Korvar Military

Part of the Korvar Empire

Service Branches
The Imperial military is divided into a multitude of divisions that differ in training, strategy, purpose, and coloration. Each division works together on the battlefield to ensure victory for the Empire. Due to the specialization, some of the divisions largely incapable of working alone unless under perfect circumstances. If, for example, there was no space division, it would be neigh impossible to achieve orbital superiority and any ground force would be instantly wiped out.

Each division has two main colors. The 'standard' colors are used for standard infantry forces. 'Elite' colors are used to signify more experienced and oftentimes more specific infantry forces. Individuals within the lower half of the chain of command also use the elite coloration to signify their rank. The darker the shade is, the higher the rank someone is. This changes when someone becomes a high enough rank, where their division color is replaced by purple, the colors of High Command.

The service branches are: the Crimson Hammer, Steel Bulwark, Vahlsrod's Maw, Zenith, the Eyes of the Goddess, and the Ascendant's Chosen.

Army of the Imperium
Alternative Name: Crimson Hammer

Current Aldalta: Avala Uroso

Standard Colors: Maroon

 Elite colors: Fuchsia Often referred to as the 'sledgehammer' of the Imperial military, the Crimson Hammer encompasses the bulk of the empire's planetary combat forces and is by far the largest division to currently exist. Comprised of trillions of soldiers from the various member races and billions of armored units such as walkers and tanks, the Hammer's epitomizes the Empire's offensive doctrines of overwhelming firepower, heavy armor, and attrition to crush the enemy. Due to the wide array of opponents and environments that the members of the Hammer face, most of the equipment that the division utilizes comes to them standard-issue, and is only modified either by individual regiments or when a specific situation calls for it.

The Crimson Hammer was among the first three divisions created shortly after the unification of the Korvar species, the other two being Zenith and Steel Bulwark. They inherited most of the Korvar's planetary combat forces at the time, and continue to do so in the present era. In the five hundred years since, their role on the battlefield has gone unchanged, as has their ferocity and perseverance. Time and time again the Hammer has shown its willingness to go against horrible odds to secure victory for the Empire. This is due in part to the influences of the various warrior cultures that permeate through the Empire as well as a zealous dedication to the Goddess that many uphold. Their combat effectiveness and staunch attachment to traditions have made the Crimson Hammer a symbol for the military and Korvar society as a whole.

The current Aldalta of the Crimson Hammer is a woman named Avala Uroso. Like many before her, she has worked hard to maintain the status quo the division has had over the centuries; on the other hand, she has been more welcoming to new technology than a number of her predecessors. Many assume this is because of her life-sustaining robotic augmentations. She is bold and blunt, and has been known to get into heated debates with her fellow Aldalta. Despite this, she remains in good terms with most of them, save for Naroveg, the Aldalta of Vahlsrod's Maw, whom she views as a group of 'cowards hiding behind walls waiting for someone to do the work for them.'

The Crimson Hammer works well with most of the other divisions. Many admire the efforts of both Zenith and the Steel Bulwark, rightfully claiming that the Hammer wouldn't survive without them. A strong, though often peaceful, rivalry exist between the Hammer and Vahlsrod's Maw, the division dedicated to biological warfare and sieges. Both are often at odds at who performs better on the battlefield, with some Maw members claiming superiority whereas members of the Hammer claim the Maw have no true honor nor do any hard work.

The colors of the Crimson Hammer are red for its standard troops and a dark shade of fuchsia for its elite forces. These colors are derived from mythology; the red represents the scales of the Kavras, as well as the blood spilled by the Hammer. Fuchsia is a common color used to represent the Yielxer, who are said to be the ghostly ancestors of a particular individual, spirits that are to be listened to and respected.

Home Guard
Alternative Name: Steel Bulwark

Current Aldalta: Uolith Zavek

Standard Colors: Dark grey

Elite Colors: Steel If the Crimson Hammer is the sledgehammer of the Empire, then the soldiers of Steel Bulwark are no doubt its shield. While the Hammer focuses on attacking and invading, Steel Bulwark emphasizes defending and providing support to allied forces. The Bulwark's main goal has remained the same since it's creation: to defend the mainland against alien attack. The Bulwark is responsible for building the vast majority of garrisons and bases across the empire, earning them the reputation as the military's architects; likewise, they play a major role in the design of civilian cities as they help to make them more defensible. Much of the division remains stationed within the empire's territory, constantly on watch against invasion.

As mentioned before, the Bulwark also provide an immense level of support to allied forces during offensives. While the main attack force faces the enemy head-on, the Bulwark stays behind and builds fortifications to provide a safe landing zone and relentlessly bombards the enemy with artillery. Their infantry, -some of the most well-armored in the military- act as armored bulwarks armed with powerful weapons meant to suppress infantry and eliminate armored units. Once a planet has been conquered, a contingency of Bulwark troops will be left behind so as to fortify the planet and secure Imperial dominance.

When it was initially created, Steel Bulwark was an exclusively defensive division. It played next to no role during an active conflict aside from defending territory and securing already-captured land. The shift away from a purely-defensive role was a gradual process, initially beginning with the division's heavily armored infantry being deployed alongside Hammer forces. The construction of fortifications to secure a back line was initially a task that belonged to the Crimson Hammer, but the Bulwark began taking over the role when they proved more effective, faster, and less draining on the Hammer's resources. The Bulwark proved its mettle during the war with the Naelkva, where their fortifications would play a role in slowing the Naelkva's offensive and, even if the Naelkva did manage to break through, make the attackers suffer severe casualties in doing so. The Bulwark was also involved in the ensuing counteroffensive, and helped to chase the Naelkva back into their own territory.

The Aldalta of Steel Bulwark is Uolith Zavek, an aged commander who hails from a well-respected Lekon family. He has worked to strike a balance between the division's offensive prowess while still having enough troops to protect the mainland, a task he has thus far been successful at. Among the Aldalta, he often acts as a mediator, helping to calm down any contentions, especially between Vahlsrod's Maw and the Crimson Hammer. He is known for being rather rough towards Zenith over matters of defense.

Among the rank-and-file, Bulwark troops get along fairly well with the other divisions, especially the Crimson Hammer. Due to all divisions relying on them in some way, their is a unspoken rule against complaining about them when members of the Bulwark are around. More often than not, the contentions of the Bulwark are internal rather than external; its 'culture' has been shaken a number of times. The first major change was the combining of the Bulwark with the now-defunct naval divison, another was the separation of Bulwark and what would become Vahlsrod's Maw.

The colors of the the Bulwark comes from their occupation. To them, grey represents rubble and debris, the destruction they leave on the battlefield. Steel, on the other hand, is a reference to their role as defenders of Imperial territory and the gleaming metal of their forts and armor.

Imperial Armada
Alternative Name: Zenith

Current Aldalta: Qralsek Daloto

Standard Colors: Orange

Elite Colors: White The Zenith Division is made up of the modern naval and aerial forces of the military; save for a few small exceptions, they encompass the whole of the empire's military fleets. Many consider Zenith to be one of, if not the, most important division in the military in the current age. The division is responsible for transporting the armies of planetary combat divisions such as Crimson Hammer and the Steel Bulwark to and fro the battlefield and within the empire, as well as keeping them supplied. On the offensive, they wrest control of orbit from the enemy, supporting their allies with bombardments. Finally, they share a role with the Steel Bulwark in defending the mainland against attack. Therefore, many believe that without Zenith, the military would rapidly collapse upon itself.

Compared to the other two divisions, Zenith had a slow start when it was founded. It was the smallest of the divisions and at first had to produce many of its ships on a planet, limiting the size in which they could be made and making them more difficult to build. It would be several years before large starports specifically for the construction of combat vessels would be built. Once this was accomplished, Zenith accelerated in size due to more vessels and needing more troops to man them. In modern times, Zenith is the third largest division, just behind Steel Bulwark.

Qralsek Daloto is the current commander of Zenith. A somewhat controversial figure due to being one of the few atheistic Aldaltas in history, a fact that has earned her the ire of particularly zealous individuals, Qralsek has worked hard to maintain her position and refuses the let her beliefs get in the way of her work. She is considered to be one of the more cooperative and cool-headed of the Aldalta, and is known friends with Uolith of the Bulwark.

Zenith view the Steel Bulwark as equals to them. They both rely on each other to some extent; Steel Bulwark helps construct shipyards and orbital stations while Zenith keeps the skies clean. They also like Crimson Hammer since the two also work together quite often. The work of the Eyes of the Goddess are appreciated, but like with Crimson Hammer, can end up overlooked by lower ranking infantry.

The colors of Zenith relate to astronomy. Orange comes from the classification of the sun that Guardaros, the first Haldron Fortress world and major naval shipyard, orbits. White is inspired by a constellation in the skies above Kovas.

Bio/Chemical Marines
Alternative Name: Vahlsrod's Maw

Current Aldalta: Naroveg Seret

Standard Colors: Green

Elite Colors: Brown

Known also as "The Maw," Vahlsrod's Maw is a specialist planetary combat division dedicated to biological and chemical warfare. Currently, it is the youngest of the divisions, being formed in 390 AU. The Maw often sees action in fronts where traditional tactics have failed or the enemy is too entrenched. Their fighting style is much like that of a siege, they use their troops and toxic gasses to back the enemy into a corner and then releneless besiege them with artillery strikes and biological attacks until the enemy surrenders or is too weak to effectively fight. By the end of a battle with the Maw, the land has often been rendered into an inhospitable, toxic wasteland that can take years to repair. Out of all divisions, the Maw has the most equipment that is made specifically for themselves. This extreme specialization makes it largely useless outside of the division, but makes their own assaults all the more devastating.

To outsiders fighting the Maw, it would often seem as if the Korvar's forces within Vahlsrod's Maw do not speak at all while fighting, earning them such nicknames as the "silent death." There is some truth to this; due to how Korvar helmets work, soldiers can't speak without exposing themselves to toxic chemicals, necessitating that they do not open their mouth. As a result, Maw helmets are almost always pressure-sealed, making it more difficult to speak loudly due as the helmet becoming akin to a muzzle. However, Maw soldiers do speak and communicate, just much more quietly. They also utilize arm signals and sign language to communicate. The same holds true for the forces of Zenith, but in their case they only pressure-seal their helmets when in zero-atmosphere environments, and keep their helmets unsealed anywhere else.

When it initially formed, Vahlsrod's Maw wasn't a division; it began as a large regiment within Steel Bulwark. It's commander, Halkis Nelro, created it as an 'experiment' to gauge the effectiveness of a purely-offensive regiment of Steel Bulwark troops. In time, the regiment grew to be highly successful and quite large, but also had difficulties working with its own division, let alone the others, due to the specialized nature of their work. 47 years after the regiment first formed, the Xelva and Emperor at the time decided in the drastic action of reforming the regiment into its own military division. Most were shocked by the decision, unsure if it would be successful or able to find its place among the already-existing divisions.

After a number of years spent organizing and building up its numbers, Vahlsrod's Maw was deployed to the battlefield. Those who doubted whether it would work were quickly silenced as the division quickly proved its worth by crushing any resistance it came across. They would soon see action against the Naelkva, who were unprepared for the sudden change in tactics and equipment employed by the division. The Naelkva, though they dealt a harsh blow against the new organization, would suffer horrendous casualties anytime they fought them. Since then, the division has grown exponentially, and is just as respected as the others.

Naroveg Sevet is the second Aldalta in the division's young history. Raised by parents who were high-ranking officers within the Neivelin Inquisition, Naroveg is known for being zealous and suspicious of his fellow Aldalta. He often harasses Qralsek over her atheism and questions the faith of those he works with. He also has a feud with Avala, though this is over philosophical differences regarding how war should be fought. Regardless, he is still a competent commander, and works hard to improve and grow the Maw.

The Maw gets along best with Steel Bulwark, from whom the Maw gets most of their members. The Maw also has good relations with the Eyes of the Goddess, who often assist their operations on the battlefield to great effect. Similarly, they view Zenith the same way. As mentioned earlier, the Maw and the Crimson Hammer do not see eye-to-eye. Some members of the Maw see themselves as superior to the Hammers and believe that the Maw will eventually take the Hammer's place.

The colors of the Maw represents nature. Green is the color of nature itself, the place where the Korvar discovered their first biological agents. Brown literally represents dirt, the place where the bodies of all who die eventually return to.

Her Majesty's Special Forces
Alternative Name: Eyes of the Goddess

Current Aldalta: Nesaty Veral

Standard Colors: N/A

Elite Colors: N/A

The Eyes of the Goddess, simply referred to as the Eyes, are the special-operations forces of the military. They deal with all operations that cannot be solved by traditional military means, such as assassinations and intelligence gathering. They are also called in to alleviate highly dangerous or delicate situations. Aside from Vahlsrod's Maw, the Eyes have the most variety when it comes to equipment and task. Infantry within the division are segregated into specific roles and task. For example, the Ilvera handle situations involving stealth while the far less subtle Halrog Commandos operate with situations requiring more firepower. The Eyes are not just used against alien civilizations, they are also used within the Empire as a secret police force, ratting out dissenters and getting rid of them before they become problems.

The Eyes of the Goddess was created about four years after the three divisions were formed. Beforehand, each of the three divisions had their own regiments dedicated to special operations. However, this resulted in numerous problems. Firstly, loyalty issues arose, with some squads having difficulties cooperating due to division rivalries. Secondly, distribution of agents and their numbers became problematic; Crimson Hammer had more operatives than the others put together, resulting in most operatives operating outside of the empire, leaving few to monitor the interior to root out dissent. Three different spec-ops corps also resulted in communication problems between them, which became especially evident when rivalries arose. To resolve the issue before it got out of hand, the Xelva at the time dissolved all spec-ops forces and reformed them under one division, the Eyes of the Goddess. The move was highly successful, as the issues that previously existed either vanished with time or were diminished enough so as to not be a major issue.

The Aldalta of the Eyes of the Goddess, Nesaty Veral, is a quiet, reclusive individual. Records indicate that she worked as an Ilvera in the past before moving up to her current position, though her accomplishments have been kept hidden from the public eye. Many believe that Nesaty may not be her actual name, and may instead be a pseudonym. She doesn't talk about her personal life around others, instead focusing solely on her work. The other Aldalta are weary of her, unsure of her motivations and paranoid about being spied on.

The Eyes don't openly have any unified view or rivalry towards the other Divisions, but they do tend to view them with suspicion. The Eyes are well known for planting disguised members into the other divisions to root out dissent, or using an insider as an undercover agent. The frequency and success rate of such operations have never been disclosed, but enough individuals have disappeared to make many paranoid. Those who alert the division to possible acts of treason are well-rewarded if their leads lead somewhere, with some whistle blowers being offered a position within the division.

While many operatives are known to wear black or gray colored armor, the Eyes of the Goddess does not have standardized colors like the other service branches; the fact that they oftentimes wear armor that is completely different in appearance from typical power armor (the only exception being Halrog Commandos on certain missions) is considered more than enough to differentiate them.

Ascendant's Guard
Current Aldalta: Unknown

Standard Colors: Yellow & Black

Elite Colors: N/A

By far the smallest division, the Ascendant's Guard is tasked with ensuring the continued safety and protection of the royal family. The headquarters of the division, as well as the location of all of its forces, is in one spot; Galderis Fortress, the royal palace located in the capital city on Kovas. The guard is split into two separate groups: the low guard, who have no other official name, and the high guard, also known as the Arnan. The first sub-group, which visually resemble yellow-colored Elsekt with extra armor plating, protect the exterior of the fortress and the area surrounding it. These 'lesser guards' are often those who made it to training to become Arnan but ultimately failed. These individuals do not enter the fortress nor directly protect the royals. The task of defending the fortress and acting as the family's personal guard falls on the Arnan, or high guards.

Very little is known about the history of the Arnan Guard. It is known that the contemporary form of the Guard first appeared shortly before space colonization began and around the time the old guard vanished, which implies that the old guard was either phased out, replaced, or was reformed by the emperor of the time. Likewise, how it came to be a military division is a mystery to the public, and what led up to it has been a closely guarded secret. This has led some to form conspiracy theories, but most believe that the act was done simply to keep it in line with the military, and that the move was kept under the rug due the the organization being secretive in general. Much like the organization itself, its members are just as elusive. Any attempt to find records on guard members proves futile as the records have been purged from the public eye.

The Aldalta of the Ascendant's Guard is a mysterious figure who goes only by the code name 'Kavras.' The personal bodyguard of the Emperor, they rarely visit the other Aldalta, and are only sent to act as a representative. Besides that, nothing is known about them. Any records regarding the individual have either been stored away or destroyed, making it impossible to trace them. Their presence in meetings with the other Aldaltas frequently results in an uncomfortable silence to fall in the room as everyone else is too unnerved to say anything unless they are directly addressed.

The Arnan view everyone the same way: lesser individuals who are not to be trusted until the emperor says otherwise. They trust no one, and will not hesitate to use deadly force if it is deemed necessary. Their emperor-given authority cannot be challenged by anyone once someone is within their jurisdiction, even the Xelva must follow their directions. The only ones except from these rules are the royal family and anyone the emperor deems trustworthy.

The colors of the Arnan are the same used by the royal family. This is to show their position and to make their authority as the Emperor's chosen guards clear.

Civil Defense Force (C.D.F)
The Civil Defense Force, more commonly known as the CDF, are the forces stationed on colonies to enforce law and to protect the population. While not technically a military division, they are practically an extension of the Military's power. All CDF forces having combat training and a large portion of them come from the military draft. CDF goes to great lengths to ensure that the law is being followed within their district, using tactics that would seem overtly dystopian in other civilizations. They have numerous post built throughout colonies where individuals can be taken in for incarceration questioning, and monitoring the local area.

CDF uses modified versions of the Gatranus Power Armor. Low-ranking troopers have armor that is light red and gray whereas captains and other high-ranking officials replace the gray with black. The armor itself depends on the situation. During standard procedures and patrols, they wear relatively light armor that, while it wouldn't hold long on the battlefield, can sustain the damage most criminals could inflict on it. During riots, other violent cases, or attacks by foreign powers, they utilize heavier armor that is equivalent to a standard soldier in the military. In terms of their arsenal, they tend to use sub-machine guns, shotguns, pistols, rifles, and occasionally assault rifles and non-lethal grenade launchers. Ammunition tends to be non-lethal stun rounds or rubber bullets, though many troopers carry at least one clip of lethal rounds in the event of a violent altercation. Aside from primary weapons, they also have stun batons and various types of grenades.

For large disturbances, the C.D.F commonly utilizes 8-foot tall, remote-controlled droids known as 'Casovis.' Armed with two long, blunt weapons on each arm, they can rapidly charge into a crowd and forcefully disperse it by literally battering it apart. As well, it can run fairly quickly, allowing it to give chase and track down targets. It is also armed with two smoke grenade launchers and a net gun mounted on its head. Due to their somewhat destructive tactics and the ability to cause great bodily harm, Casovis are seldom used outside of extreme cases and manhunts.

During an invasion, the C.D.F's objective is first and foremost to ensure the safety of the citizenry. As such, they first evacuate their districts and lead the citizens either to protective bunkers or to evacuation ships. During this time, the local military garrison will be assisting them by distracting the enemy. Once the citizens have been evacuated and secured, some officers are sent above in riot armor to assist in the defense of the planet until reinforcements can arrive. The rest stay behind to ensure order and protection in the event they are found or intercepted.

Conscription and Training
All citizens, regardless of gender or social status, must serve a minimum of fifteen years in the military once they complete primary school. For most, this happens between the ages of fifteen and seventeen. There are a few exemptions, such as disability, but no one can legally decline service due to philosophical or religious reasons. Before training begins, all candidates are given an aptitude test to determine how well they did in their classes and how physically fit they are. If they pass with a high score, they officially begin training. This test also helps recruiters to determine which division (the Korvar's equivalent of a military branch) the recruit will be moved to. If the candidate fail, they must attend classes again until they pass.

Depending on the division one gets placed into, training can take months or even 1-2 years to complete. Once they are finished, they officially begin service and are deployed where they are needed. Once they have completed their mandatory fifteen years, they are given the option to leave the military or stay. The option to stay can last as long as they are able-bodied. Most generals are individuals who have decided to stay permanently, for example. In the event of emergencies, the government can begin an automatic 're-draft' where those who have left service are called back to the field, typically in the event of an invasion.

Failure to comply with the draft is considered cowardly and shameful, and is met with serious consequences. Those who are caught are imprisoned and fined, and at that point are not allowed into the military due to being considered untrustworthy. These individuals have marks placed on their identity indicating their attempted desertion, making them unable to purchase a home, keep most jobs, purchase certain goods, or go to certain locations. In most sectors, these indivuals face discrimination and shaming, the only real exception being areas populated by traditional Avrin and Kalkrik, who often either show indifference or support for their actions. Those who escape imprisonment often flee from the empire or find sanctuary somewhere in the outer colonies.

Imperial Army Enlisted and Non-Commissioned Officer Ranks
The Imperial Army Ranking System (IARS) is the ranking system utilized by all planetary combat forces; this includes all soldiers within the Army of the Imperium, the Home Guard, and Bio/Chemical Marines. The speed in which someone is promoted in the IARS is dependent on a number of factors, including their combat effectiveness, intelligence, leadership skills, and time served.


 * Nakvor

Nakvor is the lowest rank in the Imperial Army and is acquired as soon as an individual completes Basic Combat Training. Nakvor are often armed with the basic weapons of the Imperial arsenal, such as rifles and shotguns; they also have clearance for driving smaller vehicles, but not larger ones such as tanks and walkers.


 * Nokor

The Nokor is the next step up from the Nakvor and is generally reached after an individual has served on a few tours. They are in many ways similar to the Nakvor, though unlike their lower-ranking brethren, the Nokor have clearance to use some of the Empire's stronger weaponry, such as LMGs and rocket launchers. As a result, many Nokor have more specialized roles within a squad.


 * Qror

The rank of Qror is reserved either for soldiers who have served for at least two years or have shown higher-than-average competence with equipment and weaponry during training. Individuals at this rank have unrestricted access to all but the most exotic and experimental weapons of the military's arsenal and can serve in more technical positions, such as vehicle crewman and logistics officers. They are also allowed to utilize battlesuits. Though they are not considered NCOs, Qrors are sometimes assigned a small team of two or three lower ranking personnel.


 * Aldn

The Aldrn is the starting level for non-commissioned officers in the Imperial Army. To achieve this rank, soldiers must serve for at least three years, pass through advanced training, and express competent leadership skills. On the field, Aldn command sub-groups of a squad, with either a few personnel or up to half of the squad under their command depending on the scenario. They also have the clearance and training to drive heavy units such as tanks. Off the field, they assist their squad leader in running the squad by assisting in training and helping them to maintain their equipment. Aldn equipment is no different from their lesser counterparts.


 * Yinvn

The Yinvn are arguably one of the most important positions among the non-commissioned officers; this is because the Yinvn command squads, which form the foundation for all unit formations that follow it. Depending on the situation and race they originate from, Yinvn can manage anywhere from four to fourteen soldiers, as well as their assigned vehicles. To make them readily recognizable, Yinvn armor is the color of a service branch's chosen elite color; some regiments also grant them altered armor designs as well. Many Yinvn, particularly those originating from the more nationalistic regiments, possess banners mounted on their back to inspire troop and raise their morale. While these almost always displays the Empire's official emblem, a few examples of more specific banners, such as the Nevelin flag, also exist.


 * Vexn

NCOs with around fifteen years of experience will usually be promoted to the rank of Vexn. Vexn often have two or more squads under their command and act as tactical and logistics advisors to platoon commanders (who are Commissioned Officers rather than NCOs). In terms of equipment, Vexn are very similar to their Yinvrn counterparts, with the exception that most Vexn (as well as the ranks above it) do not wear banners on their back.


 * Soldoro

Soldoro are the primary NCOs at the company level. They perform many of the same duties as the Vexn, but simply have a larger sphere of influence at least five to ten years more experience.


 * Nolvoro

Nolvoro are the chief NCOs at the battalion level. Though again performing similar duties to Vexn, the Nolvoro is considered particularly important (like the Yinvn) due to the fact that a battalion is the smallest army unit that can perform independent operations. As such, Nolvoro have ten to fifteen years more experience than their lesser. Much of their time is spent personally inspecting the companies, platoons, and squads to make sure they are up to army standards. Nolvoro are often the superior officers at outpost and small bases when a CO is not present.


 * Olsoro

Olsoro are the highest ranking Imperial Army NCOs that serve on the battlefield. They also perform similar duties to the Nolvoro and Soldoro, but again have a larger sphere of influence and more responsibilities. They act as senior advisors to the battalion commanders and often have Nolvoro report to them to receive a status on their forces. Olsoro can also be given command of large military installations; likewise, they may also be in command of extremely large ground vehicles such as superheavy walkers. Olsoro armor is a darker shade of a branch's elite color than those below him, usually the same color as his or her superior officer.


 * Valralta

The rank of Valralta is the most senior NCO position one can obtain in the Imperial Army. Valralta act as advisors and assistants to a service branch's Aldalta, relaying matters and concerns that relate to the general infantry of the Imperial Military to help in the policy-making process. They are also sent to act as an Aldalta's stand-in and are used to both inspect troops and relay orders from the higher tiers of command. As they do not participate in combat, Valraltan equipment is often more ceremonial than it is practical, with head-dresses, robes, and other embellishments being fairly common. In the past, there used to only be three Valralta at any one time; one for each service branch. The vast size of the Empire, as well as the addition of member races, has necessitated the need for more. As such, there are numerous Valralta currently serving, with one working in every majorly-populated sector of Imperial space.

Imperial Navy Enlisted and Non-Commissioned Officer Ranks
The Imperial Navy Ranking System (INRS) is very similar to the IARS, with the exception of it applying to all forces within the Imperial Armada rather than planetary combat forces.

Special-Operations Enlisted and Non-Commissioned Officer Ranks
Separate from both the army and the navy, Her Majesty's Special Forces possess their own ranking system. It functions in many ways like the previous two systems, and still falls under the jurisdiction of the Commissioned Officer corps. Differing ranks can be difficult to distinguish, the only official way being the amount of colored stripes an individual has on their armor; the more stripes, the higher the rank of the individual. Special forces have notably less ranks than the others, but it takes a significantly longer time to climb the latter, and requires considerably more training to even qualify for recruitment.


 * Halkar

An equivalent to a Qror in the Imperial Army, the rank of Halkar is the starting position within the special operation's branch. Individuals entering Special Forces training endure much more grueling and intense training than their counterparts; on the other hand, with their enhanced training, Halkar have greater access to the Empire's arsenal than their equivalents. Halkar cannot command other forces within their own branch, but can technically take a position of authority over lower-ranking soldiers of the other ranking systems. Halkar do not have stripes on their armor.


 * Ulkar

Ulkar command cells, which are small squads consisting of two to five individuals. Cells are the most commonly unit organization for the service branch, and are frequently sent in small-scale operations or for infiltration. Ulkar visually look similarly to Halkar, with the exception of a colored stripe on their shoulder and chest.


 * Xolkar

Xolkar are the squad leaders of the service branch, leading groups of around six to twelve individuals depending on the scale of the operation. As well as having two stripes, their armor may also be a different color from the rest of the squad, but this is not always the case. Due to their experience, Xolkar are sometimes sent alone for some missions.


 * Kavta

The Kavta is currently the highest rank within the Eyes of the Goddess. They are operation commanders; they oversee all squads, cells, and individual units dedicated towards a specific mission. They operate on the field, and often with many decades of experience on their side, can be incredibly dangerous fighters and strategists. Due to the Eyes of the Goddess acting as the 'arms' of High Command, Kavta often possess much more authority and control than typical NCOs. Unless stated otherwise, Kavta are free to overrule orders given to them by low-ranking officers. However, they do not have the authority to command non-Special Operations forces unless it directly pertains to their mission. This has helped to make the Kavta, as well as the rest of the branch, looked at with suspicion and distrust.

Commissioned Officer Ranks
The Commissioned Officers are the true commanders of the Imperial Military; they are the ones charged with planning and devising strategies. Officers, which share ranks and positions within both the navy and the army, are trained at special academies generally located on Haldron Fortress Worlds or within the core of the Empire or a respective member race. Candidates have either served for over a decade or showed grades in leadership and strategic planning that were much higher than average. Up until the rank of Nier, CO's armor colors match that of a branch's elite colorization. Once one reaches Nier, this armor is replaced by black, gray, and purple, the colors of High Command.

Many COs, especially those in the lower rungs who tend to serve directly on the battlefield, possess advanced, high-quality armor designed for both protection and intimidation. The armor is made up of durable armor plating that can take much more damage than a lowly soldier; they also possess powerful shield generators. Appearance-wise, their armor is oftentimes very different from that of an average soldier or NCO. Symbols and etchings are common on CO armor; their helmets are molded into the shape of fierce animals, mythical beats, or historical images; and the suit is built in a way to make the officer seem larger than they may actually be. Battlesuits are another common sight among COs, though these rarely have more customization and are base-model suits.


 * Tarnas

The rank of Tarnas is the bottom tier of Commissioned Officer ranks and is granted as soon as one graduates from an academy. Most Tarnas are former Vexn and Yinvn (or their naval equivalents), though a few examples of higher-ranking NCOs signing up for the academy do exist. Tarnas in the army serve as platoon commanders while their naval equivalents command small air detachments comprised of fighters, bombers, or gunships.


