Fiction:Brotherhood of Darklings/Military

"The Brotherhood marches. The roars of the Rakar Legions, the shrieks of the Mutran Spiders, the shreeches of the Changelings, the eager moans of the Dark Raptoraneans, the drums of Skordi and the battle cries Shadow Koatria, the Traitor Olympians and the Fallan Vahallans. Nothing can stop our advance!"

- Darkling Tibirix

The Brotherhood is an advanced, and very destructive force. Born in an unknown, but hostile universe, the Darklings, after experiencing a deadly civil war, the Darklings left there, and came here with their remaining forces, vastly weakened, but still deadly. However, realizing they where in a galaxy of increasing threats, and seeing the universe as disorderly, began a plan to take it over.

Using their remaining powers, they took on the visage of Gods, fooling lesser races into fighting for them. In their vast plans, some, especially the famed Koatria teams where at risk the most for corruption.

However, despite their small number, the Darklings remain the masters of the Brotherhood, and retain a strict hierarchy within it.

Under every Darkling is a Warband. Designed by them for a specific combat purpose, the Warbands are made up of corrupted cultists, Rakar, Mutran Spiders, and other servants they have bio-engineered.

Darklings
Darklings= "We are the voice of shadow and power! Kneel before us, mortal slime!"

Enigmatic, plotting, greedy and merciless, the Darklings are the Lords of the Brotherhood, but less common race. Darklings hold many roles, including as warriors, assassins, heavy assault units, and infiltrators. Due to their immense power, they commonly bend creatures to their will by making creatures believe they are gods and mighty demon lords. Darklings, while rare, are dangerous for the fact they need no training. All combat experience from their parents is based directly to them. While this produces effective warriors, the memories, repressed or not, have bloodshed experienced at a young age has twisted them all on some level.
 * Weapons - Various
 * Defenses - Various

Other then this, the Darklings are powerful, for their bodies hold thousands of powers, from shadow, to poison, shattering, heat vision and hundreds of others. Outside of this, they do not commonly fight on the front with their units, commonly leading them from behind the scenes, or manipulating events for their champions and shadow Koatria. Other activities also include bending enemy leaders to their will, weakening empires so the Brotherhood may take command, and corrupting their worst foes, the Koatria, so as to make more powerful servants. Darklings command their own legions, each with below listed units, all personalized to the likings of the Darkling God-Commander in charge. Often, rival cults and legions will clash over disagreements between the Brotherhood's forces, but will never fully destroy each other.

Darklings usually fight with special weapons and blades, further augmenting them with their fantastic powers. Some, very bold ones, fight with no weapons, but their bare claws and powers.

Darklings usually range from warriors, to sorcerers, to scientists, but all have scientific power, allowing them power to create more abominations for their brotherhood.

Greater Rakar'ishan
Shadow of Change= Arguably the most powerful forces in the whole Brotherhood save the Darklings, the so-called Shadows of Change are to be feared, and for a good reason. Change incarnate, even looking at these beings causes one to doubt his most valued truths. Deceit, lies, capriciousness; these are the trademarks of the Shadows of Change. They weave scheme upon scheme, thus an confrontation with a Shadow of Change is most likely to occur when and where this creature wills it. It is said the Dark One has the power to foresee destiny, and these creatures have inherited that power. Shadow of Change come into two forms: one loyal to the Dark One and one loyal to Miterix. No one else can command them, as the Shadows of Change cooperate with others at best. Potent plotters they are, but in the rare instances their plans are thwarted, they will fight like an cornered animal, drawing upon its incredible powers of shadow to fell its foes directly where deceit and deception have failed, sending forth all other powers of darkness. With a simple whim of it's elegantly taped claw, bodies mutate as vehicles warp and buildings are torn apart by shadows. Nothing that is made cannot be undone and reshaped anew, the Shadows of Change know this and embody this.
 * Role - Commanders
 * Weapons - Power Staff, Claws, Manipulation of shadows
 * Defenses - Shadow barrier, Illusion, Teleportation

Shadows of Change can manipulate shadows to create copies of itself, while teleporting about. These loyal to the Dark One are gigantic, pterosaur-like beasts with an snake-like neck, snake-like fangs and elaborate robes woven from the very shadows themselves. However, those loyal to Miterix look like titanic birds, though they still have the characteristic robes and staff. All bear a Staff of Shadows in one of their upper hands, capable of firing extremely destructive blasts of Darkness. They have hollow bones, and despite their size, they seem barely capable of supporting their own weight, leaning on their immense staves of power. Their appearance, however, is yet another ruse, for they are extremely potent warriors, their pincers capable of beheading and dismembering enemies at lighting speed. However, it is far more likely that they simply use their mastery over Dark Energy to mutate their foes into an unrecognizable mess of flesh and flailing tendrils. After all, there is nothing more that a Shadow of Change loves more than bringing current order to ruin so it can be reshaped in the image of shadows.

