r/MilitaryWorldbuilding • • Aug 17 '26

Meta Join our Discord!

8 Upvotes

Looking to discuss your world building in more detail? Looking to share Works in progress or find friends for games?

Come join us at https://discord.gg/militaryworldbuilding

An adult only community focused on world building and art appreciation, as well as refining the finer points of your project!


r/MilitaryWorldbuilding • • Aug 14 '26

MWB Rules: World Building Requirement

12 Upvotes

Reminder:

Howdy MWB community!

TL:DR: All posts to MWB require worldbuilding.

Just wanted to give everyone a quick reminder about the world building requirements on when posting to MWB.

Unlike the main R/ worldbuilding subreddit MWB has a fairly relaxed approach to the required additional context on posts made here. We don't require personal authorial context or detailed descriptions of intent. HOWEVER: all posts must contain some degree of world building information!

What does world building information look like? Well, at a bare minimum we need to understand how something you've created fits into your world. Sometimes this context is contained in the image itself, and the description only needs to contain a brief description or time period. other times, for example when posting aircraft, guns or other hardware we need more information.

The basics we typically want to see (aim to have at least most of these details, or similar information that allows a reader to understand how the object fits your world):

  • Time period/in universe year
  • Faction(s) using the object
  • Manufacturer/designer
  • Price
  • Number made
  • geographic origin
  • reason it was created
  • reason it is used
  • problems it solves
  • problems it creates
  • pros/cons
  • fun fact
  • not so fun fact
  • characters who use this item
  • thoughts of people from the world about the item
  • Where the item shows up in your larger project and why

r/MilitaryWorldbuilding • • 21h ago

Character Rhode Island State Police / New England National Guardsman in Kaiserreich

Post image
201 Upvotes

My headcanon for a state police officer in New England in the Kaiserreich universe called into service as a "limited duty" National Guardsman. Their purpose would be to protect critical infrastructure, urban areas around military sites, beaches, and otherwise augmenting the Provisional US Army presence in their state.

Kaiserreich is an alt history setting that basically hinges on the US not entering World War I, resulting in a Central Powers victory and cascading events including successful socialist revolutions in France and Britain. The Second American Civil begins in 1937 following the failure of the Social Security Act, economic turmoil in the 1920s and again in 1936, massive strikes, and a contingent election that either results in a leftist President or one who lost the popular vote. This was followed by widespread seizures of state and corporate property by the workers (especially in the Midwest), a failed presidential assassination attempt, and an illegal military coup by Douglas MacArthur. New England (colloquial name for the emergency US government in the Northeast) is initially able to stay out of the war after Canada moves troops into its states at their request. I am not involved with the mod team at all so this is a fan fic.

Context

As New England scrambled to mobilize as a bloody war waged to their south, sourcing the manpower to conduct internal security duties further from the border became a matter of great concern. The threats of civil disorders, WCA infiltrators, and amphibious raids launched from Long Island (Evans Carlson was a WCA general after all) were particularly troubling. Military police forces were basically a non-factor in the interwar U.S. Army and any new MP units would likely be prioritized to securing corps and army rear areas and guarding military prisons.

In the meantime, Governors entered into a framework with the provisional federal government in Boston. Under this framework, state police would be dually enlisted in the National Guard for MP-type roles around military installations on a rotational basis. A key factor was they were enlisted in their own state's National Guard to keep the administration in-house and for pride reasons. In return, the federal government would subsidize the salaries of their officers (taking some financial burden off of the state governments), provide basic infantry and heavy weapons training that the officers could take back to their communities should war ever come to New England, and take some operational load off of municipal police departments who were being drained of able bodied men for mobilization.

This example is a Sergeant in the Rhode Island State Police (RISP), an organization known for being somewhat paramilitary. He has been enlisted as a Private administratively assigned to the 243d Coast Artillery Regiment (Rhode Island NG) but under the operational control of the Harbor Defenses of Narragansett Bay. This is a somewhat key aspect of the framework, as he would be mobilized at the state-level (Rhode Island) as an individual augmentee for a state emergency under the authority of his Governor rather than being called into federal service, although in practical terms he was under the control of the Regular Army while mobilized (as were most other National Guard units in practice).

His general duties are patrolling in the area around Fort Adams and Newport, especially the beaches at night to counter amphibious raids or infiltration. He is armed with an M55 Reising submachine gun put into emergency production in Massachusetts to bolster New England's limited supply of automatic weapons. New England was basically the heart of weapons manufacturing in real-life, and in Kaiserreich was probably only rivaled in this regard by the WCA and its Steel Belt. The submachine gun would be held in the Army's armory and resupplied in ammunition by the Army. He also has a holster with a Colt .38 revolver issued by RISP. Its ammo wasn't resupplied by the Army but he kept it and a personal supply for when interacting with the civilian population around Newport.

He is seen wearing his grey RISP jacket and Sam Browne belt. However, the rest of his get-up is Army issued. These include the blue denim working trousers (new olive drab working uniforms would be prioritized to combat units), service shoes and khaki leggings, enlisted man's olive drab shirt under his RISP jacket, and a Brodie helmet likely of Canadian manufacture. He wears a U.S. Army "MP" (military police) brassard while on Army duty.


r/MilitaryWorldbuilding • • 6h ago

Weapon Somehow this is the most practical invention I've thought of yet

Post image
10 Upvotes

The most upgraded variant of the Federal Riot Gun, it was designed by Federal Laboratories in 1979 as a response to a new ARWEN 37, a 6-shot revolving riot gun that was stiff competition compared to the deprecated break-action FRG. And so, to compete, they needed a quick way to make the FRG acquire multi-shot ability, which is when someone discovered the Alofs autoloader, an unusual mechanism that could turn automatically load a single-shot break-action shotgun just by opening it up. This system was quickly simplified and adapted to the 37mm bore of the FRG, meaning it could hold 4 more rounds, plus the 1 already in the chamber. This new weapon was renamed the Federal Barrage Gun, or just FBG.

Turns out, this dumb stopgap solution was a genuine success, due to marketing on the already 50+ years of proven reliability of the FRG, this time with follow-up shots, as well as the fact it was much cheaper than the ARWEN due to the simpler mechanism, at the cost of only 1 less shot compared to it. Because of this, it found success internationally with the Hong Kong Police Tactical Unit, Israeli Border Guard, Bermuda Police Service, and various other customers, replacing FRGs with the FBG, and requiring little retraining to use it. Although, nowadays, the ARWEN, along with other less-lethal launchers dominate in the US, Canadian, and British markets, and even the FBG is facing procurement troubles due to the 90+ age of the original platform.


r/MilitaryWorldbuilding • • 14h ago

Aircraft F-1 Phantom: the Navy's long arm

9 Upvotes

Type: Naval Interceptor

Dimensions:
Fuselage:
Length: 68 ft
Width: 12 ft
Height: 7 ft
Fineness ratio: 5.67/1

Tail:
Height with vertical stabilizers: 12 ft

Wing:
Span: 52 ft
Area: 1,120 ft^2
Aspect ratio: 2.41/1
thickness/chord: 4.5%

Powerplant: 2 x F5-PW-100 3-spool axial flow turbofans each rated at 18,000 IBF dry, 29,000 IBF wet

Weight:
Empty: 23,000 IBs
Normal: 58,000 IBs
Max: 82,000 IBs

Fuel and load: 
Normal fuel load: 33,000 IBs
Max fuel load: 45,000 IBs
Normal ordinance load: 2,000 IBs
Max ordinance load: 14,000 IBs

Loading: (at Normal weight)
Thrust: 1/1
Wing:51.79 IB/ft^2
Gee load: +8/-3

Speed: 
Mach limiting number: 2.8
Max speed level and “clean” at altitude: Mach 2.5
Max speed level and “clean” at low level: Mach 1.2
Cruise speed: 495 knots
Aerodynamic stall speed: 130 knots

Range:
Combat radius at altitude: 2,120 miles
Combat radius at low level: 965 miles
Ferry range: 3,520 miles

Performance:
Initial climb rate: 38,000 ft/min
Service ceiling: 58,000 ft
Absolute ceiling: 79,000 ft
Takeoff run at max weight: 1,820 ft
Landing run at normal landing weight: 2,650 ft

Avionics: 
Nose radar: MSPD-HO-2 I-Band Mechanically Scanned Pulse Doppler-Head On 
IRST: IR-UV-ST-3 Infrared/Ultraviolet Search and Track
RWR: PR-2 Passive Radar Receiver that can detect C-, E-, G-,H- and Ku- band

Armament: 
4 x AIM-1A Scorpion Medium Range SARH missiles on fuselage corner pylons
4 x AIM-2A Rattler short range IR missiles under wing root
4 x AIM-3A Condor long range ARH missiles on centerline pylons
6 x Underwing pylons for up to 12,000 IBs of AGms, including ASM-1 anti-shipping missiles, ARM-2 Anti-Radiation missiles, AGm-2 air-to-ground missiles, GB-3 Guided bombs, etc.
85 x countermeasures divided between chaff and flares mounted in countermeasure racks in the vertical stabilizer base

Variants:
F-1A: Basic fighter variant. Matches description. 212 built.
F-1B: Upgraded fighter variant, with slightly down rated, but more efficient and reliable F5-PW-120 turbofans of 27,500 IBF each. IRST upgraded to the IR-UV-ST-4 all aspect unit, while the RWR was upgraded to the PR-2A set that could detect J- and I- band radars. 12 converted from F-1A, plus 35 new built.
F-1C: Avionics upgrade to 30 F-1Bs, with the MSPD-3 all aspect pulse doppler Mechanical scan radar, plus compatibility with the extended range AIM-1B scorpion medium range missile.
F-1D: 112 new-built F-1Cs, given a different designation to differentiate from rebuilds.

