Fiction:The Zarbania Powers/Fist of Zarbania

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

- Gridlock

The Fist of Zarbania is the main military arm of the Powers. Born from the Zarbanian Confederacy's time as a young empire, the army of the Confederacy had to maintain a defensive policy in war to defend it's territories from Ugandalorian mercenaries, Spodist crusaders, Waptoria harvesters, and Grox exterminator fleets. However, under the famous general, Hultuft Kos Talkon the Elder, the Confederate army became less of freebooter forces working for defense, and standing, fierce army to be feared.

Nowadays, the Fist remains one of the most feared aspects of the Zarbania Powers, and, unlike most empires, their government places more focus on ground military then space forces.

Oath of Service
"I shall defend my family, home and father-empire with no fear. I shall be willing to suffer without complaint for duty. I shall constantly critique myself in order to improve myself. I shall be obedient as long as my blood runs in my veins. Zarbantia Gloria."

- The Oath

Overview
"Most empires are lucky to have an army. The Powers are lucky to have an empire for their army."

- Unknown

The Zarbania Powers Military, of Fist of Zarbania, is their main means of conquest. While many think of them as disorganized pirates, thiefs, and raiders, the Powers keep and organized, professional military force active. Training, unless you're 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.

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

Traditionally, the Zarbanians and their allies have always been surrounded by enemies and potentially hostile races, and thus, they have created a very strong military and command structure, where each and every solider plays an important role in victory.

Zarbanians actively encourage their enemies to surrender to them, and will at all points offer them the chance to surrender and accept defeat to superior forces.

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=

Military procedings and codes
"Honor, duty, Country! Zarbania Gloria!"

- Marching battlecry and Mantra of the Fist

Each and every soldier, above all else, is to obey every command given by their officer, no matter what, and carry it out with 100% effort. There are certain laws in place, so nothing too immoral can be ordered, such as killing women and children. Besides this, each and every soldier is trained, not for the common numbers strategy, but for personal skill in battle, meaning each and every soldier is a fine-tuned warrior.

Each member of the Fist is duty bound to protect their country from all threats, and feels their duty is to end any threat to their lands and people.

Troopers and ground soldiers are strictly forbidden from consuming, desecrating or otherwise mutilating the dead bodies of enemies, or taking their skulls or head as trophies.

Consuming the flesh of foes is also forbidden. (This law was put in place strictly for Cradosan warriors).

Combat style
When in open combat, the Zarbanians prefer usage of an air-strike first, followed by tanks and armored divisions, with infantry assaults.

When in buildings and enclosed spaces, the Zarbanians prefer to ambush their targets, then disappear, and wait for them to walk into another trap.

Space Pirate Troops
Zarbanians make excellent canon fodder for the Powers. With a high population, un-dying loyalty to their masters, and a single-minded believe in charging into battle, Zarbanian Militia Forces make excellent soldiers to be sent against our foes. Their simple genetic structure makes cloning all the easier, and their lack of intelligence helps us indoctrinate them for combat services. Zarbanian Pirate Militia=
 * Militia Corps.
 * Weapons - Energy scimitar, 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, and other indoctrination and experimentation has left them twisted to the point of insanity. 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 scimitar if foes get to close, not that this scimitar 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.

Foes facing Shield Militia 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-Hunters are great scout and guerilla forces for our legions. While not appearing that smart, Ci-Hunters can make excellent swarming units, using power staff and natural biting and clawing with great skill. They are excellent weapons makers, and even better ship builders. Despite their lack of durability in battle, they make excellent troops. 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.

The Duetzalanian are race that favor martial fitness over most other pursuits, but have not let their science and philosophy fields weak any less. This makes them fierce, powerful warriors, but with the intelligence to look at a war from all angles. Other than this, they are already a fit, agile fighting force, but with a love of modification. It their firm believe that whatever problem ails the body, can fixed and improved. Duetzalanian Trooper=
 * Standard Trooper Corps.
 * Weapons - Energy Scythe, Plasma Blaster, Plasma Flare
 * Defenses - Combat Armor, Power Sheilds

"We find Salvation in battle."

- Trooper Mantra

Duetzalanian 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.

Duetzalanian 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.

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

"Follow us in battle, for the Scorner will take away our fear."

- 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 Troopers and Militia 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 now 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.

