Most of the settlements are huge, structures with three distinct parts; Undertown, mid-town and high-town. High-town is where all the rich, nice stuff is, mid-town is full of businesses that can cater to both the lower and upper class. Undertown is basically the slums.
Most names are semi-earth like.
There's a few plasma weapons, but most people use solid-projectile weapons, due to ease of manufacture. Powered armor is available, and most every soldier is equipped with light, low-tech power-armor which protects them from small arms fire. Some units are equipped with heavier, stronger armor.
Almost every one has been genetically altered at birth to remove cancers and bad genetic traits and mutations. Some even are stronger and smarter due to the tonics used. Cybernetics are discouraged and frowned upon, some people even refusing service to them or kicking them out of their places of business. Very few people actually have cybernetics, but many have bio-engineered augments or replacement limbs
The Union is a massive collection of all settlements that are of any worth, with millions if not billions of citizens. It came about after the last Empire was brought down by an alliance of rebellious settlements. This alliance formed the Union after executing the last emperor.
Space travel is uncommon, takes a while, but arrives safely in the end. It travels near light speed, but cannot go beyond said light speed. This exact speed is called the light barrier, and as such, no one has gone faster or at light speed.
Kazril: A oxygen-rich planet, Aegis’ niece in terms of size. Due to the overabundance of oxygen in the atmosphere, people are happier, stronger, and smarter. A huge, positively massive jungle stretches out between deep, crystal clear lakes and seas, covering a massive percentage of the planet proper.
Aegis: A perfect example of terraforming and the industrious nature of its people. Well maintained, massive farmlands expand out over most of the world. Massive hive settlements, with undertown, midtowns and upper-towns dot the landscapes, large enough to be seen from space.
Nai: Aegis’ second moon, constantly bombarded by the wreckage of the Fourth Moon. The site of the first and the only failed terraforming attempt. A number of small settlements, and a few larger ones, hidden under defense nexuses, thrive on the ores delved from the planet’s exposed mantle. Bands of raiders control most of it’s surface.
Syntha: A tiny, frigid little moon. Its atmosphere, thickened by a failed terraforming experiment, freezes most oxygen nearly instantly. Once inhabited, it is now frigid and frozen. A single settlement; a military garrison and surrounding city is protected from the harsh, freezing winds and frigid cold by being built within a massive ravine
Tycho: A green planet, only due to the high amount of copper within the soils. The planet is a scorching desert world, badlands and scrub plains strewn about. A few marshes accumulate at the poles.
TANKS:
The K-23 “Archon” Tanks of the Union are notorious for their adaptability. Capable of working at all temperatures between boiling point and minus fifty, built to withstand humidity and extreme dryness, designed to be able to cross mountains or plains, it is one of the marvels of military engineering of its time. Although it does not have quite the defenses the old K-22 “Shield” model, especially against plasma weapons due to the materials used to make it so versatile having a relatively low melting point, it more than makes up for it in its applicability to nearly all situations. A saying in the corps goes that “If there’s a war, somewhere, somehow, the Archon can end it.”
In the colonies, the newer SC-5 (called the Scorpion by its users) has replaced the Archon. Although more expensive for a similar effectiveness, it is practical in that it can be built from standard elements, which do not require the heavy specialized industry of Aegis. However, despite the fact that the materials used are easier to acquire, they are not easier to produce. It costs a fortune to create the alliage of Titano-steel required to build a Scorpion, and it is not truly superior in terms of quality compared to the Union counterpart.
HEAVY WEAPONS:
The invention of portable, ground-to-ground plasma weapons changed infantry warfare forever. In the union, this change was marked by the introduction of the Stukov-Heirener Mark 1 Plasma Lance. The Lance, as it is more commonly called (also referred to as Stukov’s... spear by some parts of the less educated masses), is the first plasma weapon of its kind. Packing the strength of a small nuclear reactor, it can fire a single bolt of plasma per minute, making it a weapon particularly devastating against heavy vehicles. Indeed, while it will melt a soldier just as easily as a plate of armor, its effect on infantry troops is mostly based on morale - a single shot will rarely kill more than two or three infantrymen. Against tanks, however, they can easily turn the tide of the battle, as after a few minutes of sustained fire, even a K-22, let alone an Archon, would be pierced and melted by that firepower. Due to being the first of its kind, the Lance is used both in Aegis and in the colonies.
BIKES/SPEEDERS/JETPACKS:
Following after the military doctrine of the general Adrian Bastir, whose third law of modern warfare stated that “A regiment’s ability to hit where it hurts is dependent on its ability to get where it hurts first, and to avoid being shot at while doing so; and that ability depends on that regiment’s speed”, it has become a standard within the Union army to equip some special strike regiments with Quick Deployment Vehicles (QDVs) in order to practice guerilla warfare against the enemy. This practice has been taken up by the colonies; however, while Aegis uses mass-produced jetpacks and infantry gliders, the colonies have to deal with motorbikes and old models of Aeropropulsors. While it may sound like the latter are the less expensive, a lack of fusion-based engines make both motorbikes and Aeropropulsors extremely expensive and hard to produce in high quantities.
