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Celestial Kingdom Army Factbook

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Celestial Kingdom Army Factbook

Postby Azhuru » Wed Feb 22, 2012 8:20 pm

Total Standing Army: 115,778,423 Total Soldiers
1 Canine Corps = 18% = 20,840,116 = 4,168 Regiments*
1 Equine Corps = 11% = 12,735,627 = 2,547 Regiments
1 Ursine Corps = 16 % = 18,524,547 = 3,705 Regiments
1 Feline Corps = 17% = 19,682,331 = 3,936 Regiments
1 Human Corps = 1% = 1,157,784 = 232 Regiments
1 Saurian Corps = 14% = 16,208,979 = 3,242 Regiments
1 Draconian Corps = 7% = 8,104,489 = 1,621 Regiments
1 Serpentine Corps = 9% = 10,420,058 = 2,084 Regiments
1 Avian Corps = 5% = 5,788,921 = 1,158 Regiments
1 Aquatic Corps = 2% = 2,315,568 = 463 Regiments
1 Xeno Corps = 1% = 1,157,784 = 232 Regiments
Total Regiments: 23,388**

Total Reserve Forces: 421,542,481= 84,308 Regiments
*Note: All Regiments carry full compliments of armor and artillery support. This goes the same for CAS assets and air transportation squadrons.
**25 Regiments are set aside especially for honor guard roles and to protect the capitol planetary system.

Organization

Ranks: The ranking of the CK military is based off of merit in the service, however nobility and office do hold a position in advancement and promotion. The typical rank is based off of two sections. The first is the land-holding title such as Baron or Duke. The second is the rank within the military service such as Private or Sergeant. The second title is used within everyday practice while the first is used only for formal occasions. For example, Count-Captain would be used in formal address. Captain would be used in everyday situations. However, enlisted or vassals are always addressed as Knight-Private, Knight-Sergeant, Knight-Captain, etc.

Generals, In descending order of control:
General of the Order (Foremost military official, second only to the King)
General of the Corps (The specific commander for a specific corps)
Adjutant General
Quartermaster General
Major General
Vice-General
Brigadier General
General

Officers:
Colonel
Junior Colonel
Major
Captain
1st Lieutenant
2nd Lieutenant

Enlisted:
Master Sergeant
1st Sergeant
Sergeant Major
Staff Sergeant
Sergeant
Corporal
Private

While each corps is the largest group, aside from Joint-Corps, and each have variable numbers to them, there still is a typical chart for the grouping of military units. It typically runs

10 men = Squad
10 squads = Phalanx (100 Men)
5 Phalanxes = 1 Cohort (500 Men)
5 Cohorts = 1 Division (2500 Men)
2 Divisions = 1 Regiment (5000 Men)
3 Regiments = 1 Battalion (15000)
6 Battalions = 1 Army (90000)
4 Armies = 1 Theater Group (360000)
1+Theater Group = 1 Corps (Variable)

Army organization
The Corps are generally self-sustaining armies living off the lords and barons supporting them. They are each stationed to a sector of the Kingdom and actively participate in defenses of it. However, most action is conducted amid the Regimental level. Regiments are the units that are the most used in deployment to a conflict zone. They are generally paired with a fleet and carrier group to support and provide orbital assets.
Each regiment is a self-contained army. It carries and supports itself with its own baggage train, CAS squadron, armor support [both tank and walker], and medical teams. Each typically organized based off of their cohorts.
Here is shown the 23rd Reptilian Corps Regiment

1st Division
1st Infantry Cohort,1st Division, 23rd Reptilian Corps Regiment
1st Mountain Phalanx [Light Infantry]
2nd Mountain Phalanx [ Light Infantry]
3rd Assault Phalanx [Heavy Infantry]
4th Assault Phalanx [Heavy Infantry]
5th Assault Phalanx [Heavy Infantry]

2nd Infantry Cohort, 1st Division, 23rd Reptilian Corps Regiment
1st Mountain Phalanx [Light Infantry]
2nd Mountain Phalanx [ Light Infantry]
3rd Assault Phalanx [Heavy Infantry]
4th Assault Phalanx [Heavy Infantry]
5th Assault Phalanx [Heavy Infantry]

3rd Infantry Cohort, 1st Division, 23rd Reptilian Corps Regiment
1st Mountain Phalanx [Light Infantry]
2nd Mountain Phalanx [ Light Infantry]
3rd Assault Phalanx [Heavy Infantry]
4th Assault Phalanx [Heavy Infantry]
5th Assault Phalanx [Heavy Infantry]

