《Saga of the Cosmic Heroes》Military ranks of the Metropolitan Space Navy
Advertisement

Sailor second class
The entry-level rank for either conscripted or volunteer enlisted members of the space military. Recently inducted members will receive basic military training which can last up to 8 weeks. Depending on the department and specific sub-branches of the MSN, they will receive specialized training and after completion will serve their one or two-year tour of duty, or depending on the longevity of a campaign they may be on as part of a ship or ground forces under the supervision of non-commissioned officers.
The insignia consists of a collar pin with no stripes.
The equivalent of a Legionnaire/ground forces rank is private.
Sailor first class
Draftees or not, a sailor will become eligible for promotion to sailor first class after one year of military service.
In colonial naval forces, however, such as the Ruthenian's naval militia, conscripted sailors begin their mandatory service at the age of 18, in some colonial cases 17. For Ruthenina, their sailors will be promoted upon reaching the age of 20, and/or they have survived one year of their two-year military service.
The insignia consists of a collar pin with one stripe.
A Legionnaire/ground forces equivalent is private first class.
Able sailor
Promotion to an able sailor comes with some prerequisites; such as merit, evaluation, or a certain monthly cycle. They may begin to have more specialized training in their department, such as any given bridge's control systems.
The insignia of an able sailor consists of a collar pin with two stripes.
A legionnaire/ground force's equivalent is lance corporal.
Leading sailor
At this point in their career, a leading sailor is expected to be experienced in handling hardware and machinery and maybe the core member of a ship's main bridge team. In this case, they operate some stations such as a radar or communication with the rest of the ship or with the rest of their fleet/squadron.
A leading sailor's insignia consists of a collar pin with two stripes and a half stripe, with a dot at the front.
A legionnaire/ground force's equivalent is corporal.
Petty Officer Second Class
Similar to an able sailor, advancement to petty officer comes with certain prerequisites such as dependent of their time in service, leadership assessments, performance evaluations by superiors, and examinations of their expertise thus far as some examples. Petty officers at this point may form the nucleus of their bridge team or other specific departments, such as a ship's fire team or a marine platoon. They generally serve as the assistant to a petty officer first class.
The insignia consists of an I-shaped collar pin.
The ground force's equivalent is a sergeant.
Petty Officer First Class
Petty Officers serve as the leading officer of a personnel team in their technical area, with often a second class petty officer assisting them with duties. In marine squads, they serve as the commanding officer. At this point, a first class petty officer will have garnered enough expertise in their specialty that advancement to warrant officer will not be too far off in their future.
Insignia consists of an I-shaped collar pin with a dot on the top right side.
The ground force's equivalent is a staff sergeant.
Warrant Officer
Warrant officers are regarded as the senior-most of enlisted ranks but classified as junior-class in comparison to cadet officers such as ensigns or sub-lieutenants. Warrant officers would have at this point be thoroughly proficient in their areas of expertise in contrast to the general training of fleet or ground operations personnel, given they usually rise through the enlisted ranks to get here. Though, it can in rare cases be considered an entry-level rank for academy graduates. In any case, part of their activities will be with training sailors and soldiers in their departments.
Advertisement
The insignia consists of a collar pin with a half-field.
The ground force's equivalent is sergeant major.
Ensign
The lowest officer commission rank in the Federation as well some colony militias such as the Ruthenese. Depending on their studies and evaluations, officer cadets will generally start with this rank upon graduation. Their studying will not end at the school's gates, and usually in times of conflict will have post-commission training in whichever post they are sent to. As such, they will hold very little command responsibilities given they will be learning from their senior officers.
They may serve as a junior staff officer to a ship's commander, as shuttle pilots, or any given department position. They are not as specialized compared to their warrant officers, as they have generally broader fleet training.
The insignia consists of a collar pin with a half-field with a single dot at the front.
For ground forces, the equivalent is a second lieutenant.
Sub-lieutenant
The second lowest officer commission in the Federation and colonial/Ruthenian navies. Typically this is what an ensign will progress to either through merit and/or evaluation though it is not unheard of for Federation cadet officers to achieve this rank after graduation given they have excellent grades. In Ruthenian and colonial cases, there is a greater chance of an officer cadet becoming this given their anti-piracy measures and pressing for able-bodied leadership.
Much like ensigns, sub-lieutenants are expected to learn from their senior officers. In the cases of an ensign being promoted to this, they will be expected in wrapping up their post-graduation training around this point in time. Their actual responsibilities will not change much, however.
