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- THE PECRATH -

ABRIDGED PROFILE
The PecRath (meaning Empire in the Etihus tongue), is a multinational, multiracial force composed of
conquered nations starting with the Nation of Laddos. They come from a world without magic, but they
have Ffbr energy encased in Glow Moss (used for healing, regeneration, rejuvenation, etc.), are some
unusual technological breakthroughs allowing them to make cannons, converse face-to-face across many
miles, and equip their best troops with explosive grenades and rockets. Any instance of Ffbr Energy
implies that the energy of the attack is able to affect creatures on an ethereal level (like ghosts or those
more vulnerable/only vulnerable to magic attacks, etc.). Also mind, the overall health makes them like
explorers carrying superior-energized diseases while being resilient to the mundane of others.

PRIMARY UNITS
Youthik Skivers Slave infantry made up of the degenerate outcasts from the other caste-races. Poorly
armed and sometimes equipped with shields, if theyre lucky. Some get bows and slings. Led to battle by
pony-mounted Sheer Officers equipped with grenades and crossbows, usually for crowd control. Since
they have no rights, they can be used as meat shields and be gunned down with the enemy. They are given
the promise of freedom by surviving battles.
Locust Army Youthik slave force mostly composed of criminals, rapists, murderers, and
former soldiers. The PecRath points at a location and tells them to have fun.

Starting Strength: ~7,500 (15% of the total forces); this is a high-reinforcement unit

Chtli-Quann Drones Tall, anthro wasps with a talons on a second set of limbs and a loose form of hive
mind. They can regenerate when they eat. Usually target enemy monstrosities and flyers first. No sense of
honor or negotiation, very animalistic. Consider them to be soulless and immune to mind control or
mental attack powers when in large groups. They are sent as the first attack wave, completely devouring
smaller army divisions and scouts forces, consuming resources around the enemy forces before lunging
into a timely unexpected/unwanted attack (such as at night for an enemy that sleeps at night). They will
commence their attack continuously until they are 100% slain.
Starting Strength: ~8,000 (16% of the total forces); this is a high-reinforcement unit

Conscripts Citizens pressed into military service, usually to perform their everyday job (cooks,
carpenters, hunters, etc.) for the military. They can form Detachments to regular military units providing
logistical services, but can and will form ranks with minimal training and fight.
Starting Strength: ~3,600 (7% of the total forces, in fighting formation)

Laddosian Hyevalt Armed, armored, trained, and fully equipped citizen-soldiers from Laddos. Similar
to conscripts except they have, at minimum, average soldier competency, tougher military lives, and
eagerness for battle.
Starting Strength: ~2,500 (5% of the total forces, in fighting formation)

Tarsisian Royal Guard Archer-Swordsmen elite, equipped with Katanas and Longbows with regular
and Ffbr Energy rocket arrows (basically expert Samurai units in moderate armor). Will also come
equipped with some Nest Launcher light artillery. Nest Launchers are 2-man weapon teams using Bee
variant (Ffbr energy flaming arrows) or Wasp variant (sword blades grafted to heavy arrows). These units
carry a mobile Abatis (wooden stakes forming a fence-line barrier).
Starting Strength: ~8,000 (16% of the total forces)
Black Legion Crusaders Equipped with slings and some heavy sling bullets, a bahkmey (type of
halberd) that can be thrown like a javelin, and a curved sword that can reach around shields or reverse-
grip to use as a crows beak or maul from the pommel. A kite shield with a long spike on the point. They
wear bullet-proof Eveehess armor that can turn a small cannon ball shot from 400 meters into a limb-
breaking wound instead of going through 3 ranks of men. Joints and face are covered and protected
without restricting movement/visibility, unlike standard medieval armor.

These troops train in icy mountaintops and in volcanic pits, and do absolutely nothing with the time of
their lives but fighting, practicing all combative styles against all weapons in all conditions, and studying
war. They have the zeal of Jihadist Orks who love fighting and believe that death in battle means
something like Valhalla heaven. Black Legion Crusaders specialize at the destruction of other enemy
infantry but are trained to defeat any foe. They have achieved a 70 to 1 casualty ratio against a force of
slave soldiers, regular soldiers, and even several fully armored and trained knights on horseback, without
the use of ranged weapons. They are also each equipped with a ffbr energy disc grenade, the explosion of
which can kill a small, unarmored elephant.
(Accompanied by 0-4 Swivel Field Gun teams and 8-12 Blade Dancers.)