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

"We send the enemy into the afterlife in pieces."

- Gerandier Mantra

Grenadiers are basically the same as Duetzalanian Troopers, except they 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.

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

"Rejoice in the coming oblivion."

- Commander Mantra

Gerandier Commanders are more experianced, older Gerandiers. With fight experiance under their belt, they lead Gerandiers and other lower ranking troops 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.

Duetzalanian Aero-Trooper=
 * Weapons - Energy Scythe, Plasma blaster
 * Defences - Light Battle armor, Enhancements, Jet Pack.

"Into heaven and hell."

- Aero-Trooper Mantra

Aero-Troopers are much diffrent from other Duetzalanian troops. 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.

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

Duetzalanian Pillager=
 * Weapons - Energy Polearm, Plasma Pistol
 * Defences - Light Battle armor, Skyboard, Enhancements

"Quickly, we seize the spoils of war."

- Pillager Mantra

Pillagers have been the agile attack force of the Space Pirates since the very beginning of their raiding empire. Exeptionally fast and agile due to their bladed skyboards, they often were, and still are, one of the first signs of an Zarbanian assault.

They carry an double-bladed energy polearm, swooping close past their enemies and gutting them open along the way. Furthermore, they come in armed with an Plasma Pistol, lining up for the perfect shot as they get close to their foes. However, their most notable weapon is their skyboard itself, a single-pilot, anti-gravitic skimmer. The blades on side of the skyboards are capable of rending flesh at high speed. Furthermore, the skyboard itself is extremely sensitive to pressure, allowing the Pillager to flip and jink at incredible speeds, often to avoid enemy fire, and to change direction in an heartbeat.

By their foes, Pillagers are seen as savage plunderers, and before the Power's reforms, they indeed did live up to this reputation. They were savage and greedy, robbing loot and enemies, and then soaring up high into the sky with their spoils, often needing to avoid fellow pillagers who also wanted a part of the loot. Though high command has forbidden this tendency, Pillagers still like to spread anarchy and feel the kicks of executing life-risking maneuvres.

Pillagers go through two ranks, standard and advanced. They are expected to answer to Commanders in battles, though most tend to "forget" this if it is to their advantage.

Duetzalanian 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

Duetzalanian 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.

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

"The enemy will pray for death."

- Zealot Mantra

Duetzalanian 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.

Duetzalanian Doppelsoldner= Doppelsoldner are the lite caste of Duetzalanian. Made up of the Kluncker Families, these troops often have the finest equipment of all the Powers. no 2 Doppelsoldners have the same equipment, however, they all carry a massive, two-handed sword, which is among the longest of Blades in the first Gigaquadrant. Good at killing multiple foes when surrounded, these blades are used to, first, destroy an enemies' blade, being stronger and sharper then most, and then close the distance and hack them away. Their main strategy is to kill the enemy in one strike, and move onto the next. Doppels are taught never to taunt a foe until his sword arm is cut off.
 * Weapons - Two-handed Energy/Solid Sword.
 * Defenses - Heavy Combat Armor.

Most lower-ranking Doppelsoldner use a new sniper weapon, the Zarbanian Needler, a new weapon to the Zarbanians, thanks to their disdain for sniping. These commanders will often go along, and take down enemy positions, while higher-ranking ones coordinate infantry and vehicle assaults.

DoppelSoldner are often behind their troops for enemy assaults, and their position and combat style is similar to Samurai of Japan, and the Junker class of Germany.

Project Helix is the Pinacle of Deutzalanian enhancement. Powerful in both psychical and essence fields, Helix seeks to make soldiers that could devastate entire systems without assistance. They are the most excellent troops under High Command, and once perfected, will make excellent commanders. Duetzalanian Overlord=
 * Project Helix
 * Weapons - Energy Blade, Phazrite Blasters, Control of Phazrite radiation.
 * Defeneces - Extremely resilent armor, Phaze Shields, Carmino Mantera Cloaking.

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

- Overlord Mantra

Overlords are Duetzalanian who are part of Project Helix, 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 until they hit him or her, or until they hit something else, go through it, and then continue following a target. When the radiation blast goes through someone, it will destroy their organs, but resurrect 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 spikes, pikes and other weapons, or create walls with it.

Their armor is heavy, and extremely resilient, 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 create 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 invisible 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 shockwave.