 * Varnas

The Varnas of the Imperial Army exercises control over a company-sized unit; its equivalent within the navy has command over numerous air detachments.


 * Zorvas

Zorvas in the army command a battalion sized unit, their naval equivalent of the Zorvo exercises command over the smaller vessels of the navy, such as corvettes and frigates.


 * Ailvo

In the army, the Ailvo are individuals granted authority in specific regions of a planet, be it a city of a forest. Due to having to control such a vast area, Ailvo are seldom seen in combat, and this becomes increasingly prevalent as one climbs the rungs of leadership. At most, Ailvo in ground operations may partake in combat operations within their own general vicinity. In the navy, the Ailvo are captains of many of the medium-sized vessels of the armada, such as destroyers and support carriers. Again, these individuals rarely partake in combat, but are expected to do so if an enemy boarding operations poses a serious threat to their vessel. Beginning at this rung and stopping at Vier, it is becomes extremely common for at least two officers of the same rank to be operating in the same area. This is mostly to ensure that there will be a back-up in the event one dies; this also helps distribute the administrative load, which becomes important in the higher rungs of Imperial command.


 * Halvo

The Halvo of the army are granted authority over a region such as a continent; in the navy, Halvo are commanding officers in some of the largest vessels, such as dreadnoughts and troop carriers.


 * Nolvo

An individual with the rank of Nolvo in the army is expected to command troops on a planet; it is the final rank in which officers frequently participate directly in ground operations. In the navy, these officers command fleets and task-forces.


 * Nier

Imperial Army Niers are charged with all forces in a specific solar system; in the navy, Nier are in command of large fleets.


 * Aier

Aier are officers charged with all forces in a specific region of space, this region usually defined by the general of the specific theater they are operating in. Within the army and the navy they operate the same. Aier are also present within the Empire and act as rapid-response commanders in the event of an attack; this has a reputation as sometimes being an extremely boring job, as commanders within the deepest portions of the Empire are left with little to do besides managing his forces.


 * Vier

The Vier are high ranking officers charged with the task of commanding all forces being deployed to a specific theatre; it is the highest position most officers will be able to reach in their lifetime. Depending on the conflict they are deployed to, a Vier can be in command of armies ranging from several hundred thousand troops and several fleets to armies of billions and fleets composed of hundreds or thousands of vessels. Oftentimes, a single Vier will be deployed against a race, and he will use the Aier and Nier under him to manage specific regions; rarely, a second Vier will be deployed alongside heavy reinforcements. Even more rarely, three Vier will be deployed to a region, though this has happened only a handful of times.


 * Aldalta

The Aldalta are the chief commanding officers over a specific branch of the Imperial Military. Along with the Vier, Noxelva, Xelva, and Chief Military Advisor to the Emperor, the six Aldalta make up one of the major parts of Imperial High Command. As well as forming strategies and commanding forces within their branch, it is the Aldalta's duty to ensure that the forces under their jurisdiction are receiving proper training, equipment, and care. To help them in their task, the Aldalta utilize the numerous Valraltas as their eyes and ears, and will convene with them for advice. The Aldalta also work closely with research and development; they review recent technological and weapon developments and plan how it will be utilized within their branch.


 * Valxelva

The Valxelva is the second-in-command of the Imperial Military and is the lieutenant to the Xelva, the supreme commander of the military. They are heirs to the rank of Xelva, and will take over once they are gone. They can hold much of the same authority as their superiors, but they have to be granted it. Depending on the Xelva, a Valxelva can either have a large degree of power or will have essentially no power at all and only acts as an observer. They are students, tasked with following the example and teachings of the Xelva so that they can be fully prepared to take the reigns when the time comes.

The selection process for the Valxelva is lengthy and extensive: candidates (who must be Korvar) are chosen from officers who have decades upon decades of experience and have shown complete and unshaken loyalty to the Empire and the throne. Candidates must go through hours upon hours of tests that will gauge their ability to think strategically. Numerous individuals put in their input during the process, including the six Aldalta, the Senate, and those under the candidate's command. Ultimately, however, the decision falls upon the Emperor and the Xelva.


 * Xelva & Noxelva 

A rank exclusive to the Korvar, the rank of Xelva is the highest rank in the Imperial Military; answering only to the Emperor and his or her military advisor, the Xelva has complete and otherwise unchallenged control over the entire military. Only one Xelva exist at any point in time, and these individuals are officers who have decades upon decades of experience and unrivaled zeal towards the Empire's goals. Xelva very rarely command from the front, instead commanding the military on a mass scale from the Haldron Fortress of Guardaros. In the occasions a Xelva brought themselves to the front, it is usually in times of crises for the Empire where a monumental amount of forces will be deployed to end a grave threat. Usually, however, the Xelva will send their lieutenant, the Valxelva, to conflicts in place of himself. The reason is two-fold: the Valxelva will gain important experience, and the Xelva will be able to concentrate on the military as a whole instead of a specific region. The rank of Xelva is a life-long position; they serve until they die or leave from their position either through retirement or removal by the Emperor. When this happens, the Valxelva, will take command.

The rank of Noxelva works much the same as the Xelva, only it is exclusive to member races. Like their counterparts, they exercise complete control over their race's armed forces. However, they are ultimately subordinate to the Xelva, even within their race's own borders; granted, the actions of race's within their own borders are typically inored unless it defies Imperial law or otherwise affects those outside. The many Noxelva and the Xelva often convene togather to discuss strategies and joint-operations between their forces, as well as policies regarding interactions between the races. As the ranks are essentially considered the same, many informally refer to a Noxelva simply as a Xelva, including some actual Xelva, resulting in some mild confusion to the general populace in regards to how the ranks operate.

Imperial Armed Forces
Member Since: Founder

Chief Commander: Xelva Ahkavas Teldiv

 Headquarters: Guardaros

Size:1 The largest coherent fighting force in the Empire, comprised of tens of trillions of personnel, billions of armored units, and several million starships of varying sizes.

The Imperial Armed Forces (IAF) is the fighting force of the Korvar Empire and is the primary segment of the greater Imperial Military. A functioning institution for over two-thousand years, the IAF has gone from a force of conscripts and armored knights fighting to expand a fledgling kingdom to a major military power that has spread an Empire across a vast swath of space. The IAF rests at the very top of the Imperial Military hierarchy; while individual member races have a large degree of authority over their troops within their own borders, they are subject to IAF High Command and the Emperor outside of their own borders, and are not permitted to act independently towards aliens, making the IAF the main organizational and logistical force behind the overall Imperial Military.

The Command Center for the IAF is the Haldron Fortress World of Guardaros. Guardaros was the first of its kind in the Empire, built shortly after the unification of the Korvar species. What once was a world similar to Kovas in size and climate was turned into a planet-wide military installation sustained with advanced life support systems and carefully maintained gardens. In its infancy, it was used to both protect the newly formed Empire and to direct the military. As the Empire has expanded the the objective of protecting what is now the 'core worlds' region became less pressing, Guardaros has faded somewhat into the background; regardless, the installation still serves as the IAF's command center and is the location where core world recruits are sent for training and deployment. Many of the Empire's elite troops are also sent to here and the surrounding worlds for advanced training.

The IAF is monolithic in scale, both in terms of its sheer size and the scale of its operations. It dwarfs the other member race's armies in size; with trillions of soldiers deployed all throughout the Empire. Thanks largely in part to the Korvar's naturally high birthrate, a large, constant stream of recruits flows in from the hundreds of colonies under the Empire's control. Thousands of factories and dozens of vast, industrialized worlds work around the clock to produce all of the armor, equipment, and ammunition that the IAF needs to keep functioning; likewise, immense orbital shipyards help to maintain the Imperial Armada and build new vessels for its ever growing fleets. Some of the IAF's industrial capabilities are utilized to produce equipment for the other member races, helping to keep them well-supplied. With garrisons and command post built all throughout the Empire's territory, as well as various patrol vessels to keep watch for threats, the IAF can rapidly respond to threats and mobilize its units; meanwhile, billions of troops can be readily deployed to fight in the Empire's conflicts, such as the Great War, where the Korvar have pulled IAF troops from all across the nation to combat the Peacekeeper Alliance.

The IAF has traditionally had an emphasis on offensive strategies and overwhelming firepower, and it shows in both their equipment and strategic doctrine; the IAF is infamous for its massive offensives and large-scale frontal assaults designed to utterly obliterate an opposing force through brutal, non-stop attrition warfare that tends to leave few to no survivors on the opposing side. They also frequently lay siege to well-defended positions; surrounding them, cutting them off from any supplies, and chipping away at their defenses with relentless artillery and bomber strikes until a breach is made. This style of warfare often leads to a great deal of collateral damage in the form of massive civilian casualties, significantly damaged or completely destroyed infrastructure, or even severe environmental damage. To much of the IAF, this matters little; civilians are largely considered to be little more than unarmed combatants, and damage to the biosphere can simply be repaired after the conflict. Many commanders will even deliberately attack civilians in order to spite the enemy and bait them into making rash decisions.

Almost all combat personnel within the IAF, from regular grunts to field commanders, wear a variant of the highly modular MKIV Gatranus Armor, offering at least modest protection against small-arms fire and explosives; higher ranking and generally more seasoned soldiers tend to receive higher quality, more expensive armor as they climb the ranks. Most of the IAF's infantry weaponry is comprised of ballistic weapons such as the famous N-SA12 standard-issue assault rifle, as well as some electronically-powered rail weapons. Energy-based weapons have slowly begun to rise in prominence, though they are still held back by technological limitations; Melee weaponry has also made a resurgence within IAF regiments, though currently they remain relatively uncommon and are used only in niche rolls, and many suffer similar limitations to energy weapons. IAF squads typically operate with a fairly large number of troops, with the smallest squads being around five soldiers and the largest being up to fourteen soldiers. Equipment originating from the various member races, particularly the Nevelin and the Zenura, have been adopted within IAF ranks, sometimes resulting in new or modified infantry roles.

In the realm of armor, the IAF has traditionally leaned towards heavy armor and firepower over mobility and stealth. IAF armor is easily recognized by its sharp, angular designs and geometric shape, as well as the use of large, sloped armor plates; rounded and smooth designs are practically unheard of for IAF armor. Thanks to developments in armor designs, some engineers have incorporated more ceremonial shapes into their vehicles, the most common being the triangle. The most obvious examples are tanks such as the Korvaros Siege Tank and Gantrivost; this has become a common way to distinguish more recent designs from older ones. Most IAF vehicles currently utilize ballistic-based weapons and railguns. Plasma-based weapons have been incorporated into more recent designs, usually on either very large vehicles that utilize them as their main gun or as point-defenses and turrets, but these are currently much more expensive than ballistic equivalents. The most common form of mobility for IAF vehicles is currently treads; but over the past century-and-a-half, both hover pads and walker legs have become more common; particularly legs, as the technology has resulted in an entirely new class of vehicle development in the form of various walkers.

Over the past one hundred years, with large-scale conflicts such as the war against the Naelkva, the Northern Siege, and most recently, the Great War becoming more commonplace, the IAF, as well as the greater Imperial Military, has been pushing for rapid modernization and technological advancement to bring the Empire up to par with the older, larger empires of the galaxy. Scientist, engineers, and corporations are constantly at work developing new equipment to help the war effort, much of which has found its way in the public realm in some form or another. The military itself will often try its best to salvage and steal equipment and technology from the Empire's enemies, hoping to reverse-engineer and replicate them; some troops in the IAF are dedicated solely to the cause of stealing technology. However, the IAF does not only steal from its enemies; it has occasionally stolen technology from its allies. The most recent example being the Margan, when the Korvar secretly took many of their bionic-enhanced corpses and their weapons in for research.

The current Xelva of the Imperial Armed Forces is Xelva Ahkavas Teldiv. A member of the military since being drafted in 428 AU, Ahkavas is a veteran with decades of experience both as a soldier and a commander. Ahkavas has been one of the major driving forces for the continued advancement of the IAF, as he believes that only through constant technological and strategic advancement will the Empire survive; it cannot simply rely on its vast population and resource reserves. He has encouraged many of his subordinates, and even many in the private sector, to follow his lead, a push he has only made stronger with the onset of the Great War and the emergence of the Peacekeeper Alliance as a threat. Though constant war has dulled his personality, he is considered to be somewhat of a kind, fatherly-figure by his subordinates; he shows great care for those under him and is known for being slow to anger. His current lieutenant, and the heir to his position, is Valxelva Kelevien Valrus, who is currently leading troops against the Peacekeeper Alliance.

Grand Army of Ilsur
Member Since: 212 AU

Chief Commander: Noxelva Joldm Nassadis Basur

 Headquarters: Avelis

Size: The second largest individual fighting force; possesses many trillions of men and a somewhat smaller arsenal of vehicles and starships than the IAF.

The Grand Army of Ilsur (GAI) is the military of the Empire of Ilsur, the nation of the Nevelin. As the Nevelin were the first species to become a member state, the GAI was the first military force integrated into the Imperial military; this integration process would be used as a template for the future integration of other alien races. The GAI and IAF have a long history together, beginning when the GAI helped the Empire defeat the Quolvrian Republic and bring total unification to the Korvar species. The two continues to work closely together; doing training exercises together, trading technology, and assisting one another in conflicts, all long before unification took place. The two developed a close bond, that, centuries later in the modern era, remains strong and unbroken.

The headquarters for the GAI is Avelis, the moon orbiting Ilsur. Terraformed into a habitable world centuries ago, the lush, oxygen-rich world is covered in many grassy plains and rolling hills. Few mountains exist on the world, and the ones that do are not very large. The world has three continents and two vast, blue oceans. Avelis is used by the GAI both as a primary command center and as a defensive installation with which to protect Ilsur. A number of long-range orbital cannons dot the surface, as well numerous stations and starship docks in the planet's orbit. An academy for training officers is also located here. The Nevelin once tried to build a gargantuan shield generator on the moon, one that could have theoretically protect Ilsur from orbital fire until it was destroyed; however, the plan fell through. Instead, the Nevelin have sought to build a system of stealth generators to conceal Ilsur and Avelis, much like what the Rach once did with Norsus; the program is currently underway, but it will likely be years before it sees completion.

The union between the GAI and the IAF proved to be a massive boon to both parties. The IAF, still a new interstellar military, gained a wealth of technology from their newfound allies. This in turn started what would be considered the 'third' industrial revolution which would continue with the Empire's first few wars with other alien powers. The Nevelin and their tactical doctrine also helped to fill a large gap that the early IAF had in the field of mobility. Whereas the Korvar often utilize brute force and prolonged engagements to defeat enemies, the GAI often used precision strikes, meticulous maneuvering, harassment, and speed to quickly bring down their foes. The GAI kept this doctrine when it was integrated into the Empire, and still utilizes it to this day; Nevelin troops are often sent to attack the enemy's vulnerable positions and to flank them while the Korvar and other member races keep the enemy focused on the larger conflicts. Some of these tactics, which were developed over two centuries worth of interstellar conflict prior to the GAI meeting the Korvar, saw adoption into Korvar military doctrine; albeit in modified forms. Recently, the Nevelin have been integrating their squads with Yin'vair troops thanks to overlaps in strategies.

Centuries of cultural exchange between the Nevelin and the Empire have resulted in a stark cultural divide that is evident within Nevelin ranks. 'Traditionalist,' which are comprised of the more conservative Nevelin which typically originate from the Nevelin's mainland territories, almost exclusively use Nevelin-made equipment and have a strong tendency to operate in Nevelin-only squadrons. Utilizing the Nevelin-crafted Ladok Combat Vest, these mobile infantry practice traditional strategic doctrine and use their unrestricted movement to their full-advantage; many are well known for constantly ducking, dodging, and sprinting across the field, making them notoriously difficult to land a good hit on. The 'Reformist' as some refer to them as, are Nevelin who originate from various small communities spread throughout the Empire and from the fringes of the Nevelin mainland. These soldiers are much more open to utilizing equipment crafted by other races, and have adapted a somewhat more Korvar-centric fighting style. Though some of these troops still utilize the Ladok, many others can be seen using Korvar power armor. These soldiers also frequently operate in multi-species squads, and some even follow some of the Korvar's cultural practices, with many of them proclaiming faith in the Korvar's Goddess, Syleris. While most welcome Reformist soldiers, their rise has caused an increasingly intense controversy with the more extreme conservative groups within the Empire of Ilsur, some of which were not entirely on board with unification to begin with. They claim that the 'Reformist' have forgotten their cultural heritage and pose a threat to traditional Nevelin culture. Others, meanwhile, state that the cultural exchange has brought welcome strategic diversity to the GAI's infantry, and that the supposed 'corruption' of Nevelin culture is a non-issue. In fact, they state that the blending of cultures should be welcomed, as so far the cooperation between the Korvar and Nevelin has brought nothing but prosperity between the two. Most presume that these conservative groups will soon die out, and that the controversy will thus disappear.

While the modern GAI possess many Korvar vehicles in their arsenal (and vice versa), the GAI still maintains a large arsenal of Nevelin-built vehicles that it uses very frequently. These vehicles are set apart from the IAF by their their more animalistic and ornate designs; many examples of Nevelin armor are in some way inspired by wildlife from Ilsur, and the Nevelin are well known for embellishing their vehicles with decor that usually serves little purpose other than for appearance's sake. Over the past few decades, the Nevelin have begun a massive and expensive push to radically overhaul their armor, placing an emphasis on mobility and high-powered precision weaponry. All modernized designs now feature hover engines, with built-in emergency wheels or treads in the event hover stops working. they have also begun to move away from projectile-based weapons at a faster rate than anyone in the empire, focusing instead on high-powered lasers and, as of recently, plasma-based weapons. Due to the costs, R&D, and the sheer number of vehicles that would need replacement or updating, the Nevelin are still in the process of this modernization, resulting in what is currently a hybrid force of new and old designs on the battlefield. Some of these ideas have begun to expand to the other races of the Empire, such as the Korvaros Siege Tank and Kaldrak IFV both utilizing hover technology.

The Noxelva of the Grand Army of Ilsur is Noxelva Joldm Nassadis Basur. At 103 years of age, Joldm is currently the oldest of the Noxelva. He is a close associate and friend of Ahkavas Teldiv, the two having known each other decades before they reached their respective ranks. As a result, the two share many similar ideas, though they have been known to get in occasional debates, particularly regarding philosophical and religious matters. One well known example was around the time the Korvar entered the Great War; Basur had many reservations about joining the Warlord Pact; distrusting many of its members more than even Ahkavas did. Basur detests most of the Warlord races for various reasons, but has come to realize that the Empire really had no choice in the matter; it was join them or die to the Peacekeepers. Basur has since stated that he would cooperate with the Warlord races, but would have nothing to do with them on a cultural or diplomatic level.

Armed Forces of the Zenuran Unity
Member Since: 256 AU

Chief Commander: Noxelva Nazatek Sadim Nokture Malad

 Headquarters: Fort Sanek, Zenur

Size: The fourth largest army, possessing dozens of billions of personnel, millions of armored units, and tens of thousands of starships.

The Armed Forces of the Zenuran Unity (AFZU) is the military branch of the Zenuran Confederation. Besides the Korvar themselves, the AFZU has the most combat experience out of the various member races; their nation had been in a constant state of war in an effort to expand its reaches and become a dominant power in its sector. They possessed no allies, and are currently the only race to have fought the Korvar in battle before being taken in as a member race (after the government that initiated the war was overthrown by the military). Among the Korvar and those they have fought, the AFZU has earned a reputation as a surprisingly dangerous opponent, capable of taking on larger powers and winning despite their smaller numbers; they also have a reputation as being skilled infiltration units. The headquarters of the AFZU is Fort Sanek on the Zenuran homeworld of Zenur. Sanek is a large facility, stretching five miles (8.04672 kilometers) in each direction. As well as being where the AFZU's high command resides, it is here where many of the new officers and commanders receive their training, as well as draftees from around Zenur for basic training. Sanek is located on Foldom, the continent where the Zenura are believed to have originated as a species. It was built specifically around the more isolated region of the continent, where the cool, damp forests still dominate the land. Sanek is well defended by a garrison comprised of several thousand soldiers, numerous anti-orbital cannons, and various other point-defense weaponry. The base is also protected by a massive shield generator that can repel orbital strikes. The underground portion of the facility has numerous virtual reality chambers to help train recruits in various environments.

The Zenura are a rather frail species; they are diminutive, they lack any skeletal structure, and they also lack the strength for hand-to-hand combat, they are no match for most races across the galaxy. As a result, Zenuran soldiers, in the usual sense, do not exist; most of their personnel operate as pilots. As a result, they are very seldom seen by most soldiers. Due to having a reputation as pilots, most presume that Zenuran infantry simply do not exist. The reality, however, is that the Zenuran's general infantry forces is composed entirely of battlesuits, which has earned them the nickname as the, "Army of Giants." These battlesuits, which can range in size from eight to twenty feet (2.4384-6.096 meters) in height, come in a wide variety of designs that serve various roles on the battlefield, from direct assault units to back-line mobile light artillery units. AFZU battlesuits are frequently used to support large infantry detatchments, using their heavy weaponry to take down vehicles and swaths of infantry; in other cases, they are deployed in squads of varying sizes, with many of these squads being dropped from orbit directly on enemy forces to wreck havoc and soften them before reinforcements arrive. The battlesuits greatly enhance the user's strength, making them the most physically powerful infantry available to the Empire, as well as granting them unrivaled durability when compared to most infantry. All battlesuits have a built-in translator and voice transmitter, allowing the Zenura to speak in an alien's language without the need of a translator on part of the alien, which has led to some units using the Zenura to communicate with other aliens. Due to their infantry being battlesuits, combined with the transmitter giving them a somewhat robotic voice, many ill-informed individuals come to the conclusion that the battlesuits are actually intelligent, A.I controlled robots; this has been known to greatly annoy and anger the Zenura, who consider it to be an insult. Due to the cost of building and maintaining the vast number of battlesuits the AFZU is currently in possession of, the AFZU's infantry force is the smallest in the empire besides the Yin'vair, and the Zenura do their best to retain as many of their suits as possible, salvaging remains from the battle field for repair or recycling.

Due to their unique physiology, the Zenura are unable to pilot most vehicles that were designed by the various member races of the Empire; all of the vehicles the Zenura possess have been built specifically to accommodate their anatomy and are used by them exclusively. AFZU vehicles can often be differentiated from others by their smooth, rounded, or even bulbous designs; as well, they are occasionally significantly larger than an average equivalent. Zenuran armor can be segregated into two categories based on their size and crew; the first category, dubbed the 'standard vehicles,' are relatively average sized vehicles piloted by an unarmored Zenura wearing little more than a jumpsuit. These are the more common of the two categories, and are generally designed to provide general support and transport capabilities to allied forces. They have a sphere-shaped compartment which contains the pilot somewhere within the vehicle. The next category, known as the 'battlesuit tanks,' are incredibly large vehicles piloted by Zenura wearing 8-foot (2.4384 meter) tall battlesuits. These seldom-seen rarities, armed with numerous weapons and possessing feet-thick armor and heavy shielding, are usually built around the purpose of absolutely smashing through enemy lines and transporting battlesuit squads to the battlefield. Due to their large storage capacity, they are sometimes used to transport smaller vehicles and multiple squads of infantry. Both vehicle classifications tend to use treads for mobility, though the Zenura have begun an effort to integrate hover technology into their designs.

The AFZU has a fairly large presence within the Eyes of the Goddess, the special operations branch of the Imperial Military. The features that make the Zenura unfit for direct combat, such as their small stature and lack of bones, becomes instrumental during infiltration missions. A Zenura can squeeze themselves into places no one else in the Empire is capable of, making them excellent at hiding and breaking into facilities. These operatives are often armed with at least one (typically poisonous) melee weapon, a side-arm, and grenades; though, like their vehicles, these are designed around their anatomy and are exclusive to them.

Like the Nevelin before them, the AFZU has been instrumental in advancing the Empire on a technological level, especially in regards to battlesuits and walkers. Since their induction, the Zenura have had a hand in designing many of the mechanized walker units of the various member races, most notably, the Xekelyin Battlesuit and the immense Gaulderog AAF, which was a joint-effort between the Korvar, Nevelin, and Zenura utilizing reverse-engineered Naelkvan technology, Zenuran Battlesuit Tank components, and Korvar starship designs. They have also helped to design many of the weapons currently utilized by battlesuits; and improved the efficiency of Korvar energy shielding.

The current commander of the AFZU is Noxelva Nazatek Sadim Nokture Malad, a fairly young Zenura born to the Sadim family in the settlement of Nokture on planet Malad. A military man his whole life, Nazatek rose through the ranks quickly through his merit and became the Zenura's Noxelva in record time, partly because of the previous Noxelva's untimely death. He is famous throughout the Zenuran Federation for his very enthusiastic, confident, and energetic attitude, which resonates with much the Zenuran population. He is also famous for his sometimes outlandish speeches, many of which have been recorded and archived, and are listened to by the Zenura and even other member races for inspiration before battle. While on duty or communicating with aliens, Nazatek is wearing his personalized battlesuit, one built more for ceremony and relating to aliens than it is for combat.

Army of the States
Member Since: 342 AU

Chief Commander: Noxelva Indilim

 Headquarters: Ilna

Size: Rapidly catching up to the GAI in terms of personnel, but lags behind in armored units, especially starships.

The Army of the States (AotS) is the military of the Jaset States. Compared to the other armed forces of the Empire, the AotS functions quite differently; it is comprised of two different layers of administration. The first layer consist of each state's separate military forces. These forces are often little more than defensive units tasked with guarding Jaset territory and nearby Imperial Territory, and receive most of their funding internally. The next layer is the official Army of the States, which is made up of forces from all of the Jaset States and takes part in the Empire's wars. Jaset from the varying states are often segregated due to differing tactics and to avoid conflict between the differing ideologies. While the individual states' armies receive funding only from their respective states, the AotS receives funding and equipment from both the Jaset and the rest of the Empire. For as long as it has existed, the Korvar have played a significant role in keeping the AotS functioning by providing it with officers, extra training, and up-do-date equipment.

The headquarters for the AotS is Ilna I, the largest planet in the Ilna system. Ilna is located in the 'Neutral Zone,' a region of Jaset territory that doesn't belong to any of the individual states and is administered directly by the Korvar government alongside Jaset advisors. This region also includes the homeworld, Jasur, and a number of other worlds. Ilna I is in many ways similar to Jasur; it is large and dry, comprised of vast deserts, savannas, plains and the occasional jungle near the oceans. Different parts of the planet are dedicated to training and holding Jaset forces from the various states. Ilna has for many years become increasingly polluted due to the Jaset's attempts at rapid industrialization and modernization, as well as their own general disregard for the environment. The Korvar and other member races have recently intervened in to fix before it spiraled out of control.

Just as gender has played a significant role in the Jaset's culture and politics, it has also had a major impact on the military. There are far more female Jaset in leadership positions than there are men; while most cases are out of merit, others are due simply to the culture of the state they originate from. Females on the battlefield often take have heavy weapon's roles due to their greater size and strength, and often receive higher-quality equipment than their more numerous male counterparts. The level of inequality also depends on the state from which the soldiers originate; more conservative states like Aldor and Inok are the most notorious examples of inequality between the two genders. Some of the more progressive states, such as Nalsok, have slowly been bringing the two genders closer to equality, as well as various Jaset communities that exist throughout the empire. The other members of the Empire tend to ignore the matter, but the Korvar do play a major role in selecting the Jaset's higher ranking officers, such as their generals and their Noxelva. Compared to its contemporaries, the Army of the States lags behind in terms of its armored units and starships. Much of their architecture, technology, and equipment, -most of which was already outdated pre-space technology- was lost in the Jaset's nuclear war. Due to having to rebuild nearly their entire civilization, the early Jaset did not have the industry necessary to supply their soldiers, let alone their population. This has been alleviated by a massive effort of the various Jaset states, the Korvar, and the Nevelin to rebuild and industrialize the Jasur and establish their newfound colonies. As a result, most of the Jaset's equipment is either burrowed from others or is partially based on allied technology; as a result, the Jaset are skilled at reverse-engineering and replicating technology, but have very little innovation. Very few examples of purely Jaset-made creations exist, and many of them are of somewhat poor quality compared to contemporaries. The easiest way to identify Jaset armor is their very old, seemingly outdated appearance; Jaset vehicles are never smooth or rounded; they are very boxy, with very simple shapes and either treads or tires, with tires being somewhat more common. While industrialization has helped the Jaset to catch up in regards to their military, they still lag behind in their arsenal of vehicles, especially starships. Jaset starships are few and far between, and are generally kept within a state's territory; the Army of the States preferring to hitch a ride on the more advanced and better designed vessels of other races.

What they lack in vehicles, however, they make up for in manpower; the Jaset have a surprisingly massive infantry army for the size of their combined territory. In the three hundred or so years they have been in space, their population has exploded due to a surplus of food, new colonies, and a massive decline in infighting. With the Jaset states gradually becoming more modernized and slowly expanding their territory, it is expected that the AotS may one day outnumber the GAI, at least in terms of total infantry. The Jaset tend to treat their infantry as being expendable; so long as the objective is fulfilled, every death would have been worth it. This is especially for true for males in the more conservative states, who are expected to readily give their lives for their government and wives. The smaller, more progressive states tend to treat their soldier's better and use more advanced tactics. Regardless, the majority of the AotS' infantry are shock troops trained to fight directly on the front. Most wear a variant of the MKV Falxion for protection and wield ballistic weapons produced within Jaset territory. More advanced infantry and special operations forces do exist, but they are notably uncommon compared to most armies.