Starting Strength: ~4,000 (8% of the total forces)

LINE BREAKERS
MythHye Armsmen Regular infantry professional soldiers, similar to the Laddosian Hyevalt but with
less fervor. Pikes, spears, glaives, but some units of archers and crossbowmen. Often used as posted
guards and mounting defensive positions, but in battle they are used to sweep aside and finish off and
break what more specialized units had exhausted or destroyed. These units are the most prone to looting.
Starting Strength: ~5,000 (10% of the total force)

Hahmyan Arbalest Teams Two-man teams of a Shield Bearer/Swordsman, and an Arbalester. They
use heavy, crank-operated Arbalest siege crossbows, piercing most armor and shields, or sticking fast into
stone walls at a short distance.
Starting Strength: ~3,500 (7% of the total force)

MythHye Marshals Well armored knights in full-plate, equipped with wrist-mounted dart throwers, 1-
2 throwing spears, heavy two-handed weapon, 1-2 hand weapons, sometimes a large shield, and a barded
horse. Designed to be flexible unit leaders but can also form up into heavy cavalry units.
Starting Strength: ~A few hundred

Swivel Field Gun Teams 1,000 meter range (at an arc) light artillery cannons (cannonballs roughly the
size of a fist). Pulled by a horse/pony and a wagon. Operated and defended by Hyevalt (when serving
Laddosian units) or MythHye Armsmen (when serving other units).
Starting Strength: ~400

Matey War Tanks A gorilla-like troll-yeti with arm-sized tusks. Encased in bullet-proof Eveehess
armor, chainmail, a sleeve shield, and faceplate. Capable of lifting an armored Triceratops-Rhino and
throwing it several meters. In total, they can shoulder-pull 20-33 tons (a T-Rex weighs 9 tons) and are
excellent in logistical work. They also regenerate if able to eat, and are scavengers. They love to pick up
enemies or boulders and throw them at the enemy. More intelligent than cave trolls and able to have some
limited communication with their masters in a man-canine relationship bond. Their riders are also heavily
armored and sometimes equipped with heavy Arbalest crossbows; a few have ffbr energy flamethrowers.
Starting Strength: ~250
RAPID RELIEF
Sport Hunters / Outriders Sport Hunters are armored crossbowmen on horseback. Outriders are light
cavalry horse archers. They work together as hunters and the ranged cavalry force of the PecRath.
Starting Strength: ~900

Nabalk-Quann Raiders Tall, ugly bat-winged creatures, equipped with pila, tribal hide shields,
stabbing spear, and throwing axes. Hit-and-run light flying units, and have some regenerative properties.
Starting Strength: ~1,500

Zsho-Quann Sky Blades Basically agile Samurai on butterfly wings, each equipped with a pair of
katanas and a dachi greatsword. Highly skilled and proficient attacking on the ground from different
angles, hit-and-run, and best at ariel combat.
Starting Strength: ~1,500

Gjyn-Quann (Shock Troops / Officers) 7-8 foot gargoyles with hard, bark-like skin, root-like feet and
hands, covered in thick armor and bulletproof Eveehess. They are highly resilient to poisons and
biological attacks, have regeneration (able to regrow a severed wing overnight), and are extremely skilled.
All have large khopesh swords and a pair of Ffbr energy disc grenades. A punch from a Gjyn-Quann is
like receiving a full-swing from a sledgehammer. Many come equipped with Arbalest siege crossbows,
but can use their immense strength to pull the leaver, and they are expert snipers, picking out targets as
they fly. Some are equipped with Ffbr energy flame throwers. The best of them are grouped into Shock
Troops, acting as behind-enemy-lines infiltrators and saboteurs and assassins, and also as ambassadors.
But several will be organized as regimental leaders.
Starting Strength: ~1,000

Blade Dancers Swift, lean, agile infantry, the best and most experienced and well-trained of any unit in
all of MeerEt. Skilled enough to disarm a swordsman of his weapon using only their feet, their training
starts at adolescence. Equipped with Mirrorblades (portal swords, what goes in one sword comes out the
other), they reflect all manner of ranged, close, and magical attacks to emerge and hit the foe or the foes
friendlies. Stab a soul-thieving, flaming sword, a Blade Dancer will catch it and have it extend out of
her other Mirrorblade, so that youre awesome weapon stabs back into you. Arrows, cannonballs,
lightsabers, fire, acid, magic bolt, etc. all can be reflected.