A sub-lieutenant's insignia consists of a collar pin with a half-field, with a single horizontal dash at the front.
A legionnaire/ground force's equivalent is a first lieutenant.
Lieutenant
The third possible officer commission rank in the Federation and her colonies, and is regarded as the senior-most entry-level rank for academic and marine commissioned officers.
Lieutenants will have some command responsibilities at this point in their careers such as will be capable of commanding sections of their ship department, etc, which will help in growing their knowledge of ship and troop command. They can serve as a senior staff officer in their ships' department, and as a junior staff officer in their fleet's war councils. In some cases, a lieutenant can become the XO in smaller ships such as cruisers or destroyers, in auxiliary ships such as cargo and engineer craft to better hone their leadership skills. This is not as common in times of peace and is generally more of an occurrence when there is a lack of lieutenant commanders.
Lieutenants may also command company-sized ground units, either as marines or Legionnaires units and in some cases military police. During down periods in the MSN such as when there is no expected campaign, they may be posted as a junior instructor in academy courses, or act as advisor/liaison to colonial militaries.
A naval lieutenant is equivalent to a Legionnaire/ground captain.
The insignia of a lieutenant consists of a collar pin with a half-field, a single horizontal dash towards a front, and a dot in front of the dash.
Lieutenant commander
After the entry-level officer ranks come the first actual field officer rank in the Federation and her territories, the lieutenant commander. This is regarded as a junior-grade level rank for fleet and ground operations officers. Lieutenant commanders are expected to fully know the ropes of all fields of command—from ships to section firing lines, and of course ground/Side combat units. They'll serve as department heads in capital ships, as commanders of small craft, and as a junior-level staff member in a fleet-wide war council. They also serve as the XO of battlecruisers and as COs of smaller vessels such as destroyers and cruisers, as well as auxiliary units. They can oversee command of a battalion-sized ground unit if the demand calls for it.
Advertisement
A lieutenant commander's insignia comprises of a collar pin with a border on two sides and a single dot in the middle.
The equivalent of a naval lieutenant commander for ground forces and legionnaires is a major.
Commander
The mid-level field officer rank in the Federation and her colonies. This is the bread and butter field grade rank of fleet and ground officers. Commanders will exercise full command authority over ships and troops by this point in their career. They may serve as COs of battlecruisers and as XOs of battleships and other flagships. This will be the point in their career that they may command a squadron of smaller vessels like destroyers and cruisers, or auxiliary support squadrons. In some cases, commanders may even command a firing section of battlecruisers in the absence of a captain.
The commander insignia consists of a collar pin with a border on each end, a single dash on the front left, with no dot.
Their ground forces counterpart is a lieutenant colonel and can lead either an augmented battalion or one that's regiment-sized.
Captain
The senior-level field officer rank in the Federation. They serve as COs of battleships and flagships and may serve as head of their fleet's various departments, as well as being a mid-level staff officer in fleet-wide war councils. a more senior captain can command a squadron of battleships and battlecruisers if there is no commodore to fulfill the position. For ground units, they can command a regiment-sized ground force.
The insignia of a captain is a collar pain with a border on each end, a dash on the left, and a dot in the middle.
The ground/Legionnaire rank equivalent is a colonel.
Commodore
The rank of commodore is the junior-most flag officer rank throughout the Federation and is as such the lowest rank possible for an officer to command fleets. Commodores direct and give guidance to their departments, to the ship squadron(s) under them, and give directives to ground units. As part of larger fleets commodore serve as the armada's department head, and in such a case may as commander of small spacecraft divisions. For fleet-wide department councils, they are considered a mid-level staff member. They serve as COs of flagships and are capable of commanding squadrons ranging from mightily battleships, battlecruisers, and an assortment of smaller vessels either as part of an armada's wing, or an autonomous squadron.
In some instances, like with Chal Hugo during his mission to the Frankish realm in 219/220, a commodore can hold full authority over command of several squadrons at once, numbering between 400~800 ships.
For ground units, the equivalent is brigade general, which is capable of commanding a bridge-sized ground force.
A commodore's insignia is a collar pin with no borders and two horizontal dashes.
Rear admiral
Rear admirals are the second junior flag officer rank throughout the Federation. Like the commander rank, this is the backbone flag rank for Federation officers. Rear admirals serve as numbered fleet wing commanders when part of a larger fleet, and act as high-level staff officers in fleet-wide department council meetings. When part of a larger fleet, it's possible for a rear admiral to act as a deputy commander.