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.

"Zarcosians, like Zarbanians, make excellent canon fodder, but even better thanks to their greater strength and durability, and even less intelligence. Agile as a Duetzalanian, strong as a Scimat'akar, and as savage as any beast, these creatures make excellent foot soldiers in any engagement."

- Military Assessment.

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. Another being, Pla'ro'cay of the Centurions using a group of these beings as well.

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.

"Glory and Bloodshed guide our path."

- 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 shall lead the blood-charge."

- 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.

"By blood we are sculped."

- 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.

"We prove our devotion through blood."

- 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 aAmor 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.

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

- Trooper Mantra

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.

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

- Grenadier Mantra

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.

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

- Elite Mantra

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.

Kig'tar Auxilias
Kig'tar Low-Grade= Kig'tar are a race of pirates and raiders with expertize in sniping and long range combat. However, their low-ranking caste members deploy in the thick of combat to support their other comrades, using shield to block their foes' visicous blows.
 * Weapons - Plasma Pistol.
 * Defenses - Light armor, Power shield.

Kig'tar use a power shield to shield themselves, while attacking their foes with short ranged plasma pistols. Despite this being their only offense, Kig'tar are experts at setting up traps.

Kig'tar are eager to fight, and will do whatever it takes to defend their faith, or make money.

Kig'tar Mid-grade= Kig'tar Mid-Grades are the higher ranking warriors of the Kig'tar caste. Developing further, the Mid-grades have more pronounced feathers and spiked scales across their heads, giving them a fiercer look. Their armor, no longer silver, is now bronze and red, and more protective.
 * Weapons - Needler.
 * Defenses - Plated armor, Power shield.

The Kig'tar Mids use a longer range weapon, the needler, and use it to attack tougher foes that their comrades may have trouble taking out.

Their plated armor is tougher, and more durable, and their power shields last longer in battle, allowing them to block most damage from missiles and grenades. Mid-grades are more aggresive in battle, using their experiance to drive their sometimes, more cowardly units forward.

Kig'tar Heavy-grade= Kig'tar Heavy-Grades are commanders among other Kig'tar, and often leaders among rogue Kig'tar pirate warbands. Older, more elite, and with far more developed feathers and body plumage, Heavy Grades are the physical prime of their race, being quite strong when compared to their other comrades.
 * Weapons - Shard Blade, plasma Grenade
 * Defenses - Heavy plated armor, Energy Shield.

Heavies usually stay back from the fight, usually two of them directing other races in battle, and using their shard blades to help slice enemies that get too close to their weaker kinsmen. The Shard blade is a poisonous weapons, which injects microscopic crystals similar to a needler, which explode in a victim's blood stream or wounds. They carry the same defensive shield as other members.

Kig'tar Sniper= Kig'tar Snipers are those of any caste, who demonstrate the highest capacity for aim among their kind. Silent, discrete, and ruthless, Snipers take joy in seeing their rounds slice straight through any enemies' head with little sound or reaction. In Kig'tar tradition, Sniper where important, as they would take out dangerous enemies or leaders so their brethren could fight through and loot their enemies.
 * Weapons - Railgun, Plasma Grenade
 * Defenses - light armor.

Their main sniper rifle is a Kig'tar design, called a Railgun, designed to pierce enemies' armor, and slice through flesh with little sound. The energy weapon is designed like a switch blade, so as to slice through enemies with little difficulty. They also, like most, come armed with Plasma grenades.

The Kig'tar Snipers use light armor, as they usually have more of a long distance role among their allies.

Kig'tar Ranger= kig'tar Rangers are some of the highest ranking Kig'tar, armed with the most advanced weapons, and armor to use in their battles against enemies and heretics. Fast, deadly, and durable, Rangers often cane be found in space battles, landing on ship hulls, and breaching them so as to get inside.
 * Weapons - Railgun, Point-defense shields, duel Plasma Pistols
 * Defenses - heavy armor.

Rangers carry the same Railgun into battle as their Sniper allies, though commonly use it for mid-ranged combat as well. In case they are disarmed, or run out of ammo, they can drop their railgun, and use twin defense shields and duel Plasma pistols to attack enemies, while deflecting projectiles.

The Rangers' armor is modified for heavy combat and also to survive in the vacuum of space. This makes them surprisingly durable in combat against other enemies.

