MILITARY 

 

Abbreviations used on this page:

  FS = Federation Standard (Language)
RSN = Romulan Star Navy
  PF = Python Fleet
  TF = Tango Fleet
  TS = Tal Shiar

Do not copy pips from this page.  Go to Tango Fleet for permission to use their pips. www.tangofleet.org.  Contact the Python Fleet for permission to use their pips.  Contact the Romulan Star Republic for permission to use their pips www.ucip.org/rsr/
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STAR NAVY ORGANIZATION

Information excerpted and condensed from The Way of D'era.  For a more extensive discussion of all aspects of the Romulans as envisioned by Last Unicorn Games, see the Way of D'era, available in secondary markets.

Unlike Starfleet hierarchy, which has a clear chain of command from the recruit to the United Federation of Planets, the officers of the various Star Navy Fleets also have political and philosophical ties to other fleets and to the families or the regions that those fleets represent.  A motivated officer will seek to rise in political power by forming loyalties outside his direct chain of command.

The Romulan Star Navy is divided into several classifications of fleets, Command, Senatorial, Coalition, Praetorial, and special fleets.  Fleet assignments are based on political favor.  A fleet in disfavor with the government may be assigned duty in some back-water area of space, where the most exciting thing to watch is an occasional spatial anomaly. A fleet in favor may get a prestigious position along the Neutral Zone.

A fleet can remain under the control of a Senator or a Family for generations.  A fleet can be divided into one or more Avaran, or air wings.  Though the ideal is to have 100 vessels in an Avara, the realities of political-military influences mean that most of the fleets will be smaller than the ideal, while an very powerful senator may have a fleet consisting of one Avara of several hundred vessels.  The 24th Century trend is towards larger fleets with many smaller vessels, rather than small fleets with only a few Warbirds.

Command Fleets

The 21 Command fleets are under the direct control of the Star Command and of the High Tribunal.  They are assigned to the most sensitive and crucial areas of the Romulan Empire.  Being the most numerous,  non-Romulans are most likely to be confronted by a command fleet than any other type of fleet.  Each division of a Command Fleet is called a Command Wing, each with a wing-ship (flagship).  Command fleets stationed far from the Imperial Core are much larger than command fleets stationed closer to home.  Sometimes a fleet will be nicknamed for the area in which it is stationed, such as the "4th Othan Fleet."

 

Senatorial Fleets

Since many senators achieved their positions through military service, as a reward for their achievements, they continue to retain their ties to their former commanders first, becoming de facto senatorial fleets. Some have remained under the normal control of a particular Senate seat for generations. The infrastructure of these fleets is not so much built as transferred, with senatorial houses and families passing their infrastructure and holdings down from one generation to another.  When unique questions of succession arise, senatorial fleets are sometimes passed to other members of a prominent family's coalition.

Most Senatorial fleets remain small, serving as a physical representation of their scion's power and prestige within the Imperial hierarchy. Only the fleets of the most powerful senators approach the grandeur of the Command fleets, and most senatorial fleets consist of only one Avara.  Consular fleets are often the exception, since they tend to benefit from the political and budgetary powers of their patrons.  Consular fleets often become temporary or de facto coalition fleets as well.  IN the contemporary Star Empire, only the consular fleets and four senatorial fleet - those of senators Sullan, D'mora, Kassus, and D'varo - boast multiple Avaran.

Coalition Fleets

Less common than Senatorial fleets, Collations fleets are temporary creations formed in times of crisis or political upheaval.  IN almost every case, a collation fleet is formed of several Senatorial fleets, or portions thereof.  Most Coalition fleets possess a higher than normal representation of senatorial representatives to assure smooth transitions among the various fleet command structures.  Such fleets also attract more than the normal share of tribunes or tribunal representatives, since the peacetime massing of such forces tends to make the Star Command a little nervous.

Only two of the most powerful coalitions - the Nej'ahar and the Jol Tan - maintain permanent fleets of their own.

Praetorian Fleet

The naval arm of the distinguished Praetorian Guard (see below), the Praetorian Fleet falls under the direct command of the Praetor. Its primary duties are escort and patrol mission throughout the Imperial Core, and specifically in the home system of Romulus.  A Praetorian escort is considered a high honor for visiting dignitaries, Senators, or high-ranking military personnel.  The fleet also accompanies the Praetor wherever he travels.  Together with the ground forces arm of the Guard, the fleet is responsible for the safety of the Praetor whenever he leaves ch'Rihan (Romulus).  In times of great celebration or victory, the fleet also bears the privilege of leading triumphal cruises through the home systems.

The Praetorian Fleet is the only fleet permitted to enter the home system of Romulus.  All other fleets are anchored in neighboring systems or at nearby bases when stationed near the Imperial Core.  Members of the three Avara receive appointment to the Praetorian Fleet based on merit and loyalty.  The changing nature of loyalties in the Romulan Navy, especially close to the Praetor, means that turnover is high in this fleet.  There are always officers waiting in the wings to prove their loyalty to the Praetor, and thus take their places in this prestigious fleet.

 

Romulan Praetorian Guard

 By DanG

 

The Praetorian Guard are the most loyal and effective of the Romulan forces. Their ranks are all made up of Career Soldiers, all decorated and of trusted loyalty, these troops rival even the Tal Shiar for loyalty, efficiency and deadly effectiveness. Highly trained and experienced all have proven their worth in combat and most are decorated heroes.

