fleet Destroyer Squadron 
   
  4 Fleet Destroyer 
  1 Escort Destroyer Squadron 
   
  4 Escort Destroyer 
  12 Escort 
   
   
  Colonial Fleet 
  Although some of the major economies of the subsector are concerned entirely with building in-system defences, for 
  reasons connected with their Astrographical location, Lanth subsector has a fairly respectable colonial fleet. Most of its 
  mothballed assets were relocated to Jewell and Rhylanor subsectors; in time of war reservists from Lanth would make 
  their way Coreward or Trailingward to join their reactivated ships.  
   
  The active colonial fleet is composed mainly of light escorts, though Ivendo operates a very old strike carrier as a patrol 
  platform. Its capabilities as a warship are doubtful, but its fighters and secondary armament are more than enough to deal 
  with corsairs and smugglers.  
   
  Colonial Patrol Assets 
   
  1 Strike Carrier 
   
  2 Escort Destroyer 
   
  22 Escort 
   
  Reserves 
  Lanth subsector maintains a very small reserve of mothballed vessels, all of which are intended for service with the 
  defensive Subsector Colonial Fleet and have low mobility. For this reason the mothball squadrons are held at Ivendo and 
  Extolay; there are no reserve forces stationed at the isolated worlds in the Spinward-Rimward corner of the subsector.  
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-3 
   
  3-4 
   
   
   
  Cruisers 
   
  1-3  
  3-4 
   
  4-6 
   
   
   
  Destroyers   
  4-6  
  6-10 
   
  10-14 
   
   
   
  RHYLANOR SUBSECTOR 
  Spinward Marches Sector has no central navy depot, but the major naval base at Macene comes close and will someday 
  probably be designated a depot. The sector is primarily a staging point for operations to Spinward-Coreward, and to some 
  extent a shield for Mora and Trin subsectors. 
   
  The worlds of the subsector are scattered in a fairly typical pattern of clusters and mains, with most of the worlds 
  reachable from the Spinward Main. However, this would require a long transit out of the subsector and back in, so Jump-1 
  
  SECTOR FLEET 
   
   
  107 
  ships rarely make the whole run. Jump-2 and higher vessels can take a shortcut across the subsector via Jae Tellona, 
  resulting in a very high volume of traffic. 
   
  The main concern in Rhylanor subsector is internal security and protection of commerce, though in wartime the base at 
  Macene would be of critical importance and is very heavily defended. 
   
  Bases 
  There are no less than eight naval bases in Rhylanor subsector. Of these, Macene is the largest by a good margin. 
  Indeed, it is the largest base in the sector, with major naval building and repair yards, a huge mothball fleet, and large-
  scale training facilities. Fleet exercises are usually conducted at or near Macene naval base. Under other circumstances, 
  Macene would be the Sector Fleet’s headquarters, but this is located at Mora for political reasons. However, the 
  administrative center for pay, recruitment, promotions and the like is found at Macene.  
   
  The Subsector Fleet has its headquarters at Jae Tellona, where it is well placed to deal with security issues and patrol 
  assignments throughout the subsector. Bevy, Nutema and Risek are also primarily Subsector Fleet bases.  
   
  Rhylanor is a specialist base, home to the Naval Intelligence Corps for the Sector Fleet. The base does support a small 
  deployment of vessels, but it is really just an annex to the somewhat larger Rhylanor system squadron base. Navy ships 
  use the system squadron’s facilities and are supported mainly by local crews. This is nothing very unusual – the Rhylanor 
  System Squadron is part of the Colonial Fleet, which is part of the navy. However, what is unusual is the very high 
  standard of Rhylanor’s Colonial Fleet crews and vessels. They are equal to the regulars they work with, and in some 
  cases actually exceed their standards. 
   
  Celepina and Margesi are also small bases with specialist functions. Celepina is primarily a small-craft base and is 
  sometimes referred to as ‘Fighter Central’. In addition to training pilots and crews in small-craft operations, Celepina’s staff 
  are involved in design, development and trials of new fighter designs. A handful of old carriers, gutted of their Jump 
  drives, are used for training crews. These vessels are armed, and could contribute at least a little to the defence of the 
  system. More importantly, they regularly undertake operational training cruises. This means patrolling the outsystem and 
  the main shipping lanes, carrying out customs inspections and chasing down suspect vessels.  
   
  Margesi is a disposal, salvage and repair base, where surplus vessels are cannibalized or downgraded before sale to 
  other powers. It can handle regular navy ships of course, but deals mainly in patching up old ships with bits of older ones, 
  and quietly sending ancient warriors to their final resting place. The base staff vastly outnumber the world’s tiny 
  population, and although Margesi has no system squadron of its own it is one of the best-defended worlds in the Marches 
  thanks to its flotilla of old battleships refitted as system defence monitors. 
   
  There are Scout bases at Garrinski, Rhylanor, Celepina, Margesi and Bevy. Most are communications bases serving the 
  Xboat network, but the base at Celepina operates a regular personnel exchange with the naval base there, in theory 
  sharing experience but in practice just reminding Scouts why they didn’t join the Navy, and the Navy why Scouts are 
  inferior.  
   
   
  Sector Fleet  
  In addition to the well-protected naval bases in the subsector, the Sector Fleet maintains a heavy force at Macene. This 
  force was until recently composed of battleships and dreadnoughts, but a reshuffle ordered by Admiral Santoncheev 
  moved the dreadnought squadrons to Mora. In their place, the Admiralty deployed the majority of the sector’s battle rider 
  strength. In many ways this deployment makes a lot of sense, as the battle riders and the fleet carrier task force based at 
  Macene send a lot of personnel for training at Celepina.  
   
  Critics have spoken out at the movement of the main battle squadrons back to Mora, even though the same people are 
  also critical of the forward deployment of heavy assets. When confronted with this apparent contradiction, the usual 
  response is that the obvious should be done – base the main heavy force at Macene and cover the frontier with lighter 
  forces. However, it is not the critics who answer to the Emperor after a lost war. 
   
  Rhylanor subsector does not face any imminent threat, and its Sector Fleet assets are at present considered as a mobile 
  defensive reserve. In the event of a Zhodani plunge through Lanth or Regina subsectors, the heavy squadrons at Macene 
  
  SECTOR FLEET 
   
   
  108 
  would take up defensive blocking positions while the cruisers chased down raiders or operated against enemy supply 
  lines. If an offensive were held father forward, the heavy units would move up to replace casualties suffered in the 
  defence and to free battleships for offensive operations. At other times battle riders have been considered offensive units, 
  but current thinking is to use them as a defensive asset instead. 
   
  Rhylanor Sector Fleet 
  Battle Group Macene 
   
  1 First-Line BatRon 
   
   
  4 First-Class Battleship 
   
   
  2 Fleet Escort 
   
   
  4 Close Escort 
   
   
  1 Tanker 
   
   
  2 Resupply Vessel 
   
  1 Second-Line BatRon 
   
   
  4 Second-Class Battleship 
   
   
  2 Fleet Escort 
   
   
  4 Close Escort 
   
   
  1 Tanker 
   
   
  2 Resupply Vessel 
   
   
  2 Battle Rider Squadrons each with: 
   
   
  1 Battle Tender 
   
   
  3-5 Battle Rider 
   
   
  3-4 Close Escort 
   
   
  1 Resupply Vessel 
   
  1 Fleet Carrier Task Group 
   
   
  1 Fleet Carrier 
   
   
  1 Light Cruiser 
   
   
  2-3 Close Escort 
   
   
  1 Tanker or Dromedary 
  Cruiser Group Macene 
   
  1 Heavy CruRon 
   
   
  4 Heavy Cruiser  
   
   
  1 Fleet Escort 
   
   
  3 Close Escort 
   
   
  1 Dromedary 
   
  1 Light CruRon 
   
   
  4 Light Cruiser  
   
   
  1 Fleet Escort 
   
   
  3 Close Escort 
   
   
  1 Dromedary 
   
  Escort Group Macene 
   
  1 Escort (Light) Carrier Task Group 
   
   
  1 Light Carrier 
   
   
  2 Escort Destroyer 
   
   
  1 Large Auxiliary 
   
  1 Escort DesRon 
   
   
  4 Escort Destroyer 
   
  2 Fleet EscortRons each with: 
   
   
  4 Fleet Escort 
   
  Escort Flotilla Macene 
   
   
  12 Escort 
  Support Group Macene 
   
  4 TankRons each with: 
   
   
  4 Tanker 
   
   
  2 Resupply Ship 
   
   
  1 Light Cruiser 
   
   
  3-4 Close Escort 
   
  5 Logistics Squadrons each with: 
   
   
  1 Tanker 
   
   
  3 Resupply Ship 
   
   
  1 Escort Destroyer 
   
   
  3 Close Escort 
   
  2 Fleet Logistics Vessel 
   
  2 Repair/Recovery Ship 
   
  1 Floating Dock 
   
   
   
   
  Subsector Fleet 
  The Subsector Fleet in Rhylanor subsector is fairly typical. Concerned mainly with the security of traffic on the Spinward 
  Main, the fleet maintains patrols throughout the subsector. Although the Subsector Fleet has its headquarters at Jae 
  Tellona, it has a fairly light presence in the three worlds of the Rhylanor Cluster as all three maintain good system 
  defences and are quite capable of upholding the law using local assets. It has been said that Porozlo is more likely to 
  receive a visit from a cruiser showing the flag than an escort chasing smugglers. This is an exaggeration, but the fact is 
  that the Subsector Fleet does not need to deploy ships in systems like Porozlo where local (i.e. Colonial Fleet) assets 
  have the situation well in hand.  
  
  SECTOR FLEET 
   
   
  109 
   
  The Subsector admiral for Rhylanor subsector has chosen to concentrate his fleet destroyers into a single task group led 
  by his flagship, a light cruiser. This force routinely detaches vessels for various missions but can also operate 
  concentrated as a fairly potent strike group. Mixed escort flotillas are used to cover the rest of the subsector, providing 
  patrol assets wherever they are needed.  
   
  Rhylanor Subsector Fleet 
  Flag Group Jae Tellona 
   
  1 Light Cruiser 
   
  5 Fleet Destroyer 
   
  2 Close Escort 
   
  1 Dromedary 
  Nutema Flotilla 
   
  2 Escort Destroyer  
   
  4 Escort 
   
  Risek Flotilla 
   
  2 Escort Destroyer 
   
  4 Escort 
   
  1 Large Auxiliary 
  Bevy Flotilla 
   
  7 Escort Destroyer 
   
  9 Escort 
   
  2 Large Auxiliary 
   
   
  Colonial Fleet 
  Rhylanor subsector has a fairly typical colonial fleet. There are several worlds with potent economies capable of both 
  protecting their own system and providing a reasonable number of escorts for security work elsewhere in the subsector. 
  No world in the subsector operates cruisers or battleships as part of its colonial forces (though some have non-Jump 
  capable vessels in these classes in their home systems as heavy defensive monitors) but the depot-in-all-but-name at 
  Macene has a large proportion of the sector’s mothballed heavy assets. The large system defence and Colonial Fleet 
  forces of worlds in the subsector provide a ready reserve of personnel who could quickly crew the most spaceworthy units 
  at Macene.  
   
  Rhylanor Colonial Assets 
  Colonial Patrol Assets 
  6 Escort Destroyer 
  32 Escort 
  Colonial Support Assets 
  1 Dromedary 
  2 Tanker 
   
   
  Reserves 
  Macene is the sector’s main reserve base. The proportion of cruisers and destroyers located there is higher than at 
  Jewell, which has more capital ships. The standard of vessels at Macene is also as a rule somewhat lower, along with 
  their mobility levels. This may hamper the Colonial Fleet’s ability to get into position, and it does raise a difficult strategic 
  question – should the higher-mobility ships be assigned to Sector Fleet Colonial forces or used to augment defences in 
  more distant subsectors that slower vessels are unlikely to reach in time?  
   
