Fiction:The Zarbania Powers/Fist of Zarbania

"War is what we live for. By training, we are strengthened, by battle, we are ascended, and by death, why are forged. No one can deny us, for we are supreme. We are Zarbania."

- Gridlock

Overview
The Zarbania Powers Military, of Fist of Zarbania, is their main means of conquest. While many think of them as disorganized pirates, thiefs, and brutes, the Powers keep and organized, professional military force active. Training, unless your in the Militia Corps, is extensive and brutal towards any none members, yet enjoyable for those who join, and can survive.

The Fist of Zarbania is also a religious movement. They see themselfs as the Scrouners' most honored children, and are willing to kill any others who disagree. Often more "Organized" military Forces have made the mistake of trying to dislodge these pirates, only to get murdered by warriors far more advanced and organized then they thought. Captives are then taken, and sacrificed to the Scourner, or enslaved. If your a captive and former soldier, you will be sacrificed.

Running from battle is a dis-honor, and a drawn weapon always demands blood to be spilled.

Organization
The military is built around hundreds of units called Chapters. Chapters are made up of 100 Battle-Legions. It takes 100 battalions to make a Legion, 100 Regiments to create a Battalion, 100 companies to create a regiment and 100 hundred infantry squads to make a company. These numbers do not count any artillery or assault vehicles the Powers bring into play. Every unit of organization is headed by a certain figure.

Hierarchy

 * Chapter-Head
 * Legion-Master
 * Battalion Commander
 * Regiment Commander
 * Company Lieutenant
 * Squad Captain.

Known Chapters
Subjugators of Trosk=
 * Chapter-Head - Yorssk
 * Notable battles -

Conquerors of Krom=
 * Chapter-Head - Argakadian
 * Notable battles -

Blood-letters of Gark=

Space Pirate Troops
Zarbanian Pirate Militia=
 * Militia Corps.
 * Weapons - Energy Scimatar, Plasma Pulser
 * Defences - Mild Cybernetic upgrades, Light Combat.

Pirate Militia are the main soldiers of the Powers and are former Slaves, Criminals, and Levies taken and experimented on to create obediant battle thralls.

Zarbania Militia are mostly forced into the rank, kidnapped, and levied into Militia Packs to fight. Small amounts willingly join in hopes of freedom and reduced sentences, but most of these where lies to get them to join. They are experimented to make them fearless, so they won't run, and will charge into battle. They are obediant without question, possibly because dis-obediant Militia can end up being Superior's lunch.

Militia can be seen using their small Plasma guns at ranged combat, while using a scimatar if foes get to close, not that this scimatar is too effective against foes, but is laced with poison.

Militia go by ranks, from lowest to highest, Standard, Armored, and advanced. After this, they go into Commander Standard, Commander armored, and Commander Advanced.

Militia are believed to be simply given their weapons, and some training, then marched into battle. It's believed they have lost all will to fight back, and are simply accept their fate as canon fodder.

Zarbanian Shield Militia=
 * Weapons - Plasma Pulser
 * Defences - Mild Cybernetic Upgrades, Armor, Powered Shields.

Some Militia are given a Power Shield to protect themselfs from ranged attacks, both projectiles and Energy-based weapons. They are used mostly in front of Pirates and other forces, to absorb attacks and protect their comrades from snipers, since nearly all Zarbania Powers members, espically the Space Pirates, wield weak snipers, and never really liked them. These are used to counter-act this.

Ugandalorians are known to use their cables to latch them onto the center, which is solid, not energy-laced, and rip the shield off their arm, leaving them with only their plasma gun, leaving them very vunerable.

They have no visable ranks.

Ci-Hunter=
 * Ci-Hunter Hive
 * Weapons - Power Staff, Flight, Poison Launchers
 * Defences - Natural and some battle armor.

Ci-Hunters are insectiod beings who are close allies of the Space Pirates. They found use as scouts in the Orginal Zarbania Alliance Military, and also as swarmers and air-support, thanks to their numbers and flight abilities. It is said Ci-Hunters are some of the best flyers around.

Cis use only a poison Launcher in battle, which will fire a beam of acidic poison, literally drowning a foe in acid and poison. They perfer to use their Power Staff, which they use with great skill, to defeat many lesser foes. When their staff runs out of energy, they will use their teeth and claws.

Ci-Hunters have very resilent flesh, being wraped in natural exo-skeletal body armor. This armor has been upgraded by Space Pirate Scientists to be much, much stronger then before. They also wear some Metal armor.

