Fiction:Mendel Pact/War-Guardianship

"Through the cold of the night, I shall endure. Through the fires of death, I will grow stronger. Through the struggle of war, I shall be made a warrior. Through the glory of battle, I will raise my Clan to glory."

- Ugandalorian proverb.

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

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

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

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

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


 * Military Overviews


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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Battle for Alastor
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- Commander Kiun during the Alastorian operation

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

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

- Commander Curiantau'va to his top three students.

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

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

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

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

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

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

- Ugandal Defender Forgin O'Kalin

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

- Kodalorian diplomat Korvac on the French culture

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- Unknown Mendel leader

When first began, and the Loron launched their horrific attack on Nevrasón, the Mendel where quick to answer the call. Knowing the Loron where mobilizing to attack any who had connections to the former Unified Nation of Ottzelo, and as such, quickly began sending troops to different fronts to fortify their colonies in Borealis, Cyrannus and Plazith Rim. The Algolurn sent out signals soon after the attack, notifying The Mendel and other Accords members of the Loron attack, and asking them for aid.

The Mendel where quick to respond, sending two students of Commander Curiantau'va to assist in the defense of the New Republic, Commanders Kiun Adeddan, and Kaworfol Neiras, hoping their strategies would turn the tide all the faster. With them came thousands of warriors from across Mendel space, from the stoic Kodalorians, brutal Ugandalorians and other races, as well as Orgaat Carnivores eager to feast, vengeful Togunda, and other alien allies. Kiun was given unofficial command of these forces, and under him would be various commanders, include the fearsome Mentrex, and, after gathering his fleet, made his way to the Mou'Cyran Accords' gathering position.

Knowing a battle was to occur at the Plazith Rim as well, Commander Saren Seiriol was commissioned to lead the Clans into battle in the Milky Way, where her stealth-based style of warfare would enable the Mendel the chance to clash with the Loron. Joining here where many Togunda Warriors wishing to preserve their mining and prospecting, as well as, of course, Orgaat Warriors, always eager to feast.

Neraida War
The Mendel Clan Council was angered when they discovered their allies of the New Cyrannian Republic where under attack by the Neraida Gigamatrix, soulless machines dedicated to assimilating all technology and life in their way. Eager to put an end to such foes, the Mendel organized a number of warriors under their command, sending the call to the Mendel and their allies for troops. Mendel war ships, Orgaat spheres, and Togunda Mining vessels all rallied to the cause, coming under the Command of the great warrior, and where prepped and readied.

The Warriors of the Pact got their first taste of blood when they faced the Neraida with their allies in the Viridescent Nebula, facing the Neraida head-on. Though the fighting was rough, the Mendel stayed the distance, their own advanced technology, and that of their Togunda allies, facing off against the Neraida's own, and ultimately, proved helpful enough to allow the allies their victory.

Mendel forces, alongside their Waptorian allies, would, alongside the other Mou'Cyran Accord members, begin a running battle with the Neraida Forces, exchanging fire with countless armadas across New Republic borders. Their favored strategy mostly involved using their superior shielding to draw the Neraida into asteroid fields, where their Mendel/Togunda/Orgaat vessels would have the advantage, and pose a great risk to Neraida mobility. Still, the Mendel where mindfully aware that for every victory, the Gigamatrix was evolving and preparing for a countermeasure, and kept in close contact with the allies for new information.

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

- Ugandalorian military saying.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Some Vashari droids sometimes engage in painting and tattooing their armored bodies.

Treatment of Commanders and their troops
"Treat your men like blood, and they will bear any toil. Treat your men like your own brothers, and they will march into any war. Treat your men as though they are your own sons, and they will stand in the darkest tunnels for you, even if they may never leave."

- Excerpt from the Codex of Honor

As every soldiers serving in the War-Guardianship is part of a Clan, many of their commanders are childhood friends or even relatives, who have earned their position through merit and hard work. Being of such close-ties with one another, it is difficult to find the spirit of brotherhood stronger in any then the Mendel. Even the most distant commanders are taught never to throw away troops or waste lives on holding ground. The more compassionate ones fight at their troops' side, or eat with them in the Grand Halls upon victory.

Commanders who, in a rare moment, do not display affection or treat their troops with respect, are commonly left behind and must do not want to even think of trying to save them. Many others are "accidently" killed before or after a battle.

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

- Kodalorian military Maxim

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

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

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

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

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

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

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

Weapons and Equipment

 * Weapons
 * Armor

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

- A Wise Ugandal teacher to his squad of neophytes.

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

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

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

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

Ranks

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

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

- Medical Corps Mantra

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

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

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

Roles

 * Ugandalorians - General all-around fighters, black ops warfare.
 * Kodalorians - Drop pod assaults, shock troops.
 * Walgolorian - Long-ranged combat, stealth and scouting, heavy firepower.
 * Vashari - All around fighters.
 * Orgaat - Melee fighters, jungle warfare, stealth-based combat.
 * Kadalian Giants - Shock troops, melee fighters, jungle warfare.
 * Kaguran - Desert warfare, stealth combat, black ops.
 * Jrekalian - Stealth warfare, scouting.
 * Humans - General combat, black ops warfare.
 * Karpine - Spies, saboteurs.
 * Kamaside - Aerial assault, close combat.
 * Largotz War Dragon - Aerial combat, heavy assault.
 * Knight Terrors - Close combat, high numbers, varies depending on class.
 * Kramalin - Anti-grox/cybernetic force, ranged combat.
 * Togunda - Close/ranged combat, artillery, heavy weapons.

Command Units
To marshal their forces, the Mendel rely on various commanders from their races to oversee the operations of battle across multiple worlds. Ranging from the heavily armored and armed Walgolorian, to the fierce and barbaric Orgaat, each and every race fills their own niche in the Pact, and ultimately, the battlefield. No race that joins the Pact's military is without a Commander, even sub-commanders, as even the best of Mendel commanders sometimes need help in understanding another, new races', way of doing things. Commander= Commanders are the Supreme leaders of armies, who partake in battle on the frontline, having earned their way to the top by strength, courage and strategic ability to lead and command the forces of the Mendel Pact, experienced and powerful warriors who have served for many years in the frontlines, while learning in the academies on how to lead and sharpening their skills in battle. They are drawn via a system of meritocracy that ensures only those deserving rise in rank. Familial and Clan bonds do not matter, only ability, strength of will and tactical knowledge are important. To allow nepotism, to let familial desire blind one, is to invite destruction upon their people.
 * Weapons - Varies
 * Defenses - Heavy Battle Armor, Battlesuit.
 * Species - All.

Sometimes called Marshalls by the Ugandalorians, Commanders are trained in the styles of the Mendel Three, and the best strategies are meshed together to make sure only the greatest ideas are continued. Commanders usually learn from elderly war leaders who have retired from active service to pass on the rest of their knowledge, or AI programs passed on past military leaders and generals who had their minds scanned for continued service elsewhere, and into the future. Generally, the students are either young members who show a natural aptitude for military and tactical leadership, or are frontline troops, who rise through the ranks. Every four years, a warrior has the chance to prove him or herself, using their skills to climb to the top. This usually means service in a battle above and beyond the call of duty, and then passing their examines, going into the next highest rank. Once they gain the rank of commander, they are sent to the academies to sharpen up their skills, before being given a Legion to command.

Legions are modified to play into their skills, with more stealth-oriented Commanders receiving Infiltration and Marauder teams, along with Orgaat snipers and scouts, and fast speeders, while siege focused commanders receive more heavy infantry and Togunda-focused armies, due to the latter's strength with artillery and siege warfare. Overall, the ability of the Commander, and his armies, vary, and none are quite the same as the other, meaning foes will never know what to expect next from the Mendel. A strike force will usually work with others, to further the diversity of strength in their forces, and so each one can play off the weakness of one, and cover it with their own abilities.

Commanders tend to carry armor that reflects their race, with Ugandalorians and Kodalorians wear heavy, durable armor suits over their bodies, while Walgolorian pilot incredibly large battlesuits capable of crushing enemy infantry beneath their mighty footfalls. Some will prefer ranged combat, yielding heavy repeater guns, Plasma and pulse canons, and missile pods to decimate all scores of infantry. Others focus on melee combat, yielding heavy Claymores, warhammers, and battle axes, to cleave through their foes, and face the best duelists of hteir enemies in glorious one on one combat. Some commanders do not even partake in battle directly, an interesting choice, but instead command from the rear with command posts, calling in artillery barrages and coordinating the positioning of troops from afar, rather then also managing frontline battle as well, as their minds are better focused merely on strategy instead.

Whatever the case, Mendel Commanders are feared and unrivaled in the field. Ryaler, Kiun, Saren, Carchal Nal, and scores of others, are just a few of the famed heroes who have risen to a command position and written their way into the sagas and history books with their bravery and skill in battle.

Honor Guard Units
Mendel Oathsworn= The Mendel guard their Lords and High Kings with great fervor. They are a stern and strong-willed people, and do not take kindly to attacks on their lords and rulers. While Clan Lords can afford some of the best defense for themselves, the High Kings get the cream of the crop, affording themselves the greatest defenders of their kind, so they can visit other worlds, and protect themselves during wars and battles. The Oathsworn are drawn from the most veteran warriors and guards among the Clans, drawn from the most fierce and protective of the Mendel warriors. These warriors are veterans of countless conflicts, chosen for their dedication and loyalty to the Clans and their work to oversee the protection of their wise leaders.
 * Weapons - Power Staffs, Swords, varies
 * Defenses - Heavy Armor.
 * Species - Ugandalorians, Kodalorians, Kadalians, Kaguran, Humans, Jrekalian.

The Oathsworn are drawn from all races, though Mendel numbers tend to be the highest, and are considered the best members of their Clans. Warriors from all the Clan jostle with rival clans over who will get the honor of guarding the High Kings in battle or in travel, and this competitions can be quite serious. Once the warriors from Clan are chosen, elder Guardsmen of the Oathsworn gather them within the Holds and barracks, and begin training them for guard duty. Such is difficult, and done to ensure only the best can guard the High Kings, any weaklings washing out, though it is still considered a high honor to have had a chance of being an honor guardsmen. Their training can go on anywhere from months, to even years, depending upon the experience of the soldier in question. Once their training is finished, Oathsworn become the most feared troops of the Pact, their presence inspiring terror in their foes, and strength in their allies.

