Fiction:Mirusian Theocratic Congregation/Military/Creche Legions

"Before it was the Radeons, but now, we march under the Holy Banner of Spode!"

- Ajaar'Magnos

Overview
The Army of Zeal, is the vast ground force of the Greater Mirusian Church of Spode, and it's secondary means of fighting foes, beside it's fleet. Vast, with nearly millions of warriors ready to fight for their cause, the Army answers to many Supreme Commanders, that lead their troops in a certain, assigned galaxy, but all answer to Ajaar'Magnos.

The 2 groups use different types of weaponry. While both use plasma, the Old Unified Nations where more focused on "real" combat, as they lacked essence abilities, while the old Brotherhood used more essence, because they had more skill in it.

Now both work arm-In-arm to defend the innocent, march on genocidal warlords, and try and convert others peacefully.

The Army's main goal is to smash and crush all resistance, through "Combos". By striking a foe a certain number of ways, at certain times, they hope to make them crumble. Each one, from the lowly Utuno, to the elite Tugian, are trained to survive, and not rely on Horde-tactics.

Taguan Light-grade

 * Weapons - Plasma Rifle, Lift Grenade.
 * Defenses - Battle Armor, Some power shielding.

Taguan Mid-grade

 * Weapons - Plasma Rifle, Plasma Carbine, Lift Grenade.
 * Defenses - Battle armor, Power shielding.

Taguan Heavy-grade

 * Weapons - Plasma Rifle, Plasma Carbine, Plasma Launcher, Lift Grenade.
 * Defense - Battle armor, Strong power shielding.

Taguan Primarch-grade

 * Weapons - Plasma Rifle, Plasma Carbine, Plasma Launcher, Gravity Grenade.
 * Defense - Battle armor, Plastoid battle Armor, Power shielding.

Taguan Battlefield Inquistor

 * Weapons - Personalized equipment.
 * Defense - Heavy power shielding.

Ceremonial Guard

 * Weapons - Combat Spears, Plasma Rifle, Gravity Grenade.
 * Defenses - Ceremonial armor, Essence barriers.

Gardeili Units
Gardeili Light-grade= Light-Grades are the lowest ranking Gardeili, identified by their blue color. These young troops often are the freshest ones to join the fight, roughly equivalent to Ugandalorian Militia and Troopers in terms of quality and experience. While rigidly trained, Light-Grades commonly suffer from exuberance and over-aggression in battle, being considered often too hot-blooded for their own good. Such actions include rushing into battle before needed, or trying to challenge foes in melee combat. As such, in order to temper their aggression, Gardeili Light-Grades commonly coordinate defense and often watch from afar as Mid-grades and higher take command of assaulting forces to see how it is done. When Light-Grades impress older ranks, through determination, skill and experienced gained, will be awarded higher ranks.
 * Weapons - Plasma Carbine, Plasma Grenade.
 * Defenses - Battle Armor, Some power shielding.

Light-Grades carry into battle a Plasma Carbine, an advanced rifle weapon which fires plasma-based projectiles at a foe. The solid slugs loaded into the rifle are accelerated, electrified, and turned into plasma with by the energy of the inner-workings of the gun. As such, Gardeili Warriors are tought to stay back from melee combat, and strike down their foes with great ranged assaults, as they lack experience in melee combat. Apart from this, Light-Grades also receive other weapons, usually basic Needle Guns, Plasma Grenades, and radioactive Plamsa Storm Rifle as heavy ordnance.

Light-Grades are given light battle armor, with an active Power Shield to add defense to the Gardeili squad. However, their armor is not very durable and, as such, Light-Grades are constantly ordered to avoid melee combat, as they lack experience and durability in melee combat, and, as such, must fight their foes at range in order to gain experience and rank in battle so they can gain more balance and experience in battle, though this does not say they are not effective in close-quaters. Some say the Gardeili Light-Grade is similar to the Protector Militia employed by the Multus Esse, but slower and more durable.

Light-Grades either fight in squads of 5, or are secondary leaders to Mid-Grade squad leaders. In some battles, 2 Light-Grades will fight alongside a Champion-Grade to protect them, and hopefully impress them.

