Korvar Military

Part of the Korvar Empire

Conscription
All citizens must enter mandatory military training once they finish school. There are few exceptions to this law, such as severe disability and education level. Before training even begins, the recruits must do a test to gauge their intelligence as well as basic physical education classes. If they pass the test, training officially begins and they must serve for fifteen years. Once the fifteen years are over, they can decide to either continue serving or return home. In the event of an emergency, a re-draft can quickly be established, recalling all people who left the military within the last few years back into the armed forces, though this is extremely rare.

Failure to comply with the draft is considered shameful and cowardly, and people who do it face serious consequences. Those captured face prison time and being forced back in. Drafted individuals get a mark on their identity stating that they served, and those who did not serve do not have this mark. If they somehow avoid capture, they would still be unable to own a home, means of personal transportation, or job. Those seen trying to help a person who has evaded the draft face imprisonment.

Traditions
The enlisted members of the military have a myriad of traditions and rituals. Some of these date back all the way to ancient practices and the holy scripture. Many soldiers will tattoo their wings or mark their armor with the insignia of the battalion or squad they are in, both as an identification mark and as bragging rights. Painting one's armor is also common. Many, such as the royal guard as an example, also use extensive religious imagery in their armor paint. Prior to a battle, it is common practice to pray to their ancestors for strength and guidance over the course of the fighting.

When a soldier dies on the field, the soldier is taken out of their armor, cut open in the torso, and cremated. Both the identification tag and helmet of the fallen soldier is sent back to the family to keep as memories. The rest of the armor is taken to be recycled. People who knew the person in the military will tend to keep small trinkets that belonged to the person, or if they were close friends, write the person's initial somewhere on their armor.

One tradition that catches the eyes of many other alien species is what the Korvar do with their defeated enemies. Enemies that haven't been completely scorched or poisoned are gathered up, cooked, and eaten by the troops. The highest ranked soldiers get the enemy forces of the equivalent rank, I.E a general will eat the enemy general. This tradition dates back to ancient times, where victorious clans would consume their enemies both to insult the enemy and supposedly absorb their strength. The tradition itself had died for a time around unification of the world into a single empire, but resurfaced when warfare with aliens began.

Command Hierarchy
Grand Xelva

The Grand Xelva is the highest ranking officer in the Korvar Military. Answering only to the emperor, they oversee all actions of the military and have complete control over all of its actions. Xelva are war heroes, one who has achieved greats feats and has dedicated their entire life to serving the empire. They are cunning and brilliant, one of the best strategic minds on the battlefield. Troop morale becomes practically indestructible when a Xelva is present. Oftentimes, however, the Xelva does not take a direct role in a conflict. Instead, they reside deep within the empire, directing the actions of the military through lower ranking officers. When a Xelva does become directly involved in a conflict, it is often for something of supreme importance and it is met with the full might of the Korvar military.

Valxelva

The Valxelva is the right-hand man of the Xelva and is the one to inherit the Xelva's position when they die. They hold much of the same authority that the Xelva has, the only difference being that the Xelva grants them that authority. For example, the current Valxelva, Likaros, has total command over military forces in the Great War. Her authority is limited to that front alone. To move troops from one frontier to her command requires the approval of the Xelva.

While the Xelva rarely takes direct involvement in a conflict, it is commonplace for the Valxelva to do so. The Valxelva is often sent to important conflicts in place of the Xelva. They are also sometimes sent to represent the military in political meetings with aliens. As well as allowing the Xelva to continue overseeing the military overall, this serves as a perfect opportunity to train the Valxelva and test them to see if they are prepared for their future role.

The selection process for a Valxelva is lengthy and extensive. Candidates must go through extensive background checks to ensure a clean record and complete royalty to the throne. They must also be tested on their competency and strategic capability. Other topics such as their views on alien life and faith are also considered. After all of this is done, the Xelva will then choose who they believe is best fit for the position. That candidate must then be approved by the emperor. Once approved, they undergo a coronation ceremony where they will then officially become the Valxelva and the heir of the Xelva. Vier

The Vier are high ranking officials tasked with leading a war against an alien race. This is the highest position an officer will likely reach in their career, the next highest rank being the Valxelva. The amount of troops a single Vier has under its command varies wildly, depending on the scale of the conflict. Those in charge of eliminating small or pre-space empires normally have a few fleets and millions of soldiers. Viers involved conflicts such as the Great War will sometimes have billions of soldiers and a vast armada under their command, especially against such foes like the Diabloians or Aeveria Confederation. Like the Xelva, Vier rarely serve on the battlefield. They spend more of their time within the fleet or a nearby fortress world, overseeing the conflict from there.

Helves

Helves are officers who command a portion of the Vier's forces. There are two separate kinds of Helves. The first type is in charge of troops invading a planet. The second kind commands an entire fleet. The two Helves often work together towards a singular goal. One keeps the orbit clear and provides support to ground forces while the other eliminates enemy resistance on the surface. Though quite rare, several Helves can be deployed to a single planet. Such a thing only happens during large-scale attacks such as invading a homeworld.

Ilsarohs/Olsoro

The Ilsarohs and the Olsoro are officers who take command of a portion of a Helve's forces for a specific mission. Both work almost exactly the same way, but for different situations. The Ilsaroh leads ground forces and is one of the highest ranking commanding officers to serve on the battlefield. They often command their troops from within heavily armored assets such as walkers, but some occasionally operate battlesuits. The Olsoro, on the other hand, is a rank specific to naval forces. The Olsoros command from the larger and more powerful vessels of a fleet.

Taern/Nahe The Taern are field commanders. They command a portion of an Ilsroh's forces and are normally sent to accomplish specific objectives. They serve directly on the front lines, fighting alongside their soldiers. They are among the most dangerous soldiers on the battlefield, both exceptionally well trained and equipped with some of the best gear available. The armor of the Taern is made for both protection and intimidation. They have powerful shield generators built into their armor and are covered head to toe in layers of armor plating. Their helmets are often molded into the shape of specific creatures or individuals, especially mythological beings and wildlife from Kovas. The equivalent of a Taern is also used to describe the leader of special operations forces during a mission.

The Nahe is the captain of a vessel. It is a very broad term in that it applies to anyone in command of a vessel, no matter how large it is or what it does. The term has also become used to apply to the commanding officers within exceptionally large land-based vehicles. They wear very similar armor to what a Taern has, only with a few differences. These being a mandatory jetpack on their back and a life-support system built into the suit for zero-g environments. Though the Nahe rarely ever become involved in direct combat, they will move to repel boarding parties if the situation becomes dire enough.

The Yalvrn

The term Yalvrn, like the Helves, is used both in ground and naval operations. It is a rather broad term for the numerous officers under the command of a Nahe or a Taern. They can serve a variety of different roles, from commanding a group of artillery cannons to leading a group of squads on the battlefield. As such, they also vary in what equipment they use. Their armor and equipment is relatively standard, normally derived from standard infantry gear with some modifications to improve protection.

Qror

The lowest ranking units in the chain of command, the Qror leads squads of infantry into battle. They command between three to fourteen soldiers, sometimes more depending on the objective. Their gear is the same as what is used by standard infantry, just with different colors to help identify them. Most Qror also have large banners mounted on their back to help raise troop morale.

Divisions
The Korvar military is divided into a multitude of divisions that differ in training, strategy, and coloration. Each division works together on the battlefield to ensure victory for the Korvar. Due to the specialization, some of the divisions largely incapable of working alone unless under perfect circumstances. If there was no space division, it would be neigh impossible to achieve orbital superiority and ground forces would quickly be destroyed, for instance.

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 main divisions of the Korvar are: the Crimson Hammer, Steel Bulwark, Vahlsrod's Maw, Zenith, the Peacebringers, the Eyes of the Goddess, and the Ascendant's Chosen.

Crimson Hammer
Standard Colors: Maroon

 Elite colors: Fuchsia

The sledgehammer of the Korvar military, the Crimson Hammer forms to bulk of the military and is where every new conscript begins their military career. The Crimson Hammer's role is that of shock troopers, they spearhead major ground offensives and are the first troops to reach the surface during an invasion. They epitomize Korvar doctrine, using overwhelming firepower and heavy armor to overpower their enemy. The equipment utilized by the division is often standard-issue, with no modifications specializing its role unless it is required.

In terms of relations with the other divisions, members of the Crimson Hammer get along best with Steel Bulwark and Zenith, both of whom they work with extensively during an invasion. They admire the efforts of both the Peacebringers and the Eyes of the Goddess, but can often end up taking both for granted. Views on Vahlsrod's Maw, on the other hand, are quite mixed. Some support them while many see them as less brave and battle-hardened than themselves. The two often argue about who is better.

The colors of the Crimson Hammer are derived from mythology. Red comes from the color of the Kavrass' scales. Fuchsia is taken from the color that Yeilxer take on when they enter the physical realm. The allusion being that the commanding officer is like one's Yeilxer, someone who is to be respected and followed.