  In all likelihood, the higher-mobility ships would join the Sector Colonial fleet and the Colonial forces of the local region 
  would gain considerable defensive strength in the form of old-low-mobility battleships. The Macene Reserve force is thus 
  primarily a local asset, even though it is supposedly the main Sector Fleet reserve. It may be that this is a deliberate policy 
  on behalf of the Sector Admiralty, creating a powerful low-mobility force that just happens to be between Mora and the 
  main threat. Whether or not this is the case, the large reserve at Macene could replace the battle forces based there, 
  freeing them to undertake offensive operations. 
   
  Note that estimates are the total number of craft activated by that time. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  6-8  
  8-12 
   
  12-18 
   
   
   
  Cruisers 
   
  8-10  
  10-18 
   
  18-26 
   
   
   
  Destroyers   
  12-28 
  18-28 
   
  28-36 
  
  SECTOR FLEET 
   
   
  110 
  DARRIAN SUBSECTOR 
  Darrian subsector lies entirely beyond Imperial space. Reaching it requires a transit through neutral space in Querion 
  subsector or a long transit via District 268 and Five Sisters subsector. Alternatively, a more direct route through Sword 
  Worlder space can be taken, but this is not usually feasible due to political considerations. The Fleet remains entirely 
  ready (some might suggest, too ready) to fight its way through the Sword Worlds to reach allied Darrian space, but this 
  obviously would be a wartime operation. 
   
  Darrian subsector is thus the preserve of the Darrian fleet. It is subject to incursions by the Sword Worlders, resulting in 
  occasional clashes and far more frequent harassment along the borders. Imperial vessels do visit – the Darrians are 
  Imperial allies – but this tends to be small ships up from Five Sisters subsector on most occasions. Now and then a major 
  task force visits the Darrians to conduct joint exercises and incidentally remind everyone of the power of the Imperial 
  Navy. 
   
   
  SWORD WORLDS SUBSECTOR 
  The Imperium owns only four worlds in Sword Worlds subsector. Three of these worlds – Caliburn, Flammarion and 
  Caladbolg – have reasonable economies and can provide for their own defence to some extent. The latter two are on the 
  Imperial Xboat route through to Five Sisters subsector and are of some strategic importance. This has not prompted the 
  Admiralty to assign much in the way of naval assets to the region however, and rightly so. The loss of the Five Sisters link 
  would be inconvenient at worst; a major incursion into Lunion subsector could be disastrous. 
   
   
  Bases 
  The Navy maintains a base at Flammarion to support local assets, such as they are. There are scout bases at 
  Flammarion, Caladbolg and Biter. The latter is an Xboat support base in territory leased from the Sword Worlders and is 
  the subject of considerable political friction. Plans are afoot to someday move it to the Imperial enclave on Steel, which 
  should relieve tensions somewhat. That day is some way off however. 
   
  The base at Flammarion is well fortified, partly to deter a Sword Worlder attack and partly in the hope that the Swordies 
  might launch one. The base presents a threat on the Sword Worlders’ Rimward flank as it could be used to stage raids 
  into Narsil and Anduril, so eliminating it might be a desirable objective. The Navy maintains sufficient defences that this 
  would be a major undertaking, but not impossible. Some say this is for budgetary reasons, others maintain that the Fleet 
  does not want to make Flammarion too strong in case the Swordies decide to attack elsewhere.  
   
  Sector Fleet  
  The Sector Fleet has a considerable number of personnel assigned to the subsector, mainly manning the base defences 
  at Flammarion. In addition, a patrol flotilla is maintained. Its composition and deployment are more reminiscent of the role 
  of the Subsector Fleet, but in the absence of one, a Sector Fleet detachment fills the gap.  
   
  This force is tasked with protecting traffic to and from Five Sisters subsector, and has an additional responsibility for 
  patrolling the Coreward end of District 268. Its ships can be encountered along the ‘Bowman Arm’ of the Spinward Main in 
  District 268 and the Rimward-Trailing corner of Darrian Subsector.  
   
  Sword Worlds Sector Fleet 
  Flag Squadron Flammarion 
  1 Fourth-Class Armoured Cruiser 
  1 Escort Destroyer 
  3 Close Escort 
  1 Dromedary 
  Patrol Flotilla Flammarion 
  1 Fleet Destroyer 
  2 Escort Destroyer 
  11 Escort 
  2 Large Auxiliary 
  1 Dromedary 
   
   
   
  Subsector Fleet 
  There is no subsector fleet for Sword Worlds subsector.  
   
  
  SECTOR FLEET 
   
   
  111 
  Colonial Fleet 
  Those worlds with decent economies spend almost all their defence budgets on monitors and system defence boats to 
  protect their home system from Sword Worlder incursions. The Colonial Fleet’s mobile assets are entirely provided by 
  Flammarion, which obtained an ancient light cruiser some time ago as a gesture to remind the Admiralty that the 
  subsector needs more naval assets. The vessel is in poor repair but soldiers on as a heavy patrol unit for lack of anything 
  better. 
   
  Sword Worlds Colonial Assets 
  1 Fifth-Class Light Cruiser 
  5 Escort 
   
  Reserves 
  There are no mothballed forces in Sword Worlds subsector. 
   
   
  LUNION SUBSECTOR 
  Lying between the Sword Worlders and Mora Subsector, Lunion is of considerable importance. However, Imperial 
  strategy is to defend it with fairly light mobile assets and rely on the intervention of heavy reserves from Mora once the 
  main enemy thrust is identified. The subsector contains several worlds that could put up a reasonable defence in the 
  event of an attack, and suitable bases for a rapid advance from Mora. The defensive strategy is probably sound, given 
  that the most likely threat would be slow-moving Sword Worlder fleets moving Trailingwards along the Spinward Main.  
   
  Bases 
  The Navy maintains four bases in Lunion subsector. The Sector Fleet has its local headquarters well forward at Adabicci, 
  which is well fortified for the same reasons as other bases close to as threatening foreign power. Minor bases at Strouden 
  and Capon support the Subsector Fleet, which has its headquarters at Lunion itself. 
   
  Lunion is also a major recruiting and training center, pulling in a higher proportion of recruits per capita than most other 
  such centers. However, standards are wayward at times, as the installation seeks to uphold its reputation for putting more 
  spacehands aboard Navy vessels than other bases, at the cost of quality. Reprimands and a personnel reshuffle have 
  thus far failed to remedy the problem. As a result, qualifying at Lunion is easier than elsewhere, but ‘Lunion Hand’ (or 
  ‘Lunion Officer’) has become slang for sub-standard personnel who have somehow collected all the right bits of paper for 
  their posting.   
   
  There are seven Scout bases in the subsector. Most are the usual communications and Xboat-support bases, though 
  Rabwar and Wardn both support significant intelligence-gathering assets while Spirelle is a major training center.  
   
  Sector Fleet  
  Sector Fleet assets are fairly light, with an emphasis on security rather than warfighting. A division (half-squadron) of 
  battleships are based forward, at Adabicci, as a deterrent but these would not be enough to stop a determined attack. 
  Indeed, the deployment is widely criticized as wasteful by those who think only in military terms. Politically, the positioning 
  of battleships right on the frontier may be essential. It is not possible to say how many crises have been headed off by the 
  arrival of capital ships carrying diplomatic officers – velvet gloves within an iron fist, so to speak. 
   
  Lunion Sector Fleet 
  Battle Group Adabicci 
  2 Second-Line Battleship 
  2 Fleet Destroyer 
  2 Escort Destroyer 
  1 Dromedary 
  Patrol Group Adabicci  
   
  Light Carrier Task Group 
   
   
  1 Light Carrier 
   
   
  2 Escort Destroyer 
   
   
  1 Large Auxiliary 
   
  Escort DesRon 
   
   
  5 Escort Destroyer 
   
  6 Escorts 
   
  
  SECTOR FLEET 
   
   
  112 
  Subsector Fleet 
  Lunion subsector is defended by the 43rd Fleet, with its headquarters at Lunion. Most of the worlds of the subsector are on 
  the Spinward Main, resulting in a high volume of traffic and all the security issues that go with that. The fleet is kept very 
  busy dealing with smuggling and occasional piracy, and undertakes long-term guardship deployments on a regular basis. 
  The thinking behind these boring but effective standing patrols is that they create blocking points where a smuggler is 
  almost certain to run into a navy ship. The deployments are moved around from time to time to keep the smugglers 
  guessing, but the Navy tries to ensure that its presence is always felt. 
   
  The main aggravation for Admiral Commanding, 43rd Subsector Fleet (Lunion) is interference from the Sector Admiral, 
  whose headquarters is located one subsector to Trailing. Admiral Santoncheev is prone to micromanage his subordinates’ 
  dispositions, especially those relating to systems close to the Lunion/Mora border. Thus smuggling in the Spinward side of 
  Mora subsector is of course due to laxity among Lunion Subsector crews and their commanders, and so forth. A stream of 
  demands and reprimands has resulted in over-emphasis on patrolling the Mora end of the Spinward Main in this 
  subsector, and a consequent rise in lawlessness elsewhere in the subsector.  
   
  Lunion Subsector Fleet 
  Flag Squadron Lunion 
   
  1 Light Cruiser 
   
  1 Fleet Escort 
   
  3 Close Escort 
   
  1 Dromedary 
  Destroyer Flotilla Lunion 
   
  Fleet DesRon 
   
   
  4 Fleet Destroyer 
   
  Escort DesRon 
   
   
  3 Escort Destroyer 
  Adabicci Flotilla 
   
  2 Fleet Destroyer 
   
  4 Escort 
   
  Lunion Flotilla 
   
  4 Escort 
   
  2 Large Auxiliary 
   
  Capon Flotilla 
   
  1 Fleet Destroyer 
   
  2 Escort Destroyer 
   
  6 Escort 
   
  Strouden Flotilla 
   
  2 Escort Destroyer 
   
  7 Escort 
   
   
  Colonial Fleet 
  The makeup of the Colonial Fleet in Lunion subsector is influenced by two factors: the need to protect trade revenues 
  along the Spinward Main, and the threat of Sword Worlder aggression in the event of another war. The result is a Colonial 
  Fleet that leans more towards destroyer-class vessels than most. Some of these vessels are jointly owned and operated 
  by member worlds, which raises a legal question. Multiworld alliances and ‘local defence alliances’ are expressly 
  forbidden by the Imperial Charter. The workaround is for worlds to contribute to a fund, which is used to buy and maintain 
  a vessel crewed by mercenary personnel. Most of those recruited as crews are ex-Imperial Navy, so vessels are reliable 
  from a political point of view. These agreements sometimes break down, with much legal wrangling as a result, but in the 
  meantime it permits the Colonial Fleet to field a reasonable force.  
   
  In addition, Lunion has a battleship in its colonial forces… sort of. It is far too expensive to operate most of the time, 
  especially in terms of manpower requirement. Thus it is reactivated for periods of 4-6 months every 3-5 years. During that 
  time the crew train, take part in local fleet manoeuvres and make flag-showing cruises that greatly add to the prestige of 
  Lunion itself. Recruitment to the naval training institution tends to rise at this time, too. The vessel is quite old but receives 
  thorough maintenance every time it is reactivated so remains a powerful force, at least on the occasions it is not 
  slumbering at its moorings. 
  
