Fiction:Mendel Pact/War-Guardianship

"Rule 12, No plan survives contact with the enemy."

- Ugandalorian proverb.

The War-Guardianship is the land military of the Mendel Pact.

Composed of the many warrior-nations that joined them, the Mendel Pact is headed by the Ugandalorians, followed by their Walgolorian and Kodalorian allies. However, they also make use of many other beings in their fights, from the feared Largotz War Dragons, the insane Kamasid, and the odd Orgaat, The War-Guardianship is meant to fight enemies on land, as well as assist in ship boarding and infiltration.

Most members of the Mendel Pact shun cybernetic and biologic upgrades, due to how "unnecessary" it is to them. For them, no amount of Cybernetics can replace good training and dedication to your craft. It is, in their minds, somewhat dishonorable to go to cybernetics right off to enhance oneself, instead of training through and strengthen your body the natural way. However, they do support cybernetics on some level, as some forms of it are seen as badges of honor, showing how long a warrior has fought in battle.

The War-Guardians rely mostly on skill in arms and quality of armor to carry them through. Even a Walgolorian Militia Trooper has fine armor, despite being the most fragile unit of the Mendel Pact. The Mendel Pact, when acting defensively, rely on knowledge of the terrain, and using traps to weaken their foes. Mendel Pact members, especially Ugandals, prefer straight infantry on infantry fights, and will use their traps to weaken their foes' infantry, and trap and destroy vehicles.

When on offensive, the Pact changes, deploying vehicles, some battle suits, and walkers to match the enemy head on, while elite black ops forces take out important targets. It should be noted that Ugandalorian Super Commandos and the like receive no enhancements. They are simply, extremely, highly trained warriors, who compensate their lack of cybernetics and other fancy upgrades with iron will, and ruthless dedication to the cause.


 * Military Overviews


 * Ugandalorian - Highly trained, all rounders and most abundant race. Highly trained, and highly powerful warriors, with training beginning the moment they are born. Highly powered plated armor capable of absorbing most damage, and ability to serve multiple roles in war.


 * Kodalorian - Ugandal sub-species with high stamina, and high physical power. Make use of shock troopers, and application of force to certain areas. Make use of vehicles more then the other factions as well.


 * Walgolorians - Highly accurate at range, Walgolorians fight at just beyond the visual spectrum of most enemies, allowing them to out distance them. Also make use of advanced, long range combat suits and highly dangerous auxilias. Walgolorian Auxilias do most of the close-range/melee fighting in their army.

Each faction has their own Divisions, designed for certain battles.

The Zero Hour on Demogorgon
"Gentlemen, you are being sent in via a Halo Pod jump. I realize not all of you have experience with this deployment pattern, but in these desperate times, we need everything we have to pull this war off. Squads going in will have veterans, so follow their lead, and don't get lost. There's more then Dominatus to fear on that world."

- Master-Sergeant O'gorvis to his troops of the 34th Ugandalorian platoon

Demogorgon Prime was the first time the War-Guardianship had worked together as a single entity for a major war. While the Great Deceiver was a conflict fought with the three Mendel Powers working closely together, the Great Battle of Demogorgon was the first time the three had actually pooled together their resources, considered by many a preview of the unification of the Pact. Leading the assault where some of the greatest commanders among the Mendel. Masters of subterfuege and enemy elimination from the Kodalorians, Ugandalorian War chief that ruled entire legions, Walgolorian trained by the greatest of their military minds for battle. While each was force to be reckoned with on their own, the 3 together would need everything they had to win the coming battle.

The first few battles where regarded as being of moderate gains for the Pact. While they had lead the attacks, and had helped the Anti-Dominatus Coalition gain ground, they took heavy causalities taking several of the planets, due to their exuberant nature, and the very nature of the Dominatus' own war machine and abominations. Such was their hunger to gain glory in the name of their gods and clans, they forgot just how brutal an enemy the Dominatus could be.

The first step the alliance took, was to create Olympians and Valhallans to counter the extreme power of the Dominatus Overseers in battle. Second, the Mendel issued new orders to their troops, to watch their fury and to keep themselves in line. What occurred next, was the holding of the line on these captured planets, as the ADC made several attempts to break through. To counter the extreme causalities they knew would come from fighting the Tyranny on their homeworld of Demogorgon Prime, the Mendel began raising new regiments from their colonies and worlds, raising as many warriors as they could for the coming battle.

Then, finally gathering it's strength, the Anti-Dominatus coalition prepped it's fleets, cutting into the last defenses of the Tyranny stronghold, and, after a lengthy battle, securing a position. From here ground forces would deploy. All armies had a cold resolution to end the Tyranny here and now. For the Mendel, this resolution was all the colder. The image of their allies in chains, their families mutilated and toyed by Dominatus warlords, their culture and worlds eviscerated, filled them with a cold fury. If any empire was to suffer the most from this defeat, it would be the Mendel and their allies. They would face the full brunt of the Dominatus Retribution, and would not have any of that.

With fire in their hearts the Mendel, with their new Olympian allies, strode forward, in drop pod, landing craft and tank, began making landfall. For them, there was no tomorrow, only the cold embrace of death that awaited their enemies, or themselves if they should fail.

Battle of Ventia
"Target sighted! Bisistar Tripod, sighted in a westward direction. Steady, fire mass drivers! Good shot gunner! Driver, get us closer to the action, but beware those mines ahead, veer right. Secondary Gunner, Bisistar slave warriors, identified as Mur Dozona by allied forces, open fire with heavy anti-infantry rounds. Good shooting, but be ready. Much more where that came from."

- Tank Commander O'Keless to his crew, recording during the Battle of Ventia

The Battle of Ventia tends to be a mixed subject for members of the Military of the Mendel Pact. While the fleet suffered extensive losing, promoting members to realize the need for updated designs, the ground forces fared surprisingly well. Lead there by Commodore, their original purpose was to support Waptorian and Vanara forces there, and help the Mou'cyran accords if needed. Landing after the fleet arrived, the Mendel, with their typical gusto and need to fight, deployed immediately to where the fighting would be hardest. With allied forces exhausted from fighting all day, the arrival of the energetic, fresh Mendel troops was sight for sore eyes. However, for all their energy and passion, the Mendel's exuberance would do little to stem the tide they faced. The Bisistar where armed with weapons and technology far more advanced then any in their cluster. Advanced shielding blunted many of their attacks, but with concentrated railgun and Mass Driver fire, they mustly found a way around this. Still, these weapons where in short supply, and had to be conserved carefully in order for the Pact to maintain their advantage, no easy thing with Bisistar's cunning nature.

The second where the existence of many slave troops under Bisistarian command, most specifically, the savage Mur Dozona, and others. The Orgaat engaged in many bloody melees, showing the barbarity of both races, though the Orgaat's far more cunning nature allowed them to win the day over the more brutish Mur Dozona. The last major obstacle was the Bisistar race itself. The savage shape-shifters where cunning assassins, and, while used to such a thing in the Mendel's home galaxy, the serpents still struck with ruthless intent, killing many a warrior and taking his shape. Despite, the Mendel took extreme steps to stop this, their Orgaat deploying their acute sense of smell, and the Mendel using their native tongue, a very obscure language their enemies where bound not to know. Still, the races they where not affiliated with where a loop hole they where careful to avoid, almost appearing paranoid to the allies until the fighting was over.

Meanwhile, in space, the Mendel leader, Mentrex, with the Vanara leader Miru, and Waptorian leaders Zavarak and S'ara, managed to unlock the weaknesses and secrets of the massive Bisistarian ships classified as World Eaters. With this weakness brought to the rest of the Accords, victory was almost certain for the fleets, with a ground victory following soon after.

Across the city, Marauder teams engaged in fast paced melees in the streets and alley ways of Venetius City and elsewhere, as Mendel battle tanks and suits tried to punch through the shielding of the Bisistar tripod walkers. Though there where many moments of doubt for the ground commanders, ultimately, the Accords won the day. For the Orgaat however, there was slight disappointment when they could not get their hands on Bisistar DNA to extract. Still, the Mur Dozona proved sufficient enough to slick their thirst for blood, though many tribes and warbands swore upon the scared stones of the ancestors to keep watch over Venetia, and protect the living there, just as the Mendel had done for them.

After, the Mendel took part in the great rejuvenation of the planet from the terrible battle, and time to count the dead. Despite the pride of their victory, and their survival, they had still taken hard loses. While not as badly as the fleet, the War-Guardianship regiments on Venetia had lost many of their troops, one of them, 212th Varakian Guard, losing 89% of it's personnel and materials due to charging a squadron of Bisistar Tripods without reinforcement. The other regiments and strike forces had to redeploy to get the remaining members out, and to deal with the walkers before they could massacre allied forces, leading to further loses.

Battle for Alastor
"."

- Commander Kiun during the Alastorian operation

When the Vanara race was about to go about reclaiming it's home world, the Mendel sent a large force, with warriors raised from the homeworlds of Ugandalore, W'alor and Kodalon 5 to help reclaim the world. Lead by Commander, a student of the legendary Commander Curiantau'va, with him came the Empyreal Shir'otez, and the Sub-commanders, Talorn of the Ugandalorians, and Ha'rbk of the Orgaat. With these massive forces, also came several mercenaries and auxiliaries from the Mendel Pact's allies, including Federation Clone Troopers, and allies including Togunda, Kramalin, Orgaat, and Kamaside. Landing on the continent of Strolt, the Mendel first made contact with local life forms, hostile to them, as the Vanara fended off Bachyeon assaults. With the continent of Strolt under control, they prepared to retake the planet as a whole.

First War
"A wise leader must learn when and where to use his every asset to its best ability, no matter the number of his foes, or the lacking of said number of his own troops."

- Commander Curiantau'va to his top three students.

The Mendel where among the many natives in the Sovereign Mirusian Coalition to expel the Xonexi from their galaxy. The Xonexi powers, the Draconid Imperium, the Tybunsen Federation, the French, and the Eldarisian, all made landfall in Mirus, grabbing up former Tyranny foundry worlds and industrial sectors to fuel their growing war machine against the DCP. The Mirusians where all either insulted or disturbed by this move. It was ironically enough the Great Zarbanian Councilor Bisarko who gathered together friend and foe alike, including the Mendel, to create a joint Military alliance to push out the Xonexi, including the Waptoria, the GMSC, the Imperium of War, and other powers, though, due to one of his aides speaking out of turn, the Zarbanians ultimately alienated the Vanara from the alliance.

The Mendel prepared for one of the bloodiest wars of all time. They had faced many a foe in their day, and almost been snuffed out a number of times, but none compared to the sheer might of the likes of the Draconid Imperium. Many commanders early on said the Imperium was far too large and unyieldy to handle it's advantages effectively, and such a war could be short if they finished it quickly. Most where skeptical. The Imperium was at it's size and strength for a reason, many said. Laziness and sloth was not a hallmark of a great empire. As such, the Mendel concentrated their efforts on the Imperium above all, hoping to remove it as quickly as possible. Their temporary allies, the Zarbanians shared the attitude, though many said it was from personal orders from their Holy Emperor that the Imperium was the greatest of the threat.

Holding their passion and zealotry, the War-Guardianship deployed everything it had. Every weapon, maneuver and vehicle, using everything they could to win against the mighty factions that sought to lodge in their galaxy without permission. under the command of the top Walgolorian commanders,, , and , the War-guardianship managed to expunge the Xonexi, Ryaler himself enjoying the aggression, fast-paced battle against the Draconid.

With the DCP invading Andromeda, the Draconid where quick to buy a peace, offering the factory worlds in exchange for peace, and their allowance to leave the galaxy without harassment. Agreeing, the other Xonexi left the French and Eldarisians out, knowing they would be too stubborn to yield to such things, and would cost the Imperium much in the coming battle. This would ultimately prove disastrous for the Mendel in the future.