Blade Dancers march with Black Legion Crusaders and come to their aid in a battle by running on their
shields and shoulders. They will then run on shoulders and heads of the enemy. As they pass over a block
of enemy troops, they will appear to drop like a wave behind them. In one battle instance, 66 of them
formed up into a single regiment and slaughtered 1,000 spearmen with minimal exhaustion and almost no
losses.
Starting Strength: ~200 or less

SHOCK AND AWE


Tarsisian Rocket Artillery Several variants and models exist, but two main identified types is the
Heavens Wrath and Falling Sun. Heavens Wrath is essentially a Korean Hwacha that utilizes small
spears at a midrange distance, each hosting the strength of a hundred archers. The Falling Sun is a Ballista
that, after launching its heavy spear or glaive, ignites a rocket, extending range and damage. These have a
tendency to explode on rare occasion, and the shorter distance it explodes, the bigger. These are Ffbr
energy weapons.
Starting Strength: ~300; there are 4 times as many Heavenly Wrath
Braymdegh Utilizing materials only available in MeerEt, this marries the swiftness of a siege onager
with the strength of a trebuchet. It can toss a small piano 400 meters out. Once requiring a 22-man team
and 4 draft horses, the immense strength of the Matey reduces this team to 4-5 operators, 2 horses, and 1
Matey. The 2 draft horses and Matey are capable of towing the Braymdegh at a similar pace to a
standard march. And since they are somewhat obsolete, Queen Swonnyeh considers them more
expendable than other artillery. Accuracy of shots are augmented by flying Gjyn-Quann siege officers.
Starting Strength: ~200

Hammer Guns Basically standard field cannons. The batteries of some have accuracy of shots
augmented by flying Gjyn-Quann siege officers.
Starting Strength: ~100

Mountain Cannons Laddosian siege mortars, sacrificing range of a Hammer Gun for heavier payloads
and better arcing. They are typically carried and moved around by a Matey, a creature that can help set
them up on cliff faces and other hard-to-reach locations that would otherwise be impossible to reach.
Accuracy of shots are augmented by flying Gjyn-Quann siege officers.
Starting Strength: ~100

Trissin A giant, flying manta 24-30 feet in length (minus tail) with a fire-proof rock-like skin. They can
either latch onto a large creature and use vibrating teeth to dig in, chewing out armor and scales. Then
they paralyze it and liquefy its insides like a spider. As they digest, harder bits like bone or armor are spat
out. It can also swallow and destroy an individual whole, or ram into enemy formations. If its armor is
pierced (by no less than a gun/small cannon or heavy bolt thrower at close range), it is prone to explode in
a tremendous fireball, showering those nearby with powerful acids, toxins, and alchemic Ffbr energy fire.
Starting Strength: ~30, kept in one, large pack

Skywurm Nymph Plague A Von Neumann biological superweapon of mass destruction. The
genetically corrupted nymphs of Skywurms kept in a frozen state of sleep until their container is broken
and released. In the near total absence of sunlight or high amounts of radioactive energy, they multiply
with a grotesque imitation of mitosis, their offspring gaining the properties of that which they eat. They
can render a town or a few square miles area as nothing more than a crater overnight. At dawn the intense
light blinds them and the radiation encourages their metabolism to the point they die even in the midst of
a meal (usually of each other or of themselves). Queen Swonnyeh will risk 1maybe 2deployments.