Gardeili Mid-grade= Mid-grades are elder warriors, above Light-Grades, often seen leading other Gardeili, such as Light-Grades, and leading squads of Utuno and Kig'Yar into battle, seconded by a more experienced Light-Grade warriors. Other then being officers, Mid-Grades also act as liaisons to allied forces, helping their comrades fight foes in battle, and guarding allied officers, and help advise Ship-admirals during battles. More experienced thanks to a few years in battle, Mid-Grades will move faster in battle and starve, and throw more grenades into battle. Due to their better experience, they form a bedrock between lighter-grades and weaker allied races, having more experience in melee combat, though still do not usually yield Energy Swords in battle, unless in an emergency.
 * Weapons - Plasma Storm Rifle, Plasma Carbine, Plasma Grenade.
 * Defenses - Battle armor, Power shielding.

Mid-Grades often will lead enemies towards allied squads stationed in ambush, or command squads of Utuno and Kig'yar, alongside another seasoned Light-Grade who they have chosen to assist them in leading. Part of their leadership includes inspiring their allies to fight harder, and helping direct their fire upon the toughest enemies they detect in battle. Gardeili Mid-Grades prefer Plasma Storm Rifles, preferring more challenging weapons to yield, and to differ themselves from their Light-Grade subordinate, as well as carrying Plasma Grenades for ordinance.

Gardeili Mid-Grades wear more advanced and durable powered armor, colored crimson and red to identify themselves, and adorned with markings of their Clan and Planetary State. Due to further durability and better, more efficient shielding, Mid-Grades will commonly attack charging foes who try to get close to their allies, dealing with one foe quickly and going to the next one in battle.

Gardeili Heavy-grade= Heavy-Grade are the older, far more experience commanders of Gardeili troops. Often seen leading 3-4 squadrons of troopers, Gardeili Heavy-Grades are identified by their Sliver armor. Armed with most of the same weapons, Heavy-Grades also use a needler, which fires toxic, explosive needles at a target, which can explode, and send toxic smoke into the air, poisoning other enemies. Heavies are usually the highest officers, and may gain the honor of commanding ships, or leading legions into battle against their enemies. Heavy-grades often coordinate assaults with the fleet commanders above and other commanders.
 * Weapons - Plasma Rifle, Plasma Carbine, Needler, Energy Sword, Plasma Grenade.
 * Defense - Battle armor, Strong power shielding.

The Heavy-Grade are first to be trained with use of a Energy Sword, as all Gardeili are trained with one, but only Heavies receive one for field usage. Their armor has been further upgraded to withstand far more injury in battle, and regenerates faster when in a rest position.

Heavy-Grades often lead many other races into battle, and most can be scene as advisors and first-mates to the Captains of Gardeili frigates, acting as their guards well. Heavy-Grades also serve as guards to important members of the Multus Esse at times, usually when a Seer or Ethereal Watcher visits their creations.

Heavy-grades usually attack in bands of 3, though may also be assigned to help guard and fight alongside a commander.

Gardeili Champion-grade= Champion-grades, generally speaking, are the most elite and eldest soldiers among the Gardeili Corps. Having experienced and survived many battles against some of the toughest foes. Champions are identified by their yellow-gold armor, and their often leading many forces into battle. While they often carry Plasma Carbines, needlers, Grenades, and top-grade Energy swords, Champions can out-fit their armor anyway they please, and often carry whatever weapons they wish.
 * Weapons - Plasma Carbine, Needler, Plasma Grenade, Energy sword.
 * Defense - Battle armor, Ballistic Armor, Power shielding.

Champions are on the verge of becoming captains of their own vessels, and often act as fleet advisors to the higher ranking captains. Champions prefer to fight with their blades, not only as they see it as an art, but also to inspire other warriors in battle. Champions, when new ship commanders are chosen amongst the Gardeili, are commonly the first chosen.

Champions are, when they chose to remain ground commanders, commonly generals and other commanders charged with leading large-scale assaults on the largest enemy strongholds and positions. They commonly have a retinue of Heavy-grade Gardeili that answer to them, and command segments of their forces in their name. Some Champions are entrusted by the Council that leads the GMSC to acts of espionage and retrieving important artifacts. These Zealot Champions commonly act as liaisons to the Multus Esse remnant when the 2 work together.

