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War is what we live for. By training, we are strengthened, by battle, we are forged, and by death, we are ascended. No one can deny us, for we are supreme. We are Zarbania. Zarbania Eternalis!

- Gridlock

The Fist of Zarbania is the main military arm of the Powers. Born from the Zarbanian Confederacy's time as a young empire, the army of the Confederacy had to maintain a defensive policy in war to defend it's territories from Ugandalorian mercenaries, Spodist crusaders, Waptoria harvesters, and Grox exterminator fleets. However, under the famous general, Hultuft Kos Talkon the Elder, the Confederate army became less of freebooter forces working for defense, and standing, fierce army to be feared.

Nowadays, the Fist remains one of the most feared aspects of the Zarbania Powers, and, unlike most empires, their government places more focus on ground military then space forces.

Oath of Service[]

I shall defend my family, home and father-empire with no fear.
I shall be willing to suffer without complaint for duty.
I shall constantly critique myself in order to improve myself.
I shall be obedient as long as my blood runs in my veins.
Zarbantia Gloria.

- The Oath

Overview[]

Most empires are lucky to have an army. The Powers are lucky to have an empire for their army.

- Unknown

The Fist of Zarbania is a highly organized, efficient body, composed of volunteers and drafted seeking to do their part for Zarbania and it's holy Emperor and people. Be it for glory, expansion or preservation of the empire, The Fist maintains a strict, well organized body of warriors, highly trained and ready to carry out any command. In case of Martial infraction, Commissar political officers are attached to regiments to maintain discipline and keep their troops in line, as well as inspire and lead them to battle.

The Zabarnians place much more emphasis in battle on armored divisions and tank units then their allies/rivals of the United Bygorian Ascendancy, technically a break away faction, whose military, while based off the Fist, is much more watched over by more oppressive Commissars, and places much greater emphasis on foot soldiers and rushed assaults then armored units.

Zarbanian forces are almost infamous for their patience, used to grinding their foes through sheer patience and dogged determination in the face of their foe, constantly thiining down their numbers in large-scale siege assaults. Due to their combat styles, Zarbanians are experts in both long ranged assaults and gunning down charging enemies, and close combat when enemies try to storm their trenches and fortifications.

Distribution[]

While military service is required, not everyone has what it takes to fight on the front, or fight at all. With this in mind, Zarbanian military doctrine dictates the fresh soldiers join three army divisions. The Imperial City Guardians, tasked with maintaining defenses, fighting off invaders, and maintaining law, and are commonly the least aggressive and often those who don't actually desire to be in fighting. Then there are the Survey Warriors, the most aggressive of their batch, often charged with fighting on the front lines, and for the most dedicated, actually requesting the Powers' worst war zones. Then there are the Royal Guard, soldiers hired by the upper echelons of society for protecting their property and family. Royal Guard are commonly the most incompetent, and, are rich kids themselves who buy the fanciest equipment, and seek out fellow royalists for work, acting more as mercenaries, moving from one estate the to the next, and, as such, the 2 other branches hold little respect for them. However, since military service is required, they must find some niche to fill, and often act as meat shields for the Domain/High Lords of Zarbania in case they are attacked.

Of course, they are also further divided into regiments who perform different tasks in battle. Most are tasked with frontal assault, some with defense, and others with flanking. There are thousands of others, and this does not even count the Navy.

Hierarchy[]

  • Lord Marshal
  • Marshal
  • Lord General
  • Master General
  • General
  • Major General
  • Brigadier
  • Colonel

Military procedings and codes[]

Honor, duty, Country! Zarbania Gloria!

- Marching battlecry and Mantra of the Fist

Each and every soldier, above all else, is to obey every command given by their officer, no matter what, and carry it out with 100% effort. There are certain laws in place, so nothing too immoral can be ordered, such as killing women and children. Besides this, each and every soldier is trained, not for the common numbers strategy, but for personal skill in battle, meaning each and every soldier is a fine-tuned warrior.