4th Infantry Cohort, 1st Division, 23rd Reptilian Corps Regiment
1st Mountain Phalanx [Light Infantry]
2nd Mountain Phalanx [ Light Infantry]
3rd Assault Phalanx [Heavy Infantry]
4th Assault Phalanx [Heavy Infantry]
5th Assault Phalanx [Heavy Infantry]

1st Quartermaster Cohort, 1st Division, 23rd Reptilian Corps Regiment
1st Logistics Phalanx [1st Cohort Train]
2nd Logistics Phalanx [2nd Cohort Train]
3rd Logistics Phalanx [3rd Cohort Train]
4th Logistics Phalanx [4th Cohort Train]
5th Officer Phalanx [Officer Corps]

2nd Division
1st Armor Cohort, 2nd Division, 23rd Reptilian Corps Regiment
1st Armored Phalanx [Light Infantry]
2nd Armored Phalanx [ Light Infantry]
3rd Armored Phalanx [Heavy Infantry]
4th Armored Phalanx [Heavy Infantry]
5th Armored Phalanx [Heavy Infantry]

1st Mechanized Cohort, 2nd Division, 23rd Reptilian Corps Regiment
1st Mechanized Phalanx [Tank Team]
2nd Mechanized Phalanx [Tank Team]
3rd Mechanized Phalanx [Tank Team]
4th Mechanized Phalanx [Tank Team]
5th Mechanized Phalanx [Mechanics]

1st Artillery Cohort, 2nd Division, 23rd Reptilian Corps Regiment
1st Artillery Phalanx [Walker Team]
2nd Artillery Phalanx [Walker Team]
3rd Artillery Phalanx [Walker Team]
4th Artillery Phalanx [Walker Team]
5th Artillery Phalanx [Mechanics]

1st Airborne Cohort, 2nd Division, 23rd Reptilian Corps Regiment
1st Close Engagement Phalanx [CAS assets]
2nd Close Engagement Phalanx [CAS assets]
3rd Strategic Phalanx [Strategic Bomber Wing]
4th Fighter Phalanx [Air Superiority Wing]
5th Fighter Phalanx [Air Superiority Wing]

2nd Quartermaster Cohort, 2nd Division, 23rd Reptilian Corps Regiment
1st Logistics Phalanx [1st Cohort Train]
2nd Logistics Phalanx [2nd Cohort Train]
3rd Logistics Phalanx [3rd Cohort Train]
4th Logistics Phalanx [4th Cohort Train]
5th Officer Phalanx [Officer Corps]

At the head of the regiment is a Colonel. He commands the regiment and deals with the strategic placement and coordination of the unit. He also serves as the regiment's adjutant to the General in charge of the theater group. He is followed by a staff of officers that fulfill the clerical and administrative duties of the regiment.

S-1: Administration
S-2: Intelligence
S-3: Operations
S-4: Logistics
S-5: Planning
S-6: Communications
S-7: Training
S-8: Finance
Each is an officer, generally of a rank of Lieutenant or Captain, that directs his specific department. They handle the dirty bits, taking care of the paper work and issues.

Administration handles all of the business dealing with personnel records and paperwork. They keep the fitness exams up to date, file requests and transfers. They also handle the postal service and typically serve as the CO's and XO's liaison to the main body.

Intelligence handles the business of acquring the earliest field reports and sheets handing the down from the theatre level to the regimental commander or do the business of conducting officer recon checks.

Operations assists the CO with the formation of the regiment's goal and strategy handling the overall flow and placement of the cohorts.

Logistics handles the acquisition and deployment of all materials to the soldiers ensuring they have the medical supplies, ammunition, consumables, support equipment and the equipment necessary to repair the previous gear. Not only this but they handle the acquirement and suiting up of the units ensuring each cohort has the gear to perform its mission.

Planning serves as the liaison of the regimental command to the nearby civilian populace and organizations.

Communications processes and handles the inter-regimental communications inside the unit and with outer forces as well. They also maintain and oversee the establishment of communication equipment such as radio towers, maser arrays, FTL buoys, etc.

Training organizes and conducts the training for the regiment and also supervises and supports friendly units.

Finance sets the finance policy for the operation. Operationally, the Administration and Finance may be interlinked, but have separate reporting chains.

From here each division is handled by a Major. There he works directly with the various Captains running the Cohorts and the Lieutenants directing the Phalanxes.