  SECTOR FLEET 
   
   
  113 
   
  Lunion Colonial Assets 
  1 Third-Class Battleship, some of the time 
  2 Fleet DesRon each with: 
   
  4 Fleet Destroyer 
  2 Escort DesRon each with: 
   
  4 Escort Destroyer 
  Patrol Flotilla 
   
  9 Escort 
   
   
  Reserves 
  Lunion subsector maintains a fairly standard mothballed reserve. All of its vessels are intended for service with the 
  defensive Subsector Colonial Fleet and have low mobility. This is not much of a problem for a colonial force intended to 
  operate on the Spinward Main against slow-moving enemies.  
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-3 
   
  3-4 
   
   
   
  Cruisers 
   
  1-2  
  2-4 
   
  4-6 
   
   
   
  Destroyers   
  4-6  
  6-10 
   
  10-14 
   
   
  MORA SUBSECTOR 
  Mora Subsector is the economic and political heartland of Spinward Marches subsector. It is also the ‘gateway to the 
  Marches’, lying on the trade routes that run Trailingwards through Deneb and Corridor sectors and towards the core of the 
  Imperium itself.  
   
  Thus Mora subsector is critically important to the Marches, even though there is no official sector capital. Mora faces no 
  significant external threat, or at least none that would not have to fight its way through several or even dozens of star 
  systems. However, its political importance is such that the Sector Fleet has tasked a possibly excessive proportion of its 
  carrier strength with backing up Subsector Fleet assets. This makes Mora Subsector one of the safest places in the 
  Marches for traffic, but weakens the Fleet elsewhere.  
   
  The creation of a Sector Flag Squadron is also heavily criticised in some circles. While in theory the concentration of force 
  under the sector Admiral’s hand is a good thing, it forms part of a deployment pattern with several weaknesses – say the 
  critics. Too much of the fleet’s strength is dangling right on the frontier, trying to create an impenetrable crust, while the 
  best ships are deployed in a political ‘prestige squadron’ that is based too far back to assist the front line before it is 
  broken.  
   
  Bases 
  Mora subsector has four Naval bases. Mora itself is home to the Sector Fleet headquarters as well as the de facto sector 
  administration. The base has a fairly small mothball fleet, as if the system were too important to clutter up with scruffy half-
  dismantled wrecks. Instead, the subsector’s mothballed assets are mostly located at Hexos, which also has an extensive 
  outsystem naval gunnery range. 
   
  Mora does have a huge and extremely prestigious naval academy. Mora graduates are eagerly sought by the various 
  shipping lines that maintain major offices on Mora. Indeed, it is not uncommon for a promising young Ensign to be offered 
  a very attractive deal by one of the lines. The package generally exchanges 8-12 years of service with the shipping line in 
  return for buying the officer’s Navy contract out. This is not well regarded by the Navy but it is legal. Attempts to close the 
  loophole have thus far stalled at the door of the Sector Admiral. 
   
  
  SECTOR FLEET 
   
   
  114 
  The subsector fleet is based at Moran, on a moon in the outsystem far from the mainworld, and maintains forces at all four 
  of the subsector’s bases. In addition to these units the base at Mercury also hosts the ‘convoy school’, a specialist training 
  installation where Scout, Merchant and Naval personnel learn to cooperate in the protection of commerce. Despite the 
  installation’s nickname, training deals more with sensor operations and boarding/search procedures than protection of a 
  convoy from raiders.  
   
  Sector Fleet  
  The Sector Fleet bases its heaviest units at Mora. Individual dreadnoughts are sometimes detached to undertake 
  diplomatic missions or to carry VIPs (which means Duchess Delphine of Mora and her household) on particularly 
  important voyages.  
   
  Mora Sector Fleet 
  Flag Group Spinward Marches 
   
  2 Dreadnought 
   
  1 Fleet Carrier 
   
  1 Light Cruiser 
   
  4 Fleet Escort 
   
  2 Dromedary 
  Battle Group Mora  
   
  Dreadnought BatRon 
   
   
  4 Dreadnought 
   
   
  1 Fleet Escort 
   
   
  3 Close Escort 
   
   
  2 Tanker 
   
   
  1 Resupply Ship 
   
  Fleet Carrier Task Group 
   
   
  1 Fleet Carrier 
   
   
  1 Escort Cruiser 
   
   
  1 Resupply Ship 
   
   
  1 Tanker 
  Patrol Group Mora 
   
  Light Carrier Task Force 
   
   
  1 Light Carrier 
   
   
  1 Fleet Destroyer 
   
   
  1 Large Auxiliary 
   
  2 Escort Destroyer 
   
  4 Escort 
  Support Group Mora 
   
  3 TankRon each with: 
   
   
  4 Tanker 
   
   
  1 Resupply Ship 
   
   
  1 Escort Cruiser 
   
   
  3 Close Escort 
   
  Patrol Group Mercury 
   
  Light Carrier Task Force 
   
   
  1 Light Carrier 
   
   
  1 Escort Destroyer 
   
   
  1 Large Auxiliary 
   
  6 Escort 
   
  Patrol Group Hexos 
   
  Light Carrier Task Force 
   
   
  1 Light Carrier 
   
   
  2 Escort Destroyer 
   
   
  1 Large Auxiliary 
   
  2 Escort Destroyer 
   
  8 Escort 
  Patrol Group Moran 
   
  Light Carrier Task Force 
   
   
  1 Light Carrier 
   
   
  1 Fleet Destroyer 
   
   
  1 Large Auxiliary 
   
  4 Escort 
   
   
  Subsector Fleet 
  The 43rd Fleet is responsible for security in Mora subsector, backed up by four carrier task groups and an escort/patrol 
  force under Sector command. This tendency of Sector assets to carry out the Subsector Fleet’s job leads to friction, waste 
  of resources and occasional incidents where a ridiculous over-application of assets occurs. However, it does make the 
  subsector extremely hazardous for lawbreakers and ensures that virtually every merchant vessel is up to date on its 
  spaceworthiness certification.  
   
  
  SECTOR FLEET 
   
   
  115 
  Despite the proximity and interference of the Sector admiralty, command of the Mora Subsector Fleet is a prestigious 
  posting, and is considered a stepping-stone to Sector command. The subsector command squadron reflects this, 
  containing as it does two heavy cruiser-class vessels where most subsector admirals would be overjoyed to receive even 
  one. The subsector flagship is an older but lovingly maintained vessel of an unusual type. An experiment with ‘Flag 
  Cruisers’ for subsector command some decades ago was considered a failure, but the handful of examples that were built 
  remain in service. Somewhat more lightly armed that a standard heavy cruiser, these vessels carried a small fighter force 
  for escort and policing work, plus a very extensive command and control suite which, not coincidentally, contains admiral’s 
  quarters on a par with those aboard a dreadnought. 
   
  Mora Subsector Fleet 
  Flag Squadron Mora (based at Moran) 
   
  1 Flag Cruiser 
   
  1 Heavy Cruiser 
   
  1 Fleet escort 
   
  2 Close Escort 
   
  1 Dromedary 
  Destroyer Flotilla Mercury 
   
  2 Fleet DesRon each with: 
   
   
  4 Fleet Destroyer 
   
  Patrol Flotilla Mercury 
   
  Escort DesRon 
   
   
  4 Escort Destroyer 
   
  12 Escort 
  Patrol Flotilla Moran 
   
  1 Escort Destroyer 
   
  4 Escort 
   
  Patrol Flotilla Mora 
   
  8 Escort 
   
  Patrol Flotilla Hexos 
   
  2 Escort Destroyer 
   
  7 Escort 
   
   
  Colonial Forces 
  The Colonial Fleet in Mora subsector is primarily concerned with protection of trade. Assets raised by the various world 
  governments are augmented by corporate-crewed escorts and vessels operated by mercenaries on contract to the Navy. 
  The shipping lines and local nobility are strongly encouraged to contribute to the subsector’s stability and therefore 
  prosperity by the example (and political leverage) of Duchess Delphine.  
   
  As a result, Mora’s Colonial Fleet is one of the few that operates cruisers. On a regular basis – three of them. A fairly 
  substantial escort flotilla is also maintained, with considerably higher crew training standards than most other subsectors.  
   
  Mora Colonial Assets 
  Colonial Cruiser Assets (Based at Mora) 
   
  1 Armoured Cruiser 
   
  1 Heavy Cruiser 
   
  1 Light Cruiser 
  Colonial Fleet Destroyer Flotilla (Based at Mora) 
   
  Fleet DesRon  
   
   
  4 Fleet Destroyer 
   
   
  Colonial Patrol Assets 
   
  5 Escort Destroyer 
   
  39 Escort 
   
   
  Reserves 
  More subsector maintains a mothballed reserve equivalent to that of most non-border subsectors; sufficient to put 
  together a battle squadron and a cruiser squadron plus some supports, given sufficient time. Mora’s mothballed ships are 
  in better condition than most and could be reactivated quickly. This due to a policy of ‘constant readiness’ implemented for 
  political reasons but which does produce good results from a purely military standpoint. All of the battleships and cruisers 
  in the mothballed reserve can be activated within 30 days if sufficient crews are available.  
   
   
  
  SECTOR FLEET 
   
   
  116 
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-4 
   
   
   
   
   
  Cruisers 
   
  1-2  
  2-4 
   
   
   
   
   
  Destroyers   
  8-10  
  10-16 
   
  16-24 
   
   
    
   
  FIVE SISTERS SUBSECTOR 
  Five Sisters subsector is an enclave of Imperial territory outside the main Imperial border. At some point in the future, 
  District 268 will presumably join the Imperium and Five Sisters will no longer dangle at the end of a tenuous link through 
  the occasionally hostile Sword Worlds, or neutral territory. For now, the region remains a border zone which is used as a 
  base for missions out to Spinward and Rimward. 
   
  The subsector contains two Droyne worlds, Andor and Candory, which are interdicted by the Navy. As usual, reasons for 
  Red Zoning a world are not discussed, but it is an open secret that the Imperium does not want its citizens to have contact 
  with the Droyne of these worlds, as the Droyne routinely use psionics. The last thing the Imperium needs is a horde of 
  ‘psionic tourists’ visiting these worlds in the hope of unlocking their illegal mental powers. Of course, while this is known 
  fact, it may not be the only reason for the Red Zones, which are among the most heavily enforced of any such zones in 
  the whole of Imperial space. Droyne ships are not impeded, but the blockade applies to Imperial and all foreign vessels. 
   
  Bases 
  In addition to the base at Iderati, which functions as headquarters for both the Sector and Subsector Fleet assets 
  assigned to the region, there are bases at Raweh, Wonstar, Karin, Mirriam, Jone and Emape. These support patrols and 
  fleet operations like other bases but also create a ‘ring of steel’ around the Droyne worlds. All bases are heavily defended 
  with squadrons of battle monitors backing up a large system defence boat force that makes regular and thorough sweeps 
  of the local systems. These preparations are entirely excessive if the intention is to prevent unauthorised access to the 
  Droyne worlds. It would seem that the intent is to contain the Droyne if that becomes necessary. However, the relatively 
  few Droyne ships that depart Andor and Candory are not impeded. The Navy, as usual, has nothing to say to outsiders on 
  the matter. 
   
  The bases at Emape and Raweh are frequently used as staging points for missions out to Spinward; Wonstar is the usual 
  departure point for patrols and missions headed Rimward. In addition, there are Scout Service bases at 875-496, Karin, 
  Mirriam, Emape and Gohature. Some are the usual communications-support installations, such as Karin. Others, such as 
  Emape, are mainly tasked with supporting exploration missions beyond Imperial space. Mirriam is a major 
  communications-asset depot, servicing and returning around Xboats and the tenders that support them, plus servicing the 
  innumerable scout/couriers, survey scouts and research ships that operate in the area. Scout vessels out of Mirriam 
  regularly visit the Droyne worlds, both openly and covertly. 
   
