/r/MilitaryWorldbuilding
This subreddit is for posting worldbuilding ideas that pertain to anything and everything military. Share weapons, ships, social elements, suggestions, tips, or anything else as long as it is relevant to something militaristic in (one of) your world(s).
Rules
-Be polite. Be respectful.
-Your post must be reasonably related to some aspect of the military and warfare.
-Obviously, no stealing posts.
-No sexual or unnecessary NSFW (i.e., porn isn't allowed, but a gory picture of a battle scene is).
-Don't fight with moderators. If you truly have a problem with how something is handled, message us directly.
Have fun with your posts! Go really in-depth, post links to helpful videos, post your sketches, whatever you feel the sub needs to see. We made this subreddit because we feel the military is a popular worldbuilding aspect and wanted a smaller community in which we discuss it.
/r/MilitaryWorldbuilding
I’m stumped on what to do regarding the orks in my world (the United Houses of Gazgul) regarding their use of aircraft. The tech level is around ww1 so we’re talking low power inline and rotary engines, wood and fabric construction and rifle caliber machine guns. Originally I thought they wouldn’t have an Air Force since my orks would be too heavy for early airplanes because of their weight.
But then I remembered that they also have hobgoblins that could serve as pilots. However the orks are the ruling class despite being less intelligent and may not want “lesser beings” fighting on the frontlines (they are fascists after all). Traditionally hobgoblins serve as engineers, scientists and occasionally as officers or advisors.
Their main opponent is the Eisenriech of Hussaria, a human led collective of races that had a head start in aviation due to its use in tracking and driving away dragons. Because of this they have a strong air arm that could be used to scout or bomb any ork territory.
So what should I do? Should they suck it up and let the runts have all the fun? Or should they perhaps neglect developing actual fighters and instead focus on anti air defenses.
These are the version from the 1938 radio broadcast.
Objects that appear to be meteors fall from the sky and crash land in remote areas all across your world. As people come to investigate large tripods emerge and begin causing carnage. It’s now up to your world’s militaries to fight back.
For those unfamiliar the alien tripods are equipped with one or more of a heat ray type weapon that disintegrates or burns anything in its path. It has a long enough range to shoot down a high flying bomber. They are also able to discharge a black poisonous gas. However their hulls are vulnerable at least to 20th century artillery and other weapons. The aliens main objective is to kill as many humans as possible so they can colonize the planet as their new homeworld. However they have no knowledge of your planet’s diseases and will eventually die off almost as soon as they leave the safety of their vehicles. How will your world react? Will they be destroyed or will the aliens be annihilated?
so, i have a dumb question on how i can justify something for my world
after the 3rd War of Liberation, and the Xenocides, most of known space has entered a new dark age, and warlordism is rampant. it is basically now a feudal future with a new warrior nobility in charge.
since the wars basically ruined the industrial capacities of large amounts of former slave worlds, and periphery worlds.
advanced hardware and weapons are rare. most of them are either foreign or prewar, with a minority made after the war.
since these weapons are now so rare, i kinda want to do the DUNE thing and bring back melee in some form. I think it would be cool to have units of Armsmen with like 9 laser gunners, 30 guys with various chemical kinetics, and the rest with glaives, hammers, and swords. Guns will still be the prefered weapons, but since industry is uncommon, good guns are rare.
i just need to find a way to justify this, i can't just use handwavium shields or armor since i am trying to be accurate to physics. Should i just go with guns of various qualities and throw melee away?
So in this video by Spacedock, there a number of issues that have to be addressed in order to create a set of power armor:
For context: Ikun is a military hyperpower on Tau Ceti e, the homeworld of the Kyanah. It has an area of approximately 3100 km2 and a population of 13.7 million--nation-states or empires never caught on due to their psychology, social structures, and planetary geography, leaving oasis-controlling city-states like Ikun the main state actors on their planet. In any case, Ikun is launching a "military expedition" to Earth, with the short-term goal of revitalizing Ikun's slowing economy with thousands of high-tech jobs building a starship, the medium-term goal of suppressing the Climate Control System--strategic geoengineering technology that the enemy city-state of Koranah has a small but insurmountable lead in--without risking political suicide, and the long-term goal of controlling key nodes in Earth's city-graph to gain a first-mover advantage and realign Earth's geopolitics to establish a large pro-Ikun bloc.