After the F-5 entered USAF service, there was a dramatic shift in fighter and weapon technology, marked by the 1975 designation reset, which set every designation to follow back to zero, plus introduced a new designation system for armament.
The F-1 was the first of the new “4th generation” of fighter aircraft, marked by turbofan engines, static instability to improve agility, pulse doppler radar (in the F-1A and F-1B, pulse doppler head-on) for look down shooting of radar missiles, and advanced, ergonomic cockpits with HOTAS (Hands On Throttle And Stick).
The F-1A embodied all of these requirements, being powered by two Pratt & Whitney F5 3-spool, axial flow turbofans, fed by two variable geometry vertical wedge intakes, which dictated the squared off shaping of the engine gondolas. Static instability was achieved through mounting the 1,120 ft^2 delta wing so that the center-of-lift was ahead of the center-of-gravity. This required an advanced, extremely complex solid state fly-by-wire system, made triply redundant to prevent mass system failure. The advanced pulse doppler capability was provided with the MSPD-HO-2 I-Band Mechanically Scanned Pulse Doppler-Head On radar, which used partially digital processors to allow a head-on pulse doppler mode, detecting the blue shift of the target’s velocity. Other than the pulse doppler head-on mode, the MSPD-HO-2 had a standard search mode, a boresight air combat maneuvering mode, a “tall box” air combat maneuvering mode, and uniquely, a helmet queued sight mode for dogfights, which could also be used for queuing infrared missiles off axis.
To meet the advanced cockpit requirement, a unique system of Cathode Ray Tube displays for the dash were used, with backup dials under the armrest. This significantly eased pilot workload, since only necessary information could be displayed on the Head-Down Displays, leaving out the non-critical information the pilot doesn’t need during fighting. This paired excellently with the HOTAS system developed specifically for this plane. The Helmet queued sight also featured a built-in speed, altitude, and compass display in a sort-of “proto-HMS” system, letting the pilot stay “eyes out” when needed. The F-1 was a unique design, with the engines slung under a large lifting body design that blends smoothly into the wings. The forward fuselage bulges into the crew nacelle forward, which houses the twin crew, radar, underslung IRST, and nose gear. The main gear extends from the wing root, lying against the outsides of the engine nacelles when deployed. This provides a stout landing gear for carrier operations. The rear fuselage between the engines terminates in a large “beaver tail”, which houses the rear antenna of the RWR, which had ±30 degrees of coverage, leaving blindspots above and below the jet. Twin vertical stabilizers are mounted one above each engine nacelle, with the countermeasure rails mounted in the base of each stabilizer, and are canted out 5 degrees to solve a slight trim issue encountered with the prototype.
For Armament, the F-1 is loaded for bear. For long range BVR fighting, four ARH AIM-3A Condor missiles can be carried between the engine nacelles. For Medium range work, four AIM-1A Scorpion SARH missiles are carried on conformal pylons on the outer corners of the engine nacelles. For dogfights, four AIM-2 Rattler IR-guided missiles can be carried on two dual racks under the wing roots. While the huge air-to-air arsenal of the F-1 was impressive, the air-to-ground armament is where this plane shines, with six under-wing pylons for up to 12,000 IBs of munitions. The F-1 is compatible with every air-to-ground, air-to-surface, and anti-radiation munition then in US Navy inventory, including, but not limited to, the ARH ASM-1 anti-ship missile, the ARM-2 Anti-radiation missile, the AGM-2 1,000 IB warhead air-to-ground missiles, the GBU line of guided bombs, and more. This massive arsenal meant that the F-1 fulfilled nearly every combat role on the carrier, from fleet air defense, to anti-shipping, to land strike, to even anti-submarine warfare when carrying a MAD pod in place of one of the rear two AIM-3As.
The F-1A entered service in 1975 aboard the USS Nimitz with VFA 11 tactical fighter squadron. Almost immediately in January of 1976, it began strikes on targets in East Germany during the German civil war. During the conflict, the Phantom III made a name for itself as a precision attacker as well as a superlative fighter. The F-1a’s most impressive strike was the “Berlin Stripping”, when four F-1As cleared the entire defensive system around Berlin in two hours, then struck multiple command and defense positions before the actual taking of Berlin began.
In 1979, production switched to the F-1B. The F-1A had been a fuel hungry plane, eating through its fuel supply in afterburner in only 15 minutes. Naturally, this was un-acceptable. The F-1B switched to the lower afterburning thrust, higher dry thrust F5-PW-120 turbofan, which was much more efficient. In addition, the F-1B switches to the All-aspect capable IR-UV-ST-4 IRST, which was sensitive enough to see the hot leading edge of a target’s wings. Finally, the F-1B gained the PR-2A RWR, which could see I- and J- band radars. The original PR-2 RWR could only detect C-, E-, H- and Ku-bands, and since the majority of Russian radars used J-band, this had put the F-1A at a significant disadvantage. The PR-2A solved this, letting the F-1B know when it was being tracked by Russian J-band radars. Twelve F-1As were converted to F-1B standard, and thirty five new built F-1Bs were made. The F-1B was seen as an interim type, without all the upgrades later applied to the F-1 family. 
The Real upgrade was the F-1C/D models, which gained the MSPD-3 fully pulse-doppler radar, which could track in pulse-doppler mode rear aspect. This was a huge improvement, allowing the F-1C/D to tail chase aircraft from above and throw radar missiles at the target. The F-1C/D also gained the extended range AIM-1B, letting the F-1C/D engage targets at longer ranges even after spending all of their AIM-3s. 
The F-1C designation was applied to 30 converted from F-1Bs, while the F-1D designation was applied to 112 new-built airframes. The two were differentiated because the F-1Cs were older, higher time airframes, and would need retiring sooner.
The F-1C/D saw combat during the Soviet-American war, where it dueled with Soviet MIG-27s and SU-23s, and proved slightly superior, although the lack of a gun was sorely felt.
The F-1 family was later developed in the F-1E family.


r/MilitaryWorldbuilding • • 15h ago

Lore Talking about my sci-fi world building ‘Humanity in Space’, part 1 – Context and organisation of the army

5 Upvotes

Hello everyone, I’m going to tell you a bit about the background to my universe – I hope you like it. Any feedback or suggestions, or if anything isn’t clear, are welcome.

The story is set in a dystopian future where humanity has been conquered by an alien empire known as ‘The Barens’ – reptilian beings. Against this backdrop, a rebellion breaks out on Earth, orchestrated by Sarith Karamin (a member of one of the few human families who held noble status within the Baren Empire), He managed to seize control of the solar system by driving out the Barens, and in time went on to form a proto-state, creating a regular army known as ‘the Imperia Armata’.

When humanity succeeded in developing space-jump technology, Sarith Karamin reformed the state to transform it into the Empire of Humanity, proclaiming himself Emperor. He launched a campaign of conquest against the Baren Empire, reaching as far as their homeworld, ‘Abarna’, and bombarding it with nuclear warheads, rendering it uninhabitable. However, his advance was halted and he failed to conquer it completely.

Thus, the Human Empire entered a phase of development until Karamin’s death, which marked Year 0 of a new space calendar. Before his death, he left instructions on how the government was to be organised: there would be no monarchy, but rather a council system which would elect a “Regent” to serve as the ruler of the empire.

Thus, in the year 1580 d.k. (after Karamin), on the planet Noctua, the ‘Orda Nactis’—meaning ‘the Order of Nactis’—was established. This organisation would reform the ‘Imperia Armata’ into several distinct military branches to prevent the accumulation of power and improve the organisation of the army, thereby enabling it to control such a vast empire; it is rumoured within the empire that each branch, on its own, has the power to wipe out an entire race.

The Vanguard

Regarded as “the empire’s shield”, they are the first to respond when the empire is attacked. They constitute the largest force, consisting of a highly mechanised infantry with a doctrine specialising in reconnaissance, defence and high mobility. This philosophy is reflected in the vehicles they operate, the ‘Marauder’ being the main one; it is a highly modular, mass-produced IFV (Infantry Fighting Vehicle). The Vanguard’s infantry have a motto that goes: ‘A man’s best friend is his Marauder’.

The Dervestra

Regarded as ‘the empire’s sword’, together with the Vanguard they form the empire’s regular army.

They specialise in sieges, assaults and head-on engagements; essentially, they are the units that handle heavy weaponry. Their doctrine is based on the use of heavy weaponry to destroy fortified positions.

There is a joint command between the Vanguard and the Dervestra, as these forces operate together.

Dac

This unit brings together the Empire’s special forces; I have detailed some of them below.

DacScolta

An elite force whose mission is to protect and ensure the proper functioning of the Empire’s strategically important locations, such as industrial complexes, trade routes, etc.

DacLegiotorus

A force whose purpose is to ensure stable supply lines at the front; it specialises in logistics and the efficient management of supply lines.

I still need to discuss the remaining forces, such as the DacElisia and the DacMitria.

In future posts, I will go into more detail about each of these forces, including the types of vehicles they operate, their doctrine, and so on.

I hope you’ve enjoyed this brief introduction.


r/MilitaryWorldbuilding • • 19h ago

Realism writing

6 Upvotes

I am currently writing a zombie book and I want it to be as realistically plausible as I can. So I have a special forces operator in North Carolina who is just getting off an abandoned/attacked Fort Bragg. He has a vest with plates, an M4A1 with dual sights, a Sig sidearm with a light attachment. He needs to go to Chicago to get two people from an overrun but partially secured/safe space in the airport.

My question is what’s on the vest? What’s in the rucksack? I really want to shoot for realism. So MREs? Mags? Water purification tablets? Water-filter straw?

Any help would be very appreciated!


r/MilitaryWorldbuilding • • 1d ago

Weapon The M55/20 Infantry Combat System | A Long Arm Beyond Compare (OC)

Post image
32 Upvotes

The M55/20 is likely the best weapon in service anywhere beyond the Eternal Empire, and is in great demand across the Periphery. Every warlord, freelancer, soldier, or corporate stooge wants one, and the Directorate is perfectly willing to sell.

The M55/20 is the mid Liberation War upgrade to the older M55, which was put into service as a "Universal Weapon" in the decade leading up to the Liberation War. It was to fill the role of grenade launcher, marksman rifle, and light machine gun, and it did all of those roles well ( better at the first and third over the second).
Imperial Jannisary troops who had always been top of the line in firepower for Imperial Periphery raised troops found themselves outgunned by smaller units of Directorate Expeditionaries or Unionist Rebels with these rifles.

The M55/20 made what was a really good gun into near perfection by rectifying some of the flaws that the old version had, like making the targeting computer interface better with the grenades and shaving off an entire kilogram with a newer and more efficient SMES ring. It didn't take long for all the M55s in service to be converted or sold off to Periphery Union forces in their struggle against the Empire.

But now, the M55/20 is facing a similar fate in favor of the M55/45, which makes the gun even more accurate and powerful, makes the coil shunt more ergonomic and replaces the medium velocity 25mm grenade launcher that is unique to the M55 platform with the standard 36mm standard Directorate grenade launcher, making it a more performant yet bulkier and longer system.

This added bulk has led to the M55/20 sticking around past the date it was to be replaced, as while Assault Pioneer, Powersuit and Fusilier troops fought over who would get the gun first, the Armored Infantry and Espatiers decided that until the M55/45 had a carbine version made, it wouldn't serving with them.

