Here's a living document that provides access to the assorted unit rosters that will be appearing this quest as a more practical alternative to updating like thirty different posts. Rosters will also increasingly have distinctive units separated from the general categorical entry. You are free to make suggestions so that these rosters get fleshed out sooner and to suggest ideas I might have missed or could consider cool but do try to ask me for the general vibe of each army listed here.
drive.google.com
Leviathans: Though Tian'Chao is not as widely spread as the Imperium, its industrial output is better managed and its development is significantly denser, which coupled with Tian'Chao being of a higher tier of accomplishment, leads to Leviathans being far more ordinary for the Tian'Chaoren than the Imperium. A Leviathan can be many things, but in the modern era, as the Celestial Realm still has yet to fully undo the damage done by the Wars of Vengeance and the Long Night inflicted by the fall of the Eldar, Mankind, and others as well as the Great War of the Beast; they are generally meant to serve as a lynchpin for a large fleet in some way, shape or form. Such as the exemplary Dragon Sage class, a moving emblem of Tian'Chaoren's sovereignty and a means with which to control large sections of space. Dragon Sage Leviathans are generalist warships and mobile bases, and like most large warships, also serve as homes away from home for military forces who can live aboard them for generations, raising families and eating from the agricultural facilities within.
More specialist are the Wasp Throne Gigacarriers, which bring with them entire fleets of ships that thanks to not needing their own faster than light systems, can serve as devastating moving artillery or specialist equipment while the Wasp Throne can produce new craft from within its bowels like most Tian'Chaoren carriers, which while shared by other very large Tian'Chaoren ships, is something that carriers in particular excel at. Wasp Thrones are often used as flagships by those who prefer the immense command and control capabilities to the greater speed of a smaller ship. But in terms of sheer destruction, few rival the Haixio Annihilator type Leviathan and its shorter ranged Wudi De Bastionship type counterpart, the former of which pummels away shielding with gamma bursts, accelerated slugs, and electromagnetic lances before opening up with conversion beams, crusher warheads, and anti-matter munitions once the shields fail; while the latter draws in close, pulling in enemies with its secondary systems to be crushed against its wide array of turrets.
Juggernauts: Tian'Chao has always been one of the mightiest nations of the galaxies of darkness since the war in heaven, and even the painful recovery from the Fall brought about by the Eldar has not dimmed this outright. Tian'Chao's ability to produce mighty juggernauts in bulk is a testament to this as these decorated and ornate warships ply the void with their mighty bulk and serve as mobile enforcements of the rule of the dragons. With the size of the likes of War-Tortoise Juggernauts entering the triple digit kilometres, even incidental cargo capability is enough to allow them to enforce the dictates of the Presiding Council while still primarily focusing on stoic impenetrability in the face of foes who hope to contest their kilometres thick hull and multi-layered multi-type shields to silence their "Dragon's breath" gamma ray burst mega-cannons and devastating long-range nova batteries.
The Star River class Megacarriers act somewhat like smaller Wasp Thrones, though they have a greater emphasis on line ships than the parasite capital ships that the wasp throne brings to bear. The Star River also notably has the means with which to alter the warp and let Tian'Chao travel through the aforementioned star rivers, letting fleets move on artificial warp currents to get around. Though many other ships have this capability, Star Rivers can do it on a very large scale, even delaying enemy reinforcements or accelerating the arrival of those of the People's Revolutionary Celestial Navy. The Heaven's Spear class Juggernaut by contrast, prefers to be in the thick of things, where it can rake at enemies with its medium and short ranged weapons and drag foes towards itself where they will be faced with armour thicker than some mountains are tall and many layered multi-shielding.
Though certainly not swift, they are deadly at both Clash and Bombardment ranges; as closing enemies find no solace before withering electromagnetic disruptor repeaters and punishing star-lance turrets, and carry many strike craft suited for screening or harrying foes.
Superdreadnoughts: Jade Qilin class Superdreadnoughts are known for being surprisingly fast for large ships in the Tian'Chaoren navy, working to corral an enemy into the desired formations of the admirals and strategosi of the PRCN. Moving where the Iron Tiger type Superdreadnoughts are able to offer them support with longer ranged weapons and ample torpedo support and where Mantis Mother class Ultracarriers' waves of craft will be able to cover them, the Jade Qilin locks down movement and then starts hammering away with broadsides and dorsal turrets; pushing the foe towards the considerably slower Shield Turtle class Superdreadnoughts who are designed to help complete the immobilisation and then grind an enemy against their ranks. Superdreadnoughts as a whole are common in Tian'Chaoren's navy, and the ornate fleets of the people's navy can usually count on their presence in battles of significance.
Dreadnoughts: Tian'Chao's Dreadnoughts are its preferred line of capital ship, as opposed to the Imperium's preference for Battleships. This might be because Tian'Chaoren crews often include species larger than humans, or that the dragons prefer the extra room, but it may also be because they make use of the ability to engrave metaphysical properties more effectively on larger ships to allow for maximisation of the power of harmony and the effects that Wu Jin relics have on the ether. Dreadnoughts such as the Shadow Hare can strike from less expected angles to allow the mainstays like the Boar Tusks to do their work with hard hitting cannonades and extremely stubborn armour and shielding, moving in bristle packs interspersed with Scorpion Claw class Dreadnoughts that will move to the fore once the foe has been corralled to their proper position by the faster Shadow Hares and the endless harassment from the waves of craft launched by the Mother Hen class Supercarriers.
Battleships: Tian'Chao's mighty battleships are not quite as iconic to the navy as their larger vessels, but their crews are proud of them all the same. These battleships such as the Red Horse class tend to provide moving strong points in a battle that smaller ships can use to anchor themselves as they implacably ply the void. The Red Horse class offering potent Magnetic-Shields to augment the defences of nearby ships while gamma-particle cannon turrets and a swift firing "nova-bolt" cannon pound from afar to open a foe for conversion beam attack, their companion Blue Hare class ships of the Yang category raking enemies with devastating torpedo and broadside bombardments and preventing the foe from closing with the red horses in pairing with the line ships. Other ships follow similar patterns, such as the Mother Hen class heavy carrier being paired with the more generalistic White Fox class battleship that can respond to most threats decently well. As one might expect from a navy that is defined by patience, they prefer to force a foe to approach them with deadly bombardments to force the foe to come towards them or die uselessly, where they will then let the hardiest vessels move forwards and lock the enemy in an inescapable grind against an impenetrable wall that has removed their options to maneouvre while the long range ships fire continually upon sitting ducks.
Grand Cruisers: The Grand Cruisers of Tian'Chao are generally kept in the reserve lines of a fleet, more agile and thus able to respond to situations more quickly than other capital ships. Grand Cruisers will generally wait for the situation to develop before moving in to deal with situations as demanded. The Star Hare class Grand Cruiser, which is unusually short ranged for a Tian'Chaoren ship, is particularly good at this, moving to the fore once a brawl has been locked in and then slipping around the enemy to box them in and pin them against a wall of short ranged batteries to overwhelm their defences.
Battlecruisers: Tian'Chaoren navies don't make the heaviest usage of battlecruisers, certainly less than the Eldar who have mastered the ship type. With the highly combined arms dependent and linked nature of the Celestial navy, the role where battlecruisers would excel in; bullying cruisers, is not a huge priority for Tian'Chao. Nevertheless they do maintain the usual spread of varieties for Nova Cannon, Lance, Carrier, Battery, and Torpedo attack in the Long Ox, Horned Bull, Swallow's Nest, and the Arrow's Quiver Class. These battlecruisers typically serve the role of countering other battlecruisers and providing larger vessel support to the cruiser formations. The idea of using them as ersatz capital ships really never comes to mind to most celestial admirals, who prefer using them as superheavy cruisers.
Cruisers: Unlike one of its greatest present day rival; the Imperium, the Celestial Empire's cruisers are tools in the admiral's kit rather than the mainstay. Though they are powerful tools, and the more well known battleships are always in need of their services. Tian'Chaoren cruisers are generally specialist vehicles that serve some manner of purpose the battleship and super-capital group requires more of. The Macro-battery and fusion jet equipped Salamander's Tongue Class cruiser for example, is frequently used to shore up needs in the clash with devastating rows of short ranged firepower, while the Torpedo and Gamma-Lance bearing North Star class Cruiser offers flexible long range firepower while moving to enclose the enemy fleet. Perhaps most well known though are the Rat's Snare Class Cruisers which project obstacles into the warp with the usage of Wu Jin compasses which not only allow for greater usage of magic by the Dragon Scions and interferere with that of the enemy's, but also interdict enemy escape efforts to ensure that the fleet need not give chase.