The Army of the States also has a fairly large presence within Vahlsrod's Maw, the biological/chemical warfare service branch. Prior to unification, some of the Jaset nations had a stockpile of chemical and biological WMDs that had survived the nuclear war and began using them on their enemies. Years of brutal fighting with these weapons had led to the Jaset becoming rather skilled in utilizing them. Up until the creation of Vahlsrod's Maw, this was largely ignored as the Empire did not use biological weapons very often. Once the Maw was created, a large number of Jaset forces saw integration into the service branch's ranks, and they are currently the most numerous member race within the branch. With newfound help from the service branch, the Jaset have rapidly become potent builders of chemical and biological weaponry.

The current supreme commander of the Army of the States is Noxelva Indilim, a female Jaset who was born on Jasur. Officially born to members of the somewhat progressive state of Lintok, Indilim renounced citizenship to any of the states shortly after joining the military, resulting in the loss of her middle and last name, Lintok Nila. At seventy-three years of age, Indilim is a fairly old Jaset, and she plans to extend her age through cybernetics and medical technology. Indilum has played a major role in helping to further build up and improve the Jaset military, following the model of Xelva Ahkavas Teldiv of the Korvar. Indilim has attempted to use her position to try and influence social reforms in some of the more conservative members of the Jaset, though this has been met with little to mixed success; some of these states now view her quite negatively, and support her only because the Korvar do so. In terms of commanding, she has been incredibly successful. Though she uses many of the more controversial tactics of her race, she has mastered them well, and has been introducing new doctrines and strategies from the rest of the Empire into the Jaset's doctrine.

Yin'vair Self-Defense Forces
Member Since: 483 AU

Chief Commander: Noxelva Hok'ten Zhaseif

 Headquarters: Ketsarthenae, Nek'tes

Size: Many times smaller than the aforementioned forces, possessing a few billion personnel, several hundred thousand armored units, and a few thousand starships.

The Yin'vair Self-Defense Force (YSDF) is the military of the fledgling Yin'vair Dominion and is the latest to be taken into the Empire. Long repressed by the oppressive and paranoid Naelkva and devastated during the Yin'vair's revolution, the YSDF is the smallest and weakest military force in the empire. They are also one of the least experienced; their only experience with combat prior to the revolt was the initial Naelkvan invasion as well as occasional raids which the Naelkva were primarily responsible for taking care of. Now rebuilt from the devastation of war, and now trying to make a name of themselves, the Yin'vair are doing all that they can to support their allies and expand their military while protecting their still infantile nation and population.

The command center for the YSDF is the Ketsarthenae installation on the world of Nek'tes, in the Thasok system. Nek'tes is more or less a sacred location to the Yin'vair people, as it was the first planet to break out in open revolt to Naelkvan rule. During this time, it was a bustling urban center with a populations of billions; it was the third most populated world of the Yin'vair. The Naelkva, struggling against the Korvar and various other revolts at the time, first sent what troops they could spare and began to slaughter the population. When this failed, they resorted to orbital bombardment; much of the planet's urban infrastructure was destroyed, and the population was reduced from several billion to just over one billion people. Relief only came when Korvar forces managed to reach the world and managed to wipe out all of the Naelkvan's forces in the region. Since then, much of the world has been rebuilt and the population has been on a steady increase. Ketsarthenae Installation was built after the war ended, and acts as both a command center for the Yin'vair military and a memorial to those who fought in the revolution. The main feature of the installation is a massive statue of a Yin'vair clad in traditional plate armor and wielding a spear. Unlike Fort Sanek of the AFZU, Ketsarthenae is not used for training, and acts in a purely administrative manner.

Though Yin'vair infantry are few and far between compared to the other races, their infantry have already begun to have an impact on the battlefield. Despite their size, the speed and agility of the Yin'vair is unmatched; not even a Nevelin soldier is able to keep up with them. They are also experts at guerilla warfare, which was used extensively against the superior Naelkva. As a result, most of these soldiers wield modified GAI weaponry due to them being small and lightweight. Many commanders frequently use Yin'vair troops for reconnaissance and enemy harassment. These soldiers are moderately protected with a shield generator and armor plating over the vital regions, though some parts are kept clear so as to retain their agility. On the opposite end of the spectrum are the Tethshonet, or Juggernauts. These soldiers have gone in the direction of the Korvar and Zenura and opted for having more armor and shielding for fighting on the open battlefield; as well, they also tend to wield IAF weapons. These soldiers wield full-body plate armor that burrows many components from Gatranus power armor. Though the Tethshonet lose a large degree of their flexibility, they can still run and veer surprisingly quickly. The Tethshonet often work alongside Nevelin infantry.

Like the Zenura, the Yin'vair are incapable of piloting many vehicles due to their anatomy; as a result, the Yin'vair possess their own vehicles tailor-made for their body type. Most of their designs have elements burrowed from the Nevelin and reverse-engineered Naelkvan technology. Compared to other vehicles in the Empire, the Yin'vair's are long and wide but usually not very tall (the exception being troops transports and some air vehicles). This is because the pilot lies down flat inside the vehicle rather than standing or sitting. Yin'vair vehicles are much like their infantry, being fast and maneuverable. Their ground units tend to utilize wheels or hover technology while all of their air units utilize jet engines and can hover in place. Though they're not very common on the battlefield currently, more and more commanders have been adopting them into their ranks, especially those engaging other high-mobility races where other armored units would be unable to keep up. To make up for their smaller numbers, the Yin'vair have also been working on a large number of remote-controlled and A.I controlled drone units to supplement their forces.

The Yin'vair have a long and positive relationship with Steel Bulwark that began when the Korvar liberated the Yin'vair. The Steel Bulwark kept a large contingent of troops in Yin'vair territory in order to protect civilians from raiders, provide the injured with medical assistance, as well as helping the Yin'vair to rebuild their settlements. The Steel Bulwark fortified their settlements and build a large number of military installations, such as Ketsarthenae, which was a joint-effort between the two. The Bulwark still maintains garrisons in the region due to the Yin'vair still being a new and relatively weak power. The Yin'vair have shown immense gratitude towards the Bulwark over the years and have attempted to follow in their footsteps; many Yin'vair have joined the branch's ranks or work in recently conquered enclaves to do what the Bulwark did for them.

The current commander of the YSDF is Nek'tes Zhaseif, the granddaughter of Tsarfov Zhaseif, a major leader of the Yin'vair's rebel forces during the revolt.Thus far in her career, she has been rather conservative in her actions, following in the steps of her predecessor to ensure that the Yin'vair military continues on the route is has been going. When she isn't busy, she often goes to personally meet and speak to her troops. Herself a veteran who served in Steel Bulwark, she has been exceptionally cooperative with the branch, and often looks for more ways in which the two can operate alongside each other and helping Enclave races assimilate into the Empire.

Flaming Lance
Founded: 212 AU

Home System: Kalanos

Service Branch: Army of the Imperium

Leader: Ilsarohs Anansias

Specialty: Close-quarters-combat

Formed in 212 AU under the command of Qeveg Dosa, the Flaming Lance is a rather famous regiment known for its somewhat out-of-the-box and unorthodox tactics that have sometimes gone on to become popular ideas in other regiments. Their name is derived from the flaming spear utilized by Vahnris, the Neivelin god associated with battle, masculinity, bravery, and artisan work. The Lance is also famous for the many battles it has played a role in, such as the civil-wars of the Era of Discord, the war against the Nealkva, the Zorock blitz, and as of recently, the Great War, where they have scrapped with the Empire of Diablos.

The home system of the Flaming Lance is the Kalanos system, a system located within the inner-rim colonies and fairly close to the Core. The system is comprised of three inhabited worlds; Kalanos, which serves as the system's capitol; Shorga, and Getis. Kalanos was a largely warm and dry planet covered in a great deal of mountains, savannas, and deserts that are separated by occasional jungles, forests, and tundra towards the poles. This made the planet popular with Lyvrn and Lekon, who both settled the planet in large numbers. Of the two, Lekon culture became predominant over the others, influencing the planet to become a major hob for philosophy, progressive ideals, and general debating about morals, religion, and honor. This lived on in the soldiers that would be organized into the Flaming Lance. Such examples of Lekon thinking within the Lance would be the use of the Lekon code of honor and their affinity for plays and stage performances as a means of off-duty entertainment.

The specialty of the Flaming Lance is in close-quarters combat, particularly in urban environments. They are often summoned by commanders to attack heavily urbanized planets and military installations. The best example of this was during the Siege of Taltyos at the very end of the war against the Naelkva. Here, after several years of fighting, a large detachment of Lancers managed to breach and clear a heavily fortified Naelkva base, allowing allies to swarm in and use it as a gateway to similar forts, allowing the Empire to eventually bring an end to the stalemate. Lance equipment is tailored to this particular battlefield environment, with their armor featuring extra plating to defend against sudden ambushes and traps. The armor is given to all soldiers as soon as they are made a part of the regiment, regardless of their status. In terms of weaponry, they utilize a great deal of close range weapons like shotguns, flamethrowers, and heavy assault rifles. A notable aspect of the Lance's arsenal is the use of melee weaponry. The Lance was one of the first regiments to utilize the then-new plasma-based melee weapons when they were first distributed, and were successful enough that other regiments began to copy them.

The Flaming Lance have been involved in the Great War from the beginning of Korvar intervention. They helped defend Zykorus against Margan attack and then went on to recapture the colony lost to the invaders. The Lance despises the Margan and considers them to be little more than pests. Since then, they have been sent against the Empire of Diablos as part of the Hammer Offensive and much of the regiment's forces remain stationed in the Warlord-controlled regions.

Iron Scales
Founded: 335 AU

Home System: Tresda

Service Branch: Home Guard

Leader: Ilsarohs Relindes

Specialty: Siege, anti-Zorock operations.

The Iron Scales are a regiment of Steel Bulwark that was founded in 335 AU in the Tresda system. Among Steel Bulwark regiments, they are among the ones focused more on offensive actions. They frequently travel alongside Crimson Hammer and Zenith to assist in conquering planets and then fortifying them before leaving to re-join the invasion fleet and leave the duties of occupation to defensive regiments. The name of the regiment is a play on the name of the division it serves as well as its definition; whereas Steel Bulwark is a reference to the division as a whole, Iron Scales was intended to emphasize the strength of individual soldiers, which coincidentally would prove itself true during the Zorock blitz.

The Tresda system is the home system of the Iron Scales and is comprised of one inhabited planet; Tresda. Tresda is an earth-like planet that is about the same size as Kovas. The planet's most notable feature lies in its flora, where a valuable extract that is used in many antibiotics was discovered. The planet also features two inhabited moons; Nalor and Ralor, which serve as defensive stations for the planet in modern times. The Tresda system is located within the northern reaches of the inner colonies in land once controlled by the Qualdran Republic before the Empire defeated the Republic and unified the Korvar. The two main ethnic groups of the planet are the Kalks and Quolvrians, with small communities of Sycera and Avrin scattered around. In its early history, the planet earned a reputation for being rather rebellious against the Empire, who responded by attempting to appease some of their lesser demands while maintaining control. This went up until the era of discord, where Tresda was one of the systems that defected. The planet was almost immediately besieged by loyalist forces, but kept fighting despite an elongated siege that cut off outside help. The planet was eventually re-captured after several months of fighting. During the ensuing occupation, the Empire did its best to look benevolent by helping the injured, reconstructing damaged property, and allowing the planet's remaining garrison to remain so long as they didn't take offensive action. The tactic worked, and in modern times, Tresda is a loyal, if somewhat independent and secularist, planet that has done its best to improve its image to the rest of the empire.

In 335 AU, about twenty years after Tresda's rebellion, the system organized and formed the Iron Scales. Like many former defectors, the planet and its military was met with skepticism about the loyalty of the unit and its ability to work cohesively with other elements of the military. This made much of the regiment determined to prove itself; they worked hard to improve their image by doing such acts of assisting beleaguered allies and fighting alongside their allies on the field. As time passed, they would come to become a trusted regiment with a reputation for defending its allies. This reputation would be solidified during the Zorock's blitz into Imperial space. During the invasion, the Iron Scales would attempt to assist in repelling the invaders, but were pushed back. Rather than retreating, the regiment's main fleet landed on the colony of Dresva, a moderately developed outer rim colony that was soon to be attacked by the Zorock. The regiment extensively fortified the colony and prepared to defend it until reinforcements arrived.

For three weeks the colony held out against relentless attacks from the Zorock, who had taken over many nearby colonies. The Zorock bled a great deal of troops and resources into taking the planet as they believed that something of value was on the surface due to the heavy fortifications when, in reality, the planet held little strategic value. Eventually, reinforcements from the mainland started their major counteroffensive and eventually reached Dresva, which was the one colony in the area that was not captured. Dresva would then be used as a staging area to launcher further assaults that would eventually force the Zorock out.

For their actions, the Iron Scales were hailed as heroes. In the eyes of many, they represented how the formerly-rogue colonies had redeemed themselves and had proven themselves to be a worthy part of the Empire. All personnel in the regiment was awarded for their efforts with metals and accolades from high command. However, the regiment also payed dearly for their work; most of the regiment died over the three week period, along with many of its officers and commanders. Had the counteroffensive taken any longer to arrive, it is likely the defensive force would have been completely destroyed. Shortly afterward, the regiment was taken off the battlefield and relocated to Tresda to rebuilt its numbers and chain of command.

After several years, the Iron Scales built itself back up and was deployed back out into the battlefield. They served on the Zorock frontier up until the time it stagnated into a stalemate. Since then, the regiment has been fighting in the Great Northern Siege to great success. They have yet to be deployed to the Great War.

The Iron Scales specialized in siege combat and, due to their history, fighting the Zorock. Their customized armor, which is gifted to recruits as soon as they join, is a slightly trimmed down variant of typical Steel Bulwark armor designed to reduce weight and make them slightly more mobile to fit with their more offensive doctrine. Their weaponry involves explosives and other heavy weapons, and many soldiers bring a great deal of grenades with them. An uncommon modification to the armor are its two wrist-mounted flamethrowers. While they have a fairly small ammunition tank, they are extremely effective in close quarters combat.

Skull Eaters
"Crush their skulls! Crack their spines! Stain the land with their own blood!" - A common mantra used by the Skull Eaters before battle.

Founded: 203 AU

Home System: Salaheth

Service Branch: Army of the Imperium

Leader: Ilsarohs Halteus

Specialty: Arctic warfare

The fittingly named 277th 'Skull Eaters' regiment was formed in 203 AU under the command of Ilsarus Karsas "Skull Eater" Helsed, the namesake of the regiment. The name comes from a duel Karsas had only a few years before the formation of the regiment. During a conflict with a now-destroyed alien empire, Karsas challenged a failing enemy commander to 1-on-1 combat. The enemy commander accepted, but mere moments into the duel, Karsas ruthlessly bit down on the commander's head, tore it off, and ate it, earning him his gruesome nickname. This and many other grisly acts of the regiment's first commander left a strong impression on the already grim regiment, molding them into the seemingly psychopathic regiment that they are today.

The Skull Eater's home system is the Salaheth system, a moderately wealthy colony located within the Empire's middle rim. The system contains two habitable planets, Salaheth I and Salaheth II, as well as a few colonized moons. Salaheth I and II are unusual in that they both possess predominantly cold climates, with II being colder than the other. Most people avoided colonizing the system for this reason, save for those who wanted to live a more isolated life, were willing to put up with the climate to make a living, or wanted to live independently and test themselves by surviving out in the harsh climate. Not many religious individuals went to the system, leaving it in a largely secular environment that often sought to prove the Korvar's superiority as a species. As a result, proving one's strength and perseverance is a big part of the world's culture, with many children proving their manhood by taking a rite of passage that involves spending two weeks alone in the wilderness before being conscripted.

It should come as no surprise that the Skull Eater's specialty on the field of battle is in arctic combat, which is a trait not often found among regiments. Whereas most regiments shun the cold and only have the amount of training required of them, the Skull Eater's embrace the ice and snow and possess an intimate knowledge of how to live and operate in it. These rare traits make the Skull Eaters desired by many commanders who are fighting races like the Zorock, who thrive in such environments naturally. Many Skull Eater troops are also known for being skilled at tunnel warfare due to a number of underground settlements that exist in the Salaheth system.

The Skull Eaters are known for their sometimes disturbing ferocity on the battlefield, which has even made some other Korvar put off by them. Following the example of their first commander, they are dirty, brutal fighters, willing to do anything in order to win and viewing any sense of honor as a setback. The majority of the regiment does not follow the teachings of the Goddess, so all of the usual ceremonies that many do before and after battle are absent, replaced with the regiment's own traditions. One notable difference is the way in which they consume dead bodies. Whereas the more religious regiments often wait until after the battle and do the ceremonies before feasting, the Skull Eaters ignore this and consume them at any point in time. The Skull Eaters are very proud of their heritage and history, and they often mock those who complain about the cold weather or can't prove themselves worthy of the regiment's standards.

The Skull Eater's arsenal is general-purpose like most Crimson Hammer regiments, the only difference being that their gear is modified to better function in sub-zero environments. Their armor features swapped out armor plates on the shoulders and hips, extra-plated gauntlets, a lighter chest piece for improved mobility and a helmet made in the visage of the Xelvek, a fierce predator from Salaheth I. Besides the helmet, the most notable modifications include the cosmetic robes that hang off their armor. Recruits entering the division have to first serve alongside the regiment in battle before they receive the armor.

In recent history, much of the regiment's forces were deployed against the Zorock to great effect; they played an important role in invading the Zorock's own territory in the early days of the war. Their involvement dimmed as the battle turned into a stalemate and their forces were deployed elsewhere. A number of detachments have been deployed to aid in the Great War, where they have so far been deployed against the Empire of Diablos as part of the Hammer Offensive

Notable Battles

Era of Discord 217AU-230AU 

Over the course of the Era of Discord, the Skull Eaters remained fiercely loyal to the empire. As their colony stayed loyalist, the Skull Eaters were a part of the forces sent to bring rebellious colonies back under compliance. Compared to most other regiments, the Skull Eaters showed little restraint in their assaults against non-compliant colonies and military forces alike and frequently used terror tactics and rapid assaults to quickly bring colonies under control at the cost of collateral damage. As a result, some rebel forces simply surrendered when it became known that the Skull Eaters had been deployed against them, especially when it became obvious that they were losing the greater conflict. Though the regiment was immensely successful, they had earned themselves a violent reputation and came to be disliked and feared by many.

Invasion of Nalovi 527AU-530AU 

While the Skull Eaters saw limited action during the Zorock blitz, they were on the forefront of the counter-offensive that followed. Nearly the entire regiment was deployed to take part in the invasion of Nalovi, one of the major states of the Zorock republic. They carved a bloody and burned path through Zorock settlements, razing settlements to the ground and slaughtering everything they came across. It is claimed by survivors that, "The snow and rivers ran red with blood," and that they, "hung the corpses on poles and along buildings so as to mock us and show off their trophies." The Skull Eaters were present at the invasion of Nalovi's homeworld of Jasius and played a major role in conquering the world. Among the individual regiments involved in the invasion, the Skull Eaters had amassed the most kills, with most of them being civilians.

Death's Reach
Founded: 390 AU

Home System: Altov

Service Branch: Bio/Chemical Marines

Leader: Ilsarohs Neluvi

Specialty: Biological/Chemical warfare

The regiment that would come to be known as Death's Reach has a somewhat unique beginning; they predate the existence of the Bio/Chemical Marines, being the very first Steel Bulwark regiment formed for the purpose of biological warfare several years before Vahlsrod's Maw came into being. It was formed under the command of Halkris Nelro, who would go on to become the Maw's first Aldalta; it was then placed under the command of Nelro's lieutenant, Halakis Vala, a man known for his religious zeal and his determination to cleanse the galaxy of all unworthy sentient life. Death's Reach is the most veteran regiment of Vahlsrod's Maw, having participated in a great deal of battles and having a large number of experienced soldiers within its ranks. As a result, they often see combat in some of the most fierce conflicts, where their experience and zeal is paramount to turning the tide of battle.

The home system of Death's Reach is the Altov system, a system near the edge of the middle rim of Imperial territory. Altov currently has three inhabited planets: Altov I and II, and Ghasaret; though of these, Altov II is the most prominent and possess the regiment's headquarters. Altov II is a warm planet, featuring many jungles, forest, and marshes and often has rough and rugged terrain. The established colonies and the surrounding regions are safe to explore and inhabit, but outside of these zones, exploration becomes much more dangerous. The wild jungles are full of poisonous plants and hostile, venomous wildlife; the swamps and marshes frequently belch out toxic gas that kills anyone not wearing safety equipment. However, these 'Toxic Wilds,' as the locals have referred to them as, also feature benefits; many of the toxins have been used in the production of chemical weapons, and new medicines and antivenoms have been produced from samples gathered from here. As a result, expeditions to these dangerous locations have become rather frequent, and the region has been declared off-limits to settlers. The population of the system is somewhat of a mix between the Korvar, Altans, Lyvrn, and Quolvrans primarily. Early on in the world's history, a very religious group of Korvar had moved into the system and became a heavy influence in the sector's developing culture. Death's Reach was heavily influenced by the religious development of the sector and that of its two commanders; most of its members are fiercely zealous towards Syleris, though it is a quiet and subdued manner. To them, they know what they do is 'right' and that those they fight have no chance of a good afterlife, and thus they have no need to loudly proclaim their faith aside from prayer.

Death's Reach is viewed as the golden standard of Vahlsrod's Maw; their tactics and doctrine have defined the division's strategy since it has been created and continues to do so to this day. They revolutionized biological and chemical warfare, and know how to utilize it in a wide variety of ways in many environments. From open battlefields to underground settlements, Death's Reach can adapt to almost any battlefield situation. Typical of Maw regiments, the equipment utilized by Death's Reach is heavily specialized to fit their users, with such examples as toxin rounds, corrosive grenades, and specialized artillery shells and bombs. Their deadly capacity is furthered due to the fact that they're often reached out to test new and experimental designs, and are often the first to receive them once they begin mass production.

Death's Reach was among the many that were brought to combat the Peacekeepers once involvement in the Great War began. They were initially going to be first utilized against the Aeverian Confederation during the border blockade, but were instead put under Varo Arvintis' command in order to fight the Diabloians. Here, they quickly became infamous after the massacre of Alvainos; where, after weeks of inconclusive fighting between the Empire and Diabloian defenders, Death's Reach was brought in to bring the stalemate to an end. To this end, they flooded as much of the facilities as they could with a colorless, odorless toxic gas. Though many were safe due to being in undamaged portions of the bases or they were wearing the proper safety equipment, many others, including civilians, were caught unaware and died. The regiment, after some waiting, then flooded the facility with all of their troops at once and managed to clear out the survivors, claiming Alvainos for the Empire. They have since become a target for revenge by many.

Gate Crashers
Founded: 540 AU

Home System: Kiloth

Service Branch: Army of the Imperium

Leader: Ilsarohs Trosera Anosh

Specialty: Mechanized warfare

A very new and unorthodox regiment, the 109th 'Gate Crashers' were founded in 540 AU by its current commander, Ilsarohs Trosera Anosh. It is unique in that none of its personnel are standard infantry; all of its members are either vehicle pilots, particularly walkers, or pilot battlesuits. Trosera came up with the idea after witnessing the Zorock's heavy usage of walkers and battlesuit units on the battlefield. Since then, Trosera desired to test the possibility of entirely-mechanized regiments rather than the typical hybrid regiments. In the thirty-seven years of its existence, the Gate Crashers have rapidly become more notorious for their deadly efficiency on the battlefield, and other commanders have begun to look into the idea of mechanized regiments working alongside more traditional formations.

The command center for the Gate Crashers is in the Kiloth system, a system within the Middle Rim of Imperial territory. Particularly, Kiloth I. Kiloth was chosen as it was already being used for the production and research of mechanized units and had a fairly large population of engineers, researchers, and pilots as a result. As well, it had varied geography, from cool, rolling plains to frigid cold mountains; new and veteran pilots alike can learn or sharpen their skills on the world. Kiloth is a wealthy system funded by its strong research, valuable flora, and the mining of rare materials; as a result, many of the colonist here are wealthy, and have become somewhat aristocratic compared to most; lineage and family reputation are held in high regard, and it isn't uncommon to have someone passing down their equipment to an appointed 'heir.' The population is primarily composed of Korvar, Lekon, Lyvrn, and Sycerians. Many Nevelin also reside in the system alongside populations of Zenura that reside in the colder regions. As a result, the Gate Crashers have a great deal of diversity within their ranks, though its culture is very traditionalist and religious in nature. Many of the walkers and squadrons within the regiment are named after great heroes or religious figures, and there are a fair number of Chaplains operating among its forces.

The Gate Crashers are undisputed masters of mechanized warfare of various forms. Constant training and thirty years of fighting has sharpened their skills and allowed them a variety of opportunities to experiment with new tactics and strategies, many of which are starting to see adoption in greater military doctrine. The Gate Crashers can just as readily fight the enemy on an open field as they can in a crowded urban metropolis and be just as effective. The Gate Crashers are often sent ahead of a main attack force and have been utilized in a variety of maneuvers, from slamming into the enemy force like a sledgehammer and overwhelming them to flanking them from behind and even to orbital drop straight into the enemy, often resulting in many troops simply being crushed by the drop pods. Compared to other regiments, they rarely work entirely independently, mainly because they're not a very large regiment on their own as their equipment costs a significant amount of money and resources to produce and maintain.

The Gate Crashers possess a wide array of mechanized units, ranging from the lightly armored Gavros ISW to the six-legged Kavras. The most common sight up until very recently was the Dreavarok Battle Walker, which was essentially the regiment's Main Battle Tank. Shortly before the beginning of the Hammer Offensive, the regiment was given a large number of number of recently-built Olvorak Assault Walkers for a field test. So successful was the test that many pilots had their Dreavaroks replaced with the Olvorak, leaving their old units to either be placed in Kiloth's storage bays or given directly to the military to be permanently decommissioned. Alongside their walkers are their equally-important Battlesuits, which form the regiment's base infantry unit. These battlesuits are comprised almost entirely of Xekelyin Battlesuits and their variants, with Zenuran troops using armor suited for their anatomy. With much of the personnel being somewhat wealthy and affluent, many have personalized their equipment to some degree, be it with family emblems, colors, or even attachments; so long as they don't defy regulations, they have free reign to do as they wish with their gear.

Until the Great War, the Gate Chargers had been deployed to the sectors affected by the Great Northern Siege; while they were inspired by the Zorock's tactics, they actually did not get to fight them on many occasions. They remained in this position until the Hammer Offensive, where they were brought in to combat the Empire of Diablos. Since then, the regiment's forces have been split between combating the Diabloians and other Peacekeeper powers, particularly the Aeverians.

Flame of Syleris (Anti-Biomatter Task Force)
Founded: 577 AU

Home System: Nydair

Service Branch: Bio/Chemical Marines

Leader: Vier Elseron Nethali

Specialty: Anti-Biomatter operations

The Flame of Syleris is the task-force that has been put together by high command in order to push back against the Biomatter Swarms and purge their species. Though it is officially a temporary task-force, the force operates in many ways like a regiment, down to having its own 'home system.' Unlike other regiments however, it does not accept forces from only one system; the Flame takes in forces from across the empire, regardless of their previous division. The soldiers within the task-force are often veterans, soldiers who have served longer than the required fifteen-years and possess a strong loyalty to either the Goddess or to the Empire as a whole. The Flame of Syleris has rapidly grown in size within a few months as it continues to scour the stars for signs of infestation in what is likely to become an eternal crusade against the Biomatter menace.

The home system of the Flame of Syleris is the Nydair system, a system in close proximity to the Haldron Fortress World, Zykorus. A planet within the Zykorus system, Nindis, was also considered, but was deemed possibly hazardous due to its close proximity. Nydair was chosen due to it being untouched by the public and largely left alone by the military. Nydair I, the location of the Flame's home base, is a dead planet, devoid of any biomass and possessing little atmosphere. As such, the task-force's bases are built within large dome constructs and underground facilities that have built-in life support. It is in these facilities that strategies are planned, soldiers spar and train, and new equipment is tested. The facility continues to grow larger as the need of the regiment expands. A number of stardocks are also in orbit to allow for large craft to be built, repaired, or stockpiled for operations.

The Flame of Syleris is single-minded in its goal in exterminating the Biomatter, and it shows in their equipment and policy; unless they are fired upon, the task-force is not allowed to open fire on Peacekeeper forces if they are combating the Biomatter, and they are prohibited from being used in campaigns against anything beside the Biomatter. Their equipment is tailored for countering the Biomatter, utilizing incendiary weapons, acidic weaponry, explosive rounds, and a variety of energy weaponry so as to cauterize injuries. It has proven to be a constant arms-race against the Biomatter as both sides are constantly trying to adapt to the other. Attempts are currently underway to try and create an adaptable pathogen that targets the Biomatter, though the project is in the earliest stages of research.

