Dawns March Defense Force
“You ask me what the Dawns March Defense Force is. You ask me what it means, what it stands for.
I will tell you plainly: the DMDF is the answer we gave to the universe when it tried to devour us. When the old order crumbled, when the gods of bureaucracy fled behind their walls and left us bleeding in the dirt, we did not cry. We did not beg. We made a weapon. A march. A doctrine etched in flame.
These troopers, these Marchborn, they are not volunteers, they are not patriots. They are Continuance. Every one of them is a blade drawn from the flesh of a dying civilization and reforged in the fire of purpose. They do not fight for medals. They fight because there is no other way.
I have walked among them. I have seen children hardened in truth, teenagers learn to lead in the ashes of bombardment, and warriors whisper litanies before breaching airlocks. The DMDF does not protect us from war. It teaches us that war is the price of order, and order is worth any price.
Those who wear the Phoenix upon their chest know what it means to bleed without flinching, to die without fear, and to win without mercy. They do not retreat. They do not break. They do not sleep. And if you ever hear their boots march through your city, pray you march beside them, because if they march against you, not even memory will survive what follows.”
The Dawns March Defense Force is more than a military; it is the iron heart of the UCG, forged from desperation, driven by Continuance, and engineered for eternal obedience. Established in 2541 UCG, during the galaxy's descent into lawless entropy, the DMDF rose from the shattered remnants of defected UEG militias, colonial resistance cells, and Regime-bred firebrands. What began as a unification of broken warbands has since evolved into a sacred institution, feared across systems and revered within them. Its foundation was not ceremonial, but funerary, a war march in mourning, built to extinguish the sins of the old world.
Every DMDF trooper is the product of a lifelong indoctrination pipeline, beginning in childhood and culminating in the deadly Crucible of the Annus Tempestatis. By age twenty, each member has seen battle, bled under fire, and undergone psychological conditioning in both battlefield doctrine and ideological purity. From there, education continues in perpetuity through the Gradus Scientia Continuum, a tiered expertise system demanding intellectual evolution, strategic adaptability, and doctrinal contribution. No member of the DMDF is allowed to stagnate; the Flame punishes stillness as it does betrayal.
Structurally, the DMDF operates with godlike autonomy under the watch of the Exarch, High Marshals, and the Imperium Concilium Exsecutoria, which bridges military might with ideological enforcement. With multiple branches, such as Taskforce Eclipse, VAST, and the Galactic Bureau Agency (GBA), the DMDF executes war across multiple strata: physical, psychological, and societal. From orbital purges to subterranean insurgency suppression, from doctrinal pacification campaigns to indoctrinated youth regiments, the DMDF remains an all-encompassing war state. Its divisions do not just conquer, they correct reality.
Culturally, the DMDF maintains a ruthless internal code. Rivalry is intense, but forged within a framework of disciplined unity. Heroes are not celebrities, but legends of Flame, invoked in war-prayers and muralized across bastions. Victory is not praised, it is expected. Defeat is not forgiven; it is studied, dissected, and weaponized against the next foe. The Marchborn, as they are known, carry not merely rifles and doctrine, they have the unbroken legacy of Regime survival. To speak against the DMDF is to speak against the Flame. To stand against them is to be erased.
Structure
The Dawns March Defense Force (DMDF) is the primary martial arm of the United Colonial Group (UCG), forged not merely as a military institution, but as a doctrinal instrument of conquest, enforcement, and permanence. Its organizational structure reflects the hierarchical obsessions of the Regime, crafted to eliminate ambiguity in command and ensure ideological consistency across all theaters of operation. At the highest tier sits the Supreme Command, composed of the President Supreme, the Grandis Generalis, and the High Marshal Primaris, each governing through absolute authority in their respective domains: strategic vision, martial execution, and doctrinal enforcement. Together, they form the unassailable triad upon which all military action within the Regime is anchored. From these seats of power radiates control over every soldier, planet, and ship bearing the crest of the Regime.
Beneath Supreme Command is the High Command, where the Regime's war doctrine is made manifest through the leadership of the Unified Combat Marshals, each charged with the stewardship of a strategic domain. These marshals bear Latinized titles, Impetum, Custodia, Excidium, and Umbra, to reflect their sanctified roles in the Regime war theology. Each oversees a Unified Combat Command (UCC) that governs one or more of the DMDF's core divisions: the 1st through 5th. These UCCs control planetary invasions, entrenched defenses, xeno-extermination protocols, and clandestine warfare, respectively. High Command marshals possess operational sovereignty in their assigned spheres. Yet, all decisions remain accountable to the Grand General and the doctrinal supervision of the High Marshal Primaris, ensuring strategic alignment with Regime ideology.
Supporting these commands is the Imperium Concilium Exsecutoria, the UCG's security and enforcement council, comprised of throne-holders who represent the strategic, ideological, and psychological dimensions of total war. Thrones such as the Exarch, the Preceptor, and the Praetor-Exemplar of Taskforce Eclipse maintain war-readiness and doctrinal purity from the shadows, overseeing everything from orbital weapons to neural indoctrination. Unified Command Marshals, as throne-holders themselves, act not only as generals but as executioners of Regime vision. The integration of Eclipse operatives, VAST commanders, and the Dawns Wardens indoctrination overseer into the Concilium reflects a centralized, cross-domain control system where future soldiers, current operations, and post-conflict revisions are all governed by one doctrinal body.
Finally, the DMDF's structure descends into planetary, regional, and operational theaters, subdivided into Corps, legions, battalions, and even cohorts, each with standardized command chains and embedded ideological monitors. Unlike conventional military hierarchies, each tier of command within the DMDF is augmented by doctrinal enforcers, loyalty officers, and rhetorical compliance agents who ensure that orders are not merely followed, but believed. From the elite augmented operatives of Taskforce Eclipse to the indoctrinated cadets of the Dawns Wardens, every component of the DMDF is designed to function as both soldier and sermon. This structure allows the DMDF to respond with overwhelming, calculated force while maintaining the cognitive and cultural integrity of the Regime. It is not a military. It is an ideological engine with guns.
SUPREME COMMAND
"Those Who Bear the Will of the Throne"
At the summit of the Dawns March Defense Force sits Supreme Command, a triadic martial authority embedded within the High Tribunal of Doctrine, the apex executive branch of the Imperial Directorate Inquisition. These individuals are not merely military officers; they are divine instruments of continuity, appointed by the President Supreme to ensure the eternal enforcement of doctrinal will through annihilation, conquest, and containment.
President Supreme
Role: Supreme Civil and Martial Authority of the UCG
Location: The Spire of Rule, Capital World Sonata
Authority: Infinite. All decrees, mobilizations, and restructuring pass through the President's Supreme writ.
Current Holder: Anastasia Bradford
The President Supreme is the living embodiment of the Regime's sovereign consciousness. Though not technically DMDF, their word becomes doctrine, their silence is interpreted as strategy, and their command triggers the full weight of Regime warfare. While delegating direct control to the Grand General, the President holds the Writ of Total Mobilization, capable of activating the full Dawns March with a single utterance.
Grandis Generalis (Grand General)
Role: Supreme Commander of All Regime Military Forces
Responsibility:
- Oversees all five DMDF Divisions and unified combat commands
- Coordinates full-scale planetary wars, defensive sieges, and fleet operations
- Maintains direct liaison with the High Marshal Primaris and Ministry of War Doctrine
The Grandis Generalis is the supreme operational authority of the DMDF, a war-priest in armor, wielding legions instead of sermons. Appointed from the blood-forged upper echelons of the war caste, the Grand General stands atop every field commander, naval admiral, and planetary warlord. Beneath them, the Regime burns worlds, enforces subjugation, and corrects deviation. The Grandis Generalis speaks with the voice of inevitable war.
Primaris Praeceptor (High Marshal Primaris)
Role: Supreme Enforcer of Loyalty, Obedience, and Doctrinal Compliance
Authority:
- Absolute disciplinary power over all DMDF officers and soldiers
- Oversees the Warden Corps, Tribunal Enforcement Units, and battlefield purges
- Presides over Senate Order in the Vox Obedientis
Functioning as both a judicial executioner and spiritual inquisitor, the High Marshal Primaris is not just feared; they are venerated. They may override DMDF operations deemed ideologically impure, suspend entire legions for suspected deviation, or silence generals mid-campaign under Directive Lash Authority. Known to walk the battlefields in full war regalia, the High Marshal ensures the army not only wins, but wins righteously.
HIGH COMMAND
"The Pillars That March the Regime"
Beneath Supreme Command resides High Command, composed of the Four, each master of a doctrinal domain of war, and their subordinate generals, execution officers, and strategic advisors. These marshals are not elected, but ordained through scorched campaigns, internal purges, and doctrinal trials by judgment. Their Latinized titles reflect the ancient militant purity of the Regime war-church ideology.
Impetum Marshal (Assault Marshal)
Command: UNIACOM (Unified Assault Command)
Division Focus: 1st Division "Pantheons"
Mandate: Rapid planetary conquest, orbital-to-ground invasions, and first-strike doctrine
The Impetum Marshal is the roaring hammer of the Regime, tasked with orchestrating entire planetary assaults in a single breath. All shock legions, siege drop detachments, and VAST units fall under their command. They coordinate closely with orbital fire coordinators and planetary destabilization crews to ensure no resistance survives the opening blow. Their fleets move like divine judgment.
Custodia Marshal (Defense Marshal)
Command: UNIDEFCOM (Unified Defense Command)
Division Focus: 2nd Division "Romans" and 3rd Division "Asgardians"
Mandate: Garrison command, planetary defense grids, occupation law, and martial governance
The Custodia Marshal is the iron wall between the Regime and extinction. Overseer of all planetary defense grids, orbital platforms, shield stations, and entrenched garrisons, they command the most enormous standing legions in the DMDF. Their fortress-world doctrine is built on unbreakable formations, command rigidity, and preemptive civilian suppression. Under their gaze, defiance is not only crushed, it is erased.
Excidium Marshal (Xenothreat Marshal)
Command: UNIXCOM (Unified Xeno Command)
Division Focus: 4th Division "Knights"
Mandate: Xeno extermination, biohazard protocol enforcement, alien incursion nullification
The Excidium Marshal is charged with purging all non-human threats from the Regime's sacred domain. From ancient Covenant warforms to exotic anomalies beyond slipspace comprehension, they are the final answer to the alien. They command highly specialized strike groups, deploy anti-xeno purifiers, and control decontamination squadrons across UCG space.
Umbra Marshal (Special Operations Marshal)
Command: SPECOPCOM (Special Operations Command)
Division Focus: 5th Division "Wolves"
Mandate: Sabotage, assassination, infiltration, black operations, and psychological warfare
The Umbra Marshal leads the shadows that move before the Flame. They do not command armies; they command myths. Every fireteam of Eclipse operatives, every surgical strike, every "accident" or collapse of an enemy regime whispers the Umbra Marshal's doctrine. They wield death not as a weapon, but as a curriculum, embedded into neural memory. Known to consult with the Velarii Thanatōn and Sanguinari Veil, their reach transcends war; it rewrites fate.
Praevalidus Marshal (Strategic Systems Marshal) – Optional Auxiliary
Command: CENTRALCOM (Unified Strategic Command)
Division Focus: Cross-division logistics, communication, medical, engineering, and reserve forces
Mandate: Maintain Regime-wide war logistics, relay networks, doctrine sanctuaries, and reinforcement staging grounds
Though not always counted among the "Four Pillars," the Praevalidus Marshal ensures that war does not collapse under its weight. They oversee resupply worlds, battle-mind conditioning vaults, and medical resurrection protocols. In essence, they ensure that all other Marshals can continue to fight. Often stationed deep within fortified relay worlds, this Marshal's silence is the hum of Regime continuity.
Imperium Concilium Exsecutoria
The Enforcement Conclave of the Regime
"What others prepare for, we already remember."
Classification
Type: Strategic Command Apex Conclave
Function: Supra-Doctrinal Enforcement and Strategic Execution Nexus
Codename: The Imperium Circle
Operating Mandate: Directive Omega-Primus
Location: Subterranean Throne Cryptum, beneath the Spire of Rule – Sonata
OVERVIEW
The Imperium Concilium Exsecutoria, often known internally as The Circle, serves as the Regime's supreme body of wartime enforcement, ideological crisis resolution, and existential security projection. Unlike the obsolete "Security Councils" of fractured federations and parliamentary coalitions, the Concilium does not operate on votes; it operates on enactments, pre-decision alignments, and doctrinal inevitability.
Established under Imperial Decree 09-Tyran/2540 following the Purity Integration Campaigns, the Concilium is summoned only in matters where a single system failure could destabilize the ideological foundation of the United Colonial Group. It is not reactive. It is anticipatory, a strategic singularity formed to prevent collapse before collapse is even acknowledged.
It exists in perpetual classified session, and when it speaks, planets shift course.
COMPOSITION
The Concilium Exsecutoria is composed of nine core Thrones, each occupied by an immutable executor of Regime survival. Each member does not represent a "nation" or "office"; they represent a strategic vector of Regime control. They are bound by the Vox Clavis Mandatum, a neural synchrony oath enforced by doctrine-encoded memory anchors.
Throne of the Supreme Flame
Held By: President Supreme Anastasia Bradford
Role: Final arbiter of enactment protocols; grants sanction to commence Bastion Authority or initiate Continuance Severance
The Flame is not a vote. It is the origin of all authority. When the Supreme Flame is present, all other Thrones fall into alignment.
Throne of the Iron March
Held By: Grandis Generalis (Grand General)
Role: Directs all force projection scenarios, total war activation, and interplanetary military unification. Oversees the deployment of all five DMDF divisions in synchronized doctrine. The Iron March is the voice of mobilization.
Throne of Obedience
Held By: Primaris Praeceptor (High Marshal Primaris)
Role: Guardian of loyalty and internal continuity. Authorizes military purges, memory resets, and suppression of martial dissidence. If this Throne calls for Protocol: Veritas Reclamation, no military tribunal may override it.
Throne of Continuance
Held By: Sovereign Director of the High Directorate Council
Role: Initiates societal-level restructuring protocols, command vector recalibrations, and preemptive legal erasures. Directs the systemic architecture of survival through policy convergence.
Throne of Final Doctrine
Held By: High Senatorial Arbiter of the Vox Obedientis
Role: Executes judicial totality. When this Throne speaks, legality itself shifts. May initiate Verdict Nullification or Doctrinal Convergence Punishment, ideologically justified extermination of planetary zones.
Throne of the Hidden Flame
Held By: Warden Primarch of the GBA (Galactic Bureau Agency)
Role: Oversees all covert enforcement, long-range surveillance, societal destabilization analysis, and foreign threat classification. May secretly deploy operatives to neutralize Regime threats before they manifest publicly.