Flaming Lance
Leader: Ilsarohs Anansias

Specialty: Close-quarters-combat

Armor: Heavy variant of Elsekt armor with the shoulder plate opposite of the user's main hand being larger than the other. This shoulder plate prominently displays the regiment's symbol.

The Flaming Lance is a renowned regiment that was formed during the war against the Naelkva. They specialize in close-quarters combat, particularly in urban environments. They gained notoriety during the siege of Taltyos, where the regiment stormed a Naelkva fortress and fully occupied it within a few hours, a move that proved instrumental to ending the battle. Other conflicts they were involved in were with the Zorock, where the regiment helped reclaim captured colonies; and with the Margan during their attack on Zykorus. Currently, the regiment is part of the attack on the Aeverian Border Blockade.

The commander of the regiment, Ilsarohs Anansias, is a cool-headed commander of Lekon descent. It was under his leadership that the regiment repelled Zorock invaders from captured colonies. Anansias is known for his rather out-of-the-box and nonconforming strategies, which partially influenced his decision to support the reintroduction of melee weaponry. He is a staunch supporter of the Korvar government and its ideology, but views it from a secular perspective. Ensuring complete Korvar dominance and proving their superiority is his goal, rather than appeasing the Goddess. He holds a distrust for aliens, and will avoid working with them whenever possible. This is especially true for races such as the Margan, whom he and his regiment view as pests.

Soldiers in the Lance are considerably more armored than the average Elsekt. Their arsenal is rather typical, though it excludes most heavy weaponry such as rocket launchers. What's notable of their arsenal is their melee weaponry. The Lance was one of the first to adopt and field a significant amount of melee focused-infantry, setting a trend that many regiments copied later on. The typical Lance squad has at least one soldier wielding a two-handed melee weapon, usually a war hammer or pole arm. If not a melee weapon, then it is either a flamethrower or Galeron Impaler Rifle. The regiment also possesses a number of vehicles, though most of them are smaller walkers, IFVs, and seldom-used tanks.

Steel Bulwark
Standard Colors: Dark grey

Elite Colors: Steel

The Steel Bulwark is considered by many to be the spine that supports the entirety of the Korvar military. The Bulwark serve two purposes: First, they defend the Empire against invaders; Secondly, they support the main ground offensive during Korvar invasions. They are skilled engineers and soldiers, capable of both constructing forts and tearing them down. They are responsible for most of the fortifications built in the Korvar Empire over the past four centuries. When on the offensive, they land on a planet alongside the main attack force and fortify the area, solidifying Korvar presence. They utilize siege-style tactics, letting the main force isolate the enemy into their main fortifications and then relentlessly bombard them until their defenses have been shattered. Bulwark units reflect their philosophy, being covered in more armor than any other division and wielding heavy weaponry designed for supporting their allies.

The Steel Bulwark tends to get along well with most of the other divisions, especially the Crimson Hammers. Due to almost everyone relying on them in some way, there is an unspoken rule against complaining about them, at least when members of the division are around. The only real point of contention is sometimes with the Peacebringers. Though the two often work together, many Peacebringer brigades are seen as liabilities who are inept at reliably supporting Bulwark forces.

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 Korvar territory and the gleaming metal of their forts and armor.

Iron Scales
Leader: Ilsarohs Relindes

Specialty: Siege, anti-Zorock operations.

Armor: Standard Steel Bulwark armor.

The Iron Scales are a fairly old regiment dating back to 401 AU. They are among the more offensively-centered regiments of the division. While still focused on holding and fortifying territory, they often leave other divisions the duty of prolonged occupation and defense while they travel alongside the invasion force. Being Steel Bulwark, they are still more than capable of holding their ground against the most daunting odds.

No better example of the regiment's resilience exist than the Zorock's invasion of Korvar territory. Once the regiment realized what was happening, they retreated to Gelthos, a fringe colony near the edge of Korvar territory, and began to fortify it, awaiting the inevitable Zorock attack. While other colonies rapidly fell, Gelthos was never claimed by the invaders. For several weeks the regiment struggled to retain a hold on the planet, desperately awaiting reinforcements from high command.

Eventually, reinforcements did arrive and managed to repel the attackers. The planet would be used as a staging area for further efforts to re-capture lost colonies. The regiment payed dearly for its sacrifice, 77% of its personnel died in the fighting. Against their wishes, the regiment was temporarily decommissioned so it could rebuilt its strength.

After a number of years, the regiment has regained its strength and has resumed fighting on the battlefield. Before the conflict devolved into a stalemate, the division was devoted to fighting the Zorock. They were moved over to the Great War during the Margan's brief attack and are currently assisting the invasion of Diabloian territory.

Vahlsrod's Maw
Standard Colors: Green

Elite Colors: Brown

Literally translating to Hell's Mouth, Vahlsrod's Maw is a division dedicated to utilizing chemical and biological agents on the battlefield. It is a fairly recent division, beginning as a large regiment within Steel Bulwark about seventy years ago before becoming its own division twenty-seven years later. Maw troops are most often called in when traditional forces and tactics prove unsuccessful. Many parts of Maw doctrine are burrowed from Steel Bulwark but are modified to fit Maw standards. They relentlessly bombard foes with toxic ordinance and turn the air toxic with poisonous gasses. Once an enemy has been sufficiently weakened, the Maw will sweep in and dispatch any survivors. By the end of a battle, the field is little more than a toxic hellscape in which nothing can survive. 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.

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. They don't hold much care for the Peacebringers, seeing relatively little point in their existence. 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.

Zenith
Standard Colors: Orange

Elite Colors: White

Zenith is the "space navy" of the Korvar, they encompass almost all Korvar space vessels and are involved in almost all naval operations with few exceptions, such as the Biomatter Task-Force. They are similar to the Steel Bulwark in that they share the goals of defending the empire from threats and supporting the other divisions during a conflict. Their role during a conflict is of supreme importance: they are both the primary means of transportation between worlds and are the only ones capable of maintaining orbital superiority. As well as maintaining the fleets, Zenith also has a large number of infantry trained for boarding enemy vessels, the Esaroh. The equipment of these soldiers is centered around close-quarters combat, but some special exceptions to this exist.

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. Views on the Peacebringers are shared between the Steel Bulwark and Zenith. 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.

Peacebringers
Standard Colors: Dark blue

Elite Colors: Dark teal

The Peacebringers are occupation forces. Once the other divisions have successfully taken over a planet, the Peaceringers come in to maintain order and control. Much of their time is spent enslaving the remaining population and putting down resistance movements. Once a population has lost its purpose, it is the Peacebringer's responsibility to eliminate them. They and the Steel Bulwark often work in conjunction on occupied worlds. The Bulwark builds fortifications and bases while the Peacebringers keeps/ hostiles off the Bulwark's back. Most Peacebringer soldiers either come from the C.D.F, the militarized police force of the Korvar; or the Crimson Hammer division. Peacebringer training is centered around combating guerrilla fighters, and their equipment leans towards mobility and light arms, with some exceptions depending on the occupied race.

The Peacebringers often feel under-appreciated by the other divisions, especially by certain members of the Crimson Hammer, making many Peacebringer officers bitter towards the other divisions. The only two divisions the Peacebringers get along well with are the Eyes of the Goddess and Steel Bulwark. The Eyes work in the background to support Peacebringer efforts while the Steel Bulwark wards off invasions. As said earlier, however, relations between the Bulwark and Peacebringers are not mutual.

The colors of the Peacebringers comes from the depiction of the color blue within Korvar culture. Blue, synonymous with water, is calm unless it is agitated, a fitting way to describe many Peacebringer operatives. Teal refers to the same thing.

Eyes of the Goddess
Standard Colors: Sepia

Elite Colors: Rust

The Eyes of the Goddess, simply referred to as the Eyes, are the special-operations forces of the Korvar 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. Of all divisions, the Eyes have the most variety when it comes to equipment and roles. 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 dissentors and getting rid of them before they become problems.

The Eyes themselves don't really have any issues with the other divisions, though this is a moot point given that they rarely directly interact with the other divisions. More often than not, their interactions with other divisions involve disguising themselves in order to spy on them and root out any traitors. The frequency of these spying operations have never been disclosed, but it has done more than enough to make many people paranoid of them.

The colors of standard Eye operations, Sepia, comes from history. The first people to really use dedicated stealth forces were the desert-dwelling Lyvr, who can sometimes have sepia-colored scales. Rust is a reference to how they help to slowly break down an enemy force, much like rust corrodes iron.

Ascendant's Guard
Standard Colors: Black & Yellow

Elite Colors: N/A

The smallest and most secretive of the divisions, the Ascendant's Guard's sole task is ensuring the continued safety of the royal family. The entire division is stationed at Ghalderis Fortress. The Guard is split into two separate groups: the Haldrg and the Arnan. The Haldrg are the larger of the two, estimated to be made up of about one thousand personnel. They protect the area around Ghalderis, though are not stationed within the palace, nor do they directly guard the royals. The Arnan, estimated to be about one hundred personnel, are considered the to be elite forces of the division. They protect the interior of Ghalderis fortress and are directly responsible for protecting the royals. Only the most fanatical and experienced Korvar have a chance of becoming a Haldrg, let alone an Arnan. It requires complete devotion to the Emperor and decades of training and battlefield experience.