Each member of the Fist is duty bound to protect their country from all threats, and feels their duty is to end any threat to their lands and people.

Troopers and ground soldiers are strictly forbidden from consuming, desecrating or otherwise mutilating the dead bodies of enemies, or taking their skulls or head as trophies.

Consuming the flesh of foes is also forbidden. (This law was put in place strictly for Cradosan warriors).

Units[]

Commmand Units[]

  • Weapons - Great Swords, Various blasters
  • Defenses - Heavy Powered Armor
  • Equipment - Varies

The authority of military matters within the Empire, Commanders are masters of the battlefield, experts at the clash of swords, roar of canons and the fire of blasters all around them, as they direct and command their troops with the expertise earned from thousands of battles and combat situations, working and commanding their Troopers and soldiers like a duelist yields his sword. Their ranks are made up of Nobility, Common Troopers and other officers and soldiers, and their abilities are considered the best in Mirus, their leadership honed by expertise earned by merit, and further improved by time in the best war academies in all the galaxy.

Every Commander has the right to choose whatever they desire for war, and while many will wear the Arm Scythes, Canons, pistols and other tools of war they had when they started, or picked up from family heirlooms and loot, many Commanders carry Great Swords, as symbols of power and strength among their peers, yielding these massive blades to hack away at targets and cleave even the largest foes in two. Their armor is a heavy suit that adorns and enhances their frames, and gives them a robustness no other could hope to equal.

Commanders are often stern, hard-edged figures, rarely smiling or grinning in battle, taking everything with the ferocious seriousness as though everything is a battle. Though seen by outsiders as brutal and taciturn, soldiers look up to their commanders as figures of respect who have earned their right to command and lead them against their worst foes.

  • Weapons - Quantum Assault Rifle, Crystal Blades
  • Defenses - Heavy Armor, Energy Shield

The Tor'nik are common sights across the legions of the Zarbanians, offering their services as light infantry, screening, scouts and support troops, and are often lead by many of these fearsome warriors, referred to as Zealots, and charged with specialized missions, artifact retrieval, and performing missions on behalf of the Powers that few others could partake in. Because of this, Zealots are considered outside of the standard chain of command by the Zarbanians, though take commands from most of their Commanders and generals in order to finish their missions, though will, when the opportunity arises, take the chance to complete their missions from the rest of High Command and such.

Zealots use Quantum Assault Rifles, modified for their size and able to deliver punishing rounds of plasma into their targets with high rates of fire, able to destroy most infantry targets with few things able to resist them in battle. Their most notable weapon, is the crystal blade, specialized blades that can be used to parry and block other sword strikes, or cut into other forces, and break, before exploding. Like all Tor'nik, they carry large energy shields to block enemy attacks, and heavy armor across their frames, allowing them to survive even in space.

Tor'Nik Zealots are some of the most experienced, fearsome fighters, drawn from the ranks of the Tor'nik Warriors and pirates those who prove themselves worthy and powerful enough to be given the rank of Zealot by Zarbanian Command. Though inferior in rank to the Tor'Nik ship Masters and commanders, Zealots are still high ranking and respected by their peers for their skill in battle and status. Zealots are a common rank in the Mirusian Church of Spode, often causing the two sides to fight each other, both Tor'Nik sides trying to their best to achieve the goals of their respective people.

Zarb ImpKnight2
  • Weapons - Phasesaber, Autogenetic Powers
  • Defenses - Heavy Armor.

The personal guards of the Emperor himself, and among the most powerful essence users the empires of Mirus know about, the Imperial Knights are elite soldiers and warriors selected from those sensitive to autogenetic power, and trained and created to act as elite guards for the Emperor, but, more importantly, see to the safety of the galaxy, and fight against any tyrants or injustices within and throughout the First Gigaquadrant. Embodying the Knightly aspects of honor, chivalry, and mental control, Imperial Knights will protect and fight for anyone, and owe their loyalty to the people of Zarbania, not just the Emperor. Often times, they will travel with Commanders and fight alongside the armies to accomplish important tasks and face the most dangerous foes of Zarbania, usually those of Brotherhood origin.