Oathsworn, as part of their training, are re-issued new armor, this one colored a deep crimson color, and adorned with great ceremonial pieces to identify them, a headdress placed on the helmet, sigils adorning the shoulders and thighs. The Oathsworn's sigils display golden and bronze runes, giving them the blessing of the Gods and guidance in their duty. The armor itself is designed with withstand any punishment thrown it's way, and the is protected by a layer of power shielding that can absorb most damage, though they are not allowed to paint their amor like the more common troops. Their weapons varry depending on the Guardsmen in question, their missions, and what type of foes they can potentially face when guarding a High King, but all of them carry the long sword their kind are famous for. They also carry long Halberds when on guard duty.

Oathsworn, in small or large numbers, always accompany the High Kings and High Queens, watching over them and obediantly following their commands. Oathsworn are trained to attack immediatly when a weapon is drawn in the High King's presence, no matter who it is, and will attack them unless ordered not to, no matter the position of the figure in question, be they Mendel or forienger. They are noted to be rather cool-headed and seem impassionate, mostly as a result of them controlling their tempers and learning to channel their anger and battle-rage towards things more productive.

Empyreal Guard= The Empyreal Guard are the specialized Walgolorian Guards of the Empyreal caste, the spiritual and political leaders of the Walgolorian Dominion. These warriors are distinct, and seperate from the Oathsworn, but are none the less respected and admired by their fellow warriors for their strength in battle. Unlike with Oathsworn, where Clans donate their warriors, it is completely unknown how the Empyreals chose their Guards, but all of them are veteran troops and warriors of great experience and prowess.
 * Weapons - Honor Blades, Pulse Rifles
 * Defenses - Heavy Armor.
 * Species - Walgolorian

Empyreal Guard are trained in melee combat, are superior to their kinsmen when it comes to close combat. It is said each is personally trained by the Empyreals they guard, and are swift and fast once their foes get within reach. While usually not seen in battle, if an Empyreal takes the field, the Empyreal Guard will carry their Pulse Rifles into battle and shoot their foes into settled dust with concentrated fire. In melee, they carry Honor Blade Staffs, like their Empyreals, long, and ending in large, finely cut blades, that can slice thorugh most armor.

They wear heavy, ceremonial armor, similar to that worn by their kin, but adorned with robes on their waists, shoulders and back, adorned with the runes of the Walgolorian, said to give the blessing to the guards of their honored lords. The Honor Guard's armor is further adorned with special add-ons meant to further show their rank and station among the Clans and other Warriors.

They train regurarly with each other, using their honor blades to cut at each other, coming inches within killing eachother, yet their skill is enough that they only walk away with mere cuts, armor sporting numerous small cuts across their armor and skin. The Walgolorian Honor Guard, when they train, are not allowed to ever kill one another, and, if they do, whether by design or by accident, are immediatly stripped of their armor, weapons, Clan and honor, and forced into exile.

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

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

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

Due to their small number, Mendel forces commonly deploy android units to even out the odds in their favor, with these androids being programmed to be able to the hold the line as well as any average unit could. Mendel Warriors= Mendel Warriors are the mainline forces and fighters of the Mendel Pact, ferocious fighters and the main fighters of the War-Guardianship, and the defenders of the Clans. They are doughty and fearsome fighters, aggressive on the attack, indomitable in the defense, and utterly loyal to Clan, Hold and their people without question. Trained from birth to be stubborn, willful fighters, Warriors seek to honor their ancestors, Clans and Draiothe. Though a tad reliant on strength to overcome their foes, Warriors, when gathered, will let nothing stop them, no matter how much stronger, more agile or more experienced the foe is.
 * Use - Main Combat.
 * Weapons - Pulse Rifles, Pulse Carbine, Claymore, Power claws, Wrist Rockets.
 * Defenses - Standard plate armor
 * Equipment - Jetpack
 * Species - Ugandalorian, Human, Kadalian, Kaguran, Walgolorian, Kodalorian

Warriors are drawn from Ugandalorians, Kodalorians and Walgolorian, as well many of the humanoid species of the Pact, including the Kaguran, Humans and other joiners that have become fully assimilated into the Clans. Each brings their expertise and strength to the fight, and are with their squads from the moment they are raised. Clans tend to mix their forces together when marching to war, and squads can be made up of members of multiple Clans, many loyal to each other by oaths and bonds, others, more fractious, but their time spent training and fighting together washes away all doubt or distaste for other Clans, and causes them to see their immediate brothers in arms as members of their Clan.

Warriors are the main force of battle for the Mendel, these well-armored and stubborn warriors holding the line and sending volley after volley of punishing pulse rifle fire upon their foes from mid-to-long range. The gun is extremely powerful, Mendel enjoying loud, powerful weapons to show their strength and power. They will deploy wrist rockets to blast through targets in cover, or vehicles, one of their most common weapons other then their pulse weapons. The most famous weapon of theirs, is the Claymore, a large, over-sized broadsword they go into battle with, every Warrior forging one upon reaching adulthood with their mentor and/or parent, to symbolize their full membership into a Clan. In melee combat and in tight quarters, they will swing these blades about, hacking apart foes with hacking cuts and brutal stabbings.

Their armor is heavy, durable, and takes a long time to forge. Such is important, as their armor is resistant to energy blades (though not immune), and can even, on the off-chance, deflect blaster bolts and projectiles. The armor makes them slow on the march, and a bit lacking in agility, but it takes much to put them down once they set their mind to a fight. To honor their Clan and ancestors, they take often to applying special war paint and markings to their flesh and armor, often making patterns sacred to them and their people. Tattooing is important to them, and to have "untouched" flesh is considered unseemingly.

Warriors are famous for their use of jetpacks to maneuver and gain a better firing position on their foes. These Jetpacks mount heavy missiles on their backs, but Warriors take great pride in their ability to maneuver and attack while in the air, their armor protective and able to afford them agility.

Training methods vary, with Ugandalorians and Kodalorians relying on the volunteering of their Clans and finest warriors. The Walogolorian call upon certain, chosen members who join a loose "military caste", and blessed by the Empyreal Caste. Clans have long histories of war and battle, and many young warriors eagerly join the military to gain glory and renown for their Clan. They are made up of males and females, both genders marching to battle together, and couples tend to switch off, husbands and wives often switching out during their service, one always staying home to protect their lands.

Orgaat Carnivore= Orgaat Carnivores are Orgaat auxilias recruited by the Walgolorian to help them in battle. Strong in melee, the Carnivore squads are brutish in close combat, and helpful to their Walgolorian allies. The Orgaat are loyal to the end for the Walgolorian, always eager thanks to the Walgolorian assisting in the saving of their homeworld and race from slavery and extinction at the claws of the Hermicce.
 * Use - General Combat.
 * Weapons - Claws, genetic absorbing, pole arm, Bolt-action Rifles.
 * Defenses - Some armor, thick armored hide.

These Carnivores are used for general combat, being highly adaptable, using their DNA absorbing abilities to adapt to each situation their commanders ask them to assist them in. If air support is needed, Orgaat will consume winged creatures. Otherwise, they use their claws, teeth, and pole arm weapons to crush their foes. They are extremely powerful, being able to lift enemies up with one hand, and bounce them off the ground.

Their pole arm weapons, are long, scythe-like weapons, designed to slash through enemies that get close, using their incredible strength to splinter enemies with their swings. In some squads, due to their preference for close ranged combat, The Orgaat often have 2-3 members of their squad carry Bolt-action blaster rifles into battle to attack certain foes at range, as the squad closes.

They do not like armor, preferring to use agility and speed to close with their foes, or just ambush their foes before they can be attacked. If caught unawares, Orgaat will be cut down in short order, and as such, have to stay in cover or in forests and the like in order to properly fight their foes and have defense against them at range.

Orgaat Shifters= Orgaat Shifters are Orgaat Commanders designed to lead their Orgaat Carnivore squads. While all Orgaat can see what DNA can be useful to the cause, the Shifters are like most strategic leaders, strategizing which DNA can used, and what DNA goes best with an Orgaat's talents, as well as possessing the ability to command their kindred on a deeper level then simple military command, for it requires much to hold back their pack-mates and keep them from eating what is potentially harmful. As such, Shifters are also extremely confident and poised during battle, needing to command their packs in battle, earning their respect and loyalty.
 * Use - Commanders
 * Weapons - Claws, War blade, Walgolorian Plasma Rifle
 * Defenses - Thick armor and flesh.

Orgaat Shifters are high ranking members of their Web, fighting the longest, and being the oldest, and largest in size and terms of power and intellect. They have trained themselves to use their ability to see DNA, and, with their connection to other Orgaat, figure out who can use the DNA the best, as well as coordinating their eating and breeding to make sure the Web begins to display such traits for future battles. They are the spiritual and military leaders of their tribes, the eldest of Shifters forming ruling councils and the like to guide their people for battle, while younger members act as squad leaders to guide the others. Shifters will also, at times, lead Orgaat Hounds into battle, though these specialized Shifters have trained for years to handle the Hounds and their stubborn behavior, and both know each other well enough to not toy with the other, the Hounds understanding who the Alpha is, and the Shifter understanding how far to push his pets.

They are skilled in battle, using many of the same weapons as their younger cousins, Orgaat Shifters also carry a Rune Blade for combat. These blades are reserved for Shifters and high ranking warriors of their society. Orgaat Shifters are also, due to their rank, allowed to use the Pulse Rifle of Walgolorian Warrior Castes, and other Mendel designed weapons, as a symbol of their friendship and alliance.

Their armor and flesh is much more developed and more durable then their younger cousins, not only due to experience, but also thanks to the fact they are given better armor by proxy due to their commanding role in battle.