They aim to do this with an invasion force of approximately 20 to 30 thousand, identifying the key nodes in the city graph of Earth and establish Kyanah-backed regimes under Tripartite Legalist government to allow a maximal portion of the city-graph to be realigned around Ikun for minimal resource expenditure--essentially a mass serialized regime change at interstellar range.
In any case, the main principles that govern the strategy of Ikun's forces--and make them just deeply frustrating to fight even without an apocalyptic death toll are as follows.
“Cut the strings” is arguably the most crucial part of Ikun’s military doctrine. Instead of relying on long and delicate logistical chains, units, assets, and vehicles are made to be as self-sufficient as possible, able to go weeks or months (i.e. potentially an entire conventional war with how Kyanah city-states generally fight each other) in the field without being resupplied or maintained. In human terms, almost everything is seemingly treated like a submarine.
Nuclear power plants small enough to fit in aircraft and armored ground vehicles have been a critical part of this. However, innovations in dedicated ISRU vehicles and mobile, multimodal 3D printers have enabled equipment to be repaired in the field to an unprecedented degree, extending their operational life on top of nuclear power making their effective range nearly unlimited. These 3D printers are also able to produce bases and fortifications on the fly.
Information is everything is the second most crucial pillar, and indeed the raison d’etre of the Algorithmic Force. As mentioned, every piece of their equipment has sensors constantly collecting data about battlefield conditions and communicating it in real time to the rest of the military. Autonomous drones and smart dust add further nodes to the network, gathering information about areas the Kyanah haven't even arrived in. In fact, they are often specifically used to “spore” an area with situational awareness before actually valuable troops and hardware arrive.
As a result, every soldier has an astonishing level of situational awareness about everything that's going on in the area; it's all but impossible for human soldiers to sneak up on a Kyanah cohort with everything that is being pumped into their HUD. All this data is being fed into massive supercomputer clusters to predict the enemy's next move and determine the mathematically optimal response--essentially think Stockfish, but for real military operations. Essentially, they know where every human platoon, every tank, every aircraft, and every artillery piece are at all times, and know where they're going next with high accuracy, often before the humans themselves know.
In short, the fog of war has effectively been eliminated, reducing it to little more than math. And the role of officers isn’t so much to strategize, as to convince the unranked masses to go along with the generated plans.
Tactical superposition is a strategy Ikun forces can avoid committing troops to any particular area until after the enemy has committed theirs. This is possible due to tactical engines making warfare much closer to a perfect-information game than it is on modern day Earth, advanced stealth, and high mobility. Since logically speaking, no enemy can attack on all fronts simultaneously at all times, units can be dynamically allocated only when and where they’re needed, allowing the same unit to effectively be defending multiple fronts at once, and which one they’re actually defending is only revealed when the enemy decides to attack.
This is known to be especially effective against humans due to the fact that they are constrained by the fog of war and the Kyanah are not (imagine not just playing chess against Stockfish, but you can’t see its pieces while it can see yours). However, in peer vs peer conflicts on the Kyanah homeworld, it isn’t a panacea that can be spammed in every situation like on Earth, it must be applied judiciously since both sides have tactical engines, metamaterial-based stealth, and other technologies.
In the most extreme cases, this can lead to a form of context switching, where the same assets are not just used in multiple fronts, but multiple simultaneous wars on different sides of the planet. This is most often seen in hypersonic aircraft, but can be seen in slower units if the pace of the conflict is such that they can hold superposition.
Weighted targeting another interesting strategy that could come with this extremely high (not perfect, but almost perfect) situational awareness. With extreme sensor coverage and advanced AI, it is possible to identify and gather metrics on individual enemy soldiers, allowing them to use increased resources to target those who are calculated to be more competent and integral to unit morale and cohesion and reduce resources spent on targeting those who are less so. Not only does this degrade the effectiveness of units directly, but it also encourages mediocrity and degrades morale–why should a pack be an exemplary soldier and high performer if it just means the other side will go out of their way to target you in particular?