Imperial Knights arm themselves with gray-colored Phase sabers, their main weapons, used to cut down enemies in the maelstrom of melee combat, and leave few things untouched by their strikes. An Imperial Knight can strike from any angle or direction or cleave their foes into pieces. The Imperial Knights are dressed in crimson armor, immune to most forms of damage, and a symbol of their position. The wrist armor is immune to their sabers, and they often wear specialized capes to protect their backs from shrapnel and fire.

Imperial Knights are the elite of the elite, and stand above other Knightly orders for their equipment and dedication to Zarbania, as well as their use of essence, a weapon and ability most other Orders frown upon and refuse to use. One of their most notable orders, sworn in secret from the wider population and the other Knightly orders, is that if the Emperor ever gave into his Darkling heritage and embraced the Brotherhood fully, the Imperial Knights must either hunt him down, and kill him, or try to reclaim him from the darkness and redeem him.

  • Weapons - Hammer
  • Defenses - Armor.


Frontline Infantry[]

ZarbTrooper
  • Weapons - Galvanic Accelerator Canons, Wrist Scythes=
  • Defenses - Armor

The standard front-line troops of Zarbania, Troopers are drawn from every state within the Empire, and provided with the training and equipment to protect their lands and empire from the marauding bands of enemies they often engage. Often romanticized as daring and valorous figures, Troopers, due to their training and natural speed, will use their Galvanic Accelerator Arm Canons to pepper their foe, before closing with their arm blades in melee, often said to be able to strike faster and harder then any other race in Mirus.

Troopers are commonly armed with Galvanic Accelerator Canons on their left arm, firing blasts of accelerated heat and energy at targets at mid range, fire teams blasting foes with little mercy and canny levels of accuracy. Once they feel the enemy is softened enough, they will close, swinging out with their Arm Scythes to cut and slash with expert skill and training.

Troopers are often dressed in heavy armor that bears the colors of their Province and livery of their world. However, when the Emperor himself takes command, all troops wear the Red and Yellow of the Empire's colors, and all other Province-loyalties are forgotten, as troops stand together, declaring their loyalty to Zarbania, and praise to their various Gods.

Assault Trooper
Armored Trooper
Advanced Trooper
Shield Trooper

Zarb Grenadier
  • Weapons - Grenade Launchers, wrist Scythes
  • Defenses - Reinforced armor

Selected from the troops from heavy gravity worlds, Grenadiers are expert troops made up of certain State Troops meant to clear large numbers of enemies, or blast away vehicles and tanks when the other State-Troopers require it. Though their training is largely the same, the difficulty of their training, and their important status gets them higher salaries and often slightly better conditions at camp. Despite this, they are often overly eager and prone to rushing into battle to prove themselves worthy of their pay and salaries.

Zarbanian Grenadiers are armed with Grenade launchers, the Launcher able to set it's Grenades for various targets, ranging from specialized fragmentation rounds to destroy infantry, Sonic rounds to devastate walls, and plasma grenades to burn and incinerate tank armor. In melee, they use the same arm scythes of other State Troopers, but are less likely to close then their comrades, due to their heavy equipment and slow movement. Their armor is reinforced and upgraded to improve their resistance to explosions.

Grenadiers are eager and ready for battle, and though largely the same as State Troopers in terms of discipline, but are prone to throwing themselves into the thick of battle, clearing out targets with their weapons. The other State Troopers love to follow them into battle. Grenadiers often are the last to retreat, often staying back to hold off foes with their weapons as other troops are organized away.

Zarcosian
  • Weapons - Claws, Claw-Blasters
  • Defenses - Naturally forming armor.

Genetically engineered for battle, Zarcosians are beasts built with direct, frontline, shock troop tactics, breed to fight on the frontlines with maximum aggression and ferocity towards their enemies. Used as muscle in operations, most Zarocsians are clones, with little higher thought or purpose beyond battle, and genetically modified to submit to stronger life-forms, especially those with essence-based abilities. Due to this, strong essence users can potentially bend them to their will.