Throne of Omega Fulminis
Held By: The Exarch
Role: Final Command Authority of Regime War Doctrine
Mandate: Absolute jurisdiction over all Primarchs, Marshals, orbital weapon systems, black operations, and siege warfare protocols
The Throne of Omega Fulminis, also known as the Throne of the Final Thunder, is seated at the apex of Regime martial doctrine. It belongs solely to the Exarch, a position so shrouded in myth and ritual that even members of High Command kneel at their approach. Where the President Supreme governs and the Grand General commands, the Exarch concludes.
Once seated, the Exarch may override any field operation, realign entire battlefronts, and order terminal purges without oversight. Their very presence on a battlefield signals the activation of Echelon Terminalis Protocol, an unsanctioned full-spectrum annihilation operation authorized only by this Throne. The Exarch does not relay messages. They speak, and strategic silence falls.
While the process of becoming Exarch is unknown to the public and encoded in memory-seal vaults, it is understood that only those who have endured ideological sanctification, genetic ascension, and doctrinal neural rebirth may ascend. They are considered post-individual, a vessel of consequence, the living personification of regime vengeance.
Throne of Praeceptum Aeternum
Held By: The Preceptor
Role: Supreme Architect of Ideological Continuity
Mandate: Controls all public doctrine, education, civic programming, historical truth, and emotional regulation
The Throne of Eternal Instruction is the most insidious seat of power in the Concilium. Where others wield fleets or fire, the Preceptor reshapes reality through textbooks, sermons, neural overlays, and narrative manipulation.
Every song sung, every history recorded, every oath sworn within the Regime originates from this Throne's influence. The Preceptor's primary weapon is perception engineering. It is they who decide which worlds are remembered and which are unmade in the collective memory. Under their purview fall:
- The Bureau of Indoctrinated Education
- The Neural Conditioning Oversight Council
- The Rhetorical Harmonization Ministry
Should the Preceptor declare a thought obsolete, it will vanish across a thousand worlds within a solar rotation. They are not the soul of the Regime; they are its architected consciousness. Even military officers recite doctrinal pledges forged from the Preceptor's syllabi. Their presence in the Concilium is a reminder that ideas can conquer even faster than legions.
Throne of the Dawning Flame
Held By: Dawns Warden Commander Primaris
Role: Overseer of the Dawns Wardens indoctrination and cadet combat academies
Mandate: Controls all foundational military indoctrination, early-stage training, and ideological imprinting of future DMDF officers
The Dawning Flame is the cradle of conquest. The Warden Commander is the shaper of all who will one day wear the crest of the Regime. They oversee the:
- Cadet Cohort Program
- Doctrine-Bloodline Evaluation Initiatives
- Pre-March Evaluation Trials (PMETs)
- Internal loyalty screening networks
Before a soldier ever holds a weapon, they are processed through the Flame of obedience, lit by this Throne.
The Warden Commander's presence in the Concilium ensures that the future is always prepared before the past.
Unified Combat Commands
"To command is not to direct. It is to sanctify action."
, High Marshal Primaris, Vox Obedientis Address, 2567 GE
UNIACOM – Unified Assault Command
Marshal Title: Impetum Marshal
Primary Division: 1st Division "Pantheons"
Combat Role: Planetary Conquest, First Strike Doctrine, High-Intensity Siege Campaigns
Headquarters: Basilica Vires, Theta Crucible World – Zarrekon
The Unified Assault Command (UNIACOM) is the Regime flame-born vanguard, the apex institution of planetary invasion and hostile system conquest. Its objective is singular: to break enemy worlds before resistance can organize, and to replace existing sovereignty with ash and iron banners.
Operating under the Impetum Marshal, UNIACOM is a theater-command-level war machine, composed of:
- Pantheon Assault Legions
- VAST orbital shock regiments
- Mass deployment siege armor battalions
- MAC Drop Shock Divisions
- Orbital Strike Fleet coordination nodes
UNIACOM maintains forward deployment zones across every Regime borderworld and maintains direct tactical liaison with NAVCOM (Naval Command) to coordinate bombardment sweeps, fleet containment, and planetfall corridors. Campaigns begin only when the Impetum Marshal issues the "Ignis Precept", a classified doctrinal order that signals total theater ignition.
Assault units under UNIACOM are also ritualized in culture; each Regiment undergoes pre-battle obliteration rites, where their names, ranks, and identities are erased before combat. In death or victory, they are born anew under the Regime banner. UNIACOM does not seek terrain; it claims permanence.
UNIDEFCOM – Unified Defense Command
Marshal Title: Custodia Marshal
Primary Divisions: 2nd Division “Romans” & 3rd Division “Asgardians”
Combat Role: Planetary Defense, Infrastructure Fortification, Counter-Insurgency & Occupation Authority
Headquarters: Bastion Primaris, Core World – Sonata Sublevel 14-E
Unified Defense Command (UNIDEFCOM) serves as the shield-wall of the Regime. When the fire of conquest settles, it is UNIDEFCOM that cements it into permanence, ensuring no liberated world ever reverts to rebellion, heresy, or defection.
UNIDEFCOM controls a vast and intricate military-industrial network of:
- Planetary defense shields
- Anti-orbital flak towers
- Subsurface fortification networks
- Terraform-based military redoubt arrays
- Counter-insurgency occupation battalions
The Romans, acting as martial governors, enforce social compliance, resource extraction, and rebellion deterrence. Meanwhile, the Asgardians serve as rapid-deployment garrison elite, capable of reaching any planetary warfront within hours. This dual structure allows UNIDEFCOM to entrench and react, a fortress with moving walls simultaneously.
The Custodia Marshal holds authority over Civilian Extraction Priorities, Fortress Ark deployment, and Civilian-Military Re-Alignment Programs. UNIDEFCOM is also the only branch sanctioned to operate Basilica Obedience Nodes, blackstone cathedral bases which transmit docility pulses to pacify entire cities.
UNIDEFCOM is not passive defense. It is strategic immovability incarnate, and its walls are carved from the bones of failed rebellions.
UNIXCOM – Unified Xenothreat Command
Marshal Title: Excidium Marshal
Primary Division: 4th Division "Knights"
Combat Role: Alien Threat Containment, Xeno-Extermination, Anomaly Purging & Quarantine Enforcement
Headquarters: Vault Terminus-X, Sealed Observation World – Kryx Delta-9
Unified Xenothreat Command (UNIXCOM) is the Regime's final response to those who do not obey.
Under the command of the Excidium Marshal, UNIXCOM operates autonomously from other combatant commands, functioning as a biothreat eradication network, quarantine enforcer, and interspecies war doctrine authority. UNIXCOM does not engage in war for territory. It participates in a battle for survival.
Its components include:
- The Knights (Xeno-specialist combat legions)
- Autopsy Combat Corps (ACC)
- Decontamination Purge Squads
- Alien Interface Suppression Units
- Captured Species Analysis Brigades (CSAB)
UNIXCOM enforces strict Protocol Theta-Null, which permits the complete sterilization of a Regime world should alien infestation or contagion risk doctrinal deviation. UNIXCOM operatives undergo ritual neuro-severance to suppress empathy and are enhanced with bio-suppressive armor suits, allowing them to fight in conditions considered planetary death-zones.
UNIXCOM also maintains deep data ties with the GBA (Galactic Bureau Agency), receiving and feeding back intelligence regarding potential new alien civilizations, artifact anomalies, or forbidden tech recoveries. Where other divisions bring war, UNIXCOM brings obliteration of the unknowable.
To see a UNIXCOM fleet arrive is to know that everything beyond the perimeter will be erased.
SPECOPCOM – Special Operations Command
Marshal Title: Umbra Marshal
Primary Division: 5th Division "Wolves"
Combat Role: Covert Infiltration, Black Ops, Psychological Warfare, High-Risk Extraction, Sabotage
Headquarters: Crypt Sanctum Theta, Obsidian Station – Unmapped Orbit
Special Operations Command (SPECOPCOM) is the hidden dagger beneath the Regime throne.
Led by the enigmatic Umbra Marshal, SPECOPCOM is composed of operatives whose names are classified, faces unknown, and loyalties encoded in memory-locks. The Wolves, its elite strike cadre, conduct operations deemed too delicate, dangerous, or deniable for traditional DMDF forces.
Command elements include:
- Shadowfall Cell Units (SCUs)
- Saboteur Infiltration Circuits
- Propaganda Disruption Architects
- Mind-Wipe Field Operatives
- Hostage Recapture & Regime Asset Recovery Squads
SPECOPCOM also operates the Theta Chimera Protocol, a Regime-black neural warfare program that can implant false memories, overwrite enemy ideologies, or nullify entire resistance movements before they awaken.
The Umbra Marshal answers only to the High Command and Exarch and is often deployed at the very inception of war to pave the path for conquest in silence.
SPECOPCOM is not measured in victories; it is measured in what no longer exists.
Military Unit Tree Codex
Document Classification: UCG Internal – High Command Eyes Only
Authorizing Authority: Lord Commander Anastasia Bradford
Reference Designation: DMDF-WAR-STRUC-2570-PRIM
The Dawns March Defense Force (DMDF) is the supreme martial arm of the United Colonial Group Regime, engineered to project the Flame Doctrine into every corner of the galaxy. Its force structure is meticulously designed to scale from stealth infiltration missions to galaxy-spanning campaigns. Each echelon is a self-sufficient war machine, integrating infantry, armor, artillery, aerospace support, and Bureau oversight to ensure both military supremacy and ideological compliance.
This document details the official organizational tree from the smallest maneuver unit, the Squad, to the ultimate manifestation of Regime force projection, the Division. It includes troop numbers, command ranks, specialist integration, vehicle allocations, and deployment mandates.
[••] Squad
Troopers: 9 (Combat) | 20–50 (Dawns Warden)
Total Personnel: 9
Commander Rank: Sergeant (SGT) | Gunnery Sergeant (GYSGT) for Wardens
Special Variants:
- Infantry Squad: Standard fireteam configuration for frontline engagements.
- Recon Squad: Equipped for stealth, forward observation, and target designation.
- Combat Engineer Squad: Demolition, fortification, and field construction specialists.
- Heavy Weapons Squad: Anti-armor, anti-air, and suppressive fire platforms.
Vehicles: None standard; Wardens may be assigned light transports.
Deployment Type:
The Squad is the fundamental tactical cell of the DMDF. Small enough to move undetected yet armed for decisive action, squads execute operations that range from direct engagement firefights to specialized sabotage missions.
- Infantry Squad: The backbone of all frontline action. Configured for close-to-mid-range combat, urban clearances, and direct suppression of enemy positions.
- Recon Squad: Lightly equipped for stealth and mobility, tasked with target acquisition, forward observation, and battlefield mapping under Bureau oversight.
- Combat Engineer Squad: Capable of rapid fortification, demolition, and battlefield obstacle creation. Often deployed ahead of the main force to reshape the tactical environment.
- Heavy Weapons Squad: Brings anti-armor and heavy suppressive fire to bear. Often used to lock down choke points or deter enemy armor incursions.
Role in Campaign Doctrine:
In UCG operational theory, the Squad role is surgical precision in a small footprint, achieving tactical objectives with minimal resource investment, enabling higher echelons to remain uncommitted until the decisive moment.
Special Formation – Dawns Warden Squad
- Troopers: 20–50
- Commander Rank: Gunnery Sergeant (GYSGT)
- Role: Elite garrison and planetary stability enforcement unit. Often stationed in critical Regime population hubs, Anchor Stations, and high-threat security zones.
[•••] Platoon (8 Squads)
Troopers: 72 (Combat) | 8 (HQ)
Total Personnel: 80
Commander Rank: Second Lieutenant (2LT)
Deployment Type:
The Platoon is the first echelon of integrated combined-arms command. It scales the Squad agility into sustained, coordinated action, capable of operating independently for extended missions in hostile territory.
Strategic Role:
Platoons are the lowest level of maneuver command able to integrate multiple combat specializations. They conduct zone control sweeps, precision raids, and forward security operations, providing the first truly autonomous command node in the DMDF's force tree.
HQ Squad Composition:
- Command Staff
- 1 Platoon Leader | 2LT
- 1 Platoon Sergeant | Staff Sergeant (SSGT)
- 1 Flag Bearer | SGT
- Command & Control Element
- 1 Comms Specialist | SGT
- 3 Tech Specialists | SGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Warrant Officer I (WO-I)
HQ Squad Vehicle:
- x1 Armored Personnel Carrier (APC) for HQ Squad
Platoon Composition:
- x4 Infantry Squads
- x1 Recon Squad
- x1 Combat Engineer Squad
- x1 Heavy Weapons Squad
[|] Company (10 Platoons)
Troopers: 800 (Combat) | 36 (HQ)
Total Personnel: 836
Commander Rank: Captain (CPT)
Deployment Type:
The Company is the primary operational strike unit. Companies execute independent missions across a broad spectrum of combat environments, from orbital drop assaults to mechanized pushes through entrenched lines.
Strategic Role:
Companies serve as tactical raiding and shock units within larger operations, or as garrison forces for high-value positions. Their composition allows for adaptable mission profiles, making them the most flexible maneuver element above platoon level.
Variants:
- Infantry Company: Light, Heavy, Drop, or Mechanized
- Armored Company: Light, Heavy, or Super Heavy tank units
- Artillery Company: Regular, Heavy, or Field Battery configurations
HQ Platoon Composition:
- Command Staff
- 1 Company Commander | CPT
- 1 Executive Officer | First Lieutenant (1LT)
- 1 Assistant Commander | GYSGT
- 1 Flag Bearer | SSGT
- Command & Control Element
- 5 Comms Specialists | SSGT
- 15 Tech Specialists | SSGT
- 15 Medical Specialists | SSGT
- 15 Mechanical Specialists | SSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer II (WO-II)
HQ Platoon Vehicles:
- x3 APCs
- x1 Recon Walker Squad
Company Force Structure:
- x6 Infantry Platoons
- x1 Recon Platoon
- x1 Combat Engineer Platoon
- x1 Heavy Weapons Platoon
- HQ Squad
- x3 Mortar Squads
- x2 Anti-Tank Squads
- x2 Fire Support Squads
[||] Battalion (10 Companies)
Troopers: 8,360 (Combat) | 240 (HQ) | 350 (Wardens)
Total Personnel: 8,950
Commander Rank: Lieutenant Colonel (LTCOL)
Deployment Type:
The Battalion is the foundation of sustained offensive or defensive action. It integrates Dawns Warden Squads for civil order enforcement and political security, ensuring that DMDF battlefield control extends into the civilian domain.
Strategic Role:
Battalions conduct combined-arms maneuvers at a regional scale, controlling multiple objectives and sustaining long-term operations without external resupply. They are the first echelon designed to hold captured territory while projecting additional force.