The Arnan view all divisions the same way: lessers 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 in their jurisdiction, even the Xel'va 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. Unlike the default military colors, these suits are colored in a bright red/gray coloring, with the captain having black instead of grey. The armor a user wears depends on the situation at hand and their position. During standard patrols, most CDF Officers use a lighter, mobile version of the Gatranus which, while it couldn't hold its own on the battlefield for long, can sustain some damage. Riot officers use a much more durable suit of armor, making it the CDF's version of the Elsekt. When it comes to weaponry, the most common weapons are shotguns, rifles, and pistols. Officers use non-lethal ammunition mostly, but have spare clips with lethal ammo if the situation calls or it. Aside from primary weapons, they also have stun batons and different types of grenades.

For large disturbances such as riots, the CDF can also utilize armored droids known as "Casovis Enforcement Droids." These robots stand at about 8 feet tall and are armed with two large, blunt weapons on the arms, which can be switched out when needed. Casovis can charge headlong into a crowd, knocking everyone out of the way and dispersing crowds very efficiently. They were also constructed to be fairly fast and agile, allowing them to pursue fleeing targets, who they can either capture with net launchers or incapacitating them. Casovis are not used on normal operations because of their tactics being destructive and they can easily cause great bodily harm to individuals.

During an alien attack, CDF forces work to protect the civilian population while the military garrison holds off the invaders. CDF evacuates civilians into evacuation ships and bunkers, eliminating any alien who somehow gets in the way. Most officers do not go to combat alien forces, despite being armed enough to do so. Instead, they stay with the civilian population to ensure order and to protect them in the event aliens manage to find them.

Combat Doctrine
Korvar military doctrine is built upon four foundations: sustainability, strength in numbers, obscene firepower and armor, and rigid organization. When the Korvar invade a planet, they dig themselves in for the long-run. They draw out their battles, weakening and cornering their enemies overtime before defeating them with one final strike. They are not known for rapid warfare or 'blitzkrieg' style attacks, though have shown the ability to do both when called for.

When it comes to infantry and armor design, the Korvar prefer heavy armoring and firepower over speed and agility with very few exceptions. Even their basic soldiers are equipped with thick, full-body armor plating and shield generators. This does, of course, bring about the obvious problem that the Korvar military is in general not very mobile. This has proven incredibly problematic against races which are highly mobile and can outmaneuver Korvar forces, namely the Zorock Republic and Rach.

The Korvar military is immense in scale. Thanks to a high birthrate and conscription, the army has tens of billions of combat-ready soldiers it can deploy at any given time. Dozens of factory worlds work non-stop to build weapons, armor and vehicles. Likewise, shipyards supply the war machine with countless vessels. This often means the Korvar have numerical superiority on the battlefield save for special circumstances. Despite their numbers, they rarely resort to utilizing cannon fodder or wave tactics, as they are seen as both wasteful and insulting to the soldiers and high command.

The Korvar operate under a pack mentality where leadership and organization is paramount. They cannot operate properly without leadership, even a large attack force will crumble and dissipate if the leaders are eliminated. To prevent this, the military is structured with strict organization and a rigid chain of command where if a commanding officer dies they can be replaced by someone else within the chain.

Field Combat Manual
Like the vast majority of races in the galaxy, the Korvar have no set rules of fighting used against every race. Though general doctrine remains the same, tactics and strategy varies greatly conflict to conflict.

The Betel


"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."

The Betel have been a thorn in high command's side since the beginning of the war. As it stands, the Betel are too technologically inept and disorganized to pose a real threat to the mainland. On the other hand, the Korvar's attempt of dominating Betel worlds has been a slow, frustrating ordeal thanks to the unique environment of Betel worlds and the determination of Betel guerrilla fighters. While any Betel unit will almost always lose in a direct engagement, their ability to hide amongst the vast trash mountains and utilize the environment has proven to be both ingenious and incredibly dangerous, 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 division in order to purify 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 Kavrass 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, numerous Peacebringer regiments have been deployed to these captured colonies, and have proven to be effective despite difficulties with the terrain. Taking prisoners has also progressively become less common, the Korvar preferring to just butcher anyone they can find to try and lessen resistance later on.

Empire of Diablos


"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."

The Biomatter
"The influence the false gods have on this universe has been vastly underestimated. Somehow, they have twisted Qualdara, manifested it into the horrifying aberration that we fight today. The Biomatter are a scourge, a threat to all life in the universe. It must be cleansed through any means necessary, before it is too late."

"You cannot hide behind fortifications and hope to win against a Biomatter invasion. They spread rapidly, and will consume an entire planet in mere weeks. 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 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 can easily overwhelm them with numbers. 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."

The Zorock
"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."

"There is no outmaneuvering a Zorock. They are much lighter, much faster than our own armor and infantry."

The Margan
"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."

Vaxelva Likaros


Valxelva Likaros is the current second-in-command of the Korvar military and counterpart to the Grand Xel'va Ahkavas. At only 67 years old, she is unusually young for her position. She rose through the ranks quickly, showing a natural finesse for commanding troops on the field. She is a highly versatile commander, being able to adapt to a rapidly changing battlefield and make decisions on the fly. Her numerous victories and flexibility got her chosen as Valxelva over her competitors. She has been incredibly successful in her role leading the forces of Ahkavas to victory several times over the years and personally bringing destruction to several empires. When the Empire entered the Great War, Likaros was put into command of all forces in the new frontier. This was largely in part due to both the magnitude of the conflict and to put her experience to the test and she is a worthy replacement of Ahkavas.

Likaros is known to be quite outgoing and friendly when outside of the battlefield. She maintains several friendships within military high command, such as Ahkavas and General Varo, despite her and Varo originally competing for Likaros' current position. When on the battlefield, Likaros is incredibly charismatic and unrestrained, going all out with her assaults, a trait shared by General Varo. Likaros tends to toy with her adversaries, taunting them over the comms and misleading them into making tactical errors before punishing them with brutal force. She does have respect for her enemies, much like other commanders, but it becomes more suppressed the more the enemy begins losing. She is known to be one of the most religious generals currently in the military. She follows the holy books down to the last letter, and makes it quite known. Her helmet is made in the image of the Xelvalder, her personal interpretation being that she sends her enemies into the afterlife, thus being similar to Xelvalder. Many of the symbols and insignias used by her troops are also of a religious nature.

Vier Varo


Varo is amongst the military's most experienced and outspoken generals. He is the general of the highly experienced 2nd Imperial Expansion Army. Varo has mastered Korvar military doctrine, utilizing devastating artillery strikes and heavy armor pushes to overwhelm the enemy and wear them down. Experience has also humbled him, to an extent. Varo can see when something has become a lost cause and will immediately try to retreat, not wishing to send his troops into a meat grinder. He's grown a hatred for races that utilize cannon fodder type forces and sees those relying on hit-and-run style attacks as cowardly. His experience on the field almost got him to the position of High General of the Army, however Likaros managed to beat him by a last second decision. Despite losing out on the position, his service record is still filled with victories, and most welcome the sight of him and his forces on the battlefield.

Varo has numerous bionic augmentations in his body. One reason is that he developed a normally fatal heart condition and he had cybernetics and bionics placed inside to replace the heart entirely. Another, and perhaps more important reason, is that Varo is a large supporter of increased use of bionics within the military, at least for those staying permanently, as a way to extend their life and keep them in top performance. Not being one to idly sit by, he decided to show support by replacing many parts of his body with bionics. He did not stop there, requesting a personalized battle suit that would be controlled with the help of his bionic enhancements. Though rarely on the field, he does wear it when on campaign, both as protection and intimidation.

Previously General Varo was deployed against Betel forces. Though his forces could crush the Betel in terms of strength, Varo was forced to change his strategy in several ways to adapt to the Betel's completely foreign and unusual environment and military strategy. He is noted for his intense hatred for the Betel, referring to them as cowards and primitive vermin that deserved nothing more than destruction. Feeling his expertise was needed elsewhere, Likaros has since had Varo and his subordinates deployed against the Diabloian Empire.

Ilsarohs Syrelia


Commander Syrelia is one of the newer commanders in the army, only earning the rank three years ago. Syrelia's combat experiences comes from her time on the Zorock battlefront, one of the more violent and destructive fronts before the Great War began. As such, her strategies tend to focus on countering highly mobile forces, which ultimately led to her promotion. Syrelia holds respect for the Zorock, as shown by her helmet, which was made in the style of Zorock Gartok soldiers. She had the helmet designed after a squad of Gartok nearly killed her during her time as a Field Commander.