Kig'rot Warriors
Since the Kig-tar'ata remained loyal to the Church, and few immigrated to the Powers to support a population, many Kig'yar where enhanced via a similar process to the Centurions, and put through forced evolution. The result are stronger, more savage Kig-tar with similar abilities to an Orgaat. While preferring lighter armor to the Kig-tar'ata, they are still a fearsome threat.

Cradosan Warriors
Cradosan Warrior=

Cradosan Marauder=

Cradosan Nightrider=

Cradosan Path-finder=

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. Battle-Guard= Battle-Guardsmen are the most basic warriors of the Skordi Warbands. Dressed in the traditional armor of their respective warband, so as to tell one from another, Battle-Guard use their brute power, and surprisingly impressive aiming skills, to render their enemies dead, or worse. Skordi, despite their violent disposition, and stubborn will, make excellent soldiers, and are not actually prone to rash decisions.
 * Use - Basic Combat
 * Weapons - Melee Weapon, Blaster
 * Defenses - Armor.

Skordi usually carry a melee weapon, which varies from each tribe, clan, and individual. The Skordi often carry a ranged Blaster rifle, or, sometimes, a projectile weapon. However, these weapons are usually designed to inflict maximum pain, rather then, finish their foes outright.

Skordi are usually rallied around a warchief, or their are called forth by old allies to fight for their kingdom or clan.

Skirmisher=
 * Use - Ranged Combat
 * Weapons - Blaster
 * Defenses - Armor

Jet Guardsmen= Demo-Warrior=
 * Use - Ambush, surprise attacks
 * Weapons - Sword, Blaster
 * Defenses - Armor, Jet pack.
 * Use - Explosives
 * Weapons - Mortar Canon
 * Defenses - Armor

Commando=
 * Use - Black Ops
 * Weapons - Blade, Blaster
 * Defenses - Armor, stealth abilities

Skordi-Sakari=
 * Use - Element usage
 * Weapons - Energy Staff
 * Defenses - Armor, Essence powers

Battle-Master=
 * Use - Commanders
 * Weapons - Depends
 * Defenses - Depends

Pirhiaquus Legionaries
Pirhiaquus are known for their bloodlust and savagery, not only in battle, but also outside. They are extremely loyal to their leaders, following his or her orders to the letter, but becoming disorganized when the leader falls. They are known to accept anyone as a leader, as long as that individual can defeat them in combat. As such, beings leading Pirhiaquus will often fight them, not only to train them, but also to ensure their loyalty.

Pirhiaquus, in battle, will move in shoals, and often form a baitball around their target, closing in before striking. If one strike, the other will also, all in a blood-rage.

Pirhiaquus become more physically impressive as they grow older, with huge, razor-sharp fins growing on their backs, and later their forearms. However, it takes a long time to get to their next stage, and most do not even live fast their second one, given their violent nature. Pirhiaquus Warrior=
 * Weapons - Bladed Knuckles, Ice Bands
 * Defenses - Battle Armor
 * Coloration - Blue

"Attack! For the Masters!"

- Warrior Yell

Pirhiaquus Marine=
 * Weapons - Bladed Knuckles, Ice Bands, Blasters
 * Defenses - Heavy Battle Armor
 * Coloration - Blue

"Drown them! Drown them all!"

- Marine Yell

Pirhiaquus Stormchiller=
 * Weapons - Bladed Knuckles, Ice Bands, Freeze Blasters
 * Defenses - Heavy Battle Armor
 * Coloration - Light blue

"Our foes shall embrace the coldness of the abyssal void!"

- Stormchiller Mantra

Pirhiaquus Bloodfreezer=
 * Weapons - Arm-fins, Bladed Knuckles, Ice Bands, Freeze Blasters
 * Defenses - Heavy Battle Armor, Shielding
 * Coloration - Light blue with red scars

"Our enemies will drown in blood! In their own blood!"

- Bloodfreezer Mantra

Pihiaquus Fleshgorger=
 * Weapons - Poisonous arm-fins, Poisonous claws, Ice Bands, Freeze Blasters
 * Defenses - Heavy Battle Armor, Shielding
 * Coloration - Light blue with toxic green scars

"By blood we are forged, with poison we will kill!"