Ci-Hunters have no ranks, though the older ones are bigger and stronger then younger ones.

Advanced Ci-Hunter=
 * Weapons - Power Staff, Sonic Blaster, Flight, Acid Spit
 * Defenses - Advanced natural and synthetic armor.

Space Pirate Trooper=
 * Standard Trooper Corps.
 * Weapons - Energy Scythe, Plasma Blaster, Plasma Flare
 * Defenses - Combat Armor, Power Sheilds

"We find Salvation in battle"

- Trooper Mantra

Pirate Troopers are the back bone of the Zarbanian Armies, along with Scimat'akar and Grux Troopers. They are powerful warriors, known for their verosity and skill in battle. While younger Pirate warriors, they are skilled in combat, having been trained by their father, or more likely, an uncle or even grandparent, and then trained in the barracks.

Pirate troopers, unlike Zarbanians, receive many more cybernetic implants, all in internal, and genetic upgrades to help in their war. They lead hordes of Zarbanians and other slaves into battle. They carry a Plasma Blaster in battle to deal with foes at range, as well as an Energy Scythe for close quarters combat. They use Plasma Flares, a grenade-like weapon to clear out rooms of hostiles.

They receive some Combat armor, for basic protection, and Power Shields, a more limited form of Power armor.

Their three ranks are Standard, Armored, and Advanced, before being promoted to Commander Standard. They are promoted based off how many slaves they capture, or how many foes they kill.

Trooper Commander=
 * Weapons - Energy Scythe, Plasma Blaster, Plasma Flare.
 * Defenses - Powered Armor.

"The Scorner's will is our greatest shield."

- Commander Mantra

Trooper Commanders are basically the same as Troopers, except they are older, more patient, and have more experience and better weaponry. They lead other Troopers and lower ranking troops into battle.

Their weapons are the same, except they do more damage, and are more reliable. They usually have more implants and genetic upgrades then lower ranking troopers.

Instead of just normal armor and power shields, they nor have armor, coupled with Powered Armor, thus making them extremely durable.

They do not out-rank Grenadier Commanders, who are their equals, or Zealots. They have the same ranks, from lowest to highest, Standard, Armored, and Advanced.

Space Pirate grenadier=
 * Weapons - Gernade Launcher, Energy Bayonet
 * Defences - Enhancements, Battle Armor, Power Shields

"We send the enemy into the after life in pieces"

- Gerandier Mantra

Grenadier are basically the same as Pirate Troopers, except tehy recieve a mid range Grenade Launcher. Overall, they are usually in the same age zone, and have the same experiance.

Grenadiers are used mostly to clear away vehicles, enemy cover, and tight-packed enemies. The grenades explode on impact, or can bounce towards a target. If enemies get too close, they can activate an energy bayonet to slash the target.

They recieve the same Cybernetic and genetic enhancments to their body, increasing strength, speed, and reaction time, as normal Troopers. Their Battle Armor and Shields are a bit stronger then normal troopers, but can only take 1 or 2 shots more then usuall.

They also have the same ranks; Standard, Armored, and Advanced, before going up to Commander.

Gerandier Commander=
 * Weapons - Gernade Launcher, Energy Bayonet.
 * Defences - Enhancements, Battle Armor, Ballistic Armor.

"We shall lead the Blood-Charge."

- Commander Mantra

Gerandier Commanders are more experianced, older Gerandiers. With Fight experiance under their belt, they lead lower ranking Troopers, Gerandiers, and Militia into battle.

Their Gernade Launchers are more powerfull, as are their energy Bayonets. They also have an increased number of enhancements made onto themselfs.

Their Battle armor is updated with Ballistic armor, instead of Powered armor, this being the only diffrence from other commanders. It allows them to shrug off explosions, and Advanced Gerandier Commanders can simply use their armor to reflect explosives coming at them.

They go through the ranks of Commander Standard, Commander Armored, and Commander Advanced.

Space Pirate Aero-Trooper=
 * Weapons - Energy Scythe, Plasma blaster, mildly explosive armor
 * Defences - Light Battle armor, Enhancements, Jet Pack.

"Glory and Bloodshed guide our path."

- Aero-Trooper Mantra

Aero-Troopers are much diffrent from other Space Pirates. They will charge into battle with their comrades, like normal troopers. But, at the last second before impact with an enemy, they will jump up and rain down Plasma upon their foes.