Karpine Warrior Caste= The Karpine Warrior Caste are the newest breed of Karpine for defense of their asteroid homes, and to be deployed alongside the Mendel in battle. Though the Karpine are naturally pacifistic, and abhor violence, they are not a defensless people. Their famous ship designs and engineering greatly assisted the Mendel, and their guns, such the Shatter Gun and Sniper rifle, to provide the Mendel with heavy firepower against other infantry, and later, developed a serious of Androids of use in battle against their enemies. For the Karpine, their bodies were not built for direct military service, and instead, busied themselves with the construction of new weapons and technology. However, after the occupation of their lands by the Hand of Retribution's forces, and Loron attacks, the Karpine desired to take a much more active role in their own protection.
 * Use - Long range, anti-armor support fire.
 * Weapons - Shatter Rifle, Shatter Guns
 * Defenses - Armor, natural exoskeleton

For the defense of the hives, and supplementing of Mendel forces, Karpine scientists, in coordination with the Federation's best Cloners of Zacarion Microtech, pulled together to breed and create these genetically engineered warriors for the military. To befit their purpose, they were engineered to be larger and stronger then other Karpine, and able to handle injury and even limb loss much better then the standard Karpine. Though naturally pacifistic, and abhorring of violence, the Warrior Caste would be breed to be more aggressive and willing to fight. To ensure they would not be used against their enemies, Karpine Warriors were further breed to resist all attempts to force them to kill civilians or members of the Pact if unarmed. With all of this done, the Warrior Caste was then given their training.

With short gestation times within their eggs, a Karpine Warrior could be born, and in a matter of months, be an adult and ready to fight on the frontlines. As they are engineered to fit the role, members of the Warrior Caste can naturally learn any weapon they encounter, so long as they see a demonstration of it's use, quickly, from there, figuring out how to repair, maintain and use the weapon themselves. For battles against their enemies, Karpine usually carry Shatter Rifles, long range weapons that, similar to Railguns, use long range coils and magnetic accelerators to launch small but deadly projectiles at long range at their targets. These are used to gun down most infantry, and provide support and suppressive fire for Mendel Warriors in battle. To remove high value targets, the Warrior Caste can trade in their Shatter Rifles, for Sniper rifles, which replicate the same technology but at far longer ranges.

Their bodies are covered in a tough, resilient exoskeleton, further reinforced by a light-weight, but highly durable armor-weave that covers the chest, shoulders, and thighs of the Karpine, allowing them speed, and surprisingly good protection from most wounds. Their exoskeletons are resistant to most heat and plasma strikes, and their bodies are immune to shock caused by the loss of a limb, and keep going. Whatever threat faces them, they can usually resist, while launching several powerful projectile rounds at their victims at high speeds.

Togunda Warriors= Warriors are the basic soldiers of the Togunda Leagues, brought together in service to their Leagues and warlords and to fight for their comrades, such as the Orgaat and Mendel Pact. Warriors are made up of closely related Clans and kinsmen with a large sense of unity and loyalty towards one another. Highly disciplined, Togunda Warriors march into war with mid-ranged Radium Rifles, usually fighting in enclosed environments and raining down fire by foes until they are nothing more then dust. As they fall, remaining members become increasingly driven to avenge their loss and beat the foe back.
 * Use - Heavy infantry
 * Weapons - Radium Rifles
 * Defenses - Heavy armor.

Togunda Warriors begin their training and military service once they reach 20 years of age, and stay in the military for 10 years. After these 10, they can stay within the warhost and keep fighting as the more elite forces within the Togunda league forces, or even stay within the Warrior squads. These Togunda, while not fast or agile like many of their comrades, lumber forward with impressive determination, never stopping until they reach their destination and can bring their fire power to bear against a foe. Even when loaded with armor, ammo, and other clan fetishes, they can maintain a descent marching speed. They are a proud people, eager to preserve their identity and ideals, even when surrounded by aliens in the Pact, albeit, those that they respect. While they respect these aliens, they worry of their own culture and way of life dying out, and fight to show their determination, as well as their wrath to the enemy.

Warriors will adorn their bodies with special tattoos to identify their rank, job and position within their Koro, and their ancestry. It is difficult to read for outsiders, but for those that understand Togunda, they tell an intricate tale, of the Koro's glories, their victories, and their tragedies and betrayals. All of this serves as a status symbol to any who view it. Their armor is no less glorious, lovingly forged to protect every warrior from the worst of battles. Armor changes from Koro to koro, Brotherhood to Brotherhood, but all are resplendent in gold and sliver lining, and durable enough to withstand a tank shell.

While Mendel scientists have recently received the miracle of Radium technology, only the Togunda claim mastery of it. Mendel Radium Rifles and carbines are bulky and hard to maneuver, used by scouts only as heavy sniper support. Even then, Radiation shielding was difficult to develop, and only after further development could they make them safe to use. Togunda, however, have long mastered the use of the Radium Rifle, and the shielding on it is quite impressive. Togunda march with these elegantly crafted weapons, firing steams of Radiation bolts at a target and vaporizing them quickly before they even know they are assailed. Since this weapon is their most frequently used, Togunda have developed the use of special medicine to deal with radiation burns and victims, commonly helping prisoners of war. After all, as one wise man once said, "The Enemy deserve death, but not suffering". If confronted in melee combat, Togunda will use the great axes of their families, passed down their lineage, or forged for new family members. Many an axe has split the skull of an attacker who thought these short beings incapable of defending themselves.

Togunda Warriors, due to their slow, plodding nature, are not commonly used for guerilla warfare, being poor when it comes to movement and repositioning. Instead, Warriors are used to hold ground or to break sieges in all-out assaults, focusing their fire power on the weakest links in their enemies to produce results, while backed up by massive artillery. In battle, they are fierce and will fight to the bitter end, especially when fighting alongside their comrades the Orgaat. The slow, heavy fire power of the Togunda, combined with the fast, brutal close combat of the Orgaat, allows them to finish a foe quickly, and reminds many of why the two became allies in the first place.



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

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

When Mendel forces go on the defensive, Support infantry become far more active, taking part in guerilla skirmishes and hitting enemies before disappearing. As such, when the Mendel shift battle lines and move formations back and forth, Support forces are always a little further ahead or back to provide screening fire for their heavier, slower forces. Gvanta Warriors= Gvanta Warriors are warriors who hail from either special tribes of Walgolorian, Gvanta Raiders, or from specially trained Rhyelezolor Warriors, acting as light recon units to scout ahead of the main forces alongside Cresakt Pathfinders. Both serve a similar purpose to each other, going ahead to help their Warrior Cadres find their targets using marker lights and signal flares to identify their targets for their enemies to fire at. Due to Gvanta operating ahead of the main army, and getting close the enemy puts them at constant risk, Gvanta are honored for their risky fighting style in battle. While the majority are made up of Walgolorian, since the integration of the Pact and their races, others from the frontier colonies and worlds, have joined their ranks as scouts and Pathfinders.
 * Use - Combat support, scouting
 * Weapons - Plasma Carbine, Long Sword
 * Defenses - light armor

Gvanta commonly deploy in lighter armor, allowing them to move quickly across the field as they silently race ahead of the main assault force and provide recon and relay information to the main cadres about enemy movements, important members, and other points of interest. As they fight and scout, they come armed with Plasma Carbines, able to provide fire support for the other warriors as they fight. They also carry a variety of photon and flash grenades so they may stun targets, either allowing them to escape, or to shot down the target while it's stunned.

As scouts, Gvanta also carry war-blades, in case the enemy closes with them in order to cut them down quickly before the Gvanta can be injured.

They mostly deploy in squads of 5.

Gvanta Fhas'ui= Gvanta Sergeants are elder Gvanta raiders and tribesmen who have learned the best skills in scouting and recon, and use these acquired skills to lead their squadrons into battle and help select targets for marking. Silent, deadly, and efficient, Gvanta Sergeants are analogues to death itself, as few know when these grizzled and experienced warriors will strike.
 * Use - Scout leads.
 * Weapons - Pulse Charge gun, several grenades, war sword.
 * Defenses - Light armor.

Their weapon of choice, the Pulse Charge guns, fires burst of plasma at the target, each round capable of burning through most armors on hit. However, sergeants also receive many powerful grenades, designed to either disperse and destroy infantry, blind enemies, scrabble sensors, or even disable powered armor in other foes, locking it down, removing the ability to breath, and removing any energy shields it may have.

Gvanta Sergeants, while having small shoulder pads to identify themselves, lack the armor utilized by Rhyelezor Warriors, and, as such, prefer faster movement and agility over the heavy armor of other units. As such, they excel in the role of scouting and recon, being able to move without making a sound, and strike without ever being seen. It is an art they have perfected from their tribal ancestors, and one they have honed through years of war.

Hunter= Hunters are Orgaat who demonstrate expertise with ranged combat, where's most of their brethren prefer melee combat where they can bring their blades and natural weapons to bear against their foes. However, Headhunters are Orgaat who specialize in ranged combat and using their Hunting Rifles to take down targets at range. Extremely survivable, and also still fairly skilled in melee combat, Hunters fill mainly 2 roles in combat, one being offering ranged support fire for their Orgaat brothers against foes, and the other being guarding Walgolorian Cadres during battle against enemies in melee, shooting down any units that are threatening to get in close, as the cadres get into position or begin to retreat.
 * User - Snipers, Scouts
 * Weapons - Hunting Rifle, knifes
 * Defenses - Light armor, Tough hides.

Orgaat hunters are experts with their rifles, gunning down enemies, and using their primal skill to keep form getting counter-acted. They commonly scout ahead of their main attack forces, moving silently through the jungles and terrain to find target to attack. Very patient, and capable of holding still for long lengths of time, Orgaat Headhunters can easily retreat after inflicting damage on their foes. However, if attacked, Orgaat are very quick with dispatching their foes, using extremely sharp blades and claws to slice apart their foes.

Hunters, when scouting, will actually inflict non-fatal injuries on purpose, both to slow down the target, and see how strong their armor and shielding is, before retreating from harm. Orgaat, however, once they are assisting the main army, strike with ruthless intent, often leaving no survivors in their wake. Their aim is considered some of the best among Mendel Pathfinder and scout teams, thanks to their life spent hunting and tracking for their tribes and packs.

Hunter Shifter=
 * Use - Advanced Sniper.
 * Weapons - Rail guns, various sniper weapons.
 * Defenses - Natural armor.

Miner Teams= When the Togunda march to war, many Miners answer the call. Just shy of actual age of military service, or too old to keep fighting on the front, will organize themselves into Miner Crews in order to provide much needed support to their kindred in battle. Miners commonly use camou-lined armor to hide at a distance, and avoid snipers and enemy scouts. Then, once battle begins, the enemy is meet, the Miners will go and start attacking enemy vehicles, using their Ion Cutters to slice open tank treads, walker parts and important components, sometimes throwing fusion explosives into a vehicle to melt the armor and machinery.
 * Use - Anti-Vehicle Warfare, sapping.
 * Weapons - Ion Cutters, Radium Shotguns, explosives, pick-axes
 * Defenses - Armor.