Specialized Champions, who master the Way of the Blade, fight in melee-orientated squads of 4. Most others lead Heavy-grade attack squads.

Gardeili Battlefield Inquisitor= Battlefield Inquisitors are some of the highest ranking commanders of the Gardeili in their society, recently promoted from military command and the academies. They are the lowest ranked Inquisitors, acting as support for Champions, and helping protect their troops from the machinations of their enemies and the super natural that they may face. It is said their blessings can anoint a weapon with the will of Spode himself and cause them to strike with greater power. This rumor almost died out during the wars with the Mendel, but, for whatever reason, after the betrayal of the Prophets was revealed, this "anointing" worked once more.
 * Weapons - Personalized equipment.
 * Defense - Heavy power shielding.

Inquisitors, while respected for their skill at arms and in combat, are treated with some suspicion by their troops and the commanders. They have a tendency, to, at best, act surly and mean-spirited toward others, and, at worst, paranoid and out-right delusional. This is done mostly on purpose, as the Inquisition of the Church expects them to work out these issues in order for them to become full members in the Inquisition and acting agents.

Every Inquisitor carries upon him or herself their own set of weapons and equipment for the job. No two carry the exact same equipment, though all carry a Benighted Hellsword, a specialized energy blade yielded by members of the Inquisition to deal with any unholy foe of Spode, and blessed personally by Spode himself to kill any who cross the Inquisition.

Their armor and shielding are second to none, and the way they are designed is instantly recognizable to any who see them, inspiring fear in dread in friend and foe alike. Unlike most, the face is covered entirely, and a great black or grey cloak adorns their shoulders. This armor makes them resistant to most blows and attacks, and their great cape allows them to protect themselves from any fire or burns.

Ceremonial Guard=
 * Weapons - Combat Spears, Energy Sword, Plasma Rifle.
 * Defenses - Ceremonial armor, Essence barriers.

Targarous Units
Targarous Light-grade= Targarous Light-grade are the least experienced and most common Targarous trained from their tribes. Having been trained in collectively run camps from their tribes, Targarous seek to prove themselves worthy of promotion and increase in status. Targarous Light-grades are often minor commanders and officers for low ranking races in battle, and often used for heavy assaults and to act as secret police within the empire. These young Targarous are considered highly aggressive, due to their eagerness to impress their clans and packs, and will charge into battle with fury. Targarous Lights commonly are seen, like their Gardeili counterparts, as sergeants who lead lower-ranking races into battle on behalf of their commanders, in order to inspire them with their ferocious tenacity.
 * Weapons - Mauler, Plasma Grenade.
 * Defenses - Basic Battle armor.

The Targarous are armed with an assault blaster rifle called the Mauler. While it fires slower then other weapons, it's rounds can pierce through multiple targets at a time, acting as most Targarous weapons do; as deadly anti-personnel weapons. They also tend to carry plasma grenades into battle for heavy ordnance.

Targarous carry heavy plated armor, hand-crafted by them. As it is a right of passage to create their armor, each suit has a similar look, but each differs from the other. They usually wear blue armor to set themselves apart from higher ranks. When receiving enough damage, or if they lose all their pack mates, especially after the Blood Ritual, the Targarous are known to fly into a berserker rage.

Targarous, when not leading other squads, fight in packs of 5. When lead by a Mid-grade, Targarous commonly are lead by one Mid-Grade, who performs a blood ritual with all, linking the squad together in soul so they will fight better.

Targarous Mid-grade= Targarous Mid-Grades are Targarous who have impressed their clan and tribe and have gained higher rank and status among them. Commonly stronger and more aggressive then Light-grades, Mid-grades are much more experienced and blood-thirsty, kept in check by their Pack-Chieftains and Gardeili/Cogneili comrades. Just as their younger cousins lead Utuno and Kig'tar into battle, so to, do Mid-grades lead their own Light-grade kin into combat, when they organize in small Blood-Packs for the hunt. Mid-Grades commonly kill the strongest foes to inspire their comrades.
 * Weapons - Mauler, Spiker, Plasma Grenade.
 * Defenses - Basic Armor, some powered armor.