Typically each unit is kept on a Station 3 readiness level. That means that they are in effect constantly training and on guard for hostile excursion. Station 3, the most common, is where units are kept on watch and ready to engage a potentially hostile force. They typically conduct deep recon and arduous training schedules to be prepared. However, due to the limitations of an army in a space faring empire they conduct few deep recon as the navy fulfills that purpose.

Station 2 is the active deployment and engagement of units in a minor scale. This means small skirmishes and engagements generally keeping to hit-and-run tactics and movements. Generally kept on minor units such as cohorts.

Station 1 is the full-scale deployment of the army. All and every soldier is used for engagement and destruction of the enemy. It is a very portrayal of total-war with waves of regiments bearing down on the enemy. This is generally reserved for sector wide warfare or wars encompassing the entire Kingdom.
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Postby Azhuru » Wed Feb 22, 2012 9:14 pm

Introduction:
Azhurun combat and its ilk are of a separate branch than the typical empire. Even during their equivalent of the “Renaissance” they had foregone the capabilities and reach of ranged weapons, choosing to stay away from the newly developed fire-locks and keeping to the tried and true blade, mace, lance and shield.

Even as they progressed into the later ages they saw only development in the melee weapon's arsenal, expanding the types of metal, perfecting the content and developing better cutting edges and techniques. This also saw the advent of armor and materials to defend against the rapidly growing arms race of the sword and shield.
Image
A female Soldier of the Human Corps
Image
Male Soldier
Technology:
Eventually as the modern age dawned, armor had reached a pinnacle of its prowess with fully powered and armored suits and kinetic barrier shields. Swords and their kin progressed into a new and powerful branches. Powered blades were wrapped in plasma sheaths controlled by magnetic generators encased in the hilt. These blades were sharpened to mono-molecular edges while utilizing a blend of lightweight steel reinforced by carbon nano-tubes. These blades not only used the cutting power of their steel components but also the matter-disrupting power of the plasma envelopment trumping steel bulwarks and encasing.

The armor saw a change as well to counter this new line of weaponry. It became a highly advanced articulate suit of plating that was layered in six different skins. Each providing an ability, protection or both.

The first layer was the kinetic generators located in the small of the back. They, coupled with highly advanced computers and detection software, were capable of projecting a shell of kinetic energy negatively charged to an deemed hazardous projectile, thus dissipating or deflecting the incoming object. This proved to be very effective against kinetic based weaponry and the weaponry of the day. However, it was later discovered that this shell was nigh but useless against a light based weapon as the computer could not track it. Plasma and its kin however, was able to be calculated in every half instance. However, the shields were very effective when deployed against this later foe.

The second layer was a layer of steel and alloys overlapping one another. Each of the steel components was devised of a very durable steel/tungsten outer layer with carbon nano-tubes and sporadically placed buckminsterfullerene spheres. This layer makes up the outermost material layer and is the most easily seen. The suits are usually painted with a matte finish of gold and blue trim.

The third layer is a geo-static gel that cushions the user underneath. It also provides the armor a layer to 'float' on. The gel itself is controlled magnetic dampeners that control the flow of the ferrous glycol gel. The gel in-turn absorbs any blows and supports the second layer.

The fourth layer is a pattern of nylon weaved with carbon nano-fibers. It contains the glycol gel and provides comfort to the user.

Fifth is a weave of neural processors that lay on the skin. They study and process the user's neuron processes moving the armor with the user. All the user has to do is think and the suit does it along side him.

The sixth layer is the user himself.

Azhurun shields have the same multi-layering save for the neural network.

Now, powered weaponry are seen in any sort of style and such like. They are seen in staves, halberds, lances, maces, hammers, flails, daggers, axes and even as a form of brass knuckles. Each is built similarly, with the plasma sheath and the steel used in construction. Now bladed weapons do differ from blunt as the blades rely simply on their shearing and cutting action. Blunt weaponry lack this aspect and instead emit a burst of plasma, much like a rifle, upon impact. They not only smash organs and flesh but char and burn away chunks of the meatier bits.

However, despite the average soldier's lack of ranged weaponry the Azhurun military still boasts a foreboding array of tanks, walkers, fighters, bombers, capital ships, and artillery.

