Here is some more of the background a source material I have been working on.
Along with a character profile of one of the characters I have been working on for a couple of short stories.
Tau O'maeda Military
The Tau are a lightly built race averaging only five foot two, a full foot or more shorter, and far more shorter than Valkiir, and Tae. They make up with their smaller size by using tactics, intellegence, and their powerful fleet of warships.
The Tau O'maeda are the most prevalent single house in the Imperial Military They serve in both the fleet and ground forces. The Tau Military tends to concentrate on lighter more mobile forces. So they tend to use lighter more flexible lightweight armors. Only the Elite shock forces, and Valkiir marines wear heavy combat armor or less common powered armors.
Like most armors of the day O'maeda A-5 armor is multi layered, and formed of flexible advanced synthetics, and polymer fabrics. Typically a layer of tough ballistic fiber made of synthetics and carbon fibers comprise the outer layers, Layers of energy absorbing aerogels and ceramic fibers form the inner layers, with a gas impermeable synthetics are layered underneath the protective layers.
The layers closest to the skin are often gas and moisture permeable allowing air to circulate over the skin and sweat and moisture to be absorbed and wicked away from the body.
all layers of the armor contain memory fibers that when activated draw the armor into a close fitting body suit that forms a thickened second skin and prevent snagging and tangling while working in urban areas, or on board ships.
Due to the multiple environments Tau forces operate in all armors provide some protection against atmospheric toxins, heat regulation, and vacuum protection in their basic design allowing a trooper or crew women to be issued a single set of gear fro most environments and greatly reducing supply and logistics problems for units operating far from friendly bases.
All Tau forces wear helmets featuring communications hardware, air filtration, vision enhancement and protection devices. Often helmets feature full vision HUDs and low light/no light vision featuring multi-spectrum illumination and thermal imaging capabilities.
Unlike the TAE and Valkiir the Tau Imperium practices draft and conscription. Most troopers and fleet personnel are required to serve at least one enlistment term before they can seek employment in the civil sector.
Usually Higher ranked families and noble families have the option of attending college, or military academies before military service. This almost precludes lower ranking citizens from the officer corp until they have served several years in the enlisted ranks. As a result the lower ranks and NCO ranks are almost exclusively lower status and rank citizens.
Imperial officers are well trained and highly educated. Field commissions and advancement from the non commissioned ranks are rare, and almost never issued Most Officers are academy graduates, with a specific field of expertise. Fleet officers, Ground officers, and staff officers have their own social structure and seldom associate outside of formal receptions and social events.
Due to the Political structure of the Imperium, many officers receive assignment and promotion as much on political connections as there experience and training.
This has led to severe cases of incompetent officers being placed in key positions. This trend has been reduced as the Tau military reforms it's advancement and promotion procedures in the face of ever growing threats and a shift to a politically neutral military modeled more on the pattern of the TAE Military.
Despite restructuring, and reform a distinct division between Old Guard, and New Pattern officers has developed. With the Old guard commanding garrisons and Home fleet vessels keeping their commands thoroughly insulating them from reforms and restructuring
Tau tactics are largely dependant on trained Precognitive advisors referred to as "Battle Witches" .Battle witches are trained in tactics, intelligence gathering, as well as human interaction skills. The typically form into large networks of individuals who supply human intelligence, and on the spot information through a network of Telepathic links which require years of training and practice to form.
Using technical intelligence, Precognitive prediction and human intelligence, the Battle witches deploy and move forces to blunt enemy advances reinforce trouble areas and launch preemptive strikes against potential threats.
The need for reliable intelligence beyond the sometimes inaccurate information gained by precognitives, the Tau has developed a vast intelligence network making use of Tau, Valkiir and TAE agents as well as members of non aligned races, and occasionally turncoats within hostile populations.
When put together with a large fleet of recon and surveillance vessels deployed on the frontier, and far behind established front line the Tau Imperium has an intelligence gathering capacity that makes it almost impossible to catch the Imperial Fleet flatfooted, and often results in enemy raids and harassing forces jumping directly into Tau ambushes.
Tau tactics are multi layered, garrisons and fixed facilities provide the brute force of the defenses, with rapid fleets making lightening strikes, and running long range patrols to provide a first line of defense, and a mobile offensive arm.
The second layer of defense is the Systems Squadrons. These small corvettes, frigates and system defense monitors blunt raids and rapid moving strikes against more isolated colonies.