Targarous mid-grades carry the same Mauler blaster that are carried by Light-grades, though often bear a second one to annihilate multiple foes at a time. Their second weapon, the Spiker, fires high-density, heated spikes at targets, which pierce the target, then, if enough are fired, ignite them. Targarous Mid-grades are used for heavy assaults and eliminating potential threats within the enemy, while at the same time commanding their forces with great intensity.

Their basic armor is generally the same, though with higher density protection, and, for high-ranking Mid-grades, some power shielding built into it for greater protection. They usually wear red armor.

Targarous Mid-grades commonly lead squads of their brothers 2 at a time. In order to produce fiercer troops, they will commonly undergo the Blood Ritual with their younger squad mates.

Targarous Heavy-grade= Targarous Heavy-grades are commonly guards for Pack and tribe chiefs and act as elite battlefield officers, leading heavy ordnance strike-teams to destroy enemy vehicles and larger opponents. Very strong, Heavy-grades are forged by experience to be aggressive, yet patient for their foes to come to them in battle. While older and more experienced then Mid-grades, they are also far more patient and willing to wait for an opportunity to show itself, rather then force one into being. As such, Heavies commonly act as a force of reason among their younger charges.
 * Weapons - Mauler, Spiker, Grenade launcher, Plasma Grenade.
 * Defenses - Battle armor, Powered armor.

Heavy-grade Targarous carry the same Mauler and Spiker weapons that their lessers carry into battle, but are honored with a grenade launcher. The Launcher is rewarded to those of high clan within the tribe to decimate their foes with. Using this weapon, the Targarous are often placed in charge of field operations against multiple opponents and vehicles. Some receive the honor of carrying into battle a Gravity Mace or Hammer.

Targarous heavy grades have full battle and powered armor, making them extremely durable, and hard to take out. Their armor is usually covered in spikes and colored green. The most elite Heavy-grades are placed in charge of guarding major leaders in Targarous and church society.

Heavy-grades commonly fight in special weapons teams of 3, or are among a Chieftain's Retinue.

Targarous Champion-grade= Champion-grades are the second eldest Targarous, mighty, proud and tough as ever, Champion Targarous have fought in some of the work battles, and have come out alive, and have the scars to prove it. Exceptionally intelligent and bright, the Champion-Grades differ from their kin in many respects, being honorable, patient and courteous, instead other usual loud, brutish nature of most younger Targarous. Even Heavy-Grades respect their wise, patient nature, though this wisdom commonly leads Champions, when planning battles, to be a cantankerous lot, believing they know best of all the Targarous, and sometimes needing a reminder from the Clan Chieftain.
 * Weapons - Spiker, Grenade Launcher, Gravity Hammer/Mace
 * Defenses - Powered/Heavy ballistic armor.

Champions, despite, are perfect warriors in nearly every regard, and, while Gardeili Champions are commonly deployed to retrieve relics and deal with outside threats, Targarous Champions are used to lead secret police operations and deal with heretics. As such, when dealing with insurgents and blasphemers, there are none better then they. Champion grades, as far as weapons go, get the best of the best, choosing what they wish, but each one carries a Gravity Hammer or mace, each representing a certain spirit or angel of the tribe for Champions, and named accordingly.

Their gold, ornate armor can protect them from most injuries, and the armor identifies them as important members of the tribe. Even without such identification, these Targarous are covered in battle scars and even burns that identify them from all others, as well as a ritualized cutting and preparing style for their head-hair that they go through every morning, so they can always be identified by their youngers.

Champions commonly organize either in small assault packs, or under a chieftain and guard his life.

Targarous Chieftain= Targarous Chieftains are the leaders of hunting packs, planetary tribes, and Targarous Clans, and are among the most feared when they enter the battlefield. The eldest and often most powerful Targarous, Chieftains lead their comrades into battle when their allied commanders are dead, and often help change the tide, or at least weaken enemy resistance. Most of the time, they, surprisingly, stay away from combat, preferring to lead behind the lines, and help with logistics and planning, as their younger kin charge into battle.
 * Weapons - Varies, all carry a gravity hammer or Mace.
 * Defenses - Heavy battle and powered armor.