The tanks use railguns and the projection of ferrous materials at hyper-velocities by use of linear electromagnetic accelerators. They can fire solid slugs or sub-munitions designed to break apart in flight to neutralize clumps of infantry. Walkers can be seen with this equipment but tend to boast massive blades or power claws.
Image
Tank of the 32nd Xeno Corps Regiment
Image
Behemoth Class Heavy Walker engaging enemy Armor platoon
Fighters and aircraft tend to boast rapidly firing rail-guns or plasma accelerators. They are swift and deadly with brilliantly controlled handling and acceleration. However, they are lightly armored to give them these boosts in speed.

Tactics:
Image
A Phalanx engages a xeno force
Azhurun armies, tend to favor the offensive and punching into an opponent instead of fighting defensively or holding ground. They will for their supply lines, usually with walkers and typically more mobile units than the standard infantryman. They enjoy smacking into an opponent running head-long using the mass of their armor and the momentum of their formations to crush and daze an enemy before proceeding to butcher them.

When deployed in the field all the units tend to support the ground troops, notably the swordsman. The infantry make the center and the core of the spear head, while the armor companies take to the flanks and work to encircle the enemy. Air assets are deployed to achieve air superiority and hit hardened targets. If orbital ships are involved then curtaining barrages of drop pods are deployed directly onto enemy formations and entrenchments.

Generally, combat is played on the small scale, around cohort-regiment level. Large scale engagements involving whole corps are typically unheard of as commanders often times will simply bombard such a large enemy garrison from orbit.

Individual Corps
Canine Corps: The typical infantryman in the Canine Corps is a partially formed canine-morph. The canine aspects are determined off the predominant status. The ones that simply have dog ears and a tail are moved to the Human Corps. They are the ones accepting wolf, dog, fox, dingo, jackal, and hyena morphs.
Image
Canine Corps Kopis
The Canine Corps is typically the most aggressive and best balance between Kingdom values and the advance of tech. The individual soldier is issued a blade about four feet long patterned off the Kopis an ancient Greek blade. In addition to this is the massive tower shield that is issued. This is used in conjunction with each other to work in large phalanxes patterned off of Roman doctrine.

The armor of the Canine is typically conservative and protective sacrificing mobility for speed but still attempting for a happy medium. Their shields are generally ramped up as they prefer to work in groups where they can use the bleed-off ability of the shields. Bleed off is where a group of soldiers clump together to use the over enveloping shield to clump with each other adding to each other. So, in effective terms, the more there are and the closer together the stronger their kinetic shields.

Equine Corps: The Equine corps is the corps that handles those that have horse like characteristics. They accept Horse, Zebra, Donkey, Mule, and other cross-breeds that share a majority of characteristics to the previously mentioned. Generally, they all have the same characteristics, having hooves and having strong lithe bodies.

The Equine Corps is a quick and hard-hitting unit that prefers to strike in quick movements similar to the cavalry rushes and charges of ancient Earth. They however, use the momentum and mass of their armor to plow into the enemy knocking them over and slamming them over. Their tactics are much akin to the Ancient Frankish tribes.
Image
They are issued a small buckler equipped to the wrist. It features a minor shield generator that offers simple protection when lifted against an incoming blow. However, it provides almost no protection against a ranged foe. Luckily the armor is built to withstand a blow and are heavily fortified while also increasing the mass of the suit, increasing the effectiveness of their charges. For their weapon they are issued a large hammer about a forearm wide and a fist thick. It has a long handle enabling a wider reach with the weapon but the heavy head makes it partially unwieldy and unbalanced, rendering it slow. However, when it strikes it leaves a number upon its target.

Ursine Corps: Are the collection of bear-related morphs that is collected from polar bear to even wolverine and badger morphs. Regardless, they all have the same basic bulky anatomy of bears.

They are generally barbaric and quick in their raids. Their engagements are generally hectic and scattered generally having lightening movements and ambushes closing quickly with the enemy. Their favorite locations to fight are forests and coastal areas where they can capitalize off an ambush like arrangement or using the wide fields to close on the enemy easily. They are similar to berserkers of the Viking culture.

The Ursine soldiers are generally not given shields as it would weigh them down. Their armor is almost threadbare as well, offering the utmost movement capability but hindering the protective capabilities of the suit. In each hand they generally have long hafted axes. The haft is generally three foot steel rod with a broad bearded blade. The blade itself features a pick like back extending about half a foot enabling quick punctures into an enemies armor or the large blade which measures from top to bottom about a foot.

Feline Corps: The feline corps is the collection of genetic projects that are the combinations of predominately cat-like creatures. These includes ones that are mostly tiger, lion, cat, mountain lion, bob-cat, lynx, and everything in between the others. However, it is all more based off the same anatomy.