Zarcosians are breed to have a pair of large pincers that they use to skewer and tear apart their foes limb from limb, having no mercy or regard for them until they have won. Zarcosians have blasters built into these weapons, allowing for ranged attacks, as they jump from wall-to-wall, or close in to tear apart their foes. Their natural chitin armor is immune to bullets and some plasma attacks, but is weak in general and lacks shielding.

Zarcosians are often deployed to give Trooper attacks extra muscle and strength when dealing with foes, as well as disposable muscle in the face of enemy operations. The Zarcosians are cloned en masse with nothing but their identification numbers and telepathic commands from up high to destroy their foes and stabilize the area.

Standard
Acid-Proof
Flame-proof
Gravitic-Proof
Guard Zarcosian

Support Infantry[]

Aero-Trooper
  • Weapons - Galvanic Accelerator Canons, Wrist Scythe
  • Defenses - Armor
Assault
Armored
Advanced

Tor LG
  • Weapons - Plasma Pistol, Wrist-mounted blaster
  • Defenses - Light armor, Wrist Energy Shield

Tor Sniper
  • Weapons - Beam Rifles, Carbines, Quantum Assault Rifles
  • Defenses - Light Armor

Green Ci
  • Weapons - Claws, Acidic Spit
  • Defenses - Light Natural Armor
Standard
Acid-Proof
Fire-Proof
Advanced

Heavy Infantry[]

  • weapons - Multus Ess-Derived Weapons, Energy Scythes
  • Defenses - Powered Armor

  • Weapons - Energy Blades, Side Arms.
  • Defenses - Heavy Shielding and Powered Armor.

Foot Knights are members of the Orders of Zarbania that forgo their traditional Kor'rak Mounts to fight on foot, while enables them greater mobility in urban environments. Some are simply poorer, have lost their horse and much money, or simply choose to fight on foot with the common infantry. As Zarbania does not discriminate their pay scales, Knights make the same money as troops, thus Knights make their money and fortunes through bravery and merit, rather then simply being the child of a Knight, or joining the order. The Knights must act as the mailed fist of Zarbania, or die in the attempt. Such makes them foolhardy, but powerful troops in battle.

Knights disdain ranged combat, though many still use Side Arms and pistols in battle against their foes, taking shots at them from range, while they prefer the use of their energy swords to hack down targets once they get within range. A Foot Knight prefers close-quarters fighting, though do not use Great Swords and the like, preferring their simple sabers that can either be used single-handed or two-handed, as it gives them more speed and striking power, compared to heavier claymores and the like, while still able to defend against said weapons. Their heavy powered armor is further protected by advanced energy shielding that provides protection from anything from anti-infantry rounds, grenades to even low-level artillery strikes.

Foot Knights are slightly arrogant and brash, and many Zarbanian Troops find them intolerable. However, when it comes to fighting, few can equal the strength of the Knights, and even without their fierce mounts and savage lances, a Foot Knight can still end scores of foes that believe they can challenge him. With but a few simple cuts of their blades, they can slice open arm, spill ones' guts on the floor and weave through lesser troops like a blade through overgrown grass.

Cavalry[]

Zarb Hussar
  • Weapons - Power Lance, Creature's teeth and claws
  • Defenses - Heavy Powered Armor

The Zarbanian Hussar Corps, are a group of cavalry units that ride mighty Korrak beasts into war. High-ranking and prestigious in rank, Hussars are fast, heavy attack forces that can cripple anything, from infantry, to even artillery and vehicles with their lances and swift assaults. With their deep connection to their beasts, Hussar and Korrak make a ferocious foe, charging down on rivals with little mercy or regard, as they skewer them with lance, and the creature tears them apart with teeth and claw. For this reason, foes are fearful to face the power of a Hussar charge, as they hold disdain for their foes, and deeper hatred for other cavalry, going out of their way to crush them aside on the charge.