Though capable on the battlefield, she has much to learn in the ways of commanding troops. Syrelia has known to be extremely confident about her abilities and her forces, sometimes being overconfident. This has led to her sometimes overextending her forces and getting them into unnecessary and dangerous situations. Her overseers tend to pair Syrelia with another commander to make up for the current weaknesses in her ability. Despite her flaws she has still managed to attain many victories under her belt. Her experienced with highly mobile and guerrilla forces has led to her deployment on the Betel front.

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 Bioengineer Natevl, overseer of the Orsaron Program. Started a few years before the onset of the Great War by Grand Xelva Ahkavas. the top-secret Orsaron Project is a program designed to create super-soldiers by combining soldiers with highly-advanced cybernetics that would replace much of their physical body with machinery. In the past, prosthetics were most often used to replace body parts and organs, such as Vier Elseron's mechanical trachea. A few combat-oriented augments also exist, but no one before has tried cybernetic augmentations on the scale Orsaron has. If the program is successful, it would theoretically result in small armies of incredibly powerful and durable infantry that would be equivalent to a large squad of Korvar marines in capability. The director of the program, Lead Bioengineer Natevl, is the empire's leading expert on cybernetics and prosthetics. He has completely dedicated his life to this project, considering it to be his most important work and the biggest contribution he will ever make to the empire. In fact, he has installed a number of augmentations into himself as part of his experiments. He wants to see this project through, and is willing to die if it ensured success. For many years, progress on Orsaron was slow but steady. It would be many years before initial prototypes began development, but numerous individual components were created that were quickly introduced into the military and medical industries. The pace of advancements increased exponentially shortly after the end of the Korvar's conflict with the Margan. Hundreds of corpses were taken for dissection and study of their cybernetic components. This revolutionized the field of cybernetics and resulted in significantly sped up research and development. As a result, many Korvar 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. Codenamed Neveteth 'Hybrid' armors, these prototypes stand about two-to-three feet taller than the average marine and are significantly stronger and faster than their fleshy counterparts. They are currently being leased in small numbers over the Steel Bulwark and Crimson Hammer regiments for direct field testing against the Betel, Aeverians, and Diabloians. 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.

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 that encases the entire user, including the wings and the spikes behind their head. Lighter armor is placed around the joints to keep movement as unhindered as possible. 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 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 special version of the armor. Certain private security forces have their own bought directly from military suppliers, Though this is quite uncommon given the prices the suits go for. Specialty versions are also made for alien empires to use, these models being tailored for their specific anatomy.

MKII "Hilgne" Combat Armor


The MKII 'Hilgne' Armor is a cheap and easily reproduced suit of armor created for those who can't afford Gatranus armor, namely private 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 inferior to power armor in every aspect. 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 a user a bit more mobile, but much more vulnerable to gunfire. This is compensated for to an extent by an shield generator built into the chest. 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.

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.

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

 Altrin

 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.

 Sycer 

The Sycer is the empire's first flying battlesuit. It was designed for traversing rough terrain and keeping up with the normally highly mobile Xeskerah and Seervas, 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 Sycer 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.

Sycer 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 Sycer 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.

Pistols/Submachine guns
Xalgon Automatic Pistol

Used throughout the empire by both military and police forces, the Xalgon is a lightweight automatic pistol. It fires small rounds which are able to pierce most light armoring at a rate slightly slower than most machine pistols. Its lightweight and easy-to-use nature made it popular with more mobile forces, such as the Xeskerah. Most of the time however, the Xalgon is simply used as a backup for emergencies rather than as a primary weapon.

Sedaltav Semi-Auto Heavy Pistol

The Sedaltav is a very powerful, highly accurate pistol used as an alternative to the Xalgon and Ahvari Shotgun Pistol. Though slow firing and ineffective against groups of enemies, it can easily incapacitate or outright kill armored infantry at fairly long ranges. It is most frequently used by those who prefer the more inaccurate, automatic weapons such as LMGs or heavy assault rifles.

Ahvari Shotgun Pistol

An alternative to the Ghador, the Ahvari is a 4-shot semi-automatic pistol that fires the same rounds a Ghador can. It is just as powerful as its larger counterpart, but it looses its automatic functions, accuracy, and ammo capacity. Despite this, it is still good for quickly dispatching someone in close-quarters. It is especially popular with many Esaroh, as they can use another weapon and still have a shotgun on hand when necessary.

Quedar Energy Pistol

Large and bulky for a pistol, the Quedar is a plasma-based weapon that discharges fairly weak bolts of plasma capable of causing extreme burns and melting light armor. While many would pass off the weapon as useless, this is far from the truth. The Quedar has a built-in charging function where it discharges about half of its battery in one blast. This is primarily used to overload enemy shielding or burn a hole straight through a soldier. However, this does use up half of the plasma battery and overheats the weapon. Most squads have at least one trooper armed with a Quedar specifically for taking down heavy enemy shielding.

Ghaver Submachine gun



The Ghaver is a light-weight, high power submachine gun used extensively by stealth and infiltration forces and as a general purpose sidearm by many other infantry classes. The Ghaver fires light pistol ammunition at a rapid rate, shredding lightly armored infantry. The lighter ammunition also makes it less recoil intensive and more comfortable to use.

Carbines/Automatic Rifles
Avka Carbine

A common sight on the battlefield, the Avka is a well-rounded, standard-issue carbon. It is designed to be a balanced and versatile weapon, remaining strong against infantry without being too recoil intensive. It is fairly modular and can have a variety of attachments added to it to fit in just about any situation. The versatility of the Avka has made it popular outside of the military as well, specifically planetary police forces, who use a modified, less lethal version of the weapon.

Kadair Assault Rifle

The Kadair is the bigger brother of the Avka. It focuses on raw power, sacrificing accuracy for a more powerful punch. Though its reduced accuracy and recoil make it highly impractical for long-range engagements, it is immensely popular with front line infantry who engage mostly in short-medium range combat, where the Kadair shines. It has also grown popular amongst certain spec-ops divisions, such as the Halrog Commandos and Arnan.

Semi-Auto/Long-Range Rifles
Halvus Semi-Automatic Rifle

The Halvus is a semi-automatic, long ranged support weapon. It functions as a middle ground between the extreme range and power of sniper rifles with the fire rate of other rifles. The Halvus works as a small coilgun, firing somewhat slowly but accurately and dealing heavy damage to enemies. The light weight and well-rounded nature of the Halvus has made it popular with police and reconnaissance forces as well.

Saqueris Sniper Rifle

Used extensively by special operations forces, the Saqueris is a long-range rifle used for support and assassinations. It is a miniaturized railgun capable of launching projectiles at an extremely high velocity for an extensive range. It can launch differing types of rounds depending on the situation, such as anti-tank or explosive rounds. The drawback of the Saqueris is that is takes time to charge up to fire, making it useless at close range.

Galeron Impaler Rifle

One of the many recent military developments, the Galeron Impaler Rifle uses high powered coils to launch large metal spikes at extremely high velocity, going straight through heavy infantry armor and obstacles and sometimes known to stick enemies to walls and other hard surfaces, giving it its name. The Galeron has become very popular among heavy infantry and commando units for its sheer destructive power against heavily armored infantry and light vehicles. However, due to its ammunition type being fairly exotic among Korvar weapons, it can't accept any other type of ammunition aside from the spikes.

Shotguns/CQC Weaponry
Ghador Automatic Shotgun



The Ghador is a standard issue automatic shotgun. It fires heavy slugs at rapid succession and fairly low spread, making it effective at quickly taking down armored units at close range. 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. The Ghador also has a semi-automatic mode that makes it easier to aim and compensate for recoil.

Oruvai Acid Sprayer



The Oruvai is an experimental weapon that is currently exclusive to Vahlsrod's Maw. It sprays out a long stream of corrosive acid that rapidly melts armor and flesh alike. As well as eliminating infantry and battlesuits, it is also a popular weapon for forcing soldiers out of cover. The main flaw of the Oruvai is its weakness against energy shielding. Being only a stream of liquid, the acid collides with the shield without causing any harm. To make up for this, Oruvai users tend to carry a Quedar with them.

Heavy/Explosive Weaponry
Caderis Light Machine Gun



Developed shortly before the Korvar-Zorock war, the Caderis LMG has been the mainstay squad-support/anti-infantry weapon for well over two decades. With its large magazine and high fire rate, it has become famous for being able to hold down positions for extended periods of time and mow down any soldier that comes in its wake. Simple modifications allow the Caderis to be mounted on a tripod and vehicles.

AB-19 Xerxa Energy Repeater

A step further into the development of energy weapons, the Xerxa is a heavy automatic weapon that fires bolts of plasma in rapid succession. It operates much like the Caderis LMG, having a large battery that allows it to fire for extended periods of time. It has proven incerdibly effective at overloading shielding and withering down heavily armored soldiers. Like all energy weapons however, the Xerxa suffers from being bulky, heavy, and expensive. It also overheats after sustained fire, and can very rarely melt and become inoperable.