  Sector Fleet  
  Unusually, the Sector Fleet presence in Five Sisters subsector is lighter than the Subsector Fleet. Sector assets are 
  based at Iderati and are mainly concerned with flag-showing operations out to Spinward and Rimward, as well as sweeps 
  into District 268 and Darrian space. The latter missions are normally conducted by escort destroyers and smaller craft, 
  with the three light cruiser task groups taking responsibility for the occasional mission Trailing-Corewards along the Sword 
  Worlds border and more common operations outside Imperial space. Task groups can be encountered quite far out in 
  Foreven sector from time to time, but are generally kept within a few weeks’ transit of the border in case they are needed 
  closer to home.  
  
  SECTOR FLEET 
   
   
  117 
   
  Five Sisters Sector Fleet 
  Fleet Assets Iderati 
   
  3 Light Cruiser Task Groups, each with: 
   
   
  1 Light Cruiser 
   
   
  2 Fleet Destroyer 
   
   
  1 Dromedary  
  Patrol Flotilla Emape 
   
  2 Escort Destroyer 
   
  2 Escort 
   
  Patrol Flotilla Mirriam 
   
  6 Escort 
   
  Patrol Flotilla Wonstar 
   
  2 Escort Destroyer 
   
  9 Escort 
  Patrol Flotilla Raweh 
   
  1 Escort Destroyer 
   
  4 Escort 
  Support Flotilla (Nominally based at Iderati) 
   
  2 Tanker 
   
  2 Resupply Ship 
   
  4 Dromedary 
   
  8 Large Auxiliary 
   
  4 Fleet Escort 
  Frontier Squadron (Nominally based at Iderati) 
   
  3 Frontier Cruiser 
   
  6 Dromedary 
   
   
   
  Subsector Fleet 
  Five Sisters subsector is the responsibility of the 208th Fleet, with its headquarters at Iderati. Its main task is the 
  maintenance of the ‘ring of steel’ around Andor and Candory, and the blockade of those two systems. Local security is 
  always the concern of the Subsector Fleet of course, and thus while Sector Fleet assets at the various bases generally 
  deploy ‘outward’ to the edges of the subsector and beyond, Subsector Fleet vessels patrol the local systems.  
   
  Subsector Fleet Patrols are mainly confined to the 15 Imperial systems in the subsector, of which seven have bases and 
  local defences heavy enough not to need much additional security. Non-Imperial systems are visited from time to time, but 
  for the most part the Subsector Fleet needs relatively few escorts. Its budget is still huge by the standards of other 
  subsectors however, as it is one of the very few subsector fleets to operate capital ships. 
   
  The Andor Blockade Squadron is based at Raweh. At any given time, most but not all of its assets are deployed in the 
  Andor system; the remainder will be in port conducting training and maintenance. The system is never left uncovered and 
  at most times either the Interdiction Tender or at least two destroyers will be present. The same setup exists with the 
  Candory Interdiction Squadron, which is based at Karin.  
   
  Also based at Karin is the Heavy Support Squadron, which can reach Andor or Candory in a single Jump. The subsector 
  admiral has a flag squadron as in other subsectors, though it is rather light. While it might be tempting to transfer his flag 
  to one of the battleships, they are assigned to a particular duty (though they could of course be used elsewhere to deal 
  with a major threat) while the flag squadron is able to move around the subsector dealing with whatever may arise. 
   
  A pair of battleships is permanently assigned to the Heavy Support Squadron but the ships themselves are often rotated 
  out and replaced with others. Current practice is to use second-class battleships for this role, but upon occasion even 
  brand-new dreadnoughts have been sighted over Andor and Candory. 
  
  SECTOR FLEET 
   
   
  118 
   
  Five Sisters Subsector Fleet 
  Flag Squadron Five Sisters (Based at Iderati) 
   
  3 Fleet Destroyer 
   
  1 Fleet Escort 
   
  1 Dromedary 
  Blockade Squadron Andor (Based at Raweh) 
   
  1 Interdiction Tender 
   
  3 Fleet Destroyer 
   
  1 Fleet Escort 
   
  3 Close Escort 
   
  6 Escort 
   
  1 Dromedary 
  Blockade Squadron Candory (Based at Karin) 
   
  1 Interdiction Tender 
   
  3 Fleet Destroyer 
   
  1 Fleet Escort 
   
  3 Close Escort 
   
  6 Escort 
   
  1 Dromedary 
  Heavy Support Squadron (Based at Karin) 
   
  2 Second-Class Battleship 
   
  1 Fleet Escort 
   
  3 Close Escort 
   
  1 Tanker 
   
  1 Resupply Ship 
   
  Iderati Flotilla 
   
  4 Escort 
   
  2 Large Auxiliary 
  Mirriam Flotilla 
   
  4 Escort 
   
  Karin Flotilla 
   
  4 Escort 
  Wonstar Flotilla 
   
  2 Fleet Destroyer 
   
  2 Escort Destroyer 
  Raweh Flotilla 
   
  4 Escort 
   
   
   
  Colonial Fleet  
  The Colonial Fleet for Five Sisters subsector is fairly small as only Mirriam, Iderati and Karin possess sufficient resources 
  to fund a Jump-capable force. The few colonial escorts available protect local trade between these three worlds and leave 
  the rest of the subsector to the regular assets of the subsector fleet. While in theory these vessels could be assigned 
  anywhere the subsector admiral sees fit, it makes political sense to use them close to home.  
   
  Five Sisters Colonial Assets 
  Colonial Patrol Assets 
  7 Escort 
   
   
  Reserves 
  Five Sisters subsector has a small reserve force at Iderati. Like that at Mora it is ready for quick activation, though for 
  different reasons. The number of reservists is relatively small in the subsector, and transferring personnel in from 
  elsewhere would not be practical in wartime. Thus the Five Sisters Colonial Fleet can activate its forces quickly, but what 
  it has must be enough as the nearest sources of support and reinforcement are a long way away. 
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
   
   
   
  Capital Ships 
  1-2  
  2-4 
   
   
   
   
   
  Cruisers 
   
  1-2  
  2-4 
   
   
   
   
   
  Destroyers   
  1-4  
  4-8 
   
   
   
  
  SECTOR FLEET 
   
   
  119 
  DISTRICT 268 
  Only two worlds in District 268 are within Imperial territory, though several more are client states of the Imperium and 
  receive protection from Naval assets when they are available. There is no subsector fleet assigned to the region; the 
  handful of vessels based at Mille Falcs are part of the Glisten Subsector Fleet and report to its commander. If and when 
  District 268 is annexed into the Imperium, it will gain a Subsector Fleet of its own. Until then, it is patrolled from within the 
  Imperium, which means the neighbouring Subsector Fleets have extra work to do with relatively small forces. 
   
  In addition to the tiny force based within the subsector, patrols are mounted into the Spinward end of the subsector by 
  Sector Fleet assets based in Five Sisters subsector, and along the Coreward edge by vessels operating out of Sword 
  Worlds subsector. 
   
  One potential trouble spot is Trexalon, which is aligned with the Zhodani and Sword Worlders, and engaged in a ‘cold war’ 
  with pro-Imeprial Collace. Imperial ships occasioanlly exercise with Collace vessels to show solidarity . 
   
  Bases 
  The naval base at Mille Falcs is home to all the assets assigned to the subsector on a permanent basis, and supports 
  units coming through from Glisten. In addition, there are bases at Motmos and Elixabeth. These are not located on 
  Imperial worlds, but are leased territories whose owners are friendly to the Imperium. The staff at these bases is vary 
  small and their defences are minimal, but they are useful when the Navy wants to stage a patrol through the subsector or 
  out to Rimward.  
   
  The Scout Service also maintains a presence on several worlds. Its only major installations are the communications 
  terminus at Mertactor and the base at Mille Falcs, which supports Rimward expeditions.  
   
  Sector Fleet  
  The Sector Fleet has no assets based in District 268 
   
  Subsector Fleet 
  There is no District 268 Fleet. A detachment of the Glisten Subsector Fleet is based at Mille Falcs. 
   
  District 268 Subsector Fleet 
  Patrol Flotilla Mille Falcs 
   
  2 Escort Destroyer 
   
  5 Escort 
   
   
   
  Colonial Fleet 
  There is virtually no Colonial Fleet in District 268. Both Imperial worlds spend their budgets on local defence rather than 
  patrol units; their commercial shipping most operates to and from Glisten rather than out over the Imperial border. A 
  number of vessels are operated by powers friendly to the Imperium, notably Collace. 
   
  Reserves 
  There are no reserve forces stationed in District 268. 
   
  GLISTEN SUBSECTOR 
  Most of the worlds within Glisten Subsector lie within the Glisten Cluster, an arm of the Spinward Main. In theory this 
  means that the subsector is reachable from anywhere else in the sector along the Main, but in practice this means a long 
  reach through Sword Worlder space and District 268. As a result, most of the Jump-1 traffic in the subsetor is local, with 
  Jump-2 vessels coming in from Lunion and Trin’s Veil subsectors.  
   
  The subsector is shielded from Sword Worlder attack by astrography and from the Zhodani by distance. In both cases 
  there are valuable targets that could be reached more quickly and easily. Thus despite frontiers to both Rimward and 
  Spinward, Glisten subsector is something of a backwater. Its fleet deployments reflect this status. 
   
   
  
  SECTOR FLEET 
   
   
  120 
  Bases 
  There are naval bases at Egypt, New Rome, Glisten, Romor and Bendor. Sector Fleet headquarters is at Egypt, which is 
  also a major training facility for the Colonial Office. Naval personnel are often sent to the ‘survival and subsistence’ school 
  at Egypt, and take part in search-and-rescue exercises with prospective colonists. 
   
  Subsector Fleet headquarters is at Glisten itself, with patrol assets based at Bendor and New Rome. Romor is a frontier 
  base, used by Sector Fleet vessels operating to Rimward. It is a modest facility co-located with a somewhat larger Scout 
  base. There are also scout bases at Glisten, Bendor, Horosho and Wurzburg. Of these, Bendor, Horosho and Glisten are 
  major or minor communications hubs. Wurzburg is a small research installation. 
   
  Sector Fleet  
  Glisten subsector receives little more than a token deployment of Sector Fleet assets. These are tasked with the usual 
  flag-showing operations in the subsector in addition to sweeps out into District 268 and beyond the Imperial frontier to 
  Rimward. The vessels assigned are almost without exception old, and capable of meeting only a modest threat. However, 
  trans-border operations are a good way for a young officer to gain experience and establish a solid reputation, so the 
  personnel assigned to the subsector tend to be of a high standard. 
   
  Glisten Sector Fleet 
  Glisten Subsector Flotilla (Based at Egypt) 
   
  2 Light Task Force (Fleet) each with: 
   
   
  1 Fleet Destroyer 
   
   
  3 Close Escort 
   
   
  1 Auxiliary 
   
  Light Task Force (Escort) 
   
   
  1 Fleet Escort 
   
   
  3 Close Escort 
   
   
  1 Auxiliary 
   
  Light Task Force (Escort) 
   
   
  1 Escort Destroyer 
   
   
  3 Close Escort 
   
   
  1 Auxiliary 
  Operational Support Flotilla (Based at Egypt) 
   
  1 Tanker 
   
  1 Resupply Ship 
   
  5 Large Auxiliary 
   
  Border Patrol Flotilla (Based at Romor) 
   
  Light Task Force (Escort) 
   
   
  1 Escort Destroyer 
   
   
  3 Close Escort 
   
   
  1 Auxiliary 
   
  3 Escort 
   
   
  Subsector Fleet 
  The 100th Fleet, with its headquarters at Glisten, is responsible for Glisten subsector. Due to greater needs elsewhere, the 
  fleet is understrength and equipped with older vessels. It personnel, too, are not the best. Unlike the sector fleet assets in 
  the region, these personnel do not operate beyond the Imperial border, far from possible support, and are if anything 
  somewhat complacent. Glisten is considered a ‘safe’ posting, and has become something of a dumping-ground for what 
  the Navy politely calls ‘reliable’ officers (also known as ‘plodders’) who lack the spark and drive that leads to high rank or 
  great endeavours. Well-connected but less than effective noble officers who have climbed the ladder to gain a command 
  are often quietly shunted off to Glisten subsector to carry out customs inspections where they can do little harm. 
   