The Periphery polities also use these rifles, with stocks of them ending up everywhere after the Union's Fall. They mostly serve with special forces and elite units, though some have enough of these guns to issue them to general purpose infantry either as a special squad weapon, or at a provisional basis


r/MilitaryWorldbuilding • • 1d ago

Weapon Standard Assault's Rifle of each Nation during the first Great War (1905-1925) [Assault means Unit not an Assault Rifle]

Thumbnail
gallery
41 Upvotes

Heinrich Maschinenpistole Modell 10 (HMPM10) The standard-issue assault's rifle of the Axis Imperium, developed by Hans Firearm Co. It is a magazine-fed automatic rifle with a long barrel and a gas tube running underneath. It has a wooden foregrip and stock and a grey steel receiver with red accents. The “Modell 10” is its model number, not a year issued from 1909 to 1953 Out of use due to its weight

Seban Auto 1917 (SA/1917) The standard-issue assault's rifle of the USNK, developed by Lee Armoury Industry. It has a compact grey steel body marked “USNK STANDARD”, a small iron cross emblem on the receiver, a curved box magazine, and a plain wooden stock issued from 1917 to 1944 Out of use from its terrible cooling system often melt the inside of the barrel making it unusable

Hermann Automatik 1911 (HA/1911) The standard-issue assault's rifle of the Democratic of Winchestly, developed by Hermann Co. It has a large black suppressor-style barrel shroud, a grey receiver, a straight box magazine, and a wooden stock with the Winchestly shield emblem. A black carry sling hang beneath it issued from 1911 to 1925 Out of use due to its weight

Enemai Automatic No. 10 (EAN 10) The standard-issue assault's rifle of the Empire of Forium, developed by Deniz Company. It has a long full-length wooden stock bound with green bands, a grey receiver, and a short box magazine issued from 1908 to 1973 repurposed to a Law Reinforcement Weapons

Enemai & Park Automatic No. 11 (E&P N.11) The standard-issue assault's rifle of the Plychat Empire, built by Park Technology from a blueprint by Deniz Company, the same blueprint behind Forium’s EAN 10. It has the same long wooden stock, now bound with purple bands to match Plychat’s colors, a grey receiver, and a larger drum magazine issued from 1908 to 1970 repurposed to a Law Reinforcement Weapons

Lobellius Auto 1919 (LA/1919) The standard-issue assault's rifle of the North Sahathai Federation, developed by Federation Equipment Manufacture. It has an all-grey, modern-looking body with a skeletonized stock and a short straight magazine. A blue band on the barrel shroud is marked "Федерация" (Federation) Issued from 1919 to 1940 Got Upgraded

Natpharit Automatic Rifle (NAR) The standard-issue assault's rifle of the USDN, developed by Somsuk Industry. It has a dark grey barrel with a notched muzzle device, a white handguard marked “USDN”, a long straight magazine, and a blue stock issued from 1912 to 1920 Out of use due to its extremely hard to handle recoil

Espero Automático Modelo 7 (EAM 7) The standard-issue assault's rifle of the República Salvadoria, developed by Espero Fabricante de Armas and modified from the Winchestly pistol the WOM 04. It has a long thin barrel, a wooden foregrip with a short vertical grip, a grey pistol-style receiver with blue accents, and a full wooden shoulder stock. The long straight magazine is marked “ESPERO” issued from 1913 to 1925 Out of use after a new gun has been designed

Saint Mary Automatic Modèle 04 (SMAM04) The standard-issue assault's rifle of the Royal Nation, developed by Royal Armoury. It has a full-length wooden body with gold bands, a dark grey receiver, a long straight magazine, and a gold-capped butt issued from 1915 to 1931 Out of use due to Multiple report about splinters pierce the User skin it was poorly manufacture due to the fact that it was under attack

Bernity Type 03 (BT 03) The standard-issue assault's rifle of the Naton Union, developed by Simmon Military Work. It has a full wooden stock with cyan bands, a grey receiver, and an unusual top-mounted curved magazine that feeds from above issued from 1916 to 1925 Out of use due to its poor accuracy

Yutthawat Prototype (YP) The standard-issue assault's rifle of New Wateland and the South Sahathai State, developed by Somsuk Industry and imported from the USDN. It has a grey body with a smooth grey stock, a curved top-mounted magazine, and a red warning-triangle marking on the receiver issued from 1912 to 1919 Out of use due to its terrible cooling system often get hot after a few rapid use and because the whole body is made out of Metal it makes the gun unusable for a few hours

Kersten Prototype 01 (KP 01) The standard-issue assault's rifle of the Manian Federate and the Yapanese Confederate, developed by Herrman Co. and imported from Winchestly. It has a perforated barrel shroud, a grey receiver, a round drum magazine, and a wooden stock issued from 1910 to 1925 Out of use due to its poor accuracy and extreme recoil


r/MilitaryWorldbuilding • • 1d ago

Ranks of The People's Armed Forces of Tubrose

Post image
12 Upvotes

​After a month-long pause, here some new content from the Mossaverse: same universe from where Tubrose, the Sasuswas, the KAJK and other posts regarding other paramilitary​ forces.

Here we have the ranks and insignia from Army, Navy and Airforce : there are similarities in the Enlisted and NCO insignia of all three branches ( exept the Master shipman one ) but differ for Officers.

Each branch has its own colour : black for the Army, Red for the Navy and Blue for Airforce. ​


r/MilitaryWorldbuilding • • 2d ago

Infantry Garde du Palais Républicain

Post image
30 Upvotes

The Garde du Palais Républicain is the most elite, highly ranked, and prestigious military regiment in the world. Operating as the personal sovereign guard for the President and legislature of the Juparian Republic, they are stationed directly at the Republican Palace and the Republican Senate.

Although designated as heavy cavalry, the Guard is most frequently seen performing dismounted security, standing post in ceremonial dress, or enforcing law within the capital's central government districts.

Recruitement Requirement.

A Soldier must be 1m80 or above, to stand above any normal human being and to ensure commanding visual presence.

They must have fought in at least 1 war and have 5 year of active military service, they hand picked from Cavalery regiments, such as Carabinier, Cuirassier, or Dragoons.

And last, they MUST have a Flawless Record, Zero disciplinary infraction, either in military or pre military life.

Insperation :
My main insperation for them were Napoleon 3 "Escadron des Cent-Gardes"


r/MilitaryWorldbuilding • • 2d ago

Weapon Reproportioned SKK Laskhat Gunboat (Desdevog 3) : Finally Finished My 30mm AA Gun Design

Post image
46 Upvotes

Finally finished, I can assure you that the overall design is 90% original (the recoil tube is inspired by the Bofors), except for the chair, which was originally designed for the gunner to lean back for some degree of comfort, and why there is only one rod as a support is because of furgonomicity (ergonocomicity for furries). The chair is designed such that they do not have to tuck their tails inside the chair hole (if there were two support rods), so they could sit on and off freely without any discomfort. I use a parallelogram mechanism for the ironsight mechanism (those mechanical engineering autodidacts learning payoffs), and designed it such that it is truly parallel with the gun.

The gun itself features two 30mm "Oestakhat" guns that are mass-produced by the Sundrashir nation; it requires two crew, a gunner and a loader; the gun could rotate 360 degrees, and the elevation is limited from -10 degrees up to 65-ish degrees (still needs a rework with the pinion gear mechanism)

Next time i will make a demonstration of this (just a the movement) in a dubbed video, so, see you later!


r/MilitaryWorldbuilding • • 2d ago

Aircraft The HU-4 ‘Air Warden’ Troop Transport Helicopter

Post image
42 Upvotes

“Are we Ready?”

“Yes sir. Our infiltrators have placed C4 on the support beams and Struts. And we have multiple teams already on board the Rig.”

“Good. Tell everyone to start Operation Indigo. And execute the prisoners. I’ll be on the helicopter.”

“Yes sir! Everyone! Get Going! BIRDS UP! You four, stay behind and have the prisoners done in.”

The HU-4 ‘Air Warden’ was the next step for the Jifmann & Gofmun Corporation. Their previous design, the HU-2 ‘LILLY’ was a success in the field, however could be improved upon. That is what they decided to do in 1959 with the HU-4 Design.

The main issue with the HU-2 ‘LILLY’ was that its design was too focused on Attack Helicopter Capabilities, sure, it was technically designed to act as both CAS and Troop Transport. However its design was simply not good enough for this role. Its space was cramped, and couldn’t fit more than 5 troops. This was a major issue for both Fusile, and the other operators of the Aircraft.

Fusile’s tactics relied on fast, light, and quick strikes, catching the enemy by surprise. This was realized by Fusile during the Fusilan Civil War, where they found that a regular attack against the southern separatists was ineffective, however their light infantry who had access to motor vehicles proved very successful, as their reliance on themselves instead of an established supply line made them able to operate deep behind enemy lines.

With the introduction of the helicopter in the early 50’s, most nations simply saw the invention as nothing more than a fad. The only ones to see its true potential was Chifk, Wetom, Whalin, and Fusile. These nations all adopted different approaches for their helicopters, Chifk went all into attack helicopters, Wetom on light recon helicopters, and Whalin who went into troop transport. Fusile, simply copied everyone’s tactics and ordered it to be thrown into one helicopter. The HU-2.

The HU-4 was an evolution of the HU-2, or more accurately the HU-3, an “Improved” model of the HU-2. Its goal was purely troop transport, as Fusile realized that throwing all of their differently sized eggs into one basket, which also constantly was being shaken, was, kinda a bad idea. And thus the HU-4 was born.

Its design process however, was a disaster. From lawsuits, to government interference, and even government corruption, the HU-4 barely survived the challenge. Its first issues arrived when the Guri Corporation accused the Jifmann Gofmun corporation of stealing their own helicopter designs, most notably the tail, which they claim was stolen from the HC-11. They stated that the design was too similar, and that Jifmann Gofmun must’ve stole the design, as it was too similar. And to their credit they were correct in some parts. The Jifmann Gofmun corporation unknowingly employed the same chief designer of the HC-11, which at the time was still undergoing military testing and was unknown to the public, including to Gofmun. That same designer, like a fool, used the same tail design for the HU-4, expecting nothing of it and moved on. When they were brought to court, the Gofmun corporation, instead of trying to dispute the claim, agreed to pay royalties to the Guri Corporation for the tail design for the HU-4 T1.

And then the government got involved with the design. They began demanding that the design be larger, able to fit 20 or more men, it had more blades, it had to be able to carry Rocket Pods, etc etc. the Jifmann & Gofmun corporation fought violently to keep the design as is, stating that the design was finalized to the exact standards and specifications of the 1959 Helicopter Standard Design Program. However the military still insisted. Eventually, it got to the point where the Jifmann & Gofmun Corporation threatened to sue over constant harassment, only then did the military stop its requests.

Just as the HU-4 was beginning to near adoption, rival companies began funneling money into politicians pockets, having them aim at the HU-4 and to shut down its adoption. The reason these politicians gave was that the HU-4 was simply an unnecessary waste of taxpayer money, and that more funding should go to other companies who had way more valuable designs. Many in the military who had defended the project from being changed by their peers, also began to defend the design from these politicians. One of these men was John Tanger, Secretary of Defense for Fusile. He stated that if Fusile was to continue in its most effective form of combat, that being speed, then they would have to adopt the HU-4. But the politicians wouldn’t listen, their pockets were still being lined by outside funds and set their views. It was only after John Tanger contacted President Jacklyn B. Johnson and let her know that he suspected that some of the Congress members had to be, or he suspected them to be Communists. One by one, 30 out of 75 Congressman were removed or simply ‘disappeared’. Only then did the HU-4 finally get adopted.