Great Rotting One= While the Shadows of Change may be the all-around commanders of the Darkling's non-corrupted Brotherhood forces, and in charge of leading Rakar and Mutran Spiders into war, when Master Bloran seeks to cause death, he has his own personal legion. Formed from countless experiments in mutation and disease and rot, the The Great Rotting Ones are massive, lumbering corpses, filled with corpulent sores and bulging tumors of disease.
 * Role - Commanders
 * Weapons - Plague Sword, manipulation of poison and rot
 * Defenses - Thick hide

With their titanic, rusted Plague Sword, a Rotting One can cleave flesh from bone easily, and use their blades to direct Bloran's warriors into battle, while looking upon them with paternal and jovial interest, representing Master Bloran's lust for life. For some of his warriors, however, Rotting Ones "are" Lord Bloran, and act as his avatars.

Whatever the case, Great Rotters can manipulate plagues and poisons, much better then even Rakar of Poison. They have all sorts of powers from it, from disintegration of rivals, to destroying the very ground they walk upon.

Great Rotting Ones are very fatherly towards their "children", and treat other Darkling servants as such, even those from rival lords. When any of their Young Kin, are injured, the Rotting Ones fly into massive rages of fury.

Fallen Olympians
Traitor Trooper= Coming soon!

Havoc Trooper= Coming soon!

Scourge Trooper= Coming soon!

Rampager Trooper= Coming soon!

Pain Trooper= Coming soon!

Rot Trooper= Coming soon!

Rubric Trooper= Coming soon!

Mutilator= Coming soon!

Nightbrute= Coming soon!

Shadowsmith= Coming soon!

Shadow Sorcerer= Coming soon!

Dark Apostle= Coming soon!

Champion of Darkness= Coming soon!

Fallen Vahallans
Sister of Shadows= Coming soon!

Harpy= Coming soon!

Banshee= Coming soon!

Repentia= Coming soon!

Luxuria= Coming soon!

Infernia= Coming soon!

Glacia= Coming soon!

Dark Priestress= Coming soon!

Fallen Angel= Coming soon!

Shadow Koatria
Shadow Koatria= Shadow Koatria are the result of the Dark Lord's most feared foes, Koatria, Element users often found in bands of six, being corrupted by an overload of Dark Energy. Much more intelligent and powerful, Shadow Koatria are twisted reflections of themselves, using their dark elemental powers to destroy their foes in gruesome ways.
 * Role - Elite forces
 * Weapons - Varies
 * Defenses - Various advanced armor-types

Shadow Koatria, unlike their light brethren, work alone, and are often seen as "champions" by lower possessed. Since it is harder to create these beings, the title fits well. Often, the Darklings will choose certain Koatria to act as their guards and warriors. Koatria, as well, act leaders in the name of the Darklings, since the Darklings are rare, and cannot command all fronts.

Dark had a team, before they turned against him, and thus caused the Darklings to rely on full corruption, rather then simple trust, and Tibrix also had 1, a Psionic warrior named Vatari, who was captured by Shadow Hunters and put in a cryo-tube for showing off.

Shadow Koatria are all aggressive and savage, and will kill anything that dares look upon them, attacking allies at times as well. Shadow Koatria are the only known beings that come close to the level of the Shadows of Change.

Once corrupted, Ultra Commandos take on a more bat-like appearance, some growing vestigial wings, and gaining a darker coloration, and more feral attitude, as well as fangs. While lower then Shadows of Change, in terms of overall power and ability, they are more common as frontal commanders, and more favored, due to the instability of Shadows of Change.

EXO Combat Suit= EXO Combat Suits are massive soldiers used by the Brotherhood to offer heavy support fire to Shadow Koatria and Corrupt Olympians in combat. Massive, powerful, but slow and not capable of complex thought, EXO combat suits do not work well be themselves, and depend on more agile Shadow Koatria to help them fight. However, in battle, they are fearsome foes, especially when under Darkling direction.
 * Role - Large assault force
 * Weapons - Arm Canon, Blade clawed hand
 * Defenses - Heavy combat armor

Combat suits can be worn by some races, however, they have an internal AI. To fight, they have an arm-mounted Electro Canon mounted on their right armor, and their left arm ends in a massive, shredding claw weapon. When fighting enemies, they can deploy a field to disable Koatria's elemental power, or other essence powers.

Their armor is heavy and durable, but makes the EXO unit very slow. However, they can take much punishment, making them living barricades for other combat units to hide behind.

Some servants of the Brotherhood know to wait for an EXO to break down, and then fall upon the remains for scrap for their armor and weapons.

Night-Lord= Coming soon!