During sieges, when taking a city is needed, Shock Troopers and Super Commandos have learned to value the hard work and determination of a expert team of miners. Using their technology, they dig deep into the planet to produce a winding series of tunnels, going from their camp, through the earth, and into the enemies' city, breaking through on the out-skirts, and allowing their Ugandal allies to spill forth and attack the enemy where they least expect it. At times, multiple Miner crews will work to make multiple tunnels. Pact armies will, slowly but surely, disappear, taking to the tunnels, before spilling forth from unknown locations to assault their foes.

Miners are merely the everyday people of a Brotherhood, and as such, many expect them to be just a ill-equipped militia of some sort. In reality, Miners are just as spirited as their allies, eager to prove their place in the Brotherhood and do their part, and fight the foes that threaten them and their ways. They, like all warriors, paint their bodies with the ritual tattoos, but, unlike warriors, theirs are either not as complicated (for younglings), or covering so much of their body that they practically become living works of art, in the case of retired veterans who still serve the mining teams. Miners, when confronted, will sometimes use Radium Shotguns to deliver a radioactive punch to the enemy in close quarters, or deploy their pick-axes to meet the foe head on.

Their armor is not as intricate as warriors, and considered more simple and utilitarian, and often outfitted further with gadgets and devices to help make their work quicker, safer and more efficient.

Many Miners have won the day for the Pact with their expertise in sabotage and breaking enemy artillery and tanks. The Togunda who make up miner crews usually move up to be true warriors once they reach their age, or teach other young warriors their art. Some stay in Miner Teams, even when they get old enough to serve as true warriors, enjoying the simple task of breaking vehicles for their brethren.



Auxiliaries= From the various races annexed to the Pact, or from their allies living in their territory, there are the Auxiliary Corps. Made up of former enemy soldiers, allied races and their descendants, Auxiliaries are usually made up of volunteers, and fill a light infantry role with the Mendel. Coming from all walks of life, Auxiliaries join mostly because a person is not recognized as a citizen of the Pact, usually, until some form of military service is given. Considering certain Walgolorian castes, and Karpine, however, this could include building military weapons. However, these beings who are capable of service are given the task of supporting Mendel forces.
 * Use - Light Infantry
 * Weapons - Blaster Rifle, grenades
 * Defenses - Light armor.

Auxiliaries are given special Mark AH-17 Rifle, designed for most forms of combat, and could be set to fire charged shots at an enemy. Auxiliaries also carry grenades for vehicles and tight masses of enemies. They usually carry little armor, similar to armor worn by soldiers in the 21st century, but much more durable. Thus, they can take much more damage then expected, and still move quickly. Of course, the armor look usually changes, and is designed to look like hybrid designs between the armor worn by their old empire's militia, and their new empire.

When Auxiliaries show enough skill and dedication to their cause, they may receive the full armor and rank of the race that absorbed them. As such, alien Mendel Troopers commonly have mixed races with them, including those they conquered. This is used to keep their enemies on their toes, and to allow occupation forces some opportunity to work with and achieve high relations with occupied aliens. Auxiliaries, after service is given, are, allow with their families, given full citizenship. However, they must know Mendel Language and culture, and must have knowledge of the Mendel Gods and the Abiding Truth. While they can keep their own religion, it must not conflict with Mendel ideals, and cannot involve sentient sacrifice.

Auxiliaries range from defectors, to those left behind by either logistics or tactical error, or as prisoners of war. Some are brainwashed, others, monitored closely by their Rally-masters and other commanders for betrayal. If Rally-masters believe they are about to betray their group, they are to shot the betraying Conscript before others join him.

A special division of Auxiliaries is made up of Mendel allies who wish to become citizens in their allies' empire. Conscripts are called "Aurti'Vesa", or "Outsider Helper" in Mendel. Sergeants, who are to lead their men, and are Conscripts who are full citizens, yet chose to still lead Conscripts into battle for the mendel, are named Aurti'vesa'roos'alor or Outsider Sargent.

Races that are Conscripts include
 * Raptoranean
 * Cathonian
 * Soldarian
 * Volver
 * Mudwort
 * Moorah
 * Zarbanian
 * Scimat'akar
 * Grux
 * Dragowar (some)
 * More possibly coming due to Xonexi Conflict.

Aurti'vesa'roosalor= Conscript Sergeants are members of a certain race who have worked and fought their way to a command position, but return to a lesser rank to command their brothers in combat and lead them as pseudo-Rally-Masters. Conscript Sergeants are placed in charge alongside a Rally-Master of lesser rank, in order to assist in managing the, and act as sort of the speaker between squad and leader, advising the leader on how to best use the squad, and how the squad can best serve their leader in combat.
 * Use - Conscript squad leader.
 * Weapons - Pulse Carbine/Grenade launcher.
 * Defenses - Heavy armor.

Sergeants are armed in better equality weapons and armor, as par their position, and carry a Pulse Carbine, usually, into battle, which acts also as a grenade launcher, used under-slung. However, whatever weapons he carries is based off whatever race he joined within the Pact, though, many of them often carry the traditional Clan Claymore into battle as a melee weapon, so as his troops mount bayonets, he pulls out his blade.

Sergeants wear heavy armor, usually an upgrade between the race he joined, such as Walgolorian Warriors, or Ugandalorians, and the race he came from. Such features include the "T"-like visor of Ugandalore, the large shoulder-shield pads of W'alor, and the Night-vision and other vision fields allowed with Kodalon's helmets and armor permutations.

Clanless= Clanless are dishonored Togunda who have, either through a real slight, or an imagined one, come to regard themselves as unworthy of possessing a Clan. Where's a Clanless within Mendel society could potentially find a home in a new Clan, Clanless in Togunda feel the only way to regain their honor and place among the ancestors is through death in battle, hopefully after killing the strongest, most brutal foes they can find. As such, they carry only two axes blessed by the Living Ancestors, and rush into battle to hack away at their targets until the Clanless are redeemed in death.
 * Use - Shock Troopers, berserkers
 * Weapons - Twin Axes
 * Defenses - None.

Clanless, being no longer part of any "koro" within the Togunda holds, are free to move as they wish, and can choose to even ignore oaths they once swore when they where part of a Clan, though most choose to honor them regardless. Clanless will often travel to Holds that face the greatest amount of foes, and fight at their side, making short work of any foes that get within their reach. Once fighting is over, they do not stay to drink, merely departing and heading for the next hold aboard the ships that carry them, or even to other Mendel Pact territories, hoping to finally find a battle that will mean their end.

As par their traditions, Clanless will commonly go to a Temple of the Ancestors, and ritually stripe themselves of armor, before painting their bodies red, and having the Living Ancestors mark their foreheads with special oils and blessing them, before giving them twin rune axes to use against their foes. With a prayer to the ancestors, the Clanless will join in large bands, and try and find foes worth the killing.

Clanless do not consider themselves part of any Hold, Brotherhood or Guild, and instead consider themselves a weapon or tool to be used by any Brotherhood or Hold they arrive to help, asking to be sent into the worst part of the fighting, and given an honorable death worthy of their Ancestors. Clanless consider ritual suicide a pointless, even dishonorable endeavor, believing that a true warrior regains honor through battle and death, not just death.

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

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

When acting in defense, Heavy infantry will go behind enemy lines, and while frontline forces hold the line, they will perform the most dangerous operations will cutting a path of destruction through enemy troops and supply lines. Shock Trooper= Shock Troopers are a special unit, originating from the days of Cadus Clett and the War of Arbitration. The Shock Troopers where given the same training as the Super Commandos, yet deployed in greater numbers, though in combat, the differences are truly hard to spot. Shock Troopers are commonly deployed in situations where the battlefield may be unpredictable or unknown. Things situations include fighting in underground conditions, space ships, and congested urban conditions. As such, they are trained to think fast, react fast, an show little mercy in battle, making them seem the most savage of Ugandal forces. Shock Troopers are further deployed to assist the main army when needed. Shock Troopers, ultimately, have their own Hierarchy within Mendel Command, and report directly to the Supreme Field Marshal of forces. If the Field Marshal attempts to start a rebellion against Lord Ugandalore, Shock Troopers are trained to execute him at once.
 * Use - shock troopers, Elite warriors
 * Weapons - Combat Rifles, Heavy weapons.
 * Defenses - Heavy armor.

Shock Troopers themselves come to battle with heavy blaster rifles, much more powerful and dangerous then standard infantry rifles, and designed to have as much damage out put as possible, though have a smaller ammo clip then mass infantry weapons. They also carried a variety of weapon and armor attachments to allow them to fill any role in a combat situations, making them adaptable to any situation that could come up in their combat role in the unknown. For supporting mass infantry attacks against the enemy, the Shock troopers carry heavy rocket, grenade and ballistic launchers, as well as plasma canons.

Shock Trooper armor is much harder and more durable then the standard armor worn by their Trooper/Rally-master cousins, and, is vacuum sealed to allow for combat in airless situations for 10 hours. They carry 2 other canisters full of oxygen, allowing them to extend this time further. Shock Troopers get the position by impressing their Rally-Masters, who would allow them to enlist for Shock Trooper training. The Shock Troopers, however, strangely, remain an all-Ugandalorian division, unlike the other forces under Ugandal control who diversify.

Shock Troopers fight in groups of 5.

Kadalian Warrior= Kadalian Giants commonly fight for the pact in small groups, deployed as shock troopers and used against enemies with frightening strength, such as Dragowar or Skordi. Due to this, Kadalians are useful, for Ugandals, while experts in combat, hate fighting enemies that prove more brutish then anything. As such, Kadalians enjoy ripping apart enemies with their Ripper Rifles, or merely bashing them with their own fists or the gun itself. Kadalian Giants, however, are not mere strong arms for the army, and display incredible tactical sense, setting traps and expert ambushes, as they where trained by a harsh life inside the their savage world of Kadalia.
 * Use - Heavy anti-infantry weapons
 * Weapons - Ripper Rifle, their own fists, swords.
 * Defenses - Heavy armor, naturally resistant hide.