Aero-Troopers have the same weapons and Armor as other Troopers, however, their's are lighter to conserve energy for lift-off. Their jet Pack skill is great, and they can avoid many attacks from foes, while dealing great damage. Their armor is Vaccum-resitant, allowing them to fight in space, which is what they do most of the time during space battles.

Rangers, while part of Spec. Ops, usually can be seen with squads of Aero-Troopers, using them to diverit attention from their covert actions.

If injured badly, and they know they are about to die, they will rush head-on towards an oppenet and explode, killing themselfs and their foe. Their armor is filled with some explosives, giving them a bigger 'Boom' when they go out. They call this Koris'nar Zarcoi Aze, or Scorner's hate-filled punishment, and are known to shout this before going out.

Aero-Troopers have no ranks, squads being lead by a Ranger Captain, in space. They ansewer to most Commanders in battles on land.

Space Pirate Commando=
 * Weapons - Arm Canon, Includes Gernade and Missle Launcher, Shotgun Blaster, Radiation spewer, and Concussion Blaster, as well as Extendable Energy Bayonet.
 * Defences - Enhancements, Battle Armor, Ballistic Armor, Energy Shields, Power armor.

"We hunt the Hunter"

- Commando Mantra

Pirate Commandos are the most elite troops. They are the oldest and most trusted warriors udner Gridlock's command. Bred and trained to Hunt the Hunter, Commandos hunt the most feared foe of the Pirates, the Demon called Barda.

Outranking most other troops, their Arm Canon holds their basic weapon, an Energy-based, armor shreding Shotgun Blaster, gernade and Missle launchers, with various personalized upgrades. A Radiation spewer to briefly contantimate a region, and cause foes to literally be reduced to mush. To deal with energy shielded targets, they come armed with a Concussion blaster, which fires an eletric round, then explodes, bathing the area in eletricity.

They have many more enhancements then other Pirates, and are stronger, faster, and more aggreisive. They have all Pirate armors, Battle, Ballististic, Energy ray Shielding, and Powered Armor. This makes them extremely durable in a fight, and can take artillery rounds before falling.

Commandos are tasked with Black ops missions that are behind enemy lines, and leading troops into battle. Many have tried to fight the Hunter, only to be killed. Barda Clett has sustained injury from these fights, and must get repeated medicial help, and even cybernetic implants.

Space Pirate Zealot=
 * Weapons - Energy Sword, Energy Sycthe, Plasma Pulser Blaster, Mild Essence Abilities.
 * Defeneces - Battle Armor, Advanced Powered Armor.

"We prove our devotion through Blood."

- Zealot Mantra

Space Pirate Zealots are the most elite Space Pirates, being chosen by High Command itself to fight for the Scourner, their supreme War-Goddess.

They are trained personally by Gridlock, and act as One-Man Armies. Their Black Ops training is so well, they can dislosve goverments and estaplish new ones with ease. They are small in number but dangerous.

Zealots carry standard Energy Scythe and Plasma Blaster, however, their Blaster is much stronger compared to say, Troopers. They also carry an Energy Sword, which, if a foe is marked as dangerous enough, they will use their stronger energy sword to kill the foe, instead of a sycthe. They also have mild Essence abilties, being able to fire some essence blasts, and read minds.

Zealots recieve some of the best Battle and Advanced Powered armor among the military, and it is often colored Gold to show their status and rank. Because enemy snipers will often target them, their heads are protected by powered battle Helmets, and a Sniper's bullet or Plasma Bolt is unable to pass through, even udner repeated shots.

They recieve no enhancments, unless they where troopers before. They relie on their natural abilities, that have been honed through training, and as such, as seen as the Scourner's Purest warriors.

Zealots can be promoted to the status of Ship-Masters, Field Marshalls, and other important ranks.

Space Pirate Overlord=
 * Project Helix
 * Weapons - Energy Blade, Phazrite Blasters, Control of Phazrite radiation.
 * Defeneces - Extremely resilent armor, Phaze Shields, Carmino Mantera Cloaking.

"We scarfice our bodies for the blessed gifts of the Scourner."

- Overlord Mantra

Overlords are Space Pirates who are part of Project Deoxy, a project made to infuse Pirates with Phazrite radiation, a dangerous radiation that makes them extremely dangerous to all foes around them, and even their allies.

Overlords carry large energy blades to rip vehicles apart, which are laced with the radiation. To fight smaller targets, they use Plasma Blaster that fire Phazrite projectiles. These weapons follow a target intil they hit him or her, or intil they hit something else, go through it, and then contuine following a target. When the radiation blast goes through someone, it will destroy their organs, but ressurect them as a zombie under an Overlord's control.