Rakar'ishan
Rakar= Rakar Beasts are the "Offspring" of Darklings, brought to exsistence when a Darkling brings his or her life and will into pyshical form, creating a small, worm-like creature called Karatos. When the Karatos is exposed to energy, the worm evolves into a armored form called a Rakar, which are stronger, faster, and far more intelligent then Karatos. However, when not under psychic control of a Darkling, Rakar run about, acting savagly, and organizing in pacts to protect their burrows and territory. They commonly care little for outsiders, in fact, as long as they are not pushed to violence. However, like the Shadows of Change, they are unpredictable, and fickle creatures.
 * Role - Main assault unit
 * Weapons - Power Staff, Power Pincers, various powers
 * Defenses - Armor

Rakar are breed to follow a being with vast power over Dark Essence, such as the Darklings, their Champions, and the Mighty Shadows of Change themselves. When under control, they become a fierce foe, tearing through anything they see to get to their intended target. Darklings are often hiestant about using them, as Rakar often cause to much damage to a enemies' infastructure and can potentially destroy any targets before they can be ensalved.

Rakar have naturally sharp pincers, but commonly use weapons that extend from their wrists to harness their one darkling power. Darklings have 60 powers, which means there are 60 types of Rakar, and have many to use in diffrent environments. Some, like Heat-Wision, do not require their wrist blades to harness their power. Others, the most elite and evolved, use a staff of power.

Rakar are protected by a body made of metal and armor, and are able to shrug off most blows. Darklings can take over one's mind and speak through them. Rakar are the most commonly summoned servants of the Brotherhood, and are used by all Legions of the Darkling Lords.

The most powerful Rakar was exposed to the Light/Dark matter of the Locrin'Noth, and evolved into a massive, far more powerful armored form, called Rakar-Kalit.

Rakarette= Rakarettess are Rakar-sized, hermafroditic warrior-maidens that serve Torackix. Outside of battle, they are extremely alluring and almost imossibly beautiful. Yet, when tey enter battle, their appearance changes, their skin becoming dark green and veined, their eyes tar-black, their teeth needle-like, and their hands muating into reddish-pink insectoid sharp claws, in a twisted mockery of how female outsiders put so much atttention in taking care of their nails. All in all, they also serve as twisted mockeries of the Bio-Soldiers of the Waptoria Alliance of Species, as Torackix is said to hate the Waptoria Alliance of Species above all, with only the Vanara coming close to the level of spite she has in store for them.
 * Role - Assault Unit
 * Weapons - Claws, Knives, Polearm
 * Defenses - None
 * Noteworthy traits - Servants of Darkling

Incredibly lithe and swift, Rakarettes dance across the battlefield, cutting enemies apart with their daggers, or their staff-like polearm. Most, however, simply prefer their own sharp, insectoid talons found on their hands and feet to tear their enemies apart with. As such, they will commonly jump on a foe before proceeding to red them from linb to limb. They have a strangely close relationship with normal Rakar, with the standard members of the Rakar race protecting their sisters in battle.

However, Rakarettes, while extremely graceful, are also extremely frail, and prone to dismemebrment. As such, they mainly rely on their own speed in battle, being able to run so fast they they seemlike a blur to most others, and being able to bend their bodies out of the way to avoid incoming bullet fire.

Egg Burdened= Egg Burdeneds are Rakar-sized beasts created by Trotodrake to serve as his assault force. Starting out as orginary, but extremely devoted cultists, the most worthy over tise are covered by a mountain of leathery yellow egg sacks on their back, being forced by the weight to crawl on all their legs in a twisted parody of prayer. Their skin is covered in welts and scars, becoming thick and leathery as well. They are so used by the pressure of the egg sacks upon their backs that thay feel little to no pain at all. Yet, like all of Trotodrake's servants, they still feel the need to feel it, and as such they commonly cut their own flesh over and over again with their dirt-ridden claws, causing it to become ever more leathery.
 * Role - Assault Unit
 * Weapons - None
 * Defenses - Rippers
 * Noteworthy traits - Servants of Darkling

However, Egg Burdened are not fast at all, but extremely duarble, on par with Virus Bearers, simply slowly crawling forwars to enemies until they are able to grab them. Then, the egg sacks on their back will open up, and from the insidesof each will come a fat grub, known as a Ripper of Trotodrake, that will latch on to their victims and cause an excrusiating pain, before retreating back into the safety of their egg sacks on the Egg Burdened backs. If not treatened in enough time, these will grow into a yellow welts, and then, with explosive force, burst foth as an new egg sack. The pain caused by this is so intense that most give in to Trotodrake to ease it. However, those who do only have their egg sacks grow to massive size, eventually mutating into Egg Burdened themselves.

As such, Egg Burdened take great sadistic glee in doing holding on to their tagets as long as possible, so they would surely transform into fellow Egg Burdened as well.