Ascension into the ranks of the Praetorian Guard is considered a great honor and a sure sign of great things for the Soldier and their Family. Nearly all the officers that have led this august group have gone on to lead powerful political careers after retirement, and 2 have even risen to Praetor during their political retirement, a move some believe more dangerous than a front line military unit

Charged with the final defense of Romulus, and the safety and protection of the leaders of the Empire, and under the direct command of the Praetor. The Praetorian guard are more than mere special forces, they are both highly trained in war and in the ways of diplomacy, enabling them to function as troops and as a highly effective ceremonial guard.

Joining the Praetorian Guard during a Serona tour is impossible, this honor has been kept for career military, allowing them to stand out and to avoid political manipulation to use the service as a breeding ground for powerful prodigy, a common tactic amongst Romulan Patriarchs.

This article is from http://www.theventure.freeserve.co.uk/psion.htm .  The roleplay point system has been removed to avoid confusion.  For complete details into the point system used by this group, go to the website.

 

The Tal Diann

Tal'Diann is the Romulan Military Intelligence agency. Click on title to go to the Tal'Diann web page.

MILITARY SERVICE

Excerpted from "The Way of D'era".

Serona

Upon reaching young adulthood, all Rihanha are required to undergo a five year period of military service known as SERONA.  They receive a modest amount of military training and then are assigned duties based on the Empire's needs, their skills, and their inclinations. (in that order)

Serona "scruffs" do the menial tasks aboard a ship or posting. This frees up the real soldiers for important duties.

Romulan War College

The Military Rhetor of the Romulan Star Empire is what Starfleet is to the Federation.  Only the very best gain admission to the College. Graduation from the College is a guarantee of not only a career in the Military, but also of prestige and later, a life in the political arena.

The War College is located on Devorran, a cold, harsh planet with little vegetation and swept by strong winds and storms. The first three years are spent in intensive study, after which they serve their final year on a starship.

Year One is spent in intensive physical training and learning basic military doctrine.  Activities such as long runs in the frigid atmosphere of Devorren, unarmed combat training, and reduced rations make the students lean and mean.

Year Two the students learn about military equipment, strategy, tactics and ships.  They learn to operate the major areas of a starship.

Year Three is spent in the students' specialties.  They spend long hours learning their field inside and out.  A student who does not function satisfactorily in his third year is subjected to mind alteration so he doesn't remember anything he learned at the college and is ejected from the program

Year Four is spent aboard a Starship as a Junior Uhlan.  Though Uhlans can be ordered to do anything by the other officers, they are not abused, but learn a great deal.  As in the Third Year, if an Uhlan does not perform satisfactorily he will be mindwiped and ejected from the College.

Once a student graduates from the War College, he begins his first five-year tour of duty, based on the needs of the Empire and his specialty.

Unarmed Combat

Excerpted from "The Way of D'era".

Unarmed combat (martial arts) has been a part of Rihannsu military and civilian life even before they left Vulcan.  Some of them are rooted in ancient Vulcan practices and some have developed on the streets of ch'Rihan or ch'Havran.   Rihannsu tend to be secretive about their fighting styles and if they must be used against non-Romulans, they make sure that no witnesses  leave the battle alive.

Romulan Navy Martial Arts

The basic moves are  Block, Disarm, Grab, Kick, Punch, and Throw.  These moves are executed with a minimum of flourish, just quick and deadly.  It is meant to disable or kill an opponent quickly.  The Block, Kick, and Punch are taught to those in Serona

Kormorek

The basic moves are Block, Durasha (a fist-smash or punch), Kuluri (a hand or fist strike against a nerve cluster), M'larek (bone-breaking or organ-damaging strike) and Sidrok (breaking of a joint by grabbing and either twisting or striking the joint with the other hand).  The form is quite ancient and its origins are lost in time.

Kormorek is a swift, brutal fighting style.  When two combatants meet on the field, one of them, at least, is going to leave it bloody, if he leaves it at all.  It is not uncommon for both to be covered in their own blood at the end of a match.  Though blocking is permitted in the conventions of the style, blocking and dodging are considered cowardly and combatants do not fend off the strikes of their opponents.

The style is looked down on by "respectable" Rihannsu because it is so violent and vicious.  Though it is not sanctioned by the Military, some officers learned it "on the streets" before they entered the War College.

N'Delrek

N'Delrek is also an ancient art and resembles Terran jujitsu and wrestling.  The objective is to grapple the opponent to the ground and disable him with a punch or strike.

The basic moves are Golradi (joint lock), Grab, Huunar (throw), Kellad (nerve strike), and Strike (basic punch, kick or other strike)

CH'Vashrek

Though not as ancient a combat style as Kormorek or N'Delrek, it has been around for a thousand years.  It began in the monasteries of the warrior-priests, the CH'Vash, who developed it as a way to maintain fitness.  Over the next century, moves were added from armed combat styles to make this art a formidable form of unarmed combat.

The basic moves are, Blind (stun-strike to a sensory organ), Block, Disarm, Grab, Kick, Nerve Strike (stun), Punch, Rapid Punch, and Throw.

The combat form resembles a combination of Terran martial arts, and many "styles" have developed from the original form.  Some are graceful and flowing, some are direct and quick.

Tenalri

The basic moves are Block, Hand Strike, Leg Sweep, Pivoting Kick, Roundhouse Kick, and Snap Kick.  The combat style resembles Terran kickboxing.  

This combat form also developed "in the streets" but later became legitimized.  Matches are public affairs, and spectators wager on who is going to win.

Llaekh-ae'rl

Loosely translated as "laughing murder," this is something like Judo. It is used as a training exercise on long voyages to keep in shape.

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Promotion Ceremony

SETTING:

(O= officer giving promotions (usually Commander), P= person(s) being promoted.)