- Fleshgorger Mantra

Pirhiaquus Dragoon=
 * Weapons - Poisonous Arm-fins, Poisonous claws, Crystal-controlling Bands, Phrazite Blasters
 * Defenses - Battle and Phrazite Armor, Shielding
 * Coloration - Royal blue with silver details and faint, silverish scars

"By water, blood, poison, ice and crystals, we shall succeed in every task, in every battle."

- Dragoon Mantra

Tridiken Units
Tridiken Sniper= Tridiken Snipers are the basic means of conquest for the Tridiken Empire, and the Powers' long range infantry. Being one of the few troop-types that use sniper rile-like weapons, the Tridiken are very important for the Powers' long ranged combat genre.
 * Weapons - Imperialist-class Sniper Rifle.
 * Defenses - Light armor.

Tridiken Snipers carry an Imperialist-class Rifle, which fires concentrated sniper rounds at targets, and, while the Tridiken holds still, they will phase-out, letting enemy fire and objects go through them, as well as making them near invisible to the naked eye.

Tridiken snipers are armed with light armor, as they rely more on speed and flexibility then armored protection.

Tridiken snipers are often the youngest of their hive, and are the freshest to military service. Despite this, they are feared and deadly warriors in battle.

Tridiken Hunter= Tridiken Hunters are more experienced, older, and often, richer members of the Tridiken Empire, usually leading a band of 2 or 3 other Tridiken into battle to pick off important targets in battle.
 * Weapons - Imperialist-class Sniper Rifle, Emparical-class Combat Arm blaster
 * Defenses - Light armor, light shielding

They have the same Tridiken Imperialist Rifle used in long range engagements, with the same camouflage system. However, they also receive a mid-range arm blaster, called the Emparical-class blaster, used to tear through infantry units that get to close.

Tridiken Hunter armor is strong, but not much, but no wreceives light shielding to protect against injury and most ranged attacks. As such, Hunters are more resilient, but just as fast and agile, as Snipers.

Varied race
Imperial Yager= Imperial Yagers, named after the term Jager, the Deutzalanian word for hunter, are among the most elite corps of units within the Fist.
 * Weapons - Blaster Rifle, heavy Weapons
 * Defenses - Advanced Power armor.
 * Purpose - Heavy Infantry

Dark Artists
Potent in psychic power, Dark artists are trained to harness their psychic and elemental potential, and use it to become destructive warriors in battle. Using their powers, they can unleash nature's fury, poison the land and enemies' minds alike, and inspire their troops by releasing psychic waves in a "battle mediation". Dark Artists use little weapons or armor, but can be extremely deadly when confronted in combat.

They are quite unstable, and they have been known to explode, covering an area in poisonous, corrupting energies.

Manipulator=

Overlord=

Abductor=

Genetically engineered races
Berserker=
 * Weapons - Fists, body, head
 * Defenses - Heavy, almost bullet proof skin.

Phazrite Shade=
 * Weapons - Blade-like hands
 * Defenses - None

The Lost=
 * Weapons - Bolt Rifle
 * Defenses - None

Pirhiados= Pirhiados are Pirhiaquus who have undergone a drastic transformation. No longer piraña-like or draconic in appearance, they now have the appearance of a titanic sea-snake, being 10 meters in length.
 * Weapons - Poisonous Fangs, Freeze breath, Tail
 * Defenses - Natural armor

Their fangs can poison, and their breath, like that of older Pihiaquus, is freezing cold. However, unlike their breaths, it can actually freeze targets with relative ease. Their tails can wipe up strong tidal waves, making Pirhiados absolutely devastating. Furthermore, they are attracted to bloodshed, and once they arrive on a battlefield, they will go into a rampage, not stopping until the enemy is down.

Pirhiacosian= Pirhiacosian are bio-engineered race created from a mixture of Pirhiaquus and Zarcosian genetic material. Used as swarming units in aquatic conditions, the Pirhiacosian are used to protect and assist the Pirhiaquus, who High Command is very particular about preserving so they can advance in age.
 * Weapons - Blade-like fins, Claws, Built-in blasters
 * Defenses - Natural battle armor.

Their blade-like fins act as both an attack and a defense, and their claws, the same as Zarcosian Troopers, have built in plasma blasters. They have the same natural armor, but made for aquatic engagements.

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 scimitar runs 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.

Officers
"Lads, gather your courage and your blades! Do you wish to live eternally?"