The jack of all trades approach where packs are halfway competent at everything their cohort does without having a specialized role they excel at like a human MOS appears to be partially conceived as a defense against this. Weighted targeting is much harder to implement if it’s unclear what every pack in a Cohort actually does and how good they are at it. The Pareto principle applies on both worlds, but it is as if in human forces, the 20% who do 80% of the work are all waving giant neon signs that say “SHOOT ME”.
Kyanah technology is in general highly modularized at all levels; what they call the “second industrial revolution” on their planet is actually the modularization revolution. This applies especially so to military hardware. Rather than building single-purpose systems, they build piece sets that can be dynamically combined into whatever equipment happens to fit the mission profile, then taken apart and reassembled as something else when something else is needed.
This applies somewhat to Cohorts themselves, which are dynamically created from smaller units–individual trainees and trainee packs–to fit impending operational needs. Though with the delicate psychological and social balance between Cohort Alphas and the unranked soldiers, they can’t just be disassembled and reassembled like a main battle nyrud. But they are created with specific components for a purpose.
Waste is the great enemy is a principle that not only holds in Kyanah ethics as a whole but in Ikun’s military doctrine. All operations are designed with the principle goal of achieving the win condition with the minimal expected resource expenditure above all else. Every bullet and missile fired, every expected loss of life, and so on are carefully weighed, and when going to war in the first place, it is always the easiest and least resource-intensive war that can possibly achieve the win condition. A quick show of fangs and a clean, surgical strike to cause the most damage for the least effort, is the name of the game.
Indeed, many things classified as war crimes in most Kyanah cultures have nothing to do with treatment of enemy soldiers or even civilians and everything to do with unnecessary or gratuitous expenditure of resources to achieve goals. Though sometimes these do coincide with the human sense of acceptable conduct in war. As one Ikun general-pack has said, “a civilian casualty is a wasted bullet”--though in practice, civilians just usually have a very low weight in weighted targeting algorithms, and their weight is also fuzzy and difficult to calculate in the first place since the specific algorithms they use were primarily designed for military personnel. Efficiency is seen as an axiomatic moral good, but there is also a practical element. Kyanah polities are not sprawling empires but small, dense city-states with limited populations and natural resources, and thus winning cheaply is much more important than winning quickly or winning overwhelmingly.
Not only are numbers limited–not even the largest Kyanah city-state has the luxury of millions of troops to throw at a problem–but with the highly fractious and pack-centric nature of society in general, getting drawn into a long, brutal slugfest is an easy way for a general-pack to have control of their army wrenched from their grasp and send unit cohesion into a death spiral, as even a few deaths can seriously damage operations and threaten cohesion. There is also the fact that Kyanah are not evolved from persistence hunters, they are evolved from fast pursuit predators, and this lack of physical stamina entails a general lack of mental and cultural stamina.
This leads to the doctrine of positional warfare over tactical warfare. Especially with tactical engines and ubiquitous sensors, it becomes desirable to cautiously maneuver around the battlespace and try to bait the enemy into making a blunder, only attacking head-on when the predicted KD ratio is overwhelmingly high–trying to force an attack in a drawn position is almost always a blunder that will lead to heavy losses and a negative eval bar, or at best, the other side just sidestepping out of the way and making them waste time and effort for nothing, also leading to a reduced eval bar.
Positional warfare thus begins with weeks or months of maneuvering with “pinpoint and second” precision guided by tactical engines. Eventually, one side may make a small positional error–not even a blunder, just an inaccuracy. Perhaps they will spread their units slightly too far at the wrong time, or wander into a quadrangle of suboptimally defensible terrain, or do a “leaky” tactical superposition, or configure a couple of ground vehicles into main battle nyruds when they should be self-propelled artillery, or the unranked soldiers follow instructions slightly less optimally, or the tactical engine itself fails–even top tactical engines have a limited scope and finite depth. But whatever the cause, the eval for the winning side will creep up to something like +1.1 and it will be the beginning of the end.
The weaker side will find themselves with no good moves, being forced into an increasingly indefensible position with units being picked apart one by one in increasingly one-sided skirmishes. An all-out attack from a losing position would be a desperate gamble that will only hasten their demise; any tactical engine will see through it easily and position the winning side to cut it down. And eventually the weaker forces will be scattered chaotically all over the map, morale will be in the gutter, they’ll be down materiel, their ISRU and self-sufficiency capabilities pushed to the absolute limits, and the eval on their tactical engines will read something horrifying like -12. And only then will the winning side begin their final all-out assault, bearing down from everywhere and nowhere with overwhelming unified force and destroying the enemy with minimal casualties.