Officers and crew of ship stand in a line, at attention, facing O who is about 3 steps away from them. Behind O is table with representations of the 4 elements arranged on it: colored candles, symbols, or physical Elements (i.e., a candle flame, smoke or colored gas, a container of water, and a stone or dirt). 

Should be arranged in square or diamond with one Element at each corner, or in a straight line. O has sashes, stripes, or pins for new rank (may be laid on table) and ceremonial knife. Honor guard may stand in 2 rows, one to either side of ceremony. RSE or ship banner may hang above and behind table.

Begin ceremony.

[At signal, officers and crew simultaneously bow and salute O. O returns salute, then draws knife (if permitted).]

O: "Crew of the [ship's name], today we celebrate your valor and honor. You have all served loyally and well, and the Elements reward those who are worthy. This blade takes the blood of traitors, but it gives glory to you
who love your ship and your Empire."

"I now dedicate this blade to the Elements."
[O turns to face table.]

"To Fire that creates and destroys" [pass blade through or above representation of Fire]

"To Air, of weapons, words, and wings" [pass blade through Air]

"To Water of our joys and our tears " [pass blade through Water]

"And to Earth, our cradle and our grave." [pass blade through Earth]

[O turns back to face crew, picks up new sash/stripes for first promotion]
O: "[rank and full name], step forward."

[P steps forward]

O: "In the presence of the Elements, and by the power vested in me by the Imperial Senate, I hereby promote you to the rank of [new rank]."

[P bows head, O touches knife to P's forehead. O presents sash/stripes to P, who receives them in both hands or arms. P does not put them on during ceremony, unless it is a pin -- then O may pin it to P's sash.]

O: "[new rank and name], do you now pledge: to perform your new duties honorably and well, to loyally obey your Commander and your Praetor, to serve your Empire first and always, and to uphold the honor of the Romulan people in all things?"

P: "By Fire and by Air, by Earth and by Water, and by the Archelement which encompasses them all, I do so pledge."

O: "Then may your new rank bring great deeds and glory to yourself and to the Empire."


[Repeat indented section for each person being promoted. If large number are being promoted pledge may be taken all at once rather than repeating it for each individual.]

[If knife was drawn. O sheathes it and places on table.] O: "Crew of [ship's name], you are dismissed."

[Crew salute O and O returns salute as in beginning. Crew turn and walk to the side in single file line.]

End ceremony.

This Promotion Ceremony was rescued and re-created from the website Institute Of Ra’tleihfi, Department of Xenosociology, previously posted at this URL: www.standford.edu/~auerhahn/rihan.html

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MILITARY AS PRESENTED BY THE ROMULAN STAR REPUBLIC
 

from: A support site for the RSR sim.  http://www.anzwers.org/free/rsrlibrary/misc.html  GFX from the former rsr site.

Please note that the use of erie (as in erie`Riov) is *never* capitalized, not even in the beginning of a sentence. Also, the the word commonly found on the net as "Daise" is spelled "D-a-i-s." in the RSR. No 'e'.

Any simming-specific information has been removed to eliminate confusion among the sim organizations that use this encyclopedia for reference.

 

The Galae (Fleet, Romulan Navy)

The Galae

The Galae (Romulan Star Navy) is the largest branch of the RSR military. The department over sees shipping, both domestic and military; defense and assaults, on both the surface and space; exploration, engineering advancement, and the pursuit of the sciences.

The Navy runs very much they way it had in the RSE for many years. It is the largest branch in the military, having its own ground based forces and intelligence force. The Galae uses powerful, though out of date, ships and is charged with the defense and offense of the empire. Currently, the Galae has finished the D`Kazanka project, and has replaced 90% of all craft lost in the SF/RSE and civil wars.

The Galae is filled with many layers of bureaucracy- making it a very inefficient and slow moving organization as a whole. Additionally, with thousands of ships and millions of officers, ship Riovs often act with out authority- often to the chagrin of their direct supervisors. A Riov may choose to assault a target they deem a threat to the Republic and their fleet superior is more likely unaware of the action and unable to do anything about it. The positions and command structure is more or less the same as a star fleet craft- the names and attitudes are the only major difference.

Naval officers are assigned specific tasks. They are expected to hold those posts until told otherwise by the chain of command. The exception to this is non ship based naval activity. Both the Galae's ground and fighter forces are put together on-site. Ship's crews are organized quickly into ground divisions and or fighter wings.

Officers follow standard information chains when acquiring and relaying information- If the officer is on the bridge and detects a ship on an intercept run, that officer informs the CO or duty officer, who in turn informs any other authority.

One major exception to the chain of command rule is in the form of the political officer. The PO has the official right to take command of a ship from it's CO and/or XO. This has been done many times in the past to varying levels of success. The PO's power is reliant on the crew's loyalty to their CO, the PO's history as a feared person, and the crewman's own family structure. If an officer has no family it is unlikely death threats against their family will have any effect. The position of the PO is merely a back up device to ensure the loyalty of the crew and the use and abuse of this authority rests solely on the officer himself.

The Galae has its own secret serves detachment, supposedly autonomous of the Tal`Shiar. Though this is true on paper, in practice the political officers and Intelligence people either report to the Tal`Shiar in addition to the Galae command or lack the materials to run proper operations on their own.