Destroyers: Destroyers are virtually always escorts in the navy of the Dragons. Serving to the Cruisers as the Cruisers serve to the Battleships. To them often falls the important burden of point defence as well as finishing an enclosement, and as they have no need to outpace the larger ships they trade away much of the typical speed of ships of this category in favour of more protection. The Iron Feather Class Destroyer in particular, designed as a simple, brutal short ranged combatant, is well known in particular for its capacity for punishment while the Mantis Striker Class is built to be able to withstand the splash damage of indirect nova cannon hits so that they can continue to fire their long ranged weapons into the fray even if caught within large AoE attacks. Lotus Seed class destroyers serve a perhaps unusual role of on-field repairs and healing so that the fleet remains able to fight even in intense and prolonged conflicts; helping recharge or restore shields or patching holes in hulls.
Frigates: Frigates are typically attached to larger ships during warp transit and then detaching when the fleet enters real space to serve as wardens for the fleet, each typically built around a single primary system and capacity such as a great wu-jin compass, torpedo bays, flak arrays, or other such duties as is the lot of the likes of the Star Crow or the Shark Spear class Frigates. Most of these frigates are manned entirely by constructs to not risk any actual crew in a task generally deemed to be of great risk. They are often regarded as the cavalry of the fleet and are some of its only reasonably swift elements due to not bothering with warp drives or life support, and can range farther away from the fleet to picket and skirmish from a greater distance.
Corvettes: Also manned by constructs as a rule of thumb, the Corvettes of the Celestial Empire are considered to be akin to expendable foot soldiers within the great melee of void combat, accompanying the Frigates and exploiting the opportunities their rigid intellects perceive as fits their current directives or the commands of their admirals. The Ant Jaw class Corvette; an infamous "leech" ship whose strange beam steals from the energies of shields and the binding energy of hulls and fires a restorative beam with that power into another ship is a particularly infamous example of this class, perhaps more so than the Archer's Eye Class Torpedo Corvette.
Sloops: Sloops are always piloted by constructs, save for a few better described as overlarge custom strike craft for the especially daring or firepower obsessed. The most famous sort of sloop is the "Chain Maker" which gains its name for being built around an Atomic Suppressor that shifts energy in the target to the extremities of the bubbles the beam creates, slowing and eventually stopping targets and also cooling them dramatically. The extremities of the bubble become increasingly hot as all energy crowds to the edges, but the effect is ultimately to prevent the foe from leaving, especially as swarms of Chain Makers concentrate their fire. Magnetic and shield projecting Chain Makers among others also exist, as do those built around more conventional weapons; but the overall goal is to force the enemy to partake in the terms dictated by the Dragon-taught.
Strike Craft: The Strike Craft of Tian'Chao are excellent and have a greater degree of emphasis than their imperial counterparts thanks to being so heavily relied on for Skirmish combat and accompanying the construct screens. Piloted and Construct Strike craft operate in harmony, the former more nimble and precise and the latter more enduring and bearing greater arms. The Eagle Claw class Fighter is easily identified by its quite sleek delta winged profile, and the dancer like grace its well trained pilots move in the midst of the swarms of swept winged and snub-nosed Clay Hawk class Heavy Fighters that rush forwards ahead of them to release gamma and fusion weapons or cryo-missiles. The Black Crane Class Attack Craft is a deadly manned strike craft that rakes across the enemy hull with guided missiles and strong plasma bursts in precise attacks while the White Heron Class Construct Bomber devastates the foe with magna-bombs and gamma-torpedoes to exploit gaps created by their fellows. Though these craft are certainly special, the Empire needs them to be, in order to deal with swift foes who refuse to be caught.
Landers: The landers of Tian'Chao are expected to provide much of the capacity of bringing the Tian'Chaoren's boarders into other ships. The Hornet's Sting Class Gunship is well suited to cutting its way into enemy hangars and clearing out a landing zone to attack. The Woodpecker class Assault Ram functions much like the Caestus Assault Ram, using a tandem conversion beam and melta cutter system that will first start blasting with the conversion beam from afar before the Melta takes over at close range to allow for a deep penetrating strike into the target vessel or structure and then disgorging hardened automata and warriors inside to board. Teleporters are also available, along with "Iron Egg" drop-pods and "meteor egg" guided boarding torpedoes for when rapid insertions are needed. As a general rule, Landers are designed to endure first and foremost, with the expectation of close cooperation with other strike craft clearing out landing zones more than their own armaments. While there are exceptions, these are rare things reserved for particular sorts of special forces.
Torpedoes: The torpedoes of the Celestial Empire are a plentiful lot, with many warships being primarily built around launching these space to space missiles. While many sorts of warheads are used, the most famou sare the anti-matter missiles, which deliver precisely what the name entails. These deal tremendous damage but are infamously volatile, as such the real trick to them like with all tian'chaoren antimatter weapons is quark inversion technology, which can convert matter into anti-matter and vice versa, usually before impact. Though they can be prematurely triggered to disastrous effect, this does increase their safety significantly. Also famous are the atomic suppression missiles which shunt all the heat in the target area outwards, creating a wave of heat and leaving behind a zone of extreme cold while also generally stopping the target, quite literally, cold.
Fortifications: In space, Tian'Chao is infamous for its propensity to simply wall off entire regions with warp disruptors to force fleets to go through certain avenues, mandeville manipulators to bring them to killing fields, and layer after layer of starforts, surface to orbit weapons, and militarised space stations that will often smash a foe before the fleet arrives. The "Hong Bao" class Star Citadel is particularly famous, typically serving as nuclei for a three dimensional "pakfront" of defences that will concentrate defensive firepower in such a way that any advancing enemy will face attacks from their flanks as well as their front. Providing support to weapons platforms and waves of harmony amplifiers as well as their own banks of weapons, particularly their dreaded Conversion Beam arrays that can devastate foes from a distance and prompt them to close to shorter ranges.
Esoterics: In space as well as land, the Celestial Navy makes extensive use of powerful esoteric capabilities, including magic and the remnants of the technosorcery developed in ages past and glories starting ot be recovered. Strange devices within their ships work to channel their magics in more powerful and spectacular ways, amplifying what their rituals channel into things able to influence the outcome of battles at a naval scale. And the effect of harmony is in and of itself, an effect of magic, as things with an aspect of yin or yang make each other more than the sum of their parts. All phases of battle see the usage of esoteric powers, with only the likes of the Eldar, Dawi, or the Quetzal making heavier usage of them.
Support Craft: Wu Jin Compass Ships are some of the most famous Support Craft of the Tian'Chaoren navy, built to manipulate the winds of magic and the warp on a large, naval scale and allow for the rituals that the navy often relies on. While they must sacrifice long ranged armament themselves, Compass ships are ubiquitous in most fleets and are considered a vital lynchpin of the fleet, especially when paired with the Calm Waters Harmonizer ships which amplify the residual magics of the constructions of Tian'Chaoren to boost their abilities and ensure that the powers of harmony and augmentative magics are enhanced while repelling hexes. More conventionally, Mobile Forge Ships serve as moving factories and supply centres, dispatching resource collectors for their machinery to transform into usable resources, including components for bases, parts for new war machines or civilian infrastructure, and munitions for the often ammo hungry fleets. While Mobile Forge Ships ideally shouldn't be on the front line, they are very durable for their class in the hopes of getting a chance to be rescued if attacked.
In space, the Tian'Chaoren navy is relatively flexible, but nearly always prefers to open up with bombardment severe enough to force an enemy to try to close to a clash on their terms. Skirmish is provided mostly by smallcraft and screen ships and the occasional faster large vessel, while the bulk of the fleet traditionally starts to move in a coordinated formation. The idea of the formation is for the vessels best suited to attack up close will lock down the enemy with their atomic suppressors and other forms of mobility limiting devices and their own implacable durability while allowing the rest of the fleet to continue bombardment at their leisure.
The general thesis of the navy is to deny enemies the ability to fight as they want to, and to force the foe to abide by the choking dictums of harmonious warfare, to lock them into a dance where their steps are already predetermined. The ability to move is restricted, enemies may be moved to certain places against their will, the arts of deception restrict their idea of what's even going on, and the formations of the fleet are shuffled so that they fight what the strategists of the Tian'Chaoren deign they may fight.