HQ Company Composition:
- Command Staff
- 1 Battalion Commander | LTCOL
- 1 Executive Officer | Major (MAJ)
- 1 Assistant Commander | First Sergeant (1SGT)
- 1 Flag Bearer | GYSGT
- Command & Control Element
- 25 Comms Specialists | SSGT
- 75 Tech Specialists | SSGT
- 75 Medical Specialists | SSGT
- 75 Mechanical Specialists | SSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer III (WO-III)
- 10 Bureau Agent | Chief Warrant Officer II (WO-II)
HQ Company Vehicles:
- Primary Strategic Vehicles
- x1 Main Battle Tank
- x10 APCs
- x3 Recon Walker Squads
Special Attachment:
- x10 Dawns Warden Squads (20–50 Wardens each)
- Rite-bound Trials
- Garrison and Political Enforcement
- Defense Deployments
[|||] Brigade (10 Battalions)
Total Personnel: 90,000
Commander Rank: Colonel (COL)
Deployment Type:
The Brigade represents the decisive maneuver element in Regime war planning. It is large enough to conduct multi-objective operations across entire provinces while maintaining an independent logistical capability.
Strategic Role:
Brigades are designed for regional control and high-intensity assault operations, often serving as the lead striking element in theater campaigns.
HQ Battalion Composition:
- Command Staff
- 1 Brigade Commander | COL
- 1 Executive Officer | LTCOL
- 1 Assistant Commander | 1SGT
- 1 Flag Bearer | GYSGT
- Command & Control Element
- 125 Comms Specialists | GYSGT
- 375 Tech Specialists | GYSGT
- 375 Medical Specialists | GYSGT
- 375 Mechanical Specialists | GYSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer III (WO-III)
- 25 Bureau Agent | Chief Warrant Officer II (WO-II)
- 75 Bureau Agent | Warrant Officer I (WO-I)
HQ Battalion Vehicles:
- Primary Strategic Vehicles
- x1 Heavy Tank
- x5 Main Battle Tanks
- x50 APCs
- x15 Recon Walker Squads
x Regiment (10 Brigades)
Total Personnel: 900,000
Commander Rank: Brigadier General (BGEN)
Deployment Type:
The Regiment is a theater-dominating force, able to fight multi-front engagements, coordinate sustained planetary campaigns, and enforce Regime control across entire systems.
Strategic Role:
Regiments are deployed where the Regime demands complete strategic dominance, either to secure contested systems or to execute mass offensives into hostile space.
HQ Brigade Composition:
- Command Staff
- 1 Regiment Commander | BGEN
- 1 Executive Officer | COL
- 1 Assistant Commander | Sergeant Major (SGTMAJ)
- 1 Flag Bearer | Master Sergeant (MSGT)
- Command & Control Element
- 625 Comms Specialists | GYSGT
- 1,875 Tech Specialists | GYSGT
- 1,875 Medical Specialists | GYSGT
- 1,875 Mechanical Specialists | GYSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer IV (WO-IV)
- 15 Bureau Agent | Chief Warrant Officer III (WO-III)
- 50 Bureau Agent | Chief Warrant Officer II (WO-II)
- 150 Bureau Agent | Warrant Officer I (WO-I)
HQ Brigade Vehicles:
- Primary Strategic Vehicles
- x1 Super Heavy Tank
- x5 Heavy Tanks
- x25 Tanks
- x250 APCs
- x75 Recon Walker Squads
xx Legion (6 Regiments)
Total Personnel: 5,500,000
Commander Rank: Major General (MGEN)
Deployment Type:
The Legion is a sector-scale invasion or defense formation, integrating massive ground, armored, and aerospace forces. It is capable of fighting prolonged wars across multiple planets simultaneously.
HQ Regiment Composition:
- Command Staff
- 1 Legion Commander | MGEN
- 1 Executive Officer | BGEN
- 1 Assistant Commander | SGTMAJ
- 1 Flag Bearer | MSGT
- Command & Control Element
- 3,000 Comms Specialists | MSGT
- 10,000 Tech Specialists | MSGT
- 10,000 Medical Specialists | MSGT
- 10,000 Mechanical Specialists | MSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer IV (WO-IV)
- 25 Bureau Agent | Chief Warrant Officer III (WO-III)
- 150 Bureau Agent | Chief Warrant Officer II (WO-II)
- 500 Bureau Agent | Warrant Officer I (WO-I)
HQ Regiment Vehicles:
- Primary Strategic Vehicles
- x5 Super Heavy Tanks
- x25 Heavy Tanks
- x125 Tanks
- x1,250 APCs
- x375 Recon Walker Squads
- Command & Mobility Assets
- Heavy Dropship Fleets: For moving entire battalions between planetary zones with speed and security.
- Specialized Strategic Platforms
- Anchor-Grade Mobile Command Stations: Massive fortified platforms capable of landing on planetary surfaces or remaining in low orbit, serving as nerve centers for the Division's operations.
- Mobile Siege Platforms: Planetary artillery pieces capable of firing mass drivers, plasma projectors, or atmospheric destabilization ordnance.
xxx Corps (6 Legions)
Total Personnel: 35,000,000
Commander Rank: Lieutenant General (LTGEN)
Deployment Type:
The Corps is the strategic warfighting instrument of the DMDF, capable of reshaping entire war theaters. It can execute simultaneous campaigns across vast sectors, maintaining operational tempo for years.
HQ Legion Composition:
- Command Staff
- 1 Corps Commander | LTGEN
- 1 Executive Officer | MGEN
- 1 Assistant Commander | SGTMAJ
- 1 Flag Bearer | Master Gunnery Sergeant (MGSGT)
- Command & Control Element
- 15,500 Comms Specialists | MSGT
- 50,000 Tech Specialists | MSGT
- 50,000 Medical Specialists | MSGT
- 50,000 Mechanical Specialists | MSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer V (WO-V)
- 25 Bureau Agent | Chief Warrant Officer IV (WO-IV)
- 125 Bureau Agent | Chief Warrant Officer III (WO-III)
- 500 Bureau Agent | Chief Warrant Officer II (WO-II)
- 2,500 Bureau Agent | Warrant Officer I (WO-I)
HQ Legion Vehicles:
- Primary Strategic Vehicles
- x25 Super Heavy Tanks
- x125 Heavy Tanks
- x625 Tanks
- x6,250 APCs
- x1,875 Recon Walker Squads
- Command & Mobility Assets
- Corps Command Carrier: Mobile war citadels functioning as moving HQs, with fleet-grade communications arrays and command suites.
- Orbital Control Ships: Dedicated to fleet-to-ground coordination, MAC targeting, and planetary defense integration.
- Heavy Dropship Fleets: For moving entire battalions between planetary zones with speed and security.
- Specialized Strategic Platforms
- Anchor-Grade Mobile Command Stations: Massive fortified platforms capable of landing on planetary surfaces or remaining in low orbit, serving as nerve centers for the Division's operations.
- Mobile Siege Platforms: Planetary artillery pieces capable of firing mass drivers, plasma projectors, or atmospheric destabilization ordnance.
Division (6 Corps)
Total Personnel: 200,000,000
Commander Rank: General (GEN)
Deployment Type: The Division is the ultimate expression of the Regime's martial authority, a galaxy-shaping force capable of full-spectrum dominance over multiple star systems at once. It is rarely deployed in its entirety; when it is, it signifies total war under the Flame Doctrine.
HQ Corps Composition:
- Command Staff
- 1 Division Commander | GEN
- 1 Executive Officer | LTGEN
- 1 Assistant Commander | SGTMAJ
- 1 Flag Bearer | SGTMAJ
- Command & Control Element
- 75,000 Comms Specialists | MGSGT
- 250,000 Tech Specialists | MGSGT
- 250,000 Medical Specialists | MGSGT
- 250,000 Mechanical Specialists | MGSGT
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer V (WO-V)
- 250 Bureau Agent | Chief Warrant Officer IV (WO-IV)
- 1,250 Bureau Agent | Chief Warrant Officer III (WO-III)
- 5,000 Bureau Agent | Chief Warrant Officer II (WO-II)
- 25,000 Bureau Agent | Warrant Officer I (WO-I)
HQ Corps Vehicles:
- Primary Strategic Vehicles
- x15 Super Heavy Tanks
- x625 Heavy Tanks
- x3,125 Tanks
- x31,250 APCs
- x9,375 Recon Walker Squads
- Command & Mobility Assets
- 6 Corps Command Carriers: Mobile war citadels functioning as moving HQs, with fleet-grade communications arrays and command suites.
- Orbital Control Ships: Dedicated to fleet-to-ground coordination, MAC targeting, and planetary defense integration.
- Heavy Dropship Fleets: For moving entire battalions between planetary zones with speed and security.
- Specialized Strategic Platforms
- Anchor-Grade Mobile Command Stations: Massive fortified platforms capable of landing on planetary surfaces or remaining in low orbit, serving as nerve centers for the Division's operations.
- Mobile Siege Platforms: Planetary artillery pieces capable of firing mass drivers, plasma projectors, or atmospheric destabilization ordnance.
[Ω] Grand Army of the Regime (All 6 Divisions)
Total Personnel: 1,000,000,000
Commander Rank: Grand General (GGEN)
- Direct strategic command of Lord Commander Anastasia Bradford and the UCG High War Council.
Deployment Type:
The Grand Army is the pinnacle of Regime force projection, the Division in its entirety, synchronized as a single, overwhelming instrument of war. Such a mobilization is so resource-intensive that it is invoked only in existential conflicts or for galactic-scale purges under the Flame Doctrine.
This echelon integrates all six Divisions under a unified operational war map, combining:
- Full ground combat integration (infantry, armor, mechanized, artillery)
- Complete aerospace and orbital support wings
- Strategic logistics convoys capable of sustaining years-long campaigns
- Bureau enforcement contingents ensuring ideological compliance from troop to theater command
- Political warfare elements to collapse the enemy morale before physical annihilation
In Regime propaganda, the deployment of a Grand Army is depicted as the will of the Flame made manifest, a tidal wave of iron, fire, and faith that no power in the galaxy can withstand.
HQ Division Composition:
- Command Staff
- 1 Division Commander | Grand General (GGEN): Supreme tactical & strategic authority.
- 1 Executive Officer | General (GEN): Operational control of Division-level actions.
- 1 Assistant Division Commander | Sergeant Major (SGTMAJ): Oversees coordination between Division Commanders and Regime political liaisons.
- 1 Flag Bearer | Sergeant Major (SGTMAJ): Ceremonial and morale function, also acts as command protocol officer.
- Command & Control Elements
- 75,000 Communications Specialists | led by Master Gunnery Sergeant (MGSGT): Manage interstellar, orbital, and planetary comms networks across all Divisions.
- 250,000 Technical Specialists | led by MGSGT: Maintain all advanced warfare systems, targeting networks, defense grids, and AI-assisted command matrices.
- 250,000 Medical Specialists | led by MGSGT: Oversee frontline medical deployments, hospital ships, planetary medical command hubs.
- 250,000 Mechanical Specialists | led by MGSGT: Maintain all armor, aerospace, orbital defense, and mechanized infrastructure.
- Political Oversight & Intelligence
- 1 Bureau Agent | Chief Warrant Officer (WO-V): Supreme Bureau representative, empowered to override military orders in matters of Flame Doctrine or loyalty enforcement.
- 2,500 Bureau Agent | Chief Warrant Officer IV (WO-IV)
- 12,500 Bureau Agent | Chief Warrant Officer III (WO-III)
- 50,000 Bureau Agent | Chief Warrant Officer II (WO-II)
- 250,000 Bureau Agent | Warrant Officer I (WO-I)
- Flamekeeper Advisory Circle: Spiritual and ideological advisors who ensure the Division's campaigns remain in complete doctrinal alignment.
- Special Operations Integration
- Division Shadow Command: Oversight cell for all special operations, assassination directives, and counterintelligence missions within the theater.
- Orbital Strike Control Node: Coordinates all fleet-based kinetic, MAC, and energy weapon strikes from above the atmosphere.
HQ Division Vehicles:
- Primary Strategic Vehicles
- x75 Super Heavy Tanks: Planetary assault engines capable of breaching fortress worlds.
- x3,750 Heavy Tanks: Mainline armor for Division-level engagements.
- x18,750 Main Battle Tanks: Versatile armor backbone for mechanized formations.
- x187,500 Armored Personnel Carriers (APCs): Troop and specialist transport, with modular configurations for command, medevac, or mobile supply.
- x56,250 Recon Walker Squads: Rapid-response recon and battlefield dominance platforms.
- Command & Mobility Assets
- 6 Division Command Carriers: Mobile war citadels functioning as moving HQs, with fleet-grade communications arrays and command suites.
- Orbital Control Ships: Dedicated to fleet-to-ground coordination, MAC targeting, and planetary defense integration.
- Heavy Dropship Fleets: For moving entire battalions between planetary zones with speed and security.
- Specialized Strategic Platforms
- Anchor-Grade Mobile Command Stations: Massive fortified platforms capable of landing on planetary surfaces or remaining in low orbit, serving as nerve centers for the Division's operations.
- Mobile Siege Platforms: Planetary artillery pieces capable of firing mass drivers, plasma projectors, or atmospheric destabilization ordnance.
Grand Army Variants by Division
1st Division – The Pantheons
Grand Army Title: The Celestial Spear
Role: Shock domination force; planetfall spearhead for full-system conquests.
Deployment Doctrine: Strikes with overwhelming speed and precision, collapsing planetary defenses in hours. Their Grand Army configuration sees all six Corps used as consecutive planetary spears, breaching one world and immediately cascading into the next. Bureau agents are embedded at every echelon to ensure the Flame's momentum is never checked.
Troop Count: ~200 million
Special Note: Often paired with heavy orbital bombardment campaigns before landing.
2nd Division – The Romans
Grand Army Title: The Eternal Wall
Role: Fortress construction and defensive supremacy; system lockdown operations.
Deployment Doctrine: The Romans' Grand Army is an invasion deterrent, a formation deployed to hold and fortify entire planetary networks. In full mobilization, they establish sector-spanning fortress belts and overlapping planetary defense grids, transforming conquered systems into unbreachable bastions.
Troop Count: ~500 million
Special Note: When mobilized in this capacity, they can remain in-theater for decades without rotation.
3rd Division – The Asgardians
Grand Army Title: The Storm of the Flame
Role: Punitive extermination and terror projection.
Deployment Doctrine: The Asgardians' Grand Army is unleashed when the Regime intends to eradicate enemy resistance, not simply defeat, but obliterate. Their operations involve sustained orbital and atmospheric bombardment, shock troop deployment, and total societal collapse of the target system. Survival rates for opposing forces are negligible.
Troop Count: ~200 million
Special Note: Deployment is always accompanied by psychological warfare campaigns and ritualized battle oaths broadcast to the enemy.
4th Division – The Knights
Grand Army Title: The Pyric Crusade
Role: Ideological purging and sanctification of contested systems.
Deployment Doctrine: When the Knights mobilize at this scale, it signals a holy war under the Flame Doctrine. Entire sectors are cleansed, politically, culturally, and biologically, leaving only purified Regime loyalist populations and sanctified infrastructure. Bureau agents and Flamekeepers are present in overwhelming numbers to oversee every step of the purge.