The Flame of Syleris has engaged the Biomatter multiple times over the many months; most engagements have taken place in the frontiers and uncolonized regions of space as the Korvar continue their search for the Biomatter's point of origin. Large colonies have so far been spared an attack by the Biomatter, though contingerncy plans are currently being drafted in the event of one.

Betel Recyclers


"While the Betel pose no threat to the mainland, they have proven more difficult to fight than initially planned for. Their troops, though unable to hold a line for long, are capable of extended guerrilla operations that hamper us long after we have claimed a world."

"The destruction of Betel civilization and complete annihilation of their people is inevitable. It is simply a matter of time and persistence."

Ever since their first engagement, the Betel Recyclers have been an annoying thorn in high command's sides. Though the Betel are believed to currently be unable to pose a significant threat to the mainland due to their disorganized state and out-of-date equipment, the process of conquering and dominating Betel-held worlds has proven to be a slow, frustrating ordeal thanks to the unique environment of Betel colonies and the sheer determination of Betel resistance forces. While the Betel will almost always be defeated in a direct confrontation, their ability to conceal themselves among the mountains of trash and utilize the environment to their advantage has proven to be both ingenious and incredibly deadly, sometimes to both sides.

Special precautions must be taken for invading Betel colonies. Soldiers have to be equipped with pressure-sealed suits with special air filters borrowed from the Vahlsrod's Maw in order to breathe the oftentimes toxic air. It is also advised to bring jetpacks to help navigate the labyrinth of refuse. The use of heavy explosives is carefully monitored due to the possibility of triggering avalanches of garbage. As a result, artillery, bombers, and orbital bombardment, are all rarely utilized.

Rather than travel in a few large groups as they would against other races, the chaotic and undeveloped nature of Betel planets have prompted commanders to split their troops in smaller groups and move them along the various paths through the mountains of refuse, slowly clearing out Betel resistance as they encircle and destroy settlements along the way. Few troops move directly through refuse, and the ones that do, -such as Kavras walkers- only go through the smaller, more stable piles of trash. Commanders have also begun to just blitz Betel settlements rather than besiege them for extended time periods, as Betel defenses have a difficult time fending off the assaults and the fact that sieges are risky because of the environment and the Betel's affinity for guerrilla fighting.

Even once most Betel resistance has been eliminated and the planet is considered to be captured, the battle is far from over. It is often just as hard to retain dominance over the planet as it was to capture it. Betel resistance fighters continue fighting months after the planet has been lost, and are constantly at work harassing Korvar troops and hampering their construction efforts. These militia fighters are oftentimes much more dangerous due to their recklessness and how difficult it is to track them down. Almost all conquered planets still have troubles with resistance movements. To counter the resistance, regiments trained to counter guerrilla warfare have been deployed to these captured colonies, and have proven to be effective despite difficulties with the terrain. Taking prisoners has become much less common as the Korvar choose to instead slaughter anyone they find to lessen resistance and prevent the possibility of escaping.

Empire of Diablos
See also: Operation: Xarvok's Hammer

"The soldiers of the Empire of Diablos are not to be trifled with. They are strong, fast, and capable, the best the Peacekeeper alliance can muster."

"Those who engage a Diabloian in melee combat are asking for a fool's death. If a Diabloian is charging you, retreat. There is no shame in fleeing from certain death. Only those in battlesuits have a chance at taking them on in close-quarters."

War between the Empire of Diablos and the Korvar was inevitable. The Korvar see the Diabloians as a race that was so close to being a possible ally but turned away from the 'true path' at the last possible moment. To them, the Diabloians present their biggest challenger and the largest to their Empire's survival, and thus must be dealt with quickly. As a result, the Korvar have dedicated a massive force, -larger than any other armada currently engaging other empires-, and have put it under the command of Varo Arvintis, one of the Empire's most effective generals.

Despite their anger towards the Diabloians, the Korvar also possess an immense amount of respect for them; their military and culture impresses the Korvar, and their prowess on the battlefield has made the Diabloians their biggest challenge thus far in the war. This has resulted in a change in the Korvar's behavior on the field that some observes have begun to notice; Unlike on the Betel front, where the Korvar outright slaughter defenders without the slightest bit of mercy, some Korvar have been seen offering Diabloians the chance to fight to the death rather than mercilessly slaughtering them. This is especially true among those Korvar who hail from the Lekon culture, a culture that is noted for its code of honor on the battlefield.

When it comes to rank-and-file soldiers, the Diabloians are superior in every aspect. Diabloians are stronger and faster than the average Korvar, and can pick up a fully-armored Elsekt with minimal trouble. It often takes a number of heavily armed Korvar soldiers to take down Diabloian marines, and melee combat is almost always in the Diab's favor. To counteract this, Korvar marines typically wear armor with added plating, utilize more heavy weapons, and are deployed in greater numbers. An increased number of battlesuits have also been deployed since they can match the strength of a typical Diabloian.

While the Diabloians are infantry-centric, their armor is no pushover. Though not as common as their soldiers, Diabloian armor makes up for it by being both strong and durable. The main strength that the Korvar have in the field of armor is number and variety; Korvar vehicles outnumber Diabloian vehicles on the field and often work in pairs or whole squadrons and also possess decent variety when compared to the Diab army. Like their infantry, the Korvar have also deployed a greater number of heavy vehicles and artillery to punish any attempt Diabloians make to blitz the Korvar.

The realm of space combat is where the battle becomes more even. Both races are known for their large, heavily armored vessels and immense amount of firepower. In a one-on-one fight, the winner is often determined by who fires first and where. The only way either side can gain a true advantage is to either outnumber the other side or use cunning strategies to catch the enemy off-guard. In short, space battles can go either way.

In summary, the Korvar rely on numbers and overwhelming firepower to secure victory on the Diabloians, though rarely can the victor be determined until near the end of a battle. Both factions excel at direct assaults and armored warfare, so these situations are often determined by who strikes first and other circumstances. When on the defensive, the Korvar tend to edge out due to their heavy utilization of fortifications and punishing artillery that can take a bite out of a Diabloian blitz. As it currently stands, it is unknown who will be able to pull ahead in the war, and it may come down to who has more troops, supplies, and allies.

Aeveria Confederation
See also: Assault on the Border Blockade (Still needs page) 

Alongside the Empire of Diablos, the Aeveria Confederation is considered to be one of the larger threats to the Korvar's survival in the Great War. The Korvar fear that if they were to be defeated by the Peacekeepers, the Aeveria would try to absorb them and forcefully destroy their culture, a direct violation of what the Goddess had commanded of the species. At the same time, many had wanted to attack the Aeveria so they could relieve pressure on the Zaretians and build up their relations with the 'brother' nation. This is why the Korvar agreed to join up with the Margan and assault the Border Blockade.

On the battlefield, both the Aeveria and the Korvar are, for the most part, evenly matched. Neither side possesses any significant, game-changing advantage over the other; rather, they have smaller advantages that need to be carefully used for maximum effect. The Korvar's main advantage is their numbers. While the Aeverians also possess a large army, the Korvar can oftentimes outnumber them. The Aeveria, on the other hand, possess superior technology. More advanced shielding, weaponry, and equipment can rapidly turn the tide of battle. This holds true in all fields of warfare.

One major advantage the Aeveria does possess is in their commanding officers. With the Aeveria's sheer racial diversity, many new ideas and tactics have been brought into the fold of Aeverian military doctrine. By comparison, the Korvar only have their own experiences and doctrines to go off of. This makes it very difficult for the Korvar to come up with a solid idea as to how to fight the Aeveria, as it relies almost entirely on the commander. This has necessitated increased usage of Spec-ops infantry to try and kill or at least find information on the commanding officer.

With the Korvar repelled from the blockade and deploying to attack Diablos, it is now up to the Aeverians to decide how they will proceed. The future of warfare between the two, for now, remains uncertain.

Biomatter Swarms
"You cannot hide behind fortifications and hope to win against a Biomatter invasion. They spread rapidly, and will consume an entire planet in mere days. You must put pressure on them, always be on the offensive. Force them back to where they spawned and then slaughter them all. Leave no traces of their blight."

The Biomatter Swarms came as a complete surprise to the Korvar; never before had their race encountered a species such as it. The Biomatter's sporadic and seemingly random incursions into the frontier worlds caused wide-spread panic for the upper echelons of high command as they had to devise a completely new strategy for something they barely knew about. Theories on the Biomatter ran rampant, ranging from demons from another dimension to some strange biological weapon of alien origin. As studies began and the truth became clear, the panic subsided and concrete planning began. The Biomatter are considered to be a significant threat to the Empire as well as all sentient life, and thus must be stopped as soon as possible. To this end, High Command took elite units from several Vahlsrod's Maw regiments and placed them in one unit, creating a task-force specifically trained for combating the Biomatter. Given specialized weapons and armor, this task force has been sent against the horde, burning their hives and clearing infestations anywhere they can find. The Task-force is commanded by Vier Elseron Nethali, who has proven to be a highly effective commander thus far in the war.

On the field of battle, the advantages of the Biomatter are obvious; they are vast and numerous in scale, always always out-numbering their opposition. Their ability to tunnel into the earth means that can pop up and ambush ground forces from anywhere, and their rapid ability to adapt means that the Korvar have to constantly look for new ways to counter them after each engagement. So long as it has Biomass, the Biomatter can pose a significant threat to the Korvar's ground army. However, the Korvar to edge out in other fields, such as protection, firepower, and strategic ability. A single soldier can take down dozens of Biomatter on his own with only his basic equipment. The same tunnels the Biomatter use can become their tombs as the Korvar will not hesitate to chock them full of fire, explosives, and acid. The Biomatter's heavy siege units, while still a major threat, can be taken down with sufficient firepower from tanks and walkers.

When an infested planet has been discovered, the Korvar will generally bombard the planet with bunker-buster rounds for a long period of time, severely damaging the hive and provoking it into action. The minions will come to the surface, where they will likely be bombarded, killed, and their biomass rendered useless for the hive. Once orbital bombardment is done, air units are deployed to bomb the region with more precise rounds to mop up anything that is left. Only then are ground forces deployed to search through the remnants of the hive and purge whatever may be left. If the Biomatter land on a world, the procedure is to encircle the hive's location as quickly as possible and attempt to starve it out and, if possible, bomb it with artillery or bombers. If not already present, the Task Force would be contacted to provide assistance, regardless of the seeming status of the hive itself. If the hive managed to grow out of their control, nearby bases would be evacuated and forces would relocate to defensive positions further away, and either hold out if possible or retreat, leaving the Task Force to purge the hive later.

The Khasii
"Though their troops are of exceptional quality, the Khasii's own forces are not the biggest threat on the battlefield. Their military is small, we could easily overwhelm them with numbers if need be. What one must be aware of when fighting the Khasii are their numerous auxiliaries. The Khasii reinforce their own troops with the forces of their allies. This presents a significant threat on the battlefield, as no one army can be perfectly equipped to combat all of them."

"We have yet to conclusively prove how, but the Khasii seem to have the unusual ability to 'predict' when our energy weapons are about to fire and will find a way to rush to cover beforehand. As a result, our energy-based weapons have been rendered partially useless in direct confrontations. Soldiers armed with energy weapons must be advised to pay their attention to Khasii who are distracted."

United Republic of Derahs
"Be mindful of your flanks when engaging the Zorock. Frontal assaults are often a feint to distract their opponents from the Zorock's real targets."

"Few people can outmaneuver a Zorock . They are much lighter, much faster than our own armor and infantry."

Few races have earned the ire of the Korvar quite like the Zorock have managed to. Fighting between the two began as soon as they met each other, starting with the Zorock's invasion of Korvar space twenty-seven years ago. The Korvar pushed the invasion out and made their own push into Zorock territory, ultimately crippling one of the major powers within the Republic. The back-and-forth struggle dragged on for many years, but aside from the Korvar owning a portion of the Zorock's southern territory, neither side has been able to make any significant gains or change the state of the war. The battle had become a stalemate. However, with the Zorock declaring their allegiance to the Peacekeeper Alliance, the state of affairs will likely change rapidly.

In many ways, the doctrines of the Korvar and Zorock military are polar-opposites. The Korvar are fairly slow but heavily armored; they besiege and overwhelm their enemy through sheer firepower and numbers. The Zorock, on the other hand, are fast and nimble. Though lightly armored in comparison, they can easily outrun and outmaneuver most foes. They defeat their foes through surprise attacks and precision strikes on critical targets rather than attrition. These drastically different doctrines create a massive number of variables that affect how the battle can end, and is responsible for why the conflict had been a constant back-and-forth. Only when both sides had completely adapted did the conflict stall.

Infantry battles are, at best, unpredictable. The Korvar are superior in terms of raw physical strength and armor, but the Zorock, as previously said, edge out in the field of mobility. They also hold a technological advantage, possessing an array of advanced equipment that can help to even the playing field, though it has been difficult to maintain this advantage due to the Korvar constantly stealing and reverse-engineering said equipment. The winner is often determined by whether the Zorock have enough space to constantly harass and disrupt the Korvar or whether they'll get forced into a direct confrontation. The situation is practically the same in terms of armored warfare, with the Zorock's numerous walkers and hover units allowing them to traverse terrain many Korvar vehicles cannot.

In the more recent years of the war, an ironic situation has developed on both sides. With the reintroduction of melee infantry, mass-utilization of militarized cybernetic augmentations, and a large portion of the Zorock's own equipment being copied, the Korvar have begun to utilize more mobile infantry, such as the Xeskerah, 'Sycer' Flying Battlesuit, and the most recent, the 'Varo' Model Orsaron Soldier. Meanwhile, within the Republic, certain states such as Feltis have begun to try and even the odds by adding more armoring to their troops and utilizing tactics more suited for drawn out front-line assaults. Such changes in design and tactics have resulted in commanders having to review how they fight the other side, though whether it will end the years-long stalemate has yet to be determined.

Margan Empire
"The Margan are a vicious, fanatical species; as numerous as they are persistent. Nothing is more important to them than completing their so-called 'holy goal:' the destruction of all life in the galaxy. It does not matter how many you kill, their advance cannot be halted unless they have either been completely wiped out or they have exterminated all life on the besieged world."

"We work with the Margan now, but this will not last. Their galaxy-wide genocide must be halted before we ourselves are their next target. This is why we must begin preparations now. War between us is inevitable."

While the Margn and Korvar are technically allies right now, this is considered by most to be only a temporary arrangement that will last for the duration of the conflict against the Peacekeepers; the Empire fully expects the Margan to turn on them and the other Warlords as soon as the war ends. Many within the Empire, especially the Korvar and Nevelin, also despise the Margan, holding a grudge against them because of their brief invasion of Imperial space and their fanatical Holy Goal. The religious community in particularly dislikes them, calling them overzealous and destructive 'monsters' that have to be put down. As a result, the Empire has secretly been planning for a war against the Margan, with the hope of completely exterminating them before they can destroy anyone else.

Infantry battles between the two can often go either way. While the typical Korvar is superior to Margan troopers and Blade Fighters in one-one-one confrontations, the Korvar will frequently lose when they are caught off-guard. The Margan's advantage comes from their heavy infantry and overwhelming numbers. The Korvar can even the field with their own heavy infantry, anti-infantry weaponry, and battlesuits. The Korvar have also begun experimenting with EMP weaponry to disrupt and disable Margan bionics.

In the field of armor the Korvar reign supreme in the field of quality. Many Korvar vehicles, especially the heavy hitters, will defeat their Margan equivalents most of the time. Coupled with their powerful armor, the Korvar's heavy weaponry can prove to be a game-changer. One other advantage in certain cases is range. Margan tanks such as the Purgator and Templar, while heavily armored, utilize weapons of a fairly short range. This allows the Korvar to pick them off before they get into effective range. Unfortunately, the Margan's main advantage is sheer numbers. For every tank the Korvar destroy, another comes to replace it. If other vehicles are present and the Margan get close enough, the tide can quickly change in favor of the Margan. This tends to hold true in space combat as well.

The major advantage that the Margan hold over the Korvar is that the Margan do not need to care about what happens to the planet they're assaulting due to their nomadic lifestyle. Margan commanders can freely do anything within their power to win, to the detriment of the planet they land on. The Korvar are unable to do this, and often have to fight the Margan while at the same time attempting to halt crystal growth and the destruction of the biosphere. Korvar commanders have never had to deal with this before, and many are unsure as to how they can pull it off when they go to war. Some fear that even if they did win, they would have a massive number of now uninhabitable worlds that could take generations to repair.

As a result, Korvar doctrine has taken a viewpoint of striking fast and hard when it comes to the Margan. All available anti-air assets are deployed to shoot down as many Margan landers as possible before they reach the surface. Those that do will, if everything goes to plan, quickly be set upon, bombarded, and surrounded, cut off from the others. They will then individually destroy each landing zone. However, since the two are not officially at war, this is only based off simulations and conflicts the Margan have had with other races. What will ultimately happen when the two go for each other's throats is still up in the air.

Ahkavas Teldiv


Ethnicity: Korvar

Gender: Male

Age: 167

Rank: Xelva

Weapon(s): None

Status: Stationed on Guardaros.

Ahkavas Teldiv is the current Xelva, or supreme commander, of the Korvar military. A loyalist to his core, Ahkavas has stayed in the military since the days of his conscription more than 150 years ago. He has held the position of Xelva for over eighty years, and in that time has oversaw several major wars including the Northern Siege and the Zorock. He is one of the most influential member of Korvar society aside from the Emperor himself. Under his many years of guidance, the Korvar have been heavily 'modernized,' it was through him that a large portion of the Korvar's modern military equipment was funded, developed, and delivered to troops; such as melee weaponry, the Orsaron Program, energy weaponry, and hover technology.

Decades of constant war and commanding has taken its toll on Ahkavas' personality. He is often quiet and subdued, keeping to himself until he feels the need to speak. He doesn't raise his tone of voice unless he has become incredibly upset. He believes in the Goddess, but doesn't show the religious fervor of many of his associates. This is due in part to him personally believing he has more than earned his place in the afterlife and the fact that war has simply stopped exciting him and has become part of his day-to-day routine.

Ahkavas has made no attempt to hide his age or the state of his physical body. Exceeding the Korvar's natural age, he is kept alive only by cybernetic augmentations and advanced medication. Though still quite physically strong, the augmentations on his body are somewhat old and not designed for combat, and as such he can't move like he was once able to. Not that this bothers him, as he no longer serves a position on the battlefield.

His current lieutenant is Valxelva Kelevien, with whom he has a teacher-student relationship. He has worked hard to teach her everything he knows so that she will be prepared to take the reigns of the military. He has trust that she will be able to do it, and has sent her on increasingly important missions so that she can continue to learn on a larger scale. Meanwhile, he watches her from Guardaros, monitoring her every step of the way and offering guidance and occasionally direct assistance when she requires it.

Thus far, Ahkavas has avoided direct involvement in the Great War. He has handed control of the region over to Kelevien. The reason being so that she can prove that she is fit to lead the military and so that Ahkavas can keep watch on the rest of the military. His views on the Warlord Pact as a whole are rather mixed; like many, he doesn't trust the Margan and Asanians, and has been a big proponent in launching a future war to halt the Margan once the conflict has come to an end. On the other hand, he doesn't entirely trust the other, seemingly more 'sane' races either, even the usually popular Zaretians. He wants to wait and see what happens in the future before making any lasting commitments. However, he sees winning the Great War as necessary to the Korvar's continued survival, and is thus willing to work with the other Warlords for now if it means defeating the Peacekeeper Alliance.

Kelevien Valrus


Ethnicity: Korvar

Gender: Female

Age: 99

Rank: Valxelva

Weapon(s): Quolvr Dagger, shotgun pistol.

Status: Stationed on Zykorus.

Kelevien is the currently Valxelva of the Korvar Military and heir apparent of the position of Xelva. A zealous follower of the Goddess, Kelevien follows the doctrine to the letter. She often personally leads prayer sessions with her faithful soldiers and gives rousing, doctrine-driven speeches to her troops before battle. She often will become involved in significant rituals such as sacrificing prisoners and blessing the fallen. As a result, most of her troops, especially the faithful, boast high morale and are known as some of the happiest soldiers. Kelevien is currently serving as the supreme-commander of all forces involved in the Great War.

Being of Korvar descent, Kelevien has dark red scales and possesses a muscular build. Some of her ancestors were of Avrin descent, granting her larger-than average wings and making her unusually tall for her official ethnicity. Unlike many people her age and rank, Kelevien possesses very few cybernetic augmentations. She has only had augments implanted when it was considered necessary, and thus retains a mostly biological body. She plans to install more augments later in the future to extend her lifespan. The only noticeable augment is her tail, which had been severed during a training accident several decades ago.

Kelevien is known to be a very friendly and enthusiastic individual; few things make her legitimately upset. To her, commanding her troops and fighting are among the purest expressions of her devotion to the Goddess and an expression of how the universe is meant to be. She doesn't shy away from challenges, and isn't afraid of speaking her mind and defending hew viewpoint, no matter who the other individual is. She maintains a very good relationship with her superior and teacher, Ahkavas. The two have worked together for many decades now, and in that time Kelevien has learned a great deal from the aging Xelva.

Kelevien is known to be the most outwardly friendly commanders towards the rest of the Warlord Alliance. She has given the benefit of the doubt to the alliance, and is willing to work with all of them, even the Margan and Asanians, for now. Some have praised her for this, saying that is a sign she is maturing as a commander. Others criticize her for now showing enough religious zeal. Whether she truly considers the Warlords to be possible 'brother' races or if it's a ploy to try and gain the trust of temporary allies if uncertain; it is unlikely anyone will know for certain until the Great War comes to an end.

Priestess Qalrova Ghasene
Ethnicity: Altan

Gender: Female

Age: 103

Position: High Chaplain of Kelevien's army.

Weapon(s): Three-pronged plasma staff, Sedaltav pistol, Sacrificial dagger.

Status: Working under Kelevien.

Priestess Qalrova Ghasene is the chief chaplain of the forces under Kelevien's command. In short, she oversees the chaplains, priest, and other religious workers that operate within Kelevien's army and ensures that they are properly doing their duties. As chief chaplain, she also preaches directly to Kelevien's men, helps bless the sick, dead, and injured, and personally performs many of the grand ceremonies with the help of her assistants. Such ceremonies include ritual sacrifices, the cremation of the dead, and blessing the soldiers before battle. Ghasene has developed a close friendship with Kelevien, with the two often sticking close together. When not busy or on the offensive, Kelevien will often attent Ghasene's sermons that she delivers on Zykorus.

Ghasene was born on Kovas to a wealthy family that had a high position within the church of Neivelin. Raised at prestigious religious schools, she received a very in-depth study of the holy text and how it applies to one's daily life along with the standard required education. She joined the military at the age of 17 and served the required fifteen years and became well known for charismatic speeches and zealotry. When she left the military, she became a priestess within the church and served in that position for many years, doing many acts of charity such as helping the poor and blessing the dead. Over the next several decades, she would work her way up to being an influential member of the High Council, the leadership of the church itself. During this time she met Kelevien, who was then a well-known Vier who was a candidate for becoming a Valxelva, and began to befriend and tutor her. When Kelevien officially became the Valxelva, she requested that Ghasene accompany her and become the High Chaplain of her army, which she and the council accepted. Ghasene has since been working alongside Kelevien, though will occasionally go back to Kovas to attend meetings with the High Council.

Ghasene wears a modified suit of Gatranus Power armor that is designed to show her position within the church. Rather than a standard helmet, her helmet is built in the shape and color of a Karnas skull, a common way to revere Kavras. The plating is covered in sacred runes and etchings that only one of her position are allowed to possess. The armor also has a thin, black cloak that is situated at the waist and can be used as a coat to conceal the body. Her primary weapons, a three-pronged spear and a curved dagger, are mostly ceremonial in nature, and have never been used in combat. Her N-ORAI5 is also mostly ceremonial, and used during the ceremonial cremation of the dead. Though she has had to use it to defend herself before.

Varo Arvintis


Ethnicity: Lekon

Gender: Male

Age: 96

Rank: Vier

Equipment: Jet boosters, Personal cloak, wrist-mounted plasma blade [left arm], wrist-mounted electrified spear launcher [right wrist], various melee and ranged weapons (specifics depending on mission).

Status: Engaging the Empire of Diablos.

If one was to look for a perfect example of the Korvar's warrior culture as well as their immense pride, one would need to look no further than Varo Arvintis, one of the most infamous commanders in the Korvar's space-faring history. A seasoned general with more than seventy years of service, Varo has made a name for himself thanks to his commanding style, ruthlessness, and beliefs. He is as true to the Korvar's core ideals as one can be, as he truly believes the Korvar are a superior species and that it is their destiny to spread across the stars and annihilate their competition, whether there is a Goddess or not. He does believe that the Goddess exist, but he doesn't show this side of himself very often, preferring not to potentially 'alienate' some of his troops. To him, devotion to the Empire is more important regardless, and still guarantees divine reward.

Varo is an anomaly among his fellow Vier in that he has continued to fight on the battlefield. Normally when one reaches the rank, they abandon the battlefield and monitor the battlefield from afar. Varo rejected this, deciding that it was cowardly and unfitting for him. He is well known for targeting commanding officers and difficult-to-reach objectives and taking them out himself. He has a large collection of trophies that he has amassed over the years from opponents he considered to be a challenge. An example would be the story of the sidearm he uses, which once belonged to a Nealkvan commander several years ago. Varo's presence on the battlefield is akin to a walking banner and it bolsters the morale of his troops to unbreakable levels.

What many can't immediately tell from looking at Varo is that most of his body has been replaced with cybernetic augmentations. Varo has been an advocate for the widespread use of militarized augmentations since he became a commander, believing that it would make the Korvar both superior on the battlefield and allow soldiers to serve to the 'peak of their ability.' Varo's own augmentations are almost completely focused around combat and agility. With added flexibility, lightweight metals making up the frame, and small jump-jets built into his body, Varo can do things that a normal individual would be unable to do. Many have described how he fights as 'graceful,' quite uncharacteristic for the usually brutish Korvar.

Varo distrusts the vast majority of the Warlord Alliance, especially the Margan and Asanians, both of whom he views with utter contempt. The only ones within the alliance he has shown any trust towards are the Zaretians and certain members of the IAE. The Zaretians, in particular, he views in an especially good light, viewing many of their members almost as 'brothers' of the Korvar people. However, he has yet to have any opportunity to work with a Warlord ally directly aside from, briefly, the Xeverra.

Biography

Varo was born on Tevish, a moderately developed colony located near the edge of the middle rim colonies to a wealthy family comprised of Korvar, Lekon, and Lyvr. Possessing an impressive military history, the family wanted to spread their knowledge to their children. From birth, Varo and his five siblings had a very disciplined upbringing where they learned how to fight, strategize, and command, as well as being taught about the holy scriptures in intricate detail. Around the age of eight, Varo's training was interrupted by a complication with his heart. Were it not for his parent's quick decision to replace his heart with a robotic version, it is likely he would have died. This instilled a fascination with bionics that would stick with Varo throughout his life, though it was considered an aside for many years as his parents continued their training. By the time Varo finished his classes and entered the military, he already had years of informal training that would help propel his military career.

Varo enjoyed a successful career early on in the military. Quickly earning a reputation as a highly effective soldier and commander, he had been promoted to a Yalvrn by the time his mandatory service years had ended. When given the choice to leave or stay, Varo chose to stay, wishing to remain in the military for as long as he was able-bodied. He continued climbing the ranks and making a name for himself. He was temporarily put out of commission during his time as a Taern to a grievous neck injury that had damaged his Larynx, rendering him mute and nearly killing him. Rather than having doctors grow and implant a new larynx, Varo opted to have a mechanical one installed. A few short weeks later, he returned to the battlefield.

33 years into his military career, Varo had ascended to the rank of Vier. It was during this time that Varo requested that his body be replaced with cybernetic augmentations so that he could 'serve the empire to the best of his ability.' Bewildered but unable to say no, the scientist and engineers quickly got to work. Within seven months, Varo's new body was completed and Varo was sent back to the battlefield. Some questioned why he would do such to himself until they saw him on the battlefield. His augmentations had made him neigh untouchable and virtually immune to most pain.

Not long after, the conflict that would come to be known as the 'Great Northern Siege' broke out, and Varo was among the many who were deployed there. In the two decades he served there, he had made himself famous throughout the empire and a menace to those who opposed him. His brutal and unrelenting assaults turned the tide of numerous battles, and Varo himself was personally responsible for killing a number of commanding officers. Though he didn't bring an end to the war, he played a large role in repelling the enemy from the borders, allowing the Korvar to launch a counter-offensive into enemy territory.

Varo would later be deployed to fend off the Zorock during their sudden invasion of Korvar territory. He, as well as a number of other commanders, were responsible for liberating most of the captured colonies and pushing the Zorock out of Korvar space. Under his command, Korvar forces launched a massive invasion into Zorock space that, while halted, resulted in the almost complete destruction of one of the states within the Zorock republic. The Zorock would try numerous times to capture or kill him, even sending Feltin death squads after him, but their efforts were ultimately unsuccessful, he would continue his relentless attacks up until the front cooled down into a stalemate.

At this point in his career, Varo had ascended to the status of a war hero and an almost religiously revered figure. His determination to fight on the battlefield alongside his men has made him immensely popular among his troops and the greater empire. Some have gone as far as to say that Varo is the reincarnation of an ancient warrior. The only individuals within the military who have surpassed Varo in his fame are Ahkavas and to a lesser extent, Kelevien. Though, some claim that Varo would have been a better Valxelva than Kelevien, but Varo himself denies this, stating that he doesn't want the position and that Kelevien is a better fit due to her commanding style and personality.