Problems arise if defeat in detail is turned against Tian'Chaoren. If crucial ships are taken out to disrupt the harmony fields and contingencies are frustrated, if the foe is able to deny the Tian'Chaoren the ability to dictate the terms of engagement at every turn, if the formations are broken up and turned to chaos; things can fall apart startlingly fast. In essence, they excel at bombardment, have good specialists at skirmish, are conditionally able to do well in clashes as long as they can continue bombardment and skirmish damage and keep order in the clash.
They excel in pursuit with their many means to limit mobility, but their approach to withdrawal is perhaps a bit odd as they prefer to withdraw by eliminating the enemy's ability to pursue rather than doing so by being particularly swift. If the enemy is able to shrug off or disable these mobility limitations, a retreat may turn into a debacle. As Waaagh! 'Eartkrusha demonstrated when the Greenskins' own traktor fields were turned backwards, somehow worked in reverse, and pushed away the Celestial Navy's immobilisation assets to run down the Tian'Chaoren navy and with lethal Kommando probes and tellyporta ships tear apart formations. Culiminating in the obliteration of the Provincial Fleet of Janyeng and overrun the entire province within a decade; with reconquest efforts still being ongoing.
Behemoths: Tian'Chao is famous as a builder of behemoths, such as the infamous "Legion Breaker" Heavy Olympian grade Titans that walk in the manner of men and do exactly what the name entails who can cause a cataclysm in a single swing of their swords or shatter the relics of ancient bygones in singular volleys. But one can also not forget the Wang Bao class mobile citadel city also strikes fear in the hearts of foes as they touch down and provide an instant military settlement and unbreachable fortress that can allow for patches of controlled territory anywhere the students of the Dragons care to place it.
Tian'Chaoren behemoths are sledgehammers to be deployed should the foe prove to be particularly vexing or if the situation seems to require far more force than anything conventional can manage and orbital bombardment, as it often is, is not usable. And for megastructure assaults, its even standard. Typically, where a behemoth walks, victory is expected to follow, with the military moving in the shadows of such monstrosities to exploit their all destroying wrath against the foe.
Colossi: It is often said that the People's Revolutionary Celestial Army of Tian'Chao walks in the Shadows of Colossi. The continent devastating fortress crawler, the Striding Champion Apocalypse Grade Titans that can look down on the peaks of some Imperial Hives, the Starbreaker Mobile cannons that serve as self-propelled anti-space artillery able to fire at different sections of ring worlds and more. Colossi of countless forms fill the ranks of the revolutionary army and they often deploy them into battles many would deem not worthy of even sending in Knights. But in the Tian'Chaoren way of war, the most merciful victory is the swiftest one, with the reasoning that the damage dealt by their deployment can be fixed later once the battle is won, but a defeat may delay any repairs for far longer.
Smaller machines and beasts will in essence, orbit the Colossi formations as they move forwards, screening them from anything that might be able to disrupt their operations while allowing them to fulfill their appointed purposes, and generally moving surprisingly fast due to the simple distance that their strides consume with every movement. Smaller forces enjoy protection from their powerful defensive screens and the wave sof harmony amplification they provide, letting ordinary men preform extraordinarily in their shadow and for the already great to become as unto heroes in their presence. With such prowess, it's small wonder then why they see such relatively regular usage.
Titans: The Titans of Tian'Chao are mainstays of its military; even more diverse than those of the Imperium, making use of great war beasts, automated Sentinels as well as megatanks and giant machines both humanoid and not. Even skirmishes can see the deployment of towering six hundred meter tall Ardent Warrior class Battle Titans; rivals to the Imperial Warlord Titan; deadly at both range and melee, or the menacing form of Popular Centurion Spider-Crawlers, Adamant Keep class Megatanks, or great Tiger-Serpents and mighty Iridescent War-Cranes. These are but a few of the many sorts of Titan scale war implements brought to battle by the Celestial Army that have helped make them infamous for the fact that even minor battles against them may see a Titan march. A particularly infamous tactic involves making use of overlapping their shielding together, pooling their strength and recharge rates to make for a nearly unbreakable wall of defensive power that allows the rest of the army to fight with impunity while soaking in the harmonic power of the titans.
Famously used at the battle of the Naujong Ring which saw the T'au anti-titan teams unable to stop the Vermillion Swallow Titan Banner Army when they gathered in formation and pooled their strength, the Tian'Chaoren troops at their feet picking off now virtually impotent T'au forces leftover from being raked over the coals by en massed Titan bombardment at their leisure. Though it is not infallible, as the battle of Dannang against the Leagues of Votann demonstrated as the Votann overwhelmed the shields with sheer firepower to leave the Titan Banner army unshielded for long enough for the Leagues to start tearing apart their formation before their defences could recover. Eventually leading to defeat and the Celestial Realm having to retreat and concede the precious dark age artificial world to the Kin.
Titans will see use at nearly every stage of a battle, even hunting down stragglers or exploiting the breaches created by the advance to tear through the lines of logistics that let most armies function. Some are even fitted with, perhaps audaciously, stealth systems to get close enough to enemies to attack with the element of surprise and do their bloody work before the enemy can get a proper, measured response.
Megaliths: The mighty Guan Yu tank is a colossus fitted with gatling electromagnetically assisted cannons that fire multi-tonne shells fast enough for an unaugmented human ear to be unable to distinguish between individual firings. The roar of their guns is earth shattering, and a singular sweep of their turrets is often enough to lay waste to whole armies and when massed, the sheer weight of shells they unleash is enough to overwhelm all obstacles, while their customisable secondary and tertiary weapons deal with the pests that might seek to flank or bother them; their harmonic fields and the charms engraved into their hull driving the Tian'Chaoren army to a great frenzy.
Ferrocotta Grand Sentinels infamous for their ability to reflect projectiles back at the sender, or even all enemy projectiles fired too close to them help to screen the advance of the army, wielding power halberds with almost lifelike grace whenever they aren't blasting away at enemies with crackling energy weapons and shockwave generators, while the Great Adamant Knights of the Celestial Army move with thruster assisted grace and agility, making use of scalding weapons and expertly wielded blades to hack through the great assets of other foes; with the colours of fallen enemy Knights and Stompas being points of pride to collect.
As a whole, Megaliths are monuments to the Tian'Chaoren military, living icons and moving symbols of their martial prowess that are able to walk among the troops and rally them in a way that larger machines are generally too distant from to do quite as intimately. As such, they tend to be attached in such a way as to be organically integrated into conventional banner armies rather than under their own special task forces unlike titans.
Giants: The Overlord Tank is one of the few tanks that can rival the Baneblade, with its twin E-mag Assisted Cannons speaking with deadly intent, side-turret thermobaric rocket pods, mini-turret mounted anti-infantry and aircraft rotary electromagnetic cannons that alternate between proton and electron streams, and vertical launch missile tubes all speak to a vicious desire to crush and destroy when the vehicle doesn't simply roll over lesser vehicles to crush beneath its tracks; its harmonic tower ensuring that those who fight near it will be blessed with the power of yin and yang.
The Scarlet Plume Knights are one of the most iconic classes of Tian'Chaoren Knight, akin to the Imperial Ceratus.Class, though like most Tian'Chaoren mecha, they are far more humanoid in proportion than the rather hunch back imperial war machines. Scarlet Plume Knights, well known for their pole-mauls and array of plasma weapons that can serve to suppress a foe long enough to get in close for a killing plow with the "dragon's breath" melta weapon in the head and then finishing them off with the hammer, while a small shield fitted one ach arm can be used to absorb some incoming hits even without activating their projection screens. And with such fearless advances, the rest of the army can move without fear, inspired by the breaches these valiant knights make.
In essence, Giants are lynchpins and mainstays of the army. Generally the Tian'Chaoren feel almost naked without using them, and tend to prepare a battlefield to swarm an opponent with them. Even in urban warfare and forestry conflict, the scions of the dragon will find way sto squeeze them in, especially the proud Automata and Knights of the Realm. Though that isn't to say their giant tanks and other such monstrosities are anything to sneeze at.
Superheavies: The iconic Zhurong Superheavy Tank fits a rapid fire gamma cannon with an array of secondary weapons, and the ability to channel the heat its operations make into a wide radius thermal pulse to clear away large numbers of enemies all at once. And these vehicles often pair with the spear equipped Iron-Clay Sentinels that fight either in melee or channel energy through their spears to attack from a distance whenever their missile launchers and "plasma breath" weapons might need some additional oompf, though they are perhaps most famous for their powerful magnetic harpoons to drag foes closer to them and prevent them from escaping.