Orla Grenade Launcher

The Orla is a heavy grenade launcher capable of launching up to eight grenades in rapid succession before needing to reload. Like the Iolus Missile Launcher, it can utilize several ammunition types, some of which are shared with the Iolu. Others are more unique, such as remotely detonated grenades and magnetic mines.

Iolus Missile Launcher

The Iolus 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 misiles without the need of modifications, allowing a user to change from an anti-vehicle loadout to an anti-infantry loadout on a dime. Some examples of Iolus ammunition are a rocket which penetrates enemy vehicle armor and then detonates inside to kill the crew, and another which splits into smaller rockets to cover a wider area.

X20A Gakera Laser Cannon

A new and experimental design, the Gakera is a large laser cannon that gives infantry the power to instantly take down enemy armor. After charging for several seconds, the Gakera will unleash a beam of energy at a target with pinpoint accuracy, destroying anything in its path. The power of the beam allows it to go through walls and armor, making many defenses largely worthless against it. Due to a long cooldown and recharge time, The Gakera is mostly used as a support weapon, picking off slow enemy vehicles and defenses from long range.

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. Engineers began to experiment with creating blades made of plasma energy, and within a few months, had created the first plasma blade prototypes and issued them to infantry that would later become the Xeskerah. The test was rousing success, the blades effortlessly sliced through enemy infantry. Soon, more plasma-based melee weapons were created and issued to the rest of the military.

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 heavy 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 heavy 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 him of a plasma blade is much more subtle.

Bladed
Elavru Polearm

A popular weapon among Seervas and the Arnan Royal Guard, the Elavru is a light, two-handed pole weapon based on ancient Lyvrn designs. At each end is a large blade, each facing opposing directions. Two different versions of the blades exist. One is the standard plasma blade, the other is a chainsaw-like design. When mastered, this weapon become a horror on the battlefield, effortlessly slicing through swathes of infantry. On the other hand, the extensive training necessary to make it effective also limits its use on the field.

Voldar Spear

The Voldar is a large spear usually between 3-6 feet in length and is designed for piercing thick armor, making it useful against armored infantry and certain vehicles. As well as for stabbing, some Voldar, particularly shorter ones, have been used as javelins, particularly by Elsekt. The primary users of the Voldar include the Servas and Arnan, and the Xeskerah have also begun to use the shorter versions for their rapid ambushes.

Orezon Chain Axe

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 an enemy. 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 individually units at a faster pace. Other battalions go a step further, with some of their forces carrying around a small bag of the axes to toss at enemies and replace lost axes.

Qovolr Dagger

Qovolr are short, lightweight daggers. They are frequently used by many spec-ops troopers, primarily the Ilvera, as a tool for silently dispatching targets. They are designed with piercing through armor, making them deadly even to heavily armored infantry. Many soldiers on the field also use the Qovolr, usually sticking it to their weapons to work 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 them using their jetpacks.

Blunt
Haldak Warhammer

A warhammer is to the Korvar as a sword is to a man. Hammers have always been a part of Korvar iconography and culture and remains so to this day. The Haldak is a continuation of this long tradition. With a blunt head on one end and a spike on the other, the Haldak can knock someone off their feet or pierce through power armor with ease. There are two versions of the hammer, one that is one-handed, and another that is held with two hands. One-handed hammers are more popular with soldiers whereas the two-handed one is commonly used by battlesuits.

Galrov Mace

The Galrov is a heavy mace which can dent and penetrate infantry armor thanks to the flanges on the head of the weapon. The small version of the Galrov is somewhat uncommon on the battlefield, as its normally more effective at melee ranges to try and stab enemies rather than swing at them. A much larger version of the Galrov exist for mechanized infantry battlesuits, which is much more popular. The larger version can easily take out a clustered group of infantry or smash a light vehicle in one blow.

Mechanized Battlesuit Weaponry
Weaponry for Xekelyin Battlesuits are much too large to be used by regular infantry, but are also much more devastating. Sometimes the increased size allows for more unique weapon to be installed can't be miniaturized for infantry. As such, these weapons are placed into their own category.

One-Handed
Vailes Miniguns

Though the Halvon was immensely successful and remains in use today, its large, bulky size makes it difficult to maneuver it in the close quarters of a base or starship. Many, especially in the Esaroh divisions, began requesting a smaller Halvon that could be used effectively in CQC. The answer was the Vailes. The Vailes is a 6-barreled minigun that can be mounted on one arm, making it light and easier to maneuver compared to the Halvon. Though it is not as accurate at medium to long ranges, it can spew out bullets at a very high rate of fire, mauling any infantry stuck in its wake.

Nelvak Scattercannon

The Nelvak is the general-purpose close-quarters combat weapon of the Mechanized Battlesuit. It works like a gigantic version of the Ghador Shotgun, firing a volley of anti-personnel rounds that shred infantry and battlesuits to shreds. It can have both automatic and semi-automatic fire. It is mounted on only one arm, allowing the user to also wield another weapon, normally a heavy melee weapon like the Galrov. The Nelvak is especially popular with the Esaroh as the large groups of enemy infantry and armor can be quickly overwhelmed with a few Xekelyins wielding the weapon.

Ar37 Plasma Thrower

The futuristic relative of a flamethrower, the Ar37 is a heavy weapon that fires a stream of superheated plasma at enemies. Like the Oruvai, the Ar37 makes quick work of infantry and armoring, but it also has a slightly higher range and can rapidly overload enemy shielding. However, like other energy weapons, it is more expensive to produce, overheats very quickly, and relies on heavy batteries to function. Currently, there is no infantry variant of the Ar37, as current models are much bigger and bulkier than even the Xerxa Energy Repeater

Two-Handed
Kravat Assault Rifle

The Kravat is a battlesuit-sized assault rifle. In terms of standard infantry weapons, the closest equivalent would be Kadar. Kravats are popular among those wanting a bit more mobility and frontline assault forces, as the weapon is considerably lighter and smaller compared to other weapons, and is held rather than mounted to an arm. Many like to mount large bayonets or grenade launchers to the weapon for extra versatility, and also mount longer-range weapons to the shoulders to make up for the Kravat's fairly low accuracy at long range. Like the Kadar, the Kravat produces heavy recoil, though the battlesuit has the strength to handle it fairly easily.

Halvon Autocannon



Affectionately referred to as a 'chainsaw' by many of its users, the Halvon is a very large, two-handed belt-fed heavy machine gun. Initially designed to be used on planes and mechs, the original design was down-scaled and given to battlesuits to provide a way to support allies with suppressive 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. Since the weapon requires both hands and the back, the only other weapons that can be used alongside it are shoulder-mounted weapons.

Other
Qala AA Miniguns



The Qala gives the firepower of a Gantrivost Anti-Air tank to the hands of Xekelyin Battlesuits. It consist of two large miniguns mounted unto the back of a battlesuit. Targeting the enemy and moving the guns is taken care of by an A.I and hydraulics. The guns are capable of locking unto and taking down most enemy gunships and low-flying ships, and can hit ground units if they're high enough. Though users cannot place weapons on their shoulders, the fact that the Qala is back-mounted means that pilots can also wield other weapons on their arms, some popular choices being the Kravat and Nelvak.

 Helgok Mortar Cannon

The Helgok is a large mortar cannon that is mounted unto the back much like the Qala Miniguns. 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 Helgok tend to stick with supporting squads of infantry who can help protect it against close enemies and provide extra ammunition. Unlike the Qala, weapons can be mounted on the shoulders, weapons which tend to be focused on close-medium range combat.

 Veleke Toxin Sprayer 

Used only by Vahlsrod's Maw, the Veleke 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 Xekeltin, 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.

Xeskerah


Introduced shortly after the reintroduction of melee weapons, the Xeskerah are lightly-armored infantry trained for rapid attacks and ambushing enemy infantry. Their job is to get into the thick of enemy forces, pick off specific targets, and leave just as quickly as they arrived. Similarly, they are also trained to get behind enemy lines and sabotage important assets such as artillery positions or supply lines. To accomplish this, they are trained extensive in how to use a jetpack and are experts at navigating almost any environment. Standards of the Xeskerah corps are extremely high, due mostly to how dangerous the position is. Casualty rates among Xeskerah are higher than every other infantry corps. Veteran Xeskerah are treated in high regard as a result and often become role models.

Xeskerah are armed with two wrist-mounted plasma blades that are designed for piercing armor, making them perfect for countering heavy infantry. They are armed with one or two hand-held melee weapons of choice as well. Popular weapons among Xeskerah include plasma axes and daggers, both of which are designed for slashing groups of lightly armored infantry. Some have also chosen to forgo some of their melee weapons to take a weapon along, usually a shotgun or carbine.

Elsekt


The first soldiers to appear on the battlefield, the Elsekt are the standard infantry of the Crimson Hammer. They wear the default version of the Gatranus armor, giving them a moderate amount of protection while still allowing some mobility. Many of them wield small arms weapons such as the Avka Carbine and Ghador shotgun. They also wield a pistol and a melee weapon such as a dagger or mace.