When the Korvar's involvement in the Great War began, Varo was among the first commanders deployed to the new theater. He played a role in defending the empire against the Golden Blade's brief incursion into Korvar territory and launched an offensive against the Betel Recyclers. Though successful on both fronts, the Betel offensive became bogged down due to their unusual living space and fighting style. He has since been replaced and is now in charge of attacking the Empire of Diablos.

Elseron Nethali


Ethnicity: Lekon

Gender: Female

Age: 63

Rank: Vier

Weapon(s): shotgun, pistol.

Status: Hunting down and purging Biomatter hives.

Vier Elseron Nathali is the current commander of the Anti-Biomatter Task Force. A soldier who has spent her entire term of service working within Vahlsrod's Maw, she has become very skilled in using pathogens, siege, and chemicals to their maximum efficiency; Which is why Ahkavas charged her with destroying the threat posed by the hives. She has been remarkably successful so far in her campaign, purging a number of worlds of infestation and not hesitating to use last-resorts in the event of failure. Elseron is passionate about her goal, and has made it her personal task to purge the Biomatter through any means necessary, even if it means working with potential foes.

When not under pressure, Elseron is a very calm and reserved individual. She keeps her conversations related to work until she is out of the battlefield. This can change rapidly when she is put under immense stress or her plans do not go as she thought; she'll become much more aggressive, frustrated, and loud. Getting overtly-frustrated at her subordinates or others over failures is not uncommon, though she has tried to improve herself in this regard. Elseron is an agnostic, she doesn't care whether there is a Goddess or not, and she also doesn't show much interest in 'proving the Korvar's superiority.' It seems that she simply enjoys her service and wishes to protect her home by any means necessary. This simple motivation of protection rather than glory or service has been met with admiration by some, but is seen as cowardly or 'unrewarding' by others.

Elseron has said little of her opinion regarding the Great War, trying her best to stay un-involved so that she can focus on her work. She does hate the Peacekeepers like much of her kind, but at the same time she values that they are also attacking the Biomatter, and has sometimes thought of forming a pact with another Task Force, though whether that plan would ever be approved by High Command remains to be seen. For now, Elseron is trying her best to avoid the conflict.

MKIV "Gatranus" Power Armor


The "Gatranus" series of power armor is the current generation of power armor used throughout the military. The armor is made up of hard plates of metal and composite materials that encases the user's entire body, including the wings and the spikes behind their head. The plating around the joints isn't as thick and heavy so as to keep movement as unhindered as possible. The suit is pressure-sealed to block foreign bodies from entering as well as protecting the user from the vacuum of space. Underneath the armor is a tight, bullet-resistant jumpsuit that minimizes damage whenever a bullet makes impact. The armor also generates a shield around the user, giving them time to rush to cover or retaliate if caught under enemy fire. If a projectile does make it past the armor and injures the user, the suit responds with injecting pain relievers and a foam-like substance into the wound to prevent bleeding. The power armor was designed to be extremely modular, to the point that individual pieces of armor can be removed and replaced, allowing for nearly limitless versatility. As a result of this modularity, many soldiers take the liberty of modifying their armor. Many regiments have personalized armor sets that reflect the tactics and traditions of the regiment. As a result, many soldiers, though on the same rank, do not look alike. As well as the modularity, the armor also contains several other features. A temperature control unit inside the armor bases internal temperature on what the temperature is outside, preventing the user from overheating and freezing. The helmet has a built-in gas filter that can last for up to two weeks before needing to be replaced. The HUD within the armor allows the user to monitor vital signs, suit integrity, and has a radar to detect friendly and enemy forces. A small camera is also present within the helmet, recording everything that the soldier sees. This allows commanders a first hand view of enemy forces and can also be used for law enforcement. The HUD, like the armor itself, can also be modified.

Outside of the armed forces, several other groups and factions also use the Gatranus. The C.D.F (Civil Defense Force) use their own variant of the armor. Some private security forces have their own bought directly from military suppliers, though this is quite uncommon given the prices the armor goes for. Particularly rich individuals within society often purchase ornamental versions of the Gatranus as a status symbol; these suits, however, are often impractical for actual combat. All of the Empire's member races, with the exception of the Zenura, utilize a variant of the Gatranus armor. These soldiers are often treated as their veteran heavy infantry units whereas their standard soldiers wear their empire-specific armors. Specialty versions of the armor are also made for allies as a gift. While these are often militaristic in nature, purely-ceremonial versions have also been created.

MKII "Xekelyin" Infantry Battlesuit


Created shortly after the release of the Gatranus Armor, the MKII 'Xekelyin' is a large, exoskeletal battlesuit that can be modified to fit a variety of roles on the battlefield, such as front line assault units, raiders, or providing heavy fire support from the rear. Their typically heavy armor and shielding allows them to take a beating as they move their way through the enemy lines. Many large squads will have at least one battlesuit fighting alongside them. Occasionally, entire squads of Xekelyin will be present. Like most other infantry, Xekelyin suits can be deployed via orbital drop, however due to their size only one can fit inside of a standard drop pod.

Thanks to the increased strength and size of the Xekelyin, the infantry using them have their own class of weaponry. These weapons are too heavy to be used by standard infantry. Small turrets which seek out enemy targets can also be placed on the shoulders. The weapon systems are designed to be modular, allowing for the suit to change its armament when not on the field.

Variants
A few variations of the original Xekelyin suit exist, each with their own specialties and uses.

 Kalkrik  The "Kalkrik" Model Xekelyin was the first variation of the original Xekelyin design to become widely recognized and accepted into most divisions of the military. Designed by a team of engineers who believed the first model did not have enough armor, the Kalkrik is a ridiculously durable bulwark. Its job is to take the brunt of enemy fire, provide cover to infantry forces, and clear a path for infantry to get through. The divisions who use this suit the most are is Steel Bulwark, Crimson Hammer, and Vahlsrod's Maw.

Much of the Xekelyin's original chassis was rebuilt during the designing of the Kalkrik. Though looking quite similar to the original, it is made with heavier, more durable materials. Several more layers of armor plating were also laid over most of the body, the thickest of which is in the torso, at about 1 1/2 feet. This, coupled with a shield generator built into the back, has made the Kalkrik impervious to small arms fire and grenades. Most suits also have a large shield attached to one or both arms, improving their ability to provide cover and also acting as an excellent tool for bashing foes.

Given that most users of the Kalkrik are wielding heavy shields, many tend to go for weaponry that can be placed on one arm. One popular weapon is a arm-mounted autocannon whose armor-piercing ammunition makes quick work of lighter battlesuits and infantry. Users tend to mount explosive weaponry to their shoulders such as rocket launchers and grenade launchers. Some users, however, do not use shields, instead opting for heavy weaponry such as heavy machine guns.

The primary weakness of the Kalkrik is mobility. Little was put into the suit's mobility during its designing. So while the suit is incredibly durable, it is also painfully slow and sluggish compared to all other Xekelyin models. Its extreme weight prevents it from being used in certain environments, such as marshes where it could become trapped in the mud. Nevertheless, the slow moving behemoth is a force to be reckoned with on the battlefield, and has become rightly feared by many soldiers.

 Syser 

The Syser is the empire's first flying battlesuit. It was designed for traversing rough terrain and keeping up with the normally highly mobile Xeskerah and Servas, something the other models are incapable of. The entire design had to be revised in order to make it capable of being so mobile. Much of the heavy plate armor was removed, the torso was made smaller and less bulky, the shoulders are not as wide, and the legs were modified to be able to resist falling and hard landings. High powered jumpjets, are built into the back and legs. Despite going against traditional design ideals, the suit has become popular among some Crimson Hammer, Vahlsrod's Maw, and Zenith divisions thanks to its high mobility and potential for harassment.

Shortly after the Syser was first introduced on the battlefield, pilots discovered an interesting fact about the jetpacks. Though they could not keep up with fast flying aircraft such as fighters, they were capable of keeping up with slower, low-flying gunships and dropships. It became something worthy of bragging and respect for Sycer pilots to chase down and destroy enemy aircraft or even to jump aboard and pull the pilot out. The tactic has become so famous that it is now included in the training of how to use the suit and is considered a completely valid tactic.

Syser tend to use the lighter weapons of the battlesuit arsenal which can be wielded with their hands rather than being mounted unto their arms. Sycer prefer to use these types of weapons since they need both hands for traversing the battlefield or boarding a ship. Recent additions to the suit include heat-seeking rocket pods that were added for taking down aircraft and armor.

Being the least armored of the battlesuits, the main issue with the Syser is that it can't take as much damage as the other battlesuits can. While skilled pilots can easily remain on the move and thus out of crosshairs, many new recruits are over-confident in the suit's ability, resulting in a quick death, making the Sycer the battlesuit with the highest skill bar and highest mortality rate. Anti-Air weaponry such as lock-on rockets and flak have also proved to be deadly efficient against them.

MKVI 'Ladok' Combat Vest


The MKVI Ladok Combat Vest is the armor utilized by the Nevelin. Compared to the Gatranus Power armor, the Ladok has a more simplistic design and manages to strike a balance between offering mobility and protecting the user. Like the Gatranus, the first layer of Ladok armor is comprised of a bullet-resistant nano-weave jumpsuit; this variant of the jumpsuit is also designed for helping to regulate the Nevelin's body temperature. The second layer is the actual armor plating, and is composed of a helmet, torso plate, boots, gloves, wrist-guards, and loose-fitting plates which protect the shoulders and thighs while allowing unhindered movement. Many suits also have cloth hanging off from various parts, particularly the hips, though these are more ornamental than they are practical. Another unique aspect of the Ladok lies in its helmet. Similarly to the Gatranus, the Ladok features a different design for the facial plate from division to division, with some regiments forging their own designs by using the base as a template. Masks have long played a part in some parts of Nevelin culture as ways to signify one's position within society, though they did not see usage within the military until interaction began with the Korvar, who often use specialized helmet designs as a sign of respect or praise. The horns that many mask feature are completely ornamental, and are not designed to be used as weapons.

The helmet is the most advanced part of the Ladok's design, and shares many features with the Gatranus helmet, such as thermal and night vision, a built-in camera, and a HUD that checks vitals and suit integrity. The helmet also features an advanced respirator that actively modifies the air to be similar to their homeworld's atmosphere. A moderately powerful shield generator provides some extra protection. The torso and helmet both have built-in temperature regulators, though these do not cover the limbs. Injectors containing pain-relieving drugs are built into the torso. Adrenaline boosters are also in the armor and are activated by pressing a small button near the top left portion of the breastplate. These boosters provide the soldier's with enhanced strength, reaction time, and energy, but must be used carefully as they can become addictive and will cause damage to the body from overuse.

The Ladok is used primarily by Nevelin forces, but it has been used by other races, and has become increasingly more popular among the Korvar and Jaset. Many regiments have reconnaissance squads equipped with Ladok armor, or have light-infantry designed around mobility and flanking enemy forces. These variants do not possess the adrenaline boosters, as the boosters are only suited to the Nevelin's biology. Each division has its own unique design for the armor, though they all keep the same basic shape. As it is cheaper and easier to build than the Gatranus, it also has popularity with security companies and mercenaries, though it is still more expensive than a suit of Hilgne armor.

MKIII 'Julsur' Battlesuit


The MKIII 'Julsur' is the premier battlesuit for the Grand Army of Ilsur. Standing only a few inches taller than a typical soldier, the Julsur is noticeably shorter than other battlesuits in the Imperial Army and resembles an advanced suit of power armor rather than a full-fledged battlesuit. The Julsur was constructed with traditional Nevelin combat doctrine in mind; it is fast and nimble, and able to fit in spaces other battlesuits cannot reach. Julsur do possess augmented strength as well, but it is not on the level of other, larger battlesuit models. On the battlefield, Julsur generally operate in squads and are sent on 'rampage' duties; they use their superior maneuverability to flank enemy forces and then diving directly into them, destroying and tearing hostile forces apart. To aid in their destructive and dangerous task, Julsur suits possess built-in adrenaline boosters; the same ones featured in the Ladok, allowing them to respond to threats faster than a typical battlesuit would be able to. Since first deployment, the Julsur has become an important infantry asset for breaking entrenched positions, especilly when fighting alongside frontal attacks or battlesuits dropped from orbit. Julsur are also frequently worn by Nevelin commanding officers.

As they lack the strength to properly wield most of them, the MKIII Julsur is the only battlesuit in the Imperial Army that does not utilize battlesuit weaponry. Instead, they use standard infantry weapons; granted, they do have enough augmented strength to easily wield many of the heavier infantry wespons, such as most plasma weapons. Julsur also tend to wield large versions of traditional Nevelin weapons such as various swords and axes. Wrist-mounted weapons are also common, of both the ranged and melee variety; an iconic image of the Julsur is one armed with two large plasma blades, which became infamous after its repeated effectiveness against infantry forces in tight quarters.

When the Julsur was initially proposed, it had sparked a bit of a debate among engineers over its classification. Some stated that the armor did not quality as a true battlesuit due to its size and inability to use battlesuit weapons, they wanted to call it power armor. Other believed that it was neither a battlesuit nor could be considered power armor and wanted to make an in-between category. The argument, which many reportedly looked back on with some degree of embarrassment, was settled by the Aldalta Council and the Noxelva of the GAI, who both classified it as a battlesuit on the grounds of its augments and the fact that a fully-armored soldier can wear it without having to remove most of their plating.



MKII "Hilgne" Combat Armor
The MKII 'Hilgne' Armor is a cheap and easily reproduced suit of armor created for those who can't afford military-grade armor, namely mercenaries and security companies. Though it is designed and manufactured by the same people who made the Gatranus, the armor is practically never used by the military, being considered inferior to most armor used by the military. Rather than a full-body suit of armor, it is a number of separate armor plates covering the vital areas of the body, much like older armor designs from before power armor was introduced. This makes the user somewhat more mobile, though the plates themselves are large enough to be somewhat cumbersome. A shield generator is built into the armor as well, with the generator located in the back plate. The bullet-resistant jumpsuit under the armor is the same one featured on the Gatranus but is stripped down to its bare essentials. The helmet is based on early versions of the MKIV, making it slightly outdated, but still featuring many of the same features as the military version. Like the Gatranus, the armor does feature modularity for customization, but not much in the way of that exist due to lack of interest and financial incentive.

Naming Convention
Weapon names can be split into three separate parts: a single letter that signifies the projectile the weapon uses, the weapon's classification (LMG, AR, etc) and the model number. For example, an N-KSA27 would, when written out plainly, say, "Ballistic heavy assault rifle model 27."

 Legend

 Projectiles

N: Ballistic

L: Plasma

O: Laser

I: Explosive

H: Incendiary

X: Chemical

A: Cryogenic

T: Electrical

G: Unique

Weapon Classification

AI: Rifle

SA: Assault Rifle

KSA: Heavy Assault Rifle

NA: Sniper Rifle

ER: Shotgun

OR: Pistol

NLI: Light Suppression Gun (LMGs, etc)

KLI: Heavy Suppression Gun

VDI: Sub-Machine Gun

QR: Launcher (Grenade/other)

QRV: Launcher (Rockets)

ND: Projector (flamethrower, etc)

GD: Unique/Experimental

Note: Occasionally, some of the terms for weapon classifications are mixed together for added clarity. For example: EROR, a shotgun pistol.

Pistols/Submachine guns
N-OR57

A staple of both the military and Civilian Defense Force, the N-OR57 is the general purpose sidearm of both organizations and has a strong presence in the civilian sector as well. It is an average sized select-fire pistol that can fire in semi-auto as well as full-auto. The military and CDF utilizes a version that accepts armor-piercing rounds that can reliably damage or pierce most light armor. The civilian model cannot do this, instead utilizing non-piercing rounds of a smaller caliber. Unfortunately, it is difficult to keep military-model N-OR57s from the black market, and the enhanced version is often used by criminals across the empire.

N-ORAI5

Referred to as a 'pistol rifle' due to utilizing rounds normally found in larger rifles, the N-ORAI5 is an absurdly powerful, highly accurate pistol. Though it takes good strength to properly use due to its weight and kickback, the N-ORAI5 can easily take down most armored soldiers, or at least stun them or knock them to the ground thanks to its stopping power. Due to a low rate of fire, the N-ORAI5 is essentially useless against groups outside of intimidation. The N-ORAI5 has become synonymous with commanding officers due to many, such as Varo, using them at some point in time of their career. It is also popular with stealth and infiltration forces, albeit, this version is modified with a fairly large silencer.

N-ORER8

Popular with infantry in Zenith and commando squads, the N-ORER8 is a six-shot select-fire shotgun pistol that utilizes the same ammunition as standard shotguns. It is just as strong as a normal shotgun, and its small size allows it to be easily concealed and easy to use in close-quarters. However, it suffers in ammo capacity and long-range capability due to having a small barrel and large spread. The N-ORER8 is often used in place of a full-size shotgun while the user utilizes an alternative weapon. It is also popular in the civilian sector as a personal defense weapon.

L-OR2

Large and bulky, the L-OR2 is a plasma-based weapon that discharges fairly weak bolts of plasma capable of severely burning or melting flesh and light armor. While these bolts will not immediately kill someone, they can easily injure them to the point of being unable to fight. Due to its lack of immediate killing power, many would pass over the weapon in favor of something that hits harder, such as the N-ORAI5 or N-ORER8. The L-OR2, however, is more fearsome than some anticipate; the pistol has a charging mechanic where it discharges half of its battery power into a single blast. This is primarily used to overload enemy shielding or burn a hole straight through a heavily armored soldier. As a result, most squads have at least one trooper armed with an L-OR2.

H-OR 'Scald' 

Informally referred to as a 'Scald,' the H-OR is a miniaturized flamethrower designed for personal defense and rapid response to close-quarters engagements. Utilizing highly pressurized napalm, the H-OR can reliably hit a target about 15 feet (4.572 meters) away and is hot enough to burn through most standard armors. Considered a niche weapon, especially compared to more conventional pistols such as the N-ORER8, the Scald is mostly popular with a select few Crimson Hammer and Imperial Armada Regiments. The main limiting factor of the Scald, aside from its rather low range, is its relatively small fuel reserves; despite the tank itself being fairly large, it burns through it very quickly, necessitating frequent reloading.

N-VDI121



Though sub-machine guns have fallen out of use among general infantry forces in favor of assault rifles, they are still popular in the Civil Defense Force, Special Operations Forces, mercenaries, and private security forces. Among the sub-machine guns in service, the N-VDI121 is the most popular and most recognizable. It is small, cheap, and easy to use and maintain. The N-VDI121 utilizes the same rounds as the N-OR57 and boasts a high rate of fire and moderate accuracy, making it a good choice in close-quarters combat against moderately armored infantry. The Civilian Defense Force uses the N-VDI121 as one of their standard issue weapons, and have modified it to accept non-lethal rounds.

Rifles
N-SA12

The iconic N-SA12 is the standard issue select-fire assault rifle used across all service branches. A well balanced weapon, the N-SA12 has manageable recoil while still being able to hit hard and fast. While it shines in short to medium range engagements, it can hit targets relatively far away thanks to its three-round burst. The weapon is very modular, with numerous attachment points and parts that are easily to take off and replace. Most soldiers will have either an under-barrel grenade launcher or shotgun mounted on their rifle. The N-SA12's modularity has resulted in a wide array of specialty versions, most of which are tailored to specific regiments. The Civilian Defense Force also utilizes the N-SA12; however, unlike their N-VD121s, these rifles utilize lethal ammunition.

N-NLISA3 'Storm Rifle' 

Identified by its smooth and angular design, the Nevelin-made N-NLISA3, also known as the 'storm rifle' is a select-fire, standard-issue assault rifle used primarily by the Nevelin and occasionally by other races. Small and compact, the rifle is very easy to carry and store, and can be easily concealed. The Storm Rifle earned its nickname for its absurd rate of fire; the rifle has a significantly higher rate of fire than any other assault rifle, and is one of the fastest firing infantry weapons currently in the empire. The N-SA3 uses small, light-weight rounds that, while it does minimal damage to heavy armor, can shred apart lightly armored targets. The N-NLISA3 is most commonly used in urban environments, where its ridiculous rate of fire can be a life-saver in close-quarters engagements, and it has also become a popular choice for the Imperial Armada. Some unorthodox squads have modified their Storm Rifles to be belt-fed, creating what is known as a 'Shredder;' a soldier who wields an N-NLISA3 and a backpack full of ammunition for an absurd level of anti-infantry and suppression power. N-KSA72

Developed as a longer-range alternative to the N-SA12, the N-KSA72 retains many of the features of its smaller cousin but utilizes rounds of a higher caliber, making it more powerful at the cost of a slightly lower rate of fire and increased recoil. The N-KSA72 is a popular choice for medium-to-long range combat, where it's three-round burst can easily down a target. Despite its lower fire rate, it has also found use in close-combat against races utilizing high-quality armor such as the Diabloians.

N-NA37

The N-NA37 is a long-range semi-automatic sniper rifle used extensively by the Eyes of the Goddess for infantry support and assassinations. It is a miniaturized railgun that can accurately hit a target from over a mile away. Simple modifications allow the N-NA37 to accept a variety of different rounds, from anti-tank rounds to explosive bullets, allowing the rifle to be used in a wide array of circumstances. Due to its nature as a rail-gun, the N-NA37 requires that its charging battery be occasionally replaced as well as its magazine.

N-AI50

Used primarily by Crimson Hammer and Vahlsrod's Maw, the N-AI50 is a semi-automatic designated marksman's rifle designed around providing support to squads. It works as a middle-ground between the extreme range of sniper rifles like the N-NA37 and the fire-rate of most assault rifles. The rifle doesn't use the same railgun components as the N-NA37, but it does utilize coils, necessitating the use of a battery to charge the rifle. As well as the military, the N-AI50 is also popular with police and reconnaissance forces.

G-GD5 Impaler

One of many recent military developments, the G-GD5 'Impaler' uses high powered coils to launch large metal spikes at extremely high velocity, piercing stright through heavy infantry armor and many obstacles. The weapon has earned a reputation for occasionally launching infantry hit by the projectile backwards and impaling them to walls, earning the G-GD5 its nickname. The G-GD5 has become very popular among heavy infantry and commando units for its sheer destructive power against armored infantry. However, the G-GD5 has a low rate of fire compared to other weapons, requires batteries along with its exotic and uncommon ammunition, and does not possess the range of other ballistic weapons, limiting it to close-quarters combat.

Shotguns/CQC Weaponry
N-ER23



The N-ER23 is the standard-issue shotgun used across the military. It is a select-fire weapon that can fire automatically, in burst, or semi-automatically. The shotgun can accept a wide array of ammunition, but the most commonly used shells are powerful armor-piercing slugs and 'razor' rounds that break apart when they enter the flesh. By default the weapon has a fairly low spread, making it effective against single targets at a range of about seventy-five meters, though it can be modified to have more or even less spread. The shotgun has become immensely popular among Esaroh Troopers thanks to its ability to quickly clear a room; It has also gained traction with anti-Biomatter task forces, who use it to take advantage of the Biomatter's reliance on close range. A civilian version of the N-ER23 exist, but it is stripped down and can only use low-power shells.

I-ER5 Pump Action

The I-ER5 was the child of desperation; its first iteration was built by forces that had lost contact with high command for several weeks while stranded on a hostile world. Beginning as a highly modified N-ER23, the weapon's ingenuity was enough to have it picked up by a company and made into an official weapon of the Imperial Army. The I-ER5 is a magazine-fed pump action shotgun that utilizes unique shells which contain powerful explosive rounds; these rounds are incapable of being loaded into the N-ER23 due to their significantly larger size compared to typical shotgun shells. The I-ER5 is semi-automatic, it cannot be switched to full-automatic; this is due to the intense which makes steady aiming extremely difficult. It is also noticeably less accurate at longer ranges. Regardless of these shortcomings, its ability to bring down single targets in close quarters is almost unmatched, and it has continued to see use in certain parts of the military.

H-ND9 Flamejet

The H-ND9 "Flamejet" is a flamethrower popular with the Army of the Imperium and the Home Guard. The weapon features a simple design, with a heavy, reinforced tank situated on the back between the wings and a hose that feeds fuel into the nozzle. The age-old design makes it easy to maintain and repair, though users often need assistance putting on and replacing tanks. The weapon uses an extremely hot and sticky napalm that is almost impossible to remove and is capable of melting through the plating of many lightly armored vehicles. The H-ND9 has a maximum effective range of twenty-five meters.

X-ND



Used only by Vahlsrod's Maw, the X-ND is the equivalent to a corrosive flamethrower. It sprays out a long stream of highly corrosive acids that can melt almost anything that gets in the way, be it flesh or metal. The acid is made up of a few chemicals that are kept within their own tanks until they are mixed together as they leave the nozzle. If they were mixed within the weapon, it would quickly degrade and melt. The X-ND only has a slightly lower range than the average flamethrower but has the benefit of rendering enemy cover completely unusable and dangerous due to toxic fumes. The main flaw of the X-ND is that it cannot damage energy shielding. To make up for this, X-ND users tend to carry a L-OR2 with them.

Heavy/Explosive Weaponry
N-NLI34



Developed shortly before the Zorock Blitz, the N-NLI34 has been the gold standard for squad support automatic weapons for a little over thirty years, replacing many of the weapons that came before it. The N-NLI34 is effective for both point-defense and mobile infantry, being relatively light while boasting good accuracy and a high rate of fire. It can use both standard drum magazines or ammunition belts. Most squads possess at least one gunner who uses the N-NLI34; or even a dedicated machine gunner team comprised of two to three individuals who carry the ammunition, tripod and weapon; this is common for troops assigned to defend a location.

N-KLI10 Gatling Gun

The flagship product of the rapidly growing 'Adranar Armory' corporation, the large and imposing N-KLI10 is a three-barrel, man portable gatling gun. Though most frequently mounted on vehicles or defensive emplacements as a static defense, the N-KLI10 has been used by mobile infantry squads, particularly in close combat situations where accuracy is less of a concern. Korvar and female Jaset are the most frequent users of the weapon in its portable form. Capable of firing around 2,500 armor-piercing rounds per minute, the N-KLI10 can clear a corridor or a room or mow down a group of infantry in mere seconds. Like the N-NLI34, the N-KLI10 can either be belt-fed or use a 250-round ammo box.

L-KLI4

The L-KLI4 is a heavy automatic plasma machine gun. Heavily based on the L-OR2 pistol, the L-KLI4 has a surprising number of similarities to the much smaller sidearm; particularly in its three firing modes. The first and second option merely increase or decrease the rate of fire; the third option is a charge-up akin to the plasma pistol. After a few seconds of charging the L-KLI4 will fire a concentrated stream of plasma for about two seconds. The beam does immense damage to armored targets, but it will force the weapon's firing mechanisms to temporarily cease functioning so it can cool down. While the weapon cools, four vents on the side of the weapon will open for several seconds; this leaves it vulnerably to mindful infantry. As it stands, the L-KLI4 is most commonly used in defense operations, as it lacks the immediate killing potential of other weapons and is significantly heavier and more expensive than the N-NLI34.

I-QRV77

The I-QRV77 is a light-weight and versatile shoulder-mounted missile launcher that is capable of both dumb-fire and locking onto targets. It can accept a multitude of different missiles without the need of modifications, allowing a user to change from an anti-vehicle load-out to an anti-infantry load-out on a dime. Some of the more exotic types of rockets compatible with the I-WRV77 include a missile that, upon detonation, sprays acid in all directions, as well as a cluster missile that splits into smaller missiles to cover a wide area.

I-QR10

The I-QR10 grenade launch is an accurate semi-automatic launcher that can fire up to eight grenades in rapid succession before needing to reload. Often overshadowed by rifle-mounted launchers and the I-QRV77, the I-QR10 is a rather uncommon weapon utilized only by a few regiments in each division. It most frequently sees action in close-quarters environments and in locations where a rocket's power is too risky, such as many places within a spaceship.

O-GD3

A new and experimental design that combined aspects of Naelkvan and Zorock energy weapons with the Korvar's own engineering, the O-GD3 is a large, shoulder-mounted directed energy cannon designed for taking down heavily armored vehicles. After about five seconds of charging, the O-GD3 releases a laser beam with enough force to go straight through a main battle tank or building, instantly vaporizing anything in its way with the exception of powerful energy shields. Featuring little recoil and pin-point accuracy, the O-GD3 is very accurate and, with a good scope, can accurately hit a target at distances equivalent to that of a sniper rifle; however, the beam begins to disperse and become weaker the farther it travels. While the O-GD3 can easily travel through a number of soldiers, it's long cooldown and charge-up time makes it impractical for direct use on the front lines, thus, it is often used as a support weapon.

T-GD27 'Teknar's Wrath' 

Deriving its nickname from the weapon's designer and infamous user, Teknar Zochaze, the T-GD27 is an anti-infantry/battlesuit weapon that utilizes static electricity. The weapon is powered by two fairly large and heavy batteries situated in the bottom compartment of the weapon, necessitating higher than average strength to properly wield. The T-GD27 features a switch near the trigger that allows the user to automatically set how strong the weapon's electrical charge is. At the lowest level, the T-GD makes an effective multi-target stun gun capable of incapacitating targets without killing them. At around medium strength, the weapon is capable of frying power armor components and killing groups of infantry at a time. When set to maximum strength, the T-GD27 produces an extremely powerful bolt of lightning capable of severely damaging or outright destroying battlesuits as well as light armor. While technically classified as a short to medium range weapon, the bolt of lightning can reach much further, up to several hundred feet away from the user; however, this is very inaccurate and prone to missing.