The Iron-Clay sentinels also pair well with the Peacock Blade class Knight, the Tian'Chaoren equivalent to the ubiquitous Quetoris Fitted with primarily a giant scale Dao blade and an over-arm mounted conversion beam cannon, Peacock Blades can project additional energy barriers to help close the distance with a foe while rocketing forwards, usually seeking to cut in and cleave a worthy foe apart after suppressing them with their shoulder and eye mounted weapons.
Superheavies are present at all stages of combat, and the "march of giants" that the celestial empire is well known for can often be said to begin with its smallest and most humble of massive assets, with Superheavies often being used to scout out the enemy and get a feel for them in more force than lighter assets can.
Heavies: The Nuwa Heavy Tank is known for firing anti-matter shells. While extremely slow, it is armoured with as much material as could be fitted to it without making it too slow to do its job, and there isn't a whole lot that survives the Nuwa Heavy Tank for very long. Though its secondary weapons leave something to be desired, typically being relatively light secondary automated turrets there is a serious question as to whether it really needs them when the primary cannon has basically no bad targets. The long barrel and the stable platform of the very densely built vehicle also make it a surprisingly effectual sniper.
Main battle Units: The Qilin Tank of Tian'Chao is well known as one of the best purpose built tanks in the known universe with the exception of vehicles made by more advanced cultures such as the Dawi or Eldar. Fitted with a powerful shield and a powerful electromagnetically assisted cannon, the Qilin is exceedingly well armoured and decently mobile while packing the firepower to take out a Rogal Dorn tank quite reliably. The Qilin can be modified with other weapons, particularly with its secondaries used to suppress or deal with targets not worth the main gun's attentions. As a general rule, Tian'Chao despite its fondness for fortification warfare disdains sponsons and prefers side-turret pods, regarding the increased difficulty of maintaining the guns from inside as worth the benefits of a stronger overall armour profile.
Walkers and mechs are also common in Tian'Chao, such as the Iron Thresher class walker which was inspired by the myriad Spidery walkers of the UCCR; sometimes referred to by the memetic nickname of "Enemy Crab" from the Blood Pact. The Iron Thresher fits three independently rotating automatic grenade launcher turrets, a rocket pod, and power claws to allow it to suppress enemies from a distance, pummel them at medium range, and then tear into them close up, moving across even quite sheer surfaces with ease.
The Steel Soldier serves as a small form of knight, accompanied by the purely mechanical Metal Warrior; with Metal Warriors on melee and bringing with them a powerful shield to protect other units while their "eye" mounted gamma lasers and back fitted mortar work to encourage foes to close within the reach of a power weapon. The Steel Soldier by contrast functions as in essence, a giant blaze lancer, with appropriately upscaled weapons, using their Metal Warrior comrades as mobile cover.
Magical creatures such as Shishi and Vishaps also find a use in the Tian'Chaoren military, offering mystic powers to bolster the overall fortunes of the army and typically doing battle with other such beasts in close quarters.
Light Units:The People's Revolutionary Celestial Army has a number of swifter units, such as bike riding troops who can race across the battlefield to scout for weaknesses or close off avenues of escape and cut off lines of supply, communication, and reinforcement. Sacred hounds and Moon tigers are among the many sorts of tamed beasts of war that join with the Tian'Chao'ren military Flying beasts such as Longma and Pixiu also still provide a bestial presence in the light unit roster. However, light units in cathay are almost never going to be able to win a battle themselves. While they are present, they are generally strictly supportive forces such as reconnaisance, harassment, or cavalry troops; or they are relatively small in number.
Super Infantry: The greatest forces of the PRCA have particularly strong descent from the wise Elder-Beasts such as the Longs, Xuanwus, Fenghuang, Baihu that allowed many of them to become the guiding
Xian. Not necessarily only through blood, but also through spiritual connection and education to connect to the essence that the Elder beasts drink of; cultivating it through ritual, practice, training, a readiness of mind, and conditioning to unlock inner potential. Even those with blood from the elder beasts typically train and refine this potential, and descent is merely a short cut; not a guarantee. These Xiuxinzhe come in many forms and varieties, but represent the greatest hope for the future of the Jinyi.
The Longren and the others who have great kinship with the Elder Beasts also find a place here, having essentially metastatised into their own community within the great diversity of Tian'Chao and are a representation of how freely blood mixes in the Celestial Realm. Though not every Elder-kin will seek the life of a warrior or soldier, those who do command a powerful connection to the empyrean and a supernatural physique. But unlike the purposefully engineered Astartes, are not weapons of war and must harden their minds for that task the old fashioned way.
The Heavenly Autosoldiers form another clade of supersoldier in Tian'Chao; each a careful masterwork to produce an individual and mighty warrior engraved with enough alchemy, sorcery, wizardry, and psykery combined with carefully applied technological lessons and craftsmanship techniques to make them a closer equivalent to the Astartes than the other two. However creating one is a lengthy and costly process not taken lightly, and the Autosoldiers are considered valued comrades, not expendable unlike many other automata who are not designed to particularly designed to value their own existences due to their meatshield roles.
Commandos: The People's Revolutionary Celestial Army makes extensive usage of Commandos as a vanguard or stay behind force, with the Night Blade Order and the Lesser Crow Men being particularly famous examples of the silent death in service to the way of the masses. Commandos are expected to fulfill their objectives quickly so that the primary force can take advantage of their actions, rarely to win a battle in and of itself; and to deploy elsewhere once they are done. Stealth systems allow them to get through to places one might not expect them, and electronic warfare experts such as the Abacus Corps as well as non-humanoid specialists like Huoren Shadow Palms or Tanglongren Stalk-Sickles accompany these forces who practice the maxim of "all warfare is based on deception". The aversion to working too far away from the rest of the military though means that they rarely are sent out to do grand acts of sabotage far away, with the sorts of deep insertion missions the Tempestus Scions are famous for being largely unknown.
Elite Infantry: The Jade Banner Soldiers represent a significantly greater form of warrior than the standard Blaze Lancers. Jade Banner soldiers receive augmentations to allow them to push beyond standard limits, particularly in terms of reflexes, and also have greatly reinforced armour. Typically making use of gamma ray weapons, neutron projectors, Tian'Chaoren bolters, Star Plasma weapons, and a few other devices as well as energy augmented melee weapons, with some having power weapons such as Power Halberds, Power Fists, Power Swords or the like, Jade Banner soldiers also tend to carry deployable and portable shields on their backs that they can use to guard an advance or provide cover in an advance.
Tian'Chaoren Ogryns universally receive intelligence augmentations to better preform in a highly coordination reliant army and operating alongside other large Abhumans and Xenos, typically helping to provide an additional melee backing for the military while the Ivory Automata accompany the troops, making use of their incredibly durable frames to absorb punishment for the rest of the army. As a whole, Elite infantry are used as a living bastion, an immovable representation of the will of Tian'Chao that will not bow for any enemy.
Some more specialised Elites include Huoren palm warriors who excel at skirmish to a degree atypical in the Celestial army, flitting in and out of contact and making use of esoteric martial arts knowledge and potent close range weapons to cause maximum havoc; though in a manner much louder and more obvious than true special forces.
Specialists: The Peoples' Revolutionary Celestial Army makes use of many specialists. Falcon Troopers for example, harry the enemy from above with their flight capable suits and array of weapons well suited to scooting in and out of conflict. While melee is often handled by soldiers from the mantis like Tanglengren, whose burst like reflexes and additional limbs make them solid companions for the Axe Vanguard to wade into close quarters combat with short range and melee weapons as well as Shield Automata who can protect the rest of the formation. Crane Gunners, making use of immensely powerful electromagnetically assisted rifles and powerful shields, also provide deadly long range overwatch that can eliminate high priority enemies or put holes into hardened targets. Perhaps most infamous are the wheel-gunners, who make use of rotary e-mag guns to suppress massive amounts of enemies all at once; though can be fitted with other types of weapons as the situation demands.
As a general rule, Tian'Chaoren specialists function as emergency firemen who are deployed to answer needs either foreseen ahead of time by the tacticians or in response to transforming battlefield situations. Whereas Asuryani armies might prefer to use specialists as a mainstay and juggle the differing loadouts of these specialists to achieve the unravelling of the enemy, to the Tian'Chaoren a specialist soldier is a tool, but not the hand.