Egg Burdened can be easily destroyed via headshots. If this happens, the egg sacks on their backs will burst into pieces, exposing the flat, expossed, skinless and thoroughly tormented flesh, spine and ribs where they where attached to. Moreso, an horde of angry rippers will move out to try and rip the killer of their host to pieces. Due to this, they either jump upon their victim and bite away, or spray a deadly neurotoxin from their mouths. However, Rippers on their own are very weak, and, when stomped upon, quite easily burst into a golden honey-like matter that is quite delicious in taste. It is unknown why this happens, but it is believed to has something to do with the whims of Trotodrake, who likes to have a good snack to calm down the instant he is roused to anger, even though he lacks organs. Due to being so weak on their own, Rippers themselves mainly rely on swarming tactics to defeat their foes without an nearby Egg Burdened to shelter them inside the egg sacks on its' back.

Due to Trotodrake's more relaxed, if sadistic, nature, these creatures commonly fight alongside Virus Bearers.

Virus Bearer= Virus Bearers are Rakar-sized beasts created by Lord Bloran to serve as his assault force. Resembling one-eyed corpses, the Virus Bearer represents Bloran's desire to create strange concoctions and cause rot in the mortal form, believing that by doing so, he frees the organics from their prison of flesh. As such, Virus bearers are pockmarked with twisted mockeries of symtoms suffered by one during disease.
 * Role - Assault Unit
 * Weapons - Infected Blade
 * Defenses - None
 * Noteworthy traits - Servants of Darkling

Virus Bearers usually are found in Bloran's Legions, fighting alongside Rakar, with their Infected blades, using them to slash and cut through enemies. The Virus bearers are so used to the rot of their bodies that their limbs easily fall off, but the Virus Bearers themselves do not feel any of this, merely laughing as enemies fail to hurt them, or even giggle at the sight of losing limbs. Even in death they are dangerous, as, like most servants of Bloran, in death, they will explode, damaging any near them, and healing servants of the Darklings.

Virus Bearers gain no pleasure from causing death to many. In their minds, by destroying the mortal form, they free the spirit from suffering in the universe, and as such, see Darklings as the highest power due to their bodies not being of flesh, and also not capable of rot. To them, they must execute their duty, and serve their masters well, and to do so, must "free" the mortals of their prisons of flesh.

War-letter=

Rakar'ishan Beasts/Steeds
Mankas= Mankas are savage crab-like creatures, known for their over aggression and the fact that they are breed by Darklings to guard their lairs and enclaves. Mankas are fierce foes indeed, but no very smart, and tend to fall to foes that use team work and patience to defeat these beasts.
 * Role - Guardians
 * Weapons - Claws
 * Defenses - Heat resistance, Armor

Mankas use massive pairs of claws to slash through their targets, snapping some of the largest races in half with little effort.

They are naturally resistant to heat, and prefer hot environments. They are engineered to develop metallic armor when they grow to a certain age, and become living tanks.

Mankas are so hate-filled, that Darklings rarely need to telepathically control them, but still are kept away from other servants, as they are deemed far to dangerous for others to be around, and even Darklings are heistant about using them.

Void Servants
Shifter= To describe a Shifter is all but impossible, for they are the Maelstroms of the Abyss given capering and energetic form by their creators, the Nyarqaeshu. Shifters have no fixed state, being an ever-shifting mass of limbs, flesh, and darkness-spewing mouths, though it can be said they have 3 distinct states based on their color and basic personality. All but the pink form are small, though, and thus they use large numbers, the whole horde hopping on a target and bringing him down under the sheer mass of their ever-changing bodies. However, are not completely dependant on horde tactics, and are fully capable of bringing down individual foes in their own, though this requires their full skill and the fickle Shifters only use their full skill when they feel like it. When the Shifters gather in groups, with they almost always do, their individual forms can become indistinct as they seemingly merge into an incandescent energetic whole. Dark energy constantly discharges from them in eerie flashes, and their passing leaves a trail of shadow.
 * Role - Swarm Units
 * Weapons - Depends
 * Defenses - Defends

Cyan Shifters are the basic form of Shifter, identified by their shimmering cyan skin. They are sullen and malicious, like evil-tempered children, whining eerily as the whole swarm grapples their enemies and crushes them. While they rarely do this, two Cyan Shifters can fuse into an Pink Shifter; the most energetic form of them all. Pink Shifters hop around in wild ecstasy, all while snickering insanely, tickling and wrapping their enemies in tentacles. Their enemies' screams fills them with even more insane joy, for they mistake their victim's screams with outings of pleasure. Once defeated, Pink Shifters exhale a final lunatic cackle before rapidly decomposing into an ectoplasmic blob of Dark Matter. With a characteristic whoop of satisfaction, this residue swiftly alters color and split back into it's original components. When wounded, Cyan Shifters will morph into two Black Shifters. Black shifters are loyal and obeisant, but most notably, fearful of light. Not only they love to invoke fear upon their enemies as they move like the shadows they are capable of manipulating, but they are also extremely sadomasochistic as well. Once killed, they will melt away into shadows, their energy being transferred back into the Abyss' maelstroms where they came from.

All Shifters have on thing in common though; they are mischievous, biting, clawing, pulling and tearing at anything that catches their fancy. Other Darkling servants quickly learn not to entrust anything they deem valuable to them, for they inevitably will return to find the item utterly destroyed, torn to pieces and covered in a dark, sticky slime.