 Ranks

Rihan 'Pip' Translation SF Equiv
Uhlan

Junior Officer Cadet
Erien

ante-Centurion Ensign
erie`Arrain sub-Centurion LtJg
Arrain Centurion Lt
khre'Arrain Senior-Centurion LtCdr
erie`Riov sub-Commander Cdr
Riov Commander Capt
Ael`Riov
galae'Riov
Wing-Commander
Fleet-Commander
FCapt
Enarrain High Commander Comm
khre`Riov Commander-General RAdm
Enriov Senior-Commander VAdm
Galae`Enriov Senior Fleet Commander Adm

Posts: SF post and abbr.. Rihannsu Post and abbr..
Commanding Officer (CO) Leih (L)
Executive Officer (XO) Rhaetelh'Saehne (RS)
Tactical Officer (TAC) Amnei'Saehne (AmS)
Security Officer (SEC) Dheno'Saehne (DS)
CONN/Helm Gonaiih'Saehne (GS)
Science Officer (SCI) Afwe'Saehne (AfS)
Engineering Officer (Eng) Paectum'Saehne (PS)
Medical Officer (Med) Hiifvehi'Saehne (HS)

*OPS (or COM) Khhae'Saehne (KS)
*Political Officer (PO) Nraehhi'Saehne (NS) (is an officer of the Tal'Shiar, not an officer of the Tal'Diann.)
*Diplomatic Advisor Kiith'Auethnen (KA)
*Marine Commander (for Naval Ships) Gekha'leih (GL)
*Naval Advisor (for Non-Naval Ships) Galae'Auethnen (GA)
*Flight Commander (for all Military Branches) Aevr'leih (AL)
*Flight Techs (for all Military Branches) Aevr'iahwil (AI)

*These positions are unique to the RSR.

If someone holds the office of "Chief" one would use the word "Daise" in front of the position. For example: Chief Science Officer would be "Daise'Afew'Saehne" (DAfS), and the Chief Engineering Officer would be "Daise'Paectum'Saehne" (DPS)

Post by post explanation of the duties of an officer.

L (Leih)
The Riov (or Commanding Officer) of a vessel must have near Godlike qualities in order to fulfill his position respectably and admirably. He or she must control his or her temper at all times, to lose their cool on anything less than the greatest offense would mean losing their respectability. He must keep track of EVERYTHING! said on the bridge but filter out the unnecessary information and respond to the vital information. He must maintain strict discipline onboard the ship in order to prevent behavioral and attendance problems.

RS (Rhaetelh'Saehne)
The First Officer is used for a variety of tasks, such as raising shields during an imminent battle situation, keeping tabs on how the Crew feels about the Leih's performance, and advising the Leih during times of both battle and diplomacy. And of course his primary duty must never be forgotten, to lead the away teams in place of the Riov and to insure the Riov's personal safety in rare occasions when the Riov must leave on an away team. The RS generally plays all characters on the view screen, preferably changing nicks before doing so. He must observe all ship-to-ship communications commands (described later in this text) and protocols when doing so.

"The First Officer is also expected to give alternate points of view on a given situation. The Riov typically turn! s to his First Officer for another take on a situation. There may be times that as First Officer you think your Riov is making an error in his decision-- it is YOUR JOB to make sure the Riov understands your objections so that he knows your viewpoint for consideration. HOWEVER, once the Riov's decision has been made, it is the RESPONSIBILITY of the First Officer to carry them out, no matter how he or she feels personally."

AmS (Amei'Saehne)
Tactical is the basis of every battle Simulation. The AmS officer must know the correct balance of damage inflicted to the other ship for each firing of the disruptors and plasma torpedoes, he must know how to raise people on hailing frequencies, and most difficult, he must (usually) actually BE the alien on the view screen when the Leih is talking to an alien, which means changing his nick and knowing something about the race he is portraying. The Tactical is the most busy but the most fun of any position o! n the ship.

DUTY LISTING: All of the following are duties of the AmS (TAC) post... 1.AmS controls and fires all weapons and raises and lowers shields, but only does these when the Leih orders him to. 2.AmS controls the cloaking device and coordinates with KS (Comm) in running the Tachyon beam to scan for other cloaked ships.

DS (Dheno'Saehne)
Dheno is responsible for the internal security of the ship, detention cells, weapons lockers, and alert status of the Dheno teams (depending on the current mission). They also make maintenance schedules for the security systems on the ship, and let AmS know the week before the work needs to be done. Dheno is also responsible for selecting one member of the Dheno Dept. on every away mission. This position is optional, and AmS (Tactical) will take on these responsibilities if the! re is not a Daise'Dheno'Saehne

GS (Gonaiih'Saehne)
Helm (referred to as GS) is of course vital to the ship. The ship cannot go anywhere if there is no Flight Control Officer (also referred to as GS). The Riov will tell you your course and destination and you will set that course. During battle, you will be asked to perform evasive maneuvers, and the typical thing to say will be "Engaging Evasive pattern Soran-Alpha-One, Rekkhai!" and change the patterns for each foe you meet. Be creative with this post and enjoy yourself.

AfS (Afew'Saehne)
Typically, AfS handles detailed planetary scans, such as scanning for life signs that might be undetectable by normal means, scanning temporal anomalies, and scanning wormholes. AfS is basically an extension of KS: KS *DETECTS* the item, then AfS takes over to get all the details and information about that object. Since AfS is optional, if there is no ! Daise'Afew'Saehne, KS handles these tasks.

DPS "The Man in the Basement" is the occasional label given to the DPS. The Daise'Paectum'Saehne basically keeps the ship together during crisis situations, and during day-to-day life, he keeps the engines and shields balanced. The DPS can be called upon to perform everything from balancing the power distribution net to ejecting the warp core. Ideally, in today's RSR ships, the Engineer has assistants to perform the multitudinous task of keeping all the power and parts working to the best of their efficiency. Though often overlooked, the Daise'Paectum'Saehne should be kept quite busy, especially during battle SIMs, either by the Leih or by himself just keeping all systems running smoothly. He is also known for problem solving tasks, and called upon when no one on the bridge can understand something engineering related on another ship ! or planet.