A rear admiral's insignia consists of a collar pin with no borders and a single star on the left.
The ground/legionnaire equivalent is major general, which can command a reinforced brigade-sized ground force.
Vice admiral
The mid-level flag officer commission rank in the Metropolitan Spacy Navy and colonial counterparts. They hold full authority over their fleet and ground troops. When there are multiple fleets involved vice admirals serve as department heads. They act as department chiefs in fleet war councils.
A vice admiral's insignia consists of a collar pin with no borders and two stars.
For legionnaire and ground units, the equivalent rank is lieutenant general, capable of commanding a divisional-sized formation.
Admiral
The rank of admiral is the senior-level officer commission rank in the Federation and colonies like Ruthenia. An admiral's command responsibilities may include command of combined Federation fleets and ground/Side operations. Some will form part of the chief of staff in the Federation armada. Depending on an assignment's nature, either the Congressional Assembly or the defense ministry may appoint an admiral to oversee a strategic star zone as well. For ground units, they may command a corps-sized ground formation.
The insignia of an admiral consists of a collar pin with no borders and three stars.
The legionnaire/ground forces equivalent is a general.
Fleet admiral The highest level flag officer rank in the Metropolitan Space Navy. They are more or less the supreme commander as appointed by the Congressional Assembly. The ground forces counterpart would be the general of the army, which likewise commands the marine branch of the Spacy Navy. Though the Frankish Legionnaires were technically a separate organization outside of MSN jurisdiction, it has been reorganized into the MSN branch sometime in the 200s'.
A Frankish Legionnaire with M88 military uniform, unofficially called the Perdenka by Legionnaires stemming from its prolific use in the 180s' Bloody Perdenes conflicts. The uniform still sees uses late into the 3rd century in Side and planetary operations in several different variants.

Examples of Metropolitan Naval uniforms. The top left is roughly the uniform of a flag officer (starting from a commodore). The top right is roughly a lower commissioned officer uniform (from warrant officer to at least captain rank). The bottom left is the armor of an enlisted ship marine (non-officer), the middle depicts armor of a ship marine officer, and the bottom right is an enlisted sailor's uniform (from Sailor second class to petty officer class) The flag they're holding is the Metropolitan space naval flag.

Advertisement
- In Serial158 Chapters
The Misplaced Dungeon
The gods on four worlds were in trouble, or rather the clique that had taken over those worlds development and refused to listen to the established but less powerful gods already in power were in trouble. Their mismanagement was causing four previously lush and pleasant worlds to become harsh and inhospitable. So taking another leaf out of world building 301 they arbitrarily decided to seed the worlds in question with new dungeons they could control or at least influence. One fine day Azurea, self declared Goddess of dungeons on those four worlds discovered a fascinating world; it was teeming with life, literally overburdened with teeming billions of sophonts. Even better in her view many were atheists and due to the rapidly expanding population many of those were brand new souls. So without further ado she soulnapped one hundred of them for her cliques experiment. This is the story of one of the randomly selected beings, a sixteen year old girl with anger management issues, in fact Mary Silvestre has been diagnosed a borderline psychopath by a lazy school system. NB: This story uses UK English spelling.
8 207 - In Serial17 Chapters
A Virtual Invasion
An invasion from another dimension is shut down by an Empire's traitor and the world has a scant few decades to build the strength to resist a multidimensional Empire. How will the world fair when no one even knows its doom is one barred gate away? Fortunately, the traitor has a plan. Maybe with a bit of luck and planning, he can build a force to defend the world without anyone realizing it. Author's Thoughts: What is litRPG (From wikipedia) - LitRPG, short for Literary Role Playing Game, is a literary genre combining the conventions of MMORPGs with science-fiction fantasy novels.[1] LitRPG is a literary genre where games or game-like challenges form an essential part of the story. A LitRPG work simultaneously narrates the story of characters inside and outside of the game-world. At least some of the characters in a LitRPG novel therefore understand that they are playing a game: they are 'meta-aware'. So, while Tolkien's Lord of the Rings is a fantasy novel, a book about people creating avatars and interacting in a Lord of the Rings MMORPG would be a LitRPG novel.Why do I read them? You know, I am not too sure. I love MMOs. I played them, quit them, joined up and repeated the cycle. They are fun! They are a massive waste of time but so are most games. Do I want to read about someone else playing them? Sort of?The advent of VR and the possibility of VR someday becoming so immersive that you can't tell them from reality sets the imagination on fire. What if this could