Troop Count: ~350 million
Special Note: Non-combatants within target zones are forcibly indoctrinated or eliminated.
5th Division – The Wolves
Grand Army Title: The Silent Dominion
Role: System-wide covert elimination and shadow occupation.
Deployment Doctrine: The Wolves in full mobilization represent a covert planetary pacification on a galactic scale, entire enemy command structures vanish overnight, infrastructure collapses from within, and the target population wakes under UCG control without ever seeing the army arrive. Their Grand Army state uses tens of millions of infiltration units and special operations teams acting in perfect unison.
Troop Count: ~75 million
Special Note: The Wolves' Grand Army has no public footage; its campaigns are known only by their aftermath.
Culture
"You are not born a soldier. You are broken into one, and in that fracture, we forge eternity."
I. The Culture of War as Identity
Within the Regime, the DMDF is not a profession; it is a purpose. From the moment a citizen ascends from the Dawns Wardens, the blade, the March, and the doctrine define their existence. Members of the DMDF do not view service as a duty, but as a Crucible through which worth is measured, both individually and generationally. Every act, every decision, every moment on and off the battlefield is watched, recorded, and analyzed, contributing to one's combat transcript, a ledger of performance used not only for promotion, but for legacy certification within the Regime military aristocracy.
In the DMDF, life is rigorously ordered, brutally honest, and entirely utilitarian. Sleep cycles are enforced, training regimens are mandatory, and physical deterioration is considered a moral failing. Each soldier is taught from youth that to falter is to stain one's bloodline, a failure not only of self but of ancestry. As such, internal competition becomes a sacred ritual, with fireteam duels, marksmanship tournaments, cybernetic endurance trials, and memory-corrective recitals commonplace within every unit. One's rank may be given, but status is earned in the fires of continuous proving.
II. Competition, Rivalry, and Glory
Competition is the marrow of DMDF culture, a continuous test of will between units, divisions, and even individuals within a barracks. Rivalries are not discouraged; they are cultivated. It is understood by both the Preceptor's doctrine and the Exarch's command that rivalry tempers steel. The DMDF is segmented into five core divisions. Between these, competition becomes almost mythological: the Pantheons consider themselves the gods of war, the Romans believe their grip holds the empire intact, the Knights scorn the rest for their ignorance of the alien threat, the Asgardians take pride in their resilience, and the Wolves? They say little, but strike first in every war game.
Interdivisional war games are grand affairs, often held as live-fire trials on remote planets, broadcast through encrypted Regime channels as militant sport. These games are not only tests of readiness but spiritual performances in the eyes of the High Tribunal. Victory earns entire legions commendations, ceremonial rights, and even enhanced genetic breeding privileges for their line. Yet even amid this brutalist rivalry, there lies an unspoken pact: when the call to arms comes, the bloodied fists of interdivision tension are dropped, and the enemy of the Regime is met as one brotherhood.
III. Heroes, Myths, and Living Gods
Within the DMDF, fame is forged through pain, sacrifice, and excellence. Unlike civilian society, where fame may be earned through politics or policy, in the DMDF, only martial legends endure. War heroes are deified in indoctrination halls, with entire companies named after those who led suicidal charges and survived, or died while achieving impossible victory. Their names are engraved on fortress walls, warships, and doctrinal tablets. To a DMDF soldier, these figures are not historical; they are immortal.
These legends function as moral compasses and cultural pillars. Their tactics are studied, their battlefield recordings are replayed in tactical libraries, and their final words are inscribed in oath-chambers. Some legions even recite war-prayers drawn directly from a fallen commander's final orders, treating them as holy scripture. The line between hero and deity blurs, creating a pantheon of mortal gods within the ranks. Even among the elite, it is said in whispers: "To be remembered is the only immortality the Regime allows."
IV. Camaraderie, Brotherhood, and Battle Kinship
Despite its brutality, the DMDF harbors a deep culture of kinship and collective resilience. A fireteam is not just a unit; it is a second family, bonded by blood, shared trauma, and doctrinal alignment. In the limited downtime afforded, squads engage in communal rites: silent ritual meals, shared dream replays via neural links, and storytelling sessions of past conquests. These moments, while brief, are sacrosanct, forming the unbreakable trust required to survive the horrors of war.
This kinship transcends individual differences. Even the most bitter rivals often become inseparable battle-siblings when facing the enemy. The cultural doctrine holds: "A rival in the barracks is a shield on the field." And though divisions may bicker, sabotage, and outcompete one another in ritualized contests, the very moment the Regime enemies threaten its Flame, the DMDF transforms into a unified juggernaut, brutal, relentless, and loyal beyond comprehension. In this way, competition breeds unity, and unity ensures that no soldier of the DMDF ever dies alone.
Public Agenda
“We do not promise peace. We promise permanence.”
I. The Eternal Mandate
The Dawns March Defense Force exists to preserve, expand, and sanctify the dominion of the United Colonial Group (UCG) across the stars. Its public agenda is not one of negotiation or diplomacy; it is one of order through conquest, stability through force, and obedience through fear and fraternity. In a regime where ideology defines citizenship and survival, the DMDF is not merely a defender of sovereignty; it is the embodied will of the Regime.
The official doctrine states:
“The DMDF exists to enforce the Continuance, punish deviation, preserve order, and reclaim that which chaos has defiled.”
This is not a metaphor. Every campaign, training directive, conscription wave, and orbital deployment is issued in the name of Eternal Continuance, a doctrine that claims civilization itself is fragile, and that the UCG, through the DMDF, is the only force capable of protecting the future from entropy. The DMDF does not campaign to win a battle; it campaigns to preserve existence as the Regime defines it.
II. Core Public Objectives
The DMDF publishes and reinforces its objectives to the citizenry through indoctrination broadcasts, education doctrine, public banners, and memorial ceremonies. These objectives are universally framed as acts of divine necessity:
Preservation of Regime Order
- All DMDF operations are described as stabilization measures, whether offensively or defensively deployed.
- Regime citizens are taught that without the DMDF, "all stars will fall to silence and sin."
Suppression of Insurrection
- From the URF uprisings to fringe-world anarchies, the DMDF declares its sacred duty to hunt and silence treason wherever it festers.
- The Wolves and Romans are frequently deployed in high-profile suppression missions to reinforce this agenda.
Annihilation of the Alien and the Heretical
- Following the brutal campaigns against the Exiled, all xeno forces are officially branded as contaminants to the sacred continuity of humanity.
- The UNIXCOM agenda is clear: "No alien will outlast the March."
Total Reclamation of Lost Systems
- The Systems That Burned are memorialized in propaganda, but never mourned.
- The DMDF pledges to "March until Venezia is reborn, until Thalmoth is dust no longer, until Harmony sings unbroken."
Civic Militarization and Bloodline Strengthening
- Following the "Blood for the Line" Edict, the DMDF agenda now includes cultural martialization, ensuring every citizen is mentally, physically, and emotionally conditioned for military service.
- The Regime refers to this as "ascension through discipline."
III. The Doctrine of Eternal Vigilance
As of 2570 UCG, the DMDF's public doctrine has evolved into the Vigilant Flame Doctrine, a Regime-wide initiative aimed at instilling permanent readiness in all sectors of society. This is symbolized by the never-dimming brazier at every indoctrination square, representing the eternal need for guardianship.
The DMDF claims"
"So long as a single threat breathes, the March does not sleep."
The Vigilant Flame Doctrine includes:
- Continuous live broadcast combat training events
- Mandatory wargame festivals in city centers (especially during Unity Week)
- The elevation of war heroes into state-recognized 'Flame Icons', cultural celebrities of conquest
- Citizen Memory Pledges: children recite the names of the fallen before meals
Through this doctrine, the DMDF maintains public approval not through promises, but through performance, martyrdom, and mythologized endurance. It does not seek to be loved; it seeks to be feared, respected, and remembered.
IV. The People's Army, The Regime Blade
Though feared by its enemies and hardened by necessity, the DMDF still projects itself as the ultimate servant of the People's Continuance. Public declarations by the High Marshal and Grand General often frame the DMDF as a "Sacrificial Shield", the flesh and iron wall between chaos and citizen."
To this end, the DMDF:
- Hosts War Orphan Honor Ceremonies, reinforcing generational duty
- Promotes Bloodline Advancement Rewards, families with multiple serving soldiers receive tax absolutions, housing placement, and state-enhanced reproduction privileges
- Publicly broadcasts Legion Return Parades, showcasing uniformed cohesion and restored planetary control.
- Engages in the Sanctioned Rivalry Games, allowing citizens to watch Division competitions and root for their "Patriotic Champions"
Despite its brutality, the DMDF cultivates a sense of collective legacy: every citizen is part of the March, whether they hold a rifle, weld a dropship, or mourn the fallen. In the UCG, supporting the DMDF is equivalent to loving the Regime. To resist it is not to exist.
The Dawns March Defense Force does not hide its motivations behind platitudes or utopian rhetoric. Its public agenda is direct, brutal, and eternal. It marches not for glory, but for order. It fights not to end war, but to prove that it alone defines civilization. And in doing so, it has become not just a guardian of the Regime,
It has become its voice, its fire, and its final sentence.
History
"What was forged in exile will never fracture again."
I. Birth in the Shadow of Collapse (2541 UCG)
The Dawns March Defense Force (DMDF) was not conceived in glory, but in desperation. By the early 2540s, the frontier of the UCG was hemorrhaging. Fragmented militia networks, ex-UEG officers, rebel-turned-patriots, and battered exile fleets had been scattered by the rising tide of the Exiled warhosts, terror cults, and URF schismatics. In 2541, under direct order from the High Council of Helice-12 and with the doctrinal blessing of the emerging Imperial Directorate Inquisition, the fractured defenders of the Outer Colonies were rebuilt into one unified command, the DMDF.
This reformation, marked by the Sealing of the Flame Doctrine, established a singular war hierarchy that abolished regional control, erased prior allegiances, and codified the bloodline-ranking structure that persists to this day. Uniforms were blackened. Names were replaced with serials. Commanders were now "Marshals." And oaths were no longer political; they were eternal. The founding of the DMDF is remembered not as a birth, but as a funeral rite for the old world, and its echo still resounds in every induction hymn.
II. The Systems That Burned (2541–2549 UCG)
Immediately following its founding, the DMDF was plunged into what would become known as The Nine-Year Cinders, a stretch of unrelenting annihilation campaigns led by the Exiled under the Dead Spiral Offensive. Entire systems were erased from Regime memory: Venezia, Raruta, Desdoron, each burned or depopulated, their names archived in blackstone vaults. The DMDF, still young and untested, was often too late to save these colonies, but it learned quickly. It adapted. And it hardened into something crueler.
It was during these years that the first great war doctrines were written in blood:
- Attrition Before Surrender
- The Line Must Hold
- Eradicate the Alien, Silence the Heretic
These were also the years in which the first Interdivisional Rivalries were born, as the Pantheons often took first strike glory, the Romans handled aftermath suppression, and the Wolves vanished into the shadows to erase entire populations. Though unity was demanded, the scars of these years created the cultural tension and hierarchy that still shape DMDF's internal culture.
III. Collapse and Rebirth – The Battle for New Harmony (2544–2545 UCG)
The Collapse of the Outer Colonial Order in 2544 marked the Regime greatest existential threat. With the UNSC and UEG formally abandoning the Outer Colonies and insurgent factions like the Sundered Legion and Horsemen cults rising in the power vacuum, the DMDF became the final pillar of order on countless worlds. Between Exiled monstrosities and human rebellion, the DMDF stood alone and yet tried, tested, obliterated, and torn apart … never broke.
In 2545, the Regime launched its first major counter-offensive: Operation Mourning Pyre, the campaign to reclaim New Harmony, an Exiled-occupied jewel colony soaked in blood. The battle lasted four months and claimed over 8 million lives, but the DMDF won. The Pantheons and Knights led orbital sieges, Romans enforced order on the surface, and the Wolves struck at Exiled lieutenants. The Regime banner was raised over fields of bone, and the myth of "The Blood Flag of Harmony" was born.
This campaign proved the DMDF was no longer reactive; it had become the storm.
IV. The Years of Attrition (2546–2549 UCG)
Victory at New Harmony came at a cost. The years that followed were defined by exhaustion. With supply lines strained, replacements dwindling, and ideological fractures growing in the outlying colonies, the DMDF waged war not just against enemies but against collapse itself. This period was marked by orbital skirmishes, civil insurrections, and defensive sieges, many ending in pyrrhic victory or unresolved bloodletting.
It was during this period that Psi Serpentis, a strategically insignificant relay station, became the linchpin of Regime resilience. Holding that relay ensured communication and morale across dozens of systems. As dozens of fortresses crumbled, the DMDF made a new oath: "The Line Holds, Even If It Bleeds." This phrase became both a war mantra and a tombstone inscription across the Regime.
DMDF cohesion in these years was not held by command; it was held by ritual, myth, and shared sacrifice.
V. Blood for the Line – The Edict of Eternal Readiness (2549 UCG)
The tipping point came in 2549, when the High Council of Helice-12 enacted the "Blood for the Line" Edict, a seismic shift in UCG military policy. Every citizen over twelve became eligible for immediate militarization. Civilian life was officially reclassified as "non-combatant reserve service", and entire industries were converted to sustain the war engine. The DMDF expanded overnight, now backed by a citizenry that had no civilian life to return to.
This edict birthed the modern DMDF ethos: First a soldier. Then a worker. Last a self. Every division, from the frontline Pantheons to the Asgardian shield units, now operated under the assumption of total societal absorption. Families were torn. Factories became bunkers. Loyalty was no longer suggested; it was enforced through Flame oaths, genetic screening, and bloodline registries.
The DMDF was no longer a military. It had become the body of the Regime, its muscles, bones, and Flame.
VI. Legacy and Current Status (2550–2570 UCG)
In the decades following the initial collapse, the DMDF has grown into the largest, most indoctrinated war apparatus in Regime history. Its divisions are structured, loyal, and feared. It has enacted thousands of operations across contested space, from Xi Boötis to the Qusdar Uprisings, maintaining control even as the UNSC continues its postwar interventions.
The Cultural Doctrine of Eternal March now governs every aspect of DMDF life, from daily ritual to war doctrine. Its warriors compete in Interdivision War Games, study the tactics of ancient Exarchs, and pledge their names to the Codex of Obedience, knowing that to fall is to fuel the march forward.
Today, the DMDF stands not as a reaction to collapse, but as the calibrated outcome of it. Every tradition, every death rite, every ceremony, and war march traces its origin back to those burning systems, shattered battalions, and the blood-soaked declaration made on the eve of 2541:
“Let this March never end. Let it burn until nothing but the Regime remains."
Military
"We are not a force. We are the pressure that shapes history.”