They can also control Phazrite near them, and since deposits have been found in galaxies like the Mirus, Milky Way, and Phradox, this puts them ahead of their foes. They can turn the Phazrite around them into spears and other weapons, or creat walls with it.

Their armor is heavy, and extremely resilent, and Star ship weapons of the tier 3 and low 2 have been unable to damage them, though repeated attacks will soften them up. They can use Phazrite to creat Phaze Shields, to reflect attacks in random directions and absorb Energy Projectiles at random times, and convert them into energy.

They are armed with state-of-the-Art Carmino Mantera Cloacking (All rights reserved). This advanced Cloacking system makes them totally invisable to X-ray, Heat detection, and many other types of visual detection systems. This chews up much energy, and when they reveal themselfs, will release a large shock wave blast.

Only 50 Overlords exsist, scattered randomly in each galaxy, but their numbers grow. In their Mirus base, the Pirate managed to upgrade an Overlord, into, and OverMaster, who has much better control over Phazrite, better weapons, and better armor.

Zarcosian Military
Zarcosian, despite being part of the Pirate Military, are treated as separate, and are despised by other members of the Powers. Their strength, speed, and brutish power is the only thing that keeps them in, and as such, their military is, officially in data Banks, considered separate.

Zarcosian require leadership from the other races, as they descend into savagery far too quickly.

Zarcosian Trooper=
 * Weapons - Claw Blasters, claws.
 * Defenses - Basic Armor
 * Coloration - Grey

Zarcosian Troopers are the basic Zarcosian warriors. Strong, fast, and agile, Zarcosians are savage and head-strong in combat. Despite this, they, like all Zarcosians, need telepathic control to keep them in line and from reducing to savagery.

Zarcosians are genetically engineered to have built-in weapons on them, meaning they are never un-armed. They have powerful Claws, which can tear through most metals, and flesh, with ease. Built into their claws are weak, rapid fire plasma blasters, their main weapon in combat.

Troopers have basic armor, which is their own natural body armor, laced with cybernetics. From the moment they hatch, Zarcosians always have synthetic armor built into them.

Troopers are identified by their grey coloration.

Zarcosian Warrior=
 * Weapons - Duel Claw Blasters, Claws.
 * Defenses - Basic Armor, some power shields.
 * Coloration - Red

Zarcosian Troopers who have lived for at least 50 years, grow into warriors. Now identified with sharper claws, and red armor, Warriors often lead other troopers into battle, though still need guidance at times from higher ranking ZP warriors.

Their blasters now have duel-barreled launchers, allowing them to launch 2 blasts from each claw, at a cost of some firing speed. Their claws are sharper, and their limbs and muscles stronger, more developed.

Their basic armor is now thicker, and their bodies are covered in weak power shielding. They have minor regeneration, as they can heal scars and slashs on their own, but can not regrow severed limbs.

They are identified by their red coloration. Warriors are often deployed in hot, magma-invested areas, since of all breeds, they have the best resistance to heat.

Zarcosian Cohort=
 * Weapons - Tri Claw blasters, Claws.
 * Defenses - Basic Armor, Power shields.
 * Coloration - Green

Cohorts are the result of evolution and survival over another 50 year period. They are even stronger, faster, and all-together, smarter than the average Zarcosian. They require only trace amounts of guidance from a higher force, and can think and act without descending into savagery.

Cohorts now have triple barreled blasters in their claws. While having the slowest fire speed of Zarcosians, they can compensate with great damage out-put, and the fact their plasma "sticks" to an enemy, and burns through them like acid. They still use their claws in battle, but are now known to use kicks and head-butts in close-quaters.

Their armor is even more enhanced, and their power shields the equivalent of a Space Pirate Standard trooper. They rely on agility, like all Zarcosians, to dodge enemy strikes. Their armor is completely immune to acid burns and the like.

They are idnetified by their green color. These are deployed in swamps and places where acid is common. Kradik uses an elite branch of this breed as his Battle/body-guards.

Zarcosian Elite=
 * Weapons - Tri-claw Blasters, Missile Launchers, Claws
 * Defenses - Ballistic Armor, Power shields
 * Coloration - Silver

Scimat'akar Troops
Scimat'akar Trooper=
 * Weapons - Bladed Knuckles, Plasma Casters
 * Defenses - Plastiod Battle armor.

"Strike down 1, and 10 shall take his place."