  Due to the light Sector Fleet deployment in Glisten subsector, it is actually outgunned by the old but serviceable ships of 
  the subsector fleet and their reliable if uninspired crews.  
  
  SECTOR FLEET 
   
   
  121 
   
  Glisten Subsector Fleet 
  Flag Squadron Glisten  
   
  1 Light Cruiser 
   
  1 Fleet Escort 
   
  2 Close Escort 
   
  1 Large Auxiliary 
  Escort Flotilla Glisten 
   
  14 Escort 
   
  Support Group Glisten 
   
  2 Dromedary 
   
  2 Large Auxiliary 
   
  Destroyer Flotilla New Rome 
   
  Fleet DesRon 
   
   
  3 Fleet Destroyer 
   
  Escort Destroyer Division (Half-Squadron) 
   
   
  2 Escort Destroyer 
   
  1 Large Auxiliary 
  Escort Flotilla Bendor 
   
  1 Escort Destroyer 
   
  5 Escort 
   
   
  Colonial Fleet 
  The Colonial Fleet for Glisten Subsector is of modest size and typical composition. It carries out the usual patrol missions 
  to uphold the law and protect commerce along the main trade arteries of the subsector. Personnel standards are much 
  the same as any other colonial force, though subject to the same complacency as the Subsector Fleet. 
   
  Reserves 
  Glisten subsector maintains a fairly standard mothballed reserve for service with the Subsector Colonial Fleet  
   
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-3 
   
  3-4 
   
   
   
  Cruisers 
   
  1-2  
  2-4 
   
  4-6 
   
   
   
  Destroyers   
  4-6  
  6-10 
   
  10-14 
   
   
  TRIN’S VEIL SUBSECTOR 
  Lying at the ‘far corner’ of Spinward Marches subsector from the Zhodani threat, Trin’s Veil is one of the most 
  economically important regions of the Marches, and also one of the safest. Most of the worlds of the subsector are 
  concentrated into two large Jump-1 clusters, enabling a large volume of trade to be carried aboard local freighters. A 
  Jump-2 vessel can cross between the two clusters via Trin itself. Jump-2 ships can also head Coreward to Mora or 
  Spinward to Glisten subsector.  
   
  Trin itself has a massively powerful high-tech economy and exerts political and economic influence not just across the 
  Marches but also into Deneb sector to Trailing. Up until recently, the naval base on Trin hosted two full squadrons of 
  capital ships, but these were redeployed to the frontier. As a sop to the pride of Trin, the world received a half-squadron of 
  older battleships and a fleet carrier instead. This is a powerful force – perhaps too powerful to be dispersed as a political 
  gesture – but it is sufficiently less than what was taken away that many still refer to the redeployment as ‘a slap in the face 
  for Trin’. 
   
  In truth, Trin’s Veil subsector does not need heavy battle units. Or more accurately, if it ever did need them, the Spinward 
  Marches would almost certainly be lost. 
   
   
   
  
  SECTOR FLEET 
   
   
  122 
  Bases 
  There are naval bases at Trin, Murchison and Katarulu. Katarulu is headquarters to the Subsector Fleet, which had been 
  stationed at Murchison for many years before being ordered to move in 1102. Ostensibly this was because Murchison 
  was being converted into a Fleet Reserve base, primarily concerned with mothballed vessels, but many cynics suggest it 
  was so that the Sector Admiral could interfere more readily at the local level.  
   
  During the move, some administrative functions for the Subsector Fleet were moved to Trin on a temporary basis and still 
  remain there. This enables the inhabitants of Trin to obstinately maintain that the Subsector Fleet is also based on their 
  world, as well as the heavy elements of the Sector Fleet. The same people also insist on claiming that the redeployment 
  of the ‘Trin Squadrons’ is temporary and that they will be back ‘home’ where they belong very soon.  
   
  The reality is that Sector Fleet HQ for the subsector is at Trin, Subsector Fleet HQ is at Katarulu and Murchison is a 
  specialist base. However, this is all somewhat complicated by the fact that parts of the administrative apparatus are still 
  detached to Trin, and Murchison hosts some Subsector Fleet assets as a patrol base. How well this confused setup would 
  function in wartime is open to question. 
   
  Sector Fleet 
  As already noted, the Sector Fleet bases a small force of heavy units at Trin. This force is most likely to be transferred 
  Spinward to Glisten in the event of a major war, though it could quickly rejoin the main command at Mora if necessary. 
   
  Trin Sector Fleet 
  Battle Group Trin 
   
  Battleship Division (Half-Squadron)  
   
   
  2 Second-Line Battleship 
   
   
  1 Fleet Escort 
   
   
  3 Close escort 
   
   
  1 Dromedary 
   
  Fleet Carrier Task Group 
   
   
  1 Fleet Carrier 
   
   
  1 Light Cruiser 
   
   
  2 Close Escort 
   
   
  1 Dromedary 
   
  Escort DesRon 
   
   
  3 Escort Destroyer 
   
  Support Group Trin 
   
  2 Tanker 
   
  2 Resupply Ship 
   
  2 Fleet Escort 
   
  6 Close Escort 
   
   
   
  Subsector Fleet 
  The 207th Fleet is assigned to Trin’s Veil subsector. Like the 100th, in Glisten subsector, the fleet is understrength and 
  complacent. Trin’s Veil is another safe deployment where incompetent, uninspired or ageing officers can serve out their 
  time in relative peace. Even more so than in Glisten subsector, the 207th is highly politicised, with the additional factor of 
  heavy influence from corporate concerns. This is one reason for the deployment of the 207th’s destroyer force at Trin, 
  which is probably the last place in the Marches where it is likely to be needed. 
  
  SECTOR FLEET 
   
   
  123 
   
  Trin Subsector Fleet 
  Flag Squadron Trin’s Veil (Based out of Katarulu) 
     
  1 Light Cruiser 
   
  1 Fleet Escort 
   
  2 Close Escort 
   
  1 Large Auxiliary 
  Support Group Katarulu 
   
  1 Tanker 
   
  1 Dromedary 
   
  2 Large Auxiliary 
   
  Trin Flotilla 
   
  Fleet DesRon 
   
   
  3 Fleet Destroyer 
   
  Escort DesRon 
   
   
  4 Escort Destroyer 
   
  Escort Flotilla 
   
   
  6 Escort 
  Patrol Flotilla Katarulu 
   
  6 Escort 
   
  Murchison Flotilla 
   
  2 Escort Destroyer 
   
  11 Escort 
   
   
   
  Colonial Fleet  
  Trin’s Veil has a large and relatively powerful Colonial Fleet. For reasons of prestige and political influence, a force of 
  destroyers and cruisers is maintained in commission at all times. Although elderly, these ships are in good condition – 
  better by far than most Colonial assets. At any given time, one or two of these task groups will be out showing the flag not 
  only for Trin but also for Navy-Corporate cooperation – the support assets for these formations are in fact armed merchant 
  ships provided by the main shipping lines.  
   
  In addition to escort and patrol ships supplied by world governments, a number of corporate ships are assigned to the 
  Colonial forces. This is a useful lobbying tool for the corporations, permitting them to point to a direct contribution they 
  have made to the security of the Imperium and her trade lanes. While not cheap by any means, a handful of escorts are 
  small fry compared to the value of an Imperial Navy weapons or drives contract. 
   
  Trin Colonial Assets 
  Colonial Battle Group (Based at Trin) 
   
  Armoured Cruiser Battle Group 
   
   
  1 Armoured Cruiser 
   
   
  1 Escort Destroyer 
   
   
  1 Fleet Escort 
   
   
  1 Armed Merchant Ship  
   
  Heavy Cruiser Battle Group 
   
   
  1 Heavy Cruiser 
   
   
  2 Escort Destroyer 
   
   
  1 Armed Merchant Ship 
   
  Light Cruiser Battle Group 
   
   
  1 Light Cruiser 
   
   
  3 Fleet Destroyer 
   
   
  1 Armed Merchant Ship 
  Colonial Patrol Flotilla  
   
  5 Escort Destroyer 
   
  41 Escort 
   
   
   
   
   
   
   
  Reserves 
  Trin’s Veil subsector operates a considerable Colonial Subsector Fleet. This is backed up by a mothballed squadron of 
  battleships plus a couple of cruisers and a small destroyer force. Most of the reserve vessels, other than the battleships, 
  are in a dubious state. The more serviceable cruisers and destroyers are already active. 
   
  
  SECTOR FLEET 
   
   
  124 
  Note: estimates are for total numbers of vessels which could be reactivated by that time, including those already 
  reactivated in earlier batches. 
   
  Reserve Reactivation Estimates 
   
   
   
   
  7 Days 
  30 Days  
  90 Days 
   
   
  Capital Ships 
  1-2  
  2-3 
   
  3-4 
   
   
   
  Cruisers 
   
  0 
   
  0-1 
   
  1-2 
   
   
   
  Destroyers   
  0 
   
  1-4 
   
  4-8 
   
   
  
  SECTOR FLEET 
   
   
  125 
  CHAPTER 8: OPPONENTS, ALLIES AND RIVALS 
  No study of the Imperial Fleets would be complete without some attention being turned to the opponents that fleet may 
  have to fight, and the allies it will support and rely upon. 
   
  MAJOR POWERS 
  The major powers of Charted Space maintain powerful navies that could be expected to meet the might of the Imperial 
  Navy head-on and possibly even inflict defeat. Imperial vessels have clashed with those of these major powers from time 
  to time in combats ranging from border incidents to full-blown war. 
   
  THE ASLAN 
  History 
  Despite coming relatively late to the interstellar stage, the Aslan rule a region of 17 sectors containing over 7000 worlds. 
  This region, named the Hierate, lies to Spinward of the Imperium. Aslan are descended from carnivore/pouncer stock and 
  have evolved a warrior culture with a strong territorial instinct. The need to possess territory drove the Aslan to the stars 
  as soon as Jump technology was available, and still motivates many of their actions.  
   
  There is no overall Aslan authority. The Hierate consists of many Aslan clans, each of which posses its own military 
  forces. The leaders of the 29 greatest clans form a council known as the Tlaukhu, which has influence but little formal 
  power over the many clans. However, clans often co-operate to provide military forces in response to a Tlaukhu request, 
  but even then the forces of each clan remain separate, with no high command structure. 
   
  The Aslan clans have fought among themselves throughout their history, and have clashed with their neighbors from time 
  to time. There has been no major war since 300 or so, but recent tensions in the Dark Nebula sector look like leading to 
  joint clan action against the Solomani within a few years. 
   
  Duties 
  The duties of the clan navies are similar in many ways to those of any culture: patrol, anti-piracy and defense against 
  attack by outsiders However, there are some major differences. The first and foremost duty of a clan Aikoho (which 
  translates roughly as “fleet”, though a more accurate – and more Aslan – translation would be “many ships”) is to defend 
  and maintain the honor of the clan.  
   