SPECIALIST SUPPORT
Sheer Officers Experienced leaders, cold calculators, and aristocratic and low-rank officer caste-race.
They are few in number compared to the other caste-races. They assist Quann leaders and usually ride
ponies/horses. They usually keep from battle and prefer engaging with crossbows. There will be no
units of Sheer.
Starting Strength: ~2,500

Alchemists and Engineers Scientists working on studying and creating biological and technological
advantages over the enemy. They will be rarely in the battlefield except to collect data, repair equipment,
and act as/with medics and doctors.
Starting Strength: ~2,000

Land Barge A small building tower moved by 4 Matey. They can act as mobile hospitals, forges,
storage, officer quarters, and as siege rams and towers.
Starting Strength: ~50 for offensive use, ~100 for logistics
Ekkli Scout Hunters Fieldcraft hunters in Ghillie suits acting as snipers, spies, assassins, and
saboteurs. They learn the lay of the land and use their ability to be in tune to learn the dangers quickly.
They can be mistaken as fallen logs or spreads of leaves in trees as the enemy stops to rest around them.
They are extremely proficient archers, most are bird hunters, able to shoot them from the sky with their
bows. Some carry Bombardier Sucker offspring to use on their arrows, creating an explosive, toxic Ffbr
Energy attack. Starting Strength: <1,000

Sewuh Dragons; Order of the Line (It is HIGLY encouraged to read over their actual profile.) Sewuh
are immortal (ageless), and have existed as spirits outside the sphere of existence. They acted as
messengers, observers, and creators of other realities. When they became housed in physical Dragon
bodies, much of their memories of these places had been forgotten. They have an almost 4th wall breaking
ability; they will understand they are forced into a tournament. As they learn about where they are and
who they are fighting, their memories will return. Much like Eldrad/Eldar Farseers able to learn about
foes and surroundings, but only in the past. They can act as translators and interpreters, and their mental
powers allow them to read minds perfectly of those in their presence. They possess encyclopedic
knowledge, have perfect reality perception (cannot be fooled by hallucinations), and instilled knowledge
power (able to learn any craft, trade, history, or memory connects with those in their presence like Alex
Mercer). With all of this, it means they can also learn how to use magic, spells, and life force energies in
the presence of a world or mages capable of doing so.

Limitations to these cosmic, mental powers is that they cannot learn what is not known; cannot predict the
future, their sphere of knowledge is a limited distance (they cant read your mind if you are a mile away
for example), they cannot communicate mentally (they have to write and speak to communicate), and
they do not have knowledge bestowment (they cannot headbutt you like the Doctor or otherwise
grant/bestow knowledge on others).

Physically, they are able to fly with the aid of lighter-than-air sacs filled with gas created in the act of
digestion of food. The same energy is used in their breathe attack, and they can perform 2-3 before losing
significant flight advantages. Breathe attacks can combine the energy of 2-3 for an Overcharged breathe
attack. The breathe attack depends on the individual Dragon, most breathe fire and overcharged becomes
a tide of magma. One can exhale hurricane-force wind and Overcharged she has telekinesis. One other
can breathe something like liquid nitrogen, freeze-burning targets, but Overcharged turns targets to glass
sculptures. All Overcharged attacks can be considered Ffbr Energy attacks.

Dragons are physically extremely durable, able to stampede across a formation of hundreds of spearmen
without care to danger. They are strong flyers and able to carry a few tons worth of rock and debris to
drop like bombs onto targets. But they are deceptively agile, able to duck, roll, jump, or otherwise engage
in combat with little heed to their stature or weight. On top of this, they possess Regenerative properties.
After a week of eating off a whale and with application of Glow Moss, one Dragon having been ripped in
half regrew her lower half and lived.

Lastly, Dragons have immense spiritual fortitude, having existed outside of many realities and universes.
They are above demigod status but are simply housed in a physical Dragon body. They cannot be mind-
controlled, corrupted, tempted to servitude, reanimated to serve a necromancer, have their soul consumed,
and cannot be possessed. However this only applies to the Dragons spirit; once the spirit leaves the dead
body, the body is still subject to all the rules therein as just a carcass. When Sewuh Dragons die, there is a
chance that they can be Reincarnated, coming back as a meteor plummeting to the earth somewhere to
continue serving their purpose.
Starting Strength: 14; there will be no reinforcements of Sewuh Dragons
Ripple Communication Devices Pans of water that can echo the sound and reflect the faces of another
speaker through another. RCDs are not fully portable (yet), but can be set up many miles apart or in ships
to maintain perfect clarify of near-instantaneous communication. Quality and swiftness begin to degrade
after a few hundred miles of distance.