Kadalians fight using a ripper rifle. Large, cumbersome, the rifle fires large rounds designed to tear smaller foes apart, and was built by the Kadalians themselves to be used as a club or bashing instrument, in case they don't want to merely punch an enemy. Kadalians built it as a heavy, automatic shotgun, with 2 firing styles. The longer range, fires a hail of rounds, while closer combat projects more rounds per shot, with less firing speed. Kadalians, while not the expert sword smiths their allies, can still yield fearsome and effective tools for the job.

Kadalians are infamously resilient, known for taking quite a bit of abuse from both war and their homeworld before falling. However, to protect themselves, they created their own armors, mimicked from the Ugandals, and plated across their bodies. The armor protects them as they close, as Kadalians have a natural instinct to get in close to fight their enemies.

Kadalians are common when ambushing and laying traps is needed, and, as such, Kadalians are common in jungle-fighter divisions and urban warfare. They perform well in most conditions however, and are also common in occupying planets that prove extremely hostile. Most Kadalians are allowed to wear Ugandalorian armor, though some are more traditional and go for their own equipment.

Kadalians fight in Squads of 3, though can be lead by a Kadalian Rally-Master.

Headhunters= Headhunters are stronger, more brutal warriors then their carnivore kindred, used for quick, brutal close combat battles that more often then not involve fighting against foes that are larger and stronger then themselves. Still loyal to their kindred and Walgolorian allies, Headhunters are all the more aggressive in battle, leaping into the fray and eager for the taste of blood and to test their might against that of their foes. They have a well-earned reputation for their ability to defeat the strongest foes, be they Hermicce, Skordi or Skallin.
 * Use - Assault forces.
 * Weapons - Claws, brute force, blades, rifles, Acidic Spit.
 * Defenses - Some armor, reinforced hide.

Headhunters appear largely the same as Carnivores, but are noted to be a little taller and have more muscle on their wiry frames. They also seem to move faster and have more energy, allowing them to fight harder and longer then their unevolved kindred. The most notable difference, however, is their acidic spit. It is unknown what creature they consumed to gain such power, though many believe the Siigor Viper of Cartorich was the most likely source, but the poisonous spit was breed to become a deadly, acidic blast from their jaws. Capable of melting through armor and bone, the acid used as only one use, for combat against the foes of the Orgaat, as the acid could ruin good meat that could properly be used to feed the tribe in times of peace.

Headhunters are feared by even the allies of the Orgaat, for they are a strange batch indeed, with their strange head-frills and the strange markings on their arms, head and legs. Still, no Commander would say they are not useful shock troops, capable of tearing open the most hardened battle lines of enemies with their savagery and acidic poisons. After all, even the strongest melee fighter has trouble swinging a sword when acid is quickly melting their face and skull away.

Headhunters, like all Orgaat, dislike the use of armor, wishing to move quickly, strike fast and dodge attacks from their slower rivals and foes. While their hides are tougher and more durable, through their selective breeding and gene cultivation, they will still be cut down if caught out in the open, and move through the forest, tracking their foes and waiting for the just the right moment to strike the killing blow.

Orgaat Braves=
 * Use - Shock Forces
 * Weapons - claws, blades, heavy melee weapons.
 * Defenses - Heavy hide, armor.

Hoiaa Warriors= Hoiaa Warriors are the elders of the Togunda Brotherhoods, Leagues and Koro, warriors, who, for years, have crafted and perfected their style of warfare. These indomitable, stubborn folk are the true soldiers of the Koro, for, unlike the younger warriors, they do not return to their workshops and other jobs once fighting is over. For them, peace is merely another time to prepare for the next fight. Hoiaa, roughly translated to "veteran", are elders of warfare, the youngsters taught from an early age to respect their elder comrades and teachers, and to always listen and follow their example.
 * Use - Elite shock troops
 * Weapons - Great Axes.
 * Defenses - Heavy armor and power shielding.

The years of battle, combat, and determination have changed these hardy warriors, their faces have grown weather beaten, their brows furrowed in determination and annoyance at nearly everything they set their cold gaze upon. Their rough skin becomes likened to leather, and their bodies bigger and brawnier from years of combat. Every Hoiaa carries upon his hands a Great Axe, capable of cleaving a APC to pieces with a mighty swing. These Warriors train constantly with their battle axes, learning to be quick, brutal, and efficient. They have, for years, toiled at their tasks, their skin becoming hardened, and their minds equally hardened, always ready for battle.

For their part, younger and lower ranking warriors learn to respect and follow the example of these noble, and slightly brutal, warriors, for they have survived countless battles without fail, and have made their presence felt always in the Koro and the field. The hardships they endure make them bitter company, for the Hoiaa are always grumbling about how the younger warriors know not the meaning of respect, or how the foes are smaller and runtier then before, or that their allies are too weak and soft. Mendel Warriors commonly are amused by such talk, as the Hoiaa's complaints merely mean they are more ready to fight then before, and will give a good account of themselves.

Their armor has been re-forged, lovingly crafted to respect their elders and protect them and their wisdom. This armor is solid and heavy, allowing them to shrug off any injury and attack from their foes. The armor is further improved with power shielding, bullets and projectiles bouncing off this shielding as they charge into combat, before slamming into their foes' ranks and gutting and slashing them down.

These Hoiaa Warriors are the anchor of the Togunda's attacks, their mighty axes and powerful armor turning the tide of battle, as their warriors press on. No youngster would turn tale and run from the battle if under the stern gaze of the Hoiaa in battle, especially if it means returning to their Koro and being called upon by their elders to account for their actions.

Whaitirii Warriors= Whaitirii Warriors are heavy weapons troops, organized and out-fitted with fire power in mind. Be it heavy anti-infantry guns deployed to wipe out infantry in battle, or high-powered rocket and grenade launchers to destroy armor, Whaitirii are responsible for the deployment and use of these weapons, to bring down the hardest foes the enemy can throw their way. They are of equivalent rank to the Hoiaa, though prefer a more "background" supportive style of combat then their melee-oriented kin. Whaitirii garner their name from the Togunda approximation to "thunder", both for how hard they hit their foes, as well as the loudness of their guns. Whaitirii, like their Mendel allies, do not like "soft Weapons", and prefer they speak loudly, for a Warrior should never be silent unless absolutely necessary, and this extends to his weapon of choice.
 * Use - Elite ranged infantry and fire support
 * Weapons - Heavy weaponry
 * Defenses - Heavy armor.

Whaitirii are heavy weapons teams, but designed to be somewhat mobile in battle, able to reposition themselves with their weapons in quick time. These weapons include everything from the savage Bolt Canon Anti-Infantry gun, Directed Energy Beam canon, and the SAW Gun, each offering various levels of heavy fire power and destructive force to the Togunda Warhost. Whaitirii are always eager to test their fire power on their foes, and will waste no time to dispense their wrath upon any foe that has earned their ire, especially those that below to their hated foes, the Skordi, or the merciless Loron, among others. This fire power is able to rip open throngs of infantry, no matter their armor, or crack open tanks, from the looted contraptions of the Loron, to the iron wall of Zarbanian Tanks.

Whaitirii could be considered something of an anomaly among the Togunda, as most prefer to atleast get within mid-range of their foe before they gun them down, or even, if they can, charge into melee combat to deliver their foes' end to them. For Togunda, the Whaitirii are strange for their preference for longer distance battle and shower the foe with suppressive fire. Despite, no warrior would admit to disliking them outright, as their fire power as stopped the charge of many a foe, or broken an armored column that threatened a Togunda position.

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

As they normally are given a set amount of tasks, Stealth units normally do not change tactics when going offensive or defensive. They remains to harass the enemy before the main army advances, cutting down leaders, taking down scout units, and protecting allied flanks, or even hunting down leaders. These units are rare, as a result, though extremely dependable, and, befitting their nature, do not commonly appear around other units, even in more peaceful times. Marauder= The secretive and deadly Marauder is a unit of troops to be truly feared. Armed only with blades, like knifes, wrist gauntlets, and, at times, swords, Marauders rely not on overwhelming fire power and intelligence, but on their wits alone. Usually in groups of 3, Marauders act in missions with Super Commandos, with 1 Commando for every 3 marauders. Their job, however, was not as multi-functional as the Super Commandos. They did 2 things. The first was to deal with high ranking, high risk targets, and the second, was to attack foes from behind during a fire fight.
 * Use - Assassin
 * Weapons - Blades, knifes, swords
 * Defenses - Stealth armor

Marauders are brave and secretive, and often know fully well that they may die. Yet, they are so dedicated to their people and culture to the point where they are not afraid to die for their families. They commonly appear in claret armor, but out-fitted with highly advanced sensor jamming and recon systems. Each marauder has an mist spewer installed in their armor, with they use to cause chaos in the ranks of the enemies, blinding them, poisoning them, and generally weakening their fighting ability. All Marauders are trained to block their minds from the detection of an alien essence user, so their minds and intent will not be read.

Marauders fight in groups of 4. High ranking Marauders can become Blade Masters, warriors attuned to fighting with blades, and travel the galaxy collecting one from each culture. Blade-masters spend years perfecting the art of the sword, and may die fighting an alien for their blade in a forgotten part of the universe. It only in times of strive do Blade-Masters mysteriously return to lead their squads.

Due to their slight builds and more attuned training with a blade, many Marauders are made up of Jrekalians.

Walgolorian Infiltrator= Walgolorian Infiltrators are a unit of Walgolorians, who, using their advanced stealth suit, can effectively infiltrate their enemies, without notice. This is due to how advanced the Mark TVX9 battle Suit is. While small compared to most others, only a little larger then A Walgolorian Fusilier's armor, the Suit carries several advanced stealth and weapons systems, which, in they time their ambushes, make Infiltrator pairs extremely deadly in combat.
 * Use - Melee unit, mid combat assassination
 * Weapons - Wrist blades, Burst Canon.
 * Defenses - Stealth armor.

The Walgolorian Infiltrator suit first uses phase tech used by the Multus Esse to make them ghostly and barely visible by even the most advanced targeting systems. This also changes their ghostly, usually grey image in Phased-out mode, to the colors surrounding them, as the suit constantly scans behind it to see the ability. The Suit then deploys sound dampening and several other weapons to practically wipe it from existence. If spotted, the Infiltrator can deploy a "Flash Phase", where multiple colors flash across the armor, confounding targeting systems, overloading machines Photoceptors, or blinding organics.