DHS The Daise'Hiifvehi'Saehne (or CMO) aboard the ship is vital to continuing functions. The job of the DHS is to ensure the ship is protected against any and all bio hazards and to approve any possible beam down coordinated to be safe for the away team from the biohazard standpoint. More detailed explanations of what is expected of the DHA are covered in the CMO Course Guide and in the CMO Academy specific course. Last but not least, it falls upon the DHS to do all the healing of battle wounded during battles. This is another position where assistants are usually utilized to ease the pressure and to do the smaller tasks of this position. One last point to note, in the absence of a ship's Kheinsa (Councilor), the DHS fills the role.

KS (Khhae'Saehne) All of the following are duties of the KS post: 1.Declaring **ALL** planetary sensor readings. (If its a planet, its yours) 2! .Declaring in-ship sensor readings that would not be caught by Engineering, such as a minor drop in sensor efficiency or electrical interference (including all reasons for interference during Communications between ships!) 3.Making sure the ship runs smoothly. 4.Declaring **ALL** ONBOARD damage during battle. (That is YOUR ship not the enemy!) 5.Declaring status of your ship and non-combat status of enemy ships 6.Non-combat long range sensors. 7. Keeping track of the fighters, and relaying this information to TAC so that the fighters do not fall victim to "friendly fire"

NS (Nraehhi'Saehne)
The Tal'Shiar's "Political Officers" aboard each ship. They not only carry the authority to seize command of a ship, but they have broad powers in policing the Military. They monitor all communications, have unlimited access to the personal logs of the crew, and keep track of all the operations aboard the ship. They also have to report back to ch'Rihan on a regular basis. They receive copies of the Enarrain's orders, as well as secondary protocols about which the Enarrain knows nothing. In this way, the NS can remind the Enarrain in case he "forgets" his orders; and if the Enarrain should fail, the NS has an alternative plan ready to carry out. The NS also has several junior Tal'Shiar agents under him, and often recruits loyal soldiers from among the ship's ranks to serve him as well.

TD (Tal'Diann'Dohyrl) -- Tal'Diann Legate
The Tal'Diann's representatives are called Legates, and are usually only attached to fleets and wing ships. The Legates have no official ship powers normally, but in times of crisis and war are often assigned temporary command posts. The Tal'Diann Legate acts as a Military Intelligence Advisor. While the Tal'Diann Legate does not nearly have the same level of power as the Tal'Shiar political officer, the Tal'Diann is much more trusted in the military. So if the Leih wants an unfiltered intelligence report, he will turn to the Legate. If the Leih wants a more complete report, he will go to the political officer. The Tal'Diann Legate and Tal'Shiar political officer, like their respective organizations, are often at odds with each other, and will watch each other's progress closely. (See below for more information on the Tal'Diann)

KA (Kiith'Avethnen) -- Diplomatic Advisor

GL (Gekha'Leih) -- Marine Commander

GA (Galae'Avethnen) -- Naval Advisor

AL (Aevi'Leih) -- Flight Commander

AI (Aevi'iahwil) -- Flight tech.

Ops (translates to) Hiera'ifvhelh'Sa ehne (HiS) Com (translates to) Khhae'Saehne (KS)

Gai`Shian

The "Marine Corps" of Galae. These officers are called in when the Military needs to pacify a planet without significant damage, or to pacify terrorists or insurrectionists. If someone captures that which belongs to the Rihannsu, and the Rihannsu wish to take it back with the least amount of damage to the property, then these are the guys for the job.

The Gai'Shian's ranks are identical to those of the main Galae. Romulans don't bother to distinguish between enlisted and officer ranks, as there is enough distinction in the different branches as it is.

Organization SF Equivalent Rihan Translation Consists of Commanded by squad ter'val 5-13 troopers 1 sergeant and 1 sub lieutenant Platoon rost'val 2-3 squads Lieutenants (20-50 troops) Companies al'gess'val 3-4 platoons Captains (80-175 troops) Brigades unsha'val Majors Battalions tresh'val Generals Regiments lagor'val

There can be up to 100 to 150 regiments of men stationed on various worlds, though in times of civil unrest or war, they may exceed this number.

The Gal'Shian have their own academy, separate from the Rihannsu Military Academy, in which they are instructed on weapons, tactical doctrines, small unit tactics, survival, and escape and invasion. They are also taught to withstand unbearable amount of pain, designed specifically to raise their pain-tolerance threshold. The Gal'Shian's indifference to pain has become almost legendary within the Republic, and makes the troopers a most! feared opponent. After the basics have been learned, the troopers attend specialized training academies. Those with leadership may go on to attend the Officer's Training Academy, while another may proceed to a different academy altogether.

Tal`Diann

The Galae's internal affairs division, born not so much out of a need to gather information on enemies, as to keep tabs on the Tal'Shiar. This branch of the Military, polices its own, and operates counter-intelligence operations on the Tal'Shiar. They maintain and monitor relations and communications between the Galae and the other branches of the Republic. They also participate in espionage activities against the Republic's enemies.

Prospective Tal'Diann agents are taken from the Naval Academy's recruits who have undergone basic training, and have shown promise on aptitude tests. These students are then sent to the Tal'Diann's own espionage training camp where they will spend the next year studying the ships and technology of the Republic's enemies, and perfecting espionage techniques. Upon graduating, the Galae posts each new Tal'Diann agent to a specific place where they can best serve the Galae.