While traditionally a lower prestige assignment Systems squadrons are popular with younger officer, and officers without political connections. Advancement and promotion within System and reserve fleets are far quicker and the units have far more freedom of action and less interference from Higher ranking officers who tend to leave System, and reserve fleets to their own devices.
The standard weapon of the Tau Military is the plasma weapon. Tau forces do not make heavy use of projectile weapons, preferring to issue a single weapon to all of it's forces, and supply a system of universal power cells that allow all weapons within a force to use a single type of power and fuel slugs.
The lack of penetration and range that limits most infantry plasma weapons is considered a secondary concern since tau tactics depend on hitting an enemy before it can land ground forces. when faced with heavily armored personnel or vehicles most Tau forces are armed with grenade launchers, shoulder fired rocket propelled grenades, and heavy versions of their plasma weapons, which allow them to engage and defeat heavier units.
In close in combat Tau soldiers are often at a disadvantage when facing larger more physically robust races, but heavy training, and well developed martial arts, allow smaller tau soldiers to overcome the physical strength and size of other races.
All tau are by tradition fond of sword and knife fighting, Light keen edged piercing, and slashing blades are carried by all tau forces. Most common is the blade, usually as long as the soldiers forearm, with a blade about the width of two fingers, the blade is keen edged, and perfect for piercing fabric type armors and parrying another blade.
A strong Dueling, competitive fencing tradition continues into modern cultures, Fighting Salles, competitive fighting arenas and street fights are popular pastimes, a Tau soldier who develops a reputation of being a blade master she may find herself recruited to a personal or professional duelist school where they are trained in advanced tactics, maneuvers and showman ship.
Graduates of thee schools can earn a healthy income, and gain access to higher levels of society by the skill of their arm. Often a Popular swordsman or duelist is more welcome at certain events than more connected, politically astute persons.
Tau Fleet/marines: wear a blue armor, fitted with semi rigid panels over their chest abdomen, and outer portions of their arms and legs.
marines are often supplied with slightly heavier semi rigid panels for protection from projectiles, impacts, shell fragments, and hand to hand weapons.
All marines are equipped with enhanced helmets, and communications hardware, as well as a high resolution virtual faceplate which allows the wearer to receive constant updates from their command and control element, squad mates, and Battle witch field advisors.
Crewmen on warships are supplied with suits equipped with superior temperature, and life support systems. Crewmen depressed only in their ship suits can survive for thirty minutes to an hour.
Crewmen have a slightly reduced version of this enhanced reality system, allowing them to connect directly with the systems and hardware of their assigned station, communicate freely with the division and station commanders, and rapidly relay detailed updates as needed to smoothly operate the sophisticated systems of a modern warship.
Most Fleet and marines have at least basic training in telepathic communication, and some self defense Psionic. Elite Psi troopers specialize in telepathic combat, able to disable confuse, or kill opponents using their enhanced Psionic Skills.
Although not common, trained telekinetic combat specialists are common enough to allow units of these specialist to operate in elite squads and platoons. often dispersed into other units or dispatched in commando units. They are able to protect themselves with Telekinetic barriers, which can stop several plasma bolts, or projectiles. They attack using bolts of hot, charged ectoplasm which can hit with the force of a sledgehammer, burn flesh, or shatter brick with ease.
Imperial Special Security:
Dressed head to toe, in black with opaque non reflective visors ISS troopers are tasked with suppressing internal disturbances, insurrection and subversive activities caused by the complicated, and sometimes counterproductive politics, and conflict within the Imperium.
Seldom seen unless deployed to counter a serious threats the IIS forces are feared, and somewhat distrusted, They seldom reveal their identity, and almost always receive a cover assignment protecting their identity, and preventing retaliation by those who might seek revenge for their activities.
All ISS personnel are skilled telepaths, and trained in Psionic combat. even unarmed or caught out of their armor ISS soldiers can be a lethal opponent, and easily confuse, distract or disable their enemies without the use of any manufactured weapons.
House Guard/Colonial militia:
While not as highly respected as their marine counterparts the Guard and Militia are the most numerous. Largely conscripted troops or paid veteran mercenaries House forces are the backbone of colonial defense, peacekeeping, and law enforcement of most Families and colonies.
In most houses the Militia fills several roles. Independent law enforcement and peace protection organizations are less common than in Tae, and Valkiir colonies. Military police, Militia patrols, and Correctional forces typically conduct al police activities , with only a small number of investigators, and undercover officers receiving specialized training in law enforcement.