In practice, if numbers and technology are relatively even, then tactical engines make conventional wars extremely drawish like chess games between top engines, with modern armies shuffling their troops around for a while, engaging in a few skirmishes, and then agreeing to a cease-fire with nothing really changing or happening. But if one side does have a noticeable inherent advantage from day one (like with Ikun versus any other city-state on the Kyanah homeworld) then tactical engines will happily skip all the nonsense and just rip apart the other side with swift, surgical strikes.
While it is generally encouraged even in battles on the Homeworld to avoid leaving technology or equipment–even if destroyed–lying around lest enemy ISRU units scavenge the raw materials, unless picking up these materials introduces severe inefficiencies, this is taken to an extreme on Earth. As any sort of technology or biomass falling into human hands would give them a chance to begin the long and arduous process of attempting to reverse engineer their technology. No doubt this would take decades unlike in the movies, but why let humanity start if it can be avoided at all?
Curiously, after the war, many of the occupied city-states go back on this principle, selling weapons and energy tech on the black market to dodge sanctions in order to import food for the human residents and prevent famine and mass revolts.
In my world Hlanad is a massive empire that occupies a good chunk of the northwestern coast. It is ruled by a Lharou (translates to Messiah-King) who rules absolutely in both governance and religion. Hlanad contains one of the largest populations of Men in this world with a powerful military to show for it.
The army can be divided into Helab and Saban. The Helab is the general army, some several hundred thousand strong while the Saban are the elite force, usually a small portion of the Helab's size but far superior in skill. All men are drafted at one point and if they do exceptionally well, they have a change to join the Saban. Unlike the Helab (correction: there are some career Helab and they represent the in-between in skill level but most are 2-3 year conscripts), being Sabanu is a career choice. It is hard to get in but Sabanu get a lot of fame and status as well as a pretty nice retirement plan.
Weapons + Armor:
Instead of steel, the Sabanu uses Bahlad. It is superior in that its more protective (not vibranium levels, but it is to steel as steel was to bronze)
The Sabanu infantry wears heavy lamellar or brigandine armors depending on climate and all train in ranseur and/or glaive. Secondary weapons come in the form of morningstars or double-edged straight swords. All men (both Saban and Helab) can accurately use bows since hunting and skilled archery are very important in Hlanadu culture. Widespread availabilty of components allows for easy access to well-made composite bows. Cavalry serves two purposes; they carry long lances alongside a smaller arm (morningstar or sword) and a composite bow. Sabanu use both heavy and light cavalry depending on the need and has just as many functions as the Helabu, though they likely have qualatative advantage. Crossbows are in use though the advent of gunpowder weapons has crippled their usage alongside their relatively late adoption.
Helabu infantry are also trained in polearms first and may wear lamellar and brigandine of less protection. Career Helabu are armed and trained to do fighting similarly to the Sabanu while conscript Helabu are trained in more general forms so that they can adapt to other areas while also still getting training on how to best fight in their home terrain. The Helabu also has a good array of firearms though their units are more limited to artillery and specialized blunderbus cavalry. Unlike the Sabanu they do field a large number of crossbows, though bows are still preferred.
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To the East of Hlanad is Dagua, an ethnically and culturally Hlanadu kingdom that formed from Hlanadu groups that left their homeland before Hlanad unified into a kingdom. It is called the land of Eleventy-One cities due to their highly urbanized culture. Dagua is moreso a confederation of numerous small to medium sized polities joined under a main banner rather than an absolute monarchy like Hlanad. While they occasionally fight, their close ties typically make them natural allies, especially considering the threat posed by the east.