Void Vortex= Void Vortexes are exactly what they seem to be: sentient black holes. True to this, they were the most dangerous weapons and servants of the Nyarqaeshu. Like the Shifters they spawn, Void Vortexes are created inside the Abyss, not from the Abyss' maelstroms, but from it's whirlpools of Dark Energy. Void Vortexes often appear in the middle on battle, sucking in enemies and using their life-force to create Shifters, with then move out the hole. In battle, Void Vortexes suck in all they come across, though they rarely move, instead preferring to teleport. When they do move, however, they do this slowly, and in an almost lazy manner, quite the contrary of their energetic Shifter spawn. Aside from this, Void Vortexes attack by flinging away pieces of itself in the forms of small singularities, or by lashing out with ever-changing tentacles from their bodies.
 * Role - Abductors, Shifter Spawners
 * Weapons - Capable of firing Shifters and singularities, Event Horizon
 * Defenses - Can teleport, Event Horizon

Due to their ability to abduct anything they come into contact with, Darklings and the Nyarqaeshu before them, use Void Vortexes as abductors, so creatures or individuals that spark their interest can be transferred directly to their domain. This was most notable when Void Vortexes created by Xizothano Ada abducted Crimson and Meeno Commander Kionorox by their creator's direct command. While Void Vortexes spawn Shifters, they can also transport any other being through space and dimensions if ordered to do so, and as such, they are used as living portals by the Darklings and the Nyarqaeshu. The very glimpse of a Void Vortexes means that soon, the forces of darkness will overrun the planet on which it is sighted.

Dirac Sphere= Dirac Sphere are Void Vortexes put trough many occult rituals by an Shadow of Change, during with it's tentacled, orb-like black hole body is enlarged and split into an huge sphere with an warped black and white pattern, and it's real body, the Dirac Sea formed from underneath. Any foe coming near the shadow is sucked in by the tidal waves of shadow it emits, transported into the sphere were it is dissolved. However, allies can wade trough this sea with no problems at all. They have the ability to create small Dirac Seas under the feets of their enemies. These Dirac seas only last for a second or so, and thus are not able to suck in foes, though they do extreme damage to anything standing on it.
 * Role - Abductors, Distraction
 * Weapons - Capable of firing Shifters and singularities, Event Horizon
 * Defenses - Sphere is nearly indestructible, Event Horizon

Like the Void Vortexes they were created from, they can spawn Shifters, though they only do this when releasing tidal waves pointed outwards. Outward-orientated tidal waves do have other effects when they do not spawn Shifters. Sometimes, they have an mutilating effect, sometimes they turn foes into frozen crystal, or sometimes they even cover surprised enemies in sweet-tasting liquor. This is because Dirac Spheres where transformed from their Void Vortex forms by a Shadow of Change, who live to by the unexpected.

Mutran Spiders
Mutran Spider= Mutran Spiders are the main assault and swarmer force used by the Brotherhood, thanks to their strength, and the fact they don't need to be psychically controled in order to obey Darkling commands. Mutran Spiders, through their sheer numbers alone, have conquered many lands, and are nick-named the Thieves of Life.
 * Role - Swarm Units
 * Weapons - Power spinners, Submission Net launcher, Fangs
 * Defenses - Armored Shell

Mutran Spiders mostly use power spinners, which, depending on the Spider and the effects of the atmosphere, have different effects on a victim. For example, when in water, it will cause the target to bloat and float to the surface. For most major assaults, they make use of a submission net launcher, with fires a blob of energy, opening up into a vicious net with incapacitates the foe, causing massive bleeding damage to organics or melting trough synthetics and buildings. Their fangs, the 2 larger ones, are filled with venom which they use to mutate their victims.

Mutran Spiders are deceptive and destructive, but must be watched by their masters, for Mutran have been known to try and kill their commanders. The spiders commonly swarm and latch at foes to bite them with their venom until said foe dies. Unlike hordes of Shifters, however, who cluster together very closely, sqarms of Mutral Spiders are mire spead out but also come in far greater numbers, the largest being able to overrun whole parts of a battlefield. Their main defense is their heavily armored shell.

Kalgak Spider= Kalgak Spiders are massive versions of the Mutran Spiders, and breed by the Brotherhood to act as guards for important locations, hunting chiefs, and strategic leaders. Large and powerful, Kalgak come with a powerful gold shell, making them instantly recognizable as a clear threat to any that oppose them.
 * Role - Seige units
 * Weapons - Power spinners, Submission Net launcher, fangs
 * Defenses - Armored shell

Their power spinners have but one purpose, they lock a being in a field of shadow, that makes it seem as though they have disappeared from the outside world. After this, the spider can transport the being, or group of beings, where it pleases. The spinners are said to be able to summon a creature called the Zhivoss from a place called the Field of Shadow. Whether this is true remains unknown.