be life? But most stories fall short. At the end of the day the protagonist hangs up his VR helmet and goes to have dinner with his mom and dad or other family and it becomes meaningless. It's like the story that ends because the main character woke up and nothing you read matters.There have been some books that explore the concept of the intersection of reality and total immersion VR. Enders Game is a classic. There were a few others that escape me but they exist, however, the cross between the game and reality is weak.So what if the game was real? The technology needed for total immersion VR is so advanced that by the time we reach that goal technology should have naturally evolved to include several items. You must have direct neural input. You simply can't have a total immersion (all senses and perfect presence) experience without this basic prerequisite. If you have direct neural access, you can probably do neat things like feed knowledge and skills directly to that person. You can undoubtedly do many horrible things as well. Muscles are controlled by the brain. If you control the brain why would you let the body just sit there and rot? A person that sits unmoving for 24 hours a day will have their body whither away just like a coma patient. However, if you control the brain you could control the muscles. On a basic level, this would be isometric impulses, working muscle group against muscle group to avoid atrophy. Taken to its logical conclusion you would be able to gain muscle mass and program muscle memory. The flip side is that you could remote control their body... but let's not go there. So what would people do if it were real? Well, they would probably limit and regulate it since the drawbacks are very obvious. Even if you look at the basic aspects of this you can see some negative possibilities. Look at the Sword Art Online anime. Personally, I think they missed the boat by putting a bomb in the VR helmet. Do you really need a bomb when you have direct access to the brain?So what kind of events would you need to have a situation where the obvious drawbacks haven't been explored? Maybe a society where the advancement of technology has so far outstripped the explorations of its applications that ignorance was truly bliss? Okay, so I had to put in an alien invasion to kickstart the premise, but that was just one of the possibilities.
8 128 - In Serial8 Chapters
Never After
Harmonia is a teenager born with a silver spoon and the inability to use magic, unlike her peers. After years of living a stagnant life and a dream that kept plaguing her mind, 17-year-old Harmonia Fleur seeks for a way to fix her problems, but to no avail. Until one day, she overheard a conversation between her father and an agent, about a Dangerous Prisoner, with knowledge of magic that far surpasses anyone of this age. With newfound motivation, she goes against her father's words and seeks for the Prisoner. Leading her to an encounter that she thought would fix her problems, What transpired was nothing she could've thought of, a full-scale prison breakout. When the very thing that plagued her mind appeared right before her eyes, Harmonia realizes that her life is about to take a drastic turn.
8 168 - In Serial42 Chapters
Journey of the Cursed
The HeadlessChickenCrew presents our DND adventure with minor artistic liberties. A highly dysfunctional party gets cursed and are forced to play along with the whims of a Mad God who makes it his goal to make their life into a never ending journey for his personal entertainment. Queue the party wipes, failed skill checks, the total lack of teamwork, friendly fire and the utter chaos of 4 men on a mission to have a good time. The story starts with 2 humans and a Harengon, rabbit folk, and will devolve into whatever ends up happening. Expect a long adventure with multiple parties and their journey.
8 164 - In Serial33 Chapters
Ennard X Reader: Tubes and Wires
When Baby lets you stay at Circus Baby's Pizza World, you uncover some bone-chilling things about the band of party performing animatronics. All FNAF™ related characters and items belong to Scott Cawthon©.
8 355 - In Serial99 Chapters
Rebuilding (COMPLETE)
Season 1: Order 66 wiped out the Jedi Order, but remnants of it have been hidden away, shielded from the Galactic Empire and Emperor Dooku. When the Ghost crew reunites with a rebel agent, codename Fulcrum, the truth about the past comes to light and the Jedi, who were thought to have been destroyed forever, begin to rise up.Season 2: The growing presence of Jedi has been brought to the attention of the Empire. Determined to wipe out the last traces of the peacekeepers, Countess Jadis zeroes in her forces on the Rebellion, targeting Bridger, Jarrus, and Skywalker in particular. Allies and enemies rise up in the midst of the struggle to survive, and although Bridger may be one of the only Padawans in the galaxy, he and his master soon find that they are certainly not alone.Book 1 of the Renaissance Series. This book will mostly be a novelization of the Star Wars: Rebels series, although with a few distinct changes. Other books in the Renaissance series:-Aggressive Negotiations (Luke and Leia spin-off)The Price series (prequels):-Blurred Sides (Book 1)-Learning to Live (Book 2)-Back in the Game (Book 3)-Game Over (Book 4)I do not own Star Wars or Star Wars: Rebels
8 100