Hussars carry large Power Lances, powerful spears capable of splitting armor in two with a single impact from the charge or even a stab, and capable of firing short ranged blasts of high-intensity plasma that can incinerate and light targets on fire if hit enough. The Korrak as well will often join in the attack, using it's teeth, fore-arm claws and powerful hind legs to crush targets and splinter them to pieces when it's rider cannot reach. The heavy powered armor they wear offers supreme protection while they charge into the thick of battle, and the Korrak is strong enough to heal and regenerate from most blast rounds.

Hussars are strong, doubty men, with very little time to mess about or goof around on patrol, and very rarely joke. They are often recruited from the toughest and most robust soldiers. The Korraks that they ride most be selected from hatching, and said soldiers have to train with them for years before they can ride, as Korraks will devour any that try to mount them, but once they are loyal to their rider, they will fight to the death for them, many Korraks going berserk if their rider dies, and seeking to kill as many enemies as possible before they fall.

  • Weapons - Power Lance, Creature's Claws and teeth.
  • Defenses - Heavy Powered Armor

Special Forces[]

  • Weapons - Grenade Launchers, Wrist Scythe
  • Defenses - Heavy Powered Armor
  • Equipment - EMP Grenades, Teleportation Gear, Stealth Rig.

Genetically altered Forces[]

Zarb Elite
  • Weapons - Fists
  • Defenses - Reflective Armor

  • Weapons -
  • Defenses - Armor
Berserker Knight
Berserker Lord

Royal Guards[]

  • Weapons -
  • Defenses -
  • Equipment -

Pirhiaquus Legionaries[]

Pirhiaquus are known for their bloodlust and savagery, not only in battle, but also outside. They are extremely loyal to their leaders, following his or her orders to the letter, but becoming disorganized when the leader falls. They are known to accept anyone as a leader, as long as that individual can defeat them in combat. As such, beings leading Pirhiaquus will often fight them, not only to train them, but also to ensure their loyalty.

Pirhiaquus, in battle, will move in shoals, and often form a baitball around their target, closing in before striking. If one strike, the other will also, all in a blood-rage.

Pirhiaquus become more physically impressive as they grow older, with huge, razor-sharp fins growing on their backs, and later their forearms. However, it takes a long time to get to their next stage, and most do not even live fast their second one, given their violent nature.

  • Weapons - Bladed Knuckles, Ice Bands
  • Defenses - Battle Armor
  • Coloration - Blue

Attack! For the Masters!

- Warrior Yell

  • Weapons - Bladed Knuckles, Ice Bands, Blasters
  • Defenses - Heavy Battle Armor
  • Coloration - Blue

Drown them! Drown them all!

- Marine Yell

  • Weapons - Bladed Knuckles, Ice Bands, Freeze Blasters
  • Defenses - Heavy Battle Armor
  • Coloration - Light blue

Our foes shall embrace the coldness of the abyssal void!

- Stormchiller Mantra

  • Weapons - Arm-fins, Bladed Knuckles, Ice Bands, Freeze Blasters
  • Defenses - Heavy Battle Armor, Shielding
  • Coloration - Light blue with red scars

Our enemies will drown in blood! In their own blood!

- Bloodfreezer Mantra

  • Weapons - Poisonous arm-fins, Poisonous claws, Ice Bands, Freeze Blasters
  • Defenses - Heavy Battle Armor, Shielding
  • Coloration - Light blue with toxic green scars

By blood we are forged, with poison we will kill!

- Fleshgorger Mantra

  • Weapons - Poisonous Arm-fins, Poisonous claws, Crystal-controlling Bands, Phrazite Blasters
  • Defenses - Battle and Phrazite Armor, Shielding
  • Coloration - Royal blue with silver details and faint, silverish scars

By water, blood, poison, ice and crystals, we shall succeed in every task, in every battle.

- Dragoon Mantra


Genetically engineered races[]

  • Weapons - Fists, body, head
  • Defenses - Heavy, almost bullet proof skin.