Line Infantry: The Blaze Lancers of Tian'Chao make up its most well known sort of line infantry. Fitted with an exosuit with shield augmentation somewhat similar to that of the Votann or the Dawi, a Blaze Lancer makes use of an Electromagnetic gun that shreds off the electrons of the gas packet used and launches the protons in a very hot stream; which unlike lasgun beams, is visible in non-dusty conditions. The electrons are channeled into the second barrel and launched once the proton stream is clear, producing the "one two" shot effect. Blaze Lancers also make use of specially treated blades and bayonets in close quarters, as well as the distinctive shoulder mounted grenade launcher.
Compared to a Cadian pattern Imperial Guardsman, a Blaze Lancer is far better armoured and armed, but is certainly a greater investment by the state. Non-standard weapons will include quad-barelled squad-automatic Emag guns that provide much needed suppressive firepower, starfist plasma guns, "beehive" alchemobaric rocket launchers that serve a role akin to flamers, conversion beams, and meltaguns to name a few. Blaze Lancers are generally human, mostly human abhumans (such as Felinids and Vulpinids), or near human species who can use the standard patterns of armour without modification.
Tian'Chao is a very diverse country though, and many other sorts of line infantry warriors. For example, the simian Houren are extremely agile and dextrous, able to dodge around the battlefield at great speeds and with tremendous reflexes, flitting around the lines of battle to strike at foes from unexpected angles. Almost in contrast are the Ferrocotta Automatons who are as immovable and stubborn as mountains and excel at holding lines to the bitter end, the machine men fighting alongside the armed forces to provide living walls where they are needed.
Cannon Fodder: Tian'Chao typically does not like to use Cannon Fodder unless things have gone wrong. The doctrine of revolutionary harmony may require that all people must have at least a reservist's familiarity with the means of war, but it also frowns on society existing for war. Nevertheless, mass producible, light exosuit equipped "People's Militia" can be levied if the need is dire, along with converted civilian Terracotta automatons. Making use of Lasguns, these soldiers are more akin to the Imperial Guard in equipment and loadout. However, they are expected to value their own lives rather than throw them away, and there is no shame in retreating to a better position as long as there are comrades ready to fill the gap.
In normal circumstances though, Tian'Chao does not use cannon fodder outside of smaller sorts of automatons that serve as companions for the general soldiery, to make use of terrain that larger soldiers cannot and to screen the flanks to ensure no surprises are coming. They are by no means a standard implement of the Peoples' Revolutionary Celestial Army and serve a supportive or desperation role. Only a crazy or foolish commander would use them as their main implement.
Artillery: The Artillery of Tian'Chao is universal class. Cannons, rockets, missiles, Earthshakers, reflector beams and more line some of the most powerful and numerous artillery of any army in the Galaxies of Darkness during the 42nd millennium. The Type 04 Mobile Siege Cannon is fitted with a potent autoloader that can quickly replace the endless expenditures of electromagnetically boosted shells packing self-igniting "Fire Sand" rounds that follow the primary explosion with secondary conflagrations. Able to fit a great many types of shell, the Siege Cannon's electromagnetic boosting and excellent traverse allows it to be quite useful at direct fire as well.
Pairing well with the Type 14 Mobile "Iron Cloud" Launcher, which bombards a position with munitions that release alchemically treated metal dust capable of self-ignition in a manner akin to, but far more potent than thermobarics to obliterate enemies in cover. Often nicknamed the "Celestial Organ" due to the Iron Cloud's distinctive howl as it fires, a battery of these rocket launchers can annihilate whole advances or crush foes within their fortifications.
Agile foes in need of more precise bombardment face the Type 11 Starheart Strike Cannon, which smashes targets with deadly globules of contained plasma that the collapsing magnetic bottle will push with added momentum. These wheeled vehicles are also, by Tian'Chaoren standards, quite agile, and are also feared for their atomic suppression ability, slowing down the movements of enemies while building up ever larger amounts of heat within the affected area as the energy removed from the particles in the afflicted area has to go somewhere, rapidly cooling the targets while turning the rim of the afflicted bubble into a scalding inferno.
There are many more sorts of artillery for every purpose, anti-armour, anti-monster, anti-aircraft, indirect bombardment, direct bombardment, mortars, guns, howitzers, energy and physical weapons, missiles and shells and even earthshakers of course. Tian'Chaoren stands at a level of fondness for artillery that can rival the Dawi or the Imperium. But perhaps the most feared is the Type 39 mobile eradicator platform, which fires an inter-continental MIRV missile fitted with anti-matter warheads to wipe out whole sections of the battlefield at once. While anti-matter weapons are something of a specialty of Tian'Chao, these are meant to wipe the slate clean.
Transport: The primary purpose of the transports of the Celestial Army are to ensure that the whole of the army moves at an even pace, and that those assets that absolutely must arrive faster can get there at their appointed times. Keeping the army moving in sync is a far more important capability for an army as dependent on formation as the Revolutionary Army, and as such the Type 92 "Troop Crawler" is not designed to be quick, but to be able to ferry a large number of men in a durable platform that can keep up with the tanks. Releasing harmonic waves that can accelerate healing, the Troop Crawler also supports the infantry inside with its modular mounted weaponry, and augments the firepower of those who use its fireports, making them actually quite practical like most Tian'Chaoren fireport fitted vehicles. The "Helix" heavy transport gunship is also able to carry even their large vehicles from place to place, and similarly allows passengers to fire from inside with enhanced firepower, and the Overlord's standard configuration also comes with its own harmonic bunker. For something faster to accompany the cavalry divisions, the Waverider IFV packs both a potent electromagnetically assisted autocannon as well as an integrated missile launcher, and is importantly also amphibious and packs powerful counter-stealth detection systems to look for anyone trying to be sneaky.
Aircraft: The Celestial Army prides itself on its powerful air force for good reason, with integrated, organic support that is committed to the army's needs in every stage of a battle. The infamous Divine Crow heavy bomber lobs powerful missiles at an enemy, anything from alchemobaric warheads to incendieries to plasma to seismic; or the much feared anti-matter missiles for when the foe's absolute annihilation is a necessity. Crimson Bird Air Superiority Fighters fly high into the air, making use of both electromagnetic assisted cannons, an electromagnetic beam cannon, and rows of missiles to take down enemy fighters and ground targets not caught up in the Vermillion Falcon's sweeps with a ridiculously deadly conversion beam and long range multi-missile launcher to be finished by chin mounted meltas once it gets close.
The Plasma fusiliades of the Golden Hawk Attack Craft are well suited to wiping out entrenched enemies while missiles capable of multi-targeting are directed at targets too hard for the cloud-plasma bolts, clearing paths for the deadly Black Dog Light Gunship, whose twin rapid fire cannons can fire conventional or EMP rounds, anti-matter missiles and plasma casters on the ready for emergencies ether at long or short range as the quick craft move from one fire zone to the next. But perhaps the single most dreaded and outright annoying aircraft among many enemies of the Celestial Army is the Hopperfly Drone, which uses a combination of EMP and atomic suppressors to lock down selected enemies to be wiped out with impunity by the rest of the army.
As one can expect from a nation founded by many creatures inherently capable of flight, mastery of the skies is deeply important to Tian'Chao. It is one of the four pillars of the armed forces, alongside artillery, heavy assets, and armoured infantry. From the skies, Lantern Craft and assorted categories of slower moving Air breathing sky junks such as the Cloud Galley can also provide mystic assistance as well as steady, moving points of rallying for the faster gunships and fixed wing aircraft and radiate harmony to the troops below. All while also often providing long range fire support against foes who are at a poor angle for conventional artillery.
And many sorts of winged creatures will also do battle in the skies, a great many winged beasts and mystic birds will rise to the skies and contest them against anything that might seek to drive them from the air; keeping the skies clear with the assistance of coordinated ground to air attack. While the celestial army is not unbeatable in the air, as defeats at the hands of the Tyranids, Greenskins, Dark Eldar, necrons and others have shown; but it will never surrender the skies without fierce contest.
Assistants: Radiant energizers are used to bolster the spirits and the healing and repair rates of the armies of the Tian'Chaoren, while Mobile Craft Platforms help to establish bases, fortifications, and encampments along with the infrastructure the celestial army likes to fight with, without relying on predictable air drops. An injured soldier is considered as useless as a dead one, so there are many means of quickly patching up injuries and rapidly repairing damaged equipment to get the wounded back into service, particularly crystallised manifestations of Ghyran and Chamon that are cultivated and used in many forms of medicine and machinery; though other windstones are also used by the Alchemists to produce the needed salves and treatments. Mobile munitions carrier automatons also help provide supplies to the troops, carrying them in the place of the soldiers and offering support with their rotor guns, and are the base of the mobile squad assistance vehicle which mounts a normally crew served gun on a faster platform able to keep up with a mobile army and snow a foe in firepower.