After the war, the Mendel made every effort to grab Xonexi weapons, vehicle wreckage and other spoils of war for themselves, turning it over to their scientists for study, and, ultimately, to hopefully unlock some of their secrets so they could reverse engineer their enemies weapons in the future. While battered from the fighting, the War-guardianship and it's naval allies celebrated in excess, proud of themselves for defending their galaxy, and making a statement that the Mirusian natives would not be bullied by outsiders.

Second War
"These Eldarisian are a group of mindless violence and closed-fisted aggression. They see foes where they do not exist, and slaughter women and children because one of their leaders heard the voice of a "god". We do not chose to war with these savages, but if they so value and lust for war above all, let them. I shall deliver them to their Pagan-god soon enough."

- Ugandal Defender Forgin O'Kalin

"It is hard to hate the French forces. While they chose a paranoid ally, they themselves have conducted themselves with honor and dignity. They kept the Eldarisian on a leash, and practically saved our allies. Perhaps, with defeat, and integration, they, like the other humans who have joined us, will ultimately become true Mendel, and help us bring the galaxy closer to peace. First, we must break them however."

- Kodalorian diplomat Korvac on the French culture

The Mendel where busy consolidating their hold on their newly won factories, when the French and Eldarisians declared the treaty of Manticore, which had ended the first war, null and void, declaring they would keep their worlds and keep fighting. Angered at the arrogance and stupidity of these invaders to refuse the ruling of diplomacy. Many commanders and warriors, tired of fighting, where in agreement to put these two down as quickly as possible. Afterall, there was no need to drag out an animal's suffering anymore then needed, theirs or their enemies.

Putting 3 massive fleets together, and the regiments and forces to match, the Mendel placed these forces under command of Saren, Kiun and Ryaler, positioning Ryaler and Saren's forces on the border of the French and Eldarisian, while Kiun was placed within distance of Zarbanian and Imperium of War holdings, so as to make their deployment easier. All that mattered was now to wait. Who would strike first? Many commanders thought it would be France as the aggressors, but, to both everyone and no one's surprise, the Imperium struck first, attacking the Mirusians under the illusion they had an agreement with France to split the holdings. But the Xonexi had no intention of honoring this agreement. As Kiun and his forces struggled against the Imperium, France and Eldarisia launched their attacks. The following war would be one of the bloodiest in Mirus' history.

Ryaler and Saren kept their forces well organized and well equipped, but all feared the Zarbanian presence. They where allies of the Imperium of War, afterall, and would most certainly fight alongside their friends. But, they turned against the Imperium, arriving to fight with the two commanders and push against the Xonexi, lending their land forces to assist the War-Guardianship. All the ground battles, when they where on the offensive, went better for the Mendel, the use of Hyper-space weaponry soon turned the tide, and locked several of their garrisons down on planets, under siege from significant French and Eldarisian assault. Although all gave a valiant defense, the Allies could not break the assault so long as the Imperium pushed to the North.

Meanwhile, Kiun, with extra reinforcement, and assistance from Zarbanian and Persan allies, began pushing back the Crimson Tide of the Imperium. Though they fought hard, as expected, the Commander utilized his better organized, higher fire power-based fleets to slowly turn the tide against the Dragowar. Using many Orgaat Carnivores to neutralize the Dragowar's superior strength, as well as Kadalian Giants, the Mendel won many early victories. This victory cultivated in the Battle of Trinity, the shining moment in the Second War for the Mendel. Here, Kiun and his Zarbanian allies deployed every tactic they could, and, with minimal causalities, inflicted such heavy loses on the Dragowar and their minions, they where forces to retreat back to their borders, as Ryaler and Saren began a strike against the French to free their troops and liberate their worlds. The rush and morale boost felt would not last, however.

While Ryaler's and Saren's forces took advantage of the disorganized and ill-trained French Hyper space batteries, the French soon reorganized, concentrating much more disciplined fire, as their void hunters, and a "rogue" TIAF fleet maraudered through supply lines, already spread thin. Just as things couldn't seem to get worse, just as Kiun was prepping his forces to join his comrades at the French front, the Dragowar struck once more, unleashing their own hyper-space weapons. Caught between two raging storms, the Mendel, and their allies, had no choice but to surrender to the Xonexi, if they ever hoped to further resit the Imperium.

Though they lost, the War-Guardianship remained prideful as ever. They had held out against superior powers and had, however briefly, won. Ultimately, all of their gains where lost, mostly to the Imperium of War. The Xonexi where, in the eyes of the Mendel, just as merciless, allowing not even one factory to be re-occupied by the Mendel in the future. If the Imperium of War was defeated, the Xonexi banner would firmly planted once more in the Tyranny factories, and simply replace the War-Imperial banner there. The Mendel Warriors who fought in the battle and who lost brothers and sisters to get those foundries, where said to have been hit hard emotionally, many outright weeping and despairing the lose of their comrades for nothing. While the French and Eldarisian agreed to help the Mirusians against the Dragowar, it was hollow news for the Warriors of the Pact. If they would fight to reconquer the factories from the Imperium, they would go to the Xonexi in advance, no matter if the Mendel did the actual job. No help could erase the violation of their comrades' sacrifice. Not until the Xonexi felt the exact same way they had.

As though to add insult to injury, at least to the prideful Pact Military leaders, the French and Eldarisin enacted the, hoping to stop further fighting and help create peaceful galaxy for galactic and extra-galactic. This was a final straw for many Commanders and warriors, who said the French where as guilty of spreading war and disunion as the Imperium of War, and many went even further, saying that the Covenant would be Pro-Xonexi, and favor their needs over Mirusians. Many out-right stated their desire to leave the Pact and continue on fighting with or without their government, saying they had sold out their soldiers to the French, and where allowing genocidal allies into their galaxy without consequence. Through this chaos and madness, the Three High Kings of the Pact managed to keep their warriors together, and keep peace, if an uneasy one.

One none of the lower ranks knew, was the creation of a new alliance, the, a creation by the Zarbanians, Persan, and Mendel to end the Covenant and return Mirus to a Mirusian controlled-faction. While only high military leaders knew of it, many Warriors had a feeling the leaders where not completely "in" the Covenant. Many eagerly awaited the chance to strike back against the Xonexi, and stab them in the back, just as they had to the Mendel. Until then, they had one last foe to face; one of their longest enemies, the Imperium of War.

Berserker Onslaught
"Our enemy is at our doorstep. The Light is unraveling. The Imperium of War runs rampant, runs ascendant, carrying icons of the Dark With them. It appears there is no hope for us. Many an Olympian has betrayed our Light for the Dark. Matrukoris has been wholly sucked into the Abyss, it's inhabitants filled by the blight. Make no mistake: the Imperium will not conquer us. They will not enslave us. They will eradicate us. They want war, eternal war, and we stand in between. So remember your brothers and sisters, how honorable they fought, how brave they fell. Remember what they fought for! They fought for Light, for peace! Who does that plight fall upon now! It falls upon you, my men! We will not be juded by the bade logic, the logic of the Dark, the logic of war! Our civilisations and our ways are our own! Brothers and sisters, remeber the light you hold! Remember what peace brings! And stand defiant against this horde! We will not bow! Brothers and sisters, this is where we stand, and we will not bluckle!"

- Seer during the Battle for Kodalon 5, considered a turning point in the war.

The Mendel had long hated the Imperium of War. At first glance, both appeared very much alike. A love for family, a crave for the rush of battle, and bred to fight enemies of the Multus. But Dragowar lived for bloodshed and butchery. A Mendel often fought to be remembered and to be seen as a hero in their Clan stories, but Dragowar fought simply to fight. To a Mendel warrior, war was a means to an end. To a Dragowar, it was an end in itself. This was a point of deep resentment towards the two. So when the time came to finally fight one last battle, each side was prepared and willing to strike down as many of their "opposite" as they could. So focused where they on the Dragowar, it is said the Mendel forgot their allies where also with them.

Operation Peacebringer
"Long have I fought the War-bringers of the Imperium, since I was a fresh-faced Militiamen, like the men I see before me. All these years we fought them, and no matter what, we could not break them, and it has strained my tired old body and mind. But things have turned in our favor now. With the Zarbanians finally on our side, I trust we can end these foes. Be mindful of your exuberance, young warriors, and return to your clans alive. Better to return home alive and inglorious, then return home with glory you cannot celebrate."

- Sage-Trooper Jaar Mecfolan to a young squad of Militia during the preparation for Operation Peacebringer

With their fleets repaired and rearmed, and the Zarbanians, the Hegemony, the French, and the Eldarisian joining the UAE's members, the Rebel Consuls, the Dreakar Remnant, and the Popular Republic, the allied forces came together to fight the Imperium of War in one final struggle. Joined by the full forces of the Troodontid Empire and Multus Esse, the Mendel prepared to bring and end to the bitter war that wracked the galaxy for eons, and, under the Rebel Consuls, finally reform the Imperium into what the Multus Seers had originally envisioned. The Waptoria would also meet with the Multus, and try to find a cure for the gentic defect that caused the Dragowar race to have carried out such warmongering actions as theirs over the ages. Resentment still remained towards certain factions, such as the Zarbanians and the French, and especially towards the Hegemony and Eldarisian. Many Mendel commanders deployed a fine strategy to solve this; Send the Xonexi scum in first to clear the mine fields and soak up the bullets just as they had done to the Mendel, and let them repay the blood they owed. The High kings issued a warning that no Mendel warrior was to harm any "formerly hostile" forces on the field, or suffer reprimand, though the Mendel where infamously willful and even spiteful towards their leaders at times. If they could enforce this, it would be a miracle.

Da Reckoning
"These Loron are not too different from us. A hunger for war and battle. A lust for fire power and guns. The need to rush into glorious melee combat and strike down their foes. Yet, our differences are what make us better, truer warriors. They merely crave slaughter like sick Dragowar. They seek chaos, instead of order. Bloodshed, instead of peace. If they so wish to bring disunity and killing, let them. We will see that they are undone."

- Unknown Mendel leader

Rules of Engagement
"The Battles and Wars of today are rising and falling fortunes, constantly on the move as Udo Tarrack would have it. Even if one loses, the overall repayment will be in strategy for the next 10 years, not in small acts of vengeance done in the next 10 hours."

- Ugandalorian military saying.

The War-guardianship follows a strict code of war developed in the Super Commando Codex. The Codex names their main strategies and ways of executing war. Of course, attacking civilians who pose no threat is out-lawed, as is piracy, thieving, and most forms of torture.

The Mendel when fighting enemies, will constantly ask their target to surrender and join them in the Pact as members. If the enemies still refuse, the Mendel will engage without mercy, taking prisoners, but constantly launching attacks against their foes by any means needed. Mendel commonly fight with androids to assist them, due to their low fighting number, though all members are effectively one-man armies, with years of battle under their command.

Mendel, once they capture enemies, will begin to use drugs, Psionic-sensitive Ugandalorians, and other forms of mind-control to bring their enemies under their command, if said enemy has not already joined them. This allows the Mendel to capitalize on every victory, or even every capture of an enemy troop.

Practices
"Go to rest, dear brother, and may your soul rise to the Great Oversoul with our ancestors. May you find the Great Beyond that our ancestors spoke of and that our Chieftains Sing of. May you be reborn from the wound of the End times. Peace brother."

- Epithet given to dying warriors by their friends or relatives before passing on, giving a glimpse into their races' religious believes.

Battle preparation
Typically, Mendel observe times of silence before they go to battle, considered strange for such a hearty people. But before battle, they sit and meditate and quiet areas with others of their squad, silently reflecting on life, praying to Kadaii Hoorangiir and Zaraturai to carry them from battle, and give thanks to their ancestors. After, they drink Special "Spurveen" Tea, made to focus their minds for battle. After, they will paint and tattoo their chests, arms, and faces with special war-paint, before strapping on their armor, and going to battle. After this, when they load into their transports, their Rally-Masters or Marshals will give speeches, praising their troops and preparing them for battle, while religious leaders begin chants among their troops right before they drop off into battle.