  Clan wars are mainly the business of ground forces, but the Aikoho does play an important role. Space battles are 
  arranged, and many points are agreed upon in advance by the commanders on both sides. Only then do the Aikoho 
  engage, and only to the agreed-upon level of damage or casualties. Sneak attacks are considered the hallmark of 
  dishonorable barbarians.  
   
  As well as conducting clan wars, the clan navies provide transport and conduct exploration and colonization missions. 
  Scouting for new territory is an important role for the navy, since land-wealth correlates to political power. The navy also 
  carries out a courier role, since the Aslan have nothing that corresponds to the Xboat network. 
   
  Organization 
  Aslan starships tend to operate independently. Indeed, many observers claim that even during fleet operations, Aslan 
  ships still operate independently. Organization at higher than single-ship level is driven by orders from the clan. Several 
  organizational concepts have been observed. Note that these are Imperial labels, and imply a level of organization that 
  does not exist in Aslan society. 
   
  Tlaukhu Navies: These forces are created at need from contributions made by the various clans; the greatest clans 
  contributing the most powerful and efficient ships as a matter of prestige. They are formed to battle powerful foes which 
  threaten the Hierate as a whole.  
   
  Clan Navies: Those more powerful clans which are not part of the Tlaukhu may form navies from their own forces. Some 
  are as large as a Tlaukhu navy, while others are nothing more than patrol forces. 
   
  Planetary Navies: While part of the forces of the owning clan, planetary navies are mainly single-system forces for local 
  defense.  
  
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  126 
   
   
  Vessels 
  While they look very different from Imperial or Solomani vessels, Aslan starships are similar to human ones, and fulfill the 
  same basic roles; escort, cruiser, battleship etc. Even the most functional warship is richly decorated and valued as a 
  piece of art as well as a lump of military hardware. Aslan ships always have a “shrine of heroes” aboard, where crew and 
  passengers can meditate on their place in the clan. Large communal lounges are common, even on military ships.  
   
  THE DROYNE 
  History 
  The Droyne have a long history as a starfaring race, but currently have little power. Their worlds are scattered throughout 
  Charted Space, with no overall organization or power structure. Many worlds have a small but high technology navy, while 
  others exist at a low-tech, pastoral level. Throughout human history, the Droyne have been uninterested in conquest or 
  warfare, fighting only in self-defense or to protect their interests.  
   
  Duties 
  The many Droyne Oytrips (communities) across Charted Space rarely cooperate with one another, or engage in naval 
  activities other than self-defense and patrol duties. On rare occasions, an Oytrip has launched a strike against some 
  threat. Although having little actual combat experience, Droyne naval units have always proven highly efficient, and it is 
  assumed that the Oytrip navies conduct some form of preparation or training to maintain this high state of readiness.  
   
  Droyne naval forces are sometimes involved in ritual wars between Oytrips. Always prearranged and subject to strict rule 
  (which are incomprehensible to outsiders), ritual wars are fought for a specific goal. Both sides honor the result and the 
  matter is considered settled upon the victory of one side. Naval units do not usually engage in space combat during such 
  wars, as one of the rules seems to be that only members of the caste of Warriors die, and starship crews are drawn from 
  all castes. 
   
  Naval forces also engage in exploration, wandering around space in what appears to be random and haphazard manner, 
  and carry messages between Oytrips. There is little or no pattern or regularity to this activity. 
   
  Organization 
  There is little apparent structure to Droyne “fleets”, as most ships operate independently. No Oytrip within the Imperium 
  has more than a couple of purely military craft. Outside the Imperium in the Trojan reaches, what appears to be a formal 
  naval force does exist. One of the Oytrips of the world of Auitawry has a highly organized fleet of 14 major vessels, which 
  defend the world in return for goods and considerations from the other Oytrips on-planet. These vessels serve under a 
  ‘Leader of Ships’ and probably represent the standard Droyne fleet organization where the Oytrip is not within space 
  controlled by a friendly power. 
   
  Vessels 
  Droyne often obtain vessels from other races for general use. When they do build their own vessels, the designs are 
  always the same, no matter how remote the Oytrip is from other Droyne worlds. This is a mystery which has never been 
  explained. 
   
  THE HIVE FEDERATION 
  History 
  The Hive Federation is very different to the Imperium in that it is a true federation of states, each of which is internally 
  independent. The Federation is based around the cultural precepts of its founders, the Hivers, but all member worlds have 
  co-equal status to central government. There are over 170 member races in the Hive Federation, but they display very 
  little behavioral diversity.  
   
  The Hivers fought a short but vicious war with the K’Kree between –2023 and -2021, but overall their history has been 
  remarkably peaceful. However, they seem to believe *(probably correctly) that in order to have peace they must be visibly 
  ready for war. 
   
  Duties 
  The Federation Navy, which is the only formal military organization the Federation possesses, exists mainly to monitor 
  and contain aggressive species such as the Ithklur and Humaniti. It enforces quarantine of dangerous species and carries 
  
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  127 
  out the usual policing of the spaceways – this is particularly important since many pirates see Hiver space as an easy 
  hunting ground due to the Hivers’ peaceful nature. The Federation Navy also has a deterrent role, and stands ready to 
  combat any invader. Its forces are deployed more thickly along the K’Kree border than anywhere else.  
   
  Organization 
  The Federation Navy is organized into 18 Sector Fleets, within which squadrons of various types exist. Squadrons are of 
  common types for the most part, but two are unusual: 
   
  Containment Squadrons (refereed to as ConRons by Imperial analysts) exist to maintain the quarantine around closed 
  worlds,  
  Covert Operations Squadrons are maintained to carry out surveillance operations and, presumably, to undertake more 
  direct actions at need. 
   
  During the K’Kree war, a combined “Defense Fleet” was created from 7 Sector Fleets, but this is not a common measure. 
   
  Vessels 
  Hiver vessels are designed to protect their crews and therefore have very solid defensive systems. Their sensors are 
  excellent, a necessity given the Hiver preference for long-range weaponry.  
   
  THE JULIAN PROTECTORATE 
  History 
  The navy of the Julian Protectorate, the Star Legion, has progressed a long way from its ramshackle origins in the Julian 
  War. Two main lessons were learned from the war. Firstly, the ability of fast-moving raider and strike squadrons to tie 
  down enemy forces and disrupt both commerce and military operations was graphically demonstrated. Secondly, the 
  vulnerability of the Protectorate to powerful capital ship squadrons was underlined. Measures were taken to improve the 
  former capability while reducing the latter liability. 
   
   
  The development of the Star Legion was not without its setbacks and problems. The creation of a unified navy from the 
  forces of many states was a huge challenge. Political (and even military) infighting has beset the fleet from its foundation. 
  However, the need to avoid repetition of the Imperial thrusts into Protectorate space has overridden most other 
  considerations. 
   
   
  Duties 
  The Star Legion is charged with defense of the Protectorate as a whole, with home defense as the responsibility of 
  individual worlds and or states. The Legion has three main duties. Most commonly, Star Legion ships are assigned to 
  patrol and piracy-suppression missions within Protectorate space. However, in wartime the other two duties assume 
  precedence. These are to reinforce threatened systems and to strike hard at enemy commerce, and bases behind the 
  lines. 
   
  In time of war, the Star Legion adopts a ‘sword and shield’ system similar to that which brought about the Imperial defeat 
  in the Julian War. While the ‘Shield’ of system defenses and heavy monitor squadrons holds back the enemy main fleet, 
  the ‘Sword’ of fast raiding vessels severs their supply chain and inflicts damage in the rear. If the enemy can be pinned for 
  long enough, a heavy force can be brought to bear for a fleet victory, but the Star Legion plans to inflict a steady 
  asymmetric defeat on its enemies rather than a decisive fleet action. 
   
  Organization 
  The Star Legion is a “Cruiser Navy”, with many ships deployed on semi-autonomous operations. Most organization is at 
  the squadron level, with “Fleets” existing mainly for administrative purposes. Star Legion squadrons are not homogenous. 
  That is, they frequently contain ships of several classes or even designations. Three types of squadron are maintained:  
   
  Patrol Squadrons carry out policing and reconnaissance duties. 
  Strike Squadrons are intended for the deep-strike role against rear-echelon enemy targets. Strike Squadrons usually 
  include one or more Fast Tankers and are primarily made up of raiding cruisers and light cruisers. 
  Heavy Squadrons act as mobile reserves to bolster system defenses.  
   
  
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  128 
  Larger forces, assembled from several squadrons, are termed “Action Commands” and commanded by an officer whose 
  rank is as much political is it is naval. 
   
  Vessels 
  Star Legion ships tend to be optimized for a particular role. Patrol ships are light anti-piracy vessels with good mobility and 
  sensors. They are designed to outgun privateers, not to fight fleet battles. In wartime they provide escorts for other ship 
  types. Light cruisers and “Raiding Cruisers” (which might be termed Battlecruisers in a different navy) make up the Strike 
  squadrons. They are optimized for hit-and-run attacks rather than fleet action, being heavily armed but fairly light on 
  defenses. Heavy units include Armored Cruisers and Battle Monitors (as the Star legion terms its low-Jump 
  dreadnaughts). These vessels have relatively low mobility but are impressively well-protected, and very heavily armed. 
  Battle Monitors are not intended for offensive action so much as acting as a mobile reserve to augment the defenses of a 
  threatened system. 
   
  The Star Legion does not favor carriers or tenders. 
   
  THE K’KREE 
  History 
  The only major race descended from herd herbivores, the K’Kree are ultraconservative and maintain a caste-based feudal 
  society structure in which the Krurruna (“Bosses”) answer to their Steppelord, who in turn answers to a Lord of 
  Steppelords (planetary ruler). Overlords of Lords rule subsectors and all K’Kree owe allegiance to a single Steppelord of 
  the Two Thousand Worlds.  
   
  This structure served well on the plains of the homeworld, but it creates huge problems in governing a technologically-
  advanced interstellar state. K’Kree also suffer from extreme claustrophobia and an almost pathological gregariousness. 
  Despite these handicaps, the discovery of Jump drive in –4142 allowed the K’Kree to spread out into space.  
   
  The K’Kree military (named the “Kitunika’rra”, which literally means “Vermin Exterminators”) was created to destroy all 
  carnivores on their homeworld of Kirur, and later to campaign against the G’naak, a carnivorous race living on the 
  homeworld’s moon. 
   
  The discovery of the G’naak was a pivotal event in K’Kree history, since their main reason for developing space flight was 
  to wipe out the G’naak. This drive to annihilate all carnivorous life from the universe has led to a violent history, and while 
  accommodations have been made with neighbors, the K’Kree still openly pursue their mission. 
   
   
  Duties 
  Although K’Kree cultural policy is to conquer the galaxy and wipe out all meat-eaters, the realistic military stance is one of 
  defense against the aliens. The K’Kree managed to lose their only major war against an interstellar power (the Hivers, of 
  all people!) and this has greatly colored their perceptions. As part of their defensive strategy, the K’Kree back an informal 
  empire of client states. Naval forces support these buffer states and make raids beyond K’Kree territory to punish 
  aggression. K’Kree space forces are also responsible for communications between worlds. Nobles have access to a first-
  class courier network, while lower castes must make do with an unreliable and slow message system. 
   
  Intimidation of subject races is another important duty of the fleet. The K’Kree do not trust their subject peoples, and use 
  hostages or threats of violence to keep them in line. There is near-continuous dissent within the Two Thousand Worlds, 
  with the navy busy putting down at least one revolt at any one time.   
   