The head of the Tal'Diann is known as "Chief of Military Intelligence" or CMI, and holds the rank of Admiral in Galae. They also hold a seat on the Senate, and have several junior officials serving under the CMI. *These include: Chief of Planetary Intelligence, and Chief of Stellar Forces Intelligence, both of which concern themselves with ensuring the loyalty of the soldiers within their areas of command, finds those soldiers who might be traitors before the Tal'Shiar, and make counter-intelligence moves against the Tal'Shiar. Also under the CMI is the Chief of Operations, who performs the operations, and the plans thereof, against the foes of the Republic that it does not wish to be left in the Tal'Shiar's hands.

Galae Branch Structure

Galae Command
War fleets * Science fleet * Engineering corps. * Gai`Shian (RSR Marine corps) * Tal`Diann (navy intel)

Galae Command:
Is comprised of the Director of the Galae, the admiralty, the heads of the Tal`Diann, Gai`Shian, COE, naval academy, and Science fleet. (all of these officers would have 'senatorial' equivalent status in the senate- and would have permanent seats in the chambers on Romulus. The administration decides fleet general policy, and works together on large scale movements! . also in charge of the general education of their troops.

War Fleets:
The 21 fleets are lead by various admirals, and their various subordinates. Though powerful, they are not necessarily part of the senate: only if the system's representation allots for it. In charge of transporting the Gai`Shian to targets, supporting non-military transports through dangerous space, cargo transportation, and maintains repair depots in RSR space.

Science fleet:
Is broken into many sub-departments, the head of each sub-department has a standing post in the senate building, as they may need to be called upon periodically for testimony. granted the right to construct their own facilities.

Engineering Corps:
Lead by a director and some sub-department heads- just like the science fleet, has limited senatorial presence. The legions of engineers have no ships of their own, rather are ferried to building sites by the navy itself. In charge of building stations, ships, colonial structures, and repairs to space craft.

Gai`Shain:
Lead by a director, who has a seat on the senate, but is the least powerful post in the Navy's command. no ships of their own, the marine corps is fragmented, under line of sight veto by naval COs, and completely dependent on! the Navy for transport.

Tal`Diann:
Lead by its director. small, and scattered through out the navy, Naval intelligence is far less an effective sub-department than the Tal`Shiar. no materials of their own: only naval material.

 

Gai`Shian (the Marines)

 

Gal'Shian: Romulan Marine Corps.
 

 

Understanding the Gai`Shian, especially when directly comparing it to the Federation's own Marine Corps, can be somewhat difficult. One must really look beyond its military structure and see its social status as well. First, the Romulan Marine Corps is, even by Romulan standards, a strange department within the Military. Regardless of wealth, prominence, and military background almost every Romulan citizen will serve in its ranks. If they don't enter into the Corps for mandatory Military service, Citizens later end up in it via a required registration with their local militias. Second, as it is made up of both Militias as well as regular line soldiers, the command structure for the department Encompasses both civil and military ranks.

Since it has no entry tests for physical prowess, mental dexterity, or skills (as the rights of passage for Rihannsu children weed out those who are totally unfit) the majority of those entering the Corps for mandatory duty are from the common-folk strata of the Romulan social structure. Farmers, peasants, craftsman, and artisans: all make up the bulk of the Corps' soldiers. Socially, this keeps the Corps' status at the bottom of the pecking order. This is further evident in the Galae's domination of the marines: the Corps owns none of its own ships, its highest ranks are considerably lower than those of the Galae, and it has but one representative allotted to the Senate. This is even evident in the word 'Gai`Shian' which invokes less civility with its 'G' sound, and references to pikeman and, from the ancient Vulcan Shaya for execution.

 


Ranks and Structure

 
Perhaps ironically, considering its total lack of political power and military authority, the Gai`Shian has more ranks than the Galae. Still, the Corps' highest rank, Dais`Enriov, is only roughly equal to the Navy's 8th highest.

As with their ranks, the Corps' level of authority is strongest at the very bottom: squad and platoon level actions. The larger the unit, the more likely the Navy is to interfere (if only for transportation's sake).

The following ranks may be worn on either the shoulder, the sleeve cuff, or the collar of any standard duty uniform. Most often, 'non-officer' ranks are worn on the shoulder and officer ranks on the collar, while sleeve cuff ranks are reserved for dress occasions.