In Victory
After victory, the Mendel will search the area, seeking out survivors, rounding them up for either ransom back to their empire and prisoner exchange, or sending them to re-education camps, in the hopes they will join the Pact. After this, the Pact's warriors will meet in the Great Halls back home or in their ships, passing around drinks such as Nuta'gal. The First will be drank totally in silence, so as to cormorant the dead and fallen. The next, they will laugh and celebrate in full, gathering up trophies and displaying new battle scars and the like to show to others to impress them, commonly un-nerving their less-bloody allies who join them. Orgaat themselves commonly go in small packs to be alone so they can begin to tinker with new DNA they have absorbed, and return to their friends to show off their genetic enhancements, again, unnerving the less bloodied allies among them. At the end of their celebrations, they will make a prayer, thanking Hoorangiir and Zarautarai for carrying them to victory and letting them live another day, and hoping their fallen brothers and sisters have joined the Great Oversoul.

Throughout the drinking, bards and others will gather their instruments and perform great ballads to celebrate the victory of the Mendel, as their elder priests recite the sagas and poems of old to honor the ancestors and the gods for their victory. It is common for warriors listening to remain in complete silence, and others nearby quiet down so the Elders can recite the old tales and inspire their kin once more.

In Defeat
In defeat, the Mendel will round up survivors, and pull out quickly, to minimize losses. Afterward, the Mendel will return home, to share 3 drinks in remembrance of lost allies and brothers-in-arms, and before returning home. Often, Mendel warriors will paint a shoulder pad, gauntlet or boots black with white scarring, to show they are on a path to avenge a lost brother or sister in the field. Once they feel they have avenged their brother, they will replace the painted part of their armor with the same part used by their comrade.

When winning a victory, and allies from other nations decide to join the Pact in their celebration, The Mendel commonly adopt and perform blood-rights with them as part of their cultural believes, adding their new-found Battle-brothers to their Clan, and imparting onto them a ceremonial weapon of some sort to signify they are a member of one of the Mendel Clans.

Promotion
After a very rough battle, Marshalls will gather their troops around, and ask who among their brothers is most worthy of promotion, based off a combination of skill, tactical knowledge, and the amount of kills he had against the enemy, as well as other things. When Rally-Masters send forth the lists of troopers who served honorably, the Marshals will take this into account, and, upon contact with the rest of the Command Staff, put in their selected troops for promotion based off their actions in the past.

Tattoos, scars and war paint
Mendel typically add new tattoos to their bodies to represent various things in life. Tattoo designs can represent all sorts of things, from the symbols of the gods, the Clan they are a part of, ancestors and historic and religious figures they wish to honor, and various other things important to them. Other symbols include markings representing avenging a lost love, an important child and other such things.

Scarification is rare after battle, though Mendel warriors show honor and respect towards those who gain a large amount of scars from battle across their bodies. Very few other races engage in ritual scarification, with the exception of the Jrekalian and certain Orgaat tribes. Scarification itself is looked down upon slightly, as they see it as artificial. Some, if they feels they have made a massive, terrible mistake that shames their family, will have a Mark branded on their face, either willingly or forced, to symbolize what they have done wrong, such as killing a friend, a child or bringing harm to a civilian.

War paint is usually applied to parts of the body and armor before battle, mostly the face and chest. The colors usually change from individual to individual, such as blue or green, and each Clan has their own colors and patterns. This pain is usually washed off after battle, though certain warriors opt to keep their face pain on all their life, similar to the tattoos on the rest of their body. The paint on their chest is designed to ascent their tattoos and not mask them, as they see masking them as a disgrace.

Tactics
"Do not have qualms using an idea or a piece of technology merely because it is not your own."

- Kodalorian military Maxim

The War-guardian ship focuses on infantry-to-infantry warfare, specializing in personal and 1-on-many fighting. Many of their members, from the Ugandalorians, Kadalians, and Orgaat, are experts on melee combat and martial arts. As such, these race often handle standard combat and melee. To support them at range, are the Walgolorians, who use advanced plasma weapons to attack at extremely long range.
 * Codex of Honor

The Pact changes in it's combat style based on what planet it is on, though in most assaults, it goes right for the kill, and attempts to take any major cities that it can so that the pact can end the battles there far quicker. However, as far as strategic assets go, the pact will only grab them if deemed important. Otherwise, they seek to directly attack, and kill, the enemy, before they deal with anything else.

The Pact is always prepared for invasion of some sort on all planets, as all citizens are trained military combat, and for the Ugandalorians, Kodalorians, and many others, all adults have full military training. As such, citizens are dangerous foes, as they are either always armed with a blaster and Claymore, or know how to kill an attacker in 50 different ways in cornered.

The Mendel prefer to take prisoners, and have a special caste of Psionic Ultra Commandos. While Ultra Commandos are important, a number are taken from the academies for use with the Mendel when taking prisoners. These special soldiers are assigned to Re-education camps, and oversee the assimilation of captives into allies. This comes from their powers, allowing them to slowly alter and re-calibrate the enemies' perception of reality to suite the Mendel better. As such, a once loyal soldier, can, in a matter of days, can believe his old emperor was a lie, and that the Mendel have freed him from his chains.

Religious leaders often accompany the soldiers during their battles. From the Ugandal Reverends, to the mighty Empyreal Caste of the Walgolorian, these offer spiritual and battlefield support to the warriors of the Pact, as well as helping them deal with feelings of lose, hopelessness, and depression. The Empyreal Caste is especially influential, as it's believed they exude some pheromone mixed with telepathy to not mind-control, but "empower" their wards. Soldiers of any species, but mostly of Mendel origin, feel greatly enhanced and ready when near these wise teachers.

Since fighting so often leaves the Mendel without sufficient numbers to fight an all-out war with most larger empires who have expanded longer then they, the Pact has developed several drone machines to fight for them, such as Vashari Battle Legionaries or Walgolorian Security Drones. These units help compensate the Mendel for their lower then normal population.

Many of their tactics and codes of honor are detailed in the Codex of Honor.

Weapons and Equipment

 * Weapons
 * Armor

Recruitment and Training
"Remember, my sons, even if the world is crashing down around you, keep your eyes focused as the blind suffer and fall. We are the Princes of the Multus Esse, Inheritors of Mirus. Clarity will be your weapon, and remember the sagas of old as you find strength to not only win the battle, but survive."

- A Wise Ugandal teacher to his squad of neophytes.

Typically, all members are highly organized, and highly fit for service. Training in military arts begins for Ugandalorians and Kodalorians, at a very young age, as does the warriors of the Walgolorian. The other races also maintain strong military training and tradition. Typically, most Mendel do not need actual training at an academy, but, if their superior believes them worthy of a command position, they are sent to be trained in the arts of command and logistics.

Conscripts are commonly taught Mendel culture as well, so they may have a chance to earn their way into Mendel society and become full members. As such, they are commonly taught Mendel fighting techniques and weapons, so they may prove more effective in battle. Both young Militia and up-and-coming Conscripts are commonly taken and trained by an elder warrior to be trained by them and learn their techniques. These beings become known as Toragii, and teach their young wards everything they know so as to mold them into effective warriors.

Typically, Mendel do not organize in large armies unless their leaders call a Crusade on a race they believe threatens their culture and ideals. When this occurs, Rally-Masters go from door to door, bringing it the attention of others, and telling them where to report in to receive their regiment and, in rare cases, receive weapons if they cannot afford them. When not on crusades or at war with major powers, Mendel will file in with a mercenary company and join them for money.

Base of Operation
The Pact's military components are well attuned in any planet, however, the center of their might can be traced to Aeron. Found by the Pact shortly after their war with the Mirusian Church of Spode, it was the first planet colonized by Walgolorian, Ugandal and Kodalorian elements, and, after the Pact was formed, became the center of military and naval advancement and training.

Ranks

 * Name - Rank - Coloration
 * Vard'ike - Private - Blue
 * Alur'oos - Corporal - Blue with green shoulder, helmet, and chest markings
 * Roos'alor - Sargent - Red
 * Var'alor - Lieuntant - Red with maroon shoulder, helmet and chest markings.
 * Alur'Ade - Captain - Red with gold markings
 * Al'varde - Commander - Gold
 * Al'Varde'aloor - General - Silver

Walgolorian Ranks
Names for the Walgolorian Laoch Warrior Caste.
 * Fhas'Kaal - Private
 * Fhas'la - Trooper
 * Fhas'ui - Sergeant
 * Fhas'vre - Sergeant Major
 * Fhas'el - Commander
 * Fhas'o - General

Medical Corps
"It won't be pretty, but you'll live."

- Medical Corps Mantra

The Medical Corps, or Coor'ur'Raakaita (Battalion of Medics), is the subdivision of Mendel forces assigned to assist in healing both the healing of the Mendel warriors during and after battle, and even help in healing the enemy after they surrender and the battle is over, before they are sent to reeducation camps.

While all Mendel soldiers, as part of being accepted into the ranks, have some knowledge on healing other races, and plenty on healing their own, Coor'ur Troops take this a step beyond, going out of the way to learn the art of healing and protecting their comrades' health in and outside of battle. While the many warrior-priests help in healing soldiers after battle, the Medical Corps are the only ones with the knowledge and skill to do so during a battle, with laser fire and explosions happening all around.

The Medical Corps are generally cold fellows, accepting that they, for all their skill and ability, are mortal, and, while they cannot save everyone, they may still be able to save most of their battle brothers and get them back up and fighting once more.

Attack formations

 * Standard Attack squad - Singular races' combat teams. (Listed below).
 * Mixed Combat squads
 * 3-4 Ugandal Troopers, 3-4 Walgolorian Warriors.
 * 4 Ugandal/Walgolorian troops, 3 Kodalorian Troopers.
 * 3 Kodalorians, 3 Kadalians.
 * 3 Kodalorians, 4 Orgaat.
 * 3 Fireblades, 4 Shock Troopers.
 * Scout Team
 * 2 Gvanta Warriors, 2 Cresake Pathfinders.
 * 2 Walgolorian Warriors, 3 Gvanta/Pathfinders.
 * 2 Gvanta/Pathfinder, 3 Kodalorians.
 * Assault Team
 * 3 Orgaat, 3 Walgolorian
 * 3 Kadalians, 4 Orgaat.
 * 2 Ugandalorian Defenders, 3 Orgaat.
 * Spec Ops Formations
 * 5 Shock Troopers/Defenders, 3 Super Commandos.

Frontline Infantry
The basic field units of the War-Guardianship, generally called under the umbrella term of "Trooper", "Warrior", or even "Crusader", Troopers generally are lowest ranking and charged with the most general forms of combat and frontal assaults. For this task, Mendel infantry are usually outfitted with the best armor, weapons, and equipment they can bring to bear. Infantry, being generalized in training, are capable of doing everything else, from piloting land vehicles, limited recon, sabotage, and setting up defenses.
 * Main Link

With their infantry units, men will commonly organize into squads, and their chief officer, be it Rally-Master or Orgaat Shifter, will be given a specific objective to capture, while working with other squads to help them achieve theirs. Before battle, the chief Officer will gather weapons, munitions, and other supplies for his squad based off their skill, expertise, and other aspects, before imparting objectives and goals they've been assigned.

While the Pact does not like being put on the defensive, their troops have the ability to quickly set up trench positions, bunkers, and other defensive formations and hold the line and have their foes exhaust their supplies trying to pass them. However, members of the Pact do not like stagnate defenses, instead, preferring to constantly be on the move and shift battle-lines in their favor, and confound the enemy.