Further east is a tumulteous land occupied by the barbarian kings. These are nomadic warlords turned sedentary and "civilized" though most Hlanadu and Daguans refer to them as barbarians still. Before statehood many of their kind were in Daguan employ as mercenary soldiers before they decided to settle, quickstarted by seeing Hlanadu/Daguan success and trying to replicate it. Most of these barbarian kingdoms were made by groups forced out of their lands by the dreaded Zashi hordes even further east and practically unknown to lands west. These displaced peoples eventually civilized and became the barbarian kingdoms of "today". Scattered throught these kingdoms are several autonomous city-states that occasionally switch ownership when one barbarian kingdom takes the lands of another that the city happened to be in; others are truly independant little statelets located inside or between a larger kingdom. These are the remnants of the pre-arrival easterners that first lived here. Most of these city states are safe zones and/or rest stops from the barbarian's feuding with one another. As a general rule, the barbarians leave the city-states alone and in return get some money from the trade the city states bring. Even when no money is made, its just a general custom to leave them alone.
While they copy some Hlanadu/Daguan customs, the barbarian kingdoms still are unique ethnically and culturally. They rely heavily on cavalry of their own kind and suffer a great lack of gunpowder. While they could conquer others before, gunpowder has hindered the effectiveness of their cavalry and as such they have been searching countless ways to get it or make it themselves. Thankfully they sit on one of the largest inland trade routes that brings many titanic caravans carrying all manner of goods. This is how they obtain their Momagans, big scaled lizards that can carry small carriages of archers on their back which they use as firing stations and beasts of burden. The barbarians also obtain many slaves as workers and a select few conditioned slaves to fight for them, taken from the south. These are fanatically loyal men dressed in very little armor and fight with sheilds, scimitars, and slings.
Context here:
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All in all: I'm looking to expand the lore of the Barbarian Kingdoms. Any suggestions?
In my world I’ve decided to add a civilization of mer people that inhabit the ocean between Gazgul and Ketsuojo. These aren’t your typical mer people and are more closer to whales than fish, hence they have to return to the surface to breathe. They managed to develop metal working using underwater volcanoes and have become a minor power on the world stage. The age of steam is now beginning and the once silent and sail powered ships passing over their territory are now creating endless amounts of noise that’s disturbing everything.
To fix this problem they’ve constructed a large amount of defenses such as stationary floating gun batteries and torpedo tubes and they’ve announced any steamships traveling anywhere near their waters will be sunk. However they’re also going to need an actual navy to increase their range. I’ve thought about doing ships or submarines that are basically giant floating bathtubs but that doesn’t sound very practical. What do you think?
They could probably power their ships (or whatever they’re gonna use) using steam turbines imported from the Ketsuojo empire since they’d probably create much less noise pollution.
I drew this myself, I am sorry that it is bad
The Brilliance class was built to do 3 things
It is a mainstay among both naval and system defense fleets, and is one of the most common vessels in the Directorate as of 2752. It is one of the smallest warships, but packs a mighty punch against those who are in its incredibly long range. Both with giant lasers, and a collection of Ship killers in the VLS tubes.
Specs
180 meters long
40 meters wide
Cruising acceleration 5 Gs
Dueling acceleration 20 Gs
Armaments:
6x 1.5 GW UV Free Electron Laser turrets ( 2 of which are not visible in this photo)
1x 3 GW UV Free Electron Laser ball mount
64x VLS tubes loaded with Bulbs, Bomb-pumped particle lances, Converters or Casabas
Defenses:
Large E-war suite
Defense Belts
High density Fountains
Thermal Gel
20 Cm carbon nano-armor
30 Cm diamond nanoweave
10 Cm splatter plate
Rad shielding
I am been thinking whether to adding fire arms in my high fantasy universe alongside super soldier knights and medieval warriors. In my universe are still medieval weapons due to relative abundance of a new metal called Tungstanite which is an extremely durable metal used to manufacture plate armor, swords, axes, maces halberds for elite super soldiers against monsters such ogres.
At the same time, I want to have riflemen in my universe armed with breech-loading muskets to lever action rifles but limit their potential and usage in warfare by reserving them for defensive units.
I know there are recorder of Triberg killig other Triberg, but i dont mean a one Triberg versus a single other tribe. That would be at most 240 people.
What if Tribed grouped up to fight? Like groups of 20 Tribes with 2400 people.
I know its a lot, but i can Hardware that.
My question is: how would they fight? Spears and bows mostly, but what else? Would the ambush? Use fortifications? What armor would they use if any? How could they organize and command their troops?
Just waht is says in the title.
The pros are: You can carry a lot of "ammo" And can find more as long as you have a source of electricety. (Less load and way cheaper log term)
They dont have recoil, are comparetively light, silet and they are quite accurate.