For siege purposes, they are often out-fitted with the submission net launcher as the regular spiders, however this can also serve as a powerful grenade launcher as well, for clearing away barricades and the like.

Their armored gold shell is neigh impervious, and while slow, the Kalgak can make up for it with it's savage durability and murderous killing power.

Venom Flyer= Venom Flyers, while at first just an experiment by the Darklings, joined the Spider hordes as a means of advancing themselves, and joined their kin in air combat.
 * Role - Areal Units
 * Weapons - Wings, Plasma Blasters
 * Defenses - Natural armor, naturally poisonous

Venom Flyers are cousins of the Mutran used for Air scouting and recon. They can also spin webs, like their cousins. Their Plasma blasters can cause targets to be unable to fly, in any way shape of form. They can also erect venom from their legs and pincers. They wings constantly scatter venomous, dust-like scales through the air as they fly, engulfing the Venom Flyers in a constant cloud of venom.

Venom Flyers are more capable of speech then their ground-brothers, but are still just as bestial.

Gate Guardian= Gate Guardians are another large cousin of the Mutran Spiders, used for guarding important places, or assisting large assault forces. Guardians, in defense, commonly hide behind an illusion, displaying a smaller, weaker version of themselves, while remaining un-seen. A foe could tire themselves out trying to dislodge something that looks 3 ft. tall, but is actually 20.
 * Role - Sentry duty, heavy assault
 * Weapons - Spiked hooves, pincers
 * Defenses - Armor, telepathic field, illusion

Gate Guardians can also deploy a psychic field, preventing telepaths from finding the real guardian. In large assaults, they will show themselves, commonly kicking down enemy structures, vehicles, and trampling smaller foes.

Toxadow Disk= Toxadow Disks are venom Flyers bound into an areal carrier through the occult rituals performed by an Shadow of Change. The disk of solid, metallic shadow they are encased into still has traits of the original Venom Flyer. Their mandibles and spiky limbs have been mutated into razor-sharp blades of darkstone with come out of the bottom of the disk and curve over the edge.
 * Role - Flying unit, steed
 * Weapons - Spikes, Shards
 * Defenses - Natural armor, naturally poisonous

Like the venom flyer within, the Disk constantly emits a trail of poison, looking like black flames. Of course, those flames do not only poison but do also burn.

Toxadow Disks are often used as areal steeds by Shadow Koatria for the Disk's aerial maneuverability. The disk is often carried forwards by 2 Venom Flyers for greater speed.

Colony Drones= Colonist Drones make up the largest portion of the Hordes, being able to create an energy Disk that the rest of the members feed on. They are important, as Changelings need them in order not to starve when not on missions. They joined the hordes to protect themselves, as they are very weak, and the hordes offered them protection. They are extremely loyal, and know no other way of life outside of service to the horde.
 * Role - Villager/gatherer of the Hordes
 * Weapons - twin staffs, Energy disk
 * Defenses - None

Shadow Morphling
Warrior=

Hunter=

Puker=

Umbra Grox Vanguard=

Umbra Grox Lord=

Changelings
Drone=

Infiltrator=

Krehandka= Changeling Krehandka are special members of the Changelings, a race created by the Darkling, to act as their special agents alongside the Spiders and work on infiltration missions. Since most Changelings left the Grox-worshipping Cult of Attzerry to fully join the Brotherhood and The Powers, these beings have become far more common. Krehandka are chosen from birth by their empress-mother, Auriela, and are mindlessly loyal to her and Terikalinra.
 * Role - Infiltrators, Assault Units
 * Weapons - Claws, fangs, stinger tail
 * Defenses - Natural armor, shape-shifting

They rely on their personal skill, using their claws and fangs to rip their foes apart, while using their stinger to drain targets of energy. They have thick, natural armor, and can use their shape-shifting to infiltrate enemies. They can also detect other shape-shifters through a sensation called, "The Buzz".

Overall, Krehandka are much stronger and more deadly then their standard drones cousins, and can make short work of most enemies.

Elite=

Dark Raptoraneans
Kabalite=
 * Weapons - Shatter Rifle
 * Defenses - Combat armor

Wytch=
 * Weapons - Dual Electro-Whips
 * Defenses - Light armor

Pursuer=
 * Weapons - Net Launcher, Posioned Machete
 * Defenses - Light Armor

Raptor=
 * Weapons - Lightning Claws, Razor-sharp bio-egineered wings
 * Defenses - Combat Armor

Hag=
 * Weapons - Various mutations
 * Defenses - Various mutations

Haemonculus=
 * Weapons - Synthetic-Organic Tendrils, Knives
 * Defenses - Corrosion Spewers, Cloaking

Incubus=
 * Weapons - One posioned Blade, the rest varies depending on mood
 * Defenses - Heavy Armor

Succubus=
 * Weapons - One Electro-Lash, the rest varies depending on mood
 * Defenses - Light Armor