Due to their small number, Mendel forces commonly deploy android units to even out the odds in their favor, with these androids being programmed to be able to the hold the line as well as any average unit could.

Support Infantry
Lighter, screening forces for the frontal attack units of the War-guardianship, Support units are mostly lighter infantry who are more attuned to areas of scouting, espionage, and recon, as well as, when the main fighting starts, supporting frontal troopers with barrages of withering covering fire directed at foes from behind the more heavily armored infantry assaults.
 * Support Units

These forces are usually not as active in the front as other units, either due to fragility, lighter armor, or all manner of other reasons. Where's frontal assault squads are given a certain objective to accomplish, Light Infantry units survey the battlefield, scout for forces, and are tasked with helping heavier squads fight by command. Like frontline infantry, they too are tasked with certain tasks by command, and given the equipment they'll need by their sergeants.

When Mendel forces go on the defensive, Support infantry become far more active, taking part in guerilla skirmishes and hitting enemies before disappearing. As such, when the Mendel shift battle lines and move formations back and forth, Support forces are always a little further ahead or back to provide screening fire for their heavier, slower forces.

Repair/Engineering Units
Elysian Tech-Cultist= From the tech planet of Elysia, there dwells a secretive group of Mendel, who, having split off many years ago from the Ugandalorians, developed differently then their cousins. Where's the Ugandalorians tend to be more spiritual and more prone to emotional thinking, the Elysians, Glatoros, are more logic and realistic, yet completely understand their cousins, leading to few religious and cultural clashes between the 2. As such, the Elysians donate their Tech-Cultists for the purpose of helping their comrades fight better.
 * Use - Vehicle maintenance, repair, and care-taking.
 * Weapons - Shotgun, Claw
 * Defenses - Cybernetic battlesuit.

Maintaining the technology of the Mendel is difficult, due to their near-constant level of evolution, and, as such, only the hyper-intelligent minds of the Glatoros can keep up with such change, and, in fact, help it along, making sure it does not progress to fast, yet maintaining it so the Mendel do not die out. Due to this, Tech-Cultists often have the best experience with repairing the most dangerous and unstable weapons and vehicles of the Mendel, as one cross-wire, one air twitch, and much destruction could be reaped. a Tech-Cultist, as such, works under maximum pressure, but with the greatest speed and dexterity. Glatoros, and their trainees, due to their training, can perform repairs and know the insides and outs of all vehicles used by the Mendel and their allies.

While they regulate themselves to a behind-the-lines role, a Tech-cultist is also taught, that the best way to protect their vehicles, is to kill that which is shooting at it. Coming to the field with a standard shotgun, Elysians can modify the claws across their back to hold various other weapons, such as Rocket launchers and plasma guns, and flamethrowers. They may use the main claw of their suit, usually used for delicate repair jobs, to grab targets, hold them up, and fire away until they are smithereens.

The battlesuit they wear is a construct designed to increase their reflexes and fine-tuned motor control, so their repair jobs are easier in tight-situations, however, it is also an effective defense, the suit allowing them to take much punishment, and capable of repairing itself as well. The suit further can access and repair other combat suits used by their allies in battle.

Walgolorian Oibri caste Engineer= Normally, the Loach subsect of the Earth Caste is the main fighters on the field of the Walgolorian Dominion, being the strongest and most capable in mind and body. However, to maintain their many weapons, drones, and vehicles, the Oibri, another subject of the Earth Caste, may also deploy to help their brothers and maintain and modify equipment to suit environment and improve their brothers' fighting abilities. Oibri Engineers are those few brave souls who, charged by the Empyrean Caste and the Sovereign Lord, may join the Loach in battle against their enemies. While not as tactically adaptable as the Elysians, or knowledgeable on the vehicles of the Pact, the Oibri do have knowledge on how to repair weapons, and work battlefield repairs on android units.
 * Use - Drone and droid repair, deploying defensive units.
 * Weapons - Plasma Rifle.
 * Defenses - Modified Walgolorian Armor.

Due to the Mendel's as-of now low numbers, which are slowly changing today, they commonly deploy android and robotic units as of now. Ranging from the intelligent Battle Legionaries, to the simple but adaptable Drone units, an Oibri Engineer makes use of thousands of repairing techniques and abilities to repair damaged armor, circuitry and programming. Due to this, an Oibri team can have drones back up and running in no time, and may even assist other units in battle after their done, before finding other units to repair.

Oibri, while not dedicated warriors, still take the field armed with a Plasma rifle, like other Walgolorian Warriors, and use it to fight off other units and support their drones and combat units before they pull back to a safer position. They can also deploy various ammunition dispenser units, and defensive turrets, which can be modified for various tasks and defenses against certain targets and vehicles. Rarely is a Oibri caught unaware, for even if one can sneak past their turrets, an Oibri can activate 2 defensive drones per man to fight off enemies.

Their armor is modified to fit someone of their station, as Oibri caste members tend to be shorter and less stocky. Their armor's helmet's HUD assists in repairs, allowing them to spot trouble areas in their "patients", and fix them.

Where's an Elysian is more static in his repairing and construction, an Oibri commonly moves with the rest of the army as they advance, fighting and risking his life alongside the rest of the combat force to better serve their comrades, or help deployed defensive turrets in the middle of the field to assist in temporary assaults, knowing the turret will fall, yet building them as distractions.

Heavy Infantry
The War-guardianship's heavy infantry units act as frontal assault units for the War-Guardianship, and commonly act as melee, mid-ranged combat units for the Pack. This derives from the Ugandalorian/Kodalorian believe in close-combat being the purest form of battle. Heavy infantry units are usually the veterans of countless campaigns and far greater training then standard infantry. Due to this, they usually deploy in much more dire situations. When deploying with basic infantry, they often help direct forces to certain areas, and are, like frontline infantry, given more dangerous objectives to take and accomplish. The other is deploying in more savage conditions, where better training and experience are required to complete an assignment.
 * Heavy infantry

In battle, Heavy Infantry commonly deploy shock trooper tactics, deploying with normal infantry, and hitting the weakest points of the enemy with as much strength and power as they can, so as to break the enemy all the faster. This goes from simply using more advanced fire-arms to gun down enemies, to surprising foes in melee and cut them down. When faced with superior foes at range, Heavy infantry will seek cover so as to fire back.

When acting in defense, Heavy infantry will go behind enemy lines, and while frontline forces hold the line, they will perform the most dangerous operations will cutting a path of destruction through enemy supply and troop lines.

Stealth
Mendel stealth forces are the units charged with precision strikes to enemy forces during battle and combat, and are charged with scouting, recon and assassination of important enemy forces. As they are charged with such dangerous missions, Stealth forces are commonly much more experienced and elitely trained then standard forces, and commonly operate behind enemy lines or very close to enemy forces. As such, these forces usually are more patient and cunning in battle, due to the high risks of their combat role.
 * Stealth Forces

As they normally are given a set amount of tasks, Stealth units normally do not change tactics when going offensive or defensive. They remains to harass the enemy before the main army advances, cutting down leaders, taking down scout units, and protecting allied flanks, or even hunting down leaders. These units are rare, as a result, though extremely dependable, and, befitting their nature, do not commonly appear around other units, even in more peaceful times.

Elite Infantry
Elite Infantry of the War-guardianship are the most capable and veteran units of the Mendel Pact's military. The most highly trained, and experienced forces, Elite Infantry forces commonly fight in Black Ops missions, even in places where Heavy infantry, such as Ugandalorian Defenders could not fight as effectively, and in fewer numbers as well. Where's 2 squads of heavy infantry or the like would be needed, Commando units such as these usually can operate the same missions with greater success with just one squad.
 * Main Link

Elite Infantry are usually left to decide their own actions in battles, whether on offense or defense. Due to their experience, Commanders will often let Commando units decide where to strike and when, striking enemies where they feels are weakest and at their chosen discretion. Few of these units can be found at the front, as they prefer to be at the hottest zones of combat, right behind their enemies' lines and closest to them.

Religious
Reverend= Reverend are the sacred priests of Zaraturai, their duty to remind their brothers to the scared values of unity, duty and destiny. Furthermore, they are responsible for the spiritual health, faith and brother's zeal within the Ugandalorian's ranks. Reverends are taught to be naturally accepting and open to all religious believes, even if they do not agree with them. Due to this nature, Reverends are commonly advisors for leaders, and therapists for warriors outside of battle.
 * Usage - Spiritual leaders, seeing to the health of the army
 * Weapons - Power Mace
 * Defenses - Highly durable plate armor, force field necklace.

They are traditionally seen white, ancient, Templar-styled armor and commonly wear winged, skull-shaped helmets to frighten their foes. Furthermore, copies of ancient Ugandalorian scrolls can also be found on them. Not only is their armor durable, but Reverend also wear an special necklace with a powerful shield generator inside. If challenged in battle, Reverends will strike down the foe that challenges them as quickly as possible. Their code dictates they might not attack any foe fist and must wait for a foe to attack them before negaging in combat, and that they must put down their challengers as quickly as possible, without drawing external blood. As such, they come in with a power mace into battle, as this weapon only causes internal bleeding.

Outside of battle, Reverends work to inspire their men to holy faith and keep their spirits up, as well as help heal the wounded and tend to the dying, to make their last moments as comfortable as possible. Reverends, having grown far less dogmatic and ultra-religious then Deacons with age, are equally important in the process of assimilating new races, helping them mend their culture with that of the Ugandalorians once a war is over, and helping the conquered adjust to their new rulers. During celebrations, Reverends are often the ones who recite the old ballads and tales of old to inspire and educate their younger comrades, while honoring the sacrifice of their ancestors.

The Ugandalore's traditional armor, that he wears for political situations and meetings, is a modified version of a Reverend's armor.

Militia Deacons= Militia Deacons serve similar roles to Reverends, with the sole exception that they not only warrior-priests, but also front-line combatants. They are often the sons and daughters of religious leaders, joining with Reverends and Militia units so they may acquire important skills in battle and in healing their brothers. Due to their upbringing, and the rigors of battle, they lack the tact and accepting nature of the older Reverends, and commonly come off as dogmatic.
 * Usage - Religious members of a militia force, crusaders
 * Weapons - Battle-Mace
 * Defenses - Barrier Necklace, plated armor.

They have a zealous loyalty to the Ugandalorian Gods, and often an conservative personality as well, seeing themselves as the Gods' most fierce crusaders, fighting for them, the Sacred Virtues, and little else. It is only after they have grown older and wiser that they can become true Reverends. Deacons wear light purple, crusader-like armor, with more and more white parts appearing as he follows the path leading to becoming a true deacon. While their are equipped with the typical barrier creating-necklace, their armor is somewhat weaker than that of an Mustering-Lord. Unlike Reverends, Deacons do not have scrolls attached to their armor, but instead they have seals placed on them, with the texts instead carved it into their armor.

Three Militia Deacons commonly accompany 1 Reverend in battle to protect and learn from them. Deacons will listen to their Reverends while they recite the old tales and sagas of the Clans, learning to memorize them and, as a right of passage must recite ballads when told on the fly, usually after a tough battle.

They commonly carry the same weapons as Militia, but also a battle-mace as a way to avoid shedding blood, which they see as impure.

Kodalorian War-Priest= Kodalorian War-Priest are the warrior-priests of the Kodalorian armies, and charged with similar duties to the Reverends. Coming from a sect of warriors separate from the other Warrior-legions of the Kodalorian race, the War-Priests dress themselves in ancient black armor and pure white robes, while inspiring their allies.
 * Use - Religious Leaders, maintaining army health.
 * Weapons - Power Mace
 * Defenses - Armor

Kodalorian War-Priests normally do not leave their monasteries, preferring to wait in habitual silence, and read from their scared scrolls and books unto their followers on holidays and certain hours of the day, before returning to their fortress-monastery. As such, much of their time is spent in silence so as to focus the mind. However, some priests feel the need to leave their fortress monastery, and help join their comrades in battle to keep their faith up. Such is seen as duel-fated. While Kodalorians see the priests as holy, and quite helpful, their brothers see it as a solemn task, as they are abandoning the oath of to do no harm onto other life in order to complete their tasks.