HEROES AND LEADERSHIP


Lieutenant-Colonel Day A Fay-Quann swordsman and duelist. A tactical commander who is more of a
propaganda stunt (though very real); living proof that the PecRath will integrate any foe into their ranks.
Flies using 4 insectile wings making him agile and fast in landing and takeoff.

General Hyezbr, Voice of the Swarm The overall leader of the Chtli-Quann Drones with 4 limbs with
grasping hands instead of a pair of talons, followed by an entourage of similarly specialized, smarter,
more intelligent officer Drones. Completely fearless, interpreting the will of Queen Swonnyeh to the
swarm.

General Ghoul A cunning, weakling Gjyn-Quann (though he is 66). He is an ambusher,


emphasizing on patience, hunting an enemy down, and striking at the key moment. He is mostly in charge
of the Axillary forces (national armies); any newly acquired forces would answer to him. He came up
with the strategy to overtake Hahmyan with precision surgical strikes that disabled their navy and
bypassed the grueling battle of artillery, which the Laddosians could have likely lost otherwise.

General Mica Resolute, unwavering, and brave Gjyn-Quann officer. He has an eerie knack for the
usage of ranged weapons and artillery. Overseeing the heavy hitting artillery units with the aid of the
slave Locust Army, he helped clear a path through the city-fortresses of the Kingdom of Frett 3 weeks
ahead of schedule.

General Sewhex-He The patient killer, the thread-spinner, the one with many eyes. He name means
His likeness to a spider. A genetic defect made him much less mobile and nearly unable to fly, but he is
tough enough to bath in a magma chamber (which actually helps alleviate the pain and problem of his
physical condition). Extremely strong, patient, and cunning, he is leader of the Laddosian forces. Older
than the other Generals, he is also experienced and a logistical genius. He helped formulate the strategy
that allowed for the defeat of the frozen steppes of KonLay.

Commander Bloodfist A brutally bloodthirsty and creative Gjyn-Quann of extreme, physical stature,
disregarding explosions, sinking ships, and wagons of infantry to fall off cliffs, he has been directly
responsible for killing over a thousand individuals in his lifetime through assassination, sniping, and
battle. He leads the guerrilla forces (namely the Shock Troops and Ekkli Scout Hunters). He is the only
known mortal to sneak up on a (sleeping) Sewuh Dragon and boldly demand information by threat.

Revis, The Midnight Dragon Leader of the Order of the Line, holds the concept of time and decay.
Like most Dragons, he has particular abilities related to his cosmic being. Temporal Cognition is a
detailed form of retrocognition (opposite of cognition); he can read timelines, the past, and connect-the-
dots of events and people extremely well, giving him access to an impossibly long amount of experience.
Chrono Sight; Revis looks through the world in shades of time, how vulnerable objects are to the ravages
of time allows him to discern rocks, clothing, people, and even energies. Ripple Water Technology; he
holds the secrets to use Ripple Communication to scry and spy on the enemy and locations. As such, he
and Dragons in his presence can understand the lay of the land and that of the enemy without being in
their direct presence. He can also use this to make suggestions and deceptions into the ears of those he
sees.
His Breathe attack is a vomit of black, bubbling, foaming broth, rotting away biological things while
gently burning through solid rock. Overcharged the toxic black miasma that degrades, ages, and withers,
accelerating the rate of decay hundreds of times over, usually resulting in dehydration and starvation.

Princess Ebony, The Shadow Dragon Daughter to Revis and Biologis, Ebony can Shadow Surf,
swimming through shadows as fast as she can fly to spy on enemies. She grew up as a shy stalker,
watching the physical world with ever increasing understanding. Emotionally cunning, able to alter and
control the emotions of those around her, even that of other Dragons. This Empathy Control allows her to
calm the angry, grieve the happy, and harden the lovesick. She has superior detection abilities and range
to other Sewuh Dragons, and can alter some shadows and sounds to redirect those on alert.