Dark Matriarch=
 * Weapons - Varies depending on personal taste
 * Defenses - Varies depending on personal taste

Skordi
Skordi Warrior= Savage and bloodthirsty, Skordi Warriors are members of the Nektar Tribe, a warband of Skordi turned to Dark's side for the promise of survival. They are an aggressive, powerful group, bio-engineered to be perfect soldiers. Strong, fast, and moderately intelligent, Skordi are not to trifled with.
 * Weapons - Shredder, Battle Axe, heat/laser vision
 * Defenses - Combat armor

These young warriors carry a Shredder Rifle, which fires rounds that are designed not for quick execution, but destruction to the body. For close ranged fighting, they carry a savage battle axe, used to hack and cut their foes to pieces. One of their natural abilities is to fire heat and energy from their eyes when no other option can be had.

Skordi often build their armor from what they can find, then adding generators to it to power it up for mock-power armor. Despite this primitive method, their armor is very effective at blocking injuries.

Skordi Warriors are often the youngest of their Warband, and eager to prove themselves worthy of position and power. Often charging headlong at foes, Skordi know little fear. They are just as proud as they are brutal.

Skordi Butcher= Older and more experienced, Skordi Butchers are the result of a Skordi surviving 100 battles and living to tell about it. This results in the body growing to more powerful levels then before, and allowing the Skordi greater strength and durability. These warriors often act as commanders, leading their warriors in combat for the Brotherhood.
 * Weapons - Chopper, Chainaxe, heat/laser vision
 * Defenses - Battle Armor

Skordi Butchers are armed with a chopper, a weapon that fires dangerous slug rounds and rips trough the body of foes. Like the Shredder, it's designed for pain, not quick killing. They also carry their trademark chainaxe into combat. This chainaxe is a mix between an chainsaw and an battle axe, and is able to brutally dismember foes, leaving them to squirm in their own blood.

Skordi Butchers receive more material to build their armor with, and theirs is much stronger and more resilient then warriors.

Skordi Butchers are much smarter then the warriors, and know when not to rush into battle. A violent, and destructive group, none the less, these Skordi are to be feared above all else.

Skordi Berserker= The pinnacle of the Skordi's evolution, the Berserker is the strongest, largest, most intelligent of the Skordi. Capable of ripping apart most foes, Berserkers are feared by even their comrades, and for good reason. They often care little about the survival of the "little ones" and just seek to rule through fear.
 * Weapons - Concussor, Chainaxe, Blades, Heat-laser vision
 * Defenses - Battle armor

Berserkers are armed with a concussor, an handgun that fires one single bullet which tears apart the enemy on impact, often completely shattering weaker, smaller targets, and hitting anything behind it. Since it only had one, but extremely destructive bullet, Skordi Berserkers often fire their consussors while charging. Now, not only does the Skordi use the trademark chainaxe, but also chooses other weapons such as spears or swords to chop through his or her foes.

Bereskers are feared also for the fact they have much more powerful armor, often lacing their pre-existing armor with Darkling tech, making them almost impossible to take down.

Skordi Berserkers are often tasked to lead assaults thanks to their power and intellect, and are fierce foes when faced. Females are especially feared, as they are stronger then males at most cases, and a female could easily challenge the likes of a Loron to a fist fight.

Skallin
Skallin Warrior= Native to a forgotten planet, and aggressive as their desert homeworld, Skallin Warriors are a fierce and fiercely loyal race, swearing their allegiance to the Darklings for unknown means. Some believe the Skallin where once attacked by the Ugandalorians, and never forgot the insult. Whatever reason, these beings are now loyal to the Darklings.
 * Weapons - Energy Sword, Blaster
 * Defenses - Shield

Strong and skilled with a blade, a Skallin must kill at least one enemy before the battle ends, or face dishonor. For those that kill more then required, the Skallin can earn even higher rank, and potentially gain an "honored name", in which they can change their name to suite their personality and position.

Skallin warriors use an Energy Sword with a blaster at the end of the hilt, which fires powerful, explosive rounds at targets. The sword is a powerful tool, being upgraded with Darkling tech, and being among their most feared weapons. Skallin carry a shield as well, allowing them to give themselves cover in a fight, while charging at their foes.

Skallin have natural armor, and are hard to take down, as they more pain they are put through, the harder their armor gets.

Skallin Elite= Skallin Elites are the special breeds of the Skallin people. Born with more muscle, brain, and armor then other Warriors, Elites usually are named right after their first battle, and are feared for their power in battle. Skallin Elites know no fear, and are all loyal to the Darklings.
 * Weapons - Gravity Mace, Blaster
 * Defenses - Heavy armor

They often carry the same explosive blaster as their warrior cousins, but also carry a Gravity Mace. This club-like weapon is used by the Skallin to bash their way through crowds of enemies, and leave no survivors.

Their armor is much more resilient then other Skallin, to the point they need no shield. Their natural armor is incredibly powerful, and can be used as weapon thanks to the natural spike growing out of it.

