Fiction:The Zarbania Powers/Fist of Zarbania

"War is what we live for. No other race can claim such love for it. It has scuplted us, made us stronger, made us more dependent on our strength and intellect, less on our weapons and armor. While other warriors can fight and kill, none do it with such courage and power. These other races can either join us and reach our level of honor, or bow before us, in servitude, or in death!"

- Gridlock

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

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

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

Zarbanian Pirate Militia

 * Weapons - Energy Scimatar, Plasma Pulser
 * Defences - Mild Cybernetic upgrades, Light Combat.

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

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

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

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

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

Zarbanian Shield Militia

 * Weapons - Plasma Pulser
 * Defences - Mild Cybernetic Upgrades, Armor, Powered Shields.

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

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

They have no visable ranks.

Ci-Hunter

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

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

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

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

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

Space Pirate Trooper

 * Weapons - Energy Scythe, Plasma Blaster, Plasma Flare
 * Defenses - Combat Armor, Power Sheilds

"We find Salvation in battle"

- Trooper Mantra

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

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

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

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

Trooper Commander

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

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

- Commander Mantra

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

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

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

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

Space Pirate gerandier

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

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

- Gerandier Mantra

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

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

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

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

Gerandier Commander

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

"We shall lead the Blood-Charge."

- Commander Mantra

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

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

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

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

Space Pirate Aero-Trooper

 * Weapons - Energy Scythe, Plasma blaster, mildly explosive armor
 * Defences - Light Battle armor, Enhancements, Jet Pack.

"Glory and Bloodshed guide our path."

- Aero-Trooper Mantra

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

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

If injured badly, and they know they are about to die, they will rush head-on towards an oppenet and explode, killing themselfs and their foe. Their is filled with some explosives, giving them a bigger 'Boom' when they go out.

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

Space Pirate Commando

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

"We hunt the Hunter"

- Commando Mantra

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

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

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

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

Space Pirate Zealot

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

"We prove our devotion through Blood."

- Zealot Mantra

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

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

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

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

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

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

Space Pirate Overlord

 * Weapons - Energy Blade, Phazrite Blasters, Control of Phazrite radiation.
 * Defeneces - Extremely resilent armor, Phaze Shields, Carmino Mantera Cloaking.

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

- Overlord Mantra

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

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

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

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

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

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

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

Scimat'akar Trooper

 * Weapons - Bladed Knuckles, Plasma Casters
 * Defenses - Plastiod Battle armor.

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

- Trooper Mantra

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

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

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

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

Scimat'akar Commander

 * Weapons - Energy Swords, Plasma Launchers, customised weapons.
 * Defences - Power Armor and shields, Battle armor

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

- Commander Mantra

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

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

Behemoth-Class Assault Walker.

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

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

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

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

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

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

Some receive more Clone pods, to produce a wider variety of units, at a cost of Fire-Power. A small number also have small hangers, to launch the small but fast and deadly Zarbania Skitter.