As is common among the Walgolorian, their weapons are designed for quick, precision blows at longer ranges then most, using a Burst Canon to take out several targets. Designed after Multus Esse Arm canon weapons, the Burst Canon fires a massive plasma round designed to burst through multiple targets, and is useful against hordes of tightly packed enemies. If they feel the need, Infiltrators will use twin wrist blades, and using their Flash mode, appear in an enemies' ranks, blind several of them, and take down those in front of them.

Their stealth armor, is not designed for direct combat, but maintains great protection if they cannot deploy their flash screen in time. Since the Flash phase cannot be used infinitely, if it is recharging, the suit itself can protect the user, as he disappears from the field of vision.

Infiltrators fight in squads of 3, and can be lead by a Fhas'vre, a Walgolorian Sergeant Major.

Orgaat Stalkers= Stalkers are Orgaat who have consumed the stealthiest predators and creatures in the forests and badlands that the Tribes make their homes in. They choose the stealthiest from the most dangerous Death Worlds, so they can harness only the most dangerous DNA, and test their skills against the greatest hunters, or, often, prey beasts on the Death Worlds. They commonly accept trade with Olympian Chapters, agreeing to settle on the Death World where they draw recruits from to take on the dangerous creatures, in exchange for assisting the Chapter in battle. Stalkers themselves are thinner then most Orgaat, sacrificing their bulky builds and muscle for lithe, stealthy frames, making them excellent at moving unnoticed through the forest. Their scales have smoothed over into a membrane-surface, similar to a frog, and able to change color to blend in with their surroundings, as well as being able to alter their temperature to go undetected by scanning equipment.
 * Use - Long ranged snipers
 * Weapons - Rifles, Frag Grenades
 * Defenses - Light armor, Hides.

Stalkers are similar to Headhunters, in that they range ahead of the main host and take out important targets. Unlike Headhunters, who are ranged specialists, Stalkers are fast, cunning assassins, who use their bladed rifles to slash and cut into the arteries and tendons of their victims. It is common for them to lace their blades with poison, and even their bullets with a special venom that slows their victim's reaction time. This poison they use will not kill a target, but will make them slow to react and extremely dizzy, as, even if they cannot kill a foe, they will still slow them down as much as possible. They are among the few Orgaat who use Frag Grenades, enjoying the feeling of silently unpinning a grenade, and tossing into the ranks of their unwitting foes.

Stalkers wear light armor on their shoulders, or hides, usually designed and tanned to disguise them in the environment of their choice. This allows them to range ahead of the main army without difficulty, and begin striking down targets, all without being seen at first. This, combined with their skin, makes them mostly immune to thermal imagery and scanning, and giving them the chance to strike first against their targets. Their light armor, while not effective, has the chance of turning aside a blaster bolt, if they're lucky.

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

Elite Infantry are usually left to decide their own actions in battles, whether on offense or defense. Due to their experience, Commanders will often let Commando units decide where to strike and when, striking enemies where they feels are weakest and at their chosen discretion. Few of these units can be found at the front, as they prefer to be at the hottest zones of combat, right behind their enemies' lines and closest to them. Super Commando= The Super Commandos are a group of Ugandalorian Elite Knights, having survived countless battles, and easily the most elite among the Ugandalorians. Super Commandos are always the first to answer the call of Ugandalore, and are sent into Black ops missions and the like, to soften up enemies before the main army moves in. Super Commandos are the ones who started the idea of multi-colored armor to represent a being's personality and character, and often wear armor representing their elemental affinity, though they always will weary their typical stealth mantle. When deployed in black ops missions, they where black-grey armor.
 * Use - Elite Warriors, Black Ops.
 * Weapons - Heavy weapons.
 * Defenses - Heavy armor.

Super Commandos trace their linage back to the veteran knights of Ugandalore, the "Muire", who would fight for the most powerful clans in the most dangerous conditions, and, surprisingly, suffer little causalities in battle. Super Commandos, once the space stage was meet, specially with the rise of the Ugandalorian Empire, where turned into elite black ops units by Cadus Clett when he rose to prominence. After the War of Arbitration, they Super Commandos would disseminate some of the training to further improve the more common grunts. In addition, after dealing with the unpredictable forces of the Juggernaut, Commandos took to training the Shock Troopers, who where experts at fighting in unpredictable locales.

Due to their high levels of experience, Super Commandos know where to strike on the field, when to attack, feign retreat, and which weapons are best suited for their task. Because of this, Super Commandos are also tasked with other important tasks, such as helping a tribal planet fight off Hermicce or Skordi marauders, or guarding a high ranking official when they take over a capture colony and are stepping into control.

Super Commandos can often be seen aiding the main force by picking off enemies deemed stronger then usual, and inspiring Troopers with their bravery and ferocity. Just their mere presence can cripple the enemy, and inspire the Troopers and Defenders to fight harder. Cadus Clett is the founder of the Super Commandos, and the most elite branch, are often nick named such names as, "Fist of Cadus", "Clett's Killers", and "Ash makers".

Super Commando squads usually number 4, though 2 squads usually deploy together.

Religious
Draiothe= Draiothe are the Priests of the Mendel Pact, and worshippers of Zaraturai and Hoorangiir. Mysterious, dark, and influential, the Draiothe where always influential among the Mendel for a number of reasons. The Draiiud have acted as tribal leaders, judges and advisers in countless clans and tribes. While not common in War, this does not mean the Draiiud are above fighting in battle. Afterall, the Mendel are a war-like people, and just because one worships a Goddess of peace and prosperity, does not mean they stand idly by.
 * Usage - Spiritual leaders, seeing to the health of the army
 * Weapons - Power Mace
 * Defenses - Highly durable plate armor, force field necklace.

While they do not directly fight in battle, the Draiothe still take to the field to support their kin who take up arms for the protection of Clan and family. While they do not usually take on their enemies directly, they are still dangerous enemies. Their jobs, while centered around caring and healing their troops to keep them healthy and save their lives, they can also fight. Armed with a Power Mace, the Draiiud use their weapon to crush bone and brain their enemies with powerful swings of the maul.

The Draiothe are dressed in ritualized plate armor and robes. Their helmet is built to resemble a skull, so as to intimidate their foes in battle. This, combined with their low chanting, and tribal runes and sigils, makes them an intimidating presence on any battlefield. Their armor is usually a color used to represent a certain Mendel God, for example, white being Zaraturai, brown Hoorangiir, that they follow and practice under. This also includes different features added to the armor to appease a certain god, for example, small wings added to a helmet for Zaraturai, while horns and spikes are added to the armor of a follower of Kadaii Hoorangiir.

Draiothe are responsible for keeping morale up and to appease to the gods while the Mendel are fighting. Before battles, they will lead sermons and prayers among their warriors, and ritually sacrifice an animal of some sort. before dipping their hands in it's blood, representing their sacred bond to their brothers, and their oath to protect them. It is practices such as this that unnerve their enemies, and lead to rumors being spread of sacrificing captured enemies in honor of the gods, especially among the Pacts' enemies. After battle, they will lead prayers to honor the gods and to wish their fallen comrades a safe journey into the great oversoul that holds all Mendel souls within it, as well as begin the celebrations alongside the Bards, while telling of the great tales of yore that the Mendel's ancestors partook in.

Draiothe are held in high respect by the Mendel, though this makes them common targets for Mendel enemies. Afterall, they hold the legacy of the Clans, their history and tales, and while such ideals have been recorded long ago, to see their priests, shamans and wisemen cut down can have a devastating effect on morale. Or drive them into a berserker rage...

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

- Medical Corps Mantra

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

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

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

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

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

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

Aspect Warriors
Aspect Warriors are Mendel warriors who seek to channel the might and personality of one of their gods. Usually residing in War-shrines, these warriors join the main army when requested or if their Shrine-world is located in a nearby system. As such, these warriors, while designed only for a single task, prove exceptionally powerful when deployed on the field, and commonly find themselves against particularly advanced or powerful warriors. Teachers of Scathal= Among the Mendel, females have almost always, throughout their history, held equal positions of power and authority to men. Be it as Tribal Chieftains, Clan Matriarchs and shamans, females have always held an important role within their tribal society and Clans. It mostly stems from the idea that, since Zaraturai, the Great Mother, is strong enough to lead the Gods, then so too must the females of a Clan. They have rarely regarded this as some great achievement for progress and women's rights, merely seeing it as the way of things, and laughing in the face of other races who have greater trouble finding equality. One of their most feared Goddesses, in fact, was Scathal. A dark fearsome deity, Scathal would hunt through the darkness, and her followers, called the Teachers of Scathal, where just as fearsome, occupying a feared and respected position within the Clans of the Mendel.
 * Weapons - Swords, Catapult Rifle
 * Defenses - Armor.
 * Equipment - Power Shields, flashbangs, teleportation device.

Legends circulate to this day about their abilities. While certainly stealthy and strong, many say they can blend into shadows, teleport and walk on water during battles. While most of these are fictionalized, either by outsiders, or by the Teachers themselves to make sure no one truly knows their abilities, there is some kernel of truth to their abilities within the myths. Teachers are focused on stealth, and this allows them to seemingly disappear at a moment's notice, though this is not due to any magical power on their part. The Teachers are trained, instead, to be expert planners and strategists, coming up with back-up plans and escape routs that their opponents will not notice, thus giving them the appearance as though they suddenly disappeared.

In battle, the Teachers of Scathal yield Catapult rifles, mid-ranged combat rifles based on the standard Mendel battle rifles used by standard infantry men. These rifles have been designed, to sacrifice range, in exchange for a little more damage output and to be completely silent, other then a loud pop when they fire. Like all Mendel Warriors, they carry fearsome blades to hack away their foes in melee combat.

The teachers are most noted for painting their armor dull blue, black and dark green, so as to blend in with their surroundings, and painted in great curving patterns meant to invoke the great sagas and tales centering around Scathal and her most prized students. For, while a powerful warrior and Clan leader, Scathal was also a wise teacher, and, it is said, taught the first six Koatria not only the power of stealth and strategy in battle, but also taught them their strength in their unity. If one is fluent in the sacred Runes of the Mendel Shamans and priests, they can see these stories written on the bodies and armor of the warriors, though few can truly look at these runes closely, as most Teachers of Scathal will cut them down before they get the chance.