Her Breathe attack is a cloud that deadens perception. Except for extreme, alarming pain, those affected
lose their sense of touch; in the eyes, ears, nose, or mouth it deadens sight, hearing, smell, and taste
respectively. Victims can feel trapped as being inside a vacuum. Overcharged, in the strength of daylight,
she can create this in a fog covering half an acre. Or at night/darkness, she can remold reality like clay.
Playfully mischievous, she can warp limbs and bodies in rocks, trees, other creatures. Victims can find
their clothes and armor stitched in wrong places, their orifices swapped with ears or mouths, or be molded
into other inanimate objects. Ideally, this will almost always incapacitate or kill affected targets.

Magmatus, The Volcanic Dragon The physically biggest and strongest of the Sewuh Dragons, his
rage and Breathe attacks have been responsible for shaping of whole rivers and wetlands, a living idol of
passion when misdirected into hate. Overnight in an instance of minor failure in flight, he killed over a
thousand individuals, taking on booming cannons and Arbalests, destroying an entire seaport whose
beaches were glassed by his Breathe attacks. If his rage is strong enough, his entire body can becoming a
living flame, and he can absorb heat and flame-based attacks while being 100% immune to them. His
physical strength, speed, and regeneration will also triple. His Overcharged Breathe Attack is a raging
inferno of raw entropy, breaking apart physical existence itself. To use this attack, his body has to
temporarily become nearly immovable and completely indestructible (like a Weeping Angel); a magical
nuke would not harm him.

Biologis, the Flesh Dragon, Queen of the Living Biologis is a master of alchemy and potions, as close
to being a sorceress, toxicologist, mutator, and necromancer as one can get in MeerEt. She can create
poisons, flesh-rotting diseases, and alter/fuse creatures; she was responsible for the genetic defect that led
to the Skywurm Nymph Plague. She has Self Biokinesis, full control over the cells of her body, with
better regeneration; she can manipulate her wings to buzz like a bee, rotate like a hummingbird, soar and
glide like an albatross, or angle to dive like a falcon. Her Breathe attack is a jetting stream like a firehose
when it exits her small maw. Those touched have various random effects, from unwanted shapeshifting,
mutation, or even a bubbling mass of gibbering flesh. Inanimate objects and plants can be affected as
well, though not as much. Overcharged, Biologis gains control of the effects, morphing a stone wall to
goo, seeing what happens when the target loses all its moisture, or mutate her foes at will. She leads the
Alchemists of the PecRath who attempt to replicate her experiments on mass production.

QUEEN SWONNYEH, High Priestess of Queghkye, Benevolent Dictator of the PecRath


The overall faction leader. She is something like Sun Tzu and Commander Puretide; her Generals are
those she recognized as being able to fulfill the vision and dreams she has for war in different aspects. She
considers herself a high priestess of the God of War. She has studied warfare, strategy, and personal
combat all her life, even as a little girl. Politically cunning, sharp-witted, bold, and successful strategist in
the face of insurmountable odds. She is a 77 giantess, but is a crafty and skilled duelist. Preferred
weapons are a whip with barbed Crystalyte (a Ffbr Energy poisoned weapon), crossbow, and khopesh,
though she is very skilled against all forms of weapons. She wears Dragon scale armor, giving her light
magical resistance and helping her be somewhat fireproof.
ADDITIONAL NOTES

Left to Right: female African Elephant, Triceratops, T-Rex, Human, Trissin, Matey (standing upright),
Queen Swonnyeh, and a Sewuh Dragon.

REASON FOR BATTLE: The PecRath is bent on total world conquest and peace by superior, enforced
might. However, as the Laddosians worship QusecUh as a god of war, they will look to conducting war
for the sake of promoting it as a religion. And as such, it is not enough to simply fight to conquer, but
fight for the sake of fighting. Battlefields are churches and bloodshed is a form of exalted worship, and
generals are the priests, and the enemy are those they must deliver their missionary work to.

REINFORCEMENT RATE: Moderate - High

OVERALL STRATEGY
Queen Swonnyeh will use the Sewuh Dragons to learn much about the enemy forces, what their plans are,
where they are located, what their logistical needs are, as well as advantages and disadvantages. The
spying Sewuh Dragons will learn about the enemys history and help create a perfect map of the world
they are fighting in.