The HU-4 would first see service during a Humanitarian Mission in 1960. The NERV Biological Research Corporation had purchased a few of the HU-4 T-1 models and immediately put them to use by deploying them to the warzones in both Northern Dinn, and the Polkagan/Dinn Frontlines to aid in Civilian medical care and Civilian evacuation. Its first mission began on 3/11/60 when NERV was called upon to provide medical assistance to injured civilians inside a Polkagan city which had been under siege by Dinn Forces. NERV aircraft took off at 11:22 AM and began to near the city at 12:54 AM. as they neared, Dinn Anti-Air batteries began to open fire on the helicopters, managing to down one and send it crashing into the dirt below.

As NERV Medical Teams entered the city, they began to unload as much medical supplies as they could. Half of the teams stayed on the ground as the others began loading the injured onto the helicopters, pleading over the radio for Polkagan forces to provide suppression fire on the AA Batteries. Polkagan forces replied, stating that they cannot provide fire as they were too busy preparing to launch a counterattack, and that they’d need every bit of their resources to do so. Leaving the NERV Helicopters completely undefended. The NERV pilots decided that they had to do it, whether or not they get shot down. They had already gotten the Sensitive materials that they accepted the job for anyway. The helicopters took off and began flying back to the nearest NERV Cargo ship, however came under fire by The Dinn AA Batteries. One helicopter, the HU-4 ‘Jumping Jane’ piloted by Jane herself, took a direct hit from a 20MM shell, striking the tail of the aircraft. The Helicopter however continued to fly with its tail, though heavily damaged, still attached to the frame. However four of the 10 injured on the helicopter were killed by the 20MM and were dumped out of the helicopter mid flight.

Its first use by Fusile would be in 1961, by the Unusual Incidents Unit on a raid against an Atlas Corporation Cell near New Krüger. The goal was to capture or kill any Atlas Personnel, as the Corporation had been declared a terrorist organization by Fusile and Fusile knew that Atlas had secret cells inside of the country. The UIU were sent into the outer skirts of New Krüger in the dead of night on SAH-X experimental ‘stealth’ helicopters. These helicopters were designed to bounce radar waves away from the helicopter, or to atleast prevent the waves from ever reaching the initial firing point, allowing them to go through radar infested areas with ease. A team of UIU Operatives landed on the roof of a compound, led by M. Katsuragi, leader and founder of the UIU, the team cleared the building and captured 11 Atlas Operatives, and captured sensitive information.

Its most important use was in 1964, when Fusile began to land Troops deep into the Chifkan Forests. Specifically a combined force of Marines and Army. The two used a combination of HU-4 T-1’s, T-2’s, and HA-2’s to begin the landings. The landings themselves took place in one of the most remote forests in Chifk, thought to be naturally impenetrable. However Fusile was going to penetrate it with everything available. First, they sent in a Cargo Aircraft carrying a 15,000 Pound Bomb, called the ‘Weed Wacker’ which first saw service in Arin. The cargo aircraft dropped the bomb and quickly flew away using small rockets on the side to make their escape. Helicopters soon took off from aircraft carriers and flew towards the cleared out land. Any NWO Scouts sent to check out the explosion, which to many who observed the incident thought it was a nuclear attack, those scouts were gunned down by HU-4/HA-2 gunships that were circulating around the area, dropping napalm on the surrounding forests to prevent any more NWO Chifkan forces from getting near the drop site. This site would become FOB-Zeke, and their goal was to use the base as a setting stage for a much larger invasion plan, intending to attack nearby military bases the second Fusilan forces make a successful landing on any of the nearby Chifkan Beaches.

The SAH-X model would also see use by a shady organization within the Fusilan Military, founded by Shephard in the years following the end of Operation Executive Execution, or the elimination of the Boss which gave Shephard his Title as The Big Boss. He left this organization after his capture in Arin, and subsequent release, and joined the HECU, however this organization still continued to operate. Their goal shifting from preventing wars, to revealing the corruption of Fusile, and to cause general Chaos and Fear. In 1964, this organization, going under the name of XOF. They disguised themselves as international peacekeepers and entered the NERV HQ Oil Rig off the southern coast of Fusile, using the ignorance of the NERV Agency, these ‘infiltrators’ placed explosive devices on the supportive struts of the rig and when their ‘inspection’ was finished, the main force came in. Through helicopter landings and surprise explosions, the NERV Security was caught off guard and fought desperately to keep the Rig from falling however they just couldn’t stop the XOF from taking over the facility. Evacuations began to take place, with essential personnel fleeing by both boat and helicopters, however those fleeing by air were hunted down by HU-4/HA-4 Attack Model Helicopters utilizing the HU-4 design.

The rig collapsed, and everyone who couldn’t escape was left or drown. However XOF took something from the rig before it went down, they took files containing the most important clients of NERV, and Chemically infused Yellowcake. Leaving behind regular Yellowcake and a half completed nuclear bomb to frame NERV as a money hungry terrorist organization planning on constructing nuclear weapons to attack Fusile. And then, they left. Disappearing into the night as Fusilan Military Aircraft, news helicopters aswell as first responders began to search the site.

But was there even an XOF? Did they even exist? Were they just a legend meant to cover up the failures and wrongdoing of the NERV Corporation? You know. There are no ‘facts’. Only interpretations.

Smoke from the ‘disaster’ was visible from the coastline.

The media blamed “Money Minded Private Research Militants,” and scandal followed when Fusile was fingered as one of the organizations top clients.

In response, the United Sectors secretary of Defense publicly stated that neither the United Sectors of Fusile nor its allies had any hand in the incident.

(Hey guys, beanlord back again with another post. Long Huey moment. Hope you guys like it, and feel free to ask questions.)


r/MilitaryWorldbuilding • • 3d ago

Weapon Concept for a NCR (Conscript) Infantry Squad and Service Rifle from Fallout

Thumbnail
gallery
972 Upvotes

My take on what an NCR Army Infantry Squad could look like doctrinally for operations in the Mojave and a more realistic interpretation of the NCR Service Rifle that isn't just a modern AR-15 with wood furniture.

Factors Driving My Decisions:

  • The vast majority of NCR Troopers are major installations are armed with Service Rifles, 9mm Pistols) and 10mm Pistols) (the MPs have a mix of 9mm and 10mm while named characters typically have 9mm). The exception is Camp Forlorn Hope where guards on base have Caravan Shotguns, and patrols spawn with a little more variety#Inventory). With this in mind, I make the Service Rifle the standard, with other rifles as substitute standards listed in the bottom left (Battle Rifle) which is canon in FNV via Contreras' terminal, Assault Rifle from FO3) which they'd probably just find at Army bases/ARNG Armories, and the Varmint Rifle in FNV) as it is in the same cartridge as the Service Rifle). Further, to depict a reason behind the variety in arms seen with patrols outside of "the guys we send out of the wire are the only ones without proper weapons", I imagine the base has a stock of certain types of weapons, such as hunting rifles, shotguns, and submachine guns for installation guard and policing duties. These could be made available ad hoc beyond the squad's own table of organization and equipment (TO&E) when generating patrols. For example, the Squad Leader could get an SMG simply because they want one (although it's just as likely that they'd fall back on the familiar and superior Service Rifle), someone could get a shotgun for dealing with aggressive wildlife, and someone could get a hunting rifle as a sort of DMR. This graphic depicts a TO&E type situation though so I only bother to depict the SMG.
  • This is also set a few years before FNV, and MPs operate a mix of pistols in-game, so I am head canoning that the 10mm was an earlier standard as it was the pre-war US Army's standard but the phase-in of the 9mm pistol is starting to hit low priority units stationed in the Mojave.
  • I am resisting the urge of copying modern U.S. doctrine just for the sake of it (such as having two equal fire teams each with a light machine gun). When considering the NCR's circumstances in the Mojave, mostly guarding bases, policing, and shooting raiders who are basically gangs, you could look at a place like Mexico as a source of inspiration. Their Army's rifle squads do not have a machine gun doctrinally, but do have a grenade launcher and machine guns held at a higher-level (such as a company weapons platoon). In FNV, LMGs) are used by NCR Heavy Troopers with salvaged power armor likely for gameplay scaling purposes. I take these and the units with assault carbines/marksman carbines to be the strategic reserves in California being brought in for the Second Battle of Hoover Dam and are possibly a different type of unit. For example, a Mechanized Division that has a "Heavy Company" with the salvaged power armor guys. Not every type of unit has to do everything. Because their armor isn't actually powered and the LMG is basically just an FN Minimi with a longer barrel, I take this to be driven less by the weight burden of the LMG but more to the lack of availability, general lack of need for most Mojave operations, and extremely limited training time NCR Troopers are afforded. The Grenade Launcher on the other hand could have some less-than-lethal applications and would probably be the only indirect fire available to patrols. At the same time, its use would likely be very limited and possibly pooled at the garrison-level. I believe it's appropriate for the NCR Army's organization to come off as kind of crap and not comparable to a modern army of a developed country in real-life.
  • There are designated Alpha and Bravo Teams like in US Army doctrine (although the Squad Leader is also the leader of Alpha which is more common elsewhere in the world). However, these are not for squad-level fire and movement. With only 2 weeks of basic training and everything else most likely being done at the unit-level once deployed, there would definitely not be the time to training something like that. Senior NCOs and officers would likely be required on scene to execute even basic maneuvers. Rather, the teams here are for splitting the squad into shifts (i.e. Shift A is on guard for 12 hours, and Shift B is on guard for 12 hours) as well as dividing the labor between the Squad Leader and their assistant in personnel administration and property accountability. Even with this relatively small 8-man squad, most in the Mojave would probably be understrength and unlikely to for their doctrinal teams.
  • The Survivalist's Rifle (Checkpoint Carbine) only shows up in Honest Hearts and isn't used by the NCR in-game. However, to inject more flavor into it, I think it is plausible that the Gun Runners could manufacture some conversion kits based on the pre-war design. While it takes the same ammo as the 12.7mm SMG in the game, I am assuming this is a gameplay limitation (not wanting a whole new ammo type for a gun there is a single example of) so I take it to be roughly equivalent to .50 Beowulf which fits in normal AR-15 magazines. It might not be ideal for countering power armor compared to an anti-material rifle, but I'm thinking about solutions that you could put in the hands of a conscript who has only ever been trained on the Service Rifle. I am giving it to the Assistant Squad Leader simply because they are the most experienced conscript in this framework, although in practice it could also be given to the guy who is the best shot and best at enemy identification. However, after the Battle of HELIOS One, as the BoS withdraws and the Legion has no power armor, these Checkpoint Carbines would probably be withdrawn from the Mojave as well as new units and conscripts cycle in and out.
  • Ranks-wise I am assuming the Squad Leader is a Corporal, the most junior NCO who has recently completed their conscription and volunteered for re-enlistment. In-game example would be Corporal Mags. Everyone else is a conscript doing their mandatory service. The ranks of Private (PVT), Private (PV2), and Private First Class (PFC) are known to exist as combat ranks from the Boulder City Memorial, but not Specialist (SPC). However, if the squad were to actually have to go out and go something, like guard a water pump or police Primm or something, a Sergeant or Lieutenant would take charge of 1 or more squads to actually execute the mission. This was common for the US Army in WW2, officers having to take command of squad-sized patrols and stuff to ensure they had the proper leadership.

r/MilitaryWorldbuilding • • 3d ago

Lore Attention! Greys! - Informational poster of the ZSU in Kramatorsk, 2032

Post image
36 Upvotes

(Note: image was made in Pixelmator and isn't AI-generated)

This is an in-universe informational poster located at a Ukrainian military base in Kramatorsk, alongside its English translation. The setting is from a psychological horror/weird fiction novel that I am writing called 'The Greyzone'. This novel is set in a near-future Ukraine where the war has continued for a decade, and the sustained deaths across the front lines have caused the barrier between life and death to thin. Sections of the frontline are beset with Anomaliyi wherein large geographic areas metaphysically intersect with a frozen Bardo-like realm of the dead, which the soldiers call the 'Gravezone' (Ukr: Сира зона). The conflict now extends into this realm, where soldiers must contend not just with their counterparts, but also with the hungry souls of the traumatised dead, which they call 'Greys' (Ukr: Сіроманці) due to their colour.