Esoterics: Tian'Chao makes extremely heavy usage of many forms of sorcery, wizardry, and psychic powers as well as a number of strange technologies. From summoning the celestial spirits of their ancestors to fight alongside them or manifestations of the Tennen to manipulating fate and fortune with charms and augmenting their abilities and capabilities. Powerful offensive, defensive and augmentive spells and debilitative curses are mainstays of the Celestial Realms. Like most of the factions descended from the World that Was, they make far more usage of this power than the ones trueborn of the reality of the Galaxies of Darkness, suffused with it, inundated with the teachings of magic and the powers of the winds.
Fortifications: Tian'Chao's fortifications are rivalled by very few and second to even less. A realm defined by the might of its great bastion and the network of military outposts within the territory of its allies and guarding key nodes of its major trade routes. Thanks to its ability to rapidly assemble bases, structures, and fortifications on site even without the aid of orbital infrastructure, Tian'Chaoren fortifications can play a role even in offensives, including everything from walls to screen shields to a bewildering array of automated turrets. Just about every mobile weapon has a more powerful static defence counterpart to be used by the students of the Dragons to protect their revolutionary thought. Fortifications also will contain the means to supply the logistics of an army, so the typical Tian'Chaoren offensive involves a "base crawl" of infrastructure that ensures that no part of the army goes without the utmost in logistical support.
Lords: Commanders in Tian'Chao are elected from pools of proven worthy candidates who have gone through the rigours of military academia; regardless of species, and work with extensive command and control systems to guide the armies of the Realm along with mystical support and divinations; with diviners and astromancers being frequently consulted to guide the best course of action. Mystic support and harmonisation are also provided to drive soldiers beyond what ought to be their limits, and careful strategems honed in aeons of war have provided a great deal of direction for future conflicts. How powerful a lord may be in combat depends greatly, an ordinary human strategist is leagues apart from a Shugengan or a Xiuzinzhe; and of course one of the Elder beasts who are able to at the very least, match greater daemons and significantly influence the course of a battle through raw power.
Heroes: There are a great many heroes in the ranks of the Celestial military, whether they are Dragons or other Elder creatures, experienced masters of esoteric arts, potent wielders of magic, champions of martial orders, or great Xiuzinzhe or especially storied Automata. They each play a great role in the overall army, providing in essence, a face to the army of the masses that receives a reciprocal relationship with them, providing and receiving the powers of harmony and synchronicity to accomplish the impossible and push the balances of fate towards the directions of righteousness, even if at great sacrifice.
Agents: The Onyx Crowmen of Qiao Yin, the Order of the Cike, The Commission of Quiet Whispers, the Society of Vermillion Words, and more provide an array of deadly and useful agents for the Celestial Realm. Unlike the Commandos of the Realm, these can be expected to go far beyond the realm's borders as spies, sabotuers, assassins, and more. Most are specially trained or made for their particular purposes, and are equipped as the job sees fit. Perhaps their most infamous task, particularly with the agents of the Society of Vermillion Words, is to spread the word of revolutionary thought in retrograde societies. To ensure the funneling of supplies and the provision of education for those who might be a fifth column for the ways of the Teachers and their allies and provide the foe with an attack from within their very own house.
The People's Revolutionary Celestial Army is a highly versatile take-all-comers force, but it clearly prefers a certain sequence of battle; overwhelming firepower at the start to force the enemy to approach on the PRCA's terms, and then force them to try to overcome the immovable wall and irresistible force of extremely durable frontline assets that have ways to make it impossible to ignore them. All while giving free shots to the more destructive units that comfortably enjoy protection in their formation. Once the enemy has been shattered, the formation can orderly disperse into more discrete groups to begin the exploitation with continued offensives or vigorous counter-attacks, with the objective being to destroy the enemy's ability to continue fighting through the elimination of the lines of contact that hold the enemy army together and the seizure of the critical objectives. Then, they can turn around and eliminate the remainder of the enemy at their leisure.
This makes foes able to make unexpected moves quite vexing, being able to force them to break up formation with little warning. As the bitter and ongoing wars with Hive Armada Taotie showed, the capacity for the army to fall apart in dramatic fashion if its best-laid plans are ruined without the means of reorientating quickly enough is very much there. As the Presiding Council rallies resources against one of the greatest crises to hit Tian'Chao in an age against the colossal Hive Armada, the particular defensive weakness towards unexpected penetrations has been a painful reminder of the fallibility of the People's army. The Taotie; as the Tyranids are called by Tian'Chao; have very often emerged from unexpected angles or hidden genestealers and tyrannification helixes within their ranks and then struck when the time was right far more reliably than the egomania of chaos or the dark stench of undeath. And the introduction of discord into an army based on harmony will tend to unravel the army in short order.
Such has also been a priority against the Teleportation-loving Greenskins and the Dark Eldar and Necrons, as the need to control when and where the enemy may fight them is crucial. If they can be kept there, then the combination of the grinding forward wall and the deadly storm of firepower is something few foes can last against forever, and against the foes who can match or outdo them in such grinds; such as the Quetzal, the Dawi, or the Leagues of Votann they do have other means of waging war. But if they cannot adapt quickly enough to a disruption in their own lines they may stand to face bitter defeat.
Synopsis: From the mighty realm the Overtyrant Greassus Goldtooth to wandering mercenary tribes, the Ogors are justifiably respected and feared as powerful, albeit undisciplined and simplistic warriors. What they lack in technological grace, they make up for with sheer brute strength.
Focuses:
-Infantry
-Line Infantry
-Elite Infantry
-Individuals of Importance
Leviathans: Ogor leviathans are typically either the bruteships of well-off tribes who have the resources and the aptitude for it, converted or amalgamated space hulks brought into operational condition, or enormous beasts tamed by the Ogor hunters to help guard their smash fleets. Trying to make standardised classifications of ogor fleets is an exercise in futility, as the Ogors don't really care to standardise to this degree. Rather, one can judge them based on how they're used. Giga-Roks are used as battering rams to break through formations and then serve as strong points, Leviathan grade Space Hulks are generally mass transports that are customised and altered to fit the needs of the tribehost fitted with the means of sending the Ogors to the surface and clearing away the chaff, Tyrant Ships are solid brawlers that usually try to get close, and the Void Leviathans used will generally bite, ram, spit, or otherwise attack anything they can get close to.
What is clear however, is that they aren't particularly agile and while they do have a lot of guns, they are not especially good marksmen, though unlike the greenskins they don't find too much humour in friendlyfire. They can go shockingly fast in straight lines however. Leviathans also tend to be steeped in Ogor magic, with some of the ships devoted to one of the Ogors' simple but mighty pantheon. Fire Leviathans radiate the heat of their Flaming God, Frost Leviathans leech energy and cast killing cold, Maw Leviathans take on the power of what they "eat", Iron Leviathans harden and strengthen other ships, and Gold Leviathans seem to rationalise and organise the Ogor fleets around them.
Juggernauts: Juggernauts are generally used as smaller versions of the Leviathan grade ships with a similar amount of variety and customisation. Due to their smaller size and more numerous nature, they are more likely to be customised in certain ways, but once again emphasise getting close to smash the enemy ship and then disgorge its hungry cargo onto the surface of the world they are interested in taking. Mega-Roks are usually gathered on site, while Bruiser ships and Juggernaut Grade Space Hulks move alongside huge Juggernaut beasts that rush ahead to get into grips with the enemy, often using large harpoons to reel in foes trying to outmaneouvre them or run away from them. Magic Juggernauts are also present, and Juggernauts also pack breeding facilities that allow for the beasts of the Ogors to emerge with surprising haste in violation of mass-energy conservation.
Superdreadnoughts: Ogor superdreadnoughts are once again, smaller versions of Juggernauts. Ogor Macro-capitals tend to be distinguished by the fact that they all radiate Ogor magic to some degree and Superdreadnoughts are at the moment, the smallest that can radiate it out as a large aura to cover at least an entire planet when specialised for the task while being too big to reliably land on a planet without a great deal of preparation ahead of time most Ogors don't care for, instead hanging from orbit. Maneater Ships, Super-Space Hulks, Huge Beasts and the like occupy this category.