Kodalorian war-priests carry a holy mace into battle to defend themselves, and, as part of their oath, cannot attack a foe unless attacked first. As such, they carry no ranged weapons, merely chanting to their brothers to maintain discipline and hold the line, or charge alongside their brothers into the fray once ordered. Like Reverends, they maintain unit health, instead of advanced medicines and serums, use herbs and brewed drinks to assist in the healing of their charges.

A War-Priest wears black and blue armor, adorned with robes covering his face, similar to Terran Ninja, and covering much of his highly protective armor. These robes start off white, but, as they spend years in battle, they are colored darker and darker, going from red, to black.

Ustmen Wolf-Priest= Originally followers of their own believes, The Ustmen, when they joined the Ugandalorians, left behind their religion to join the Mendel. While encouraged to keep their own religion, they refused, adopting many Ugandalorian customs and ideals, and mixing them with their traditional Deutzalanian believes. However, one thing that did not change, was the sect of warrior-monks called Wolf Priests. Working alongside Ugandalorian Reverends at times, Ustmen Wolf Priests are fielded by the Deutzalanian populations under Mendel protection to bolster the men's fighting abilities. However, they are much more then simply priests who see to the health of their charges. Much more aggressive in mind set, and dangerously hot-tempered, Wolf-Priests fight against the unbelievers with incredible essence power and skill with melee weapons.
 * Use - Religious leaders, shock troops
 * Weapons - Long Spear
 * Defenses - Armor, essence powers.

Wolf-Priests are armed with a Long spear, a staff weapon with a curved blade on it's tip, made to slice through enemies. This staff also doubles as a way to channel their incredible essence powers at foes, allowing them a more direct role in combat. They believe their essence powers are a gift from the gods and drawn form the power of the ancestral spirits, something they stubbornly hold onto, as must within the Pact look down upon Essence as something akin to demonology.

Wolf-Priests wear seemingly primitive armor, adorned with wolf and bear pelts to give them a fiercer look in battle, their helmet fashioned from a Wolf skull, and pelts covering their shoulders like a cape.

Medical Corps
"It won't be pretty, but you'll live."

- Medical Corps Mantra

The Medical Corps, or Coor'ur'Raakaita (Battalion of Medics), is the subdivision of Mendel forces assigned to assist in healing both the healing of the Mendel warriors during and after battle, and even help in healing the enemy after they surrender and the battle is over, before they are sent to reeducation camps.

While all Mendel soldiers, as part of being accepted into the ranks, have some knowledge on healing other races, and plenty on healing their own, Coor'ur Troops take this a step beyond, going out of the way to learn the art of healing and protecting their comrades' health in and outside of battle. While the many warrior-priests help in healing soldiers after battle, the Medical Corps are the only ones with the knowledge and skill to do so during a battle, with laser fire and explosions happening all around.

The Medical Corps are generally cold fellows, accepting that they, for all their skill and ability, are mortal, and, while they cannot save everyone, they may still be able to save most of their battle brothers and get them back up and fighting once more.

Quarter-Master= Quarter-Masters are the Ugandalorians who have received advanced training in being able to perform life-saving medical treatments under and during the stress of battle. Strong, capable and patient as the death they so fight, Quarter-Masters are chosen from volunteers among a regiment or cadre, and trained extensively under simulations, some live-fire, to create a cool-headed, logical field doctor who can also fight extremely well in battle.
 * Use - Health and healing
 * Weapons - Blaster Rifle.
 * Defenses - Armor.
 * Equipment - Surgical tools, scalpels, needles, etc.

Quarter-Masters are usually attached to certain squads that will be going into the worst fighting on the field, and, as such, must be there to actively assist them not only in fighting their enemies, but also in mending flesh and setting bones during a fire fight. The Quarter-Master not only heals his troops, but also is quite an effective combatant, his medical expertise not stopping him from being a well-balanced warrior in battle, still having the martial training he received as a youngster years before.

Quarter-Masters are armed not only with rifles, and a Long Knife, the symbol of being a medic, but also come with various surgical tools, including neuro-injectors to boost performance briefly and enhance strength, scalpels to into tissue and skin, and other tools to combat sickness and death that may grip a warrior. When they cannot save their comrade, their job is to collect his helmet, right shoulder pad, and Claymore for return to his Clan back home. To assist in this, the Quarter-Master is commonly accompanied by multiple Servitor Drones to collect these items.

Blood-Thirst Company
The Blood-Thirst is a biologic condition that Mendel suffer from. Due to the fact they where engineered to kill for the Multus Esse, most suffer, around age 7, when they are reaching adulthood, from an increase in aggression towards outsiders, especially aliens. None can say when it first appears, but when the victim starts to feel a greater need to fight others and kill, the parents know what is about to happen, and help prepare their child for a mental journey to conquer the natural desire to kill so they may rejoin their clan. Once they succeed, they are honored as full adults, and allowed to forge their own Claymore. If they fail, they are taken away before they can harm anyone else, and locked away in solitude, constantly demanding blood. Most don't know how one fails. Some believe it's a biologic short-coming, well others say they simply lack the will. Many Ugandalorians, despite not being raised by their kin, conquer the Blood-thirst by themselves, while living with alien parents. Notable examples, include Gelu'Magnes of the Greater Mirusian Church of Spode, and Tyndar Maclon of the famed Olympians.
 * To see it's full affects, and variations by other races.

While the Blood-thirst was common in the past, it has steadily gotten worse. Where's at one point, it would've left one slightly more violent, now adays it causes extreme psychosis. Why the Blood-thirst has gotten so out-of hand and it's effects worsened it entirely unknown, the many believe the stress of travel and a parent's past battles may have effected it.

Mendel Warriors never speak of the soldiers put to use in the Blood-Thirst company, where their families hope they can regain their honor and clan name. Most call them The Fallen, The Outcast, or the Unspoken, and some refuse to say their name until they die an honorable death. Some Mendel who go through a traumatic event in their life often can experience Blood-Thirst episodes, called the Hour-long rage, which has been found to actually last, always, exactly one hour, and in which the victim goes through the same side-effects as the Blood-thirst Outcastes. Usually, they calm down, those that, strangely, don't, end up as members of the Blood-Thirst company.

Only one being as successfully conquered the Blood-Thirst within himself, though many say he resorted to darker, occult means to do so. His clan and Sept having stripped him of name long ago, and he is merely referred to as the Blood Apostle, and is charged with leading the entire Blood-Thirst Company.

Currently, there are 2,000 warriors in the Company, not counting their handlers.

Fallen Warriors= Fallen Warriors are the few Mendel Warriors who failed to conquer the Blood-thirst in themselves once they reached their near-adult age. Since the Mendel are bio-engineered to be soldiers and warriors and fight, their creators never looked ahead to such problems, and, in their haste, created a race that has a natural biologic need to kill. As they mature, Mendel conquer this drive, and lock it away within themselves, though muster up these feelings when in battle almost as though on will. Fallen Warriors, however, are those who, at age 7 or above, failed to conquer the Blood-thirst. Left with a constant need to kill anything that is not genetically Mendel, Fallen Warriors are locked away in a series of forts where they spend their days raging at nothing and seeking battle, only to stop, eat, drink or sleep when their energy runs out, only to wake up and continue their demands for blood.
 * Use - Berserkers
 * Weapons - Chain Sworrd, Combat Shotgun
 * Defenses - Benedict armor.

While most Mendel are loath to use them, wanting their brothers and sisters to be put down more then anything and put out of their suffering, those that do use them, find that, when deployed in an area, they can quickly make short work of most other foes. While few things can shake their blood-thirst, special priests, called the Ecclesiarches of Mourning, help steer their brothers towards enemies, and away from allied forces and civilians. They are commonly the ones in charge of taking care of his brothers in times of peace.

Fallen warriors charge onto the battlefield, with whatever weapons they grabbed to begin the fight, directed to targets by the Ecclesiarches, and the Priests usually letting their comrades' own brutality do the rest. Blades, axes, blasters and heavy weapons are common weapons in their battles, though no 2 Fallen brothers carry the exact same weapon, and rarely do they pick up the same weapon a second time. Since they are exiled from their family and Clan for failing to conquer the blood-thirst, they do not have the Claymores yielded by other Mendel warriors. However, their bodies have grown much in the years following, allowing them to ignore normally fatal wounds and tear their enemies, sometimes with their bare hands.

, current Ugandalore, almost failed to conquer the Blood-thirst, leading to his heightened senses, strength, endurance and aggression. Also, it is hinted by some that many Mendel avoid conquering the Blood thirst after it first appears, so they may begin to benefit from it's increase in their strength and endurance.

Fallen warriors are dressed in the Benedict Armor, black and red armor, signifying their path leading to death, either an honorable one in battle, or to the point their own hunger for flesh and destruction finally breaks them to the point the Ecclesiarches finally decide to end their existence. The black armor is notable for it's red, blood-like markings across it, and the red visor, instead of the normally black one of most warriors. Many mourn the Fallen, as they are dead-men walking. Others respect and fear them. Most agree it is a dark path for any warrior to fall on.

Ecclesiarches of Mourning= Ecclesiarches of Mourning are a special group of priests, charged with leading their brothers and sisters into battle who have fallen to the Blood-thirst, and help guide them on and off the battlefield. Theirs is a tough charge, as they must keep their battle-kin heading towards the foe, yet are also responsible for restraining and keeping their brothers away from allies and civilians who are with the Mendel. They are commonly seen as a melancholy group, as they are charged with guarding and helping their brothers and sisters take care of themselves, an always difficult job, and one only the most competent and patient Chaplain among the Mendel can accept.
 * Use - Guides for Fallen Warriors
 * Weapons - Brazier, Melter
 * Defenses - Benedict armor

However, this is not the only reason they are used. Their speeches and orders, when shouted on the field, give their charges some semblance of order, and will usually, follow suit. It is unknown if the Ecclesiarches use powerful telepathy combined with their speeches to guide their brothers, or if the animalistic side to the Mendel follow what they see as pack leaders. Either way, the Ecclesiarches help keep their brothers and sisters from charging heedlessly into enemy fire, or from harming any innocents.

If somehow challenged directly, and without aide from their brothers and sisters, an Ecclesiarch uses his mace-like brazier and his melter pistol to quickly incinerate the foe that challenges him, and go back to leading his brothers. Ecclesiarches uniquely have to ability to ignite fallen allies into a pyre with they can do massive damaging to unsuspecting enemies. Such thing is seen as a final honor by fellow Ugandalorians for the fallen, as they not only are granted a ritual death but can also take a couple of enemies with them post-mortem. It is their horrid task to perform a Fallen Warrior's last rights, where they bless him or her upon death for his service, and hope he/she may be reborn so he can live a full life once more, before burning their remains, and delivering the ashes to the family.

The Ecclesiarches commonly wear black benedict armor, with a skull-shaped helm across their face, which has 2 red glowing eyes. Their robes and armor markings are blood red, similar to the warriors they guide, and is highly protective. The Ecclesiarches commonly develop a spiteful, hateful, lonely attitude, and an almost fatalistic drive to lead their men. Most, however, remain silent, lonely individuals, whose only bonds are the few damned souls placed under their command, whose only release, is death.