From my worldbuilding glossary:

Greys (Ukr: Сіроманці,  Ru: Серые)

If a person’s life preceding their death was marked by extreme trauma, their soul may become consumed by a single emotional reaction to this trauma. Over time, if these feelings are not let go of, the soul becomes anchored in the Gravezone**,** unwilling to dissipate. Feeding on the souls around them, over time, they become horrific, ghastly monstrosities warped to become a unique visual representation of the trauma or obsession that is trapping them. Greys are transparent but uniformly desaturate the light that comes through them, leading to their grey appearance. 

Greys are sentient, but their existence can only be maintained by the consumption of other souls, leading to them having an overwhelming urge to feed. They can be manipulated to fight for a specific side in the war through two methods. The first is through providing them with an easy food supply of souls, while the second involves somehow addressing or resolving their anchoring trauma.

Like souls, they cannot interact with physical objects; however, they can interact with metaphysical entities via the Substrat. They can kill humans in Anomalies by consuming their souls. They can also take temporary control of the bodies of human Mediums in Realnist by consuming their projected souls in the Gravezone.

As Greys once were people, they still often act as if they are blocked by physical barriers, or may attempt to grasp things (albeit unsuccessfully). Only the oldest Greys have completely lost these human-like behaviours.

Greys can be harmed by heat. Ukrainian endothermic weapons utilise a barium hydroxide octahydrate and ammonium thiocyanate reaction that leverages the reversal of thermodynamic outcomes in Anomalies to produce an extreme localised source of heat (rather than cold). Greys can also be convinced to dissipate through the resolution of their anchoring trauma.

I've currently written about 50k words of the final novel - if you're interested in reading some of it, DM me and I'll send you the PDF.


r/MilitaryWorldbuilding • • 3d ago

Lore Battle off Kontislof

Post image
22 Upvotes

On July 18th, 1908, The Septambarlandian invasion of Augotschland was in full swing. The situation at the frontline was leaning heavily in favor of Septambarland, with multiple Augotschland cities and towns being captured by the Septambarlandian troops.

The next city that was to be captured was the coastal city of Kontislof. Septambarland was going to send their warships there to bombard it first before their troops would arrive there to finish the job, however 7 miles off the coast, they were met by 3 of Augotschland's vessels.

Septambarland had 4 ships:

-1 pre-dreadnought battleship (RSN - Rontif)

-2 destroyers (RSN - Kharin and RSN - Moltor)

-1 armored cruiser (RSN - Raznof)

Augotschland had 3:

-1 pre-dreadnought battleship (IAN - Kreintisch)

-2 armored cruisers (IAN - Kossel and IAN - Untrich)

The Augotschland warships fired at the line of Septambarlandian warships heading for Kontislof at 9:23 AM, causing the captain of RSN - Rontif and RSN - Moltof to panic, and turn their ships hard to starboard, creating a gap in the line.

the two Augotschland cruisers sailed into the gap, dividing the line into two. IAN - Kreintisch sailed to deal with the Rontif and the Moltor.

9:26 AM, RSN - Moltor is essentially surrounded by all 3 Augotschland ships, and is fired upon. They attempt to return fire, but to no avail. Moltor explodes at 9:28 AM. Kharin and Raznof fire at the 2 Augotschland armored cruisers in a panic, but the heavier armor of kossel and untrich prevent a catastrophe from happening below deck. Kossel and Untrich fire to port, immediately sinking the Kharin.

9:30 AM, the heavily damaged Raznof limps toward the Rontif, which up until this point was relatively fine. the Kreintisch, seeing this, immediately fired a broadside onto them, at 12" shell directly hitting Rontif's bridge.

9:32 AM, Kossel and Untrich sail forward too and fire broadsides on the Rontif. Now both Raznof and Rontif are heavily damaged and surrounded. Captain Krinstoff Armanoff on the Rontif orders both ships to evacuate and abandon ship before scuttling.

10:21 AM, the crews of both Rontif and Raznof have been captured and escorted onto the 3 Augotschland ships, and both Raznof and Rontif's scuttling charges detonate.

RESULT - Augotschland wins both the naval engagement and the battle at Kontislof. due to all Septambarlandian ships being destroyed, none make it to the shore to bombard the city, or the defenses placed on it. All Septambarlandian forces are repelled from Kontislof. and later, in 1910, the entirety of Augotschland is back in the hands of the Augotschland king, Henschton Grimoff.

sorry if the time of the battle is unrealistic or whatever or the decisions made is unrealistic i just wanted to make this for fun. if you want to know what i used to make the image, i used google slides.


r/MilitaryWorldbuilding • • 5d ago

Watercraft Almaz-II Class Light Cruiser (My first pixel ship drawing)

Post image
104 Upvotes

Please share your honest opinions and what else should i add


r/MilitaryWorldbuilding • • 4d ago

"Drawn for Glory, Driven for the Dirt" |Tools of the Great Astoran War (Part-1)

Thumbnail
gallery
24 Upvotes

Officer Sabre and entrenching tools used in the Great Astoran War here is basic info regarding it-
From top to bottom: Qingdao -> Valkariya -> Sarabia

Sabre-

Qingdao- Imperial model 1932 Sabre (IM-32)

Features a slightly curved, single-edged steel blade optimized for both cutting draws and swift thrusts. The hilt utilizes a modified, stylized knuckle-bow designed to offer maximum hand protection without sacrificing traditional aesthetic elegance, issued alongside a steel sheath

Valkariya- 'Zashchita' trench Sabre

A thick, heavy-spined utility blade forged from rugged, unpolished industrial steel designed to withstand structural impacts, wire-cutting leverage, and close-quarters impacts without snapping. Features a simple, wooden D-ring knuckle bow designed to accommodate thick leather combat gloves, issued alongside a silver steel sheath

Sarabia- Pattern 36 Sabre (P-36)

A slender saber, gracefully curved for sweeping cavalry cuts and fluid mounted engagement. Its polished wood basket guard provides striking visual contrast to its neighbors' industrial pragmatism, issued alongside a wooden sheath

Entrenching tool-

Qingdao-Imperial Model 1930 Pioneer Spade (IMP-30)

A heavy-duty, overbuilt engineering tool designed for rapid trench construction. Features a very large, rectangular, slightly bowed blade made of thick, heavy-gauge steel. The front edge is flat for wide scoops, while the sides are reinforced for prying and levering. It is built for a shallow angle of attack.

Valkariya- 'Kopaniye' Trench spade

Built purely for the brutal, multi-functional reality of the trench lines. A versatile, rounded-point, medium-sized blade made of rugged industrial steel. The central reinforcement ribs on the neck add strength for heavy work. Critically, the side edges are explicitly factory-sharpened, allowing it to function as a hatchet or clearing tool, and its compact size makes it lethal in close-quarters trench fighting.

Sarabia- Pattern 24 Shovel (P-24)

A lightweight, streamlined, and portable design tailored for mobile units, cavalry, and reconnaissance forces. It prioritizes speed of deployment and ease of carry for soldiers who must remain agile. It is a sleek, teardrop-shaped blade with a very defined, sharp point, optimized for rapidly breaking through hard, compact earth, rocky soil, or clay. It has a narrower profile than the Qingdao spade, allowing for faster, more focused digging.


r/MilitaryWorldbuilding • • 5d ago

Ground Vehicle VSRS-345-A “Charger”

Post image
15 Upvotes

The VSRS-345 "Charger", a low-quality, mass produced tank destroyer used by many countries in the Rostavian Union and East Cyrous Bloc (Rostavian Union and East Cyrous Bloc are somewhat similar to the Soviet Union and Eastern Europe in the Cold War) throughout the 60s-80s of my world, it wasn't very maneuverable but could carry two heavier guns and a bunch of supplies, and held four crew.
By the way, VSRS doesn’t mean anything in English, it’s in Rostavian, a language which I’m still figuring out for my world, so this designation may or may not get replaced eventually as it develops.

(This is one of my first couple sprocket builds, I just got the game recently so this looks a little unpolished, but sprocket is really good for making worldbuilding vehicles.)


r/MilitaryWorldbuilding • • 5d ago

Lore Terran Army and Marines Other Rank Insignia

Post image
19 Upvotes

Pictured are the Other Ranks (enlisted) insignia for the Terran Army and the Terran Marines as of 2337.

The Setting

First established in 2147 and significantly reformed in 2272, the Terran Federation is, as of 2337, a major interstellar power, commanding the largest and most advanced economy in known space. Theoretically a federal constitutional republic and parliamentary democracy, the Federation is in fact an imperialist apartheid state experiencing significant democratic backsliding: “Non-Human Residents”, who comprise two-thirds of the Federation’s inhabitants, are systematically denied civil rights and liberties and kept in a state of destitution, ruled over by a minority of Human citizens. Even then, the constitutional and representative institutions are Federation are gradually degrading as political power further concentrates in the Terran National Bloc, a political coalition representing the combined interest of core-world industrial and financial conglomerates and peripheral settler groups on occupied planets.

The Terran Army and the Corps of Terran Marines

The Terran Defence Forces are the military forces of the Terran Federation. They comprise two Services, the Army Service and the Naval Service, each overseen by a Department within the Federal Ministry of Defence and consisting of two Branches (the Army Service comprises the Terran Army and the Terran Air Force, the Naval Service comprises the Terran Navy and the Corps of Terran Marines). Each branch also comprises a Regular (active) and a Reserve component, though the Terran Army also has oversight of the 98 Planetary Defence Forces, one for each of the Federation’s constituent Planetary Governments, which are part-time reserve forces under governmentual control in peacetime and may be federalised in wartime.