Dreadnoughts: Similarly to the Orks, Genestealers, and many others, the Ogors enjoy jumping on board any Space Hulk that happens to show up in their territory, eating the other inhabitants and taking over the entire thing if possible. Such ramshackle conglomerations are crude combatants, but the sheer weight of metal and guns can still destroy entire flotillas of lesser ships regardless of their poor accuracy, and the destruction left behind when one makes impact with a planet is something Ogors speak of in almost religious tones. Larger Mawships known as Bull Ships also fit into this category, as do a number of whatever appropriately huge space beasts the Ogors could breed and tame, able to land and then take off to cause all sorts of damage.
Battleships: The battleship-scale Mawship is the iconic Ogor means of Void travel, and is often compared to the Kroot Warsphere in role. In this comparison, the Mawship's more bricklike structure makes it far less maneuverable, but with superior acceleration, while its arsenal of macrocannons is shorter-ranged and less accurate than Kroot variants, but also more devastating when they hit and combos well with the ship's tractor beams. And while a Kroot Warsphere can do fairly stable landings, the Ogors prefer to send their Mawships on collision courses with the planet with only enough effort to slow down to prevent the ship from breaking apart, doing far more damage on impact but also making it much harder to take off again. Mawships are very variable in armament and layout, each up to the individual Ogor scrapheads overseeing their construction to decide. Some can thus have unusual capabilities. Big beasts are also common here, generally bringing in whatever intriguing abilities the Ogors desire, and often being able to simply land on the planet and rampage around it.
Grand Cruiser: Ogor Grand Cruisers are, much like how their Battleships are just smaller versions of their Dreadnoughts, just smaller Battleships and are used in the same way.
Battlecruisers: Like the Orks (and indeed, some suspect the source is the Orks, either from eating enough Ork Mekboys or possibly an invention of a particular genius Gnoblar), the Ogors have taken great fondness for finding an asteroid, hollowing it out, and making a "Rok", an improvised spaceship outfitted with guns, engines, and anything else the builders could get their hands on.
Ogor Roks are, if such a thing is even possible, even cruder than those used by the Orks, lacking the teleportation platforms the Orkoid versions are infamous for. They retain virtually everything else though, most important being the capability to crash down onto a planet, inflicting utter devastation on everything around it before unloading its cargo of hungry, bloodthirsty giants.
Smaller "biteships" also fit into this group, as do a number of void beasts. No two of them are entirely alike, and the Ogors' natural affinity for taming and enhancing beasts means their animal complement can be very varied.
Cruisers: Ogor Cruisers are really just smaller Battlecruisers such as Toothships, smaller Roks, Cruiser scale void beasts or the like.
Destroyers: Ogor destroyers are split into destroyer-scale roks, Nailships, and Destroyer scale void beasts. Most of the Nailships tend to be built around doing something in particular, such as ramming, firing torpedoes, using a big gun, or lots of guns, or even just ramming into planets and disgorging Ogors.
Frigates: Due to being quite large, Ogors are generally unfond of being on smaller ships, as such Ogor Frigates are nearly always just void beasts domesticated into service, like Void Sharks or Magna-Eels.
Corvettes: Ogor corvette scale beasts are generally expected to hunt around for something that may be of interest, and are often accompanied by small hunter ships manned by a few hunters at a time who help keep the beasts informed of their duties. Once their foes are detected, they will typically wait to then start harrying the enemy fleet from unexpected angles once the battle is joined with somewhat atypical patience, while the beasts fly out to attend to their particular specialties.
Sloops: Ogor Sloops are their few attempts at strike craft or personal craft to drive through space, usually with gnoblar attendants and shoals of things such as the far-narwhal that can launch horns at great speeds at a foe.
Fortifications: Ogors are rarely patient enough to just sit around waiting for an attacker and usually live the life of nomads anyway, sowing seeds and preparing animals on a world for later eating that they will return to when their instincts and those who stay behind tell them that its ready. What they have tend to be asteroids moved into orbit, managed by their strange magics and scrapheads, and then fitted with guns, while they encourage large numbers of dangerous tamed void beasts to make their homes in the space they wish to defend while also providing an extra food source in emergencies. Gnoblars tend to be used to guard these space fortifications, as well as the more patient and sedentary minded ogors and the minders of the animals. However, compared to the elaborate fortifications that can be set up by the Imperium or especially the Dawi, these are crude light.
Esoterics: Ogors, surprisingly for their appearances, are a very magically drenched race with a deep connection to the warp and their gods. Their powerful magics dedicated to their simplistic pantheon; Fire, Ice, Gold, Iron, Rock, Beasts, Sky, Water, Plants, Void, Scrap, and the Maw to name "the big twelve"; have significant elemental power. They take power from eating, both literally and metaphorically, their foes, and are masters of taming natural landscapes, even the weather of space and worlds. Magic can help with just about all things, making their beasts the match of mechanical constructs and allowing them to overcome their limitations, though it
Support Craft:
Strike Craft: To sum it up in a single word, Ogor strike craft capabilities are "nonexistent" outside of flying monsters. Ogors dislike cramped conditions that any halfway-practical strike craft would demand, while Gnoblars are too cowardly to make good pilots. As such, the Ogors have effectively nothing in the way of strike craft capability outside of the shoals of small space-borne creatures they have tamed and trained with their mastery over animal life. Most of these have limited means of ranged attack, and tend to be more a way to gum up an enemy's approach than to win strike craft superiority, and against the wrong enemy; such as the Tyranids, are literally free food.
Landers: Ogor Landers are, by the standards of Ogors, relatively sophisticated. Inspired by drop pods, they've created "fall-eggs" that can quickly shoot Ogors onto the planet out of huge tubes, and due to their size are devastating in and of themselves. Big enough to fit additional thrusters that trained birds can guide by tapping on a screen, they also can function just fine as boarding torpedoes, chewing into the enemy with big melta devices copied from the relatively simple Imperial devices to carve through the ground. Besides ramming their line and capital ships into the planet, they also have quite large landing ships that are capable of softer landings, copying from initial provisions of such vehicles in a distant past.
Torpedoes: Torpedoes are quite simple, and Ogors have a rather simple approach to them, a simple guidance system, a thruster, and something that explodes.
Summary
Ogor naval doctrine is a big dumb bull charge by big dumb brutes. They lack the lengthy roster of formal classes of other cultures, instead having a few models that are modified according to the needs of the tribe that vary up and down ins ize category, usually with the intent of vomiting out their contents of obese giants and even larger warbeasts and pushing anything in the way out of it and clearing away anything that would interfere with the invasion, the Ogor "navy" such as it is exists to transport and protect the ground forces and support them while the huge shoals of void fauna and flora that follow them around, tamed by their powers, tie down and try to drag down the enemy with their enhanced strength.
In this, at least, Ogor ships are well-designed and its space beasts are well-bred, with masses of armor plating and bulk to endure enemy defense fire and planetary impact. There tend to be plenty of weapons stacked on to fire back at the enemy and blast away defensive satellites, but their accuracy is more comparable to that of Orks, and the ships themselves are about as manoeuvrable as their crude, brick-like aesthetics would suggest. And while an Ogor ship is generally able to fend off enemy boarders relatively easily, given the massive populations within their hulls, offensive boarding can be more problematic if enemy ships are too cramped for them to move through easily.
Their void beasts are often the core of their fleets, and are an essentially endlessly renewable resource that they can quickly breed back to full number and restock with creatures their hunters tame elsewhere. On the balance however, the Ogor navy is generally a rather poor one, hugely reliant on magic to even the odds and poor at dealing with foes it cannot close to.
Behemoths: The largest Ogor monsters are those they simply land on the planet from the void of space, or are able to otherwise move between planets on their own, such as Elder Sandworms, or the epononymous Behemoths. A horned and tusked beast able to teleport between worlds and megastructures, controlling the surface of the land like an extension of itself and unleashing the might beneath the ground in magmatic fury. These and more fill out the Ogors' largest warbeasts, whose presence can devastate just about anything they face in front of them, radiating pure magic might.
Colossi: Adult Sandworms are some of the most infamous Ogor Colossi scale beasts that aren't their starborne creatures, producing delightful spice the Ogors are fond of adding to their food and can enhance their powers. Undermining the ground beneath enemies and causing enormous seismic disturbances or vomiting out dessicating waves of dust and space-warping furor that their elder forms use to travel between the stars once they get old enough. Also famous are the bipedal, silicoid, volcano like Pyre-Gods, an intelligent species of beings that the Ogors have wooed to their side and draw on massive reservoirs of raw Aqshy from, or their counterparts; the Cryocoloss.