I. Supreme Purpose of the DMDF Military
The Dawns March Defense Force (DMDF) serves as the primary war engine of the United Colonial Group (UCG), formed to enforce imperial will, silence planetary insurrection, eradicate non-human threats, and reassert Continuance across the stars. It is not a conventional military; it is a theologically ordained war caste, divinely sanctioned through doctrine, bloodline, and annihilation.
Structured under the unified gaze of the President Supreme, Grandis Generalis, and the High Marshal Primaris, the DMDF is broken into five core Combat Divisions, a series of elite Specialized Branches, and extensive Support Corps dedicated to logistics, medical, mechanized labor, and doctrinal retention.
II. The Five Military Divisions
1st Division "Pantheons"
Role: Planetary Assault | Offensive Conquest
Command: UNIACOM – Impetum Marshal
The Pantheons serve as the tip of the spear, tasked with executing the Regime's most aggressive invasion campaigns. Specializing in orbital drop warfare, siege doctrine, and wide-scale bombardment, they deploy with VAST fireteams, mechanized armor columns, and full fleet support.
2nd Division "Romans"
Role: Martial Governance | Post-Conquest Enforcement
Command: UNIDEFCOM – Custodia Marshal
The Romans act as the garrison kings, assuming total control over pacified worlds. They install order through fear, infrastructure repurposing, and population suppression. They wield authority under planetary governors, acting as judge, jury, and Regime enforcer.
3rd Division "Asgardians"
Role: Strategic Defense | Orbital Fortification
Command: UNIDEFCOM – Custodia Marshal
Stationed along outer defensive lines, Asgardians oversee orbital weapon platforms, planetary shields, and bastion fortresses. They are endurance incarnate, measured not by conquest, but by how long they can hold the line beneath endless fire.
4th Division "Knights"
Role: Xeno-Containment | Alien Cleansing
Command: UNIXCOM – Excidium Marshal
The Knights are the executioners of UNIXCOM, charged with eradicating alien threats and anomaly outbreaks. They fight in dead zones, toxic moons, and glassed worlds. Their creed is "Survival is Purity."
5th Division "Wolves"
Role: Special Operations | Psychological Warfare
Command: SPECOPCOM – Umbra Marshal
Masters of infiltration, sabotage, and surgical erasure, the Wolves strike from the shadows. Deployed in small units with bio-enhancements and neural dampeners, they operate outside the chain of command, answering only to the Umbra Marshal or the Exarch.
III. DMDF Branches & Elite Arms
Galactic Bureau Agency (GBA)
Role: Internal Threat Analysis | Combat Intelligence | Civilian Surveillance
Command: Overseen by the Regime Senate & the Ministry of Internal Affairs
The GBA functions as the military intelligence counterpart to the IDI, collecting, processing, and enforcing interstellar threat profiles. Its analysts feed live telemetry to DMDF frontlines, while operatives embedded in civilian populations root out dissent before it materializes.
- Controls classified units known as "Inscriptors"
- Co-develops AI threat matrices used in predicting insurgent behavior
- Direct liaison with Taskforce Eclipse and Wolves on "black protocol operations"
Taskforce Eclipse
Role: Supersoldier Division | Terminal Warfare
Command: Throne of Augmentum Silentium – Praetor-Exemplar
Eclipse represents the zenith of martial augmentation and psychological reconditioning. Its operatives are not soldiers; they are weapons in humanoid form. Trained to function beyond fear and reason, Eclipse operatives are often deployed for:
- Strategic assassination
- High-priority target removal
- Bio-Xeno artifact recovery
- Controlled orbital disruption via gravimetric shockpacks
Vanguard Assault Shock Troopers (VAST)
Role: Orbital Insertion | Rapid Deployment | Shock Warfare
Command: Warlord Commander, Throne of the Iron Descent
The VAST are the living meteorites of the Regime. Clad in blacked-out meteor armor and dropped from atmosphere-piercing lances, these troopers land at terminal velocity and breach planetary defenses from within.
Each VAST unit undergoes:
- Neural overdrive conditioning
- Spine-punch reinforcement
- Zero-G orbital breach trials
- In-womb Flame indoctrination
They are feared across the galaxy and revered within the DMDF as the first to strike, last to fall. VAST units are often embedded within Pantheon campaigns.
IV. DMDF Support Branches
Support operations are critical to sustaining the eternal March of conquest. These branches operate under UNICOM (Central Command), ensuring that war never falters for lack of blood, steel, or obedience.
Ministry of Logistics & Movement
- Manages planetary supply routes, orbital lift operations, and Regime-wide transportation convoys
- Operates the Iron Highway Fleets (mobile logistic ships and planetary drop-forge foundries)
Engineering Corps
- Constructs firebases, trenchworks, siege platforms, and breaching corridors
- Known for detonating entire continents during failed stronghold extraction
Medical Corps
- Oversees battlefield triage, cybernetic limb integration, and loyalty-based euthanasia
- Known for issuing "Purity Clearance", medical approval to return to battle within 22 minutes of limb loss
Armory Sanctifiers
- Maintains the Regime blacked-out wargear, relic weapons, and blessed ordnance
- Reforges battlefield-retrieved gear into ceremonial trophies or annihilation relics.
The DMDF is not a singular army. It is a stratified, sacred hierarchy of war, where every branch, division, and auxiliary exists not to protect, but to punish deviation, restore order, and eternalize obedience. Its soldiers are not volunteers. They are ordained. Its fleets are not tools. They are sermons of Flame.
To face the DMDF is to face the military anatomy of an empire that does not forget, does not forgive, and will never fall silent.
Foreign Relations
“Where diplomacy ends, the March begins.”
I. Overview: Diplomacy by Attrition
The Dawns March Defense Force (DMDF) does not engage in diplomacy in the conventional sense. Its Foreign Relations doctrine is based on the foundational belief that negotiation is weakness, and coexistence is a prelude to infiltration, decay, or betrayal. As the martial hand of the UCG Regime, the DMDF views all foreign actors, human, alien, or artificial, as inherently volatile unless proven through subjugation, absorption, or sterilization.
Instead of ambassadors, the DMDF sends adjudicators. Instead of embassies, it builds occupation garrisons. It is not a branch designed to coexist; it is the blade that makes coexistence impossible. While certain political organs within the UCG Regime (such as the Ministry of External Continuance or the Preceptor's Office of Harmonized Civility) may engage in front-facing diplomacy, all such efforts are ultimately subject to DMDF override under March Directive Clause 17.9: "Flame Over Treaty." Foreign entities are categorized based on threat class, doctrinal deviation, and ideological incompatibility.
II. Relationship with the United Earth Government (UEG) & UNSC
Classification: Hostile | Strategic Containment
Status: Ongoing Cold War with intermittent direct conflict
Doctrine Codename: "False Flame – The Betrayed Line"
Once a shared progenitor of early colonial command structures, the UEG and its military arm, the United Nations Space Command (UNSC), are now deemed traitorous exiles of order, having abandoned over half of the Outer Colonies during the Crisis of 2544. The UCG publicly condemns the UNSC's "Selective Survival Doctrine", which prioritized Core World consolidation over frontier defense.
While formal war was never declared, relations collapsed entirely after:
- The UEG's retraction from New Harmony (2543)
- The DMDF's successful reclamation campaign (Operation Mourning Pyre, 2545)
- The UNSC's covert seizure of the Lucent Ashen carrier during the Xi Boötis Conflict (2569)
The DMDF now conducts strategic interdiction, deniable engagements, and civilian broadcasting disruptions in all sectors where UEG influence attempts to rekindle loyalty. Spartan incursions are treated as high-priority erasure targets. Public DMDF training modules include simulation of ODST boarding resistance, and children across UCG territories are taught that "the UNSC will leave you, but the March will stay."
III. Relationship with The Exiled
Classification: Xeno-Heretical | Total Annihilation Protocol
Status: Active War, Ongoing Cleansing Campaigns
Doctrine Codename: "The Howling Sin"
The Exiled are regarded by the DMDF as the greatest and most impure enemy to have ever breached Regime space. Formerly Covenant-aligned warbands turned rogue, the Exiled launched the Dead Spiral Campaign (2541–2549), eradicating UEG and independent systems alike. The resulting atrocities, such as the vaporization of Venezia and the genetic erasure of Raruta, have become foundational fuel for DMDF training and indoctrination.
UNIXCOM (Unified Xenothreat Command) operates under Directive Null-Flame, which permits:
- Planetary sterilization operations
- Orbital bombardment of infested worlds
- Capture and public execution of Exiled warpack leaders
The DMDF considers diplomacy with the Exiled both impossible and immoral. Soldiers are ordered not to take prisoners. Captured Exiled vessels are either reverse-engineered for technology purposes, repurposed for terror theater broadcasts, or atomized via ceremonial detonation during Flame Celebrations.
IV. Relationship with the United Rebel Front (URF) and Derivatives
Classification: Insurrectionist | Heretical Human Deviation
Status: Intermittent War, Containment Doctrine
Doctrine Codename: "The Broken Flame"
The URF and its extremist offshoots, such as the Sundered Legion, are viewed with both loathing and pity by the DMDF. While the Exiled are external abominations, the URF is seen as an internal cancer, composed of "lesser humans" who rejected Continuance and chose freedom over structure.
Key historical moments include:
- The public executions of planetary governors by the Sundered Legion (2544)
- The seizure of 26 Draconis and 111 Tauri
- The Horsemen Cult's genocidal rise in Charybdis and Escala
DMDF divisions, especially the Romans and Wolves, specialize in rebel incursion suppression, propaganda collapse, and memory-wipe warfare in URF-influenced zones. Wolves often deploy in "hollow veil" armor, erasing resistance cells before they're born, while Custodia Marshals oversee forced reintegration programs known as "Flame Alignment Zones."
Rebel surrenders are broadcast as warnings. Resistance is fuel.
V. Relationship with Xeno-Civilizations & Anomalies
Classification: Variable | Provisional Quarantine
Status: Strategic Ignorance | Selective Eradication
Doctrine Codename: "The Whispering Unknown"
While the DMDF holds a zero-tolerance policy for the Exiled, it has developed case-by-case xenopolicy frameworks for other alien or non-aligned species encountered during post-Exiled expansion. UNIXCOM oversees all initial contact scenarios and has the authority to:
- Initiate containment fields
- Issue erasure orders upon deviation
- Transfer knowledge to the Preceptor's Office of Cultural Distortion Analysis
Some anomalies, such as fractured AI relics, slipspace anomalies, or biotech ruins, are handed to the Inquisition's Velarii Thanatōn or to Eclipse teams for off-book investigation.
However, no treaties are honored. No non-human is allowed within the UCG system space without complete biological sterilization, neural vetting, and doctrinal loyalty encoding.
To be alien is to be unknown. To be unknown is to be temporary.
VI. Relationship with Neutral Powers & Fringe Polities
Classification: Observation Tier
Status: Non-Engagement | Subsumption Preparedness
Doctrine Codename: "The Future Flame"
Several smaller polities, fringe corporate alliances, minor colonial federations, or post-war merchant enclaves exist along the periphery of UCG's reach. These factions are not yet hostile, nor fully acknowledged. The DMDF categorizes these groups as "Stabilization Targets", with predictive AI runes forecasting whether their existence benefits or destabilizes Continuance.
These sectors are subject to:
- Ghost Fleet surveillance
- Economic penetration via shell corporations
- Ideological corrosion campaigns led by the Preceptor's Civic Alignment Division
DMDF action is rare, but immediate once destabilization occurs. These factions are not enemies. They are future subjects.
The DMDF holds that diplomacy is an illusion of weak empires, and that true security comes only through subjugation, saturation, and silence. Its foreign policy is not one of peaceful expansion but controlled incineration of deviation.
If the DMDF sends emissaries, they carry swords.
If it offers peace, it already owns your skies.
Laws
“There is no crime within the March, only deviation, and deviation ends in silence.”
I. Foundation of Law in the DMDF
Law within the Dawns March Defense Force is not merely a series of prohibitions; it is a living, punitive scripture that shapes behavior, enforces ideology, and purges weakness from the ranks of the UCG Regime military. The DMDF Codex Juris Bellum (Law of War and Flame) was formally ratified in 2542 UCG, one year after the DMDF's founding, and has been amended only under classified tribunal sessions since. It is a closed doctrine, not open to debate, interpretation, or legal representation.
DMDF law is created and sanctioned exclusively by the Imperial Directorate Inquisition (IDI) via the Tribunal of Final Doctrine, led by the Preceptor, High Marshal Primaris, and judicial war-scribes appointed by the President Supreme. New laws are encoded into the Oblivion Lexicon, an encrypted quantum archive located in the Doctrinal Catacombs beneath Sonata. Access is restricted to verified Executors, Tribunal Agents, and Warden-Monitors.
Within the DMDF, every soldier is both subject to and an enforcer of law, but actual enforcement falls to specialized offices:
- Doctrinal Enforcer Units (DEUs): Investigatory and punishment arms
- Warden Commanders: Regional military police oversight
- Custodia Legates: Field legal arbiters for frontline courts
- Praetorian Adjudicators: Escort, trial, and execution authority for higher officers
II. Core Legal Doctrines
The Codex Juris Bellum organizes law into ten primary mandates, each absolute, binding, and enforced without exception:
- The Mandate of Obedience: Orders must be followed without hesitation. Delay is equivalent to disobedience.
- The Mandate of Flame Allegiance: No loyalty exists higher than that to the Regime. Betrayal of the UCG, even in thought, is criminal.
- The Mandate of Perfection: Injury faked, performance declined, or corruption of martial purity is criminal decay.
- The Mandate of Structure: Chain of command is sacred. Breaching command lines is heresy.
- The Mandate of Unity: Division infighting beyond sanctioned competition is punishable by expulsion or erasure.
- The Mandate of Silence: Speaking unauthorized truths or questioning Regime history is classified as Historical Treason.
- The Mandate of Ascendance: Only the worthy may rise. Promotion manipulation is genetic fraud.
- The Mandate of Sanctity: Unauthorized contact with aliens, forbidden technologies, or heretical texts is punished by neural cleansing.
- The Mandate of Endurance: Fleeing the battlefield is immediate grounds for public execution.
- The Mandate of Eternity: Death without legacy contribution is equivalent to having never lived.
III. Punishment Systems and Enforcement
Punishment in the DMDF is not corrective; it is transformative or terminal. Every act of punishment is meant to cleanse the ranks and reassert Regime dominance through pain, ritual, or finality. Before prisons, offenders are first sent to:
- Abyss Companies: Penal combat legions assigned to suicide campaigns
- Ash Processing Nodes: Labor-death camps on mineral-depleted worlds
- Null Chambers: Sensory-deprivation punishment vaults used for psychic rewiring
- Execution Arenas: Public and squad-viewed death rites for high-level traitors
Types of punishment include:
- Flesh Scouring: Skin-searing plasma whips used to atone for deviation
- Gene Severance: Removing one's name and lineage from the Blood Registry
- Ashen Rebirth Trial: Redemption-only available via death-risk solo missions
- Public Evisceration: Reserved for those who betray planetary-level command or doctrinal relics
- Memory Erasure: Performed by Preceptor Adjutants for those found guilty of thought rebellion
High Command officers may be sentenced to Flame-Silencing, a ceremonial annihilation involving orbital fire witnessed by surviving kin.