Militia units usually wear a Green colored armor, green being the traditional color of the lower castes, and peasants in Ancient cultures. . variations on green are used in unit insignia, and armors.
Small craft/combat craft Pilots:
Once the lowest rung on the fleet hierarchy small craft pilots were poorly trained and expendable. However,the increased use of attack craft and dedicated heavy fighters has improved the lot of the Pilot core, and increased their standing in Fleet circles.
Due to the traditionally lesser status of Pilots tau combat pilots do not automatically receive officer status. Instead they are listed as special warrant personnel, higher in rank than an NCO, but subordinate to officers.
Pilots often wear brightly colored uniforms fitted with moderate armor, and enhanced life support, communications equipment. The Colors are intended to aid in visual sighting during rescue operations.
Due to the Typical Yellow and orange coloration of the armor, Pilots have earned the Nickname of Yellow Jackets, or Fire jacks. These stinging insects similar to insects on earth, are ill tempered and dangerous if encountered in swarms. Combat Pilots have adopted this name, and use various stinging insects as the mascots and unit insignia.
If a pilot is downed near enemy forces they will quickly put on a loose fitting camouflaged over garment bring their sidearm into action, and make themselves as scarce as possible. In fact most pilots serve a least one term of enlistment in the marines or ground forces before being accepted to pilot training.
Jesse is a character from a series of short stories i am working on. She is a talented if not ambitious pilot who serves with the Valkiir Imperial Guard of the Tau Imperiam. Despite her outgoing personality she is a lonely girl, her mothers Violent death before her eyes, and the vilolent combat death of her first romantic partner has left her scarred by the loss of people she shared a deep empathic/telepathic bond with.
Jesse S'nahma Rhictor-Syfrae
Age: 21
Genotype Valkiir/Tae "Thael"
Height 6ft ( 180 Cm)
Weight: 14O Lbs ( heavier than human average due to increased bone and muscle density)
Build Slim athletic ( lacks the statuesque build of a Valkiir due to her Human blood)
hair: Silver ( worn in tight waist length braids)
Eyes: Blue
Skin: light blue ( gun metal tint)
Distinctive markings :
Sword and Spear tattoo Right arm
Knot work tattoo Center of back
Tribalized Winged Dragon tattoo: left Shoulder, biceps and forearm
Pierced ears. Winged hammer earrings
Battle Scars:
Knife wound on right thigh (Acquired age 12 During Najuhlim Incursion on Helhva Colony )
Shrapnel scar ( acquired age 17 during Marine action against Unnamed raider group, Helhva Colony)
Scar over right eye ( acquired age 20, after ejecting over Q'sa held H'tanna K'lii)
Father John Michael Rhictor
Birth Mother: S'nahma Syfrae ( deceased Kill In Action)
Mother: Sylva Syfrae.
Mother: Taela K'jaah K'mahda
Sisters:
Awanii Sylva Rhictor
Feyda Taela Rhictor
Brothers:
John Peter Rhictor
Half Sister: Estelle Rhictor
Born: Helhva colony Valkiir Clan holds
Current rank: Master Flight Sergeant.
Assignment: 323 Composite Fighter squadron First imperial Fleet, attached to H'rai K'oga Imperial Hearth Guard Flagship. Flight leader third Section.
Training Record:
Basic Military Skills training, Public education Helhva colony
Advanced Hand to hand combat: Private training Blade master Syfrae ( sword, knife, hand to hand Tae Ju Jitsu, Valkiir A'Kho H'rah ( sword Dance), Tau Kha'ha-Keh. ( killing blow )
Advance infantry Tactics: first Training regiment. Valkiir Clan holds
Advanced vehicle Operations: Seventh Support regiment Valkiir Clan holds
Basic Flight training: 354th Composite training Squadron, Valkiir Clan holds
Intermediate Flight raining: 31st Training Squadron, Valkiir Clan holds
Combat Flight Training: 128th Composite training Squadron First Aerofleet Valkiir Fleet.
Advanced Combat Maneuvering School: 125th Combat Training squadron T.A.E Fleet.
Survival Evasion Resistance Escape Training Center T.A.E Fleet.
Service record:
Enlisted: Cadet training Program age 15. 2167
Transferred to Valkiir Clan hold fleet Marine ( age 18 ) 2170
Promoted to Flight Sergeant, 2172
Assigned to Tau Imperium Balkiir regiments First Home Fleet( age 21 ) 2173
Assigned to H'rai K'oga. Flight leader.