Gehka 'Private'  
  A soldier in training, or a soldier with basic training, Gehka make up the bulk of the Gai`Shian. No Authority.
Dais`Gehka 'Private 1st Class' .
(chief-private) Specialists, pilots, and more seasoned soldier of the Corps. Usualy sub-commands a squad, though they may lead a squad.
erie`Ullhan 'Corporal' .
(sub-sergeant) A respected soldier of the Corps, either serving as high level specialist or as a Squad commander.
Dais`erie`Ullhan* 'Lance-Corporal' .
(chief-sub-sergeant) A field rank which may be earned by a Corporal in a platoon for recognition of service warranting a promotion, but when a full Ullhan rank may not be issued. Minimum rank for entry into the Aleh.
Ullhan 'Sergeant' .
  May command a platoon, may be in charge of logistical duties (loading, transportation, munitions), and may be a junior-grade instructor at a war college.
Dais`Ullhan 'Sergeant 1st class' .
(chief-sergeant) Commands platoons, may lead the Security department of a Naval vessel, and serves as an instructor at a War College.
Erien '3rd Lt' / 'Sergeant Major' .
(ensign) The first commissioned rank, or the last non-commissioned rank, depending on the practices of a regiment. Commands a platoon, and may sub-command a company. May also serve as a senior-grade instructor at a war college.
erie`Arrain '2nd Lt' .
  (sub-centurion) Commands a platoon and sub-commands a company.
Dais`erie`Arrain* '1st Lt' .
  (chief-sub-centurion) Commands a platoon, sub-commands a company, and may command a company in the place of a full Arrain. This is a field rank, only issued to highly decorated soldiers, and only when a full promotion is not possible.
Arrain 'Captain' .
  (centurion) Commands a company.
Dais`Arrain* 'Major' .
  (chief-centurion) Commands a company and may command a regiment. This is a field rank most often issued to a regiment's sub-commander.
Enarrain 'Lt Colonel' .
  (high-centurion) Commands a regiment or a battalion, may sub-command a brigade, and may run a war college.
Dais`Enarrain* 'Colonel' .
  (chief-high-centurion) Commands a regiment or a battalion and commands a brigade. One commands the Aeleh.
*Denotes ranks which are field ranks, which do not happen (nor are required) in the normal order of promotion.
As an Erien is the 6th standard rank in the corps, and only the 2nd rank in the navy, it is not surprising that there is a large amount of animosity between these two forces. Also, as the corps has no 'officer school', these officers have often served 9 or 10 times as long in the service when they are promoted than their fellows in the Galae.

Now that the actual ranks, and what the command over has been reviewed, the actual unit strengths will be focused on. the following table is accurate for units in both the militia and the corps.

 

Unit

Unit Strength sub-Unit strength Commander
Squad 5 -- Dais`Gehka - Ullhan
Platoon 25 5 Squads Ullhan - Dais`erie`Arrain
Company 100 4 Platoons Dais`erie`Arrain - Dais`Arrain
Regiment 300-1,000 3-10 Companies Dais`Arrain - Daise`Enarrain
Battalion* 300-1,000 3-10 Companies Enarrain - Daise`Enarrain
Brigade 1,200-4,000 4 Regiments / Battalions Dais`Enarrain
Division 3,600-16,000 3-4 Brigades erie`Riov-Ael`Riov **
Corps 10,800-64,000 3-4 Divisions erie`Riov-Ael`Riov **
Army 30,000-768,000 3-12 Corps Ael`Riov-Khre`Riov **
Army Group 60,000+ 2+ Armies Vaek`Riov-Khre`Riov **
*A Battalion only differs from a regiment in that it is made up of different types of companies, where a Regiment is a grouping of only 1 type of unit inside its companies. For example, the 4th Codis Infantry Regiment may only be made up of 3Companies of Infantry where as the 1st Codis Battalion may consist of any mixing of infantry, airborne, and armored companies.

** Are approximate ranks required by the navy for CO's of ships, or ship units large enough to move the required number of troops

Specialized Units

While the Gai`shian is hardly known for its variety, it does however have a few basic unit classes. Each class is focused on one utilization for combat, and to best appreciate the power of the Corps, one must be fully aware of the unit classes housed within it.

Dragoons represent the agility of the Corps. With two soldiers per fighter, they can serve as a combatant airborne unit, laying cover fire down for ground units or keeping enemy airborne units occupied. Alternatively, they can be moved to a destination rapidly, and then be dismounted. The latter function allows the Corps to deploy forward units quickly and accurately along its fronts of attack. Lancers represent the Corps' ability to move fast and hit hard as well. A platoon of lancers generally are armed with non-standard issue heavy weapons, and are either dropped or para-dropped on a target from their platoon's bomber.

Lancers, like dragoons, are often first on the field, but unlike the Dragoons, the Lancers are more focused on ground deployment as their final role, and not so much on their crafts' combat ability.

Artillery and Armor, while unheard of in the Federation, make up a useful planet side support force in the Corps. Most often, they simply act as mobile air defense (or space defense if they are firing at ships in orbit). Even so, it has, at times, been necessary to run armored and shielded craft of more rugged stature than a bomber at a target and carry troops at the same time.

 

Training

The Gai`Shian operate their own war colleges, where the trainees learn basic survival, various killing techniques, and the rest of ordinary military training. Their training is direct, brutal, and simple in comparison to the Navy. The basic program, which all marines take, involves six weeks of intensive physical exercise and basic weapon proficiency training. The next six weeks are more focused on basic non-weapon equipment use (though not exclusive of more physical activity). At the end of the first three months, the marine 'graduates' and, depending on their final testing scores, may be entered in an additional six week specialist training course, or just simply injected into the field as an infantryman.

Specialist training includes:

Scout Training
The most common skill found in the Gai`Shian (as it's only requirements are physical prowess). A scout learns how to detect basic traps for themselves and any unit they may be in front of. The scout is also taught the basic principles of silent observation and quiet movements.

Tracker training
Tracking is taught in local wilderness as well as in holographic simulations. The primary interest of this skill is to inform the marine on how to follow a target simply by what it has left behind, how to survive with only local materials for nourishment, and to stay (relatively) unseen when the target is finally encountered.

Sniper and Spotter training
A sniper and their spotter are an inseparable team. Together they are a deadly weapon, apart, they are just infantryman. With this in mind, a sniper and spotter are always honed together even though their specific tasks and studies are different. Over their six weeks together, they learn the each other's trade, maintain each others gear and equipment, and generally form a strong bond. The point of study is to learn silent observation, threat assessment, and 'take down' skills.