- Commander Fredrosk the Great, famously rallying his troops.

Officers are trained, as part of General Staff, are highly educated, highly dedicated members of the Army. While older, or, often, those educated for the post, have desk duties and helping with logistics, Field Officers often in act with their troops, leading squads and even entire regiments.

Some generals are so concerned with their troops that they will often leave command headquarters to command their troops personally. This increases their soldiers' morale, as they lead their forces into battle. Only the bravest may do so, but some like Vorgash do so for the love of their troops. Ground Captain= "Soldiers, once more, we strike the enemy! Do not fear, but rejoice in our coming victory!"

Captains are soldiers deployed to offer leadership in battle, and to rely a Commander's orders to his men. Commonly deploying in the field, Captains often have command over Commissars, can decide whether or not a trooper should be executed.

Captains cause a boost in morale for their soldiers, as they are more "welcoming" then Commissars, and usually inspire through heroic action and fighting alongside their troops.

Captains commonly wear less "Showy" uniforms then other Officers. It consists of a tunic-like uniform, with a chest plate and armored pads over it, as well as a small plate identifying their rank.

Ground Commander= "An excellent target. My men shall eradicate it."

Commanders are considered ground generals of sorts, with the highest rank, before space fleet promotion, being Lord Ground Commander. They are responsible for leading ground assaults, unless a War Marshal or other takes over. Commonly, Commanders act with logistics and command, from a forward command center, instead of fighting on the front lines. However, Commanders will sometimes jump into a tank to lead their men, while still remaining safe.

Commanders hold a deep respect for their men, with most wanting to preserve their soldiers' lives so as to allow them to go home.

Commanders commonly dress in elaborate uniforms, adorned with capes, and armor vests to protect themselves. However, they normally, unlike Commissars and Captains, do not see much action.

Ground Commissar= "Trooper, on your feet. You have no permission to die yet!"

Commissars are Officers in the army who lead Militia and Fist operations in the midst of battle. Fiercer, and much more savage in battle, Commissars are placed under Commanders to keep order in the ranks, and do so through any means needed. Commonly shooting troops that run, Commissars, while seen as ruthless, are fearless to the enemy, and most do respect their men, commonly charging in suicide attacks when their men die. Commissars, whether they like it or not, must always fight on the front lines with their men, commonly bearing Power Sabers and Lance Pistols.

Commissars, while they appear to wear mere dress uniforms, usually a grey-blue great coat over a highly decorated vest, have quite durable armor and shielding to protect them from enemies.

Chaplain= "Stay the line brothers, for Zarbanian glory!"

Ground Vehciles
Duetzalanian Reaver=
 * Fast Attack
 * Weapons - Mildly explosive armor, Skybike Weaponry
 * Defences - Light Battle armor, Assault Skiff.

"We soar on wings of death."

- Reaver Mantra

Reavers are simmilar to the Space Pirates known as Pillagers, and like them, are still from the time that they were mere pirates.

Unlike Pillagers, Reavers have no weapons themselves, instead using the weapons mounted on their Skybikes. Over time reavers often gain an obsession with speed, and will often race amongst themselves in their free time. To them, it is not enough to plunder or to soar at the nigh-imaginable speeds. Instead Reavers are obessed with creating the maximum-impact kill. Their skybikes are bladed, equipped with turdo boosters for maximum speed, and mounted with a blaster that impacts their foes with a hailstroms of plamsa as they zoom towards their enemies.

They have a small amount of explosives in the inside of their skybikes. When they know when they about to die, they will activate these explosives, and simmilar to Areo-Troopers, wiil then crash into their foes, abet at maximum speed. They call this the "Scorner's hate-filled punishment".

Reavers have no ranks, but answer to most Commanders in battles on land.

Space Pirate Assault Skiff= Assault Skiffs are raiding/scout/support fire vehicles used to attack enemy positions that are unprepared or un suspecting. These vessels are used by many Zarbanian warchiefs for looting missions and guerilla attacks. The Assault Skiff has 4 anti-infantry laser turrets, used to assault both units on fight, and un-shielded light vehicles. For dealing with enemies with heavier armor, assault skiffs often come armed with a Energy Slug launcher, that fires a super heated shell at a target, which, on impact, buries itself in the armor, then explodes.
 * Weapons - 4 Rapid Fire plasma canons, Energy Slug rounds.
 * Defenses - Light armor and shielding

The assault skiff lacks in armor what it makes up for in speed. The skiff races across the planet, hitting infantry divisions, and disappearing before the enemy can plan a counter attack. Assault Skiffs are also used to support large ground assaults, flanking an enemy as infantry, and medium and heavy vehicles and artillery move into the front. The skiff flanks, and chokes up the enemy, leaving them cornered.