Combat record:
Militia Defense of Helhva colony: Awarded Crimson star for wounds in combat, Civilian service badge
Piracy Suppression Action: Awarded Cluster for wounds in action.
Q'sa Incursion Punitive action: Awarded Citation for bravery, and Gold Orb for airborne combat victories. ( later issued Thunderbolts for five confirmed kills )
Piracy Suppression Action: awarded Terran Globe for Distinguished actions leading to significant preservation of civilian lives.
Punitive strike: Najuhlim incursion response. Awarded second thunderbolt cluster for 10 Combat Kills.
Summary:
Jesse Rhictor is a capable and talented pilot, despite her interest in officer training, and leadership roles she has repeatedly proved herself an invaluable pilot in direct combat against various forces.
It is suggested that she be retained in field operations where she excels and held at her current rank, with increases in benefits and pay in Lieu of promotion.
Personality: Jesse is an energetic, outgoing, and humorous young woman. her humor, and enthusiasm for her profession make her a popular pilot with her fellows But her quick temper and aggressive tactics make her a difficult pilot to hold back in combat.
She is the youngest daughter of John Rhictor, and the only Child of S'nahma Syfrae. Her mother was killed defending the family homestead during an incursion by Najuhlim Zealots.
Her father, a highly decorated T.A.E Marine officer, currently serves with the Colonial Assistance Special response force In the Nomad Sector. The two had a very close relationship after her mothers death. despite the lack of communication due to their careers she still enjoys regular visits, and leaves with her mothers and sisters.
She is currently not romantically or social attached to any group or "circle" among her Valkiir fellows making her rather unusual among Valkiir.
She enjoys combative sports and martial arts as well as extreme sports including Orbital High dives, and hyperspace Pod racing. Even though she is a skilled swordsman and martial artist she often refuses challenges, and Has only fought one duel against an O'maeda rival who accused her of misconduct with one of the O'maeda's make relatives. the O'maeda was injured and offered a formal apology.
Jesse Serves aboard the H'rai K'oga one of only a hand full of female Pilots on a mostly Male Hearth Guard warship.Ger reputation for being unusually obstinate, and very selective in her choice of companions Is fodder for good natured teasing and jokes by her male Compatriots. Although most of her male companions are vocally relieved they don't have to deal with the constant "strutting", and posturing, they usually have to deal with when serving with Valkiir females.
Jesse has a quick wit and sharp sarcastic with when she wishes to use it. Among her female peers the pastime of Flytting or ritualized insults has honed her skill with words to a great deal.
In combat Jesse pushes her luck on a regular basis relying on her combat precognition, aggressive maneuvering, and training to overcome other pilots in combat actions.
Jesse is trained in both limited telepathy, and has a strong telekinetic talents. She has received enough training in her telekinetic skills to be rated as a lethal combatant even unarmed.
Her most unique piece of gear is a large bore revolver she carries in addition to her issue plasma pistol. The weapon is a custom build By her uncles arms company and fires an 11mm super round that she claims can bring down a Najuhlim cyborg at thirty meters.
Dress Uniform: protective undergarment, form fitting Body suit, Red shoulder panels, indicating Imperial Guard service. Pistol right thigh, and six power/fuel cells for her side arm worn under each arm .Combat Blade, let thigh.
Dress Uniform: dark Gunmetal blue body sleeve, Tunic, jacket, and slacks. Knee length boots. Valkiir light broadsword worn behind left hip. Blue Beret for colonial defense service. Gold Flight wings, with orb and thunderbolts.
Dress White Uniform: white linen undershirt, Tunic jacket, and breeches. Knee length boots, and Short cape Featuring red chevrons for Imperial Guard service, Gold wings, with orbs and thunderbolts. and decorations including medal For distinguished service and Terran Orb for Protection of civilian live.
Blue Beret for Colonial defense, Light Valkiir broadsword in gold Sheath for significant combat service. Gold winged Hammer earrings for hearth Guard service.
She also wears a ground combat badge, crimson stars for wounds in action, and hand to hand combat dagger for killing an opponent in personal combat.
She also wears a silver necklace, with a meteoric iron dagger emblem, with a silver capsule containing her mothers ashes.
In her braids she wears a collection of metal rings. Sixteen Gold Victory rings worn in braids, For kills against manned combat craft, along with twenty five red kill rings for defensive kills of torpedoes, drones, or missiles.Five Bronze Kill rings for successful ground assaults versus defended target. Three black shot down rings for loosing and aircraft in combat