Teknar's Wrath is an uncommon sight on the battlefield. Though very powerful in the hands of a skilled user, it is difficult to utilize properly; improper use can result in accidental friendly fire that can incapacitate or kill much of a squad. Some users also report hearing damage after prolonged use of the maximum capacity charge. As a result, soldiers who use the T-GD27 are often seasoned veterans who are specifically trained to wield it and are given their own dedicated position within a squad.

Melee
The reintroduction of melee weaponry came as a surprise to many throughout the military. For centuries, many considered the concept of melee weapons to be obsolete and archaic, something to be left behind in ancient history. This changed with the introduction of plasma-based weaponry. Around 502 AU, Engineers began to experiment with creating blades made of plasma energy, and within a few months, had created the first plasma blade prototypes. These prototypes were soon given to infantry units that would later become the first Xeskerah.The test proved to be a rousing success, and within a few months, mass production of the first plasma-based melee weapons began.

The revival of melee weaponry has caused many to look at alternatives to plasma melee weaponry. One such alternative that is gaining traction are weapons utilizing spinning chainsaw-like blades. One problem that some have with plasma-based weapon is their utilization of bulky batteries and the fact that they cauterize the injuries they inflict, preventing significant bleeding. Chainblades, on the other hand, leave gruesome injuries that cause extensive bleeding and makes cuts that are more difficult to quickly heal. They also have a psychological effect on the enemy due to the extremely loud noise that they make. The flaws of the chainblade lies in its ineffectiveness against thick armor; they are much more useful for slashing through groups of lightly armored infantry. Since they also need to be revved up to work, they are useless on stealth missions, where the quiet hum of a plasma blade is much more subtle.

Haldak

To many, especially those of Korvar and Lyvrn descent, the war hammer is to them what a sword is to humanity. Hammers have been used throughout all of history due to their versatility and the Korvar's own resistance to metal blades which had rendered slashing weapons inefficient compared to thrusting or blunt weaponry. They have always been a part of their iconography and culture, and remains as such to this day. As a result, the Haldak was one of their few melee weapons being utilized before the creation of plasma weaponry. The Haldak features a large, blunt head that can easily break armor and knock someone to the ground. The end opposite of the head is a large spike, allowing the user to impale an enemy with ease. The opposite end of the handle features a similar spike. A more recent iteration of the hammer replaces the spike with a plasma blade. The Haldak comes in three separate sizes. The smallest is a one-handed version commonly utilized by infantry, the next is a two-handed version. The final size is about as large of a Korvar and it utilized by battlesuits.

Elavru

A powerful weapon in the hands of a skilled user, the Elavru is a long, twin-headed pole weapon which was first created by the Lekon many thousands of years ago. Over the years, many iterations of the Elavru have been created, but almost all of them feature the same general properties; they range between four to eight feet in length, with each end possessing a 1 1/2 to 3 foot long blade, with each blade facing the opposite direction of the other. Modern Elavru can have either plasma blades or chain blades. It is a very deadly weapon, capable of effortlessly slicing or stabbing through multiple foes at a time; however, it is extremely difficult and time-consuming to master it. They are seldom seen on the battlefield except when used by highly trained wielders, earning them a deadly reputation with other races.

Voldar

Occasionally confused for a variation of the Elavru, the Voldar is a spear which can range from three to nine feet in length. Though the ancient origins of the Voldar have been long forgotten, its purpose is obvious: piercing armor. There are two version of the weapon: one possessing a three-foot long blade and another having three blades arranged in a trident shape; the trident variant is a common sight in religious ceremonies. Though the Voldar is quite effective against armor, it is probably one of the least common weapons in the Korvar's arsenal. Most consider it to be unwieldy and inefficient. The primary users of the Voldar are jetpack mounted infantry, who use it to impale infantry as they descend towards the ground.

Jakure

Called 'Drakure' by the Korvar, the Jakure is a three-to-four foot long sword designed by the Nevelin. Swords had been a part of Korvar society long before the Nevelin arrived, but had never gained the notoriety they had in other societies, unable to effectively slice through their thick scales, the only Korvar swords that existed were for stabbing; they were often eclipsed by hammers, daggers, and axes as a result. The Nevelin revived the art of swordsmanship within the Empire, and with the creation of chain and plasma-based melee weapons, have brought swords back to the battlefield.

Orezon

Orezon are small, one-handed axes designed for hacking and slashing infantry to pieces. Its light weight and small size has made it one of the more common sights on the battlefield, being used by many soldiers as a way to quickly dispatch a target. The most famous users of the Orezon are the Xeskerah, many of whom make it their go-to for hacking an enemy to pieces while they use their wrist blades for stabbing more armored targets. Some users are known to carry around two of the axes, allowing them to take down individual units at a faster pace.

Qovolr

Made famous by the Eyes of the Goddess, the Qovolr are small, lightweight daggers frequently used in assassinations. Designed specifically for piercing, the Qovolr can pierce armor with ease and its small size make it easy to conceal. The one issue with the Qovolr for steal operations lies in the hum produced by the blade, which can give away its position if one is careless. Many soldiers on the battlefield also use the Qovolr, using it as a personal defense weapon and often attaching it to their guns as a bayonet. Many Xeskerah have a dagger strapped to each wrist, both to make room for extra weapons to hold and to make it easier to quickly stab someone, or even to ram into targets with the help of their jetpacks.

Ikka

The Ikka is a Zenuran-made melee weapon frequently used by their stealth forces during assassinations. It is fairly small, fitting over one of their hands like a large glove. The blade is often a metal one that has been dipped in poison, made of plasma, or made of chains like some Korvar weaponry. The metal blade is the most common variant, as plasma or chains are both fairly bulky and heavier. No other race currently utilizes the Ikka or any modified variant of it largely due to its design.

Explosive Equipment
Grenades and other explosive devises follow a somewhat similar naming convention to guns, using the same coding to specify what type of munitions they utilize; this also helps to reduce confusion with the double-digit codes utilized by infantry weapons. They utilize single-digit codes to differentiate their classification, though retain the model number.

D: Grenade

Q: Mine

Z: Missile

Grenades
I-D9

The I-D9 is a standard-issue fragmentation grenade utilized by all divisions of the military. It is an exceptionally powerful grenade designed to be used by mobile assault forces in open environments. As such, the I-D9 has a very large blast radius and can launch dozens of hard, metal fragments; each of which can easily pierce infantry armor. Due to its impressive power, the D-I9 is noticeably larger than an average fragmentation grenade.

I-D2 'Cluster'

Additionally designated as 'cluster' to help avoid confusion, the I-D2 is a cluster grenade. Before detonating, it will split apart and scatter small bombs in all directions. The I-D2 can be calibrated to either detonate mid-air, raining ordinance on enemy forces, or to detonate after hitting the ground; effective for clearing rooms. The I-D2 is not as powerful as an I-D9 fragmentation grenade, but it does possess a much larger blast radius.

H-D23

An old design largely untouched aside from its chemical mixture, the H-D23 is a powerful incendiary grenade utilized heavily by the Crimson Hammer and Vahlsrod's Maw. It uses a highly volatile, sticky, napalm-like substance that melts armor and is extremely difficult to remove. With its long-lasting burn, the H-D23 is most commonly used against groups of lightly armored infantry or to drive infantry out of fortifications. More niche uses include damaging visual sensors on certain walkers and blanketing cockpits and view ports with fire, rendering them unusable.

X-D3

Used exclusively by Vahlsrod's Maw, the X-D3 is a grenade that utilizes the same deadly chemical concoction as the X-ND. Upon detonation, it explodes and shatters, launching acid and projectiles in all directions, covering anyone nearby in deadly acid. The X-D3 is extremely effective against unarmored and armored infantry alike, but it is somewhat dangerous to handle; the X-D3 is designed to detonate as soon as it hits something after it is primed. Improper use can pose an extreme risk to allied forces, so soldiers often receive specialized training before being granted the weapon. The X-D3 has found extensive use in the Anti-Biomatter Task Force, where its acid can take down multiple targets at a time and prevent regeneration.

G-D9 'Spiker' 

The G-D9 is a unique grenade of the Korvar arsenal, both in its design and its method of attack. The G-D9 is built much like pre-modern grenade designs, with the bomb attached to a stick; this is largely due to the numerous spikes which protrude from the explosive. These spikes can get stuck unto clothing and flesh, making the G-D9 a semi-effective sticky bomb. Rather than utilizing chemicals or fragments, the 'spiker,' as its name implies, uses razor sharp flechettes designed to cause intense bleeding and shred apart flesh. The flechettes are designed to break apart once they enter the flesh, getting stuck and making it much more difficult to heal; many victims quickly bleed to death. However, the Spiker is much less effective against armoring and shielding than a typical grenade. The G-D9 most often sees use in more closed-in environments where the I-D9 and its explosive power would be too destructive.

Mechanized Battlesuit Weaponry
Weaponry for Battlesuits, regardless of their origins, are much too large to be used by regular infantry, but they are also much more devastating. A number of these weapons are of a fairly unique design that would be difficult to miniaturize for infantry. As such, these weapons are placed into their own category. These weapons share the same naming convention as traditional infantry weapon, with the addition of an 'X' suffix on the first letter so as to indicate their intended users.

Rifles
NX-KSA15

The NX-KSA15 is a battlesuit sized assault rifle inspired by the N-KSA72 line. It shares the features of traditional rifles, such as select-fire modes and the general shape. It's popular with pilots looking for a bit of extra versatility and mobility on the field, as parts of the weapon can be interchanged relatively easily and the rifle itself isn't built into the arm like many other battlesuit weapons. Most NX-KSAs have either a long bayonet, grenade launcher, or a shotgun mounted on the lower rail. The assault rifle has relatively low accuracy at longer ranges, which many have compensated by placing long-range weapons on their shoulder ports.

NX-NA34

The NX-NA34 sniper rifle is one of the few long-range rifles utilized by battlesuit infantry. Built like a railgun and utilizing ridiculously-powerful armor-piercing rounds, the NX-NA34 is designed not as an infantry killer, but as an anti-tank rifle. With a range of over two miles, the NX-NA34 can take down an armored unit or battlesuit long before the enemy realizes its there. Usually, however, as most battlesuits are not capable of stealth, users act as a rear-guard to a squad, sticking behind and providing overwatch to their allies.

Shotguns/CQC Weaponry
NX-KLI2 Miniguns

The NX-KLI2 are wrist-mounted, six-barreled miniguns optimized for close quarters combat. As one of the smallest non-shoulder mounted weapons of the battlesuit arsenal, the NX-KLI2 is lightweight and easy to use, making it a popular choice for many battlesuit pilots, especially those in the Zenith division, and to a lesser extent Steel Bulwark. The NX-KLI2 has the highest fire-rate of all battlesuit weapons, firing at a rate of five-thousand rounds-per-minute. A modified version of the weapon exist for use by infantry, who often use it as a stationary turret.

NX-ER50 Scattercannon

The NX-ER50 is a massive, select-fire shotgun based heavily on the design of the N-ER23. It's large, fist-sized shells contain heavy pellets that shred apart infantry and battlesuits with equal efficiency. Compared to its infantry counterpart, the NX-ER50 can fire faster and hit much harder but has less long-range accuracy due to its recoil and increased spread. On the other hand, the NX-ER50's ability to quickly clear a room make it popular among Zenith battalions, who will frequently use the weapon during their boarding operations.

LX-ND1

The LX-ND1 is a large, flamethrower-like weapon that, rather than utilizing napalm, uses superheated plasma. While it does not possess the range of the H-ND9 or even the X-ND, it will almost instantaneously melt through any soldier or armor plating that steps into its way. It often sees use against races that utilize heavy armoring and powerful infantry, such as the Empire of Diablos. While it is immensely powerful, the LX-ND1 is, like most energy weapons, rather crude in its design; it is heavy, extremely expensive, and overheats very quickly. No infantry equivalent of the weapon currently exist as it would be far too heavy and clunky. As well, it is cumbersome and dangerous to use in claustrophobic environments and has, albeit very rarely, proven to be very unstable and possibly break or even explode. As a result, the LX-ND1 is considered a niche weapon used and is currently only used by a few regiments.

Heavy/Explosive Weaponry
NX-KLI5 "Chainsaw" Autocannon



Affectionately referred to as a 'chainsaw' by many of its users, the NX-KLI5 is a very large, two-handed belt-fed heavy machine gun. Initially designed to be used on planes and walkers, the original design was down-scaled and given to battlesuits to provide a way to support allies with suppression fire and cleave through hordes of infantry with next to no effort. It quickly earned a reputation as one of the most feared weapons of the battlesuit arsenal, capable of wiping squads in seconds and tearing lightly-armored vehicles to shreds. The drawback of the KLI5 is its cumbersome size, which makes it difficult to utilize in claustrophobic environments; as well as the amount of space it takes up, the only other weapons battlesuits can use while wielding the NX-KLI5 are shoulder-mounted.

NX-GD3



The NX-GD3 gives the firepower of anti-air tanks to the hands of battlesuits; it is a large pack that is mounted unto the back of the suit and has two large rotary cannons that lock unto targets with the help of hydraulics and A.I. It is highly effective against gunships and low-flying vessels like dropships. Skilled users have been known to hit other targets such as fighters, though this is very difficult. The NX-GD3 is incapable of hitting ground targets, so to compensate many users wield weapons such as the NX-KSA15 and NX-ER50.

H-QRVAIX-3 'Revolving Launcher' 

A continuation of older Zenuran designs, the H-QRVAIX-3, also known as the 'Revolving Launcher,' is the standard issue rocket launcher used by battlesuits. Visually, it resembles a vastly oversized assault rifle with a gigantic barrel and a revolver-like cylinder case that contains four rockets. It is semi-automatic, and can prime and launch a missile within half a second of the previous one being fired, allowing the user to lay down a hail of rocket fire in a short period of time; this has been made even more devastating with the use of certain missiles, such as cluster missiles. The H-QRVAIX-3 is especially popular with shock squadrons as it can quickly overwhelm unprepared troops. The Revolving Launcher also features lock-on targeting like the I-QRV77.

 HX-QR7 Mortar Cannon

The HX-QR7 is a large mortar cannon that is mounted unto the back much like the NX-GD3. This allows the pilot to act as a highly mobile light artillery piece able to be right there along the front lines and provide support to squads in places where the heavier artillery can't target without risk of friendly fire. Pilots utilizing the HX-QR7 tend to stick with supporting squads of infantry who can help protect it against close enemies and provide extra ammunition. Unlike the N-GD3, weapons can be mounted on the shoulders, weapons which tend to be focused on close-medium range combat.

 XX-GD6 Toxin Sprayer 

Used only by Vahlsrod's Maw, the XX-GD6 is one of the least conventional weapons in the Korvar arsenal. It is a system of small sprayers spread out across the chassis of a battlesuit, all connected to one or more central tanks located in the back. These sprayers propel highly toxic, normally invisible gasses out almost constantly, turning the suit into a walking cloud of death. A single suit can quickly flood a building or any small, enclosed space, killing any unprotected person within minutes.

Infantry
Each division has its own infantry units. Though most are functionally similar, each one differs in training, roles, equipment, and overall disposition depending not only on division but also what regiment they are placed into. Placement into a division or regiment is often permanent, but does not have to be; a soldier can readily be moved over if they are shown to perform better elsewhere. Aside from a few exceptions, infantry are not specialized; they are trained to use a wide variety of tools, weapons, and tactics on the field. Any specialization is entirely at the discretion of the regiment or the soldier's choice.

Elsekt


The Elsekt are the rank-and-file soldiers of the Imperial military. Spending months training in a variety of environments ranging from jungles to cities to spaceships and taught how to use any available weapon from the arsenal, the Elsekt are prepared for any scenario conflict can bring against them. All Korvar Elsekt begin their career wearing a base model, division-specific version of the Gatranus Power Armor. If the recruit is from one of the other member races, they may instead use their race's specific armor, such as the Ladok Combat Vest used by the Nevelin. Many also wear the modified variations granted to them by regiments, though more often than not the regiment wants the recruits to 'prove themselves' on the battlefield before receiving their armor, usually by spending time on the battlefield or accomplishing a feat.

Four of the six military divisions utilize the Elsekt: Crimson Hammer, Steel Bulwark, Vahlsrod's Maw, and Zenith. Of these, the Elsekt of the Crimson Hammer are both the most numerous and the most 'balanced.' These 'Hammers' as they are informally known as, often maintain a balance between mobility and power on the battlefield, and typically have the widest arsenal available to them. Most wield weapons such as assault rifles, shotguns, rocket launchers, semi-auto rifles, and machine guns. They also carry at least one melee weapon with them, usually a hammer or mace, or sometimes a dagger. Some may forego a rifle and instead use a two-handed war hammer or polearm.

The Elsekt of the Steel Bulwark abandoned 'balance' and, fitting to their division's philosophy, opted to emphasize protection over mobility. Among the Elsekt, they are walking tanks, bolstering the thickest, heaviest armor and powerful shield generators. They are the second most common type of Elsekt, and can frequently be seen working alongside Elsekt or operating within their own squads. These heavily armored bulwarks operate on the frontlines alongside their other Elsekt, using their heavy armor to take the brunt of the fire and lay down heavy automatic or explosive fire. They can trade-in their heavy weaponry for a very large shield to provide mobile cover to nearby allies. Alternatively, they can replace their shield with other options such as N-KSA72s or Impaler rifles and simply use their obscene armor take the brunt.

Vahlsord Maw's Elsekt are the least numerous of the Elsekt. They utilize a specialized version of the Gatranus tailored to toxic environments and biological warfare. Like the Elsekt in Zenith, they carry larger air tanks on them and have added air filters for extra protection. The armor also shares many traits of the Steel Bulwark, namely having more armor plating than average. These soldiers have become particularly popular on the Betel front, where many regiments from other divisions have borrowed their equipment and many Vahlsrod troops have been deployed due to the toxic environment. Maw infantry use a mix of weapons, both weaponry available to other divisions, such as the N-SA12 and N-AI50, or weapons unique to them alone, such as the X-ND. Soldiers in the Biomatter task forces are even more specialized. Many of them use explosive rounds which, while not as effective at piercing armor,can easily go through flesh and blow it apart.

The Elsekt of Zenith are fairly common among the corps but are seldom seen by many; they spend almost all of their time in space. As a result, they are most frequently seen during boarding operations. Their training included many weeks in VR simulations that took place within replica Korvar vessels so that they could memorize where most of the rooms were located. They also tend to have better-than-average knowledge when it comes to engineering as many of them work as maintenance workers for the vessels they live on. As well as protecting their own ships, they have the task of boarding and assaulting enemy vessels directly, either to disable them or to capture them. Their armor is build to survive in the vacuum of space, and features built-in jetpacks and large air tanks in the torso. These Elsekt are typically armed with weapons tailored to close-to-medium range combat, with popular choices including shotguns and ARs. Rarely, long ranged weaponry is also utilized, but this only occurs if boarding an extremely large vessel.

Servas & Xeskerah
Both alternatives to one another, the Servas and Xeskerah are infantry extensively trained to utilize jetpacks. Unlike the Elsekt, both Servas and Xeskerah are often veterans who have earned prestige on a few campaigns. This is due to the increased risk both classes take on, especially the Xeskerah. They have received modified armor and weapons as part of their profession, and as a result of their veteran status, they often hold more sway than some of their Elsekt brethren. This often isn't official power however, as most of them are not squad leaders. Servas

Like their less mobile Elsekt brethren, the Servas are front-line assault infantry, trained to either support their squads or crush their enemy through constant, unrelenting strikes. The Servas often utilize their jetpacks to reach higher ground for an improved vantage point or to constantly get in and out the thick of the fighting. Their role can depend on what the composition of the rest of their squad is. If it contains Elsekt and other units that can't fly, then the Servas often offer support and reconnaissance information. If the entire squad consist of Servas, then they are purely offensive.

Crimson Hammer, Steel Bulwark, Vahlsrod's Maw and Zenith all utilize the Servas, though compared to the Elsekt their roles can have more diversity. The Crimson Hammer has the most assault-oriented Servas and most frequently operate within their own squads. These troopers utilize mid-range power armor and a wide arsenal of melee weaponry, assault and semi-auto rifles, and explosive ordinance. Whereas many Elsekt carry a combat knife or hammer with them, Servas prefer to use Orezon axes or even Elavru pole weapons. The Servas of the Hammer have a reputation for being adrenaline-seekers and daredevils who perform seemingly insane acts such as jumping onto a battlesuit's head or boarding fast moving vehicles

Like their Elsekt counterparts, the Servas of Steel Bulwark are heavily armored, though not so heavily that they'd be unable to fly. These Servas often work in hybrid squads and serve a supporting role. Unlike their Elsekt equivalents who fight directly on the front, these Servas stay behind the line and use their mobility to keep up. Outside the Imperial Mainland, they are often seen in developed regions such as urban environments or in rough, mountainous terrain where they can find high ground from which to shoot. They provide heavy mid-range support with high-powered explosive weaponry such as rocket launchers, or they can hold down a defensive strong-point with a heavy automatic weapon. Unlike Hammer Servas, they forego the use of melee weaponry.

While the least seen of the bunch, the Servas of Vahlsrod's Maw are perhaps the most infamous. These Servas operate as a hybrid between the offensive prowess of Crimson Servas and the heavy support offered by Bulwark troops. They utilize stripped down Bulwark armor but often use many of the same weapons as the Hammers, modified to fit Maw standards, or their division's own weapons. However, the most dangerous aspect of these soldiers are not their weapons, but their armor; built inside is a miniaturized version of the Xekelyin Battlsuit's XX-GD6 Toxin Sprayer. A common tactic of these Servas is to do constant fly-overs of the enemy so as to deliver their toxic payload where battlesuits and artillery may be unable to reach. Many of these troops also utilize X-D3 grenades and the X-ND to rain down a corrosive stream on those down below.

Servas serving in Zenith don't exist in the same way that they do in other divisions. As all troops in Zenith already have jetpack training for both zero-G and starship environments, the Servas' advantage on planets is nullified. As such, most Servas in this division also receive basic leadership training and take the positions of squad leaders. Aside from their armor, they overall have the same arsenal and strategies as their Elsekt followers.

Xeskerah

Patience is a virtue, and few among the Empire's general forces represent this quality as well as the Xeskerah. Introduced alongside the reintegration of melee weapons, the Xeskerah are lightly armored infantry trained to ambush and harass the enemy. Their job is to infiltrate enemy lines and to pick off specific targets, be it commanders or special infantry, and to eliminate isolated units. They also function as saboteurs, laying down mines and destroying artillery and other strategic positions. Unlike the Servas, the Xeskerah always operate independently, forming their own squadrons rather than mingling with other units. The Xeskerah corps is currently the most dangerous position in the military, with its casualty rates being proportionally high even compared to the Elsekt. As a result, standards for the position are extremely high, and those veterans who survive multiple battles often become role-models for others to follow. These experienced Xeskerah can eventually ascend to a position in the Eyes of the Goddess, usually becoming infiltration and spy units.

Compared to other divisions, Xeskerah between the divisions have fairly little differences in their equipment and strategy as they have a rather linear role. Their armor is some of the lightest among infantry so as to allow them increased mobility and speed. As the Xeskerah often get right up to their targets, many utilize melee weapons like wrist-mounted Quovolis daggers for armored targets and Orezon axes for cleaving through troopers. Many also utilize weapons such as shotguns and heavy assault rifles.

All standard divisions save for the Steel Bulwark utilize the Xeskerah. The Bulwark doesn't have its own version of the Xeskerah as it doesn't possess any role that the Bulwark could make use of; their focus on heavy armor and support runs counter to the Xeskerah's light armoring and fully offensive strategy.

Special Operations
Unlike other infantry (with the exception of the Ascendant's Guard), Special Operations forces exist only in the Eyes of the Goddess Division and do not have any equivalents within the other divisions. Spec-Ops forces also do not utilize full-body power armor unlike their brethren; they instead use armor that covers only the vital areas of the body. The un-armored areas are protected by an advanced nanoweave fiber and a state-of-the-art shield generator. This allows spec-ops forces to be much more mobile and capable of sneaking without the loud clanking of armor.



Kosero

The Kosero are highly trained snipers tasked with shattering the enemy by eliminating key targets, providing allies with long-range support, and providing reconnaissance information. Most Kosern are picked from any of the other divisions for their expertise in long-range combat and are then extensively trained for several months on the art of sniping and stealth. Equipped with a shield generator, the Kosero can sneak to a location, eliminate a target, and escape just as quickly as they had arrived. A Koseron can remain on the field for weeks or even months at a time thanks to the fact that they take a long time to digest their food. As such, most Koseron, before they go out on a mission, will eat an especially large meal and supplement themselves with rations. Some take it a step further and push their immune system, consuming wild animals and fallen foes raw so that they can remain out longer.

The iconic weapon of the Koseron is the N-NA37 sniper rifle. A typical unit will often have carry eight batteries along with several clips of ammunition. For close range engagements, they are typically armed with the N-ER23 or the N-VD121 as well as a sidearm. For melee combat, they often utilize the Orezon or a Quvolr.

Halrog Trooper

Whereas most spec-ops forces are trained for stealth, subterfuge, and subtlety, the forces of the Halrog corps are trained to do the exact opposite. Hand-picked from soldiers of the Crimson Hammer and Zenith who have proven themselves to be incredibly skilled fighters, the Halrog are assault commandos sent on extremely dangerous missions where stealth is either unnecessary or has failed. Such operations include rescuing an individual or theft of a valuable object. Trained to focus solely on the objective and work extremely quickly, the Halrog are fast and brutish, and don't hesitate to gun down anything that happens to get in their way. Of the three variants of spec-ops infantry, the typical Halrog wear the most armor, though still not as much as a standard Elsekt would. Their shield are, however, exceptionally strong thanks to utilizing a powerful generator. And despite their reputation, they do in fact utilize stealth generators on a frequent basis.

Also in contrast to the typical stealth operative is the Halrog's arsenal. They utilize loud, powerful weaponry that can easily stop a soldier in their tracks, such as the G-GD5 Impaler, N-KSA72, and the N-ORAI5. Though more uncommon than in the Servas corps, some Halrog will equip themselves with a melee weapons along with as jetpacks for the added mobility. Popular choices include wrist-mounted Qovolr or the Elavru.

Ilvera

Masters of stealth and subterfuge, the Ilveras are the true stealth forces of the Eyes of the Goddess. They encompass all stealth and espionage operations that take place outside of the battlefield, whether that be assassinations, capturing vital intelligence, or sabotaging the enemy prior to an invasion. They also see use on the battlefield, sneaking behind enemy lines to disrupt communication and supply lines. During such operations, they work closely with the Koseron, with the sniper providing visual support and taking down threats whenever possible. Ilvera are highly specialized infantry, with many of them being trained to do specific tasks, making them extremely proficient in their field. Ilvera have a preference towards lightweight weaponry, and often utilize such weapons as the N-VD121, N-AI50, and N-ER23 for close quarters. When it comes to sidearms, most prefer something that will stop something in one hit, and thus many utilize a silenced N-ORAI5. Practically all Ilvera are armed with a dagger for assassinating targets up close.

A number of Ilvera are deployed on colonies and within regiments belonging to other divisions to act as a secret police force. Operating outside of the CDF's jurisdiction and instead answering directly to High Command and the government, they are used to spy on politicians and other positions of rank within the populace and military. If someone is condemned as an threat to the empire and its people, they either get captured and imprisoned, or assassinated. The assassinations are generally framed to make it look as though political enemies or rebel forces were responsible, concealing the existence of the Ilvera operatives and stirring up opposition and hatred for that group.

Arnan


The Arnan Guard are those exemplary individuals who have earned one of the most respected and important positions a soldier can achieve: becoming a member of the Guard tasked with protecting the Emperor and his family. They are individuals who have dedicated their whole life to serving the Empire and defending its ideals. They represent the very best the military has to offer, with the Guard made up of hardened veterans who have served the military for decades and have fought in some of the most violent and destructive battles. Very few Arnan are known to exist, and the exact number has never been released. Experts often state the number is likely between only one hundred to a thousand at most.

The selection process for an Arnan is long, tedious, and dangerous. Candidates are selected from any of the five divisions based on their skill, loyalty, faith, and how long they have served for. Once they have been selected, they are taken to an undisclosed location on Kovas. Here, they go through a grueling, multi-month long training process where they train against each other and other Arnan to hone their skills. They must also take religious classes that have them memorize a variety of rituals and verses from the holy text that are important in prayers and rituals; as well as various psychological and loyalty test to assure sound mental health and that they are in-line with the Empire's ideals. Such classes start with a few dozen soldiers at most, but then progressively go down to only a few individuals by the end. Once they have successfully passed the training, they must then partake in a ritual. In the ritual, the initiates are blessed by the division's clerics, the recruits will then swear an oath to protect the Emperor and the Empire as a whole. Once they have done this, they will be given their armor, and once they have put it on, they must take another oath; an oath of silence. The Guard will then not be allowed to talk at any time while on duty unless it is necessary to do so. Once this has been completed, they have officially become a member of the Arnan, and will be shipped to Galderis Fortress and assigned a position.