The Feline Corps typically uses the soldier's innate sense of grace and balance to close and overwhelm the enemy with sudden lightening strikes from the shadows. They however, make massive use of light scout tanks and light walkers. These are used much like the chariots of Ancient Egypt, wheeling around the enemy formation providing harassing strikes from a distance on the enemies flanks. They are often used in hit-and-run tactics on enemy supply trains and logistics smacking quickly into a convoy then making off with what gear they can. The gear they do escape with, they use in booby-traps, either using the weapon gained to eliminate someone or attaching explosives to the weapon in a fake supply cache.

In order to capitalize off the quick movements and grace, the Feline corps issues a slimmer variant of armor with lighter plating and less-armored joints. This enables the user to move much easier but sacrifices the durability of the unit. Shields however are used, but are generally semi-solid kinetic barrier projections, offering no hinderance by weight but providing a drain on suit power reserves. As their main weapon, they are given a khepesh. A sword with a sickle-like permutation at the tip of the blade. They are generally about two feet and a half feet long and a few inches wide.
Image

Human Corps: The Human corps is the section of the least changed. It is the unit where everyone has small traits and indications of modification or enhancement but are for the most part, human. They look human and have similar anatomies save for the occasional difference in ear structure or the occasional tail.

The human corps is by far, the most reliant on armor. Their soldiers are heavily equipped and plated in massive suites that make light walkers pale in comparison. Their tanks are the most numerous and make up the largest bulk of their regiments, generally in the heavy tank category along with long range support walkers. Their artillery cohorts are also among the most numerous with infantry only making two cohorts out of the regiments ten.

Their armor is much more encased and armored, often resembling that of other light walkers or mecha-esque power armor suites. They are heavily plated and capable of sustaining several high-caliber rounds point blank before their armor experiences failure. Their shields are among the most hardened made up of a compliment of hardened plasma and redundancy systems. However, all of this protection comes at the cost of maneuverability. Their infantry units are slow and arduous generally making use of APC's and IFV's to make it to the battlefield.

The typical soldier is equipped with a morning star, the haft about three feet in length. The ball itself is studded with large spikes about ten inches in length, the top spike generally being around thirteen inches. These weapons are incredibly useful against infantry personnel leaving mutilating wounds from the spikes themselves, while also using the blunt trauma of the steel ball behind the spikes. It is easy to wield in close quarters and heavily adjusted to the purpose. The Human Corps also issues a kite shield to its members, the length measuring from mid-shin to just above the clavicle and widening out to cover both pectoral muscles if lain flat on the chest.

Saurian Corps: The Saurian corps is the collection of heavily reptilian figures. The major characteristics are, large saurian head, broad shoulders possibly double-jointed, double-jointed legs, massive clawed feet, tails, and armored and clawed hands. Occasionally those with head-crests can be found, shaped out of bone and crafted from the individual's skull.

The Saurians base themselves off a combat doctrine much like the humans but sticking closer to the Azhurun traditions of honor and close-combat. They have almost no armor or artillery with very minimal air support. They are heavily armored and have much the same pattern as the Human Corps. They push for quick closure with the enemy where they can use their lightening claws. The lightening claw is much like a power weapon version of a set of brass knuckles but with massive four foot blades jutting from the knuckles instead of brass studs. Each blade is powered as well as the fist itself, ensuring a blunt trauma detonation while also skewering the enemy.
Image
Pair of Saurian Soldiers of the 68th Regiment

Draconian Corps: The Draconian Corps shares much the same characteristics as the Saurian Corps however they have wings to set them apart. Not only this but the Draconian soldiers are generally more bi-pedal, with a straighter back than the typical Saurian who is generally hunched forward.

The Draconian corps is one of the more honor-obsessed units. Any possible break in the unit's honor could entail a firing squad and execution. A bad enough offence could result in a decimation of an entire cohort to make amends. They also utilize the least amount of armor and air assets quoting their own superiority and capability. Not only this, but they have the least respect for anyone who surrenders themselves willingly often enacting harsh punishments on POW CO's. They do not do the same to the men under his command, instead treating them well for following a superior's orders. They will however, offer a chance at ritual suicide to clean a unit's reputation to captured units.

