Dalmer military

The Dalmer military is the general organization dedicated to warfare. 
“The Key to war is the soldier, and it will be known as such.”
Origins of the term Key to describe a Dalmer soldier.
== Missions ==
The role of the Dalmer military in its whole is to combat threats to the Empire's integrity, be it from the other races, extra terrestrial of extra dimensional beings or even rebellious residents of the Empire. 
Missions, tasks or quests are accessible via the Aether Web and can be given by any Dalmer citizen with access to the virtual posters. These quests are accessible accordingly to a Keys individual skill tree.
== Ranks ==
Main article: Dalmer military ranks
Dalmer military ensure a chain of command in the military. 
== Unit Subdivisions: ==
Units 	Numbers 	Minimal commanding officer
Fireteam / Patrol / Squad	3–7 	Private First Class
Section / Crew 	8–14 	Corporal
Platoon / Throng / Flight	15–79 	Petty Officer
Company / Battery / Troop	80–149 	Chief
Battalion / Squadron 	150–799 	Major
Regiment / Brigade 	800–3 999 	Ensign
Division 	4 000–14 999 	Lieutenant chief
Corps 	15 000–40 000 	Colonel
Field army / Legion 	40,000+ 	General of the army
Army group/ Fleet 	2+ field armies 	General of the armies
Region / Theater of war 	4+ army groups 	Admiral
Kingdom in arms 	All personnel of an elected kingdom 	Fleet admiral
United Kingdom in arms 	All personnel of 2+ Elected kingdoms	Admiral of the Fleets
Wrath of the Empire 	Every Dalmer fit to carry arms 	High King
== Squad Roles ==
Generally in a squad, there are multiple roles, chosen by the soldiers composing them or attributed accordingly to the skills shown by the soldiers:
Fighter/Brawler: Close quarters multi enemy scenario specialist, capable of delivering quick damage in order to face multiple enemies at once.
Sniper/Gunfighter: Ranged specialist, useful for wide spaces combat against multiple enemies where a close quarter approach isn’t possible.
Breaker/Bludgeon: Anti armored melee specialist, capable of breaking through obstacles and dealing with armored or shielded enemies. This role can be either melee or ranged.
There are dozens if not hundreds of more specialized roles that a squad can take, but since they are contextual, they are not recognized as a hole by the military.
== Local Military Forces ==
Main article: Local Military Forces
Any military force smaller than STAMP is known as a Local Military Force or LMF. 
== Jurisdiction ==
The appartenance of a soldier to one or the other military forces is linked to their jurisdiction, as such, County Militias for example only have operating power in their borders or in allied territory, their presence in another county without diplomatic permission is considered an attack, and will most often be found illegal by the Palatin. 
=== STAMP Overjurisdiction ===
S.T.A.M.P. soldiers however are the imperial army, as such have no such restrictions of jurisdiction (known as Overjurisdiction) and can operate wherever they go as long as it is not an inter dalmer conflict, which they are forbidden to participate in on penalty of illegality by the Palatin. 
==== Guest Theory Compliant Operator ====
Main article: Guest Theory Compliant Operator
GTCO's are dalmer soldiers who are deployed for operations where guest theory is at risk of being compromised.
== Recruitment ==
Main article: Military recruitment
While in the military, young dalmer will serve under each subdivision of the military in a random order for a minimal period of 2 years. This is done in order to help the possible future soldier decide which subdivision he wants to apply for.
== Rationale ==
Main article: Rationale
Rationale is the training Dalmer soldiers undergo before military service.
== Logistics and mechanics of the Dalmer military ==
=== Unit control ===
A unit is a singular Key on the field. Control of units on the field is done by the highest commanding officer, who operates out of the Company headquarters and has a birds eye view of the battlefield via satellite. This makes the use of hierarchy in the management of the army streamlined if autocratic.
=== Army management ===
All of the soldiers of the S.T.A.M.P. are known as Keys and are the workers as well as warriors of the army. 
S.T.A.M.P operations, lead them to be far away from resupply routes and civilization at large. This requires that all personnel be able to operate all the tasks of the army from administrative to maintenance to field tasks. As such, all soldiers have roughly the same roles when off active combat duty.
When a soldier is tasked with constructing a building, he remains in the building, serving as its manager. The company commander can decide to assign supplementary soldiers to help construct the building.
What does differentiate one soldier from another is their rank. In order to have one baseline soldier equipped with scouting material the equipment must be constructed in a forge and stocked into a central armory where the soldier can get equipped before leaving for a patrol.
Different classes having more advanced equipment as the needs of the army diversify, higher edge equipment naturally gets more expensive as new technologies are researched and implemented in the S.T.A.M.P.’s arsenal. However, the more work orders for equipment are placed, the cheaper they are to produce, the same economy of scale applies if more blacksmiths and armory annexes are built.
=== Weapons ===
Main article: Weapons
=== Vehicles ===
Main article: Vehicles
All S.T.A.M.P. personnel, are trained to pilot any vehicle or aircraft in the company's vehicle bays and garages. In terms of authorizations, any soldier can pilot vehicles into battle.
Some vehicles require coal in order to move which is produced at the coal plant.If they run out of coal they simply stop moving (aircrafts land), but they can resume functioning by receiving fuel from a tanker unit (which also runs on coal), or by being transported to a vehicle bay or refueling bay. Out of coal vehicules can still fight however. Other vehicles require other power sources such as Oil, Gas, or Energy. If the vehicle is destroyed the pilot has a 50% chance of making it out alive according to official statistics.
=== Equipment ===
Main article: Equipment
Refers to specialist gear given to a unit at the moment of deployment, as such equipment defines a unit's class and tools. 
=== Food & Fatigue ===
Main article: Feeding an army
If not fed for two days, soldiers will attack each other and eat the corpse, this is authorized in their hierarchy, but often happens at the worst moments, such as right before an operation where discipline is paramount. Similarly, fatigue means that if the soldiers are not rested in housing building, they will fall asleep on the terrain.
These are real problems as eating and sleeping on the field only decreases 30% of hunger and fatigue, meaning that the soldiers will have another crisis 8 hours later.
== Resource gathering ==
Main article: Resource gathering
How an army manages resource gathering while on campaign.
== Construction ==
Main article: Military campaign construction
As part of any semi mobile campaign, Keys are expected to build the facilities and buildings necessary to maintain and supply an army. As such, they learn to build together or on their own, and to use the specific tools of the trade.
== Deployment ==
Main article: Deployment
How a typical troop deployment takes place. 
== Battlespaces ==
Main article: Battlespaces
A Dalmer army is divided between Biological (actual Dalmer soldiers) and Autonomous (robotic soldiers) forces. 
These forces are distributed to their specific battlespaces.
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Category:Dalmer Military
Category:Dalmer Warfare