Galderis, however, is a very safe location as it currently stands; attacks on the installation are exceedingly rare and often minuscule in scale. Many would thus argue that the skill of the Arnan Guard is being put to waste. In reality, the Arnan Guard do see deployment on the battlefield; usually in small groups as commanding officers alongside a contingency of Special-Operations forces, the Arnan Guard are deployed on missions that are too delicate for the military to handle and are considered to be of great importance to the government. In such cases, they answer only to the Emperor, the Xelva, and if granted authority, the Valxelva. An example of the Arnan's work was the assassination of the rebellious Valxelva, Keroteth Nalas, who began the Era of Discord. In other cases, the Arnan are deployed simply as messengers for the royals, where they will go to personally deliver messages to individuals. A rare occurrence, this is only done when the Empire fears of possible interception.

The Arnan possess some of the most advanced and exotic technology that a soldier can currently get their hands on. Much of their gear is cutting edge and sometimes much more advanced than what the rest of the military currently has. Their armor can be considered to be a very new model of armor as it is in many ways an improved Gatranus. The plating has been improved and made more durable. It features a powerful shield generator that allows for manual control, essentially allowing the user to direct where most of the shield's energy is being focused. For example, if being shot from the front, the user can shift the shield to focus there, making the shield significantly harder there, but leaving him vulnerable from behind. Thanks to improved energy capacitors, it can remain functional for weeks longer. An improved stealth generator has also been built in. Various other small improvements to the HUD, medicine injectors, foam injectors, temperature controls, and other aspects have been improved upon. Their arsenal, likewise, is just as advanced, using the most recent coilgun and energy-based weaponry, some of which have yet to see use in the rest of military. As of recently, many Arnan have also begun to replace parts of their body with cybernetic components, extending their lifespan and improving their fighting ability even further.

The Arnan Guard are well known for being extremely zealous followers of the Goddess. The unit follows the words of the Holy Text to the letter, and serve out the rituals on a sometimes daily basis. Their traditions, as well, are derived from the texts. Though the background and identity of the guard has been long deleted, it is assumed that simply no atheist exist within the Guard due to the training courses requiring knowledge of the text and the guard itself looking down on those who don't hold to their standard of faith. Their armor often reflects this; it is covered in etchings of symbols and icons derived from stories told in the text.

The Orsaron Program
"Our flesh: the bones, muscles, our blood, it is the basis of what makes us powerful. But at the same time, it is what holds us back. We can be broken, we can be sick, we are limited in age. For years I have sought a solution to this problem. But now, thanks to the 'donations' of our Margan allies, we have advanced years ahead of where we were just months ago. We have successfully melded together flesh and machine, and soon, no one will be able to surpass our might." - Lead Bio-Mechanics Engineer Natevl, overseer of the Orsaron Program.

Inspired largely by Varo Arvintis' quest for battlefield perfection via the use of cybernetics, the top-secret Orsaron Program is a project designed to create biologically immortal super-soldiers by replacing their body with mechanical constructs. It is the brainchild of Bio-mechanics Engineer Natevl, the Empire's leading expert on cybernetics, and who also was one of the engineers who worked on Varo's augmentations several years prior, and was green-lighted with the approval of Xelva Ahkavas. Prior to the program, mechanical prosthesis were most often used to replace lost body parts after a person was injured. Such augmentations were created merely as replacements, and it was rare and unheard of for someone to augment themselves voluntarily until Varo popularized the idea, though a few lesser-known examples did exist.

The director of the program, Lead Bio-Mechanics Engineer Natevl, considers the program to be his biggest contribution to the Empire and has dedicated his life to seeing it through. He has become passionate about seeing the program succeed, and often goes to military high command to personally show the latest advancements in the program. Many of the augments that have been created he has grafted into his own body to show that they work and to improve his own performance. He has often stated that he is willing to die if it would lead to the program's success.

Initially, progress on the Orsaron Program was slow, but steadily moving along. Many advancements were made that were quickly introduced to both the military and medical prosthesis to help injured individuals recover and live easier lives. This trend remained for several years up until the Korvar became involved n the Great War and were attacked by the Margan. The Korvar quickly realized that many Margan had a large amount of augments built into their body, and the Korvar did not hesitate to take as many bodies as they could for dissection and research. Many of the discoveries made revolutionized the field of cybernetics and sped up the development of Orsaron exponentially. As a result, many generals and scientist have shown a higher interest in preserving bodies to see if they can find any salvageable components. Test subjects for the Orsaron program are all willing volunteers. This is due to the fact that as it stands the procedures test subjects go under are somewhat dangerous and carry permanent repercussions, such as infertility and the permanent bonding of the subjects to machinery. Once the machinery goes it, it is neigh impossible to remove without killing the individual. A small number of test subject have actually died, usually due to a failure in the augmentations or medical complications during surgery. The base of operations for Orsaron is Chelkiv, a large, habitable moon orbiting the Haldron Fortress world of Guardaros. With it being so deep within Korvar territory and orbiting one of the most well defended planets within the empire, it is unlikely that any race would be capable of sabotating the program, let alone discovering that it exist. As it stands, the first battle-ready prototypes of the Orsaron Program are just beginning to appear on the battlefield. There are three types: the fast and agile 'Varo' models, who were based off of Varo's augments; the 'Orahnu,' who clsely resemble standard infantry' and the 'Neveteth,' who are immense constructs built like tanks and designed to destroy vehicles. They are currently being leased in small numbers to the other five divisions for field test, and have seen use against such races as the Aeveria Confederation and Empire of Diablos. Despite the growing success of the program, it draws sometimes intense scrutiny from religious minorities within high command. These individuals believe that the Korvar are defiling Syleris' purity by turning themselves into machines and are strongly opposed to the use of augmentations outside of medical necessity. Others, including Natevl, a religious man himself, claim that Syleris said nothing against augmentation procedures, and that she in fact would see it as an individual sacrificing their life for the betterment of the empire, something that would earn a worthy spot in the afterlife. The majority of the empire holds this view, and as a result, Orsaron is unlikely to be shut down anytime soon.

Currently, the Orsaron Program is exclusive to the Korvar; no attempt has been made on the various other member races. With the current success of the program, Natevl has been looking for possible candidates for Orsaron augments on Nevelin and Yin'vair. The Jaset are currently considered to be unfit for qualification due to their political situation, and the Zenura are not considered to be in need of them due to how their military functions..

MKI "Varo" Model
Derived in name and design from the famed Vier of the same name, the MKI 'Varo' Orsaron trooper was originally the intended creation of the program before it expanded to create the Orahnu and Neveteth. The Varo model was built to be a fast and agile close-range fighter that could outmaneuver and dispatch groups of infantry. As such, the augmentations of the 'Varo' are focused primarily on agility and pure speed. The skeleton and skin have been replaced with a somewhat thinner, light-weight metal frame that, on its own, is light enough to be carried by an average Korvar. The frame was constructed to be very flexible, allowing the armor to move in such was as: spinning the torso and wrist 360°, being able to move the elbows, knees, ankles, and fingers backwards, and being able to change the orientation of the spine on a dime. These unnatural movements, though they take a great deal of time to get used to, give the unit an edge in combat as it can move in ways simply impossible for most terrestrial species. To allow for further unhindered movement, the wings have been removed, and small jump-jets have been installed in the lower legs and back.

Mobility isn't the only upgrade the Varo has received, and it has a number of offensive and defensive abilities it can utilize. If unarmed, the unit can defend itself with razor-sharp metal claws and teeth which have replaced their biological predecessors. As it is has fairly light armor, the Varo utilizes the same shield generator as Halrog commandos. The Varo has the capacity to do stealth, but the sounds produced by the unit's mechanical joints will quickly give away its presence if the user is reckless, necessitating slow movements or not moving at all, which have led to many Varo units utilizing ambush tactics when on the field. However, mobility is often its best defensive and offensive measure, as it can move fast enough to make it difficult to get a good aim on, especially considering most units work alongside standard forces or in groups.

The Varo model was the first Orsaron unit produced and shown to military high command; after a long series of test, the unit received a large amount of praise for high command, who called for the production of more and their deployment unto the field. However, Natevl was more interested in another opinion: Varo Arvintis', as he was the man who inspired the program in the first place. Shortly after requesting him, Varo arrived to watch the units in action. Varo was impressed in much the same way with their field test, but he then wanted to test them personally; he challenged all of the existing units to one-on-one combat. Initially, though they were more advanced and mobile, they were unable to defeat Arvintis as they were not used to the movement and didn't have the amount of experience the general possessed. Varo defeated three of his opponents before facing his fourth one. During this fourth duel, Arvintis was quickly outmaneuvered and soundly defeated by his opponent, an event surprising enough to become known by most of high command. Afterwards, Arvintis congratulated Natevl on his design and proclaimed that it was worthy of his honor. Arvintis then had his old bionics taken out and replaced with Natevl's new machinery. The soldier who defeated him, whose identity remains unknown, is believed to be one of the seven currently serving as Varo's personal squad.

Outside of EMP attacks, the primary weakness of the Varo model lies in its thin frame. While it performs admirably against conventional solid ammunition, it has a severe weakness to plasma and other super-heated forms of ammunition. It only takes a few blast in a general area to completely burn through the armor in the limbs, resulting in a severed limb or a large, exposed area in the chest cavity. As such, units have to be constantly on the move to avoid getting hit and will often use their thermal vision to locate and avoid plasma weapons.

MKI "Orahnu" Model
The MKI 'Orahnu' is the result of pressure from four Aldaltas requesting a middle-ground between the extreme augmentations of the two other Orsaron types and standard infantry. Initially, Orsaron was aimed at soldiers who never planned to return to a civilian life; their augmentations altered their biological functions, rendered them infertile, and were often far too risky to place back into the private sector without a great deal of modifications. This placed a heavy restriction on potential candidates for the program that many thought should have been circumvented. Natevl initially argued against the idea, believing that it'd be best to focus on those who were intent on staying in the ranks. He finally relented after intervention by Ahkavas, who sided with the Aldaltas during a long-winded debate between both parties. The result of this debate would be the 'Orahnu' model. The modifications made to the Orahnu are primarily focused on the senses, skeleton, and muscles. The eyes were replaced with robotic look-alikes that allow for the same types of vision as are found in the Gatranus helmet. Their ears and nose have been similarly modified to improve their efficiency. Much of the skeleton, though not all of it, has been carefully replaced with robotic equivalents or are reinforced by the additions of plating and augments. Muscels and tendons go through a similar process as the skeleton, either being replaced or strengthened through drugs and bionics. Much of the rest of the body, such as the organs, reproductive system, and skin, are left largely intact, making the Orahnu the least intensive Orsaron unit to produce and making it possible for the unit to return to a civilian life after only a comparatively smaller number of 'de-militarizing' modifications.

Compared to the others, it is very difficult to tell apart an average soldier and one with Orahnu modifications by looks alone. With most of the changes being internal, the Orahnu can still wear a standard set of Gatranus armor, making them indistinguishable from anyone else, and thus very easy to hide within a squad. The difference becomes more obvious on the field, as the Orahnu is stronger, faster, and has a quicker reaction time than the average soldier. As per their increased strength, many Orahnu utilize heavy weapons like the O-GD3 and L-KLI4 when on the field.

As the Orahnu are the easiest to produce, it is believed that there are more Orahnu than there are of the other two kinds of Orsaron; however, this has never been confirmed or denied by Natevl. The exact number that exist is unknown and can only be estimated by anecdotes and conjecture. Most estimates range from only a few hundred to a small army's worth of several thousand. There were notably more Orahnu present during Xarvok's Hammer than there were on the Aeverian Border Blockade conflict, indicating that either production was increased or that the units were being held in reserve for the conflict.

MKI "Neveteth" Hybrid Armor
The Neveteth, commonly nicknamed 'Hybrids,' are the heavy infantry of the Orsaron and are perhaps the most ambitious of the three. These soldiers, oftentimes long-time veterans who harbor intense zeal towards the Goddess and the empire, have sacrificed all else to serve at their maximum capacity. They have become 'brains in a jar;' their physical bodies completely removed saved for the bare essentially needed to stay alive and conscious. What remains is transplanted into a ten-foot tall robotic construct that is many times stronger and more durable than a typical battlesuit. This construct serves as their body for the rest of their existence, so while they definitely will be unable to return to a normal life, they have become some of the military's most powerful infantry units.

The Neveteth have a large arsenal that makes them worthy of being called 'living weapon platforms;' in fact, a number of their weapons are built into their bodies. Their hands feature large, pointed claws that can produce small blades of plasma that can shred most infantry. Four pop-out rocket pods, each containing four HEAT missiles, are built into the body; two are in the shoulders, whereas the other two are on the sides of the torso. One of their arms features a large, retractable plasma blade that is effective against armor. The other arm can either have a mount in which to place a shield, or a second blade. Their tail is elongated and reinforced, allowing them to use it as an effective crowd-control weapon. Built into the Neveteth's mouth is either a powerful flamethrower or a miniaturized version of a Gakerah Laser Cannon. Likewise, the 'teeth' are both strong and durable, and can pierce armor as well as tear off chunks from vehicles. In terms of firearms, Neveteth are much too large to properly utilize infantry weaponry, and instead utilize the weapons used by battlesuits.

The power and ferocity that the Neveteth express on the battlefield has not gone unnoticed by those serving alongside them. Already, they have earned a tremendous amount of respect and an almost religious reverence by their peers. To many, they are holy warriors, a shining example of dedication to the Goddess and what it means to be a Korvar. With their intense zeal and dedication to the Empire, a number of Neveteth have begun to make speeches or prayers and will sing them alongside their troops right before a battle, a task that was traditionally given to a battalion's chaplain. Whilst a few chaplains have taken issue with being overshadowed, others have accepted it, claiming the Neveteth deserve it more due to their sacrifice, combat experience, and dedication.

Though the Neveteth possess many advantages over traditional infantry, they are still experimental and suffer from a number of possible defects. Glitches in their programming and mechanical failure are both possible, and have sometimes resulted in suits breaking down. The suits are also susceptible to electronic warfare such as EMPs, much akin to vehicles and mechs. The biggest flaw researchers have yet to overcome is the potential for brain damage. The process of turning an individual into a Neveteth is lenghty, tedious, and dangerous, especially when it comes to transferring the brain over into the machine. Mental problems of varying levels of severity are not unheard of for Neveteth units, and have sometimes proven so severe that the user has to be killed off before they can pose a major security risk. Despite these setbacks, the program continues forward, undaunted in its objective to create the perfect soldier.

Kaldrak Infantry Fighting Vehicle


The Kaldrak is the empire's go-to Infantry Fighting Vehicle and Personnel carrier. It is faster and more agile that most vehicles thanks to utilizing hover technology for movement. The Kaldrak can carry up to six passengers as well as one pilot and gunner. These traits have made the Kaldrak especially popular on the frontier worlds, as it can quickly traverse the untamed terrain and quickly bring troops from one outpost to another. On the battlefield, the Kaldrak uses its mobility to move troops to and fro the front and provide support to allied infantry. It is commonly utilized by medical personnel, who use the Kaldrak to bring wounded soldiers back to a nearby base so they can be healed.

Weapons wise, the Kaldrak is armed with a armor-piercing autocannon for picking off and suppressing enemy infantry. Between the autocannons are two small railguns for armored targets. It also has two smoke grenade launchers that provide cover for infantry, as well as a small missile launcher for taking out enemy gunships.

Tekarak Light Tank
An aging design that has fallen out of use, the Tekarak Light Tank is a fast, relatively maneuverable tank designed for harassing infantry and providing reconnaissance. Easy to produce and maintain, a large number of Tekaraks could be produced relatively quickly, allowing for a them to be deployed en masse on the field. The tank's primary arms consist of two powerful autocannons that can make quick work of most lightly armored vehicles. However, the Tekarak has been declared unfit for the battlefield due to advancing technology and the vehicle being outperformed by various others. Production of the Tekarak has since ceased, and many were scrapped or re-purposed. Remaining Tekerak models reside either on the frontier, as they can easily navigate the normally rough terrain of these worlds; or have been granted to the C.D.F as a form of riot control and transportation.

Mark-27 Xarvok Assault Tank


One of the oldest and most successful lines of military equipment in history, the M-27 Xarvok is the latest in a long line of heavily armored main battle tanks designed for spearheading charges. The tank has remained in use for hundreds of years thanks to its balanced offensive and defensive capabilities as well as its ease of production. The tank has heavier armor compared to many race's MBTs, allowing it to take more hits in exchange for a loss in mobility present in other tanks. Though this makes it a somewhat poor choice for hit-and-run attacks, the Xarvok's armor easily allows it to lead direct assaults on enemy positions.

The Xarvok's main guns are two large armor-piercing rail guns which are able to be either fired at the same time, or individually to hit two different targets. It is also armed with a HMG for taking out infantry targets. The HMG can be replaced by other turrets as well, though it is not a timely process that can be done on the field. Because of the fact that the tank has treads, it is less agile than hover tanks, and at more risk of being crippled if the treads are damaged. The slow nature of the vehicle also makes it poor at hitting fast, lightly armored units, and the vehicle itself has nothing to directly counter air unless it sacrifices its anti-infantry power. Despite these flaws, the Xarvok continues to be immensely successful and many refuse to let go of it out of nostalgia. As such, a replacement for the machine is unlikely to happen for a very long time.

Xekarvai MLRS Platform


The Xekarvai MLRS Platform is an artillery weapon of mass suppression and terror. It is armed with two large rocket pods, carrying up to 18 missiles in total. In battle, these are often used just prior to starting an assault, typically with large groups of Xekarvai launching their rockets all at once in various directions, making the volley neigh impossible to avoid. The pods are also capable of firing rockets one at a time or in groups, and can load various types of rockets. Though mainly used against enemy installations, the Xekarvai also has success against air units thanks to a built-in lock-on system.

The main flaw of the Xekarvai is reloading. Once it has emptied its entire pod, it takes a several minutes before it is ready to fire again. This period leaves it vulnerable to retaliation. To defend itself, it has a turret built into it, and is guarded by an escort. In rare cases, some pilots have even used rockets against nearby vehicles, though this is incredibly dangerous due to the risk of friendly fire.

Gantrivost AA Tank


The Gantrivost is a medium-armored anti-air tank designed for eliminating hostile air with precise shots. Built on a decently armored, three-treaded chassis, it can move and keep up with the attack force fairly easily. On the battlefield, the vehicle is either kept behind the main line with other AA and artillery emplacements, or when on the move, near the middle of the group so it isn't immediately vulnerable. Its common for the tanks to work in conjunction with Xekarvai, the Gantrivost focusing on low-flying gunships or dropships while the Xekarvai focuses on targets higher up in the sky or are more heavily armored.

The Gantrivost is armed with two twin-barreled autocannons that can fire both in burst and in full-auto. The cannons can be modified to either use flak rounds to deny airspace to the enemy or traditional ammunition for focusing down single targets. The cannons can also be used against ground targets, particularly infantry, to cause respectable damage. To keep infantry at bay and still focus on the air, the Gantrivost is also armed with a forward-facing machine gun.

Korvaros Siege Tank


The first design in a brand new line of armored vehicles, the Korvaros Siege Tank is the current pinnacle of Korvar tank designs. It utilizes a completely new chassis with the newest and most advanced components, and may be expanded upon later if the line proves to be successful. The Korvaros is one of the few tanks that hovers, allowing it to move over water and low-lying obstacles with ease. It is superbly armored, with thick plates covering much of the body and the tank itself shaped like a heavily slanted V. The shape and plating makes it practically immune to most conventional explosives and projectiles as their impact would be spread out and mitigated. The only real threat to the Korvaros comes from plasma weaponry, dedicated tank-killers, or its rear armor. To allow for such as heavily slanted shape, the rear of the tank had to be made very wide and flat, making it much weaker compared to the rest of the tank's armor. To compensate, Korvaros tanks work in groups, with two to four tanks per-group, each helping to cover the others back and encircle targets. The Korvaros also has a light transport capability, being able to contain six solders (not including the crew, which is made up of three individuals) in its rear compartment. These soldiers are often heavy infantry assigned to protect and support the tank.

The Korvaros is designed as a dedicated tank and building killer, and its weapon has been built to match. The main gun of the Korvaros is a state-of-the-art high powered railgun that can hit a target from absurdly long ranges. The railgun utilizes a shaped charge that easily punches through armor, but directs all of its force into one area. This makes the Korvaros extremely effective against singular targets, but it possesses practically no splash damage, making the Korvaros worthless against swarms. Likewise, the cannon takes several seconds between each shot due to needing to cool down and charge back up each time. A remote-controlled machine gun is mounted on top of the turret, though this can be swapped out for a different weapon.

Deralis Heavy AA Tank


Though most consider the Gantrivost to be a perfectly fine design on its own, some began to see potential for improvement on the somewhat aged design. After much work by a hybrid team of Crimson Hammer and Steel Bulwark engineers, the Deralis Heavy Anti-Air tank was produced. Though it was initially based on the Gantrivost's design, the engineers became more ambitious and eventually made the vehicle into its own unique design. It has a completely redone chassis that is better protected and larger, allowing it to store ammunition within its hull. As well, its targeting system has been improved upon for better precision.

Rather than two twin-barreled autocannons, the designers swapped them out for two significantly more powerful gauss-powered gatling guns. Like the smaller autocannons, the gatling guns can be configured to either fire armor piercing rounds or flak. Boasting an absurd rate of fire, the Deralis' payload can easily shred apart gunships and dropships or swarms of drones in with deadly efficiency. The Deralis' guns can be lowered to ground targets, turning it into an efficient anti-infantry element. It also features a heavy machine gun to keep infantry at bay during normal operations. Since its inception, the Deralis has rapidly rose in popularity, and has become increasingly common on the battlefield. Though with its slower speed and greater cost, some commanders have opted to stick to the Gantrivost for certain operations. Most predict that the tanks will be used inter-changeably until the Deralis becomes cheaper and more common.

Vaildag Mobile Command Center (MCC)
"By the Goddess, what have your engineers been doing?!" - Collective response of the first Vaildag pilots.



Developed by a team of eccentric and determined engineers, the Vaildag Mobile Command Center, or MCC for short, is the latest in heavy siege weaponry available to the Imperial military. Driven to develop a counter to the Aeveria's Overlord MHAC, designers initially were looking to create a large walker that would dwarf any Imperial vehicle that came before it in size and could stand up to the Overlord in a 1-on-1 fight. Unfortunately, the design had to be revised due to lacking the technology necessary to build and maintain something that large on a terrestrial planet. This resulted in the large, tank-like design that is seen today. Nevertheless, the current design is still a fearsome machine capable of mass destruction on the battlefield and is rapidly becoming a valued asset to the Imperial army.

On the battlefield, the Vaildag acts as a large mobile command center capable of carrying troops directly to the front lines and battering enemy forces with heavy weaponry. Inside of the behemoth is enough space to fit numerous tanks and several hundred soldiers, allowing it to safely transport a small army without the risk of air assaults. Its heavy armor and advanced shield generators allow it to shrug off all except for the heaviest blows to its hull as it crawls undeterred into enemy territory and deploy its forces. Not to be outgunned, the Vaildag is also armed with a impressive array of weaponry. The first and foremost is a much larger, modified Selkron anti-orbital cannon. As well as being able to serve as artillery, this cannon is capable of blowing a hole straight through heavy armor. Located on top of the bridge are two double-barreled artillery cannons which, while not very precise, can deny an area to enemy forces or pin down targets. Numerous smaller point-defenses are also scattered along the hull to take down approaching missiles and air units. Helping to its defense is the fairly large entourage of vehicles that are usually seen following it to protect the tank and its commander.

Despite being a fresh and still fairly experimental design, the Vaildag has already earned its reputation amongst the military's elite as a fearsome asset capable of unparalleled destruction when properly used. Nevertheless, designers are still working on ways to improve the design and some day develop the technology to create the Vaildag as it was originally meant to be.

Gavros Infantry Support Walker


A replacement to the aging Aldran ISW, the Gavros ISW is a light-weight and relatively small walker designed to provide anti-infantry support to squads. Small, inexpensive, and fairly light-weight, the Gavros has gained extreme popularity with regiments focused on combat in close-quarters environments such as cities and jungles where the walker truly shines thanks to its ability to navigate such cluttered environments with ease. Its chassis was built with a high amount of flexibility in mind, meaning the walker can hunch downward to make itself shorter or shift the entire gun upward or downward, allowing the walker to sometimes fit inside of large-enough buildings and passageways; albeit, its movement will be handicapped as a result. As well as providing anti-infantry firepower to allies, Gavros have often been deployed in groups as 'hunter squads' which are tasked with hunting down and eliminating small camps and groups of infantry. Some regiments have at least one squad of Gavros fully dedicated to hunting down targets. These squads generally consist of at least five walkers, though some have had as many as ten.

The Gavros' main armament is its two massive autocannons that that utilize armor-piercing explosive rounds. Capable of shredding apart a battlesuit's torso plating, the autocannons make quick work of most infantry and light mechanical units. As with a great deal of other vehicles, the autocannons on the Gavros can be interchangeably replaced, though currently the only weapons designed for such are a rocket launcher and a large flamethrower.

As of recently, designers have once again taken the Gavros to the drawing table, and have begun looking for various ways in which to improve it. Some believe in adding more mobility via jump-jets whilst others believed a more armored design would be better. Due to the growing disagreement, designers have split into various teams and, with advice directly from the Divisions, have begun to work on multiple official iterations of the walker, none of which have yet to be finished.

Dreavarok Battle Walker


The successor of the Ilindov, the Dreavarok is a general-purpose bipedal combat walker. Its design addressed many of the flaws of the Ilindov, such as its overly-long legs, distinct lack of maneuverability, and the lack of a shield generator. Built with a more humanoid shape and with vastly improved joints, the Dreavarok is both faster and more agile than its predecessor, and handles much better in rough terrain. Shock absorbers built into the legs allow it to fall a fair distance with minimal damage to the walker's mechanisms. A powerful shield generator built into the torso -the first of its kind on a walker- allows it breathing room to attack and retreat. The Dreavarok is most often seen in crowded urban environments, where its mobility allows it to harass enemy forces and navigate the labyrinth terrain with ease. Walkers generally operate in small squads of 2-4 units in size, or are deployed individually as heavy support for infantry units.

The Dreavarok is armed with two weapons; the first is a heavy autocannon mounted on its right arm. This autocannon fires explosive rounds that are effective against both infantry and light armor. On its left arm is a powerful railgun designed for killing tanks and piercing through fortifications. The railgun has a fairly long range, allowing the Dreavarok to pick off targets as infantry close in. MLRS rocket pods can be mounted on the shoulders, giving the Dreavarok limited anti-air and artillery capacity. Perhaps the most unusual weapon of the Dreavarok is the absurdly large plasma bayonet mounted on the autocannon. The bayonet, an experimental design that was added by a rather stubborn engineer, was designed to dispatch enemy walkers in close range. Though most initially questioned its practicality, the bayonet has proven to be a somewhat successful design, and has also helped Dreavarok to navigate the terrain by eliminating obstacles.

Though the Dreavarok has been a successful design for many decades now, it too, like the Ilindov, is starting to fade into the background. Its somewhat limited arsenal and mid-range armor (for a walker unit) leave it vulnerable to heavily armored units and high-explosive weaponry despite the presence of a shield generator. As well, it is unable to rotate its torso, leaving it vulnerable against units that successfully flank it. While the Dreavarok currently remains as the military's most utilized bipedal walker, recent developments and competition, such as the Olvorak, will likely push the walker out of usage; as a result, designers have begun work on a MKII of the Dreavarok, though it has yet to be finished.

Olvorak Assault Walker


Unveiled to the public during Xarvok's Hammer, the Olvorak is a versatile assault walker that is being tested as a possible replacement to the aging 'Xarvok' line of main battle tanks. Constructed to be used in a number of environments, the Olvorak is equally as effective in urban environments as it can be on the open battlefield. While still possessing heavy armoring like many Korvar vehicles, it is deceptively mobile. The walker is often hunched downward to keep a low profile at the cost of speed, but it can quickly stretch out its legs, making it a bigger target but capable of running much faster, allowing it to chase down targets. It's legs are reinforced so as to allow it to withstand stress from falling. Walker squads can be as large as six individual mechs, but the typical group has three or four.

The Olvorak's weapon systems are built with extreme versatility in mind. Every weapon on the walker can be removed and replaced with another configuration, though it can't be easily done on the open battlefield and has to be done before deployment. Careful planning can mean that the walker will be prepared for any possible scenario thrown against it. The mech does have a default configuration, which is in many ways akin to an improved Xarvok. Its two main guns consist of cannons that are both stronger and possess a longer range than a single Xarvok shell. Built into the body on both sides of the walker are two small railguns that serve to supplement the main cannons while they're reloading. Under the cockpit is a heavy auto-cannon for eliminating close-range targets; an MLRS pod is built into the very top for artillery and anti-air.