IV. Trials, Hierarchy, and Immunity
Judicial processes in the DMDF are brief, performative, and ritualized. There are only three recognized forms of judgment:
- Command Execution: Where an officer summarily enacts judgment in the field
- Warden Tribunal: A three-judge process overseen by Custodia Legates or DEUs
- Doctrinal Trial: Reserved for officers, senators, and flameborn elites; judgment issued by the High Marshal Primaris or Preceptor proxy
No right to self-defense is guaranteed. Guilt is assumed upon deviation. Evidence is recorded through neural-thread logs, Regime-issued recording implants, or confession extractions.
Only three ranks may challenge a conviction:
- The Exarch, who may issue Flame Reversal
- The High Marshal Primaris, who may overwrite lower tribunals
- The President Supreme, whose silence is itself a verdict
There is no legal immunity in the DMDF. Even the Grand General may be erased if found guilty of Continuance Endangerment.
V. Unwritten Laws and Cultural Enforcement
In addition to the Codex, there exists a body of unwritten martial law upheld through culture, tradition, and fear:
- Breaking Flame oaths is considered soul-treason
- Displaying cowardice during a War Game results in legacy blacklisting
- Fraternizing with unauthorized personnel across divisions can result in psychological reconditioning
- Damaging relic weapons or gear is treated as ideological sabotage
Each Legion also maintains internal war-legends and honor codices, preserved by Scribes of Flame. While not written law, they carry weight in promotions, assignments, and informal punishments.
Law in the DMDF is not protection; it is preservation of hierarchy, function, and continuity. To know the law is to obey it. To question it is to test eternity. Those who fail the law do not break it. They break against it.
“Justice in the DMDF is not blind; it is all-seeing, and its gaze burns until nothing false remains.”
Education
“They are not students. They are unshaped weapons.”
Education within the Dawns March Defense Force (DMDF) is not a societal utility; it is a Crucible of ideological metamorphosis. From childhood to late service, every citizen of the Regime undergoes relentless, caste-tiered instruction under the principle of Perpetua Disciplina, the doctrine of eternal refinement. The DMDF's educational structure is engineered not to inform, but to transform. From the moment a child enters scholastic formation at age six, they are evaluated, dissected, and shaped for future roles within the war machine. The goal is not enlightenment, but obedience sharpened into excellence. In the DMDF, education is not a phase; it is a weapon.
At the foundational level, children of the UCG are introduced to the Core Scholastic Doctrine, encompassing ages 6–12. During this period, they are not treated as pupils, but as unformed assets in need of rigorous tempering. Lessons include militant obedience, indoctrinated Regime history, trajectory mathematics, survival sciences, and trilingual instruction in Regime dialect, High Imperial (Latin), and at least one Covenant language. They are taught not to question their brilliance, but to weaponize it. Simulated trials, ranging from fear suppression chambers to moral paradox tests, serve to etch loyalty into reflex. Students are constantly evaluated by Warden Monitors and Scholam Inspectors who determine their eligibility for advancement into the sacred next phase.
Upon reaching age 13, all youths undergo the First Evaluation of Flame and are inducted into the Dawns Wardens Corps, the Regime's absolute paramilitary cadet institution. Here, the child dies, and the Warden is born. The curriculum, deployed across Bastion-Scholams on every major UCG world, drills cadets in five core domains: combat doctrine, survival training, philosophical warfare, xeno-cultural manipulation, and the sacred Rites of Hardening. These rites, such as the Sacrifice of Silence and the Ash March, break comfort, ego, and disobedience. Education becomes an ordeal. Camaraderie is forged in shared suffering, but personal ambition is muted beneath collective supremacy. By 18, the successful Warden Ascendant is blooded in battle, emotionally conditioned, and prepared for service.
Following this, the cadets are transitioned into the Annus Tempestatis, the Year of Temperance. This phase is the DMDF's internal form of basic training, but vastly more advanced and unforgiving. Conducted on Crucible Worlds, the training simulates full-spectrum warfare under hostile planetary conditions. Here, initiates are categorized by classification into paths like Praetorian, Centurian, GBA, Legionary, or Support. Combat conditioning, mechanized maintenance, doctrinal realignment, and live-fire operations push initiates to operational breaking points. By its conclusion, at age 20, the survivor is no longer considered a cadet, but a fully forged instrument of war, ready for assignment to frontline units or elite Regime cadres.
Yet education does not end upon entry into active service. The DMDF enforces a lifelong doctrinal curriculum known as the Gradus Scientia Continuum, the Expertise Tier System. This six-tier structure demands constant personal advancement, not by age or time-in-service, but by excellence, leadership, and intellectual contribution to the Regime. Tier III (Ascendant) marks entry into service. Tier IV (Expert) represents professional certification. Tiers V and VI, Master and Archmaster, are reserved for strategists, philosophers, and flamebearers who author doctrine itself. Movement through this system is both a meritocratic honor and a spiritual duty. Stagnation is regarded as heresy. To live is to serve; to serve is to learn.
Ultimately, the DMDF's education is not aimed at creating soldiers; it is aimed at cultivating instruments of Continuance. From the youngest initiate to the highest war philosopher, every stage of learning serves a dual function: obedience refinement and utility optimization. No knowledge exists for its own sake. Every skill, every philosophy, every moment of enlightenment must serve the Flame. In the Regime, education is not enlightenment. It is devotion rendered intelligent. And in the DMDF, the mind is not a soul; it is a targeting system.
Core Principles Taught from Ages 6–12
I. Militant Obedience
Children begin each day with four hours of formation drills, taught to respond to command tones, obey fireline positioning, and execute basic tactical behavior such as Rifle Disassembly and Combat Grip Reflex. Rewards are given not for creativity, but for identical execution across ranks. Individual variation is punished as "glory deviation."
By age 9, students are required to simulate full silent-kill motions on training mannequins during inspection hour.
II. Doctrinal History
Imperial children are instructed in a curated history of the galaxy, focusing on:
- The Collapse of the UEG
- The Betrayal at Mesra
- The Rise of the First Flame
- The formation of the DMDF
Holo-lectures are reinforced by ritual call-and-response recitation, ensuring that children not only memorize facts but internalize guilt, loyalty, and purpose. Mistakes in historical recitation may result in peer-sanctioned correction drills.
II. Advanced Mathematics
From age 7, students begin learning trajectory calculus, logistics modeling, and encrypted pattern recognition, each taught through simulated battlefield scenarios. Math is never theoretical; it is applied within live exercises such as:
- Calculating the flight arc of projectile barrages
- Allocating ammo reserves under siege conditions
- Breaking and remapping enemy encryption mid-mission
Those who fail baseline cryptographic modules by age 11 are relegated to Supply or Labor Caste Preparations.
IV. Survival Sciences
Pupils are conditioned for field longevity through modules including:
- Hypoxia response training (10-minute oxygen deprivation drills)
- Basic triage stitching and limb bind simulation
- Armor repair and maintenance on modular foam-plate exosuits
Classrooms often double as mock deployment zones, where educators simulate blitz attacks, power failures, and chemical leaks to enforce stress tolerance.
By age 12, children are required to pass the 24-hour Starve-Test, surviving unassisted in a monitored hostile-environment dome.
V. Language & Code
All Imperials are educated in:
- Standard Regime Dialect (UCG-approved Common)
- High Imperial (Ecclesiastical Latin)
- At least two foreign tongues, one of which must be Covenant (Sangheili or Kig-Yar)
Speech is taught via Recitational Obedience Loops, where students must translate doctrinal scripture across languages under cognitive stress simulations. Failure to master trilingual fluency by 12 results in educational reassignment.
VI. Moral Conditioning
Daily ethics simulations place students in complex role-play dilemmas:
- Would you abandon a comrade to secure an objective?
- Would you report your parents for deviation?
- Would you sacrifice yourself to cleanse a xeno-contaminated barracks?
Answers are judged by Warden AIs and stored in the child's Civic Profile Codex. Emotional displays such as crying or hesitation are punished with isolation in a reflection chamber. Children learn that loyalty, sacrifice, and obedience are virtues. Compassion is only acceptable when weaponized.
VII. Simulated Trials
All students undergo holo-chamber warfare trials, immersive, neural-linked training chambers that expose children to:
- Simulated ambushes
- Command hierarchy breakpoints
- Suppression fire reactions
- Xeno-terror environments
Each simulation is designed to push fear thresholds, measure instinctual aggression, and reinforce chain-of-command dependence. By age 12, every child must pass a Tier-IV Trial that mimics a collapse scenario in a hostile zone, where the only survival comes from sacrificing 50% of peers. This is done symbolically, but mentally, the damage calibrates the child into doctrinal maturity.
Stratified Educational Paths by Caste
Though all Imperial children are educated for military service, caste dictates the level of rigor, prestige, and opportunity in their indoctrination.
I. General Scholam Program (Lower-Middle Caste)
- Standardized facilities overseen by civic wardens
- Meant for bulk induction into Dawns Wardens
- Most graduates become line infantry, logistics officers, or maintenance crew.
II. Martial Preparatory Academies (Middle Caste)
- Enrollees must qualify through doctrinal testing and Warden referrals
- Enhanced simulations, early genetic scoring
- Designed to funnel students into Corps Officer Training or GBA analysis pools
III. Private Flame Academies (Upper Caste / Noble Bloodlines)
- Hyper-exclusive institutions with legacy testing
- Live-fire drills as early as age 8
- Historical "march-right" duels and curriculum designed by Eclipse veterans
- Intended to produce future Marshals, Exarch candidates, or Eclipse-viable youth
These tiers feed directly into Dawns Wardens Corps enlistment, where caste privilege solidifies into initial rank placement, unit assignment, and genetic archival clearance.
Education in the DMDF is not learning; it is shaping. A child is a resource. Knowledge is a weapon. Excellence is only measured by what serves the March. To read is to recite. To recite is to believe. To believe is to obey.
"The brightest mind that does not bow to the Regime is a blasphemy. Burn the book, keep the Flame."
, Edict 12-R, Flame of Knowledge Protocol
Understood, Commander. The following is a formal UCG Regime wiki entry detailing the Dawns Wardens Corps, a critical and unrelenting Crucible between childhood and imperial service. This section fully incorporates your narrative directives, maintains alignment with the Genesis Saga timeline, and adheres to the tone of UCG indoctrination doctrine.
The Dawns Wardens Corps
"We do not teach children to prepare for war. We let them live it, and those who survive will shape it."
, Minister of Wardens Selene Kaurris
I. The Crucible of Adolescence
By order of Continuance Edict 441-X, every child of the UCG Regime, upon reaching the age of thirteen, must undergo the First Evaluation of Flame. This comprehensive psycho-physical audit determines their classification, ideological purity, and readiness for service. Upon passage, they are inducted into the Dawns Wardens Corps, a mandatory paramilitary order that operates as the bridge between indoctrinated youth and full integration into Regime service.
This is not a school. It is a Crucible. There are no exemptions, no refusals, and no opt-outs. From the frozen academies of Lambda Eridani to the deep-crater Scholams of Carthus Vega, Bastion-Scholams span the stars, each one capable of housing up to 100,000 cadets, equipped with siege simulators, modular cityscapes, multi-gravity immersion zones, and biome-controlled survival domes. These sites are not educational institutions; they are factories of obedience where the body is hardened, the will refined, and the Flame of service forged.
Failure to meet the standards of the Dawns Wardens Corps results in permanent reassignment to labor tiers, sanitation Corps, or unskilled civic ministries. But for those who rise? The Regime opens its gates, military command, black-ops advancement, interstellar navigation, scientific warfare, and political ascent.
II. Curriculum of the Dawns Wardens Corps (Ages 13–18)
The Warden curriculum is divided into five doctrinal tracks, each emphasizing complete sensory immersion, tactical embodiment, and psychological recalibration. While cadets may later specialize, every child experiences the entirety of the Warden's path.
1. Combat Doctrine
- Squad-based tactics and multi-angle coordination drills
- Melee weapon mastery, pressure-point targeting, and ritualized dueling
- Urban warfare training in modular kill-labyrinths
- Full integration with tactical HUDs, AI-linked visors, and modular armor suits
- Forced adaptation under cognitive strain through Command Disruption Simulations
2. Survival Training
- Exposure to biome-domes simulating arid deserts, xeno-plagued wastelands, cryogenic tundras, and zero-atmo vacuum zones
- Field surgery simulations, including auto-suture implants and pain-threshold bypass drills
- Ration reclamation, biosynthetic nutrient distillation, and forage-ration hybrid engineering
3. Philosophy & Strategy
- Doctrinal dissection of Regime Grand Strategy: every war is explained, mythologized, and analyzed
- Study of the Flamebearers' Writings and Founding Codes
- Command simulations against variable crisis matrices with moral deadlocks, AI command disobedience, and loyalty fractures
- "Faith over Reason" exercises, requiring cadets to choose Regime alignment even under logical penalty
4. Language & Xeno Studies
- Immersive dialect study in Sangheili, Kig-Yar, and Lekgolo harmonic scripts
- Analysis of cultural collapse vectors for Covenant war-clans, including known mythological vulnerabilities
- Tactical misinformation campaigns via xeno-linguistic distortion and religious mimicry
- Deconstruction of enemy symbology to strip identity and reassert superiority
5. Rites of Hardening
The final doctrinal tier is Rite-bound, sacred, and uncompromising.
- Sacrifice of Silence:
- A 30-day vow of obedience and total verbal abstinence. Cadets journal daily under emotional suppression algorithms, reside in monastic cells, and undergo continuous ideological broadcast loops.
- Objective: Train internal obedience, sharpen passive submission, and reduce ego.
- Ash March:
- A 30-day forced survival trek across hostile terrain: toxic deserts, glacial valleys, irradiated plains, or ancient xeno warzones.
Cadets are supplied with minimal gear and required to adapt without command. - Objective: Break comfort dependency, instill spiritual hunger, and ignite endurance instinct.
- Knight Trials:
- The apex of adolescent transformation, a 14-day solo deployment into hostile active-terrain environments, tracked by Regime drones.
Cadets must complete objectives under live threat, recover strategic assets, and maintain mental clarity while hunted. - Not all survive. Those who do are forged into Warden Knights, elite graduates revered across the Regime.
III. Live Operations & War Familiarization
From the second year onward, cadets who pass initial trials are embedded within live DMDF operations, operating as:
- Recon assistants, logistics handlers, or combat observers
- Support runners in active patrol zones
- Command simulation units, shadowing Legion officers under wartime conditions
Select Warden units are drafted into the Legion Companion Program, living with Regime battalions and simulating command during real-world events. This is not a game; failure results in operational casualties, which are weighed into final aptitude assessments.