- Trooper Mantra

Scimat'akar Troopers are the base-line units of the Scimat'akar Empire, and now the Zarbania Powers. While not as skilled as Space Pirate Troopers, Scimat'akar are proud warriors, and rarely give up to a foe. They one of the strongest members, and have the most stamina.

Scimat'akar Troopers use over-whelming numbers and strength to their advantage, and use Bladed Knuckles for close range combat, while using Plasma Casters to disintegrate ranged targets. They also use their claws, teeth, and Mouth-mandibles to tear into targets.

Scimat'akar depend on their Plastiod armor, light-weight and durable for protection.

Troops go through 4 ranks. Standard, Standard Major, Trooper Captain, and Trooper Captain Major. Each rank receives reinforced blast shields to reduce damage.

Scimat'akar Commander=
 * Weapons - Energy Swords, Plasma Launchers, customised weapons.
 * Defences - Power Armor and shields, Battle armor

"We are the Scorner's first in war."

- Commander Mantra

Scimat'akar Commanders are ones who have proven their glantery in battle, and are able to lead ground assaults. Armed with more advanced weapons then their Trooper cousins, they are a powerfull threat to any who face them.

Commanders are armed with Energy Swords, which have a nullifing effect to disable Powered armor and Shields. Their Plasma Launchers, simaler to Rocket Launchers, fire Energy Projectiles to rip through targets, often setting them on fire. Many also use customised weapons.

Their power armor and Shielding is extremely resilent, and it needs to be. They often are the first to charge, and often can take the most injury. Their normal battle armor also helps with protection, espically in areas like the arm-pit and neck, where shields are weakest.

Commanders go by ranks of Commander Standard, Armored, Advanced, and Ultra.

Scimat'akar Berserker=
 * Weapons - Brute strength, Energy Claws, Plasma Blasters.
 * Defenses - Powered armor, regenerative abilities.

"The enemy will pray for death."

- Berserker Mantra

Berserkers are enhanced Scimat'akar, armed with Trooper equipment, but enhanced to abnormal levels.

Their weapons are the same as Troopers, except theirs are stronger, more damaging, and a little less stable. At times, they are known to use their bare claws to cleave away their enemies.

They come into battle with Powered armor, can shrug off most damage before falling to the enemy. Due to their mutations, they also can regenerate from injuries, re-growing lost limbs in seconds.

Berserkers have lost some intellect, but are still fierce, monstrous foes, with massive strength and endurance. They inspire great moral in their allies, while inspiring dread in their enemies.

Scimat'akar Zealot=
 * Weapons - Energy Sword, Plasma Pulsers, Missile Launchers.
 * Defenses - Powered Armor, Shield Generator, Battle Armor.

"By blood we are sculpted."

- Zealot Mantra

Scimat'akar Zealots, like their Space Pirate Brethren, are an elite breed, almost timeless in some respects. Breed to be the most aggressive, and most dangerous, Zealots receive personal Training from Ztac himself, and ansewer to him, the other High Lords, and High Command with lethal precision.

They usually use Plasma Pulsers, and High grade missile launchers, which have an incredible blast radius. Their Plasma Pulsers, while higher in energy, can disintegrate foes, and burn away most armors.

Zealots carry Energy Swords, strong enough to cut away most foes. They have a code, that the sword can not be sheathed until it has tasted blood.

Their Powered Armor and Battle armor is some of finest grade armor they can get, and is often decorated with the heads of their enemies. Often, to add a second layer of defenses, Scimat'akar Zealots can deploy Shield Generators to fend off rounds for a few minutes.

Grux Troops
Grux Trooper=
 * Weapons - Bladed Knuckles, Plasma Pulsers
 * Defenses - Battle armor.

Grux Troopers are the basic warriors of the Grux Empire, and now some of the best commanders of the Powers. Trained to lead, they can often be seen leading squads of Zarbanians into battle, and often use their subordinates as a distraction, so they can gain a quick kill. However, they have no issue with fighting toe-to-toe.

Grux Troopers yield powerful bladed knuckles, used for close ranged fighting, as well as Plasma Blasters, used to attack foes at mid-range. Troopers believed it is an honorable death to take another warrior's head, and Grux believe they can power from taking another warrior's head on the field. Their bladed knuckles reflect this; they are sharp, and made like razor blades.

They yield basic, but heavy, battle armor, that can take much abuse before a Trooper falls.

Grux Grenadier=
 * Weapons - Bladed Knuckles, Missile Launchers.
 * Defenses - Ballistic armor, Power shields.