Skallin Elites are un par with Skordi Butchers in terms of power and intellect, and are just as feared. Used mostly as commanders for their forces, Skallin Elites no few equals on the field.

Skallin Champion= Skallin Champions are elder warriors, who, having increased their power and strength, have reached unprecedented levels of strength, and, as such, have forgone any other weapons or a shield, and instead opt out for a simple two-handed sword. This blade is used by the Skallin to claim more heads, as they believe collecting heads gives them the strength of their foe.
 * Weapons - Two-handed sword
 * Defenses - Armor

The blade is powerful, and can easily slash through most armors with ease.

Despite their strength, Champions usually don't command other units. They prefer to just go out and kill, rather then deal with commanding units and tactics. Despite this, they feared by most foes, and considered one-man-armies for their durability and strength.

Skallin Priestess= Skallin Priestesses are female Skallin, who, while not as strong as the males, demonstrate extreme psychic ability. Very agile, and very powerful, Priestesses are feared by their male comrades, who avoid them on the battle, as they go into a silent fury, destroying anything they see, even mistakenly killing allies at times.
 * Weapons - Staff, Telepathic powers
 * Defenses - Light armor

Skallin Priestesses fire telepathic blasts of energy, which, on the ground, can incinerate and push back targets, or knock them off their feet. When attacking air targets, they can fire sonic beams which shatter them, and send their pieces falling to sky. They can send out a pulse to push everything away from them, or use their powers to feed on a being's mental will, killing him and make him or her a mindless zombie to their will.

Skallin focus their powers through a staff, but otherwise have no defenses. They wear only light armor, not restricting them when it comes time to move.

Heretics
Shadow Cultists= "May the Shadow Lord's eyes fall upon us."

Shadow Cultists, or Slaves of the Brotherhood, are the vast corrupted who have fallen under the control of Darklings, becoming hollow servants. Some knowingly serve, some, not even knowing, but for those who serve on the front lines, they commonly are considered canon fodder. Barely trained, Cultists rely on swarming numbers and zealotism to conquer anything in their path.
 * Weapons - Blades, SMGs, Higher ranks get Grenade launchers
 * Defenses - None.

Shadow Cultists usually are armed with a small Repeating blaster, if their lucky, and a blade weapon. They will simply charge at enemies, and slash them to pieces. Not caring at all for themselves, the Brotherhood's slaves will sometimes detonate themselves with shadow bombs, taking enemies with them, and, similar to a nuclear bomb, any left in it's wake will be exposed to Darkling energy. Some are graced with a grenade launcher to bombard their foes with shadowy explosions.

While Shadow Cultists have a distinctive look, those influenced not as directly, retain a similar appearance to the rest of their race, and will commonly fight with their empire's equipment. Those corrupted have pure white eyes, black skin, and scars across their bodies, as they whipped themselves constantly in their dedication to the dark "gods", and wear long robes as well as a gas mask that doubles as housing a communication device.

Shadow Cultists sometimes will allow themselves to have their bodies loaded with Darkling Shadow Energy, in hopes of gaining more power for their gods, though most of the time kill themselves.

Shadow Soldiers/Dark Troopers= "We are eager to prove ourselves."

Shadow Soldiers or the Dark Troopers are soldiers of the a native empire, corrupted by the forces of the Brotherhood into savage soldiers of the Brotherhood. Kept in many armies, these beings a far more sane then Cultists, who are any number of beings who have been brought into the Brotherhood's heel.
 * Weapons - Blaster Rifles, Bayonets, other weapons.
 * Defenses - standard armor of their race.

Much more sane, and disciple then Cultists, the Dark Troopers are the core of many Brotherhood Warbands, due to their better fighting ability, and understanding of their native race. As such, they are commonly deployed against their own brethren, with twisted armor and appearance, and modified weapons and vehicles from their own race.

Not only is their sanity, disciple useful to the Brotherhood, but so is their armor, which they actually steal and modify from their native race.

Light
Despoiler=
 * Weapons - Corruption Beam, disease blaster
 * Defenses - Light armor

Heavy
Predator=
 * Weapons - Secondary Canons, Main Laser Canon
 * Defenses - Heavy armor, Spikes

Grinder=
 * Weapons - Heavy Corruption Beam, Twin Plamsa Launchers
 * Defenses - Heavy armor, Shielding

Walkers
Titan=

Trivia

 * The Forces of the Darklings were inspired by a myriad of scources, most notably the servant races of the Matuka and the Matuka themselves from Bionice, the servants of the ancients and the Ancients themselves from Eternal Darkness: Sanity's Requim, the Warriors of Chaos, Chaos Space Marines, Dark Eldar/Dark Elves, Umbra, Skaven/Hrud and Chaos Gods from Dawn of War/Warhammer, the Chaos Covenant from Dark Souls, and the Dark Ing from Metroid Prime 2.