Teachers of Scathal are stealth forces, considered even better at approaching stealthily then their Marauder kinsmen, as it's said they can move completely silent in full armor, and can maintain a long march and run further then their kinsmen, due to their extensive training. They, to help with their stealth operations, carry a variety of Flash Bangs to stun their foes, as well as teleportation devices to move from one area to the other, and keep their foes on their feet.

Those warriors are mostly female, and are not only effective stealth units designed to take out the worst foes that even Marauders cannot handle, but also instruct other Mendel in the Martial Arts of battle. It is common for young warriors, both men and women, to learn under these savage teachers and devotes to Scathal, before either going back to their Clans with what they have learned, or staying with their teachers and assisting them in lessons and in battle. Outside of battle, The Teachers form an advisory position within the Clans and Tribes of the Mendel, assisting their lords and helping them guard them during war.

Followers of Morrigu= Followers of Morrigu are the powerful warriors who rally under the ideals of the Phantom Queen and Goddess of warfare and death, Morrigu. It is said that she and her three "aspects" appear to those on the battlefield, to gather their souls and prepare them for either a life in the Oversoul, damnation outside of it, or to ride alongside Hoorangiir himself and prepare for Krongorak, or The End Times. Her followers are regarded as a bloody cult, a group of warriors who throw themselves at the worst foes, in a grim parody of Berserkers and other Darkling worshippers of Tibrix. As though this where not enough, they even gather the skulls of their foes, causing great fear and distrust in their alien allies outside the Pact, believing them corrupted on a spiritual level, and their cult, a dangerous sect the Mendel should do away with.
 * Weapons - Axes, Pistols
 * Defense - Powered Plate armor.
 * Equipment - Power Drain, deployable shields.

Despite, the Mendel regard the followers of Morrigu as strong, capable warriors, worthy of respect, and brave beyond measure. They are known to throw themselves into the thick of battle, and fight no matter the odds. Many of their foes say they are over-taken with berserker rage and bloodlust, but, in actuality, no Mendel would succumb to such barbaric practices, even if their ways are more "traditional" then other races. These warriors are feared for the damage they can cause with their axes, hacking away at their foes with ruthless abandon, and leaving no survivors, not stopping until the foe either dies, or surrenders to them.

Their style is strange and varied, though their armor and flesh is commonly painted white, black and red, the colors of Morrigu and, when painted together, represent death in Mendel culture. Their helmet appears to be a stylized skull, though if they choose to not wear one, they commonly adorn their faces in a skull-like painted design to intimidate their foes. Upon their belts and shoulders rest the skulls and heads of their fallen comrades, the most powerful of their kindred and Clan-Brothers and Sisters, who the Followers of Morrigu wished to harness. Since the Mendel believe the head is the resting place of the soul, by having their comrades' heads with them, they can temporarily call upon their comrades to guide their actions and increase their strength in battle.

Followers of Morrigu are known, after fighting, to find the strongest and most powerful of their warriors who have fallen in battle, as well as those of their foes, and take their heads off, to collect Morrigu's "acorn crop". Since the head is the resting place of the soul, there is a special way to prepare the head. To just simply cut it off dishonors the soul and desecrates the individual, and means they can never fully join the Oversoul. The first step, is that Draiiuds dedicated to Morrigu bless the warrior's body and head, dripping oils upon it to prepare it, as they wash and groom it. Next, one warrior, as he recites a prayer to Morrigu, will prepare to take his or her head off, and, after doing so, will offer a prayer to the fallen warrior, thanking them for their strength and tenacity in battle. After this is done, the flesh is entirely removed from the skull, and then bathed in special metal, which, once it cools and hardens, will make the skull last forever more. It is then painted with special runes of Morrigu to bless it and it's soul further.

Outsiders regard them as a savage group, and prove enough the Mendel are a barbaric, brutal people in need of spiritual and cultural guidance, but the Mendel ignore them. If they are not keen enough to understand their ways and why they do what they do, then they can volunteer their warriors for the next acorn crop, and join their skulls upon the rakes.

To take or damage the head of a Mendel warrior without these conditions being meet drives the Followers of Morrigu into a frenzy, and they will viciously hunt down any who desecrate their fallen comrades' heads. They have a special hatred for their Skallin Rivals that follow Tibrix, who also collect the skulls of their foes and throw themselves into berserker rages for their supposed god. Followers of Morrigu are said to be the only ones that can match their strength and brutality in battle.

Mendel Fire Dragon= Mendel Fire Dragons are a new military unit in the War-Guardianship, derived from the believe in the Vanara Holy-beast known as Jura, and his adaptation into their religion. As such, Fire Dragons represent the Vanara beast in all his power, revealing in the destruction and mayhem they cause in his name. As such, their combat style focuses on the art on destruction of vehicles and building, reducing them to molten slag in seconds with their advanced technology. However, they also follow Jura by protecting those weaker then themselves and defending with all the courage in their heart. Fire dragons seek to replicate Jura in all fields of life and war, just as their cousins seek to replicate the other gods in battle and life. Like all Ugandalorians, however, all must beware of these fearsome beings, even if one believes himself protected on foot, and their guns are not designed for specifically destroying enemy infantry, they can still melt limbs and body parts easily.
 * Use - Anti-Vehicle, anti-building units.
 * Weapons - Fusion Pike.
 * Defense - Heavy Armor.

Fire Dragons come from a famed Super Commando, Fuerogon O'Nitrcon'kad, a famed student of the Lord of Super Commandos, and a worshipper of the Cult of Jura. Wanting to capture the art of destruction he so worshipped in Jura, Fuerogon studied under multiple Vanara military commanders and religious monks, gleaning as much knowledge as he could form their tactics, and how to integrate them with Ugandalorian ones. After years of study, Fuerogon formed the Fire Dragons, modifying his Super Commando armor from Black, to bright crimson, adding new accessories to better distinguish himself. Traveling among the Clans, Fuerogon taught his ways to many recruits from Shock Trooper, Defender and some Super Commando units. When he was done, Fuerogon had created a Sect of warriors known as "Jura'Akiin'K'ler", or "Jura's Merciless Rage".

Fuerogon's teaching focus mostly on using a heavy weapon he and Mendel black smiths designed, called a Fusion pike, to deliver a hot stream of Plasma, focused in a more liquid state. Incredibly hot, and cutting edge in terms of technology, the Fusion Pike is used to melt through armor and machinery in seconds. Fire Dragons are commonly deployed in battle against vehicles and buildings, and can be repurposed to fight against infantry, with devastating results.

Fire Dragons wear heavy, sealed armor, based on that of Super Commando units. However, it is far stiffer and more resilient to damage, as their weapons have shorter range, and, to maximize their devastating fire power, Fire Dragons most close quickly with the enemy, or rely on surprised tactics in battle. Their armor is commonly outfitted with large wing-like structures and horns, so as to mimic the appearance of Jura as much as possible, as well as small spines across their jet packs and back armor, another feature that nods towards Jura.

Fire Dragons fight in teams of 6, and can be lead by a Sergeant, named Jura's Fist.

Vehicles

 * Vehicle Link

Tanks
Candarro Assault Tank Mk1=
 * Weapons - Single Railgun
 * Defenses - Armor

Candarro Assault Tank MK2= The Candarro Assault Tank is the main line battle tank used by the Mendel Pact and is fielded by many of their military forces, including the War-guardianship, Cybernet Legion, and even law enforcement when the situation demands it. A highly advanced repulsorlift tank, the Candarro Assault Tank is made to be a fast moving, durable attack vehicle that performs well as the basic ground vehicle in their legions. Armed with 180 millimeter thick hull armor, and advanced shielding, the Candarro is a moving wall that, almost silently skims the ground and above water as it tracks it's prey.
 * Weapons - Mass Driver canons, beam canon.
 * Defenses - Shielding, heavy armor.

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

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

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


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



Candaarro Assault Tank MK3=
 * Weapons - Twin Railguns
 * Defenses - Heavy armor, Shielding

Mobile battle platform= Mobile Battle Platforms are heavy artillery tanks, rolled into battle to bombard enemies at long range. Used to soften up enemy defensive turrets, or destroy enemy vehicles and fortifications, Mobile Battle Platforms are an instrumental and powerful force in the Ugandalorians' crusades. Originally built for long ranged support in battle and warfare, the Mendel came to align with the Togunda as allies, who were experts at siege and grinding warfare that few could equal them. The Mendel decided to allow their comrades to upgrade their artillery to improve and advance it further then before.
 * Weapons - Siege-designed mortar pods.
 * Defenses - Heavy armor, shields.

It's main weapon are 5 Mortar Pods used to launch flaming projectiles at targets that go straight through shielding, and explode on impact. These projectiles are built and based on the designs and engineering of the Togunda, and built for the heavy sieging and warfare the Mendel would need. As Mendel forces are not good at static, stationary warfare, the upgrades and updates to the Mobile Battle Plateforms have allowed the weapon to hold it's own, despite a rough design choice.

The massive vehicles are used to transport troops around the field, and, when attacked by other vehicles and infantry, will deploy it's internal infantry squads for defense, as it has no weapons other then long range mortar pods, which are ineffective at medium range. The choice to double as a platform was made back when the artillery piece was first designed, and felt the artillery piece was too weak to grind down foes before they could get close to damage the artillery piece.

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



Koroan Battle Tank= Koroan Battle Tank is a large, Kodalorian armored assault tank, used to assault infantry, but mostly has a defensive role, due to how slow moving the weapon platform is. Often, the tanks will be set up, and enemies lured to within range of the tank. Setting up traps and coordinating strikes with other tanks and infantry makes the vehicle truly fearsome, and allows it to make use of the Kodalorian's expert skill at combined arms warfare that few others could match.
 * Weapons - Pulse Canon, machine gunneries.
 * Defenses - Heavy armor, shielding.

The Koroan Tank has a main pulse canon, and 2 machine gunneries to attack most targets. Usually, the Pulse Canon attacks the biggest target, while the 2 gunners take down infantry and other targets. The slow speed in which the gun heats up, then fires, makes it situational, and often, tank squadrons will coordinate their fire to maximize damage and to make sure their comrades are not caught undefended. The long range and power of the Pulse Tank also allows it to effectively bash away enemy fortifications as a proxy for artillery, giving it a duel role in battle.