As Elsekt gain experience on the field and become proficient in a certain area of combat, they receive new armor and weapons to fit their style and eventually are promoted to a respective position. For example, an Elsekt who is mobile and mastering close quarters combat will receive jetpacks and melee weaponry and eventually work their way into becoming Xeskerah.

Sektra


The Sektra are the soldiers that make up the biological and chemical warfare divisions of the military. They use a unique suit of armor specifically tailored for surviving the biological warfare that the division is known for. Their highly resilient, pressure-sealed armor can withstand toxic environments for week at a time before requiring maintenance. This has made the Sektra popular on the Betel front, where the highly toxic and polluted environment is dangerous to many troops. Many of the systems used in their suits has also been given to standard infantry serving on the battlefront.

Most Sektra use a mix of weapons, both weaponry available to other divisions, such as the Kadar and Avka, or weapons unique to them alone, such as the Oruvai Acid Sprayer. Sektra in the Biomatter task force 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.

Servas


Servas are former Elsekt trained to utilize jetpacks on the battlefield. Servas can take on a variety of roles, from reconnaissance to squad support to acting as assault infantry. Their jetpacks can them to hover in one place as well, allowing them to lay down suppressive fire from a high vantage point. Servas have two versions of power armor depending on their role. Reconnaissance forces wear light armor to allow them to move quickly through the battlefield. Combat Servas have heavier armor with larger plates, given that their hovering can make them vulnerable.

Many Servas have a preference for either heavy automatic weapons for enemy suppression or mid-long range rifles for picking off enemy units. Also because their jetpack allows them to quickly move in-and-out of a fight, Servas are one of the few infantry classes currently trained in using melee weaponry. One such popular weapon is the Elavru. Another choice is the Voldair spear.

Esaroh


Esaroh Troopers are space combat specialist. They are trained for deterring enemy attacks on their own vessels as well as boarding and capturing enemy ships. Along with their combat training, Esaroh are also trained in maintaining and repairing the ship. Their armor for Esaroh is made to survive in the vacuum of space, being equipped with internal pressurized air tanks and jetpacks so they can easily move around in and outside of a ship. Esaroh troopers rarely ever intentionally touch down on planets, being far more used to fighting in vacuum and in starships. Esaroh are normally armed with CQC weaponry. Popular choices include the Gahdor Automatic shotgun and the Avka AR. Rarely, long ranged weaponry is also utilized, but this only occurs if boarding an extremely large vessel.

Esaroh forces board enemy ships in groups of up to 75 men per-boarding vessel, with multiple vessels latching onto a ship in various spots. Most boarding operations are normally done to capture special targets and/or disable the ship from the inside. Occasionally, however, Esaroh will board a vessel to permanently capture it, either to use it on enemy forces or because their own ship was crippled.

Naltek


The Naltek are the standard infantry of the Steel Bulwark division. True to their division's philosophy, the Naltek are practically walking tanks, covered in the thickest and most durable armor of any standard infantry force. When working with the other divisions, there are at least one or two Naltek in any given squad, sometimes more in special occasions. On the field, they serve one of two roles: heavy fire support or as a front-line bulwark. Support-focused Naltek utilize heavy weapons such as rockets and LMGs. The 'bulwark' Naltek are often equipped with over-sized shields that provide allies with mobile cover. Alternatively, they can replace their shield with other options such as Kadar ARs and Galeron rifles.

MKI "Neveteth" Hybrid Armor
The Neveteth, commonly nicknamed 'Hybrids,' are the first fruits of the Orsaron Program. These soldiers, oftentimes long-time veterans, have sacrificed all else to serve the empire to their maximum capacity. Most of their fleshy body and organs have been removed, replaced with robotic parts and cybernetic augmentations that serve as their new, permanent body. They have become melded to their mechanical bodies, and are incapable of surviving without them. In exchange, they have become the peak of Korvar infantry, surpassing even the Xekelyin in sheer strength, speed, and durability. They have become living weapons platforms capable of destroying battlesuits and tanks.

Ilvera


Masters of espionage and deception, Ilvera are elite stealth units in the special-ops branch in the army. Ilvera encompass all stealth and espionage operations in the military, from assassinations to spying to destroying key targets prior to an invasion. All Ilvera operatives are extensively trained towards a certain role, making them extremely proficient in that area. When operating on the battlefield, Ilvera sneak well behind enemy lines where most other forces can't get to and eliminate key enemy targets. They also sabotage enemy supply and communication lines, causing a logistics nightmare within the enemy force. Most weapons popular among Ilvera are light weapons, such as a silenced Gaver Sub-machine gun, Halvus rifles, and a silenced pistol of their choice. Most Ilvera also carry a small melee weapon, normally a dagger for quickly eliminating single targets.

Some Ilvera are stationed on civilian worlds, acting as a secret police force. They are used to spy on politicians and other positions of rank within the populace, as well as military personnel. 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.

Halrog Trooper


While Ilveras are trained to stick to the shadows and avoid the bulk of the fighting, the Halrog Troopers are trained to do the exact opposite. Halrog are elite commando units trained for high-risk raiding operations against enemy forces. Whereas the Ilverus are quiet and subtle, the Halrog are vicious and blunt. They rush through enemy bases, gunning down anyone and anything between them and their objective. They wear heavy power armor, more akin to standard infantry rather than what other spec-ops units wear.

In contrast to Ilverus' preference in light weaponry, most Halrog forces prefer heavier weapons with more stopping power. Such popular weapons include the Kadar AR, Gahdor Shotgun, and Galeron Rifle. Though more uncommon than in Seervas forces, some Halrog will equip themselves with a melee weapons along with as jetpacks for the added mobility. Popular choices include wrist-mounted Qovolis Daggers or the Elavru Pole arm.

Cosero


The Cosero is a highly trained elite sniper unit from the spec-ops division of the army. Their main objective on the field is to pick off enemy commanders and other valuable targets in order to break the chain of command and weakening the enemy force. Trained in stealth and equipped with light armor and a stealth generator a Cosero can sneak behind the enemy battle line and quickly run away if needed. Thanks to the Korvar's naturally slow metabolism they can stay out in the field for extremely long periods of time, some have been known to stay out for weeks without resupply. To help achieve this, most Cosero have a large meal within a few days of an operation and also bring smaller rations with them to supplement while them while they are on mission.

The Cosero is armed with a heavy Saquaris Sniper Rifle which is modified to fit different types of ammunition depending on the mission. The rifle does not feature a scope, instead relying on the Cosero's specialized helmet for aiming at enemy targets. In the event Cosero are caught, they are armed with an SMG or shotgun to defend themselves, as well as combat daggers.

Arnan


The Arnan Guards are soldiers who have achieved one of the most prestigious and respected positions in the military: becoming a Honor Guard of the Royal Family. They are the most experienced and trained soldiers in the empire, having spent decades in the armed service and many of them having participated in some of the most ferocious fighting on the front lines. With the skill bar being so high, only a few Arnane Guards are known to exist. Though the exact number is unknown.

In some cases, the Arnan will be sent on task that will not involve protecting the Royal Family. They will often be sent in place of the Royals to send secret messages or to protect someone else, most often an important military commander such as General Likaros. Rarely, they are sent in place of Ilvera to kidnap or dispatch of someone, as they are much more difficult to trace.

The Arnan Guard are well known for being fanatic followers of the Goddess. They follow all rituals and traditions presented in the holy text to the letter, and are well known for being critical of those who do not follow their beliefs. Their armor's color, yellow, represents one of the three 'gifts" from the goddess, in this case, light. The symbolism being that light is ever present, even at night. The Arnan's armor has imagery and symbols carved into the plating, many times to the owner's specifications.

Vehicles
Notice: Only models still in production are shown in this document, retired vehicles are omitted.

Tekarak Light Tank
Fast and maneuverable, the Tekarak is a light tank meant for harassing enemy forces or eliminating groups of infantry. It's light armoring and weaponry make it unfit for the battlefield by Korvar standards, making it a rare sight outside of raids on less-developed planets. The Tekarak is most popular on the frontier worlds as it is easily constructed and maintained, and like the Kaldrak has decent speed for travel between outpost. It is also used extensively by the CDF, particularly by riot forces, albeit this version has different weaponry. The standard Tekarak is armed with two heavy autocannons which are effective against light armoring.

Kaldrak Infantry Fighting Vehicle


The Kaldrak is the go-to Infantry support and transport vehicle. It is faster and more mobile compared to many vehicles in the military, being moderately armored and having hover technology. 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 quickly dodge enemy fire so it can deliver and support allied forces. It is also utilized by medical forces, 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.

Gavros Gatling Mech


A replacement to the aging A3170 Siege Walker, the Gavros walker is designed to eliminate enemy infantry. Its small build allows it to fit in tight spaces, and its armor allows it to resist most small-arms fire and light ordinance while remaining fairly mobile. It has become popular for close-quarters combat such as urban areas or heavily fortified fortress worlds. The Gavros has also found itself in a variety of other roles as well, such as a squad support mech and being used to quickly raid small enemy outpost.