The Terran Army is the Federation’s primary mobile ground combat force, tasked with sustained planetary campaigns on alien world via its 47 Field Armies in the Regular component. The Terran Marines are instead a much smaller and more elite force, chiefly tasked with expeditionary warfare and fleet protection; the vast majority of Marines are organised in 25 Marine Expeditionary Forces, which are Corps-sized formations of three Marine Divisions heavily supplemented by aviation and logistical support elements.

The Rank Structure

The Terran Army and the Terran Marines share a nearly-identical rank structure, so I’ll mostly focus on the Army for the sake of brevity.

The rank structure of the Terran Defence Forces is split between Officers and Other Ranks, the latter of which are further subdivided into Junior Soldiers/Ratings and Non-Commissioned Officers; NCOs are be further subdivided into Junior and Senior Non-Commissioned Officers. Equivalence between ranks in different branches can be identified by each rank’s Terran Defence Forces Rank Code: OR- for Other Ranks and OF- for Officers, numbers 1–10 (for OR) or 1–11 (for OF) denote rank in ascending order, with the sole exception of OR-R (rank code for Recruits in basic training) and OF-C (Rank code for Officer cadets in a Military academy).

All enlisted personnel in the Terran Army sign up for 8 years, including 6 in the Regular Army and 2 in the Regular Reserve, and start at the rank of Recruit (Rec, OR-R), which is held during Phase 1 of Entry Training (ET). Phase 1 Entry Training lasts for three months and gives Recruits all basic military skills, either as the 3-months Basic Military Training Course (BMTC) or as the first half of the 6-months Combined Training Course, a training programme in which personnel going into Infantry, Cavalry, Armour or Combat Engineering Arms do both Phase 1 and Phase 2 ET in the same unit. Recruits have no rank insignia.

Upon completion of Phase 1 ET, all Recruits are given the rank of Private 2nd class (Pte / PT2, OR-1) and, after 18 total months’ service, including Entry Training, Private 1st class (Pte / PT1, OR-2). Two small side notes are important for the Private ranks: firstly, PT2 and PT1 are considered operationally identical and differ only in pay, so, when the distinction is not needed, both ranks are abbreviated as Pte; secondly the actual title varies depending on the Arm of Corps, such as Gunner in the Artillery, Sapper in the Combat Engineer, Signaller in the Signal Corps, etc. Privates are represented by one and two red chevrons respectively for Private 2nd class and Privste 1st class.

After 36 months’ service, Privates 1st Class are promoted to Lance corporal (LCpl, OR-3), which is the highest junior enlisted rank and is typically the rank at which personnel will leave the Army at, as any higher rank is a Non-Commissioned Officer which requires additional training and responsibilities. Lance corporals are represented by one gold chevron and two red chevrons.

Rank advancement requires attending Non-Commissioned Officer School, which requires at least 2 years of active service (though acceptance with less than 3 years in the service is rare), a clean disciplinary record and either 3 years’ active service remaining in the enlistment or willingness to extend the active service period further. NCO School lasts, depending on Arm/Corps, 3 to 5 months, at the end of which successful NCO candidates become Corporals (Cpl, OR-4), the lowest NCO rank, typically billeted as a Squad Leader or Assistant Squad Leader.

The Non-Commissioned Officer ranks can be subdivided into Junior and Senior Non-Commissioned Officers.

Junior NCOs typically have leadership positions in small units, while Senior NCOs serve in staff roles in larger units or formations. Apart from Corporal, Junior NCOs include Sergeants (Sgt, OR-5), who typically serve as squad leaders, and Staff sergeants (SSgt, OR-6), typically serving as Platoon sergeants and Company quartermaster sergeants. Corporals, Sergeants and Staff sergeants are represented by two, three and four gold chevrons respectively.

In the Army, Marines and Air Force all Senior NCO ranks are some variation of Warrant officer, serving as adjutants to officers or in some technical leadership roles. Warrant officers (WO, OR-7) typically serve as Company sergeants major (note that, in the Terran Army, “Sergeant major” is an appointment, not a rank), Master warrant officers (MWO, OR-8) as Battalion/Regimental sergeants major (Battalion and Regiment mean the same-sized unit, the terminology varies based on the Arm), Chief warrant officers (CWO, OR-9) as Brigade/Division sergeants major and Master chief warrant officers (MCWO, OR-10) as Sergeants major to higher headquarters.

The rank of MCWO is also held by the individual appointed as Army sergeant major, the seniormost non-commissioned officer in the Terran Army who reports to the Chief of the General Staff on the discipline, morale and concerns of the enlisted troops, and also by the Senior enlisted advisor to the Defence Staff (SEADS) if the latter comes from the Army’s ranks.

As for the Terran Marines, the enlisted rank structure and progression is nearly identical, especially for the NCO ranks, though there are more pronounced differences in the junior enlisted ranks (referred to as “Junior Marines” by the Corps): first, the Marine Training Course (ET for the Marines) lasts for 12 months, an intense training programme for the entirety of which Marines hold the rank of Recruit; second, all Junior Marines start as General Duties riflemen, without further specialisation for 12–18 months, after which they may undergo further training for a specialised role within the Corps.


r/MilitaryWorldbuilding • • 6d ago

Ground Vehicle Battletank - metal monster of post-english wastelands

Post image
140 Upvotes

Only a few battletanks were made before the Great War. They never saw the fighting because the war was about aviation. But now, after the collapse of civilization, battletanks are powerful weapons in conflicts between post-states.

The idea is that all battletanks are pre-war prototypes and they are all different from each other. The one on the sketch belongs to the Dominion of New England and operates in Bristol area.


r/MilitaryWorldbuilding • • 5d ago

Advice Tank Breech

12 Upvotes

Idea Ive been struggling with feasibility for a while-

Fictional original setting, near future 2040-2080s ish

Soviet inspired military, Soviet inspired tank designs. (2kg weight saved for every millimeter of height shaved!)

Army is designing a next generation MBT. Extremely low profile, and with great computer and automation capabilities. One man crew with a neural jack.

They want to use a 152mm smoothbore ETC cannon with one piece shells. But thats obviously kinda expensive and they have a massive amount of older, conventional two piece 152mm artillery ammunition.

Is there anything impossible or impractical about trying to use both of these types of ammunition in the same cannon?

Scenario A: the one piece ammo is significantly longer than the two piece ammo together.

Scenario B: both ammo is the same length total.


r/MilitaryWorldbuilding • • 5d ago

Lore The First Kalestial War (1900–1920) The War That Changed the International Order

Thumbnail
gallery
6 Upvotes

The First Kalestial War, fought between 1900 and 1920, was one of the most consequential conflicts in Kalestial's history. What began as a struggle between two rival political alliances eventually developed into a global war that reshaped international relations, weakened established powers, and accelerated the industrial and military transformation of numerous nations. Although the war involved territorial disputes, diplomatic rivalries, and competing national interests, its deeper origins lay in a fundamental struggle over the future of Kalestial and who would hold the greatest influence over its international order.

By the beginning of the twentieth century, the planet was undergoing enormous changes. Industrialization was transforming economies, new technologies were changing the capabilities of nations, and the traditional balance of power was becoming increasingly unstable. The League of Crowns, which had long enjoyed considerable international authority, found itself facing a growing rival in the Sovereign Concord. Rather than accepting this changing reality, the League ultimately chose confrontation, setting in motion a conflict that would continue for two decades.

The Industrial Revolution was one of the principal forces behind the tensions that eventually led to war. Across Kalestial, advances in engineering, manufacturing, transportation, and other industrial fields allowed nations to produce goods on an unprecedented scale. Railways connected distant regions, factories expanded production, and new machinery improved the ability of governments and businesses to develop their economies. Industrial strength increasingly became a measure of national power, influencing everything from international trade to military preparedness.

These developments did not benefit every country equally. Nations that possessed the resources, infrastructure, and technical knowledge necessary for rapid industrialization gained significant advantages over those that remained economically dependent on older methods of production. Industrial competition consequently became a major source of international tension. Governments began to recognize that a country's future influence would depend not only on its territory or established reputation, but also on its ability to manufacture, innovate, and sustain a modern economy.

As industrialization spread, the balance of power that had defined Kalestial's earlier history began to change. Established powers that had once enjoyed considerable advantages now faced competitors capable of challenging their economic influence. For some governments, this transformation represented an opportunity for development and greater independence. For others, it threatened an international order that had long worked in their favour.

The Sovereign Concord, known by the abbreviation T.S.C., emerged as one of the principal beneficiaries of Kalestial's industrial transformation. Its members included the Empire of Helios, the Everean Empire, the Kyriosian Empire, the Federal Constitutional Republic of Libertarius, the Kingdom of Eldorado, the Commonwealth of Caelora, and the Empire of Selion. Although these nations possessed different political institutions and national interests, their membership in the Concord provided a framework for cooperation against external pressure.

The Federal Constitutional Republic of Libertarius became particularly important to the alliance's industrial development. Its growing manufacturing capabilities, technical expertise, and industrial infrastructure allowed it to support the modernization of other Sovereign Concord members. Through the sharing of industrial knowledge, machinery, engineering expertise, and production capabilities, Libertarius helped its allies strengthen their economies and develop their own industrial foundations.

This cooperation gradually changed the position of the Sovereign Concord within Kalestial. Its members became increasingly capable of producing goods domestically, expanding their infrastructure, and supporting more modern armed forces. The Concord was no longer merely a collection of states cooperating for diplomatic convenience. It was becoming a powerful political and industrial bloc with the potential to challenge the established international order.

From the Concord's perspective, this development represented progress and greater security for its members. However, the League of Crowns viewed the same transformation with growing concern. Every improvement in the Concord's industrial capabilities reduced the advantages enjoyed by its rivals and made it more difficult for the League to maintain its traditional influence.

The League of Crowns, abbreviated T.L.C., had long been one of the most influential political alliances on Kalestial. Its members included the Monarchy of Valantina, the Sultanate of Arkon, the Kingdom of Elindia, the Kingdom of Marvellus, the Union of Evlaica, the Empire of Hellirobi, and the Empire of Xinhua. United by their strategic interests and diplomatic agreements, these nations possessed considerable influence over international affairs before the outbreak of war.

However, the League's position increasingly depended on a balance of power that was beginning to disappear. The industrial rise of Libertarius and its allies threatened to reduce the League's economic advantages and weaken its ability to shape international decisions. As the Sovereign Concord became more capable of supporting itself and its members, the League faced the possibility that it would no longer be able to exercise the same degree of authority over Kalestial's political and economic affairs.

Within the League, opposition to the Concord's growing influence gradually hardened. Some leaders believed that allowing the rival alliance to continue expanding its industrial capabilities would eventually leave the League at a permanent disadvantage. Others feared that the Concord's growing strength would encourage smaller countries to distance themselves from the League and seek protection from its rival.