The Draconian Corps tactics resemble something similar to Samurai Cavalry. They are light and agile, performing harassing movements and engagements keen on flanking and overtaking an enemy position. They however make up for the horse with their innate gift of flight and ability to quickly transport themselves over the battlefield. The Draconian armor is a medium build base with additional ion thrusters located in the boots and backs of the greaves to assist flight. Draconian forces prefer to attack from on-high performing lightening raids onto an enemy formation by dropping straight onto them.

From there they make use of the Katanas which are generally about four feet long. They are very hard and razor sharp, much like the rest of the Corps' equipment. These however, rely more on the plasma sheath than the actual blade offering very little action to the actual metal frame.

Serpentine Corps: The Serpentine is an odd one out of the military. They are the genetics that follow a pattern of snakes, generally resembling that of a Naga in Hindu lore. However, there are some that prefer to keep their legs but keep the hooded cobra head and face, or the other characteristics of a snake, such as the large fangs or flexible jaw. These sound minor but are crucial factors in the shape and deployment of a helmet.

This Corps however, is deeply religious and obssesed with fanatical behavior oriented towards the High-King seeing him as a personification of God himself. They are a very xenophobic Corps and look to any outsiders with disdain. Their activities are often scrutinized by the more secular arms of the military as the works of cultists and fanatics. However, this gives them a particular zeal in battle that the others lack.

They typically carry Naginatas into battle using the maneuverability and speed of the soldier to quickly strike and hit the opponent then draw back out of arms reach. Not only this but they prefer using their coiled lower halves to snare and capture enemy soldiers to either incapacitate them by suffocation or deliver a killing blow. Not only this but their gloves are augmented to be able to draw their claws out to be used against an enemy. The helmet also can drop open the face plate so the soldier can deliver a venomous bite to an enemy. Their tails often have a piece of armor on the end that is coated with spines or razors of some sort enabling it to be used as a weapon in and of itself.

Avian Corps: The Avian corps is the formation of the beings that carry characteristics of birds and humans, blends of feathers and skin along with beaks and wings among the biggest acceptance regulations. They have a large number of harpies and they make up the majority of the unit.

The Corps mentality is a partial blend of State honor and irregularity. They place heavy emphasis on their duty to their state holding it to a very strict degree. However, they are also the most irregular unit in the Kingdom's army. They work closer to Aeronautic cohorts with light squadrons and heavy air superiority . This enables them to be among the best Airborne units and the most air supported unit. Infantry Cohorts have actually engaged aircraft by setting up blockades, then launching themselves at the aircraft, using the armor's shields to absorb the blow then begin to cut apart the craft.

They are issued a six foot long Glaive with a blade about two feet long. The blade itself is more ax-like and has a thick middle and a gently sloping blade enabling thrusts but keeping a wide cutting swath. However, that is issued to the human ones, or at leas the ones who haven't fused their arms with their wings. The ones that have only wings are given weapons similar to power claws but strapped onto their boots as talons. These form a special unit in the Cohorts called Valkyrie teams.

Aquatic Corps: The Aquatic Corps is the compilation of all the soldiers who have the characteristics of any sort of animals that previously inhabited Earth's Oceans. They are generally defined by fins, tails, lidless eyes, wide set mouths, side set eyes, and occasionally gills.

They have a loose mentality, preferring to stay independent and isolated. They are adept at naval boarding and are often used to defeat a planetary navy's ports and harbors.
Image
They are generally armed with a trident and a short sword. The trident is seven feet long, with an additional foot of prongs. The sword is about afoot, for use in conjunction with the trident. Aquatic soldiers are the least covered soldiers of the Military often being nude or wearing a single loin-cloth.

Xeno Corps: This is the collection of everyone that didn't fit into the other catagories. This is by far the most varied and diverse unit out there. There is no set standard for inclusion in this Corps as it is the rejects that didn't fit into any of the other ones. There are ones based off of Xeno personnalities and mythical creatures that could not fit into another status such as wood nymphs or demons. Demons are by far the most common version of the soldiers in this unit.
Image
The Xeno corps is the most sadistic unit throughout the military. They are unparalleled in their ruthlessness and seeming longing to slaughter a civilian populace. Collateral damage holds no meaning with them. Their units are typically heavily armored and equipped while also putting an emphasis upon artillery usage.

Their units are generally equipped with long scythes. The shaft of which is generally seven feet long and the blade extending about three feet in length. They are also given layers of armor, each painted into a shade of dark black instead of the usual gold and blue.
Last edited by Azhuru on Mon Feb 27, 2012 4:11 pm, edited 3 times in total.
The Celestial Kingdom. The official Knights in Space of NSFT.
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