Communications training
Communications specialists are rare at best. The course is highly technical in focus-- from learning a foreign language, to memorizing hundreds of non-tech forms of communications-- to learning the entirety of basic field communications gear.

Explosives training
explosives specialists learn how to create small and less detectable explosive devices, as well as some basic architectural concepts. This ensures that they can not only use their bombs, but know how to destroy a structure fully, or specifically, with said devices.

Dragoon training
A future dragoon is taught how to pilot their fighter-bomber in combat and non-combat situations. As well as some basic diagnostic concepts, to ensure that they can report problems to engineers quickly.

Lancer Training
Lancers learn how to use and maintain heavy weapons. They also practice para-drops, fast boarding, and bombardment tactics.

Artillery training
Loading, firing, and maintenance training.

 
Militia

Whereas the Gai'Shian are active duty soldiers, the reserve branch of the Gai'Shian is simply known as the Militia, and are made up by nearly every Romulan citizen.

As stated earlier, each citizen of the Republic must pass basic military inspection and serve a ten year tour of duty. The basic military inspection and ten year tour of duty begin at the nearest war college (often on the most populous planet of a system). Here, the enlistee often trains with many others of their age from the same locality-- often times with their same-age childhood friends. Upon completion of this decade in active duty, the group returns to their homes, ready to take up civilian positions such as farming, artisan, noble page, etc.

However, because every citizen has been trained in the arts of killing, any group of citizens can be tapped at any time in the event of a nearby war or to strengthen the Gai'Shian's members. Essentially, the Gai'Shian reserves are just any region of ordinary "civilian" populace.

Because of the training that everyone has received, it is very difficult for opposing infantry to take over a Romulan world- even the farmers have military training and access to weapons.

Due to the relatively unimportant nature of a militia, a full military officer is not used to oversee them. The militias are operated and overseen by the local nobility and/or elected officials (the same people in charge of the operation of the local government.) Often, there will be a person that is a minor member of the nobility and has been given the position of Sodain, and that person will be in charge of mobilizing a squad of civilians when the need arises.

 

Rei`Krannsu


Farein (no equiv) - lit. trans.: 'unprocessed'/student
Eredh (no equiv) - lit. trans.: soldier
Erien (no equiv) - lit. trans.: officer
erie`Arrain
(no equiv) - lit. trans.: sub-Centurion
Arrain (no equiv) lit. trans.: Centurion
erie`Riov (no equiv) - lit. trans.: sub-Commander
Riov (no equiv)- lit. trans.: Commander
Enarrain (no equiv)- Legion Captain / Cohort Centurion
EnRiov (no equiv)- Legion Commander / General
________________________________________________________________

SOLDIERS OF THE PLANETARY COMMAND

This article appears at http://www.coldnorth.com/memoryicon/iconlinks/romulan_soldiers.htm


Like all other major powers, the Romulan Star Empire sometimes finds that its military objectives require more than just powerful starship. Some situations call for the presence of troops on the ground to deal with situations too difficult or too delicate for the brute force of a starship. In such circumstances, the Star Empire assigns the forces of the Planetary Command to deal with the problem.

Although they amount to a very small percentage of the Romulan military when compared to the navy, ground forces nevertheless play many important roles. When the navy wants a planet pacified without significant damage, it sends in the Planetary Command troops. When terrorists or insurrectionists begin a campaign on a Romulan world, the ground forces get the call to go into the hills, caverns, and cities to root the criminals out and bring them to justice. If the Taurhai capture Romulan territory, the ground forces recapture it.

The Planetary Command has its own rank structure and table of organization separate from that of the Romulan navy. Most soldiers hold the rank of "Trooper." Above that basic rank one finds, from lowest to highest, sergeants, sub lieutenants, lieutenants, captains, majors, and generals. The supreme commander of the Planetary Command, Korel Terik, holds the rank of Major-General.

The basic unit of the ground forces is the ter’val ("squad"), consisting of 5-13 troopers typically commanded by one sergeant and one sub lieutenant. Two to three squads form a rost’val ("platoon") of 20-50 troops commanded by a lieutenant or captain. Al’gess’val ("companies") consist of 3-4 platoons with a total of 80-175 men; captains and majors command them. Above the al’gess’val level one finds unsha’val ("brigades"), tresh’val ("battalions"), and finally lagor’val ("regiments"). At any given time the entire Planetary Command usually has 100-150 regiments of men stations on various worlds, though the size of the force may increase drastically in times of prolonged war.

Planetary Command recruits participate in a Serona like all other young Romulans, but instead of proceeding to the Romulan Academy after completing their mandatory service, they attend the Korath Tanar Military Training College on the planet Derassa IV. Their basic training includes weapons use, Romulan tactical doctrines, small unit tactics, fitness and survival courses, and escape and evasion. Also included as part of the basic training regimen is a program designed to develop a high pain threshold in the recruit. This results in the soldier’s near-legendary ability to keep functioning efficiently even when experiencing intense pain.

Basic training lasts twelve weeks, after which the recruits, now referred to by the semi-derogatory term of korvash ("provisional"), attend specialized training schools. For example, korvash who show leadership potential attend the Officer’s Training Academy (from which they graduate with the rank of sergeant [provisional]), while one whose talents lie in the area of stealth might learn scouting or forward observation.

Ground troops wear a uniform similar to that of the Romulan navy, but dark forest green in color instead of steel gray. As in the navy, the shape and style of the uniform’s harness indicates rank. Troopers currently use the Type R-7 disruptor rifle as their primary weapon. Support weapons include the standard disruptor pistol, disruptor grenades, and a multifunctional knife.

 

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