The Gavros is armed with two large autocannons that can quickly mow down enemy infantry and light armor. The most latest model of the Gavros also features more modular weapon systems, allowing for the autocannons to be switched out for different weapons, allowing for more versatility on the battlefield. The engineers also updated the autocannons to a more modern model, making it simpler to change the ammunition type on the automatic weapons.

Xarvok Assault Tank


One of the oldest and most successful lines of military equipment in history, the Xarvok is a heavily armored main battle tank designed for spearheading assaults. The tank has remained in use for thousands 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.

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 and Deralis tanks, having the Gantrivost focus on light targets while the Deralis/Xekarvai focus on the heavy units.

The Gantrivost is armed with two heavy autocannons that rip apart enemy planes. These cannons are more accurate that flak, but don't have the spread flak rounds do. To counteract this, the Gantrivost has an advanced targeting AI to help lock on enemy ships quickly. These cannons can also be used on ground targets to cause respectable damage, but this is only done for emergencies. To keep enemy infantry at bay, it is armed with a forward-mounted machine gun.

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.

Dreavarok Battle Mech


The Dreavarok is the de-facto main battle mech of the Korvar. Specialized towards combat in more closed-quarters environments such as cities, the Dreavarok is balanced in regards to both speed and armor, allowing it to take hits while easily navigating the harsh terrain. Dreavarok operate in groups of up to 4 per squadron. These squadrons work together to flank and attack enemy forces from multiple directions, using their mobility to make quick potshots before charging in when defenses wear down.

Fitting its title, the Dreavarok is armed with a different weapons for different roles. Located on the right arm is a heavy machine gun for infantry and light armored vehicles. A large railgun is located on the left arm, and is used for more heavily armored targets such as vehicles and buildings. The railgun has fairly impressive range, allowing it to take out enemies from long range before approaching to strafe enemy infantry with its autocannon. Like the autocannons on the Gavros, the weapons of the Dreavarok can accept multiple types of ammunition. For example, the railgun can be fitted with a timed-round that is effective against gunships. Still experimental and an odd sight to see for many, the Dreavarok is also armed with a large plasma blade under its machine gun. This blade can be used to slice through enemy mechs that get close to it. These abilities make the Dreavarok a deadly threat on the battlefield.

Kavrass Assault Walker


Following a line of what was the first walker ever designed, the highly mobile and heavily armored Kavrass is the smallest and most common walker in the Korvar military. The Kavrass acts primarily as a walking tank, using its mobility to get in places vehicles like the Xarvok would have much more trouble getting to. It can also be seen following closely behind allies tanks on the field, using its height to its advantage against the enemy. The arsenal of the Kavrass allows it to serve multiple roles, making it very versatile on the battlefield.

The Kavrass' main gun is a large railgun meant for enemy buildings and vehicles. The cannon can utilize multiple types of ammunition, including armor piercing rounds or rounds that explode and release acid in all directions, making it effective against infantry targets. The Kavrass also has a heavy autocannon mounted at the front for shredding light infantry and vehicles. The Kavrass has no default anti-air weaponry, however it can sacrifice its main gun's power on ground units to fire rounds specifically for air units. Ground power will be compensated by explosive or heavy armor piercing ammunition in the autoturret.

The Kavrass is not unbeatable, however. Aside from its main gun, it has nothing protecting its sides or back. If enemies get too close, the gun may be unable to target it, leaving the vehicle vulnerable. Though it is still heavily armored, it has the least armor of all heavy walkers, leaving it vulnerable to heavy vehicular weaponry, especially in the joints of the leg. Despite these flaws, the Kavrass is a widely popular vehicle and its versatility on the field cannot be ignored.

Korvaros Siege Tank


The first design in a brand new line of armored vehicles, the Korvaris Siege Tank is the current pinnacle of Korvar tank designs. It is a heavy tank designed for eliminating heavy armor and fortifications. To accomplish this goal, the Korvaros is armed with a large, extremely accurate railgun that fires a projectile which pierces right through armor. On the other hand, the cannon has practically no splash damage, so it is not useful against groups. To deal with nearby infantry, the tank is also armed with a HMG. Like the Xarvok MBT, the machine gun can be swapped out for another weapon. To increase its deadliness and further defend the tank from smaller threats, a small squad of soldiers can go inside of the tank.

The Korvaros is a very well-armored tank for the most part. Its heavy, slanted plate armor and unique shape help to deflect most projectiles and lessen their impact. It is nearly invulnerable from the front and the sides. Unfortunately, its back is not as well protected, and can be pierced with heavy weaponry.The armor also makes it incredibly sluggish, even by standards for hover tanks. To help counteract these weaknesses, most Korvaros work in groups of up to four, helping cover one another flanks and often times surrounding enemy units.

Deralis Heavy AA Tank


Another recent addition to the Korvar arsenal, the Deralis is considered the 'bigger brother' of the Gantrivost. It is bigger, more armored, and has more pwoerful weapons than its predecessor. It is armed with two gauss-powered gatling cannons that fire armor-piercing explosive rounds. A single volley can turn most gunships and fighters into dust. Advanced targeting computers and multiple firing modes allow it to their lock unto a target with frightening precision or drown the air with bullets. The Deralis is rapidly risingi n popularity, and it is expected to begin slowly replacing the Gantrivost unless the vehicle receives an overhaul.

Oovros Heavy Laser Tank


The Oovros is an experimental vehicle that, unlike many other vehicles which utilize ballistic weaponry, wields a heavy laser cannon. The laser is capable of firing either in a single, concentrated blast of energy or in a beam of energy for several seconds. The beam itself is very powerful, able to easily cut through enemy armor and shielding like butter. The extremely long range of the laser turret allows it to fire from a very far distance,safe from most enemy fire. If enemies do close in however, it can fire on them, but the fire rate would be slow, leaving most of the defensive work up to nearby troops. The Oovros was designed for "sniping" specific enemy units as well as serving an anti-orbital role by attacking enemy vessels in their vital spots, such as engines and weapons. To maximize effectiveness the Oovros is normally deployed in squadrons that are scattered around the battlefield, allowing for a large field of vision.

So far the Oovros has proved to be a reliable unit on the battlefield, and is expected to leave the experimental phase soon to enter full production for standard use. However, it does have problems that need to be fixed before entering full production. The turret overheats fairly frequently and it takes several seconds to cool down depending on how long it was in use. The energy core used for charging the weapon is also somewhat unstable, making it possible, though uncommon, for the core to catastrophically explode if it is too damaged. Because of these flaws the Oovros is kept in the hands of only experienced generals, namely General Varo.

Vahlsrod Siege Mech


A towering monstrosity on the battlefield, the Vahlsrod is the tallest bipedal mech currently available to the Korvar military. It is designed for providing heavy support to an advancing force. It stays behind the main line, picking off heavily armored hostiles. While it does not possess the same mobility and close-quarters effectiveness that the Dreavarok posses, it makes up for it with incredibly strong weaponry and absurdly strong armor and shielding.

The Vahlsrod is armed with two massive, tri-barreled railguns mounted on its arms. These railguns fire three rounds simultaneously for one very large blast. The railguns easily pierce most enemy armor, making them extremely effective against enemy mechs and heavily armored vehicles. Like the Dreavarok, the Vahlsrod is also armed with two massive plasma blades in the event large enemy units manage to close in. The railguns take several seconds to reload, and in that time the mech is almost completely vulnerable, having no other ranged weapons to attack with. To compensate, most pilots tend to fire their weapons one at a time, giving time for their weapon to reload if the target goes down in one hit.

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


The Dekaroth is a heavy walker designed to support an advancing army. It stays behind the main line and provides heavy artillery support. The Dekaroth is armed with three primary weapons. The first is a heavy artillery cannon mounted on its back. Though somewhat slow, the cannon is extremely powerful and is capable of destroying most unshielded fortifications within a few hits. On its sides are large rail guns which work as both defensive measures or long range cannons. Mounted directly under its "head" are two heavy laser cannons. These cannons provide suppressive fire for allied forces and allows the Dekaroth to defend itself from close attackers.

Because of the design of its legs, the Dekaroth is extremely vulnerable to falling over if its legs are damaged. It also performs rather poorly in harsh terrain, limiting the areas where it can be deployed. The Dekaroth also has no anti-air weaponry and its support-oriented weaponry makes it ill-suited for directly taking on hostile vehicles. Because of these flaws the Dekaroth is grouped with other units and AA to help sustain it.

Gaulderog Armored Assault Fortress (AAF)
The single largest ground unit in the Korvar military, the Gaulderog is the pinnacle of superheavy siege weaponry. The gargantuan walker serves as a direct assault unit, using its heavy armor and weaponry to plow through enemy lines, allowing passage for allied forces. It also has the capability of carrying a decent amount of troops and armor, but these are more often than now used for holding guards and supplies to help keep the walker running. The Gaulderog is armed with a large array of weaponry. Its main weapon is a massive plasma cannon capable of both shooting a beam or charged shots. situated on top of the walker. On the front of the vehicle are several rail guns, all of which can be independently controlled, this allows it to attack any target directly in front of the walker. Situated near the main gun are several missile silos. These missile launchers can be used to either lock on and attack air units, or to unleash a flurry of missiles MLRS-style into enemy fortifications.