Grux Grenadiers are heavy shock troopers of the Grux ground/space marine forces. They are used to clear away obstacles, vehicles, and large groups of infantry, and aircraft as well.

Grenadiers' Bladed Knuckles are the same as those of Troopers. The one difference between them, is the their Missile Launchers. Since the Missiles can not only be used to trace a target, like fast aircraft, they can also be used for "Crowd Control", and blasting away large swaths of enemies.

Their ballistic armor is covered in a thin layer of shielding, thus making the Grenadier capable of taking a little more punishment then Troopers. They are often deployed with Space Pirate Grenadiers.

Grux elite Trooper=
 * Weapons - Energy Swords, Plasma Blasters
 * Defenses - Energy and Powered armor.

Elite Troopers are the equivalent to Pirate Zealots. They often command other troops into battle, slashing away foes with their powerful energy swords, or blasting any they can't reach at long range.

Elite Troopers design their Swords themselves, and each is designed for maximum cutting power. No two blades are alike, and raiding a dead Elite's body for a sword propels his squad brothers into rage. Even when they run out of energy, the swords are still extremely dangerous. For foes at long range, they carry Heavy-duty Plasma Blasters, which vaporize unarmored foes.

They have access to better armor and shielding then their lower-ranking brothers in battle.

Sra Conqrix Units
Sra Dronox Trooper= Sra Dronox Troopers are Dronox clones of the those used by the Grox, and cloned by the Sra to fight them. These are near accurate duplicates of the Grox's Conqrix, though with some of the missing DNA encoded replaced with new details.
 * Weapons - Energy Blades, Plasma Pulsers.
 * Defenses - Battle Armor.

Sra Troopers are more armored then normal Conqrix, allowing them to take much more injury than most other Dronox. They also receive energy blades built into their arms to slash through enemies at close range. For long distance fighting, they rely on their low-level plasma blasters to attack foes.

Sra Dronox troopers are basic units, used only as expendable units, alongside Zarbanian Militia and Slave units. As such, they are often sent planet-side first, or put on boarding action.

Sra Dronox Commander= Dronox Commanders are used to lead Dronox troopers into battle against the enemy. Cloned to lead Dronox Trooper and Insectrox squadrons, Commanders lead them into battle, and, like with the Grox equivalent, if they fall, their troops will fall into disarray.
 * Weapons - Energy Swords, Missile Flinger, Poison Blades.
 * Defenses - Battle Armor.

Commanders use High Powered energy blades to slash through their enemies, their swords being much stronger than a standard trooper's own. When stabbed, the energy will discharge into an enemy, and while it takes awhile to recharge, the Commander has a second weapon. His blades, when not filled with energy, can fill with poison to slowly melt a target's insides.

Mounted on their head, is a powerful missile launcher, used for ranged combat.

Their battle armor is much more resilient than that of a Dronox Trooper's, though not by much.

Commanders lead most boarding and suicide missions, and generally don't care about others lives or their own.

Sra Dronox Immortal= Dronox Immortals are the most elite Dronox of the Sra Remnant, and the Sra's equivalent to Dronox Centurions of the Alpha Cyber Collective. Often seen acting alone, and outside of battle, Immortals are sent into tough areas where's the other Sra Conqrix and Militia forces fail to win. Due to their durability, ability to survive losing a limb or even their head, and their toughness in battle, they have gained the moniker of "Immortal".
 * Weapons - Power Swords, Missile Flinger, Plasma Pulsers
 * Defenses - Battle Armor, Power Shields.

Immortals mostly personalize their equipment, getting their own guns and weapons separate from the rest of the Sra-Conqrix, not being sent in Clone Pods. They arrive on drop ships to the area. While most of their weapons are independent, they still keep one thing among all of them the same; A love of swords. Fighting with the utmost skill, and trained by the best swordsmen money (and Kidnapping) can buy, Immortals are dangerous to fight in close range. They have a habit of decapitating their foes when fighting in sword duels, and will demand the same be done to them by a comrade once their on the verge of death. They consider it an honor for a "Brother" to take their head.

Their armor is laced with power shielding, and their durability is equal to that of an Armored Duetzalanian Trooper. They rely on skill and dodging capability in order to outlast their foes, more than simple armor.

Immortals are extremely isolated, and prefer to keep to their "pack". They are mostly deployed on missions requiring stealth that simple, normal Conqrix can't afford.