  • Weapons - Blade-like hands
  • Defenses - None

  • Weapons - Bolt Rifle
  • Defenses - None

  • Weapons - Poisonous Fangs, Freeze breath, Tail
  • Defenses - Natural armor

Pirhiados are Pirhiaquus who have undergone a drastic transformation. No longer piraña-like or draconic in appearance, they now have the appearance of a titanic sea-snake, being 10 meters in length.

Their fangs can poison, and their breath, like that of older Pihiaquus, is freezing cold. However, unlike their breaths, it can actually freeze targets with relative ease. Their tails can wipe up strong tidal waves, making Pirhiados absolutely devastating. Furthermore, they are attracted to bloodshed, and once they arrive on a battlefield, they will go into a rampage, not stopping until the enemy is down.

  • Weapons - Blade-like fins, Claws, Built-in blasters
  • Defenses - Natural battle armor.

Pirhiacosian are bio-engineered race created from a mixture of Pirhiaquus and Zarcosian genetic material. Used as swarming units in aquatic conditions, the Pirhiacosian are used to protect and assist the Pirhiaquus, who High Command is very particular about preserving so they can advance in age.

Their blade-like fins act as both an attack and a defense, and their claws, the same as Zarcosian Troopers, have built in plasma blasters. They have the same natural armor, but made for aquatic engagements.

Ground Vehciles[]

Fast Attack

  • Weapons - Mildly explosive armor, Skybike Weaponry
  • Defences - Light Battle armor, Assault Skiff.

We soar on wings of death.

- Reaver Mantra

Reavers are simmilar to the Space Pirates known as Pillagers, and like them, are still from the time that they were mere pirates.

Unlike Pillagers, Reavers have no weapons themselves, instead using the weapons mounted on their Skybikes. Over time reavers often gain an obsession with speed, and will often race amongst themselves in their free time. To them, it is not enough to plunder or to soar at the nigh-imaginable speeds. Instead Reavers are obessed with creating the maximum-impact kill. Their skybikes are bladed, equipped with turdo boosters for maximum speed, and mounted with a blaster that impacts their foes with a hailstroms of plamsa as they zoom towards their enemies.

They have a small amount of explosives in the inside of their skybikes. When they know when they about to die, they will activate these explosives, and simmilar to Areo-Troopers, wiil then crash into their foes, abet at maximum speed. They call this the "Scorner's hate-filled punishment".

Reavers have no ranks, but answer to most Commanders in battles on land.

  • Weapons - 4 Rapid Fire plasma canons, Energy Slug rounds.
  • Defenses - Light armor and shielding

Assault Skiffs are raiding/scout/support fire vehicles used to attack enemy positions that are unprepared or un suspecting. These vessels are used by many Zarbanian warchiefs for looting missions and guerilla attacks. The Assault Skiff has 4 anti-infantry laser turrets, used to assault both units on fight, and un-shielded light vehicles. For dealing with enemies with heavier armor, assault skiffs often come armed with a Energy Slug launcher, that fires a super heated shell at a target, which, on impact, buries itself in the armor, then explodes.

The assault skiff lacks in armor what it makes up for in speed. The skiff races across the planet, hitting infantry divisions, and disappearing before the enemy can plan a counter attack. Assault Skiffs are also used to support large ground assaults, flanking an enemy as infantry, and medium and heavy vehicles and artillery move into the front. The skiff flanks, and chokes up the enemy, leaving them cornered.

Tanks

  • Weapons - Pulse Laser Canon, Coil Launchers
  • Defenses - Heavy battle armor.

The Grux designed Pulse Canon Tank is a massive weapon, used mostly to take down heavily armored units and vehicles. The Pulse Canon was used by the Grux for massive assaults and taking enemy forts and citadels without problem. After they joined the Zarbania Powers, the tanks got a re-fit, and soon became a favorite among generals for their speed and powerful main gun.