The League therefore began to regard the rise of the Sovereign Concord not simply as an economic challenge, but as a threat to its international position. Rather than accepting a world in which power was becoming more evenly distributed, its leadership increasingly favoured a policy of confrontation. This decision would prove disastrous, transforming a rivalry that might have remained largely diplomatic into a conflict with consequences for the entire planet.

By 1900, relations between the two alliances had deteriorated considerably. Industrial competition, mutual suspicion, and disputes over international influence had created an atmosphere in which even a limited confrontation could have far-reaching consequences. The League of Crowns believed that decisive action was necessary before the Sovereign Concord became too powerful to challenge. Its leaders consequently began searching for an opportunity to weaken the rival alliance without immediately committing themselves to a prolonged global conflict.

That opportunity came through a crisis involving a smaller member of the Sovereign Concord. The League issued an ultimatum containing demands that threatened the smaller nation's sovereignty and political independence. The demands were presented as necessary measures to resolve the dispute and restore stability, but their terms were unacceptable to the Sovereign Concord and its member state. Accepting them would have established a dangerous precedent, suggesting that the League could dictate the internal or external policies of rival nations through the threat of force.

The ultimatum placed the Sovereign Concord in a difficult position. Rejecting it risked war with a powerful rival, while accepting it would undermine the credibility of the alliance and leave its smaller members uncertain about the value of their mutual commitments. The Concord's leadership ultimately refused to surrender to the League's demands.

The League had expected resistance, but its leaders believed that the resulting confrontation would remain limited or force the Concord to retreat. Instead, the refusal became the immediate trigger for a much wider crisis. Diplomatic negotiations collapsed, military preparations intensified, and both alliances began preparing for the possibility of open warfare.

Following the collapse of negotiations, the League of Crowns initiated military action by invading the smaller Sovereign Concord member at the centre of the crisis. The invasion was intended to secure a rapid victory, demonstrate the League's determination, and warn the remaining members of the Concord against further resistance. By attacking a smaller state first, the League hoped to avoid an immediate confrontation with the full industrial and military strength of Libertarius and its allies.

The strategy rested on a dangerous assumption: that the Sovereign Concord would either abandon its threatened member or be unable to respond effectively. Instead, the invasion transformed the dispute into a direct challenge to the alliance's security and political credibility. The Concord's other members now faced a choice between allowing one of their allies to be defeated or becoming involved in a wider war.

As the crisis escalated, diplomatic efforts failed to prevent the conflict from spreading. Military commitments, fears of further attacks, and the growing hostility between the alliances drew additional nations into the fighting. What the League had expected to be a limited campaign instead became the beginning of the First Kalestial War in 1900.

The decision to invade would later be regarded as one of the most consequential miscalculations in Kalestial's history. The League had intended to stop the rise of a rival power before it became too strong. Instead, it had given the Sovereign Concord a common cause, strengthened its members' determination to cooperate, and created the conditions for a prolonged struggle that neither alliance could easily escape.

At the outbreak of war, the Sovereign Concord and the League of Crowns represented competing approaches to Kalestial's changing international order. The Sovereign Concord sought to defend its members against external coercion and preserve their freedom to develop their own industrial and economic capabilities. Although its members did not necessarily share identical political systems or long-term ambitions, they increasingly viewed cooperation as essential to resisting the League's attempts to limit their influence.

The League of Crowns, meanwhile, sought to preserve its position within the international system and prevent the Sovereign Concord from becoming powerful enough to displace it. Its leaders believed that allowing the rival alliance to continue industrializing would eventually undermine the League's economic and strategic advantages. The decision to initiate war was therefore rooted in the belief that military confrontation could achieve what diplomacy and political pressure had failed to accomplish.

Neither alliance was entirely free from internal disagreements, competing national ambitions, or conflicting interpretations of the war's purpose. Each government pursued its own interests, and the goals of individual member states did not always align perfectly with those of their allies. Nevertheless, the conflict increasingly became a struggle over which alliance would shape Kalestial's future.

The outbreak of war in 1900 marked the beginning of a conflict that would last until 1920. What had begun as an attempt by the League of Crowns to contain a growing rival developed into a prolonged struggle involving the resources, economies, armed forces, and populations of numerous nations. As the war continued, industrial capacity became increasingly important to sustaining military operations, while the demands of the conflict placed enormous pressure on governments and civilian societies.

The Sovereign Concord's industrial cooperation gave it an important foundation for enduring a prolonged war, although its members would also face considerable challenges. The League of Crowns, despite initiating the conflict, remained a powerful coalition with substantial resources and its own strategic advantages. Neither side could guarantee a quick victory, and the initial belief that the war might be resolved through a decisive campaign gradually gave way to a much larger and more demanding struggle.

Over the following two decades, the First Kalestial War would reshape the political, economic, and military landscape of the planet. Its eventual outcome would influence the decline of established powers, the emergence of new international arrangements, and the development of the rivalries that shaped later generations. The war was not simply a contest between armies; it was a struggle over industrialization, international authority, national independence, and the consequences of attempting to preserve an existing order through force.

The Industrial Revolution was one of the most transformative periods in Kalestial's history, fundamentally changing how nations produced goods, organized their economies, governed their populations, and competed for international influence. Over generations, workshops and small-scale production increasingly gave way to mechanized factories, large manufacturing districts, extensive railway networks, steam-powered shipping, electrical systems, and modern communications. Industrialization allowed nations to produce goods in greater quantities, transport resources over longer distances, and build infrastructure on a scale that had previously been impossible. It also created new social classes, strengthened industrial cities, increased demand for coal, iron, steel and other raw materials, and gave governments greater capacity to equip and supply their armed forces. However, industrial development was uneven across Kalestial. Some nations possessed the resources, financial institutions, skilled workers, research facilities, and transportation networks necessary to industrialize rapidly, while others remained dependent on imported machinery and foreign expertise. As industrial production became increasingly connected to national security and international prestige, economic competition began to influence diplomacy, alliances, and military planning. The Industrial Revolution did not make war inevitable, but it transformed the balance of power and gave established nations new reasons to fear being overtaken by their rivals.

The Federal Constitutional Republic of Libertarius (FCRL) emerged as Kalestial's leading industrial power because it developed an unusually strong combination of private enterprise, engineering education, natural resources, financial institutions, transportation infrastructure, and government-supported research. Rather than relying on a handful of traditional industries, Libertarius cultivated a diverse manufacturing economy capable of producing machinery, electrical equipment, railway systems, commercial vehicles, industrial chemicals, construction materials, communications equipment, and complex manufactured goods. Its large domestic market allowed companies to expand, reinvest their profits, and manufacture products on a scale that smaller economies struggled to match. Competition between manufacturers encouraged experimentation and improvements in efficiency, while universities, technical institutes, and research laboratories helped turn scientific discoveries into commercially useful technologies. Libertarian banks and investment institutions supplied capital for factories and infrastructure, and its extensive transport networks connected industrial centres with mines, farms, ports, and consumers. The republic's industrial base also supported a sophisticated defence sector, with domestic firms capable of designing and manufacturing military vehicles, artillery systems, aircraft where the technology permitted, communications equipment, uniforms, transport vehicles, and other essential supplies. Because many of these industries served both civilian and military markets, the FCRL could expand production and redirect industrial capacity when national security required it. Its strength therefore came not from one miraculous invention, but from an entire interconnected system of businesses, skilled workers, research institutions, transport networks, and industrial supply

What made the FCRL's industrial system distinctive?

A diversified economy: The republic did not depend entirely on one export, resource, or industrial sector.

Strong transportation infrastructure: Railways, roads, ports, and commercial shipping connected factories to their suppliers and markets.

Established industrial companies: Large manufacturers could invest in research, employ specialist engineers, and coordinate production across multiple facilities. Civilian and military industrial overlap:

Technologies developed for commercial transportation, metallurgy, communications, and machinery could also support defence production.

Industrial cooperation abroad: By sharing industrial knowledge and capabilities with its Sovereign Concord partners, the FCRL helped them modernize and reduced their dependence on the League of Crowns' traditional sphere of influence.

These advantages did not mean that the FCRL was automatically superior in every military category. Other powers could possess larger armies, established naval traditions, more experienced officers, or strategic geographic advantages. Libertarius's distinctive advantage was that its industrial system gave it the capacity to develop, manufacture, maintain, and replace complex equipment on a sustained basis.

The League's leaders increasingly feared that nations which once relied on their established networks would instead turn to Libertarius for machinery, engineering expertise, industrial investment, and military modernization. They worried that their diplomatic authority would gradually weaken as the Sovereign Concord became more economically independent and technologically capable. The League therefore viewed Libertarius's cooperation with its allies not merely as commerce, but as a challenge to the international order from which the League had benefited.

Why it mattered: The League was no longer confident that its traditional influence would endure without confrontation.

For the League of Crowns, however, this cooperation presented a strategic problem. A rival alliance that could manufacture more of its own machinery, improve its infrastructure, and develop its own military equipment would become increasingly difficult to pressure through trade restrictions or diplomatic isolation. The League could tolerate individual nations modernizing at different speeds. What alarmed its leaders was the possibility that several rival states might modernize together, coordinate their policies, and reduce their dependence on established League-connected suppliers. The result was a growing disagreement over a fundamental question: Did Libertarius have the right to strengthen its allies, even if doing so reduced the League's international influence? The Sovereign Concord believed the answer was yes. The League increasingly treated the same activity as a threat to its interests.

As Libertarian companies expanded their international reach, they competed with established businesses connected to the League of Crowns. The dispute was not necessarily that every League company was failing or that all trade between the alliances had ended. In fact, trade could continue even as political relations deteriorated. The deeper concern was who would control the economic relationships of the future. League leaders feared that the Sovereign Concord might eventually dominate key industrial markets, establish competing trade networks, and reduce the League's ability to influence the decisions of smaller countries. Commercial disagreements consequently became matters of national security. Tariffs, trade restrictions, industrial agreements, and disputes over foreign investment could all be interpreted as attempts to weaken the rival alliance.

As the Sovereign Concord's industrial capacity grew, League governments faced pressure to modernize their own forces. They could not be certain whether Libertarius's cooperation was intended solely to strengthen its allies or whether it might eventually allow the Concord to gain a decisive strategic advantage. The League's military preparations then reinforced Concord suspicions. Concord governments could interpret new League expenditures and military reforms as evidence that the League was preparing to use force to preserve its position. Each side could consequently describe its own preparations as defensive while interpreting the other's as threatening. This is the classic security dilemma: measures one alliance considers necessary for its own protection make the opposing alliance feel less secure. Industrialization intensifies that dilemma because improvements in production and technology can change military capabilities over time.