Some elite cadets are granted live-fire authorization under the Command Supervision Protocols, marking them for future assignment to Eclipse, VAST, or Strategic Command.
This is not education. This is pre-deployment.
IV. Tiered Advancement Structure
| Warden Rank | Designation | Notes |
|---|---|---|
| Cohort Initiate | Age 13, entry-level cadet | Introduction to core regime education, evaluated baseline |
| Cadet Legionnaire | Ages 14–15, mid-tier cadet | Begins tactical drills, full curriculum immersion |
| Warden Knight | Age 16+, Rite-complete elite | Completed all Rites of Hardening, marked for high track |
| Warden Prefect | Age 17+, pre-ascension command cadet | Assigned to shadow command, real-world field trials |
| Warden Ascendant | Age 18+, final classification | Selected for DMDF, VAST, Eclipse, or Civic-Military Track |
Only those deemed unworthy, those whose scores, psychology, or performance fall short, are redirected into labor echelons or non-combat ministries. These failures are not mourned. They are repurposed.
The Dawns Wardens Corps does not prepare adolescents for adulthood; it extinguishes it. By the time a child reaches age 18, they no longer dream. They are not curious. They do not wonder. They are weaponized, aimed, and awaiting ignition.
"You were born in flesh. But from thirteen onward, you are Regime. You are March. And the March does not slow."
Acknowledged, Commander.
The following entry continues the formal UCG Regime education chain, transitioning Warden Ascendants into DMDF Initiates. This year-long phase bridges the adolescent Crucible of the Dawns Wardens Corps with the hardened war-machine of the Dawns March Defense Force (DMDF). It is the final molding before assignment to frontline or specialty units.
The Year of Temperance - "Annus Tempestatis"
"The Wardens make you loyal. The March makes you useful.”
I. Transition from Warden to War
Upon the completion of the Dawns Wardens Corps at age 18, Warden Ascendants undergo a final psychological induction and are assigned a caste-graded placement within the greater Regime Structure. Those assigned to DMDF combat arms, fleet logistics, planetary regency militias, VAST units, or intelligence-adjacent roles are transferred into the Year of Temperance, a standardized one-year Regime basic conditioning phase that takes place on system-dispersed DMDF Training Worlds.
These planets, known internally as The Crucible Worlds, are hand-selected by the Ministry of War Doctrine for their environmental hostility, planetary gravity variation, and proximity to war-theater zones. Most infamous among them are:
Each world is monitored by Warden Commanders, AI-regulated training custodians, and flame-certified drill marshals who enforce strict doctrine conversion from adolescent war-conditioning to full Regime operational standard. This is not a graduation; it is an erasure and reforging.
II. Curriculum of the Year of Temperance
Cadets are no longer treated as children or students; they are resource nodes under evaluation. The Year of Temperance is functionally divided into four core pillars, overseen by a Command Evaluation Tribunal specific to each training world:
1. Combat Synchronization Doctrine (CSD)
- Immediate assignment to squad harmonization modules, where trainees must learn to speak, move, and kill as a unified unit
- Full deployment into live ammunition warzones, including threat simulators, real-time targeting by AI snipers, and surprise overrun trials
Introduction to DMDF Wartech, including:
Human Weaponry
DMDF weaponry is rooted in ballistic, chemical-propellant firearms and explosive ordnance, designed for mass production, durability, and adaptability across varied combat theaters. Their arsenal favors practical engineering over exotic technology, ensuring consistent performance in zero-gravity, planetary, and shipboard environments, with an emphasis on combined-arms warfare and logistical ease of maintenance.
- Assault Rifles: Standard-issue, fully automatic ballistic weapons optimized for close-to-mid-range combat. Built for rugged reliability, they feature high rates of fire and durable construction to endure prolonged engagements.
- Pistols / Sidearms: Semiauto or burst-fire ballistic pistols built for reliability, modular optics, and quick-draw lethality. They balance stopping power with controllability, doubling as last-ditch weapons and precision tools when rifles aren't viable.
- Battle Rifles: Precision-focused, burst-fire rifles suited for mid-to-long-range accuracy without sacrificing mobility. Often equipped with optics, these rifles excel at countering lightly armored targets and suppressing entrenched positions.
- Submachine Guns (SMGs): Compact, high-rate-of-fire weapons designed for close-quarters combat and urban warfare. They excel in confined environments, offering rapid target acquisition and overwhelming suppressive fire.
- Designated Marksman Rifles (DMRs): Semi-automatic precision rifles bridging the gap between battle rifles and sniper rifles. Their higher accuracy and stopping power make them ideal for precision fire against distant infantry.
- Sniper Rifles: Long-range, high-caliber rifles capable of neutralizing targets at extreme distances. UNSC sniper systems combine advanced optics with anti-materiel stopping power.
- Shotguns: Devastating close-range weapons firing high-impact pellets or slugs. Designed for breaching and close-quarters dominance, they deliver overwhelming stopping power at the cost of range.
- Machine Guns: Sustained-fire support weapons used to lay down suppressive fire and deny enemy movement. Deployed from bipods, tripods, or vehicle mounts, they are crucial in defensive perimeters.
- Rocket & Missile Launchers: Heavy anti-vehicle and anti-fortification weapons delivering high-explosive payloads. Designed to cripple armor, aircraft, and fortified emplacements with a single well-placed shot.
- Grenade Launchers & Explosives: Portable indirect-fire weapons for clearing entrenched positions and infantry clusters. Includes handheld launchers, M319 grenade systems, and deployable fragmentation devices.
Covenant Weaponry
Covenant armaments are plasma- and particle-based energy weapons refined through centuries of religious and military tradition, blending advanced technology with ceremonial significance. These weapons focus on shield disruption, high thermal output, and precision energy projection, often incorporating alien materials and designs that balance combat efficiency with cultural symbolism.
- Plasma Rifles: Fully automatic directed-energy weapons firing superheated plasma bolts. They excel at short-to-mid-range engagements, capable of stripping shields rapidly but prone to overheating.
- Plasma Pistols: Semi-automatic sidearms with a potent overcharge mode that can turn off shields or vehicles. Their versatility makes them deadly in skilled hands, despite modest base damage.
- Plasma Sidearms: Directed-energy sidearms centered on the Plasma Pistol and needler-type compacts; the overcharge shot hard-counters shields and can even stall light vehicles. Ergonomic, heat-managed designs reflect Covenant doctrine, turn off shields, then finish with precision or melee.
- Needlers: Crystal-shard projectile weapons whose superheated crystalline spikes home in on targets. A burst of hits triggers an explosive detonation, devastating both shields and flesh.
- Carbines: Mid-to-long-range precision rifles firing high-velocity projectiles. Favored by Jackal sharpshooters, they offer sustained accuracy without overheating.
- Beam Rifles: Covenant long-range sniper systems firing coherent particle beams. Extremely precise and instantly lethal against unshielded targets, though overheating remains a limitation.
- Energy Swords: Close-quarters melee weapons of superheated plasma contained by a magnetic field. They are a symbol of honor among Sangheili and can slice through armor with ease.
- Gravity Hammers: Massive melee weapons that deliver devastating kinetic and concussive force. Used by Jiralhanae chieftains to obliterate both infantry and light vehicles in a single strike.
- Fuel Rod Cannons: Heavy anti-vehicle weapons firing explosive plasma projectiles. Effective at destroying armor and clustered infantry, with splash damage making them hazardous in close quarters.
Exiled Weaponry
Exiled weapons are brutal, hybridized armaments combining looted Covenant energy systems, repurposed UNSC ballistics, and their savage engineering. Their designs prioritize raw stopping power, intimidation, and versatility, producing weapons that are often heavier, more destructive, and visually menacing, embodying the Exiled philosophy of dominance through overwhelming force.
- Pulse Carbines: Burst-fire plasma rifles adapted for precision and suppression. Exiled variants are heavier and more brutal in design, emphasizing sustained battlefield presence over elegance.
- Maulers: Handheld scatter weapons firing heavy-caliber explosive shells. Designed for close-range dominance, they combine brute force with armor-penetrating lethality.
- Brute Sidearms: Brutal, overbuilt sidearms like the Mangler and Disruptor that favor raw penetration and debilitating status effects. They're engineered to intimidate and incapacitate, spikes and shock arcs make each hit punishing even through armor and shields.
- Skewer: Anti-materiel sniper weapon firing massive, sharpened metal spikes at high velocity. Capable of piercing vehicles, shields, and multiple infantry with a single round.
- Ravagers: Burst-fire plasma weapon with an overcharged incendiary mode. Its explosive plasma shots can scorch infantry and vehicles alike, forcing enemies out of cover.
- Shock Rifles: Electromagnetic sniper systems that fire arcs of disabling energy. They can overload shields, turn off vehicles, and cause damage to multiple targets.
- Chain Guns & Autocannons: Rapid-fire ballistic or plasma-spitting heavy weapons mounted or man-portable. Built for overwhelming suppressive fire with minimal concern for precision.
- Gravity Hammers (Exiled Variant): Heavier, spike-adorned versions of the Covenant design, emphasizing raw destructive force. The Exiled favor them for shock assaults and terror tactics.
- Mangler: Revolver-style sidearm firing large-caliber, razor-edged projectiles. It offers devastating stopping power at close-to-mid ranges, ideal for duels.
Failure to demonstrate kill-group cohesion within 28 days results in reassignment to supply chains or planetary defense regiments.
2. Mechanized Familiarization
All Initiates are required to maintain, modify, and deploy standard DMDF vehicles of all categories:
DMDF Vehicles
- Ground Vehicles
- Main Battle Tanks: Heavily armored, all-terrain armored vehicles optimized for direct-fire combat against both infantry and heavy armor. Designed for sustained battlefield presence with reinforced plating and modular weapon systems.
- Armored Personnel Carriers (APCs): Protected troop transports capable of delivering squads safely to frontline positions. Built for speed, adaptability, and integration with combined-arms tactics.
- Infantry Fighting Vehicles (IFVs): Hybrid troop carriers with heavier onboard weaponry, allowing transported soldiers to deploy directly into active combat zones.
- Reconnaissance Vehicles: Light, fast, and sensor-equipped platforms used for scouting, target designation, and rapid response.
- Self-Propelled Artillery: Mobile heavy guns capable of indirect fire over long ranges, providing area suppression or siege support.
- Air Vehicles
- Troop Dropships: Vertical-lift and atmospheric-capable craft designed to insert infantry into contested zones. Emphasize mobility and rapid deployment under fire.
- Attack Gunships: Airborne platforms carrying heavy ballistic and missile payloads for close air support and anti-armor strikes.
- Fighter-Interceptors: High-speed atmospheric and exoatmospheric craft optimized for air superiority and fleet defense.
- Bomber Platforms: Heavily armed aircraft specialized in delivering high-yield ordnance to ground and naval targets.
Covenant Vehicles
- Ground Vehicles
- Hover Tanks: Grav-propelled heavy assault platforms with high shield capacity, designed for both anti-vehicle and anti-structure roles.
- Troop Transports: Shielded gravcraft that ferry large numbers of infantry, often with integrated point-defense plasma weaponry.
- Recon Skimmers: Fast, lightly shielded scout vehicles used for rapid battlefield surveys and harassment.
- Siege Platforms: Grav-propelled artillery units capable of launching plasma or fuel-based munitions across vast distances.
- Air Vehicles
- Assault Dropships: Multi-role gravcraft that deliver troops while providing sustained plasma-based fire support.
- Air Superiority Fighters: Sleek, shielded craft optimized for dogfighting and intercepting enemy air assets.
- Heavy Bombardment Craft: Massive aerial units deploying high-energy or plasma bombardment over fortifications and fleet targets.
- Support Carriers: Mid-sized airborne craft that function as mobile staging areas for smaller vehicles and strike teams.
Exiled Vehicles
- Ground Vehicles
- Siege Walkers: Heavily armored, slow-moving walkers built to level fortifications with overwhelming firepower.
- Raiding Transports: Open, heavily armed troop carriers optimized for shock assaults and intimidation.
- Heavy Assault Tanks: Brutal armored platforms with reinforced hulls and excessive weapon mounting, prioritizing raw destruction over mobility.
- Scout Raiders: Fast, rugged reconnaissance craft with integrated weaponry for pursuit and harassment.
- Mobile Artillery: Improvised or salvaged heavy-launch systems mounted on rugged frames, delivering devastating long-range firepower.
- Air Vehicles
- Assault Gunships: Heavily armed aerial craft focused on suppression and saturation fire during troop insertions.
- Strike Fighters: Agile, armored craft designed for rapid-response raids and close air dominance.
- Heavy Bombers: Crude but devastating aerial platforms capable of leveling entrenched positions in a single pass.
- Boarding Craft: Airborne breaching vessels designed for ramming, piercing, and deploying boarding parties directly onto enemy ships or fortifications.
3. Doctrinal Alignment Conditioning
Initiates are subjected to the Neuro-Allegiance Reinforcement Grid (NARG):
- Daily memory review and value reinforcement via controlled sleep-state programming
- Live-debate modules against scripted heresies, testing loyalty reflex under intellectual strain
- Exposure to traitor testimonies, followed by forced recitation of cleansing litanies
Select candidates are invited to submit essays for the Preceptor's Watchlist, which earmarks them for future Officer, GBA, or Inquisitorial induction.
4. Live Operational Trials (LOTs)
Every month, Initiates are deployed into restricted war theaters, where real-world casualties are both expected and permitted. These include:
- Reconnaissance through Exiled-contaminated zones
- Insurrection suppression missions under Warden oversight
- Xeno-biological quarantine operations in unstable sectors
- Orbital hull breach drills on decommissioned or sabotaged dreadnoughts
Performance metrics (kill-to-extraction ratio, mission fidelity, psychological feedback, and leadership emergence) are recorded and sealed into the Blood Performance Codex, which determines final assignment ranking.