The main laser canon charges a pulse blast, before firing a ball of plasma that, on impact, releases a shock wave that sends nearby units off their feet. The weapon then needs to cool down for brief period before firing again. Of course, the more energy put in, the longer one has to wait for a recharge. To deal with enemies, 2 gunner positions are placed near the main canon that fire light anti-infantry rounds at enemies. These Coil Launchers fire beam-like blasts that wrap around their target, and can hit the target like a whip, and possibly go through a victim to hit those behind him.

The Pulse tank benefits with heavy armor that allows it to take much punishment as it rolls across the field of battle. While it has no shielding, it is a fast, durable vehicle, preferred by Powers Commanders for most engagements of any condition.

Artillery

  • Weapons - Main Canon.
  • defenses - Light armor

The Falcon-class Bombardier is a large artillery canon used for a variety of warfare and styles, mostly in siege, but also in anti-personal and anti-vehicle roles, though, of course, with different canons and ammunition used for each engagement and enemy unit. The standard variant, the Manticore, fires explosive rounds at targets from fairly long range, and is a general purpose artillery unit, though is a mostly anti-infantry unit.

Once it is out-fitted with different weapons, the Flacon-class can become a vicious tank killer, an anti-artillery piece, and various other roles. While a strong anti-infantry unit, the Falcon commonly is used to bombard cities, finding strong use in sieges where the Zarbanians love to use them to pepper a city full of artillery rounds and force their foes into surrender.

The Falcon usually deploys with 2 canons, each manned by 4 crew men, 2 to load the weapon, 1 to fire, and then an officer to order his troops to target something new, or to fire at will.

  • Weapons - 10-barreled canon
  • Defenses - Medium armor

Rabauld Gunners are singularly manned artillery units used to counter most infantry units. While machine and auto canons prove effective at mowing down infantry, Rabauld are used to cut through enemies faster, and, due to their light weight, are used as ambush units, placed in an area, and wait for the enemy. When the enemy does come, these units open fire, sending out multiple rounds from 10 barrels at the target, as other units attack.

The 10 barrels on the weapon fire extremely fast anti-infantry rounds that pierce through armor easily, though can be used against any target with less effect. Gunners also find use in front line combat, commonly placed in trenches so they can mow down enemies that approach their defenses.

Walkers

  • Weapons - Energy Canon
  • Defenses - Medium armor and some shields.

The Crawler tank is, despite it's name, a tri-pod walker, with techno-organic features. Nothing is known about where the Crawler comes from or why it has organic features as well, but these Bio-mechanical creatures are based on the chronicles of tripod guardians of their goddess, the Scorner. Their main body is dominated by a massive energy canon, their main and only weapon, which fires a massive blast of disintegrating energy at a target.

The Crawler tank, is moderately quick, though mostly used in siege engagements, or to give infantry long range support fire in open fields. The Crawler tank has moderate shielding and armor protection, but will fall from repeated heavy assault. None the less, this biologic weapon remains a stable in the Powers' war efforts, and one of their most important war vehicles.

Mid-Air Fighter Craft

  • Weapons -
  • Defenses -

Quotes from others[]

  • Add your own!

These fiends know when to put up a good brawl. Apparently, I'm a "Demon" to them. Heh.

- Barda Clett

Ah, yes. The Fist is reliable. Though not as disciplined as our legions, their willingness to mutate their bodies puts them or par with our Imperial war-legions in effectiveness.

- Imperator Caligustus

We have learned these heretics are just as skilled as our soldiers. The only advantage they have is their willingness to destroy their bodies.

- Ajaar'Magnos

One of the most disciplined, organized, and aggressive enemies we have ever faced, and I have no doubt they will bring the same values to field as our allies

- Empress Auvia of the Sacred Vanara Empire

Trivia[]

  • Pirhiados are, of course, based on the Pokemon Gyarados, or rather, it's mega-evolution.
  • Marching Theme of the Fist - Prussian Glory March
  • Much of the Fist's structure is based off Prussian and Imperial German military command and organization.
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