Aspect Warriors
Aspect Warriors are Mendel warriors who seek to channel the might and personality of one of their gods. Usually residing in War-shrines, these warriors join the main army when requested or if their Shrine-world is located in a nearby system. As such, these warriors, while designed only for a single task, prove exceptionally powerful when deployed on the field, and commonly find themselves against particularly advanced or powerful warriors.
 * Main Link

Elite Guard Units
Eran Guard= Eran Guard are the elite of the elite, chosen from the finest warriors of the army, and trained to guard the Ugandalore. Reformed from the Blood-bearers legionaries, Eran Guard are much deadlier, and much more organized, no longer divided by regimental loyalty to a certain planet. This means they come from all sorts of areas under Ugandal control, but mixed together, in order to better maximize their combat abilities and experiences.
 * Use - Guards of the Ugandalore
 * Weapons - Dark Sabers, advanced weapons.
 * Defenses - Heavy armor.

Eran Guard are armed with the most advanced weapons available, and are foes known for deadly skill and resilience in battle. They also yield scared Dark Sabers. These pure black blades are made via ancient techniques that channel their users' rage into power, making the Eran Guard feared by any they face.

Eran Guard have the best armor needed in their duty to protect the Ugandalore. They do not deploy unless he or his direct family is on the field, and will do everything to protect his family and he. Failure to do so results in some Eran Guard committing ritual suicide. While seen as a great honor, many see it as a silly, ceremonial position, as they see little honor in not partaking in battle with their brothers. Make no mistake, despite being regulated to a support position, Eran Guard are still highly organized, and very skilled.

When the High King or any of his family wish to lead the charge directly into enemy territory at the fore-front of their troops, a unit, or even the entire guard many deploy with them to drive back the foe. In one recorded incident between a Skordi warband and Ugandalore the Indomitable's Honor guard, the High King and his 6 soldiers fought through the Skordi warband, losing only 1 man in the struggle.

Eran Guard are recruited from orphans who wish to join them, and Super Commandos, Defenders, and Shock Troopers who perform particularly well.

Empyrean Guard= Empyrean Guard are elite Walgolorian meant to guard the Empyreal Caste and Sovereign lords of the Walgolorian Dominion. While most Walgolorian have pathetic strength and skill in melee combat, the Empyrean Guard draw recruits from hardened veterans who serve with the outmost honor, and, most of all, the highest proclivity towards melee combat, despite their race's short comings. When need be, Empyrean Guard done advanced armor and high powered plasma weapons to go to battle.
 * Use - Guards of the Empyrean Caste and Sovereign Lord.
 * Weapons - Soul Spear, Honor Blade
 * Defenses - Heavy Powered armor.

The Empyreal Guard, or "Light of W'alor", are the greatest recruits drawn from the Walgolorian Laoch Warrior Academies, famed for their exceptional skill and honor in battle. Despite Walgolorian evolving with slower reflexes and lesser speed, these Guardsmen have developed into fine melee combatants, considered among the best in the empire. When in ceremonial grab, they guard their leaders with Honor Staffs, long spears with extremely sharp blades that can cut through most metals. When called for battle, something they eagerly partake in, they come to the field with advanced pulse weaponry, rifles allowing them to shot down enemies with incredible ease.

While normally wearing ceremonial armor to reflect their rank and stature, when in battle, Empyrean Guard will wear advanced powered armor versions of their ceremonial pieces, allowing them to shrug off injury with both their armor and the power shields themselves, while almost allowing them quicker reflexes due to an advanced heads-up display implemented by their top grade scientists.

Aube Guard= Aube Guard are the warriors charged with guarding Kodalorian chieftains and lords, made up of the finest Kodalorian warriors, usually on the cusp of retirement. Grizzled from countless battles and experienced in countless ways of warfare and battle, Aube Guard are usually warriors who, having survived the worst, want to see a little more adventure with their chiefs, before they either retire to their farms and communities as village and clan elders, or go out in a blaze of glory.
 * Use - Guards for the Kodalorian Clan Lords
 * Weapons - Power Axe, Ballistic weapons.
 * Defenses - Heavy ceremonial armor.

Aube Guard, being so experienced in battle and warfare, are extremely potent warriors. While not having the energy of younger warriors, they make up for it with great strength and power, as well as years of experience dealing with foes in battle. They commonly carry all manner of heavy ballistic weapons and Power Axes and other melee weapons, being able to deal with targets at both range and melee combat.

Their armor, while considered somewhat ceremonial, is very ornate and highly effective at guarding the warrior, being able to shrug off most armor-penetrating bullets, and protect them in the chaos of melee combat. The armor commonly has many inscriptions of their clan and chieftain, as well as trophies garnered from battle.

When called by their Chieftain to battle, the Aube Guard commonly accompany him everywhere. Be it behind the lines directing warfare, and protecting him assassins and special forces, or fighting at the front and leading a grand charge into the greatest mass of their foes, nothing is off limits to a mighty Aube Guardsmen and his or her brothers and sisters.

Command Units
To marshal their forces, the Mendel rely on various commanders from their races to oversee the operations of battle across multiple worlds. Ranging from the heavily armored and armed Walgolorian, to the fierce and barbaric Orgaat, each and every race fills their own niche in the Pact, and ultimately, the battlefield. No race that joins the Pact's military is without a Commander, even sub-commanders, as even the best of Mendel commanders sometimes need help in understanding another, new races', way of doing things.
 * Command Forces

Mercenary Forces
When the Mendel sell their services to another race, they usually customize their forces slightly different from that of the standard military protocol, as they longer need a "uniform" look, and are allowed to customize to their liking. Basically, when a Marshall gathers enough forces, he can go to his high lords, and ask permission to lead mercs to aid an ally and fight for money and glory. If the Mendel Lords agree, they may go off, to fight for as long as the contract requires, then return home, either when done, or when the High Lords call upon the Clans for a crusade.

This comes from the Mendel ideal to always seek out challenges and take on the strongest enemies. Whether it means facing the strongest armies, taking on dangerous bounties, or living in dangerous jungle worlds, the Mendel seek above all to strengthen their bodies and minds for war. Being mercenaries roles into this, as it is this cultural believe that pushes the Mendel to seek out challenges, no matter what form they may take, even in the lowest pits of the galaxy. In their mind, anything less weakens the Warrior and devalues his worth to the Pact and the Gods.

Entire Clans can work as mercenaries, some going off to other galaxies and corners of the universe and finding work elsewhere.

Vehicles

 * Vehicle Link

Light Walkers
Guardian-class walker= The Kodalorian Guardian-class battle and scout walker, shortened to Guardian Walker, is a fast, moving, strangely fragile unit, considering the Kodalorians' like for heavy hitting vehicles at just the right spot to do in enemies. These vehicles are made for combat support and fast moving strikes. The Guardian is outfitted with all sorts of upgrades to go from jungles, volcanic wastelands, and ice fields, with little time needed to change upgrades.
 * Weapons - Repeating Blaster, Missile Layer
 * Defenses - Light armor, Speed.

The Guardian mostly uses a Repeating blaster to mow down infantry, and antagonize vehicles and heavier targets. The Kodalorians also outfit them with a weapon called the missile layer, which fires salvo upon salvo of missile with little reload time, and bombard areas.

Guaridans, despite being built and designed by the Kodalorians, can be used by any species.

Jai'ko-class Walker-Titan= The Ugandalorians' Jai'ko-class Walker-Titan is a larger, sturdier walker used for most assaults. Large, though hard to maneuver, the Walker-Titan is used to clear opposition out of cities and fight as light artillery, though fills mostly the role of the former.
 * Weapons - Twin Heavy Canons, artillery pod.
 * Defenses - heavy Armor.

The Jai'ko moves slowly, plodding through, slowly butchering everything that crosses it, though it's target must be right in front, for it has a terrible time turning. As such, the smaller, more nimble, Guardian is used to destroy flanking enemies. The Jai'ko itself has twin heavy canons used to blast away most targets it has insight, and is used to destroy barriers or buildings in it's path, or it can simply walk on them, crushing them under foot. The Jai'ko has a secondary gun, in which the gunner can target enemies at long range and fire upon them with long range plasma rounds.

The Jai'ko, while effective at clearing out cities of enemies, is only used sparingly when in open combat, as it is slow, and it's legs, despite all it's heavy armor, and still very sensitive to enemy rocket fire and the like.

Tanks
Candarro Assault Tank= The Candarro Assault Tank is the main line battle tank used by the Mendel Pact and is fielded by many of their military forces, including the War-guardianship, Cybernet Legion, and even law enforcement when the situation demands it. A highly advanced repulsorlift tank, the Candarro Assault Tank is made to be a fast moving, durable attack vehicle that performs well as the basic ground vehicle in their legions. Armed with 180 millimeter thick hull armor, and advanced shielding, the Candarro is a moving wall that, almost silently skims the ground and above water as it tracks it's prey.
 * Weapons - Mass Driver canons, beam canon.
 * Defenses - Shielding, heavy armor.

The Candarro garners it's name from the first High King of United Ugandalore, Candarro Ordes, who was said to be the first being to unify the Ugandalorians into a untied empire. Known for his fierce loyalty in battle and iron hard will, the tank is said to personify these features in battle, being highly durable, and having a bite to match. The Tank has twin Mass Drivers, powerful guns that fire accelerated particle canisters at high speeds at their targets, ignoring shields as they smash and explode into their target. Near the rear flank of the tank is 2 small Pulse Guns for secondary fire, and it's co-pilot can fire a Beam canon at infantry or secondary targets to allow multiple avenues of fire.

The Candarro is outfitted with far thick hull armor all around, it's only weak points being it's underbelly, near the repulsorlift beds that allow the Candarro to move off the ground, equivalent to a less advanced tank's treads. As such, the tank is outfitted with advanced sensor relays allowing it to spot mine fields, the most dangerous foe for any tank, but even worse for the Candarro, as the shielding is weakest under the repulsorlift beds.

The Candarro, due to it's speed and mobility, as well as it's adaptability, is the most common tank in the Mendel Pact, and commonly, it's chassis is modified to house different weapons and equipment to fill many more roles. Even as the Mendel advances further, the Candarro will doubtlessly remain their main tank choice.


 * Known Chassis types
 * Candarro Basilisk-pattern - A Candarro outfitted for transport, sacrificing it's Mass Drivers for 2 heavy Turbolaser canons, and forgoing it's beam canon, instead allowing it to transport 3 infantry units at a time, who can fire out of the tank.
 * Cnadarro Wyvern-Pattern - Heavy siege pattern. Trading in it's Mass Drivers for a Heavy Plasma gun, the Tank barely resembles it's predecessor at this point, but retains much of it's speed, despite the Plasma Canon's bulk, and all of it's durability. The Canon is, while slow firing, used to destroy enemy defenses and vehicles, with some anti-personnel ability, though it is too slow firing to be much of a threat.

Mobile battle platform= Mobile Battle Platforms are heavy artillery tanks, rolled into battle to bombard enemies at long range. Used to soften up enemy defensive turrets, or destroy enemy vehicles and fortifications, Mobile Battle Platforms are an instrumental and powerful force in the Ugandalorians' crusades.
 * Weapons - Siege-designed mortar pods.
 * Defenses - Heavy armor, shields.

It's main weapon are 5 Mortar Pods used to launch flaming projectiles at targets that go straight through shielding, and explode on impact.

The massive vehicles are used to transport troops around the field, and, when attacked by other vehicles and infantry, will deploy it's internal infantry squads for defense, as it has no weapons other then long range mortar pods, which are ineffective at medium range.

It has extremely heavy armor and shields, but is very slow.

Koroan Battle Tank= Koroan Battle Tank is a large, Kodalorian armored assault tank, used to assault infantry, but mostly has a defensive role, due to how slow moving the weapon platform is. Often, the tanks will be set up, and enemies lured to within range of the tank.
 * Weapons - Pulse Canon, machine gunneries.
 * Defenses - Heavy armor, shielding.

The Koroan Tank has a main pulse canon, and 2 machine gunneries to attack most targets. Usually, the Pulse Canon attacks the biggest target, while the 2 gunners take down infantry and other targets.