Immortals, having more intelligence, have requested to their commanders for rights of citizenship and ability to command ships, something even the lowly Zarbanian has right to. Immortals have been denied by most commanders, except one rather nasty Headmaster, these rights.

Sra Insectrox Ravager= Ravagers are the Insectrox clones, used to close in on a foe, and "dismantle" them. A nice way of saying butcher. Armed only with their sharp, blade-like hands, Ravagers charge at enemies, as Dronox attack at range, and slice through them as much as they can. While their blades aren't that different from a normal Insectrox, it's their jaws that one must worry about. A Insectrox' teeth can pierce most alloys with ease, and if just a drop of their saliva gets into a target's body, it can end in painful convulsions, decreased mental stability, and coma.
 * Weapons - Arm Blades, Poisonous jaws
 * Defenses - Power shields.

They are armed with heavy duty power shields, which can deflect most projectiles in random directions, and away from them, so they can charge upon foes.

Insectrox, like the Dronox, are completely expendable, and often sent in large waves to suppress foes.

Sra DynaMite= Dynamites are the most expendable units among the Powers. Sent in massive waves, they often carry bombs clutched in a death grip, heading right towards their foes. While often making use of swarm tactics, Dynamites also have an ability spate from the rest of their Grox brethren.
 * Weapons - Bomb.
 * Defenses - Stealth field.

They can activate a stealth field. Using this, they can get behind enemy lines, hide in areas, and activate bombs at the right time for massive destruction.

Their bombs are controlled by impulses in their hands, meaning they can turn off the bomb at critical, stealth operations. Outside of this, they are no different from their Grox brethren.

Skordi Legionaries
Skordi, while they are sophisticated and quite decent off the battle, despite their stubborn attitudes, and short tempers, are extremely savage in war. Charging in a blood-rage, they seek to destroy anything that gets in their way, never stopping to thick or accept orders, unless The Darkling Lords themselves order them, as they are genetically engineered to accept order from them at all times. Skordi charge in dis-organized warbands, though their Tribe leaders order them through advanced telepathy, thus giving them some organization.

The older and more experienced a Skordi leader becomes, the better he can control his warbands.

Skordi often come with a variety of weapons and armor to fight with, and no two warriors have exactly the same equipment. Skordi Warrior=
 * Weapons - Various
 * Defenses - Various

Skordi Imperialist=
 * Weapons - Various
 * Defenses - Various

Skordi Berserker=
 * Weapons - Various
 * Defenses - Various.

Skordi Battlemaster=
 * Weapons - Various
 * Defenses - Various

Skordi Warmaster=
 * Weapons - Various
 * Defenses - Various

War-Priests

 * Weapons - Scarifical Energy Dagger, telepathic abilities.
 * Defences - Light Armor, flexiability, Telepathic shields.

"Only in Battle, can we reach our Goddess' love."

- Priest Mantra

War-priests are elders who have studied the scripts of The Scorner Goddess, and have become War-Priests. Known to shout, scream, and chant hyms to their troops during war, these Priests offer support, and increase the morale, and somehow, attack power of their troops. It's believed they throw herbs and drugs into the air to drive their troops, and themselfs, into a beserker rage. War Priests tried this with Dragowar allies, to see what the drugs might do to their Beserking allies. It did not end well...

War-Priests also train for telepathic abilities, using them to fire energy blasts, implode enemies, and burn enemies alive. They can also siphon energy from targets, depleting their life and will, as well as Phazing out of exsistence briefly.

Higher ranking Priests become War-Prophets.

Berserker

 * Weapons - Fists, body, head
 * Defenses - Heavy, almost bullet proof skin.

Cavalry Units
"Cavalry? Out-dated? Not a chance."

- Supreme Military Lord

At first rendered out of date, and no longer advantageous in war, Cavalry divisions simply operated heavy weapons and mechanized divisions. However, thanks to advances in technology, armor and shielding, Cavalry, especially the Duetzalanian Hussar, are now becoming more and more common.

Riding mighty Tahraak beasts into battle, both rider and beast are en extreme threat, the rider often armed with an energy weapon, and the beast using it's teeth and trampling abilities.

Pirate Ulhan= The Pirate Ulhan is the main cavalry unit. Used for anti-infantry, and light anti-vehicle roles, the Ulhan are often the richer rungs of society, organized into pairs of 2 for combat. Sometimes acting as scouts, Ulhan use their power lance to skewer infantry and rip holes in enemy vehicles during battle.
 * Weapons - Energy Lance.
 * Defenses - Battle armor, Energy Shields.