The first Gaulderog walkers were developed several years after the first walker vehicles were created. At the time they were developed as support units, staying behind an army to barrage the enemy in artillery fire and suppress enemies with its smaller turrets, similarly to the modern Dekaroth walker. Improvements in technology and the introduction of the Dekaroth made designers redesign the Gaulderog, making it larger, more heavily armored, and outfitting it with more direct weaponry. The redesigned Gaulderog quickly became famous for its ability to demolish enemy lines and turn the tide of battle, and became an image of strength and perseverance within the empire.

Despite it being the best of the Korvar vehicle arsenal, it is not without its own flaws. The Walker functions poorly in rough terrain, being too large and bulky to move around. The main energy cannon can also overheat if used too often, potentially damaging the vehicle, or more rarely, overload and disable the turret permanently. Finally, the Gaulderog is also extremely expensive to produce and maintain, limiting its numbers.

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 Carrier, or MCC for short, is the latest in heavy siege weaponry available to the Korvar military. Driven to develop a counter to the Aeveria's Overlord MHAC, designers initially were looking to create a large walker that would dwarf the Gaulderog 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. 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 feared asset of the Korvar 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 forces. 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, both to protect the tank and to protect the commander inside.

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.

Amphibious/Naval Vehicles
Due to starships replacing their role and difficulties in transportation, naval vessels have become much less common than they once were. In fact, naval warfare has fallen out of use to the point that the division dedicated to it was merged with Steel Bulwark over three centuries ago. As it stands, most naval vessels serve a defensive role, being stationed in highly populated regions to guard against invasion. The only vessels to see combat are often submarines or ships that travel along rivers and waterways.

Alvarak Raider Craft


The Alvarak is a small, armored sea vessel designed for making quick, continuous hit-and-run attacks on enemy forces. Too small and light armored for the open sea, it is used in smaller areas such as rivers and lakes. It sacrifices armor for speed, making it hard to hit as it releases a barrage rockets and bullets. The Alvarak's weapons systems are fairly modular, allowing for the craft to take different weapons into the battlefield. Two known examples are an MLRS-Like missile pods for locking on and taking out enemy units, and a turret based on the Xarvok Tank designed for bombarding enemy targets. The Alvarak is also armed with two small turrets, most commonly fitted with HMGs or missile launchers.

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 likely destroy dozens of them before being overwhelmed. The mpst effective method for destroying them is to use explosives or EMP-based weapons, or better yet, to destroy their A.I core.

Kaltreon Fighter


The Kaltreon Fighter is the go-to air superiority fighter. Able to fly in both atmosphere and in space, Kaltreon can pursue enemy targets anywhere in the sky. Keeping with doctrine, the Kaltreon has heavy armored plating that many other fighters may forgo because it would slow them down. To help alleviate the loss in speed, an afterburner was added that allows a temporary boost in speed, allowing them to close in on enemy forces or dodge incoming fire. Kaltreon squadrons normally consist of groups ranging in size from four to seven ships, sometimes larger or smaller depending on the mission objective.

Kaltreon Fighters are armed with three weapons. For standard dog-fighting, they have two heavy autocannons that shred apart light armor. For more heavily armored targets, such as dropships or heavy fighters, they have two railguns situated near the cockpit. Missile pods are located on both of the wings, which are normally used when engaging multiple targets or targets that are very durable.

Havros Gunship


Based on age-old designs from the pre-space era, the Halvros Gunship focuses on supporting ground forces and launching raids on enemy forces. The Havros is heavily armored for an attack helicopter, allowing it to take multiple hits at the cost of speed. Gunships are deployed in groups of varying sizes that hunt for enemy units and support allied forces. Despite its armor it still has two major structural weaknesses, the glass cockpit and the base of the propellers.

The default Havros is armed with three weapons. Mounted on the nose is an autocannon for eliminating infantry.On the wings are two railguns which can be used on light and medium vehicles. It also has two missile pods which can lock on to enemy gunships and ground targets alike. The weapons systems on the Havros can be changed fairly easily, allowing the Havros' armament to take on different roles.

Xelvalder Close-Air Support Gunship'''


Among the most feared assets of the Korvar air force, the Xelvalder is a heavily armored CAS plane meant for laying waste to enemy armored columns and providing heavy firepower to support an advancing ground force. The plane is well known for being very durable, having some of the hardest and thickest armor plating of any air vehicle in the military. As such, it can sustain would-be crippling damage and still be able to fly for a period of time.

The primary weapon of the Xelvalder, along with its most famous, is its two massive "Lavahn" gatling cannons. These cannons spew out high explosive armor-piercing rounds at an extremely high rate of fire, shredding apart armor and infantry with terrifying efficiency. For precise, heavy blows on specific enemy targets, the Xelvalder can also be armed with rocket pods and various types of missiles. Though a terrifying beast to ground forces, the Xelvalder is not so fortunate in the air. Its heavy armoring, while making it durable, makes it vulnerable to much faster and more nimble interceptors. With no way to match their agility or adequately hit them, they are unlikely to stand a chance against other ships. As such, Xelvalder are normally escorted by fighters or deployed where enemy air resistance is nullified.

Neilset Bomber
The Neilset Heavy Bomber is the mainstay bomber plane. Like the Kaltreon Fighter, it is capable of both flying into space and in a planet's atmosphere, allowing it to deploy directly from carriers rather than having to be transported like the Telvekon. The Neilset can be used to both carpet bomb a wide area or drop more precise bombs on heavily fortified positions or the massive armored vehicles that many empires possess. The plane gives up some of the heavy armor playing possessed by the Telkevon in order to have more speed and capacity for bombs. The somewhat weaker armor's vulnerability is somewhat nullified by fighter escorts protecting the bombers and the fact that the Neilset can fly very high into the sky.

The Neilset can be armed with a wide variety of bombs, allowing them to take on various different objectives. If needed, it can also drop nuclear warheads and other superheavy explosives. When it comes to defense, it possesses three turret pods, each of which can turn and target independently of each other. The turrets are effective at getting rid of enemy fighters and gunships, but have little effect on ground forces.

Starships
The starships of the Korvar 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 Caltreon 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, being somewhat 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.

Qualdara Dreadnought


While the Gaulderog is the top-tier ground assault vehicle, the monolithic Qualdara Dreadnought is one of the crown jewels of the Korvar naval fleet. These massive cruisers are only in the largest fleets, and in few numbers because of the immense amount of resources and time required to build them. They are the vanguards of their respective fleets, being some of the first into the battle. Qualdara primarily serve as anti-ship cruisers, using their heavy weaponry to eliminate opposing ships and its armor to take the brunt of the enemy fire.

The Qualdara is armed with a vast array of weapon systems. Point defenses litter the hull of the ship in order to repel fighters, bombers, and boarding craft. Numerous anti-ship turrets are also spread along the hull to hit enemy ships from all angles. Numerous broadside cannons also come from the sides. Several frontal cannons can also unleash a devastating volley of fire capable of almost instantly crippling enemy ships. The most powerful of these cannons being the one in the center, which is capable of blowing a hole straight through most ships.

Though the Qualdara can make quick work of enemy vessels, it cannot survive or maintain itself without support. It is unable to deploy many fighters due to having few hangar bays compared to carriers and capital ships. It also has no way of attacking ground targets, meaning it cannot hope to support troops. Its immense size and mass also makes it unable to enter atmosphere, and also makes it very slow and sluggish when it comes to movement, meaning any faster ship can easily outrun it.

Ikatan Mobile Orbital Bombardment Platform
"See? This is what happens when you let the R&D department get bored and stare at orbital defense platforms all day."

Often referred to as the "cannon of the Goddess" or the "sky smasher," the Ikatan is a mobile starbase designed for the sole purpose of obliterating fortifications and decimating large ground formations. The design of the station revolves around its main gun, a monolithic railgun the length of three Qualdara dreadnaughts put end-to-end. The cannon fires rounds about the size of a Kavrass walker that are capable of exploding mid-air, causing immense damage on the surface. It can also penetrate deep into the earth for bunker-busting, making only the sturdiest and most well fortified positions safe from Ikatan strikes.

The flaws of the Ikatan rest in the fact that it is both highly specialized and incredibly expensive to produce. Only three of these platforms exist, and only one is deployed anywhere near the Great War. The cannon itself fires very slowly, taking about twenty minutes to charge back up and reload between each shot. Defensively, the Ikatan is only capable of defending itself from smaller vessels such as frigates and fighters with its point-defenses and limited Tagorak pods. Without an escort, the ship is a sitting duck. Nevertheless, the power of the Ikatan, both psychologically and physically, proves its worth on the battlefield.