Sith Army

The Sith Army is the primary ground force of the Sith Empire, and bears the responsibility of providing garrison units as well as offensive soldiers. Comprised of Force and non-Force users alike, the Sith Army is divided into two branches, the Sith Marines and the Sith Defense Corps.

Overview
The Sith Army is the primary ground armed forces of the Sith Empire, and is relatively small when compared to the armies of other nations, such as the Galactic Empire and New Republic. However, despite its small numbers, each individual soldier is trained to a far higher degree than his counterparts in other militaries and is equipped with the most advanced technology. As a result, each soldier is a mobile weapons platform, an individual fortress as much as he is a regular soldier. The Sith Army is divided into two groups, the Sith Marines and the Sith Defense Corps. Each group fulfills a different responsibility, with the Marines charged with offensive actions, and the Defense Corps responsible for garrison missions. They are distinguished superficially by the coloration of their armor: Sith Marines wear armor stained crimson, whereas the Defense Corps wear blue.



Organization
Sith Army Composition: 56,884 Infantry. 4,062 Light Artillery. 298 Heavy Artillery.

Divisional Proportions: 18,450 Marines. 38,434 Defense Corps.

Squad: 4 Infantry

Platoon: 40 Infantry (10 Squads)

Company: 120 Infantry (3 Platoons)

Armored Company: 80 Infantry, 12 Light Artillery, 6 Heavy Artillery

Army: 840 Infantry (7 Companies)

Marines: The Marines are the Sith offensive forces. They are extremely well trained in occupation tactics, commando and infiltration techniques, demolitions, assault, ship-to-ship, boarding and deepspace combat, siege, and a number of other disciplines. The Marines are deployed solely with troop transports to occupy enemy stations or planetary targets. Once the target has been neutralized and conquered, Defense Corps troops move in to maintain the occupation.



Defense Corps: The Defense Corps represents the central government-subsidized law enforcement and Peace-time military force in the Sith Empire. They compromise the central unit of any planetary garrison, and they are the troops deployed onboard Sith warships as defensive soldiery and a deterrent to enemy boarding actions. Only invasion fleets carry Marines, but every ship in the Navy has a detail of D-Corps soldiers. When a planet has been conquered and the initial resistance overcome, it is the Defense Corps that moves in and establishes a permanent military occupation and defense force. They are trained highly in urban combat, crowd/riot control, law enforcement, and guerilla tactics.

General
Physical and Mental Conditioning/Training: Weeks 1-4

Basic Training: Weeks 5-10

Weapons Training (Sniping, Marksmanship, Assault, Secondary and Tertiary Weapons Modes): Weeks 11-12

Physical and Mental Conditioning (Second Round): Weeks 13-15

Field Training (Cursory medical, tactical education): Weeks 16-17

Integrational Tactical Training (Cooperative tactics with navy, local defense forces, etc.): Week 18

Physical and Mental Conditioning (Third Round): Weeks 19-20

Final Exam (Series of 18 Individual, Squad and Platoon - Oriented Simulations): End of Week 20

Trainees that pass their final examination then go on to specialist training for either the Marines or the Defense Corps. At the end of basic training, trainees are fully capable of performing as soldiers with partial education in field medicine and officer-level tactics - allowing any squad member to function as a squad leader in the occasion of his commanding officer's death, and allowing for any squad leader to function as a platoon leader in the event of the same.