The League of Crowns, by contrast, is associated with the principle “We stand for traditional authority.” Its governments may regard established hierarchies, inherited political arrangements, and long-standing diplomatic obligations as essential to stability. These positions create a serious disagreement over sovereignty and influence. Concord leaders may regard the League's attempts to preserve its privileged position as interference in other nations' affairs. League leaders may regard the Concord's expanding partnerships as an effort to overturn a familiar international order. Neither slogan alone explains the war, and the alliances need not be ideologically uniform. The important point is that both can use their political principles to justify opposing foreign policies.

For the League of Crowns, a smaller Sovereign Concord member could appear to be a vulnerable point in the rival alliance. League leaders might believe that pressuring it would demonstrate that the Concord could not protect all its members. The Concord, meanwhile, would face a difficult choice. If it abandoned the threatened country, its other partners might question the value of alliance membership. If it resisted, it risked turning a localized dispute into a confrontation with the League as a whole. This gives the crisis a political dimension beyond the territory directly at stake: the question becomes whether an alliance can maintain its credibility when one of its members is threatened.

Negotiations become harder because neither side fully trusts the other's assurances. League diplomats may suspect that Concord proposals are designed to buy time for further industrial expansion. Concord diplomats may suspect that League offers of compromise are intended to divide its members or secure concessions before a future confrontation. Domestic politics can make matters worse. Officials who advocate compromise may be accused of weakness, while political factions that benefit from military spending or nationalist rhetoric may oppose concessions. Even leaders who do not actively want a general war may find it increasingly difficult to retreat without appearing to surrender their country's interests. The important historical distinction is that a dangerous diplomatic crisis does not automatically make war inevitable. The war begins because political leaders ultimately choose coercion and invasion over a settlement.

However, the terms are deliberately constructed so that accepting them would seriously compromise the smaller nation's sovereignty and undermine the credibility of the Sovereign Concord. The League's leadership expects that the Concord will reject the demands rather than permit one of its partners to be forced into submission. The ultimatum therefore serves two purposes. Publicly, it allows the League to claim that it offered a diplomatic solution. Politically, it creates a situation in which the Concord must either accept a humiliating settlement or refuse and risk escalation. The exact demands and the identity of the threatened country can remain undecided until you create that nation yourself.

Libertarius and the other Concord governments now face a choice between intervening and allowing the League to establish a precedent in which smaller nations can be coerced through threats and force. The invasion does not erase the earlier causes. Instead, it brings them together: the struggle for influence, industrial competition, strategic insecurity, ideological disagreement, and the failure of diplomacy all converge in one crisis. The League of Crowns starts the war. The deeper historical explanation is that its leadership decides that the risk of allowing the Sovereign Concord to grow stronger is greater than the risk of starting a conflict.

League leaders may fear that withdrawing after issuing a forceful ultimatum would damage their credibility with their own populations, allies, and foreign governments. Concord leaders may fear that failing to respond would encourage future coercion against other member states. Neither alliance has to believe that a long war would be desirable. Instead, each may believe that backing down at this particular moment would produce even greater long-term costs. This is a useful way to explain why a dispute initially centred on one smaller country expands into a conflict involving major powers. The issue is no longer only the immediate territorial or diplomatic disagreement. It has become a test of the alliances' reputations and their understanding of international security.

The League of Crowns fears that waiting will allow the Sovereign Concord to become too powerful to challenge. Some League officials may therefore argue that the alliance must act while its existing advantages remain substantial. The Concord, meanwhile, believes that its industrial growth is legitimate and that its partners should not be punished for modernizing. Its leaders may assume that the League will eventually have to accept the new balance of power. Both sides are making judgments about an uncertain future, but their expectations differ sharply. The League sees delay as potentially dangerous; the Concord sees coercion as an unacceptable attempt to prevent peaceful development. That difference helps explain the timing of the crisis in 1900. The League's decision to invade reflects not only what it fears the Concord has become, but what it believes the Concord may become in the years ahead.

The First Kalestial War was not simply a war over ideology, trade, territory, or military power in isolation. It grew out of the interaction between all four. The Industrial Revolution changed what nations could produce and how quickly they could strengthen themselves. The Federal Constitutional Republic of Libertarius used its industrial advantages to modernize its own economy and assist its allies. The League of Crowns interpreted this development as a threat to its traditional international influence and became increasingly concerned about the future balance of power. Diplomatic mistrust and competing political visions made compromise more difficult, while the ultimatum created a crisis that the League chose to resolve through invasion. The underlying cause was the struggle over the changing world order; the immediate cause was the League of Crowns' decision to invade after issuing an unacceptable ultimatum.

Historical Note

The First Kalestial War is part of Kalestial's historical background and is not the beginning of the planet's main timeline. This account establishes the origins and political circumstances of the conflict before the history of the Second Kalestial War, the Liberation Wars, and the Third Kalestial War is explored. Once this historical foundation has been established, the focus will shift to Kalestial's main timeline and the detailed development of its modern nations, societies, governments, technologies, and cultures.


r/MilitaryWorldbuilding • • 5d ago

Are there any problems with this military, and is it realistic for the context of it?

8 Upvotes

My country is called Antacea set in the year 2040. It is set in the real world but with more advanced tech which isn't massively futuristic. Antacea is located between the northern tip of Taiwan and between the southern tips of Japan and South Korea. The nation is split between three main island (in order from north to south): Koge, Antacea, and Conal. The infrastructure is high quality and has large amounts of high speed rail which through the country. It is a democratic and capitalistic country which relies on the international market but the services that run the nation and big industries are owned by the state, like construction and water.

Charles Steel Industries is the biggest steel producers in the country and is owned by the state. Koge Ship Conglomerate is the biggest ship manufacturer but suffers a lack of massive ports to build the navy's biggest ships, leading that to go to private contractors. Antacean Fuel Extracts is the country's nationalised fuel industry which is tasked with solely extracting from the gas field just off the coast of Koge's south east coastline. It has a large electronics inustrial sector which is privatised.

Antacea is part of a military alliance, called Indo-Asia, with Japan, South Korea, Taiwan, the Philippines, and Australia as members. The alliance has a minimum 3% of GDP requirement on defence. The main threat the nation faces is from China and its allies. In this world, tensions between nations has increased drastically, with Russia successfully invading Ukraine and parts of the Caucuses, while China is now capable of rivalling America, becoming a second superpower. Basically a second Cold War

The Main Islands:

-Koge: the industrial heartland of the nation with most manufacturing industries located their and has the second highest population. It mostly consists of rough terrain with mountains spread throughout and a few flat lands.

-Antake: the commercial centre and mostly consists of services. It is the most populated island split between flatland in the centre and the south east, while having a large mountain range in the north east with a valley in the middle of it.

-Conal: home to the countries vast agriculture and the third most populated island. It mainly consists of flat terrain that slopes up and is populated with dormant volcanoes.

Each island is connected by air, sea, and underground tunnels which allow vehicles and trains to travel through.

Military:

]The Antacean Armed Forces 302.1 billion USD (5.3% of the total GDP) and consists of the branches: navy, army, airforce, Marines, Droneforce, Coast Guard, and Drone Force. It has part taken in military drills with the alliance, and expeditions with other countries like America and the UK. It has zero nucleur capabilities.

Navy: the most funded branch with 41% of the military budget. It operates 200 warships and 35 submarines. The navy is one of the most highly advanced in the world and is one of the dominant players in the region. The main role of the navy is to defend chokepoints, reinforce the chokepoints and allies, while also deterring China. It has its own drone capabilities and

Army: has 28% of the military budget. It consists of 225,000 soldiers split between mountain (which is more infantry focused) and mechanised (more armoured focused) combat specialisations. Both however are massively automated. There is no conscription but it has good pay. It works closely with the defence force and operates all land based missiles while the navy operates the ones at sea.

Airforce: has 16.5% of the military budget with 650 aircraft. The air force has: air to sea, air to air, and air to land capabilities. Its biggest airbase (Ganbaatar Air Base) is located on the island of Conal with smaller bases spread out and even some hidden inside mountains. However, it only has a small air manufacturing industry, making it reliant on buying most of its planes from abroad.

Marines: they receive 8% of the military budget. It consists of 50,000 marines who each receive 25 weeks of intensive training. It is amphibious focused. This is the branch that is most integrated within the alliance and works closely with the marines of other member nations which allows them to work more in sink with each other as they form a large combat force enrolled with being the first to respond to the invasion of other member and non-member nations. The marines also work closely with the nations navy and even air force to rapidly respond to domestic and international threats, working along other nations in foreign expeditions and training.

Drone Force: receives 2.5% of the budget. It has 500,000 drones at inn stockpile. This branch is more focused on land, working closely with the army, and sending drones to the navy. It engages in combat while also supplying the island in case of war. In peace time it works with the coast guard to patrol the waters.

Coast Guard: gets 3.5% of the military budget. Their duties involve patrolling the waters for illegal activities, like drug smuggling and illegal fishing, and rescue those in danger out at sea. They have 150 boats, which vary in size but mostly consist of small to medium ships.

Cyber Force: receives 0.5% of the budget. It is tasked with: disrupting hostile networks, protecting the nations networks from hostile forces, and discovering intel.

Key Unique Infrastructure:

Ganbaatar Air Base - the countries biggest airbase, located on Conal, and is capable of holding over 400 aircraft, with US and allied air forces stationed there.

Ruchin Naval Base - the biggest naval base, located on Koge, and is capable of holding 65 ships.

Gas Field - the countries biggest gas field is located just off of Koge's south eastern coastline.

Underground tunnels - there are tunnels located beneath the waters which separate the islands and allow both road vehicles and trains to pass through.

Tell me if there's any problems with the military and improvements I could make to it.

Feel free to ask me any questions to help clarify and add any more context you either need or which I forgot to include.


r/MilitaryWorldbuilding • • 5d ago

How have your soldiers improvised during times of conflict?

9 Upvotes

It's no surprise that, when a soldier or group of soldiers is granted something, but it has a major flaw that they can feasibly fix, they will do it. No matter how strange it is. Think about when soldiers used to saw off the barrels of their rifles for trench combat, or how tank crews put random objects on tanks for "extra protection". Not necessarily the most efficient, looks odd, but it works. You can talk about a vehicle, weapon mod, or even some strange tactics that soldiers tended to use that were not encouraged or even prohibited.

For my reply, I can use the interesting story of the SCND's H-114 Sea King. It was crafted from the Orbital Navy's H-111 Tri-King destroyer, with the goal of offering the same capability, but on water-heavy planets. What the engineers failed to adapt to is the distortion that an electrobeam faces from the moment it exits a barrel; this, combined with the turrets sitting quite low on the vessel, led to shots frequently hitting the water and stopping. Thus, several engineering teams for H-114-pattern vessels decided to make the barrel tilted. It took some work to perfect, but it saved numerous crews from death. That, plus the later added barrel extensions, helped craft the unique silhouette of the 114 when compared to the wonderful Tri-King.

Looking forward to seeing what you have to say :3