Their armor and shielding is effective, yet being together causing a strange reaction where the shields strengthen themselves based off their proximity. This increases resistance to damage for both rider and Tahraak.

Grux Hussar= Grux Hussar are used mostly for scouting and anti-sniper/infantry combat. using an energy cutlass, they mostly hack through infantry ranks, when needed. Usually, however, they are used to scout out and find enemy positions, and perform recon.
 * Weapons - Energy Cutlass.
 * Defenses - Light armor, Energy Shields.

To help in scouting, the Hussar's armor is lighter and covers less of the body. This enables both rider and beast to ride faster, at a cost of durability. They have the same energy swap ability between Rider and beast, though their lighter battle armor somewhat decreases this effectiveness.

Scimat'akar Curiasur= Scimat'akar Curiasur are heavy assault cavalry, used to butcher even heavy battle tanks in combat. Using twin energy katana, they can slash through multiple foes with ease, and their heavy armor allows them to shrug off even anti-infantry rounds. If their katana run out of energy, they receive the same Power Lance as Pirate Ulhans.
 * Weapons - Twin Energy Katana, Energy Lance
 * Defenses - Ballistic Armor, Energy Shields, battle armor.

Ground Vehciles
Space Pirate Assault Skiff=
 * Tanks
 * Weapons - 4 Rapid Fire plasma canons, Energy Slug rounds.
 * Defenses - Light armor and shielding

Pulse Canon Tank=
 * Weapons - Pulse Laser Canon, Coil Launchers
 * Defenses - Heavy battle armor.

Crawler Tank=
 * Walkers
 * Weapons - Energy Canon
 * Defenses - Medium armor and some shields.

Behemoth-Class Assault Walker=
 * Weapons - Triple head-mounted guns, Phazrite Beam, leg-mounted Machine-gun/Shotgun turrets, Guided Plasma Sphere, Clone Pods.
 * Defenses - Regenerative Ablative shielded combat alloy, Reflector shields.

The Behemoth-Class Assault and Transport walker, or just Behemoth, is the pinnacle of the Zarbania Powers. Created by Grux Engineers in conjunction with Zarbanian and Keelaw labor forces, The Behemoth was designed by Colonel Terras, a young and up-and-coming space pirate Officier, who had studied the ideas of next door empires, and wondered about creating walkers designed to invoke fear in foes. He looked towards a Scimat'akar siege weapon design, and with their help, as well as from the Grux Engineer, Proglax Sghiner, began production.

He demonstrated the new walker to High Command, the Three Highlords, their six Major lords, and others at the Powers' Military Academy at Marcada.Gridlock, so impressed with the weapon, ordered the production of an armored division, and suggested Terras add Clone Pods.

The Behemoth's main weapons are Triple-guns mounted on it's head, and able to blast away even ship hulls with enough power. They also use a guided Plasma sphere, to rip through foes slowly, but effectively. Their leg-mounted machine guns are good at tearing through infantry and light vehicles, as well as aircraft, but lacks the ability to damage Stronger vehicles. Their Phazrite Energy Beam is used to attack shields and stronger targets, and can melt foes, or, if in it's radius, turn them into Radioactive mutants, who will even attack The Powers if approached.

It's bottom can carry 2 Squadrons of Troopers, of Pirate, Scimat'akar or Grux origin. It's back-mounted Clone Pods can create fresh troops of any genetic breed.

The Behemoth has Regenerative Ablative armor useful in protecting the walker, and can repair itself, like Grox ships, but a bit slower. It's shields may reflect energy attacks in random directions.

Some receive more Clone pods, to produce a wider variety of units, at a cost of Fire-Power.

Leviathan-Class Assault Walker=
 * Weapons - Triple head-mounted guns, Phazrite Beam, leg-mounted Machine-gun turrets, Assembly Pods
 * Defenses - Regenerative Ablative shielded combat alloy, Reflector shields.

The Dread-Class Airborne Artillery=
 * Mid-Air Fighter Craft
 * Weapons -
 * Defenses -

Quotes from others

 * Add your own!

"These fiends know when to put up a good brawl. Apparently, I'm a "Demon" to them. Heh."

- Barda Clett

"Ah, yes. The Fist is reliable. Though not as disciplined as our legions, their willingness to mutate their bodies puts them or par with our Imperial war-legions in effectiveness."

- Imperator Caligustus

"We have learned these heretics are just as skilled as our soldiers. The only advantage they have is their willingness to destroy their bodies."

- Ajaar'Magnos