Marines
Commando Training (Infiltration, Slicing, Introductory Demolitions, Clandestine Tactics): Weeks 1-8

Heavy Demolitions Training: Week 9-10

Offensive Warfare Tactics (Siege, Blitzkrieg, others): Weeks 11-14

Deep Space Combat and Boarding Tactics: Weeks 15-17

Physical and Mental Conditioning (Final Round): Week 18

Final Exam (Series of 24 Individual, Squad and Platoon - Oriented Simulations): End of Week 18

Defense Corps
General Defensive Tactics: Weeks 1-2

Shipboard Defensive Tactics: Weeks 3-4

Guerilla Tactics: Weeks 5-8

Urban Warfare Training: Weeks 9-12

Crowd/Riot Control Training: Weeks 13-14

Law Enforcement Training (Legal Education, Procedures, Protocols, Nonlethal Tactical Training): 15-17

Physical and Mental Conditioning (Final Round): Week 18

Final Exam (Series of 20 Inividual, Squad and Platoon - Oriented Simulations, Written Test): End of Week 18



At the end of a 9.5 month training session, the graduated Sith soldier is among the best trained elite warriors in the galaxy. He is, thanks to advanced physical conditioning and chemo-stimulation, in perfect physical shape - often (Thanks to the chemical muscle stimulation) surpassing the physical strength of even the healthiest of his peers. Due to constant emotional conditioning and indoctrination, the soldier is entirely loyal to the Sith Order and is girded against the traumatic experience of war. The Sith do not turn their soldiers into mindless killing machines - every trooper retains a sense of humanity and compassion to temper their killing edge. Standard procedure dictates that every Sith soldier retake his examinations every subsequent year. Should he fail, he is required to retake general training, specialist training, or both as the need demands.

Helmet

 * Comlink (Equipped with 14 channels: 1 open, 1 squad channel, 1 platoon channel, 1 general military channel, 10 programmable channels. Built-in encryption. Optimal range - 44 Kilometers. Maximum Range - 689 Kilometers).
 * Friend/Foe Recognition (IDs potential targets as friendly, hostile or unknown as determined by orbital or planetary command center/controller such as an orbiting assault ship or landside military base. If no such command center is present, this function does not operate).
 * Sensor Micro-Array (Maps out environmental terrain. Range of 640 Meters).
 * Infrared Heat Vision.
 * Visual Enhancement (Up to 5X).
 * Auditory Enhancement or Dampening. Max 50%, Minimum 0% (Total Silence).
 * Voice Amplifier (Max: 40 Decibels).

Armor

 * Class 2 Ablative Protection
 * Fully functional vacuum and environment suit (Full functionality and comfort in deep space and in atmospheric conditions including but not limited to: Between 360 and -144 Degrees Fahrenheit, Corrosive environments of low to middling acidity, high-pressure environments such as deep sea, low-oxygen atmospheres. The suit has systems to convert carbon dioxide into fresh oxygen, allowing a soldier to recycle his breath supply (theoretically) indefinitely. However, there is also a backup supply of 4 hours of breathable oxygen should this system fail.).
 * Jet Pack (Up to 5 minutes of sustained flight. 20 minute cool down/recharge. Maximum speed 142 km/hour. Acceleration: 0-25 one scond, 25-77 two seconds, 77-142 one second).
 * Feet of armor can activate a magnetic charge so the soldier can "stand" on metal surfaces such as ship hulls in low- or no-gravity environments.
 * Digital processors and enhancement servos increase base wearer's strength by a full 110%.

Standard-Issue Rifle

 * Primary mode of fire: Automatic. Firing rate of 661 shots per minute.
 * Secondary mode of fire: Semi-automatic (Ideal for sniping and precise firing).
 * Tertiary mode of fire: Mini-rocket weapon (anti-light vehicle, armor piercing).
 * Power pack holds energy for 65 shots.
 * Standard rocket clip contains 6 mini-rockets.
 * Scope, with maximum magnification 10X.
 * Attached flashlight, range 22 meters.



Other Standard-Issue Supplies

 * 5 extra power packs
 * 2 extra minirocket clips
 * Emergency rations sufficient for 3 days
 * Glowrod
 * Stun cuffs
 * Signal Flare
 * Medical field kit
 * 3 Thermal Detonators
 * 1 Remotely detonated heavy explosive charge
 * Vibroblade
 * Fusion Cutter
 * 2 Smoke grenades