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



Cragoa Assault Carrier= The Cragoa Assault Carrier is a Kodalorian-designed, used-by-all races assault weapon, used to transport squadrons of infantry into battle. An armored vehicle, the Cragoa-class is fast moving and used to move it's warriors across the field safely, as well as offering some fire support during a battle, though the Cragoa will not be destroying any major enemies, merely being another set of guns for the Mendel to unleash on their foes.
 * Weapons - Repeating Canons.
 * Defenses - Armor.

The Cragoa has little weaponry, other then 4 repeater canons mounted on the top, firing anti-infantry plasma rounds at target, as they deploy their contents onto the field. The Cragoa is designed, not to cut down enemies, but merley offer fire support to it's troops on the field. 3 Squads of infantry can deploy, bring their weapons to bear, and unload road after road of punishing plasma, Karpine projectiles and other powerful tools of war.

The Cragoa has heavy armor, but otherwise is not useful for direct combat, being mostly used to reduce infantry causalities, and assist allies in killing enemies. The Cragoa relies on it's heavy armor to blunt most enemy assaults and attacks against it. Even missile and rocket fire cannot pierce it easily, and mines can generally be rolled over without worry. Due to magnetic and repulsorlift fields and bedding on it's bottom, are able to keep the carrier on the ground, and help it right itself if it is flipped over by an explosion or outside force.



Speeders
Assault Speeder=

Assault Walkers
Assault Walkers are a new invention by the Mendel, designed based around the idea of the Contemptor Walkers used by Olympians. The ideal is similar, to take the heavily injured warriors of the army, and hook them into a powerful walker to keep fighting for the Pact. These walkers are more light weight, and the process to integrate into them is less painful then the Olympian variant. Instead of being used as a multi-purpose melee-oriented fighting machine like the Contemptor, Assault Walkers are used to support infantry, commonly mounted with heavy weaponry and shielding to support their troops. These Walkers are usually kept in special shrines within a Clan Hold or ship, and awakened in times of strive. They also act as teachers, guiding the younger warriors in battle, with experience that often goes back centuries. Kor'tan-class Walker= The Kor'tan-class Assault Walker is a new class of Assault Walker developed by the Mendel a few years after their battles with the Loron during Da Reckoning. The idea was to create fast moving, siege walkers that could lay waste to enemy defenses and vehicles with little effort. Their designs where based on the Olympian Contemptor Walkers used to keep Olympian super soldiers on life support and keep them fighting, but at a much smaller scale. Studies had shown that normal, unaltered warriors could not survive the process needed to be interned into a Contemptor, and as such, the idea of doing the same for mortal warriors was scraped.
 * Weapons - Photon Canon
 * Defenses - Heavy armor, Phasic Shields

However, advanced made in weapons designs and the ability to input fallen warriors into machines where made greatly during the times of the Xonexi Wars and the Loron Wars allowed the Mendel to develop the Kor'tan Walker. Based on Kodalorian designs, the Kor'tan Walker is a strong and sturdy machine, it's shell and chassis strong enough to withstand the worst hteir foes can throw at the Walker and keep going. The Walker also projects specialized Phasic Shields that can withstand even the most grueling of punishment. As such, the warrior inside is kept safe even as he wades through concentrated fire.

The warrior in question is usually a veteran of some sort who has suffered critical injuries during battle, and is interned within a specialized sac of sterilized liquid to keep his form intact, and stop infections and the like. Modules hock into his body to not only allow control of the machine that serves as his body now, but also feed him nutrients to keep his body as healthy as possible, even in his sorry state.

The Kor'tan has a Photon Canon mounted atop it, which it uses to lop charged bolts of energy at targets at a distance, usually done when said target is within a barrier of some sort, or to break down defenses and armored targets. The mechanics of this weapon work similar to a catapult, meaning the projectile is flown through the air, and then falls upon it's target. The modules within the eyes of the Kor'tan pilot allow him to time the angel and rate of his fire so he can always hit his target, no matter how fast they are moving.

Kor'tan, outside of battle, are kept in a specialized shrine dedicated to their maintenance and repairs, keeping their armor in condition, replacing one of the four damaged limbs used to propel the walker along, or going about the careful task of refilling the nutrient sack and restoring the "food" supply the individual will need. All of these are handled by specialized engineers trained thoroughly in handling and caring for their elders. Other warriors frequently look to the pilots of the Kor'tan Walkers as wise and enlightened elders, and follow their guidance carefully. The pilots within are wise indeed, and often use their experience to improve the abilities of their kindred on foot. While in the shrine, most Kor'tan pilots remain in suspended animation. Some of the Greater Clans can afford to maintain shrines on their own Clan Keeps, and regularly go to their elders within the Shrine for advice.

Durotsuum-class Heavy Walker= The Durotsuum-class Heavy Walker is a stronger, more powerful and advanced version of the Kor'tan Walker. These walkers are used for heavier assaults, as one can tell by their advanced armor and shields, and used to break through solid lines of enemy tanks and artillery in battle. The Durotsuum stems from the Kor'tan Walker, and bares a superficial resemblance to the smaller, more nimble walker. However, it is larger, far more armored and built, and armed far differently.
 * Weapons - Siege Canons
 * Defenses - Heavy armor, Phasic Shields.

The Durotsuum is prepared much the same way as the Kor'tan Walker, with an injured warrior taken, and, placed within a nutrient sack to keep him healthy and alive within the machine, as well as feed nutrients into him to keep his body healthy, and connect his nerves to the controls of the walker, so he can control it like he would his arm or leg. When preparing his body, the Warrior and his walker are sanctified in the name of the High Kings that came before, and died for their people in battle, such as Torscka Nitrocon of Ugandalore. Such is done to remember those that gave their lives and helped give others a fighting chance. The nutrient sack they are placed in regulates their core temperature, brain activity, heart rate and using microscopic nanomachines to protect the flesh and repair any diseased tissue, in the case of a hull breach.

Durotsuum Walker is armed with Twin Siege Canons, used to blast through enemy defenses and heavily armored targets and fortifications. These weapons are similar in use and structure to the Mass Drivers used by Candarro Assault Tanks and other heavy weapons in the Mendel arsenal. These walkers fire more focused, smaller rounds with high amounts of penetration and ability to shatter armor, where's Candarro Tank Mass Drivers can blast through a large area, and more focus on explosive power. These Walkers are covered in heavy, allowing them to shrug off attacks from most caliber hand weapons, and even explosives used by rockets and tank fire. In the case the Walker takes damage from a particularly powerful weapon, the walker can activate Phasic Shielding to absorb any turbolaser weaponry or other weapons thrown at it for a short period of time.

Like the smaller Kor'tan Walker, Durotsuum walkers are used for warriors who have fallen in battle, and are kept and maintained in specialized Shrines dedicated to the Fallen Elders. While often put in the same shrines, Durotsuum often have specialized areas to themselves, due to their heavier equipment, armor and other load outs.

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

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

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

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

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

Cyber-Chariot= A key stone in Mendel warfare, the Chariot has long been favored by Ugandalorians and Walgolorian, due to it's speed and strength in many fields. While the intervention of the tank and other such vehicles, it would seem the Chariot would be rendered obsolete, and too primitive to be in use even today. However, recent scientific advances, and knowledge gained from trade with such races as the Drodo Empire, as allowed the Mendel to return to many of their ancestral roots. As they are a rather conservative people when it comes to warfare, still using Claymores for example after thousands of years, the return of the Chariot is seen as a high honor for the people, and gives them a slight element of surprise against their foes.
 * Weapons - Rifle, Swords
 * Defenses - Light armor.

The Cyber-Chariot is pulled by two robotic war-horses, programmed to be aggressive and fast, and built to be just as durable as they are quick. These robotic steeds can shrug off most enemy fire and can keep galloping right into the heart of the enemy. The carriage they pull is a sturdy, metal frame, designed to act as a shock absorber, being comfortable for both riders while charging into battle. This frame is also very durable, and produces a shield that protects riders from enemy ranged attacks, forcing foes to confront them in melee, just as the riders wish. The wheels themselves also act as weapons, have special blades sticking out that will cut and slash down enemy infantry and other units that get to close.

The driver controls the horses through impulse gauntlets, special gloves that link to a chip in the horses' "brains" and allows him to direct them with motions, gestures and thoughts as he guides them toward the enemy. The Co-pilot, the warrior who does the killing, rides beside him, armed with a Plasma Carbine or other long ranged rifle, allowing the warrior to pick off targets at range. Due to the stability of the chariot platform, he can remain moving and not throw off his aim as he fires. Once ammo is expended, or the rest of the Chariot wing decides to, they will pull out Claymores and ride right into enemy formations, hacking and cutting down enemy infantry left and right.

Cyber-Chariots are usually a surprise to enemies who encounter them, as they do not expect such primitive tools to be deployed by their enemies. The sight of these troops cutting down enemies with blaster and sword alike, as well as shrugging off most damage, makes them a fearsome sights on the battlefield. Once the occupants are lost, there is a grand burial ritual for the chariot and it's drivers, the burial attended to by friends, family members, and members of the Chariot wing. It is unknown what happens during this ritual, as it forbidden to speak with outsiders about it, but it is one of the most important burial rituals among the Mendel.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ornaloc Riders commonly paint their creatures like themselves, identifying themselves with Web markings and other symbols to identify their mounts. Ornaloc are further decorated with bones, skulls and other trinkets taken and stolen from their enemies. Ornaloc have thick hides, naturally armored, and capable of regeneration. The riders are honored figures in their society, a good, obedient Ornaloc Mount considered the sign of a good warrior.

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

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

Skarill, in warfare, either attack their foes on the flanks, taking down scouts and isolated infantry, while their owners cut down others with their swords, both Skarill and Mendel Warriors eager for blood once they close. Other Skarill fight alongside a Chieftain, helping protect him and attacking anyone who tries to get close to their master.

If they have one weakness, the creatures are prone to brain tumors, causing them much pain and irrational aggression towards even their owners, especially once they reach an advanced age, and force their owners to put them down.

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

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

Karnskyr are used to hunt down powerful essence users and the like, the Mendel hating "magic" users and their existence on the field, believing them cursed, pawns of demons and other such things that threaten their existence. The Karnskyr are handled by special handlers, due to their aggression and ferocity, those who train to handle them, and who have few Essence abilities or talent for it.

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

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

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

- Legion Commander.