The Cons are: Compareatively low damage and armor penetration and low range (when there is dust, fog or anything else disrupting the beam).
Are there any more pros and cons for laser weaponst in contrast to cinetic weapons?
Hello everyone. I have been working on my cyberpunk world for some time now, with a energy based on metallic hydrogen and an economics centered on corporate management. So, long story short, the main combats in my world are conducted between PMC forces, hired by various corporations and other powerful forces (so-called “Players”). They perform operations on various kinds of targets valuable to their contractors - it can be offices, plants, factories, labs, mines, warehouses and so on. A common PMC mission is a sabotage of some facility, abduction, destruction, or protection of a valuable package, or some kind of information, a person of interest, etc. Of course, it all involves combat encounters with the local security or another PMC. Most PMCs take contracts from different Players, but some work for a specific employer for many years. In addition to the main employer, they also use the help of corporate sponsors for financial or other benefits. For example, a corporate sponsor may provide a new piece of equipment for field testing, such as a combat stimulator, body armor, a drone, a smart targeting device, or something else. Skilled mercenaries can also be hired as mentors to assist or instructors to train the Players' own forces.
PMCs employ a lot of different people, and not everyone of them are hardened killers. Unfortunately, the world works in a way that in many regions working for PMCs or for one of the Players may be the only social elevator. In addition, my setting differs from most militarized settings in the way that mercenary service is highly glorified here. PMCs here are not just hired guns, but more like professional athletes or cyber athletes of our world, music stars, actors or other media personalities. They have a big media presence, advertising, their own fan clubs and merch. People cheer on their favorite mercenaries, place bets and have furious online discussions about the private lives and work of their so-called "stars." Many boys and girls around the world grow up under the influence of one or another PMC and dream of becoming as cool as their idols. Harsh but true.
So, the tactics and equipment of these groups have certain specific features. A lot of my inspiration comes from games like the Call of Duty: Modern Warfare reboot, Battlefield 2042, XCOM, and Jagged Alliance. For a start, they operate in small forces - a typical combat is between two squads of 10-12 troops. Their transport is light helicopters or armored vehicles. Accordingly, combats last for a short time, no more than a few hours. Light firearms and accessories, such as drones, are mainly used, and electronic warfare equipment is actively utilized. Heavy weapons like grenade or rocket launchers are something you don't see very often. Both because it is heavy for mercenaries to carry such weapons and ammo, and because the use of explosives can damage corporate property, resulting in fines from the contractors and a loss of reputation. This is one of the reasons why a good lawyer can bring PMCs more benefits than advanced equipment or better mercenaries.
Personal protections such as advanced armor, ballistic shields, exoskeletons, and cybernetic, genetic, and biochemical body modifications are actively used. A single unit plays an important role, so the skills of each squad member are important, as is their alignment with each other. A lot of money is invested in weapons and equipment, and a lot of time is spent on training. Typically, enemy commanders are captured alive, both for ransom and for their valuable knowledge. Squad leaders usually keep a C.D. with them - a combat data, encrypted intel about the orders and strategy of the squad, a valuable currency in my world. Mercenaries' looks can be quite exotic - after all, they need to sell themselves to employers and fans. Some are risky enough to skimp on substance for a style. Others use trophies or decorations as a tool for psychological impact on the enemy... Or simply to increase the views of their streams.
So that's the image of a typical mercenary in my setting. Usually they are quite young, because this is not a profession where they can be old. A guy or girl in good physical shape, carrying equipment that can be both advanced and shiny, and old and reliable. It will be decorated with markings, charms, labels, and product placement. Their bodies suffer from the effects of wounds and upgrades made to improve their chances of survival and combat capability. They will mute their physical and mental pain in drugs, alcohol, hedonism, and various hobbies. In public, they will portray an appearance made up by PR managers, showing their real face only in combat or in private with someone they trust. Considering the specifics of the job, there won't be many of them. The family, if there is one, is both proud of their child and in constant fear for their lives. They have contact with the Players, but it's a double-edged blade that you can only glide on until you fall.
Well, that's my ideas for today in a nutshell. I'd be happy to see your feedback and suggestions, especially from the authors who are more experienced in military stuff than I am.