GROUND-ORBIT MISSILES:
There are two schools of thoughts concerning Ground-to-Orbit missiles: vehicle mounted, and infantry deployed. In Aegis, infantry regiments make use of Scandar-class land vehicles to carry Type 3 Ground-to-Orbit Artillery Batteries, more commonly called Storms (their projectiles, the KSS-O Missiles, are called Thunders) to deploy their defenses against orbital assaults. Quick and easier to produce due to not being limited in having to be usable by soldiers on foot, it makes use of the great market for land trade on Aegis - the Scandar is a modified version of a civilian all-terrain truck - to afford being entirely vehicle based.
The Agard Ground-to-Orbit missile launcher packs a punch similar in power to the Storms, but it is designed to be deployable by dismounted infantry. As such, it costs a small fortune to build a functioning G-O artillery battery which can be separated in smaller parts and is entirely built of lightweight materials. This adaptation was necessary in the colonies, where not as many vehicles are available.
HEAVY ARMOUR:
One of the most varied forms of equipment in the military, there are nearly two hundred models of Heavy Armor for available for military production. However, there are two broad types: Ceramic plates, and Titano-Steel. Aegis makes use of Ceramic plates, which cost less once heavy industry has been established, and the colonies employ Titano-Steel, easier to find, more expensive to make. At the end of the day, the difference rarely matters much; armor is armor, an infantryman is an infantryman, and as long as he gets the chance to fire a few more bullets before dying, it was worth getting.
MARINES/PIRATES/BOARDING TRAINING:
In theory, any soldier can board a ship. However, not all soldiers should. It’s important, during a ship battle, to know where a shot can be fired and where a shot should not be fired under even the most critical importance. After the Disaster of Sinidad, it was made common practice to train some marine divisions in boarding tactics, to avoid ever having to deal with a stray bullet reaching the central reactor of a cruiser while all its crew was still on board.
BIG SHIPS:
Throughout the history of humanity, there have been few achievements greater than the construction of Aegis’s first Dreadnought. The UNS Judgment, first Judgment-class Dreadnought, was built a few years ago by the joint efforts of the planet’s three biggest spaceports. Manned by a full three thousand crew, it is the single most powerful ship of the Union’s Armada. Packing enough firepower to tear through an entire fleet, and the only mobile ship capable of outgunning one of Aegis’s Battle Stations (though only one) by itself, it is truly the greatest danger present on any battlefield.
In a standard battle formation, it is supported by three Callenski-class Battlecruisers, the second largest models of ships in the Union navy, each manned by a thousand crew. While a Dreadnought alone packs massive firepower, it is left vulnerable against attacks by frigates on all sides. The Battlecruisers are tasked with forming a protective triangle around the Dreadnought, thus granting him protection against any particularly daring assault from the sides. Any ship trying to avoid the Dreadnought’s main guns would be caught in a crossfire between its broadsides and the broadsides of two Battlecruisers. This formation, invented by the High Admiral Richard Anakov, is to be the standard for ships of this class. Heavy Fleet of the First Armada is the first example of such an arrangement.
At the moment, there exists no colonial facilities capable of building Battlecruisers or Dreadnoughts.
CARRIER SHIPS:
Carriers of the Queen Helen class form the main line of battle of the Union navy. Though possessing few direct defenses, a Union Carrier carries roughly a hundred fighters at all times. These fighters, while no threat in small numbers to any major ship, can dodge concentrated fire which would otherwise tear through larger targets. These fighter are particularly effective against larger ships, being the only kind of ship capable of surviving long enough to get behind those and have a chance of firing at their engines. A normal carrier holds five hundred men, counting the pilots, and a typical fleet numbers ten carriers. The First and Second Battle Fleets of the First Armada are examples of cruiser fleets.
SMALL SHIPS:
There are numerous kinds of Frigates, but they all serve the same role. Small, quick and polyvalent, they are outstanding at shooting down small ships and pursuing quick targets. During a battle, they will often hunt down fighters by the dozens, using their higher maneuverability to avoid heavier fire from larger ships while doing so. They are also used in most spatial deployments; they are sent after smugglers and pirates, to deal with threats too small to be worth sending over a Battle Fleet. They are also used in patrols and reconnaissance missions. The four Intervention fleets of the First Armada are all frigate fleets, holding fifteen ships of two hundred crew each.
HEAVY ARMOUR/SHIELDS:
Due to the sheer scale of the weaponry used in space, it is believed that armor is often obsolete in ship-to-ship combat. A direct hit from the main guns of a Dreadnought, Battlecruiser, or even a Cruiser in some cases will generally end anything but the most resilient of vessels; as such, defense in situations like these is mostly based on dodging. Still, reinforced plating can be used to absorb non direct damage - if, for example, a nuclear warhead detonates within a kilometre of a ship, a few meters of added ceramic plates can be the difference between life or death for the crew. Similarly, shields possessing an increased energy capacity can better withstand fire from the light weaponry of frigates and fighters or the broadsides of cruisers. While such upgrades will not save a ship from all dangers on the battlefield, they will eliminate all but the greatest ones... For a time, of course.