While the Koroan is a powerful weapon, it's use is limited, due to it's gun not be rotatory. When the gunner wants to aim at something new, he must turn the entire tank around to face the target. Otherwise, the Koroan-class features heavy shielding, and good quality armor.

Cragoa Assault Carrier= The Cragoa Assault Carrier is a Kodalorian assault weapon, used to transport squadrons of infantry into battle. An armored vehicle, the Cragoa-class is fast moving and used to move it's warriors across the field safely.
 * Weapons - Repeating Canons.
 * Defenses - Armor.

The Cragoa has little weaponry, other then 4 repeater canons mounted on the top, firing anti-infantry plasma rounds at target, as they deploy their contents onto the field.

The Cragoa has heavy armor, but otherwise is not useful for direct combat, being mostly used to reduce infantry causalities, and assist allies in killing enemies.

Machete-class Tank=
 * Weapons - Burst Canons
 * Defenses - Heavy armor.

Speeders
Viper strike skiff= The Viper Strike skiff is a fast transport and assault ship, used to attack infatry squads and harass vehicles before disappearing. The Skiff sacrifices armor and shielding for speed and agility. The Viper is one of the oldest military designs of the Ugandalorian legions, and a prefered vehicle, despite it's weakness.
 * Weapons - Light canons.
 * Defenses - Light armor.

The Viper uses 4 anti-infantry turrets to rip through it's enemies, such as infantry and light vehicle armor.

The Viper has light combat armor and some shielding, however, it cannot withstand much enemy fir before having to retreat. Other then hitting enemies and retreating, the Viper also acts with the main army, helping take down enemies with heavier vehicles and Ugandal infantry.

Hatchet-class Assault Speeder= The Hatchet-class Assault Speeder is the main vehicle used by the Walgolorian, having a similar role to the Candarro Assault Tank. The Speeder is heavily armored and used for most assaults, but like most Walgolorian weapons, it's systems are most effective at long range.
 * Weapons - Laser Turrets, Single Mass Driver.
 * Defenses - Heavy armor.

The Speeder uses mostly laser turrets to attack enemies and vehicles alike, being fairly general purpose, while the Tank also has a single Mass Driver Turret to fire accelerated canister rounds at targets, which ignore shields.

The Speeder is general purpose, being somewhat fast, and can transport some infantry on the field. The Hatchet can take much damage before falling, and is useful for protecting infantry squads when enemies close upon them.

Shaska-class Transport=
 * Weapons -
 * Defenses -

Battle suits
Knight-pattern Suit= The Knight-Pattern combat suit, is the mainstay of Walgolorian heavy assaults, and among the most durable of Walgolorian units deployed. The Suit is the most successful, and longest running design used by the Walgolorian. It is notable for, despite it's small, agile frame, holding multiple weapon systems within it's chassis, making it among the most recognizable weapons of the Mendel. In the end, it is most famously known as a dangerous and effective weapon of war.
 * Weapons - Arm-mounted Plasma Casters.
 * Defenses - Heavy Armor.
 * Equipment - Jump jets.

These battlesuits are the mixture of all things the Walgolorian prize in their armies. Offensive capability, armored protection, speed, maneuverability and utility among them. A wonder of the scientists of the Walgolorian, the suit is a massive construct, twice as tall as the pilot who commands it, and armed with enough fire power to lay to waste a corp of infantry and tank. With the assistance of their Ugandalorian allies, the Walgolorian managed to upgrade new suits with more durable metals, among them the scared Bescar'dermis Metal forged by the Ugandalorians. With this, Knight-patterns are exceptionally more durable in combat.

Knight suits are equipped with special jump jets, allowing them to leap into one position, fire upon their enemies with devastating results, and leap away before they can return fire. Night is the worst for enemies, as the Knight-suit fully embraces it's speed and maneuverability to devastate armies while they sleep. The suit has advanced targeting systems, allowing him or her to target enemies from far way, and decimate them before they get close. These come from Arm-mounted plasma casters, allowing them to destroy vehicle, or infantry, with terrifying speed. However, if they are closed by an enemy, then the suit has a long, sword like structure in it's right arm, allowing them to slice through foes like paper. While the Walgolorian lack the strength of other races in melee, they certainly do not shy from it.

Knight suits are frequently the most deployed battle suit formations among the Mendel Divisions and regiments, either supporting the lighter Walgolorian Warriors, assaulting the most powerful enemies to inspire their brother. They mainly use their strength and speed to out-maneuver their foes. With other forces, especially Ugandalorians, Knight Suits will commonly leap into battle with them, jumping upon foes with their kinsmen.

Knight suits can receive a multitude of upgrades to fit their combat situation, including tracker beacons, burstfire missiles, and heavy smelter guns. Users of the Knight Suits tend to be eager, passionate warriors, keen to inspire their brothers, and cut down the more savage foes of the Abiding Truth.


 * Variations
 * Knight-81 pattern - An armored suit designed for long ranged combat, armed with 2 arm-mounted fusion guns, Cyclonic Anti-infantry canons, and missile launchers on it's back, acting as a long ranged support platform similar to a Paladin suit.
 * Knight-89 Pattern - This armored suit was built for assaults on heavily fortified positions and enemy defense systems, outfitted with reinforced Karidium armor, ore plates placed across the suit to improve their defenses.
 * Knight-805 "Enforcer"-pattern - The Enforcer is a new battle suit design, conceived after multiple battles with the Dragowar. Larger, sleeker, and more powerful, and offering more powerful and protective then standard patterns. It's joint movements are more advanced, allowing faster walking movement. The Enforcer is only available to commanders, allowing allies and enemies to identify the wearer as a warrior with skill to be feared and respected.
 * Knight-804 Void-Warrior-pattern - The Void-Warrior is a new Suit designed for void and space combat, jumping ships to tear them apart, jump into enemy ships to high-jack them and attack the crew, or generally run havoc. Due to their environment, Void-Warriors are outfitted with special weapon systems for their tasks.

Paladin-pattern suit= The Paladin-pattern is one of the heaviest infantry-battlesuits that can be out-fitted and fielded by the Mendel Pact, and, as such, can only be worn by the most seasoned and experienced Walgolorian warriors in battle. While sacrificing the speed and agility of it's Knights cousins, the Paladin more then makes up for it in durability and armament, and, while at first a rearmament of the Knight suit, has become it's own subtype, deploying to give heavy support to their brothers and sisters in arms.
 * Weapons - Cascade Missile Units, Shoulder-mounted Artillery guns.
 * Defenses - Heavy armor.

How the decision to combine the Mass Driver Artillery guns with the powerful battlesuits is unknown, however, it has become one of the most successful decisions made by the Mendel Pact and their war units. Sheathed in even greater armor, the Paladin has even greater durability then the mighty Knight-class, though, due to the heavy weight of it's twin-linked artillery drivers, had to have the great Jump jets removed, making the suit far less maneuverable and quick. However, this leads it to being one of the most powerful weapons the Mendel can bear. In order to bring their heavy fire to bear, Paladins must entrench themselves in one position, and rain down fire upon their foes. Commanders have learned to be careful when deploying their forces, as one entrenched, it is difficult for Paladins to move again after.

The Standard Pattern, known M1X9 Paladin Suit, features twin, artillery-phase Mass Drivers, which fire Accelerated Artillery rounds at targets from a distance, particularly effective at destroying enemy vehicles, or butchering entire squadrons of infantry with no effort. At short range, mounted on their arms, are twin Cascade Missile launchers, used to attack foes who managed to break through to closer range. Due to many refits, Paladins lack the famous wrist blade used by Knight Suits. Further refits have changed weapon outfitting further, having put The Mass Drivers mounted on their arms, and the Missile pack on their shoulders. Some of these refitted, referred to as M2X9 Suits, often carry a Heavy Rail Rifle gun, used to completely destroy enemies.

Where's Knight Suits deploy near the front of enemies, Paladins mostly entrench near the rear of allied lines, raining down Driver Fire upon enemies as their allies advance towards victory. Paladins are especially reviled by the Zarbanian forces, who make heavy use of tanks, of which Paladins can cut through like a blade through fat.

Paladin pilots are characterized as being more patient and stubborn then other Suit drivers.

Primarch-class Suit= Primarch-class Suits, are the latest in Walgolorian tech, and the cutting edge. However, the strategy they are designed in mind for is radically different from that of any other suit before it, putting even more emphasis on close ranged combat then most Walgolorian feel comfortable with. However, working with their Mendel cousins, the Ugandalorians and the Kodalorians, lead to a rapid change in the way Walgolorian view warfare. The Empyreal Caste and parts of the other caste particularly detest the weapon, for it requires getting closer to the enemy then what they feel comfortable with. This, combined with the fact that it's a far more complex weapon then any before it, and requires a veteran's touch to use, means that the Ruling Caste of the Clans are leery to commission more of these brutes. However, as the Walgolorian emerge victorious time and time again, thanks to the killing power of these units, more commissions have been placed to include at least some Primarch Suits.
 * Weapons - Plasma Ripper canon, missile mortars.
 * Defenses - Heavy armor, shield projector
 * Equipment - Jump jets, varies

The pilots of the Primarch suits are all veterans of Knight and Paladin suits who survived incredibly deadly wars against the enemies of the Pact, including the few battle suit cadres who fought in Battle of Venetia, and, by extension, are concentrated in Cyrannus colonies of the Mendel, where these suits may be put to the test against possible Bisistar incursions or any natives who do not take kindly to the Mendel ways of life and expansion. This is also because the Empyreal Caste does not have as large a reach in Cyrannus, and those who are currently located there are more free-thinking and accepting towards the idea of the Primarch suit.

The Primarch has twin Heavy Plasma Ripper Canons mounted on each of it's arms, allowing it to cut down infantry at a savage rate, and, in simulations, have proven more then effective in slashing through vehicles, quickly killing it's crew, or detonating ammo supplies held within. Mounted on it's back are missile mortars, allowing it to bombard the enemy with suppressive missile strikes, capable of barraging an area with 10-20 missiles. The Priamrch, however, unlike the Paladin, has not sacrificed any of it's maneuverability, still able to leap across the battlefield with it's great jump jets.

The Primarch has exceptional armor, much greater then the Paladin, but still affording it great speed and maneuvering ability over it's more stocky and entrenched cousin. The Primarch is also capable of deploying energy shields to reduce incoming damage, and destroy incoming projectile attacks directed in it's direction. This allows the Primarch to take much more damage then any other suit currently in line, beside the Conqueror class, used by the Generals and commanders of Walgolorian forces. It can further be outfitted with other weapons to use.

However, it is all these exceptional traits which are the weakness of the Battle suit. Many point out the cost of weapons and materials that could go to more tested and tried for try battle suits, leading to the Primarch being shunned, for now, by the Walgolorian rulers and Clan Lwerian'ca. However, as trade increases with outside races, with the Mou'Cyran Accords, many of the Cyrannus colonies hope that further resources can be used to help build more Primarch suits.

Other
Tahriko "Basilisk" Battle mount=  Basilisk-pattern Battle Mounts are creatures of unknown original, from an unknown race. Biomechanical in nature, the beasts' organic muscle tissues keep it's armored parts together, while it rampages across the field. Tamed by the Ugandalorians, Tahriko have become identified as a symbol of the race's power and strength. The Tahriko are used by high ranking members, such as the Ugandalore, to ride into battle, even from outer space.
 * Weapons - Claws, multiple energy projecting laser canons, eye beams.
 * Defenses - Biomechanical hide, energy shields.

The Tahriko uses it's powerful claws to slice through tanks and infantry, as well as it's spiked tail to stab targets of equal size. Around it's head and it's mane of spikes, are several powerful laser canons that can tear through most buildings. It's eyes have been upgraded to fire laser rounds. The Tahriko's armor and shielding allows it to directly fly through the void, and Ugandalorians commonly jump from star ships right into planet-side battles to get the jump on their foes. As such, Tahriko can double as star fighters in battle, their claws being used to tear open enemy cock pits in dog fights.