   
  Organization 
  Space force crews must by definition be at least slightly crazy – why else would a herd creature leave a planet to work in 
  a small metal box in space, with just a handful of companions? They are thus not the cream of military personnel. Thus 
  the space force, while probably the most important arm of the military, is highly inefficient. 
   
  The K’Kree military has a single, feudal, command structure which is subdivided into three strategic commands each 
  centered around a huge base which provides support, training and base facilities. The Home Group is based on Kirur 
  itself, while the Advanced group is based across the Lesser Rift and charged with discouraging the Vargr from raiding. 
  The third group, Hero Fleet, guards against the Hivers. It currently has its hands full dealing with a spate of insurrections 
  which are blamed upon Hiver interference. 
  
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  129 
   
  Each feudal K’Kree lord also maintains his own forces. These forces, usually composed of cost-effective frigates, 
  generally operate dispersed in the patrol role. When a larger force is required, a lord commands his vassals to provide the 
  necessary units for the mission. What he actually gets depends upon what is available and who is in revolt at the time. 
  These forces have an ad-hoc organizational structure created for the task at hand. 
   
  Vessels 
  The K’Kree prefer to do battle on the ground, with starships being merely armed transport and orbital fire support. All 
  warships carry troops and are equipped for the fire support mission. They are thus inefficient in space combat despite 
  their huge size (a necessity for large creatures such as K’Kree). Since the Hiver war, the K’Kree have tried to improve 
  their fleet by creating fighter carriers. These vessels carry hundreds of semi-autonomous robot ships which are useful in 
  ground support and can be sent in waves against enemy vessels. “Suicide” attacks with these craft are not uncommon. 
   
  THE SOLOMANI CONFEDERATION 
  History 
  The Solomani Confederation was once part of the Imperium, and its navy inherited its ships, doctrine and traditions from 
  the Imperial Navy. Although there has been significant change in the intervening time, many practices of the 
  Condeferation Navy are virtually identical to those of its Imperial opponent. However, the destruction of much of the 
  Confederation’s warship tonnage in the Solomani Rim War resulted in a doctrinal shift and the construction of a fleet to 
  match it. 
   
  After the fall of Terra at the end of the Solomani Rim War, the Solomani created a new capital at Home and began to 
  rebuild their naval forces. Expansion Rimwards continued and border clashes with the Hivers and Aslan provided a 
  training ground for Solomani crews. The Solomani Confederation remains dedicated to the notion of human superiority 
  and the belief that the Solomani people will eventually take their rightful place as the overlords of all human and non-
  human species. 
   
  Duties 
  The Confederation Navy is maintained for many of the same reasons as the Imperial Fleet; as a tool for defense and 
  deterrence, and for the advancement of policy by direct means. The Grand Admiral of the Confederation Navy sits on the 
  Confederation High Council (the main ruling body of the Confederation), giving the navy a powerful voice in politics.  
   
  The Navy engages in exploration and survey operations to Rimward, maintains the Solomani Xboat network, and most 
  importantly, suppresses dissent within the Confederation by various means ranging from control of the news to outright 
  intervention. 
   
  Organization 
  The Solomani Navy is in fact made up of two forces: the Confederation Navy and the fleets of the various Confederation 
  member states. 
   
  The Confederation Navy maintains individual fleets at subsector level, reinforced in troubled or border regions. 
  Confederation squadrons are heavily biased towards larger vessels – dreadnaughts, battleships and heavy cruisers – with 
  the only common small vessels in the Confederation Navy being close escorts, fleet couriers, network couriers and courier 
  tenders. 
   
  The Confederation Navy also runs naval academies and bases across the Confederation. These academies are attended 
  by personnel from the member state fleets as well as Confederation Navy personnel, ensuring commonality of procedures 
  and tactics. This is important since in time of war, member state fleets are integrated into the Confederation Navy 
  command structure.  
   
  The fleets of the member states are more or less independent except in wartime. They are largely made up of lighter craft 
  optimized for patrol and escort work, though there is no official reason why a member state cannot maintain a fleet of 
  capital ships, if it can afford it. Member-state fleets are monitored by Solomani Security (SolSec) and Political Officers 
  seconded from the Confederation Navy.  
   
  
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  130 
  The Confederation Navy also maintains a corps of Marines for rapid-reaction and peacekeeping operations. Unlike the 
  Imperial Marines, the Confederation Marines have no starships of their own. 
   
  Vessels 
  Solomani warship designs are mostly similar to Imperial equivalents, though some vessels show an Aslan influence. 
  Beam weapons are popular, with smaller ships often having several weapons in fixed mounts rather than turrets. Larger 
  vessels are constructed around heavy spinal mounts, and often carry large fighter wings for screening and strike 
  operations. 
   
  THE VARGR 
  History 
  Vargr history is one of raid and plunder, interspersed with outright war. Past enemies include the Imperium, the Zhodani 
  and other Vargr groups. There has been no major Vargr War with the Imperium for many years, but raids and piracy are 
  common.  
   
  Duties 
  The lack of stable or large Vargr political bodies results in very limited duties for space forces. Control of local space is a 
  vital duty, and protection against the raids of other Vargr groups. Space forces also demonstrate the charisma of their 
  commanders by being highly visible and keeping down rivals. Since naval command requires and confers great charisma, 
  Vargr states often have naval commanders in positions of political power.  
   
  Many Vargr naval units, even members of  “regular” squadrons, are prone to turn raider at any moment. This can be at the 
  behest of political leaders wanting to make a profit or raise their status with a daring raid, or may simply be the action of 
  crews grown bored with patrolling. Raiding is an important naval duty, since it is by demonstrating their power that Vargr 
  states maintain their status among their peers. 
   
  Naval units also fulfill the important duty of escorting Emissaries.  
   
   
  Organization 
  Vargr organization of any sort is chaotic and constantly changing as loyalties shift, charisma rises or falls, and leaders 
  take their ships out raiding. Most Vargr naval squadrons are organized in an almost feudal manner. They are composed of 
  ships whose commanders are willing to give their loyalty to the squadron commander. Thus squadrons are of a size 
  dictated by the charisma of their commander – usually 6-18 vessels of an assorted type. They are not usually grouped 
  into fleets or at any higher command level than the squadron. 
   
  On the rare occasions that a fleet is assembled, it remains a chaotic collection of squadrons and vessels with the same 
  vague purpose. Commanders are too busy vying with one another for prestige to cooperate properly. Vargr fleets are thus 
  highly inefficient, though often motivated by great fighting spirit as Captains try to outdo one another in deeds of daring. 
   
   
  Vessels 
  Vargr states tend to field smaller vessels such as frigates and corsairs. This is partly because Vargr states are small and 
  cannot afford capital ships and partly to do with the nature of Vargr charisma. The commander of a large warship must 
  have a great deal of personal charisma, and is unlikely to subordinate himself to another Vargr unless that Vargr is truly 
  exceptional. There is also the fact that Vargr given command of large ships tend to start thinking of themselves as more 
  important than their political masters. This leads to a tendency to either go out raiding or launch a coup.  
   
  Vargr ships are over-ornamented and have garish color schemes. They tend to be heavy on “teeth” and light on “tail”. 
  That is, firepower is more important than mobility, defense or logistical considerations. Armament can be any weapon 
  available in Charted Space, though Imperial authorities try to prevent the sale of high-tech weapons to those Vargr states 
  that are most anti-Imperial in outlook. 
   
  THE ZHODANI 
  History 
  The Zhodani Consulate is the most stable civilization in human history, having reached its current size long ago. Unlike 
  the Solomani and the Vilani, the Zhodani did not suffer the Long Night. Zhodani history has not been uneventful. Constant 
  
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  131 
  skirmishing with Vargr states along the Trailing border, campaigns against corsairs and the five Frontier Wars against the 
  Imperium have meant that there has always been work for the Consulate Navy. 
   
  Duties 
  The Consulate Navy carries out two main duties: exploration and maintenance of the status quo. The latter is based upon 
  a defensive mentality which accepts the need for occasional pre-emptive strikes in order to shape the thinking of a 
  neighboring state or to remove a prospective threat. The Zhodani have never fought wars for conquest, though they have 
  gained a reputation for aggression. This is ironic, since the Consulate is probably the most peaceful human civilization in 
  history. 
   
  The other duty of the Navy, exploration, includes several long-range missions in the direction of the galactic core. These 
  were undertaken at the direct order of the Consulate supreme council. The Navy also engages in scientific research and 
  short-range survey operations closer to home. 
   
   
  Organization 
  The Consulate Navy operates at three basic levels of command, termed Consular, Regional and System. However, there 
  is also an elite force, the Consular Guard, which takes its orders directly from the Supreme Council. 
   
  The Consular Guard is roughly similar to the Imperial Marines, but in some regions maintains small fleets of starships 
  including CruRons and AssaultRons. They mainly serve in the rapid-response role. 
   
  The Consular Navy is divided into eight Provincial Fleets; one per province, with the fleets subdivided into squadrons 
  similar to those of the Imperial Navy. One major difference is the amount of vessels assigned to exploration squadrons. 
  These are equivalent to Imperial ScoutRons in some ways, but optimized for exploration and scientific research. Almost 
  12% of the entire fleet is made up of such vessels, which have negligible military value. 
   
  The subsector councils of the Consulate maintain forces of warships tasked with local defense. Unlike the Imperial 
  Colonial fleets, the regional fleets are not militias equipped with obsolescent vessels but are trained and equipped to the 
  same standards as the Consulate Navy. Quality does vary according to location within the Consulate, however, as many 
  regional forces have not seen action for centuries.  
   
  Planetary councils also maintain local forces for system patrol and defense. These are usually non-starships. Planetary 
  navies are part of the world’s Joint Defense Command and have more in common with COACC and ground forces than 
  with the Consular navy. 
   
  Vessels 
  Zhodani ships are designed to be less role-specific than Imperial vessels. For example, the Shivva Class “Patrol Frigate” 
  carries several fighters and can act as an escort, a patrol ship or undertake covert intelligence gathering missions using its 
  extensive emission masking. 
   
  
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  132 
  APPENDIX: TYPICAL SECTOR FLEET COMPOSITION 
  There is, in truth, no such thing as the ‘typical’ sector fleet. Strengths and compositions vary from region to region. 
  However, the following general composition can be taken as a starting point. Each Sector Fleet is the product of many 
  years of evolution and compromise. Vessels have been shifted between subsector commands and up and down between 
  sector and subsector fleets according to the needs and influences of the time. Thus a given subsector may have more or 
  less vessels assigned than is noted here. As a rule though, the basic functions of the fleets will not have been over-ridden; 
  the Sector Fleet exists to fight battles and defeat major threats while the Subsector Fleet is there to secure and police the 
  local area whilst dealing with minor incursions.  
   
  The following Table of Organization and Equipment (TO&E) is based on the usual model of a sector containing 16 
  subsectors with numerous naval bases and one Depot. According to reliable (canon) sources, roughly one squadron of 4 
  capital ships and one squadron of 4 cruisers exists per subsector, plus additional specialist cruisers and escorts. A Sector 
  Fleet contains about 1000 ships not including tankers and logistics ships. These are normally assigned at the Sector level, 
  with a couple of small supply ships available to Subsector command to replenish guardships or the Flag Squadron. 
   