With this information, Queen Swonnyehs overall battle doctrine focuses on overspecialized attack waves
that devastate selected pieces of an enemy force while either avoiding or barreling over other elements.
The threat of despair is to remain open for enemy surrender. To maintain flexibility, control, and
cooperation, her armies are organized by race, type, and specialty, with competition promoting good
success in battle. The PecRath recognizes 4 types of units:

Ranks: 10-25 individuals | or 6 cavalry | or 1 artillery battery


Regiment: 20 Ranks (or equal), a standard Regiment has 200 fighting individuals | or 60-70 cavalry
Free Unit: Smaller independent groups, either Ranks or Regiments that require more flexibility
Detachment: Any of the 3-above mentioned units attached to a parent unit.
^ An example, full-strength Black Legion Crusader Regiment

Regiments and other units, unless a Free Unit, are not broken down into different elements, and usually
fight separately. You will never find an army force composed of just a bunch of Black Legionaries
marching with Youthik Skivers, supported by 2-3 Trissin. Dividing up the power units like this goes
against the battle doctrine. Regiments and other Units are organized by nation and form Army Divisions,
which in turn make up national armies called MevZ.

Below is the full breakdown of the entire PecRathian force organization. The MevZ are color coded,
with the MevZ commanders name over them. There is some overlap of certain units and control. The
original MevZ leader is responsible for the logistics and aid of the unit, while the parent MevZ leader
dispatched and deploys them.

In the overall strategy, all the Chtli-Quann are sent off to attack the enemy as soon as possible. They will
target enemy flyers, sources of power/energy (such as sorcerers or energetic artillery), and large
monstrosities. The Chtli-Quann will usually not be separating. They will fly as one, gigantic mass of
cannon fodder. They will be assisted by Gjyn-Quann and Zsho-Quann Sky Blades to act as precision
assassins and saboteurs in the confusion. Attacks can last for several days and avoid the bulk of the
infantry. Chtli-Quann will also attack hospitals and the wounded, or else carry them off to areas off-site
where they can be fed on and they can rest and take naps, taking turns in the constant attacking until all
the Chtli-Quann are dead.
With all the monsters, many sorcerers, hospital staff, and artillery now selectively wiped out by the Chtli-
Quann cannon fodder, Queen Swonnyeh hasnt risked a single special or expensive unit of her own to
destroy the most powerful enemy units of her opponents in the opening battles. Right on the heels of
the Chtli-Quann are the highly expendable slave force of the Locust Army. The other waves will vary,
such as the Tarsisian units of Rocket Artillery, Sky Blades, and Royal Guard using flaming, energized
ranged weapons to whittle down the enemy over an important, strategic location. Her heavy artillery units
will often be combined into a single mass to hammer against an enemy with only the artillery or
powerhouse units they received as Reinforcements. Sport Hunters and Outriders will pick off close
combat infantry units, teasing them in feint retreats, or else the 900-1,000 strong will mow down whole
regiments of isolated infantry scouts. Nabalk-Quann and Gjyn-Quann will sew confusion in a single army
of 2,000 or more while Trissin pick off the remaining powerhouse enemy units. Troublesome enemies not
buckling the way they should are faced with an ambush of all several hundred Matey formed together to
stampede through the ranks of the enemy, fast as heavy cavalry and each one capable of destroying
hundreds of infantry, in total able to wreck a 100,000 strong army of knights in full plate if necessary or
wither down the same number of hand gunners.

Near the end, Sewuh Dragons are now free to rampage across foot-slogging infantry while the heavy
infantry Black Legion Crusaders conduct the death blow to the majority of the enemy infantry who will
not have the equipment necessary to take out these, virtually indestructible enemies.

Despite being as ruthless as she may be, Queen Swonnyeh wants to incorporate as much of the enemy
into her own ranks as possible, defeating them where it counts, and breaking their spirit by breaking the
strength of their units. Without the pride of their best and most necessary units, the rest are able to be
pressed into service or else coerced into settling for a surrender.

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