Targarous carry all sorts of weapons, from their own to allied races, but most carry a Gravity Hammer or mace. The differences between the Hammer and mace are marginal at best. The hammer has more energy that allows it to alter the forces of gravity to smash foes or drag them towards the chief. The mace, however, has the ability to still be used even when it's energy is depleted. Both, when not used in battle, will automatically recharge their energy. The Hammer/Mace is a symbol of pride, with each one carrying certain weight of spiritual importance among the Tribes and packs.

Targarous War-Chiefs often have durable, ornate armor protecting them, which have thick layers of energy shielding and plated armor, protecting them from harm.

Targarous Chieftains often rely upon ambush tactics when their domains have been invaded, hiding their best troops and waiting for enemies to walk by, before smashing through their center span, with their top guards, and ordering their troops to launch attacks on the broke flanks that have just been smashed through.

Ceremonial Guard=

Kig'tar Units
Kig'tar Light-grade= Kig'tar are a race of pirates and raiders with expertize in sniping and long range combat. However, their low-ranking caste members deploy in the thick of combat to support their other comrades, using shields to block their foes' visicous blows. Due to their low rank, they commonly are tasked with clearing rooms for their superiors when they conduct raids on enemy positions and rooms, and, when looting, get the equipment that their higher ranking brothers leave behind or drop. As they are the youngest, these Kig'tar have rather sparse plumage, and are noted for their dull coloration, showing their youth.
 * Weapons - Plasma Pistol.
 * Defenses - Light armor, Power shield.

Kig'tar use a power shield to shield themselves, while attacking their foes with short ranged plasma pistols. Despite this being their only offense, Kig'tar are experts at setting up traps. With their shields, they can hold off blows from many enemies, while their brothers set up traps, and then, disappear, only for their enemies to walk into a series of horrendous traps laid for them, as Kig'tar return to pick them off.

Kig'tar commonly fight with a simple pistol, but with great accuracy in battle. They wear light padded armor, with some metal plating over their chest, thighs, and shoulders, offering some protection from concussive damage, as well as anything their shield misses.

Kig'tar are eager to fight, and will do whatever it takes to defend their faith, or make money. They commonly fight in bands of 6.

Kig'tar Mid-grade= Kig'tar Mid-Grades are the higher ranking warriors of the Kig'tar caste. Developing further, the Mid-grades have more pronounced feathers and spiked scales across their heads, giving them a fiercer look. Their armor, no longer silver, is now bronze and red, and more protective. They usually are tasked with leading Light-grades into battle and keeping them organized. After Heavies, they get to pick out which gear and loot they want from the defeated foe. As they are older, their bodies, and the feathers they have, are more developed and stronger then their younger kin, and are considered somewhat of the average in their society.
 * Weapons - Needler.
 * Defenses - Plated armor, Power shield.

The Kig'tar Mids use the same Needler as the Gardeili and use it to attack tougher foes that their comrades may have trouble taking out. They prefer to fire burst fire at targets, hitting their foe with multiple toxic crystals, so when the crystals begin popping, it creates chain reaction that will result in a massive explosion.

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

Mid-grades commonly lead Kig'tar Light Warbands into combat.

Kig'tar Heavy-grade= Kig'tar Heavy-Grades are commanders among other Kig'tar, and often leaders among rogue Kig'tar pirate warbands. Older, more elite, and with far more developed feathers and body plumage, Heavy Grades are the physical prime of their race, being quite strong when compared to their other comrades. These warriors, being of higher rank, gain the ability to yield the scared Shard Blade, said to be a gift from Spode's messengers to the Kig'tar race, and replicated by them for their highest warriors to use. In battle, Heavies get the first pick of any loot their comrades find.
 * Weapons - Shard Blade, plasma Grenade
 * Defenses - Heavy plated armor, Energy Shield.

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

Kig'tar honor Heavy-grades greatly, and, when they begin their mating season, females will commonly chose males of the Heavy-grade, and vice a versa, due to their strength, intelligence, and survivability.