  SUBSECTOR FLEETS 
  Within the sector there are 16 Subsector Fleets, or ‘Numbered Fleets’. Each is charged with keeping the peace, promoting 
  free trade, and preserving the security of the region. The typical Subsector Fleet composition is as follows: 
   
  Flag Squadron:  
   
  1 Heavy or Light Cruiser 
   
  1 Fleet Escort 
   
  2-3 Close Escorts 
   
  1 Dromedary 
   
  Subsector Destroyer Flotilla 
   
  6-8 Fleet Destroyers (3000t) usually grouped as 2 squadrons 
   
  6-8 Escort Destroyers (1000t) usually deployed independently 
   
  Subsector Patrol Assets 
   
  10-20 Patrol Cruisers or Close Escorts (300-400t) grouped administratively as flotillas of 2-12 but deployed 
  individually. 
   
  Subsector Logistics Assets 
   
  3-5 Small or Medium Dromedary 
   
  1-2 Tanker 
   
  Assorted auxiliaries, freighters and small logistics vessels 
   
  Additional Forces 
  The Subsector Fleet can deploy a range of additional forces, which varies from time to time.  
   
  • 
  Imperial Marine vessels, if any, assigned to Subsector command 
  • 
  Any Colonial Fleet patrol assets that might be active (possibly 10-40 vessels) 
  • 
  Scout Service vessels passing through the region 
  • 
  Huscarle forces of regional nobles (possible) 
  • 
  Corporate and mercenary forces assigned to particular routes or systems 
  • 
  Any reactivated vessels from the Mothball Fleet that might be available. 
   
  This force will typically be responsible for a subsector of 20-30 worlds. The Flag Squadron and Fleet Destroyer assets 
  tend to be either deployed to a trouble spot or else held at or near base as a response force, so are not available for 
  routine patrol work most of the time. Given that some ships will be in port, on exercise, or otherwise unavailable, and that 
  time in Jumpspace is a significant fraction of the period spent on deployment for most ships, it is not unreasonable to 
  assume that at most 1/3 of this force will be present in the systems of the subsector at any given time. This equates to, on 
  average, 2-3 Escort Destroyers (which might include vessels such as Kinunir-class ships) plus 10-20 Colonial and 
  Regular patrol ships on deployment at any one time. 
  
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  133 
   
  The distribution of these patrols is not even. Some systems have more than sufficient local forces to deal with any 
  problems and can be given a lower priority than others, though the Navy still needs to visit and ‘show the flag’. Some 
  systems have very little traffic and thus receive less frequent attention than those on the main spacelanes. Solar systems 
  are also very large – a Navy ship patrolling the outsystem is unavailable to assist a merchant attacked near the 
  mainworld. 
   
  Assets are sometimes loaned from one subsector to another, though more commonly vessels are assigned from the 
  Sector Fleet to a region that needs them, with quieter areas transferring some of their ships to Sector command to replace 
  these. The end result is the same, but the command & control problem is simpler this way. Note that all subsector assets, 
  including Colonial Fleet vessels, are under the command of the Sector Admiral and can be reassigned at any time. 
  System defence forces obviously cannot. Thus one subsector may be given additional patrol ships while a troubled border 
  region might be assigned additional cruisers or even a battleship as the fleet flagship. Another, traditionally ‘quiet’, 
  subsector may not have many forces assigned at all.  
   
  In the event of hostilities or a major crisis, the Subsector Fleet gains the use of additional assets. In peacetime only a 
  proportion of the Jump-capable assets of those worlds possessing them will be actively serving with the Colonial Fleet. 
  The rest carry out whatever duties the homeworld may wish of them. This can include patrolling nearby systems to protect 
  trade and thus backing up the Imperial Navy’s patrol assets in a useful manner.  
   
  In wartime however, all these assets come under Naval command. This means the Subsector Admiral gains a large if ill-
  assorted collection of escort sized ships and a handful of destroyers or cruisers. Capital ships are very rare in non-
  Imperial Navy hands. In addition, obsolescent mothballed escorts and destroyers are brought out and crewed by recalled 
  reservists. The best of these go to Sector command but the Subsector admiral should gain at least a handful of 
  reasonable vessels. 
   
  In practice, the Subsector Fleet tends to lose many of its best escorts to Sector Command as soon as hostilities start, and 
  gains a larger number of reactivated Fleet Reserve (i.e. Colonial Fleet) ships. It thus becomes larger and may even gain a 
  number of quite potent ships, but this benefit is offset by the lower quality of these vessels and their crews. When 
  repulsing a major invasion, however, a handful of old cruisers is more use than a horde of top-quality escorts. 
   
  THE SECTOR FLEET 
  The major naval assets of the region are retained at the Sector Fleet level. These include war-fighting assets such as 
  (usually) all capital ships and most of the cruisers.  
   
  CAPITAL SHIPS 
  Exactly what capital ships are available to a Sector Admiral will of course vary. A typical breakdown of the 16 squadron-
  equivalents available will include: 
   
  2 Dreadnought Squadrons 
   
  3-4 Dreadnoughts 
   
  1-2 Fleet Escorts 
   
  3-4 Close Escorts 
   
  1 Tanker 
   
  2 Resupply Vessel 
   
  4 First-Class BatRons 
   
  3-4 Battleships  
   
  1-2 Fleet Escorts 
   
  3-4 Close Escorts 
   
  1 Tanker 
   
  2 Resupply Vessel 
   
  8 Second- Class BatRons 
   
  3-4 Older Battleships  
  
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  134 
   
  1-2 Fleet Escorts 
   
  3-4 Close Escorts 
   
  1 Tanker 
   
  2 Resupply Vessel 
   
  2 Battle Rider Squadrons 
   
  1 Battle Tender 
   
  3-5 Battle Rider 
   
  3-4 Close Escorts 
   
  1 Resupply Vessel 
   
  CRUISER SQUADRONS AND SQUADRON-EQUIVALENTS 
  A Sector Fleet typically has 8 squadrons of light and 4 of heavy cruisers available, plus two squadrons of heavy cruiser-
  sized vessels, typically 2 Missile CruRons and 2 Strike CruRons. Most sector fleets also have some specialist cruisers 
  which are often deployed singly or at the head of a specialist task group. Armoured cruisers are sometimes substituted for 
  heavy cruisers. 
   
  In addition to all of these, the equivalent of 3 Light and 1 Heavy CruRon are typically deployed as flag vessels for the 
  Subsector Fleet. Additional light cruisers are also assigned to tanker and carrier squadrons. All these vessels are ‘extras’ 
  and not part of the sector fleet’s squadrons. They are occasionally ‘borrowed’ for other missions in times of need, which 
  usually results in heavier losses to tanker and resupply assets. 
   
  4 Heavy CruRon 
   
  3-4 Heavy Cruiser 
   
  1 Fleet Escort 
   
  2-3 Close Escort 
   
  1 Dromedary 
   
  2 Missile CruRon 
   
  3-4 Missile Cruiser 
   
  1 Fleet Escort 
   
  2-3 Close Escort 
   
  1 Resupply Ship (Missile) 
   
  2 Strike CruRon 
   
  3-4 Strike Cruiser 
   
  1 Fleet Escort 
   
  2-3 Close Escort 
   
  1 Fast Resupply Ship 
   
  8 Light CruRon 
   
  3-4 Light Cruiser 
   
  1 Fleet Escort 
   
  2-3 Close Escort 
   
  1 Large Auxiliary 
   
  Specialist CruRon-Equivalents 
   
  2-4 additional squadron-equivalents of Armored, Bombardment, Frontier, Interdiction, Rift etc cruisers 
   
   
  CARRIER ASSETS 
  A typical Sector Fleet is assigned a mix of carrier forces to support other warships. Carriers rarely form a squadron, 
  instead acting as the flagship of a task force. 
   
  4 Fleet Carrier Task Groups 
   
  1 Fleet Carrier 
  
  SECTOR FLEET 
   
   
  135 
   
  1 Light Cruiser 
   
  2-3 Close Escorts 
   
  1 Tanker or Dromedary 
   
  4 Strike Carrier Task Groups 
   
  1 Strike Carrier 
   
  2-3 Fleet Destroyer 
   
  1 Tanker or Dromedary 
   
  8 Light Carrier Task Group 
   
  1 Light Carrier 
   
  2-3 Fleet Destroyer 
   
  1 Large Auxiliary 
   
  SECTOR DESTROYERS, ESCORTS AND PATROL ASSETS 
  Significant numbers of smaller ships are maintained at the Sector command level. These are in addition to the assets 
  assigned to squadrons and task forces, and are routinely transferred from one subsector to another to deal with piracy or 
  other problems. Escorts (including destroyers) are often assigned to protect supply routes or logistics missions, and thus 
  can be encountered almost anywhere. As a rule, Sector Fleet escorts will be encountered on flag-showing, recruiting and 
  guardship duties while the subsector fleet’s vessels undertake more routine patrol work.  
   
  4 EscortRon 
   
  4 Fleet Escort 
   
  8 Fleet DesRon 
   
  4 Fleet Destroyer 
   
  8 Escort DesRon 
   
  4 Escort Destroyer 
   
  Patrol Flotilla 
   
  160 Patrol Cruiser, Close Escort etc. 
   
   
  The Sector Fleet tends to retain its heavy combat assets close to the depot and the major naval bases. Some CruRons 
  and DesRons are also assigned to these reaction forces. The remainder are available for patrol work and response to 
  major crises. The Sector Fleet is responsible (in peacetime) for providing guardships at critical locations and for 
  interdiction of Red Zones. Its escort assets are often assigned to back up Subsector vessels, either under the command 
  of the Subsector admiral or independently under Sector command. 
   
  Light cruisers, light carrier task groups and destroyers (singly or in groups) are most likely to be sent out on patrol 
  operations, plus of course the pool of small escort class vessels. Escorts for the fleet’s support and logistics ships tie up a 
  lot of these assets however, so in practice the Sector Fleet’s contribution to anti-piracy patrols in any given subsector 
  tends to be fairly slight.  
   
  Battle squadrons tend to be used en masse; indeed, if fleet action threatens then more than one squadron would usually 
  be assigned. However, other squadrons are routinely broken up to provide escorts, guardships and task forces tailored to 
  whatever task lay at hand.  
   
  In wartime, the Sector Fleet is augmented by reactivated Fleet Reserve vessels. The best of these join the front-line 
  squadrons while the rest are assigned to rear-area defense operations or even handed down to Subsector or System 
  Squadron commands.  
   
   
   
   
   
  
  SECTOR FLEET 
   
   
  136 
   
  
  US$ 24.99
  Sector Fleet is a sourcebook for all versions of Traveller. Concentrating on the Imperial Navy of the Third 
  Imperium, it presents data on naval operations, procedures and ships for many interstellar powers including 
  the Solomani Confederation, the Julian Protectorate, and the Two Thousand Worlds.
  Sector Fleet details the role and organization of an interstellar navy as well as the specifics of shipboard 
  protocol such as command devolution, legal and illegal orders, and how much latitude a starship captain 
  has once underway. Sector Fleet also presents details of the exact composition of an Imperial Sector and 
  Subsector fleet; ship strengths and types, and the vital role played by reserve and Colonial forces in backing 
  up the main strength of the Sector Fleet. The fleets of the entire Spinward Marches are described in this book.
  Sector Fleet contains answers to some of the Big Questions concerning the Imperial Navy:
  * What missions does the Navy actually carry out?
  * Can a Sector Duke legally give orders to a naval Admiral?
  * How does the Navy recruit and train its personnel?
  * How many patrol ships are available in a typical subsector?
  * When the Bridge is shot away, who takes command?
  * What is the composition of a Sector Fleet?
  * When is an order illegal? Should it be obeyed anyway?
  * What jurisdiction does a corporate Route Protector have?
  * How much does an Able Spacehand get paid?
  * When a Commodore commands a single-ship force, is the Captain still in command?
  To use this supplement, a Referee will require the Traveller Core Rulebook. 
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - The Third Imperium - Sector Fleet.pdf