III. Selection Pathways & Caste Influence
While theoretically meritocratic, selection is heavily influenced by caste, bloodline, and Warden Corps performance. Upon conclusion of the Year of Temperance, Initiates are sorted by the Flame Placement Commission into the following primary tracks:
| Classification | Pathway | Description |
|---|---|---|
| Praetorian Sigilis | Praetorian Guard Candidacy | [Selection Rate: 0.1%] The apex of all Regime assignment pathways. Recruited into the elite Praetorian Guard, these individuals serve directly beneath the President Supreme, Preceptor, and high ecclesiarchs. Only flame-pure bloodlines, doctrinally immaculate minds, and tactically peerless cadets are considered. Induction includes biometric oath-binding, inner-palace access, and the wearing of the sacred black-vizored helms of the Citadel Primaris. Often reassigned to Regime Palace Stations, Vox Obedientis security, or orbital sanctum bastions. |
| Centurian Ascendens | Strategic Command Track / Officer Ascension | [Selection Rate: 2%] Handpicked for leadership. Centurian Ascendants are assigned to Command Academies, taught long-form Regime strategy, and embedded into tactical planning war theatres before being granted commission. These are the future Centurions, High Marshals, and potentially even successors to the Grandis Generalis. Most are descended from noble caste lines or possess impeccable service blood-ranks. |
| Ignis Primaris | Taskforce Eclipse / Supersoldier Division | [Selection Rate: 0.9%] Those chosen for Eclipse integration undergo cognitive conditioning, limb and sensory modification, and memory-layer partitioning. They are living weapons, taught to think in probabilities, operate in absolute silence, and die without glory. Each is memory-marked with a digital Codex and issued a limited operational identity. Considered state assets, not individuals. |
| Velarii Oculis | GBA Strategic Bureau Operations | [Selection Rate: 5%] Strategists of shadow and information. Assigned to the Galactic Bureau Agency, Velarii Oculis specializes in intelligence interception, propaganda deconstruction, threat horizon profiling, and internal rebellion disruption. They operate out of Obsidian Chambers, often directing entire campaigns from behind mirrored walls. Proficient in encryption linguistics and civic manipulation. Occasionally reassigned into Velarii Thanatōn analysis wings. |
| Centuria Validus | VAST / Shock Assault Commandos | [Selection Rate: 7%] Genetically ideal shock troopers. Flame-scarred and drop-baptized, these warriors are trained for orbital descent insertion, terminal velocity landings, and frontline terminal clearance. Most units suffer 60% casualty rates in the early years. Their status is elite but short-lived. Many become heroes. Few become veterans. |
| Legionarii Regulus | DMDF Legionary Combat Corps | [Selection Rate: 16%] The true martial soul of the Regime. These are the soldiers who fill the ranks of the 1st–3rd Divisions, who storm the trenches, board the dreadnoughts, and die in the name of Continuance. Trained for tactical flexibility, formation cohesion, and planetary siege doctrine, they are the most numerous and the most respected of frontline operatives. |
| Custodia Ratio | Romans / Asgardians / World Garrison Forces | [Selection Rate: 11%] Discipline and governance. Assigned to maintain post-conquest martial law, these troopers oversee occupied cities, suppress unrest, and enforce ideological compliance with the Regime. They live embedded with Regime governors and Doctrine Enforcer teams, acting as civil-military enforcers in embattled sectors. |
| Excidium Nullus | Knight Division / UNIXCOM Alien Purification Corps | [Selection Rate: 9%] Assigned to UNIXCOM's 4th Division, these soldiers are charged with the removal of alien infestations, extermination of xeno remnants, and deployment into plague-blighted sectors. Often operating alone or in purgation teams, these units have high levels of psychological decay and are revered and feared. Many are never seen again. |
| Umbra Velox | Wolves Special Operations / Infiltration Doctrine | [Selection Rate: 8%] Operatives who serve as shadows of the Regime. Assigned to long-term infiltration, rebel destabilization, assassination chains, and information distortion. Must pass empathy eradication trials, false loyalty doctrine exams, and maintain operational silence for months at a time. Operate in cell-less architecture, answer only to the Umbra Marshal or the Eclipse command. |
| Vox Ferrum | Support Operations – Communication, Engineering, Medical | [Selection Rate: 19%] Selected for roles requiring technical expertise, these initiates are redirected into combat engineering, encrypted long-range comms, orbital logistics, or frontline triage stations. Trained to support but not command, they often deploy beside primary Legionary forces, ensuring the March does not falter due to logistics, medicine, or mechanical failure. |
| Aurum Catenum | Regime Supply, Forge Corps, Auxiliary Maintenance | [Selection Rate: 17%] Assigned to sustainment sectors, fuel trains, weapons forges, repair nodes, and planetary lifter fleets. May never see frontline action, but are vital to the Regime industrial movement. Rarely elevated above caste, but those who demonstrate mastery may rise to Forge Overseer or Quartermaster Command in field campaigns. |
| Ashen Fallback | Civic Labor, Penal Workforces, Sanitation Strata | [Selection Rate: 4%] Failure-tier placement. Initiates who failed critical trials, disobeyed protocol, or were psych-flagged are demoted to labor tiers. They are stripped of rank before ever receiving it and are forced to serve as noncombatants under Regime supervision. Often permanently assigned to waste reclamation, city ash layers, or penal mine networks. Some are offered one final path to redemption: the Ashen Reclamation Trial, a suicidal gauntlet that, if survived, grants immediate reclassification. Few ever return. |
Initiates may challenge their placement by volunteering for the Ashen Reclamation Trial, a final test involving a solo survival objective in a classified warzone. Completion upgrades placement. Failure results in transfer to silence protocols or permanent civilian reassignment.
IV. Spiritual Doctrine & Final Rites
At the end of the Year of Temperance, each surviving initiate participates in the Oath of Iron Flame, a ritual binding ceremony where:
- Initiates speak their Line of Loyalty aloud
- Are assigned their Regime Service Sigil (tattooed or implanted)
- And burn their Warden Corps journals in the Pyre of Forgetting
This final act symbolizes that their youth is ended, and that they are no longer individuals, but embers of the March.
"The Flame does not remember the spark. Only the fire.”
Advanced Training: Tier III Ascendant | Tier IV Expert
“War is not an end. It is an education. And we will learn until the stars themselves go silent.”
I. Transition into Operational Service
Upon completion of the Annus Tempestatis at age 20, all surviving Initiates are formally inducted into the Dawns March Defense Force as active personnel. Regardless of their classification, Praetorian, Legionary, Centurian, GBA, Wolves, or Support, they now begin their careers within a designated unit, many already blooded in war during previous live-fire deployments.
Every graduate is issued:
- A Service Sigil Fragment bonded to their Continuance record
- Their unit designation in the Regime interstellar deployment lattice
- The right to wield weaponry and doctrine in the name of the Flame
However, the Regime does not treat this as an end. Instead, it is the foundation for higher educational demands. All combatants are expected to continue their development throughout their service lifespan through the structured, Regime-wide system known as the Expertise Tier System, or Gradus Scientia Continuum.
II. Gradus Scientia Continuum
"What you kill is not as important as what you understand while killing."
, Preceptor General Quorl-Sen Damaris
The Expertise Tier System is the UCG's lifelong knowledge ladder, used to evaluate, test, and elevate every Imperial citizen, from infantry conscript to Senate architect. It replaces the concept of finite education with constant cerebral ascension. There is no end to learning within the Regime, only failure to evolve.
Advancement is not based on age or tenure, but on:
- Performance reviews
- Tactical initiative
- Scholarly contributions
- Completion of Flame Doctrine Rotations, such as war college rotations or battlefield innovation programs
- Submission of Personal Flame Theses to one's commanding scholar-officer or cadre tribunal.
Failure to advance in one's tier within an acceptable period (typically 4–6 years) results in mandatory Flame reeducation, reassignment, or, in extreme cases, demotion of Continuance status.
III. Tier III – Ascendant
"To ascend is to question not the war, but your place within it."
Tier III is awarded upon:
- Formal graduation from the Annus Tempestatis
- Integration into active DMDF duty
- Demonstration of competency in a chosen specialization pathway
This level represents the young operative's first intellectual recognition by the Flame, and carries with it the obligation to continue learning under fire. Personnel at Tier III are expected to:
- Submit tactical after-action reviews (AARs) with strategic observations, not just mission logs
- Attend unit-based Scholastic Circles, led by Doctrine Officers or Flame Scholars
- Participate in Combat Reflection Seminars, forums for analyzing decision-making, ideological consistency, and failure dynamics.
- Undergo quarterly Cognitive Reassessment Cycles via NARG immersion (Neuro-Allegiance Reinforcement Grid)
Those assigned to VAST, GBA, or Centurian track often enter war colleges or ideological preparatory programs early, setting the stage for Tier IV entry within 3–5 years.
Tier III includes access to:
- Divisional Libraries of Flame (onboard warships and planetary bastions)
- Simulated Tactical Redoubt Chambers, where officers test historical war reversals
- Language Maintenance Protocols, reinforcing Covenant dialects and enemy code systems
Promotion to Tier IV requires scholarly evaluation, battlefield accomplishment, and leadership signature.
IV. Tier IV – Expert
"This is the tier where mistakes no longer end in failure. They end in funerals.”
Tier IV represents the professionalization of one's path within the March. By this point, an individual is no longer just an operative; they are a certified specialist, junior officer, or senior field instructor. These individuals are entrusted with interpreting doctrine, revising procedure, and sometimes teaching or commanding others.
Promotion to Tier IV is awarded through:
- Battlefield Thesis Defense: a formal written analysis and oral defense of a Regime-approved military doctrine under real-world application
- Completion of a Knowledge Rite, such as the Litany of Strategic Reversal, Warden Philos Doctrine, or the Flamebearer Disputation Circuit
- A minimum of 5 Flame Rotations, applied knowledge assignments such as:
- Leading a kill team
- Commanding a mobile siege unit
- Submitting a revised tactical model to Flame Archives
- Training junior Tier III personnel in doctrinal application
Tier IV Scholars are granted:
- Priority access to the Codex Bellum Proxima, the Regime's central living doctrine, Codex
- Right to apply for transfer into the Doctrinal Revision Councils and the Combat Theory Research Cells
- Authority to dispute specific battlefield orders based on tactical non-optimization (under the Doctrine Clause of Constructive Flame), but such disputes are recorded and reviewed post-operation
Preceptors track officers at this level and, in many cases, flagged for eligibility into Tier V or conscription into Senate Staff Cadres, GBA Strat-Thinktanks, or even Citadel Vox Obedientis Speechwriting Cells.
Education within the DMDF does not end at the battlefield. It only changes format. The Flame demands not just blood, but thought, evolution, and the continual refinement of obedience and brilliance into a unified blade. The Gradus Scientia Continuum is the empire's assurance that even its deadliest weapons grow sharper with time.
“You were born to serve. But you must be trained to lead. And none lead who have not first understood the fire.”
Elite Training: Tier V Master | Tier VI Archmaster
“The Master corrects the failures of the war. The Archmaster corrects the failures of the Regime.”
I. Tier V – Master
"You no longer serve the doctrine. You shape it."
Tier V marks a sacred inflection point within the DMDF's intellectual hierarchy. Those who reach this tier are no longer just scholars or commanders; they become flame-designers, entrusted to redefine battle strategy, reforge flawed doctrines, and mentor the next generation of the Regime sword-arm.
To ascend to Tier V, a Tier IV Expert must:
- Complete a Tactical Codex Thesis, a written combat doctrine manual derived from real-world campaigns, reviewed by a Preceptor Circle Tribunal
- Mentor at least fifty Tier III operatives through doctrinal advancement into Tier IV
- Lead a live Regime campaign or operation with strategic autonomy
- Submit at least one doctrinal innovation or philosophical deviation correction to the Codex Bellum Proxima, approved by the War Doctrine Ministry
Tier V Masters are categorized into strategic functions:
- Flame Strategists: Architects of planetary siege models, orbital encirclement protocols, and multi-front war scenarios
- Combat Doctrinarians: Authors of revised Regime tactical field guides and war-theory treatises
- Command Educators: Lead Flame colleges, battlefield think-tanks, and DMDF War Seminary Halls
- Rite Engineers: Innovators of ceremonial battle, psychological rituals, and morale weaponization techniques
Privileges granted:
- Full access to the Strategic Flame Continuum Archive, a classified repository of failed campaigns, forbidden doctrines, and erased truths
- Flame-robed academic rank and authority to override division-level orders (via Emergency Doctrinal Veto Clause)
- Invitation to the Flame Colloquium, a Regime-hosted strategic conclave that meets every two cycles to predict 50-year threat vectors
All Tier V personnel carry a sigil ring, marking them as tactical sovereigns within the hierarchy of the DMDF.
II. Tier VI – Archmaster
"There are only two forces in this universe more powerful than war: belief and memory. We control both."
, Archmaster of the Flame Vaults, Ors Ylvet-Therum
Tier VI is the final cognitive echelon within the Regime. It is reserved for those whose brilliance transcends battle, whose writings reshape the future, and whose authority exists even over war doctrine itself.
Only a handful of living individuals exist at Tier VI at any given time, and all are formally inducted into the Senate Codices, Flamebearer Orders, or Imperial Directorate Inquisition. They serve as:
- Archmasters of Philosophy: Authors of Regime-wide ideological shifts, such as the Bifurcated Mandate Doctrine
- Policy Architects: Designers of Flame Expansion Protocols, pacification legislation, and AI-tactical consensus models
- Neuroethicists & Indoctrination Engineers: Crafters of value-realignment techniques and long-term population obedience patterns
- Continuance Historians: Custodians of the real timeline, including suppressed knowledge, classified failures, and rewritten epics
- Voicewriters of the Regime: Co-authors of Presidential decrees, tribunal litanies, and Codex Maxima doctrine scrolls
To ascend to Tier VI, one must:
- Survive a Strategic Disputation Trial against Five Flame Masters in sequence
- Mentor at least Three Hundred Tier III operatives through doctrinal advancement into Tier IV
- Submit a continuance-critical doctrine thesis adopted by at least two core ministries
- Undergo Mnemonal Refinement Rituals, removing all cognitive contradiction against the Regime
- Be endorsed by a Preceptor, High Marshal Primaris, or the President Supreme directly
Tier VI Archmasters wear no insignia. Their names alone act as doctrinal command keys, granting access to Regime AI sanctums, long-term expansion projects, and socio-engineering directives.
Privileges include:
- Direct access to the Lexicon of Origin: The sealed foundation code of the UCG
- Immunity from standard Flame Tribunal reviews
- Capacity to overrule battlefield orders from Marshals, provided their decision is recorded as part of Flame History.
- Assignment to the Black Flame Crypts, where strategies are seeded into the Continuance decades before they're activated
III. Tier V and VI: Special Notations
- Tier V personnel are often addressed as Flame Master Name
- Tier VI personnel are addressed as Archmaster Name or Speaker of the Flame
- Both ranks are eligible for eternal doctrinal preservation via Libram Ascension Encoding, ensuring their minds are archived and simulated in Regime AI clusters for consultation long after death.
The Expertise Tier System ensures that no Imperial citizen is static. A soldier who stops learning is not dead, but worse: dormant. Dormancy is the enemy of Continuance. Tier V and Tier VI form the invisible architecture of the UCG, the brain behind the blade, the thought behind the war, the fire that outlives the flesh.
"You do not lead because you are right. You lead because the Regime believes you must be."
“Ordo. Fides. Excidium.” (Order. Faith. Annihilation.)
The Dawns March Defense Force (DMDF) is the supreme military apparatus of the United Colonial Group (UCG), forged in fire and doctrine during the collapse of the Outer Colonial Order. As both shield and sword of the Regime, the DMDF functions not only as a military institution but as an ideological engine, molding Imperials from childhood into instruments of total warfare. Unyielding, doctrinally fanatical, and transcending conventional military hierarchy, the DMDF represents the Regime's ultimate answer to rebellion, xeno-threat, and decay. Its troopers are not born, they are built.

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