Heavy-grades commonly deploy in units of 4.

Kig'tar Sniper= Kig'tar Snipers are those of any caste, who demonstrate the highest capacity for aim among their kind. Silent, discrete, and ruthless, Snipers take joy in seeing their rounds slice straight through any enemies' head with little sound or reaction. In Kig'tar tradition, Snipers where important, as they would take out dangerous enemies or leaders so their brethren could fight through and loot their enemies. Due to this, Kig'tar Snipers commonly get the first choice when looting their foes, and can even pick out which gear they like from a comrade's own loot.
 * Weapons - Railgun, Plasma Grenade
 * Defenses - light armor.

Their main sniper rifle is a Kig'tar design, called a Railgun, designed to pierce enemies' armor, and slice through flesh with little sound. The energy weapon is designed like a switch blade, so as to slice through enemies with little difficulty. They also, like most, come armed with Plasma grenades. Leaders of Sniper warbands commonly yield more advanced, longer ranged Railguns.

The Kig'tar Snipers use light armor, as they usually have more of a long distance role among their allies, usually this armor being only as good as the armor used by Light-Grades, or Mid-grades at best.

Snipers deploy in units of 3, 2 carrying shard blades, and the other carrying an Advanced Railgun. The other 2 will keep their blades ready, while their comrades picks off foes from extreme long range. When enemies close, 2 will use their Shard blades to protect the leader.

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

Rangers carry the same Railgun into battle as their Sniper allies, though commonly use it for mid-ranged combat as well. In case they are disarmed, or run out of ammo, they can drop their railgun, and use twin defense shields and duel Plasma pistols to attack enemies, while deflecting projectiles. They commonly will attempt to finish the fight quickly, by aiming at their target's throat or inner thigh as much as possible.

The Rangers' armor is modified for heavy combat and also to survive in the vacuum of space. This makes them surprisingly durable in combat against other enemies. Squads vary from 3-5 soldiers per squad.

Utuno Units
Utuno Light-grade= Utuno, traditionally, have always been very common in GMCS armies, due to their high population, and fast reproduction. The Utuno Light-Grade, while at first used simply as cannon fodder, as moved on to be a dangerous foe, thanks to training from Gardeili warriors that makes them less likely to run from battle, and able to hold their ground, and aim their weapons. Light-Grades, while the lowest ranked, are still feared for their zeal and newly developped bravery. Light-grades will stand and fight against any foe, seeking cover and pulling back it is tactically needed, and not fleeing when things go awry.
 * Weapons - Plasma Pistol, Plasma Grenade
 * Defenses - Armor.

Light-Grades usually come to battle with a Plasma Pistol and Grenades, and while not very effectively armed, will not back down form their target, even if higher ranked officers are killed.

Light-grades are responsible for manually labor and other tough tasks, which, they accept, believing it makes them stronger in body and spirit. While originally barely disguised slave labor, Gardeili commanders, usually made up of farmers and other works, would join their troops, so as to inspire them and show their commanders do value them.

Light Grades fight in squads of 8, and commonly are lead by 1 Mid-grade, and 1 Gardeili Officer.

Utuno Mid-Grade= Utuno Mid-grades are higher ranked Utuno, commonly in charge of keeping their brothers together when in battle, and fighting alongside them. Again, while not the best or brightest, they have received training, giving their large numbers an edge with more advanced fighting skill. Mid-grades, due to having more experience, are actually able to use some tactical sense when coordinating their brothers assaults against enemies in battle. Mid-grades are notably very brave foes, standing in the way of any foe that will challenge their squads.
 * Weapons - Plasma Rifle, Plasma Grenade
 * Defenses - Armor.

Coming armed with a small Plasma Rifle, Utuno commonly use it to attack their foes, and try and inspire their brothers with their courage. While not extremely potent, Utuno are valiant in the defense of their empire, and will refuse to back down, even if outmatched by a foe, which they usually are.

The Mid-Grade's armor is of better quality then the light-grades of their kind.

Mid-grades commonly handle maintence of vehicles, helping repair and refuel them before and after battle, and the most intelligent ones even help repair armor and weapons systems that malfunction, earning them much gratitude from other races that normally look down on them. Mid-grades commonly lead a squad of their Light-grade brothers into battle alongside 1 Gardeili officer.