Pulse Canon Tank= The Grux designed Pulse Canon Tank is a massive weapon, used mostly to take down heavily armored units and vehicles. The Pulse Canon was used by the Grux for massive assaults and taking enemy forts and citadels without problem. After they joined the Zarbania Powers, the tanks got a re-fit, and soon became a favorite among generals for their speed and powerful main gun.
 * Tanks
 * Weapons - Pulse Laser Canon, Coil Launchers
 * Defenses - Heavy battle armor.

The main laser canon charges a pulse blast, before firing a ball of plasma that, on impact, releases a shock wave that sends nearby units off their feet. The weapon then needs to cool down for brief period before firing again. Of course, the more energy put in, the longer one has to wait for a recharge. To deal with enemies, 2 gunner positions are placed near the main canon that fire light anti-infantry rounds at enemies. These Coil Launchers fire beam-like blasts that wrap around their target, and can hit the target like a whip, and possibly go through a victim to hit those behind him.

The Pulse tank benefits with heavy armor that allows it to take much punishment as it rolls across the field of battle. While it has no shielding, it is a fast, durable vehicle, preferred by Powers Commanders for most engagements of any condition.



Falcon-class bombardier=
 * Artillery
 * Weapons - Main Canon.
 * defenses - Light armor

Rabauld Gunner=
 * Weapons - 10-barreled canon
 * Defenses - Medium armor

Crawler Tank= The Crawler tank is, despite it's name, a tri-pod walker, with techno-organic features. Nothing is known about where the Crawler comes from or why it has organic features as well, but these Bio-mechanical creatures are based on the chronicles of tripod guardians of their goddess, the Scorner. Their main body is dominated by a massive energy canon, their main and only weapon, which fires a massive blast of disintegrating energy at a target.
 * Walkers
 * Weapons - Energy Canon
 * Defenses - Medium armor and some shields.

The Crawler tank, is moderately quick, though mostly used in siege engagements, or to give infantry long range support fire in open fields. The Crawler tank has moderate shielding and armor protection, but will fall from repeated heavy assault. None the less, this biologic weapon remains a stable in the Powers' war efforts, and one of their most important war vehicles.

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 - "Arm"-mounted Mass Drivers, Phazrite Beam, leg-mounted Machine-gun turrets, Assembly Pods
 * Defenses - Regenerative Ablative shielded combat alloy, Reflector shields.

The Leviathan-class Walker is a massive machine, designed and built shortly after the Behemoth-class saw wide distribution on the field of combat. Where's the Behemoth is used for combat by deploying infantry squads, the Leviathan works by deploying smaller vehicles onto the ground, It's inner working always busy building new components for the weapons it deploys. Onboard are clone pods, which produce the pilots needed to repair the Leviathan, or pilot the vehicles once their deployed.

While similar to the Behemoth, the Leviathan has 2 "arms" to the side of it's "head", where guns or armor, or both even, are mounted to attack foes. When these are arms are destroyed, the core is left vulnerable, and can be destroyed there after. On top of the arms are usually twin Mass Drivers, slug-launching canons which ignore shielding and penetrate armor heavily. Like the Behemoth-class, the leviathan has leg-mounted machine guns, which shatter most enemies in seconds. It also possesses the ability to fire a radioactive Phazrite beam, to disintegrate targets.

It's regenerative ablative alloy armor is slightly weaker then that of a behemoth, meaning the machine is mostly regulated to a support role in combat. This does not mean the Leviathan is any less well protected, as it is also sheathed in a layer of shielding that can potentially deflect incoming projectiles away from it and back at the source.

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

Trivia

 * Pirhiados are, of course, based on the Pokemon Gyarados, or rather, it's mega-evolution.
 * Marching Theme of the Fist - Prussian Glory March
 * Much of the Fist's structure is based off Prussian and Imperial German military command and organization.