Tahriko are beloved by their masters, and are cared for almost like a real pet. The rider and mount seem to form a powerful hive-mind, that makes each stronger as they get closer to each other. Ultra Commandos who use Tahriko often find their mounts develop similar elemental powers of their own. Only the highest ranking veterans may ride Tahriko into battle. It's been found that the Largotz actually created the Tahriko long ago, but have forgotten how to create them. The Tech-cults of Elysia still search for the secrets to create pure Tahriko-Basilisk mounts. They have come close, producing a sub-variant known as the Wyvern-pattern. While weaker, and more primitive, they do still pack quite the punch when used in battle. As it is such a high honor to ride one, only the best Ugandalorians may receive one, and those riders are commonly seen with similar respect as Walgolorian Battlesuit drivers.

The most powerful and oldest Tahriko, Alo'von'tari, has been passed from one Ugandalore to the next, and is used for when the ruler wants to ride into important battlefields. Ugandalore the Untouchable rode the great machine into battle many times during the Dominatus Wars. Another, "Bane's Edge", is a modified Tahriko rode into battle by the Artiko on certain missions.

Due to the nature of Tahriko, they are not considered cavalry units.

Cavalry
Ugandalorian Dragon-Knights= Ugandalorian Knights ride into battle atop fearsome Largotz War Dragons, originally bestial and unintelligent slaves of the Ugandalorians, who where allowed to have their own culture. For this, the War Dragons pledged their forces to their "Gods" for eternity, with most Ugandalorians being uncomfortable with using them. Others, however, form an elite order of warriors who seek to work with the Largotz so as to temper their spirit and make them more approachable.
 * Use - Assault
 * Weapons - Power Lance, Power Saber
 * Defense - Heavy Armor.

Knights often fight atop their mounts, who, through a series of cybernetics unique to each warrior and mount, the 2 share telepathic hive mind with each other, and, as they get closer to each other, the better they fight. A dragon is armed with his or her claws, fire breath, durability, as well as flight and some armor placed upon them, fitted to their preference like their masters. The rider is armed with heavy plated and mailed armor, and an energy shield gauntlet and Power lance. The lance is capable of sending enemy infantry flying with one stab.

The preferred tactic amongst Knight riders is to wait on hills and cliff-tops, and leap down to smash upon their foes, and crush them under the Dragon's weight, before ripping through any units that get within reach. As such, Knights commonly are used to tie-up enemy artillery and other dedicated ranged units who would have no defense against such things on their own.

Knights are heavily armed, and truly the most elite. Low in number, but extremely powerful, Knights are often used to finish off their enemies in battle, as infantry are mopping them up.

Ugandalorian Kataprotias= Kataprotias are heavily armed versions of Knights, but with more training, experience, and ferocity in their hearts and minds. Used to lead squadrons of knights, and to guard the Ugandalore, Kataprotias are a corp forged by valor and bravery in the face of adversity. Due to their skill and experience, Kataprotias will charge into the enemy first, taking out the most foes, or the most dangerous ones, as Knights follow suite to clear away any lesser targets.
 * Use - Heavy Assault
 * Weapons - Power lance, Power Sabers
 * Defense - Heavy powered armor.

Kataprotias Rider's armored is completely plated, and much more protective then their Knight-cousins. The Dragon also receives extremely powerful, but light-weight armor. The Dragon can now shrug off artillery rounds with general ease, while still flying and moving with great speed. Both Rider and dragon use the same weapons as Knights, though yield them with higher skill. It should be noted that some Kataprotias Dragons actually yield Claymores of their own.

The Kataprotias often are tasked to lead 4 other Knights into battle in squadrons of Dragon-riders. Knights who prove their worth, a difficult task, are promoted to Kataprotias. The son or daughter of a Kataprotias often receives the rank once their parent finishes training them.

A Kataprotias is roughly equivalent in rank to a Ugandalorian Marshal or Walgolorian Sub-Commander.

Kaguran Mor'shag Rider= Native to the homeworld of Kaguria, Mor'shag Riders are the chosen warriors who ride the famous Mor'shag beasts into battle. Long ago, the Kaguran's ancestors, who began to settle the desert plains and forests, came across the Mor'shag, who, through a mutual predator in the large Ral'keshiin, managed to come together, with Mor'shag soon letting Kaguran ride them as beasts of transport and war. When the Ugandalorians briefly clashed with the Kaguran natives, Largotz Dragon riders, and Mor'shag Flyers briefly meet in fantastic air battles above the mountains. When peace was reached however, the Lords of Kaguria gave Ugandalore the Indomitable 5 Mor'shag beasts as a gift.
 * Use - Flight-based attacks.
 * Weapons - Claws, teeth, Power Lances.
 * Defenses - Natural armor.

While smaller, and far less intelligent then the Largotz, the Mor'shag are still brutal and cunning beasts, guided into soft targets by their riders, and taking down infantry in their rampages. Mor'shag rider commonly carry power lances and spears into battle, as their mounts use their claws and teeth to tear apart enemy forces. Mor'shag have the unique ability to track enemies via their saliva, and will patiently track their victims for miles to come, never giving up until their victim is finally found.

Mor'shag, despite being more fragile then Largotz, are still fairly durable in battle, but also covered in a series of armored plates to protect them in combat.

Mor'shag are commonly deployed in desert environments, where they will wait on hills and cliffs to drop down on patrolling enemies and foes on the move, or their allies will lead the foe to a kill zone to be eradicated, when the Mor'shag jump down upon them. Despite having access to Tahriko Battle Mounts and Largotz, many Kaguran still prefer Mor'shag mounts, due to their tribal traditions and culture.

Fermendrik Rough Rider= In the desert worlds inhabited by the Fermendrik, travel is often perilous and dangerous. When they need to fight in these conditions, it is often difficult for them to get vehicles, and, as such, they rely on fast moving Rough Rider Units. These Fermendrik ride upon the backs of horse like creatures from their homeworld, which allow them to move across the field quickly, and take down enemy forces without much difficulty.
 * Use - Fast attack
 * Weapons - Soul Spear, twin Scimitar.
 * Defenses - Light armor, speed.

Moving quickly across the field with units of Fermendrik Warriors, Rough Riders will go ahead of the main forces to screen enemy forces and pick off enemy scouts and stranglers, before their comrades move in to begin major harassment attacks. Rough Riders are also responsible for attacking enemy artillery and vehicles, using special spears and swords that can slash and pierce tank armor.

The Rough Riders wear the same as their Warrior-infantry counterparts, identified under their robes with clan symbols and ancestral runes to identify themselves of what unit they are apart of, and what clan they hail from. The armor underneath, like that of their infantry counterparts, is filled with protective gear, various food and water rations, grenades, and even a system to recycle water so they will be less dependent on their cattiness.

In battle, Rough Riders will charge into battle with a weapon called the Soul Spear, a powerful weapon good against enemy infantry, droids, and even vehicles. When the weapon snaps apart, or runs out of energy, Rough Riders can deploy twin Scimitar to cut down enemy infantry and foes in general to assist their brothers.

Ornaloc Rider= Ornaloc are Orgaat whose ancestors, long ago, consumed the meat of the largest, fastest predators on the planet. As such, their ability to mutate themselves resulted in the acquisition of their traits, such as longer, slightly thinner body built, larger muscle and leg mass, shorter hands, and smaller hand claws. Their body build similar to raptors, Ornaloc are breed to act as mounts and steeds for Orgaat, and are the preferred method of travel in peace time. Yet, in war, Ornaloc are repurposed to act as mounts and heavy cavalry for their Orgaat masters.
 * Use - Fast attack.
 * Weapons - Claws, teeth, rider's weapons.
 * Defenses - thick hide, regenerative abilities.

Ornaloc commonly use their claws and teeth to rip apart their enemies and anything that their riders order them to kill. Their masters commonly carry the traditional pole arms of their kind, as well as spears and long blades to hack down targets that their mounts miss to attack. In battle, Ornaloc are used to track down and attack fleeing enemies and attack heavy weapons positions before the foe even knows there are beasts upon them. Ornaloc also commonly are used to scout and map terrain, both for battle, and in colonization efforts on planet. Some Ornaloc, in battle, have special gunner positions mounted on their backs, allowing their rider to fire while the beast bounds forward.

Ornaloc Riders commonly paint their creatures like themselves, identifying themselves with Web markings and other symbols to identify their mounts. Ornaloc are further decorated with bones, skulls and other trinkets taken and stolen from their enemies. Ornaloc have thick hides, naturally armored, and capable of regeneration.

War hounds
Skarill= The Skarill are pets of the Ugandalorians, and loyal companions and hunting animals. The Skarill where tamed by the Ugandalorians for use as hunting hounds and companions. The creatures, despite their considered ugly appearance, and grouchy disposition, or perhaps because of it, endured many Mendel to their lovable, repugnant pets. The creatures, in fact, produce a pheromone that is considered heinous in scent to a male, but are ignored by females. This comes from the creatures' hermaphroditic nature, which also registered in an extreme protective nature over pregnant females and children.
 * Use - Hunting/guard hounds.

In combat, Skarills find use as patrol hounds and guard dogs. A very loyal race, Skarill are easy to train, and, as such, obey their owners' command when needed, or will maintain their position. Skarills have thick, leathery hides, making them quite resilient, and are quite known for their sharp claws and teeth. Skarill where almost hunted to extinction by the ferocious Nerosaurs that rampaged through Ugandalore, until the brutes where brought down. Since then, SKarills have lived well in Ugandalorian clans, and, due to similar Biology, in Orgaat webs. Since the creatures are so long lived, they tend to be passed from owner to owner.

If they have one weakness, the creatures are prone to brain tumors, causing them much pain and irrational aggression towards even their owners.

Karnskyr= Karnskyr are hunting hounds native to a dangerous world unknown to many other races. This planet has a notable dislike for essence. The Karnskyr for, example have the ability to hunt down extremely strong essence users using their own powers. When the Ugandalorians first arrived, the Karnskyr attacked them in mass groups. The Ugandalorians killed off many of them, but took their pups in. Since then, they are trained to ignore Ugandalorians and their allies, despite any essence power. It's believed that they are actually sentient, and can recognize friend from foe. This was tested when locked in a room with an Ultra Commando, and the Karnskyr, despite the beings' Essence powers, ignored them.
 * Use - Essence Hunters.

Karnskyr are not as naturally nice as Skarill, being apprehensive towards new comers, and, until they are exposed to them, will not welcome them, threatening them.

Orgaat Hound= In the jungle-homeworld of Tohoch, Orgaat commonly fill all niches within the ecosystem, their ancestors long ago managing to fill most roles through manipulation of their genetics and dietary patterns. As such, a number, wishing to take on the form of the carnivorous wolf-like beasts of their homelands, devoured their flesh, though where reduced to barely-sentient beasts, and became pets for the rest of the Orgaat Webs. Commonly, in their fights with others across the universe, Orgaat Hounds are taken with to track prey.
 * Use - Heavy attack hounds.

In battle, Hounds will commonly run down prey and attack them with their jaws and claws, and, using their agility and surprising strength and durability, can make quick work of enemies once they attack. However, they are very bad-tempered and grouchy, and their handlers are trained with them since they are pups in order to properly take care of them. It is not unheard of for Hounds to devour their owners should they prove abusive, though prove almost suicidal-level loyal if their owner treats them well. These hounds are held in some distaste by other members of the Mendel Pact, who find them to be somewhat repugnant. Despite this, most other members tolerate them.

Quotes from others
"The great Mendel war machine rolls ever onward, grinding it's enemies into the dust. Forged by unity, drive by duty, and destine for victory. Oh look at me getting all poetic."
 * add your own!

- Legion Commander.