Utuno Heavy-Grade= Utuno Heavy-Grades are often leaders among their kind, and armed with the heaviest weapons. Their main role is either to lead, or, mostly, to attack vehicles and bigger targets to protect their pack-mates. Since Utuno have bad grenade arms, they rely on Heavy-Grades to clear away fortifications and vehicles. These beings are highly honored by all units within the GMCS, as most Utuno can be easily cut down by vehicles and entrenched positions, and it is the job of these forces to clear out the enemy.
 * Weapons - Heavy Fuel Rod Canonn
 * Defenses - Heavy Armor

A Heavy grade carries a powerful Fuel Rod Gun, with 5 clips of ammo. When a projectile is fired, the green projectile picks up heat and gets more dangerous as it travels, becoming deadlier at long range. The directed radiation weapon is dangerous to use, as firing too many times can cause it to self-destruct. Thus, Utuno must wait 3 seconds before firing again. Heavy Grades are the most thoroughly trained, as they cannot panic and "Spam-fire" or else risk themselves and their comrades with their stupidity.

Heavies, while equipped with heavy armor, also find use not only in heavy weapons, but also in piloting light vehicles, turrets, and other important positions, due to always keeping a cool head about themselves that gives them the knowledge to pilot and use high grade weapons in battle.

Heavy-grades fight in units of 3.

Utuno Champion-Grade=

Utuno Deacon=

Hitiliean Units
Hitilian Warrior-drone= The Hitilian Warriors are a rather private race, but, although isolationists compared to other members of the Church, will still send their warriors to serve the Church and help it's crusades. Serving a similar role to Kamaside Strains in the Mendel Pact, Hitilian will fly into battle, harassing enemies with high speed attacks and zooming around, and avoiding hits at all times.
 * Weapons - Claws, Plasma Pistol, Needler.
 * Defenses - Light natural armor.

Warrior-Drones fight in large swarms, not only because they are weak on their own, but, due to their high speed style of combat, have trouble aiming precise hits, preferring to attack large groups of unwitting victims so they are bound to hit something in battle. Having large numbers, however, decreases the need for them to attack larger groups. After all, if 20 or so Hitilian are shooting one target, one of them is at least bound to hit something. They come into battle with an assortment of random weapons, no two squads having the exact same weapons or number of them.

Hitilian are protected by an armored carapace all-over their bodies, but are lacking in any armor, as armor would slow them down or hinder their flight. As such, they attack in speeding swarms, zipping from one part of a battlefield to another, harassing enemies, and picking off weaklings, but never staying still long enough to get shot or injured themselves.

Hitilian do not like to be injured in the slightest, as their swarm-mates are incredibly voracious, and weaklings to injured to fight will be devoured as rations. As such, if they suffer injury, it takes much for Church medics to heal them, as they stubbornly refuse to admit they where injured fighting.

Occuli
Battle-Occulus=
 * Weapons - Etheral Eye-Blasts
 * Defenses - Ether Gas-Emission, Teleportation, Barrier

Spy-Occulus=
 * Weapons - Ethereal Eye-Beam, Radar Augmentation
 * Defenses - Ether-Gas Emission, Radar Jam, Teleportation, Cloak

Repeater Occulus=
 * Weapons - Soul-Shredder Eye-Blasts, Ether-Explosion
 * Defenses - Ether-Gas Emission, Teleportation

Void-Occulus=
 * Weapons - Ethereal Eye-Blasts, Ethereal Eye-Beam
 * Defenses - Ether-Gas-Emission, Barrier, Jet

High Occulus=
 * Weapons - Etheral Eye-Blasts, Soul-Shredder Eye-Blasts, Ether-Explosion
 * Defenses - Ether-Gas Emission, Barrier, Teleportation

Tanks
Wraith-class Artillery Tank=
 * Weapons - Plasma Mortar, Plasma repeaters.
 * Defenses - Heavy Armor.

Honor Guard Wraith=
 * Weapons - Plasma Canon, Plasma Repeaters
 * Defenses - Heavy armor, Shielding.