While the Olvorak proved very successful during Xarvok's Hammer, where it amassed a very high number of both vehicle and infantry kills, it still has a long way to go before becoming meeting complete acceptance. Many still stand by the Xarvok, citing its successful five-century service record. Others point how the Xarvok is simply more convenient; as it stands, the Xarvok, while not as strong, is both quicker and less expensive to produce than an Olvorak. Others are simply weary of the new design, wishing to see it action more before making a decision. Many in high command believe that, while the Olvorak may not entirely replace the Xarvok, it will go on to be a highly successful asset to the military, and that both will be used interchangeably.

Kavras Walker


The Kavras is a multi-purpose walker designed to operate as an assault platform, troop transport, and infantry support walker. Though it lacks the speed of the smaller Xarvok MBT, the Kavras can get past certain obstacles a Xarvok could not. Likewise, the walker can function in the vacuum of space due to its airtight chassis and magnetized feet which allow it to attach to starships and other large metal objects. The rear compartment of the walker can carry several squads of soldiers or a few groups of battlesuits. Coupled with armor that can resist heavy ordinance, the Kavras is a popular vehicle across the military, with even the Arnan Guard possessing a small number of the walkers.

The Kavras has a number of offensive weapons and loadouts. The most commonly utilized main gun is a large railgun that can punch through tank armor and buildings. This cannon can utilize multiple types of ammunition; including, but not limited to: cluster rounds, acid rounds that are good at eliminating infantry, and various artillery shells. This cannon can be switched out for others, namely a flak cannon for taking down air targets and a plasma cannon that is even more effective against heavily armored targets. Mounted under the walker's 'head' is an autocannon designed for downing infantry. This autocannon, likewise, can also be swapped out, generally for either a rocket launcher or plasma repeater. Two small anti-infantry guns are mounted on the back to provide protection to soldiers as they exit the vehicle. Unless modified, the Kavras features no method of attacking air units, leaving it vulnerable to hostiles above it.

A number of different variants of the Kavras Walker have been created over time, some designed by divisions while some are specific to a few regiments who take the time to modify them. Such variants include a 'transport' model that hallows out much of the interior to make room for more infantry at the cost of less weaponry; another, created by Steel Bulwark, does the opposite, removing the transport capabilities to make room for a powerful laser that functions like the O-GD3 laser cannon. A variant that is in development within the Zenith division aims to create a Kavras suitable for utilization on very large spacecrafts, such as the worldships of the various Margan Dynasties.

The main vulnerability of the Kavras lies in its legs and rear armor. While the walker can function with one of its middle legs disabled, it will be less stable as a result. Taking out both, or disabling one of the back or front legs will leave it unable to walk and will result in it falling down, leaving it completely vulnerable. The Walker also falls victim to flanking maneuvers, as much of the armor has been focused on the top, front, sides, and bottom. Though the rear can shrug off light ordinance, anything heavier will likely severely damage or even pierce it, likely killing anyone inside.

Helkarak SPA


The Helkarak Self-Propelled Artillery is a heavy walker designed for long-term bombardments against enemy fortifications. It is currently the mainstay artillery bombardment vehicle, being the perfect fit for the Korvar's long term, siege style of warfare. The Helkarak was developed to replace its old predecessor, the SASR Artillery Tank. Though immensely effective when first deployed, the SASR eventually became obsolete, its main gun not meeting up to new standards and its heavy armor mixed with its treads making it a nightmare to utilize in some terrain. It also did not have much room to store ammunition, needing to resupply fairly frequently.

In response, engineers developed the Helkarak. The walker was significantly larger in order to store much more supplies as well as receive a heavier weapon. The walker was also given legs to help improve its mobility. The Helkarak is armed with a heavy artillery cannon based off a modified dreadnaught cannon, following the philosophy of "throw out as much power as physically possible in one go." The cannon produces so much recoil that smaller vehicles are unable to handle the recoil and get crushed. This hasn't stopped the cannon from being adopted into other designs, such as point-defense turrets and starships. The Helkarak proved hugely successful and has been the mainstay artillery tank for the past two hundred years.

As it is an artillery walker, the Helkarak has no reasonable way to defend itself at close range, especially against air targets having to rely on support from other forces. The cannon has also proved dangerous to allied forces, causing friendly fire because of the massive blast radius and/or collapsing buildings. As such it is not used in certain situations, most notably, the Betel war front.

Dekaroth Fortress Walker


Originating as an experimental modification of the Helkarak that was eventually made into its own project, the Dekaroth is a tall, heavily armored walker designed first and foremost as an advanced support unit and as a troop transport. Much of its time is spent behind the main attack force as it batters enemy units with a wide array of weaponry. Its height allows it a clear vantage point for the pilots, allowing them to find their targets with relative ease. The chassis is quite spacious on the inside, capable of holding four full squads of marines that drop down from a hatch located on the bottom.

The Dekaroth is armed with three weapons. The first, mounted directly under the walker's 'head' are twin plasma repeaters that can fire powerful volleys capable of destroying most tanks. Mounted are both sides are railguns that fire powerful, long-range rounds at a fairly slow rate, making them fit for ranged support but unsuitable for defense. Mounted on the very top is an artillery cannon that, while it doesn't match the power of the Helkarak, can fire at a somewhat faster rate, allowing it to suppress a larger area and continually pummel infantry and armor.

The main flaw of the Dekaroth, and the main reason it doesn't see use directly on the front lines, are its legs. While offering a height advantage, they are incredibly vulnerable to heavy firepower and make the walker a bigger target. It also performs poorly in rough terrain, limiting its use to places with relatively flat ground. It also has no weapons for which to defend itself from air units, necessitating an escort to protect it from gunships and bombers.

Gaulderog Armored Assault Fortress (AAF)
Standing at 1,200 feet (366 meters) in height, the Gaulderog Armored Assault Fortress (AAF), also known as 'Yivahn's Lance,' is the single largest land unit currently used by the Imperial Military and is the pinnacle of the Empire's superheavy front line weaponry. The Gaulderog's main role on the battlefield is that of a superheavy assault and support unit, but it can also act as a mobile command center and transport. Inside the Gaulderog is enough space to fit several hundred soldiers (not including the crew) and several dozen average-sized vehicles and walkers, all of which exit out of two large doors situated in the back of the walker. Its hull is comprised of several feet of starship armor plating; assisted by a powerful directional shield generator, the Gaulderog can shrug off extended attacks from standard enemy munitions and can remain functional even when heavily damaged. On the field, AAFs are generally deployed as individual units, though they are sometimes sent as pairs.

The AAF's main gun is the LV-GD73 'Lance' cannon, an immense plasma-based weapon that is as long as the walker it is mounted on. The LV-GD73 fires a long stream of plasma that can reach several hundred meters away from the walker, vaporizing all but the most powerful shields and armor. The turret is capable of pointing upward, making the AAF an effective deterrent against low-flying starships. The Lance cannon is powered by four large plasma generators built into the base of the cannon; these generators take several seconds to charge, but produce enough of a charge to allow the AAF to fire a plasma stream for around fifteen seconds, though it is possible to fire it for a smaller amount of time to reduce heat generation. The charge-up process is extremely loud, allowing mindful troops an opportunity to find cover while the Lance prepares to fire. These generators are cooled by eight large vents built into the side and top of the cannon's base which open up after the weapon fires. Though still protected by the AAF's shield, these vents are the weakest point of the walker, as their destruction can significantly hamper or outright stop the walker's ability to fire and may even result in the cannon's destruction.

Even if its main gun were to be disabled, the Gaulderog still possesses an impressive arsenal of weaponry. Mounted at the front of the walker are four independently-operated railguns similar to the ones on the Korvaros Siege Tank. These cannons are generally used to dispatch armored units in front of the walker, where the Lance Cannon is unable to aim down at. Built near the main gun are five tactical missile launch silos. These missiles can provide long-range support to advancing ground forces, soften entrenched enemies, or operate as another deterrent to large vessels. Less significant, but nevertheless important, are the dozens upon dozens of small point-defense turrets lining the walker which act as deterrents against enemy infantry and armor. There are three types of point-defense guns on the AAF: rail guns, heavy autocannons, and plasma repeaters.

The Gaulderog is powered by a large fusion reactor situated in the very center of the walker; this core is the same kind of generator used on space-faring vessels. This reactor allows the Gaulderog to operate for an extremely long period of time before it needs to refuel its fuel reserves. However, this same reactor can be extremely dangerous; overloading or severely damaging the reactor can result in a violent explosion akin to a nuclear bomb being detonated. As a result, numerous fail-safes have been put in place to make the chance of a violent explosion down to a minimum. Even when severely damaged or disabled, the fusion reactor will often only be shut down or cease functioning rather than exploding. The AAF's cores have been intentionally detonated as a means of last-resort, but this has only been done two known times thus far in the Gaulderog's long history of use.

Due to the Gaulderog's sheer size, it is incapable of being built in most factories; they do not possess the space or heavy equipment necessary to build the walker's components. As such, the Gaulderog is currently built at eight specialized factories designed specifically for constructing AAF walkers. Seven of these factories are stationed within the core worlds or outer colonies to reduce the possibility of sabotage, though one such factory was built on the Haldron Fortress of Zykorus. Considerations have also been made for building the Gaulderog in space, though no starport currently has the infrastructure necessary for it.

The AAF was first created several years into the war against the Naelkva. The Imperial Military, in the process of planning Operation God's Wrath, commissioned for a vehicle that could break through the likely heavy resistance of Naelkvan colonies and be able to stand up to their heavier units. Many different proposals from various corporations were made, but it was ultimately Keredath Heavy Engineering that won the contract with the initial draft of the Gaulderog. While the modern AAF can serve many roles and equally combat many foes, the first Gaulderog were much more focused against other heavily armored vehicles. Rather than the Lance cannon, the first AAFs utilized the NV-GD33, which was little more than a gigantic railgun burrowed from starships. They also lacked the tactical missile silos and plasma repeater point-defense guns. They were also smaller, standing at about 900 feet (274.32 meters) in height. A large number of these AAFs were quickly built and were all simultaneously deployed against the Naelkva during the Empire's counter-offensive. Though a few were destroyed in the fighting, the Gaulderog proved to be an important asset to winning the war and rapidly rose to fame as a symbol of the Empire's ingenuity and perseverance against uneven odds. To this day, the Gaulderog remains the champion of the Imperial Army, and engineers continue to improve its design with every new cycle.

Amphibious/Naval Vehicles
As time goes on most naval vessels are becoming less and less common. With starships replacing many of their traditional roles and most ships being too difficult and impractical to transport, most naval vessels -save for smaller ships and submarines- have been decommissioned or stationed on planets to perform a purely defensive role. The only vessels that are utilized during an invasion are either amphibious transports, submarines, or ships small enough to traverse rivers and waterways.

Alvarak Raider Craft


The Alvarak is a small vessel designed for quick and continuous hit-and-run attacks and escaping before the enemy realizes what happened. Too small and lightly armored for the open sea, the Alvarak is almost exclusively used around rivers and lakes, often to clear a path for a larger attack force. It is considered an oddity among Korvar vehicles due to the designers utilizing stolen Zorock technology that allows it to go at incredible speeds, faster than any non-flying vehicle is capable of, at the sacrifice of a good deal of armoring, though this isn't considered too big of a problem due to its intended role.

The Alvarak features a modular weapons system that allows engineers to switch out the vessel's weapons at any given time. The factory-default iterations features two large rocket-pods as its main gun alongside two heavy-machine guns. The rocket pods can be swapped out for a Xarvok MBT-like dual-cannon, a flak cannon, or an artillery piece. The machine guns can be changed out with rocket launchers, grenade launchers, or experimental plasma repeaters.

Velos Amphibious Transport


Part transport and part Infantry Fighting Vehicle, the Velos Amphibious IFV is designed for carrying infantry across water for amphibious assaults and supporting infantry charges. It is capable of carrying either eighteen marines or five battlesuits. Once it has brought its infantry to the target and deployed them, it can continue onto the battlefield and act as an APC and support tank. The Velos' armament consist of a rapid-fire cannon that fires high-explosive rounds that can make quick work of lightly armored vehicles and infantry. On top of the turret is a MLRS pod that can target both air and ground forces. At the very front of the vehicle are two smoke grenade launchers that provide cover for infantry.

The main flaw of the Velos is its mobility. Much like the Korvaros, it is equipped with heavy armor plating that keeps it planted to the ground and protects it from heavy fire, but once it gets on land it moves at a rather slow pace compared to other transports. It is also almost completely defenseless underwater, having nothing to counter submarines or mines aside from fleeing; as a result, it is only safe to deploy the Velos when the water is clear or with an escort. It's weaponry also pales in comparison to most tanks and mechs, making it easy prey for those vehicles.

Heltas Submarine
The Heltas serves as the Korvar's main naval vessel utilized during an invasion. They are carried to-and-fro space-borne carriers by specialized ships specifically designed for carrying the submarine. The Heltas operate in packs of 2-4, with each vessel working to corner and surround enemy vessels. Equipped with a highly advanced power generator and large food reserves, Haltas can remain operational for years, which has occasionally resulted in stubborn commanders continuing to harass defenders long after the rest of the army left. The submarine is also armed with an array of stealth equipment, such as stealth generators and thermal maskers, making it difficult to detect under normal circumstances.

The Heltas' main weapon consist of two homing-torpedo launchers mounted around the bottom of the hull. These launchers can target and track a target for a few miles, meaning the Heltas can fire a quick volley and then flee before it is caught. Mounted on the top are two turrets armed with heavy railguns that work above and below the water, and are used both defensively and offensively. Finally, a ballistic missile launcher is built into the back of the vessel, allowing the Heltas to launch a variety of missiles at ground forces.

Halvek Basttleship


Designed by Steel Bulwark engineers specifically to defend highly populated cities and harbors, the Halvek Battleship is considered by many to be a 'mobile wall.' Immensely large and packing a large arsenal of weaponry, the battleship can engage multiple vessels at once and take a beating. They often form the backbone of naval barricades, lining up together to form a wall the enemy will be unable to pass and using their immense weapons to support allies or pound nearby ground troops. It also has an impressive cargo capacity, capable of carrying hundreds of troops and a few dozen tanks. Due to the resources and cost required to make one, Halveks are a rare sight, and are currently only located within the core worlds and certain planets in the 'middle colonies' region.

The Halvek has four primary weapons. The first, mounted on the top, are two double-barreled cannons that fire on vessels or be used as a relatively accurate artillery pieces. Closer towards the ends of the vessel are two massive railguns. The third weapons system are the four MLRS pods, with two mounted on each side of the vessel. These pods are primarily used against aerial targets, but like the cannons, can be used on ground forces in a Xekarvai-like barrage. Finally, two torpedo cannons are located on the ship's underbelly, and have proven very effective at dispatching hostile subs and other vessels.

Tagorak Drone Fighter


The Tagorak is a small, expendable drone fighter that is designed for wresting control of the skies through sheer force of numbers. They have no pilots or controllers, instead relying on a hive-mind A.I that is based where they were deployed from. They possess very little armor in order to lower production cost and make them more nimble. Producible in massive qualities and having no regard for their own self-preservation, these drones are deployed in massive swarms that can easily dwarf the opposing force's air force.

The Tagorak has a simple armament of two autocannons and two missile pods, both of which can be switched out or have different rockets or bullets loaded into them, though this is seldom done unless it is during production in the factory. Tagorak's are incredibly easy to destroy; a single fighter can destroy dozens of them before being overwhelmed. The most effective method for destroying them is to use explosives or EMP-based weapons, or better yet, to destroy their A.I core.

Kaltreon Fighter


Based heavily on stolen Naelkvan technology salvaged shortly after their war with the Empire, the advanced and highly-successful Kaltreon is the empire's general purpose fighter. Capable of flying both in atmosphere and in the vacuum of space, it is used for a wide variety of tasks including dog-fighting, strategic bombardments, and reconnaissance. Thanks to its advanced armor plating, the fighter is invisible to standard radar, though it isn't able to cloak itself like many infantry units can. To help it keep up with faster and more agile fighters, designers installed four boosters that can temporarily boost the fighter's speed which has also helped pilots in dodging enemy gunfire and rockets. Kaltreon's often works in groups of up to four or more vessels, with some fighter groups containing up to twelve or so fighters.

The Kaltron's armament consist of three weapon systems. The first of which is two autocannons that are mounted near the front of the vessel. These autocannons are the fighter's standard weapon when engaging other enemy aircraft and have proven somewhat effective in attacking ground targets so long as the pilot is high enough off the ground. The next set are two railguns that are situated to the left and right sides of the cockpit. These railguns utilize miniaturized tank rounds meant to eliminate heavily armored targets. Finally, the Kaltrson is armed with missile pods, with at least one on each wing, that fire heat-seeking rounds. For sorties against ground forces, the Kaltrson can also have bombs strapped to its underside.

Havros Gunship


Based on designs older than space travel, the Havros series of attack helicopters are a successful line of vehicles that have been used by the military for centuries. The contemporary iteration of the Havros is a multi-purpose vessel designed for picking off enemy forces, harassment, and providing heavy fire support to allied forces. When working independent of ground forces, Havros often operate in groups of between two to six and work to encircle and trap enemy forces and harassing ground forces with repeated strafing runs. When attached to ground forces, they often move ahead of the group to provide reconnaissance and stick close during combat. Though used everywhere, it is especially common in cities as the taller buildings help to provide the gunships a moderate level of cover.

By default, the Havros is armed with three weapons systems. The first of which is a chin-mounted machine gun. Two heavy railguns, much like the ones utilized by the Kaltreon, are stationed on the wings and serve much the same purpose. Finally, it is also armed with standard missile pods and rockets that can be mounted individually on the wings.

Xelvalder Close-Air Support Gunship'''


One of the most fearsome assets of the Korvar's air forces, the Xelvalder CAS Gunship is a heavily armored vessel designed for laying waste to ground forces through repeated strafing runs to clear the way for advancing ground forces. It is yet another old concept that has found use in the far-future, with its earliest roots dating back to the pre-space era. The plane is well known for its durability; possessing some of the thickest armoring of any air unit and equipped with a shield generator. A few stories exist of Xelvalder pilots losing one of the ship's engines and still being able to safely land the plane back at its designated location. As well, like the Kaltreon, it has invisibility against standard radar, and is capable of flight in a vacuum.

The Xelvalder's infamous arsenal consist of two large 'Lavahn' gatling cannons. These cannons spew forth a stream of HEAT rounds at an extremely high rate of fire, forcing its way through heavy armor plating with relative ease. A volley of fire can easily shred apart tanks and infantry with extreme efficiency. For precise, heavy blows against heavily armored targets and bases, the Xelvalder is armed with four missile pods and can be equipped with rockets.

The primary flaw of the Xalvalder is its performance against fighters when in an atmosphere. While it can navigate and operate in the vacuum without a problem, its heavy armor makes it relatively slow and sluggish when in at atmosphere. It is much better at moving in a straight line and making wide turns; it is easily outmaneuvered by lighter and more nimble aircraft. With no way to keep up and avoid getting hit, the Xelvalder is very susceptible to interception and often has Kaltreon escorts to ward off air hostiles, or it will fly when air superiority has been achieved.

Neilset Bomber Fortress
The Neilset Bomber Fortress is a heavy bomber designed for extended bombing campaigns. Somewhat larger than the Xelvalder CAS Gunship, the Neilset is very large and spacious on the inside, and is capably of carrying several tons of bombs, from standard dumb bombs to nuclear warheads and other super-heavy explosive ordinance. Featuring the same heavy plating as on the Xelvalder and featuring a shield generator, the Neilset is capable of taking a severe beating even from anti-air weapons before it goes down. To defend itself passively, the Neilset almost always has a fighter escort of Tagorak and Kaltreon fighters following it, and it has four point-defense turrets on the body that are capable of shooting down fighters. When on the field, Neilset are often deployed in fairly large groups that can contain up to twenty or so bombers all of which have their own escorts.

Starships
The starships of the Imperial fleet epitomize their engineering and doctrine. They are mobile walls, massive in size and heavily armed and armored. They can both hold their ground on the defensive and act as a spearhead during an invasion. While most of these vessels cannot enter orbit nor are they agile, their durability and firepower easily make up for it.

Nahvahliska Boarding Craft


Used exclusively by the Esaroh, the Navahliska is a heavily armored boarding craft that can carry up to seventy-five soldiers or twenty-five Xekelyin battlesuits and load them into an enemt vessel. Boarding bays are present on both the front and side of the ship, allowing for multiple angles of entry. To ensure a safe landing, Navahliska have heavy armoring and shielding, and also tend to have an escort of some sort with them. Normally consisting of Kaltreon and Tagoraks.

Though not possessing much firepower, the Navahliska does possess a few broadside cannons. These cannons are more for weakening or blowing a hole into the hull of a ship rather than combat against enemy forces. Aside from these cannons, they are completely unable to defend themselves from enemy forces.

Garasa Battlecruiser


An old and unusual design that evokes ancient warships, the aging Garasa Battlecruiser is designed to support its fleet by staying in the back and picking off targets with concentrated fire. It is among the smallest and least armored ships in the fleet. Its small size and relatively low armoring allows it to remain maneuverable and quickly move up with the fleet or flee if required.

The Garasa's weaponry consist of its multiple broadside cannons. These cannons can target ships individually, but they tend to only target one or two enemy vessels at a time. These cannons fire their high velocity payloads in rapid succession and can cause a large amount of damage in numbers. Outside of the broadside guns, the Gasara is largely defenseless. It has no frontal weapons and relatively few point defenses compared to other ships.

Asara Destroyer


The backbone of the space armada, the Asara is the mainstay destroyer of the naval armada. Heavily armored and fairly large for a destroyer, they are less mobile than other cruisers, but they make up for it in firepower. It's primary goal in space battles is to act as the main battle tank of the fleet, taking on enemy forces and backing up the larger vessels such as the Qualdara Dreadnought. Most of the Asara's weapons systems are based on taking out enemy cruisers. It has numerous heavy turrets located on the side which can simultaneously release a salvo of fire at the target. Broadside cannons near the back can be used both offensively and defensively. It also has a fair number of small turrets lining the hull to repel small craft and a few Tagorak fighter bays.

Elgone Support Carrier
The smaller cousin of the Hacerod, the Elgon is a smaller ship in the carrier class that is aimed towards supporting the fleet. Instead of storing troops and armor, it stores fighters, bombers and other spacecraft that is can deploy during a battle to support both the fleet and ground forces. The Elgon has the most Tagorak Drone bays of any starship currently in production, allowing it to launch a gigantic horde of them at once. Much like the Hacerod, the Elgon is stationed around the middle or back of a fleet as to prevent it from taking any harm.

Most of the Elgon's defense relies on its Tagorak drones, fighters, and point-defense turrets that are scattered around the hull. Two railguns protrude from the sides which allow it to attack enemy forces from a fairly long distance. It has no other means of directly attacking enemy vessels, and is unable to provide orbital bombardment support to ground forces.

Hacerod Invasion Carrier
The Hacerod is a extremely large carrier used for transporting armies to planets. These cruisers are the main method of deploying ground troops and supplies to a planet to invade it. These massive ships can carry thousands upon thousands of soldiers and vehicles. They do not participate in space combat, being far too vulnerable and valuable to be worth it. They tend to stay in the very center of the fleet to ensure maximum protection. The loss of these carriers can be crippling to the invasion of a planet, making them high value targets to enemy forces.

The Hacerod has several weapons for supporting ground forces. It's primary weapons are three large cannons that can independently move and target enemy forces. These orbital bombardment cannons are capable of wiping out entire outpost in a single hit. Two smaller cannons can also provide lighter support and have some anti-ship capability. The ship also has four large hangar bays to deploy fighters and dropships, but also have four large ports at the bottom of the ship for deploying larger craft. The hull of the Hacerod is littered with point defenses, more so than most other ships. They have no real anti-spacecraft weapons, meaning it can't defend itself very well.

Syleris Capital Ship
Fittingly named after the Goddess of Neivelism, the Syleris Capital Ship is the "brain" of a fleet and invasion force. Inside these ships are the generals and admirals of the armies present in the fleet. It is here where the strategies for a war and fleet movements are planned. During the battle, these ships provide logistical support to both ground and space forces and help keep them all organized. The loss of these ships can be a crippling blow to a fleet and wreck chaos on their forces. Like Haceron Carriers, they are not situated at the outer edges or rim of the fleet, and are instead situated closer to the center. The ships are heavily defended, having extremely durable armoring and shielding. Several destroyers also surround the cruisers, preventing any ships from getting close. If boarding parties do manage to get on, they would have to get through the several thousand soldiers which reside inside.

The Syleris has several anti-ship and support weaponry. It is covered in the standard point defenses and also possess hangars capable of launching fighters and larger craft. Several hordes of Tagorak swarms can also be deployed to bog down enemy forces. The frontal cannons, though firing slowly, have a very long range and pack a devastating punch. Unlike other ships like the Qualdara, the Syleris does not have any broadside cannons. This is to leave more room for armoring and it was viewed as unnecessary, as the cannons are generally used offensively and the Syleris is not meant for being directly offensive.

Vahnris Class Dreadnought


Just as the Gaulderog reigns supreme as a ground assault vehicle, the multi-mile long Vahnris Dreadnaught is one of the crown jewels of the Korvar's naval armada. These gargantuan vessels are only present in the largest fleets, and make up an armada's vanguard. Fitted with the most advanced armoring, shielding, and weaponry available to the Korvar, these vessels are often the first to be deployed to battle, and are designed for destroying enemy vessels. However, the Vahnris can do much more than just that, as the vessel was made to be both multi-purpose and self-sufficient, much like significantly smaller cruisers. Vahnris' can contain tens of thousands of soldiers, and has the supplies to exist on its own for several months. Four massive hangar bays line the bottom of the vessel and contain a large number of fighters, bombers, and transports. These hangars also contain boarding vessels and can house a few of the same troop carrier as the ones utilized by the Hacerods to move troops to a planet's surface. As a result, it is not uncommon to see Vahnris working alongside carriers once orbital supremacy has been obtained, or for a dreadnought to be deployed in place of a standard cruiser for extremely dangerous situations.

The Vahnris is armed to the teeth with a vast array of weapons systems. The hull is littered with hundreds of point-defense turrets to ward off encroaching vessels and missiles. To further defend itself, the hull has a number of Tagorak Drone Fighter pods built into its hull, allowing the vessel to deploy hundreds of the drones that will swarm around the ship like an insect swarm. Lined across the top of the vessel are larger cannons that can easily cripple smaller vessels like frigates and corvettes or soften up larger targets. The real ship-killing capabilities of the Vahnris resides in its multiple broadside cannons and frontal railguns. A continuous volley of fire from the broadsides or frontal cannons can make quick work of a vessel's protective hull. The frontal cannon located right in the center is particularly dangerous, being many times more powerful and running almost the length of the ship. The cannon, though it takes significantly longer to fire, has been known to blow clean through un-shielded vessels. Torpedo pods are built into the sides and front of the dreadnought, each of which can unleash a number of torpedoes which will track their targets. Finally, the Vahnris can support allies on the ground using a number of heavy cannons mounted on the under-belly of the ship.

The Qualdars is undoubtedly the Empire's most powerful naval vessel, but it is also its most uncommon. Due to the extreme cost of producing and maintaining the vessels, there are rather few of them compared to any other naval vessel. Vahnris' are often a very important asset when deployed on the field and are treated with great care, as one being extensively damaged, or worse, destroyed, is enough to turn the tide of a battle very quickly. However, there is no glaring weakness of the Vahnris that can be utilized against it, the only way to destroy it would either be through brute force or breaking it from the inside. As a result, only a fairly small number of Vahnris' have ever been destroyed, and the ones that do often end up taking several vessels with them, becoming a sort of martyr to their allies.

Ikatan Mobile Orbital Bombardment Platform
"Our thunder shall deafen the earth!" - An Ikatan commander shortly before firing.

Often referred to as the "Cannon of the Goddess" or the "Sky Crasher," the Ikatan is a multi-purpose mobile space station designed to bombard planet's into submission and provide support to allied fleets. The station is immense in scale, being the length of three Qualdara dreadnoughts placed end-to-end. The weapon is built around its main gun; an extremely large rail-cannon that runs the length of the vessel. The cannon utilizes two types of ammunition for different situations: the first is a large round that is designed to detonate before it hits the ground, producing a devastating air-burst that can level city districts and armies with ruthless efficiency. The other variety is a bunker-buster round that can be calibrated to detonate up to several dozen meters underground, making it perfect for destroying underground installations. The Ikatan also has a large number of turrets built on it, though these are all defensive in nature and meant to repel small craft.

The Ikatan can also function as a small star-base whenever it isn't besieging a world. It can deploy two ports that can each service many of the small-to-medium sized fleets of the Imperial armada with repairs. It also has a number of hangars that can carry a great deal of different craft. It also has a large number of Tagorak pods, more so than any vessel. However, despite the vessel's immense size, it doesn't have manu soldiers inside of it. Much of the interior is taken up by armor plating, weaponry, ammunition, and supplies. Only a few hundred guards and technicians are inside of the space available at any one time, making it inefficient as a transport.

The main flaw of the Ikatan lies in its exuberant cost in terms of resources and money. Only five Ikatans currently exist, with two currently in production around Guardaros. Only one such platform has been deployed to the front to be used against the Diabloians, however the vessel was disabled and abandoned after sustaining a great deal of damage. The Ikatan is unable to properly defend itself against larger vessels and depends on its escort fleet to protect it. Stories of an Ikatan aiming at and successfully destroying with its main gun do exist, but this is difficult to achieve.