Titans: Titans such as Stonegrinder Jotuns, the biometallic Metaspiders, multi-headed Keberotheriums, Lightning spewing Stormking Apes, fiery reptillian Megamanders and more fill out the Ogor roster of Titans as well as even larger varieties of Thundertusks, Stonehorns and more. Even if there aren't any animals that might seem to be usable, the Ogors seem to have a knack for very rapidly breeding animals into shapes that suit their needs. Ogor Titans are surprisingly common, with the magic of the ogors seeming to allow creatures to always have enough food available to thrive, but still often feel the pangs of hunger and thus a dependency on the Ogors; much like how the Ogors themselves never seem to fully outgrow their food supplies.
Megaliths: Ogor Megaliths are generally even larger beasts, such as special breeds of or more advanced individuals of the Stonehorn and Thundertusk genuses or the gigantic, six-limbed silicoid Diamondheads which can spray forth laserlike death from their gleaming crystalline faces or slice foes to ribbons and the frightfully large Glyptobels, huge shelled beasts that can fit huge amounts of guns on their back and whose crystalline growths can amass deadly, powerful amounts of electricity to go with their sonerous, earth shattering roars.
Giants: As expected, the Ogors have next to nothing in the way of technical expertise to construct an advanced Giant, instead once again relying on their Warbeasts. Here is where the mighty Stonehorn and Thundertusk reside, beasts of not only immense strength and resilience, but also more esoteric capabilities as well, with Stonehorns becoming ever-more resilient as they devour new and exotic metals, while Thundertusks can project chill sufficient to freeze armies of men and machines solid over distances normally associated with artillery guns. Giants, Jotuns brought into the service of the Ogors, naturally also fit here, serving as a very, very large sort of infantry man.
Superheavies: One of the main Superheavy of the Ogors, the Ironblaster, is essentially any superheavy-grade weapon the Ogors could get their hands on (usually from a vehicle they recently destroyed), attached to a crudely assembled platform which is in turn pulled by some beast of burden into battle. Such crude animal-propelled guns are perhaps less than ideal platforms, particularly given the very un-delicate treatment the Ogor Leadbelchers tend to give to these weapons, but it does mean that an Ogor tribe can throw in a surprising amount of heavy firepower at its enemies.
Heavies: Ogor Heavies include larger beasts such as their Ice Mastodons and Pyrotheriums, that can bring strange powers bred into them into the field of battle, charged with the winds of magic by Ogor breeding programs to cause special, predictable mutations and to act as conduits for the powers of the warp and magic. Heavy beasts can generally carry multiple Ogors on their back at a time.
Main Battle Units: Rather than vehicles, Ogre MBUs come from a menagerie of warbeasts. Ranging from temperamental adult Rhinoxen to the flame-spewing tank-sized Firebeetles to the common Mournfang cavalry, Ogor MBUs operate more as support for the infantry that make up the bulk of the tribe's fighting force, but can be quite effective if used correctly.
Lights: The main Light-equivalent for the Ogors would be tamed packs of Sabretusks, great feline creatures the size of a small car, and extraordinarily fast. While they lack durability in a battle of attrition, their sheer speed, stealthy demeanor, and sharp claws make them devastating when properly herded by an Ogor beastmaster. Other beasts also find themselves in this category, as do many of the vehicles Gnoblars make for themselves, including crude tanks.
Supersoldiers: Ogor supersoldiers, are an eclectic group, originating from the diverse appetites and remarkable adaptability of the species. When consuming species with more esoteric traits, an Ogor will tend to take on aspects of those they eat, ranging from frost-breath when consuming ice-dwelling monsters (or fire breath when they drink enough Promethium) to regenerative properties, to teeth that can bite through Adamantium (a particularly common trait for Ironguts.) These various mutants are all officially classified as "Maneaters", getting their name from the first documented case occurring when observing Ogor mutations after consuming Space Marines.
Other examples include notable Ogor subspecies like Gorgers and Yhetees, which could theoretically also be classified as "Maneaters", but are common and distinct enough among all Ogor tribes to get their own designations.
Commandos: Ogors are not generally in a mood to be stealthy, save for the Hunters who provide meat for the tribe. Hunters can be surprisingly stealthy and sneaky, especially for enemies who would never expect something so big and so huge to even bother with stealth. With trained Gnoblar Trappers, Ogor Hunter teams will look around for stragglers, food, and anything that might be a threat to the tribe's advance, and tend to be rather strategic for Ogors. Hunters make use of weapons that can either be used silently, or cause maximum damage for a surprise, as well as a great many traps and tricks meant to force foes into killing fields of their choosing. Tractor devices are popular with Hunters, which can go from gently pulling in something to yanking so violently as to tear them apart.
Elites: Ogor elite infantry come in many forms, but some of the most famous are the Ironguts Ironguts. Ironguts are the classical elite Ogor infantry, made from better-equipped Ogors that are trusted by the local Tyrant. While the average Ogor's equipment is anything that can be scavenged or thought up by the Scrapheads, an Irongut's wargear is from the finest the tribe has access to, and often has purpose-built weapons designed for Ogor hands by more technologically advanced powers, plus large suits of actual heavy armor. Ironguts wielding crackling power mauls or roaring chainweapons the length of battle tanks are far from uncommon, as well as huge ranged weapons, with shotguns being a favourite.
Specialists: Leadbelchers are the closest thing the Ogors have to a ranged specialist, and are an eclectic mix of warriors armed with every ranged weapon the Ogors could get their hands on that's more common than a Ripper Gun. While great autocannons comparable to those found on Predator tanks are the most iconic Leadbelcher weapon, they will happily equip themselves with anything large, loud, and capable of widespread destruction. Beast Slayer Ogors meanwhile, as the name entails, specialise in quickly killing big things, using heavy hydraulic spears, rocket boosted hammers, and most famously explosive harpoon launchers that they use with more accuracy than their leadbelcher counterparts do,
Line Infantry: The average Ogor Bull that makes up the bulk of the tribes' infantry stands nearly six meters tall, taller than most Ogryns, and generally weighing far more from their sheer girth and gut. Bulls are far from the most brilliant combatants, but what they lack in brains they make up for in brawn.
For weapons, most Bulls are exclusively melee fighters, armed with a variety of massive clubs and any other hand weapon they can scavenge or make, though plundered or purchased Imperial Ripper Guns also have their place among the luckier members of the tribe.
Cannon Fodder: Aside from the Ogors themselves are the Gnoblars, though this Gretchin subspecies is so pathetic their only real battlefield contribution is as cannon fodder, mine-clearers, or emergency rations.
Support
Artillery: Ogor artillery is primarily direct-fire in nature from their Leadbelchers and Ironblasters, with few Ogors having the patience for accurate indirect fire, or enough ammunition not taken up by the ones at the frontlines for long-term sustained bombardment. In this role however, the Ogors can pump out a surprising amount of firepower in a relatively short time, and the nature of the ones wielding the guns means that they are surprisingly resistant to disruption. Gnoblars also often man artillery, which is their preferred place to be on a battlefield when possible, and while rather simple, do their work, and their tractor beams can also
Transport: Ogor transports are generally large beasts that they can dismount from in a hurry, but when the Ogors themselves use vehicles, nearly all of them also function as transports, whether vehicles patterned on dump trucks they have taken a liking to, looted vehicles they can climb on, or more purpose designed IFVs, though with the usual Ogor simplicity. The War-Roller is an infamous rolling fort with many guns festooned on it, built around a big gun, and with many doors and a metal awning covered open top the Ogors can quickly jump out of, and that the Gnoblars can seal up quickly if the Ogors think something bad is in the air by frantically cranking the window wheels.
Esoterics: Ogor ground based esoterics function much like their space esoterics, but with their power over the natural world it can manifest even more spectacularly. The ground rips open, fire erupts from the mountains, iron ore pulls into the surface to form walls to block off enemies, waves sweep aside foes or rivers recede from advancing armies as storms rack enemy positions. Their formations grow in power from what they eat, and from the terrain of the battlefield, growing in strength and turning their often rather blunt force into a potent master of the battlefield.
Aircraft: Ogors do not really bother with aircraft save for the occasional large airship that serves as a giant gun-bunker and transport, besides flocks of various sorts of flying beasts ranging in size from buzzards to enormous multi-headed wyverns whose heads belch volcanic fire and whose landings can crush hab-blocks and buildings. Ogor aircraft are not a core component of their attack forces, but their beastmasters can use them to tell them of where the foe is, they can harry enemies in the way or for the most powerful beasts, maul a foe's positions.
Fortifications: Ogors, being rather nomadic, aren't too big on mass building of fortifications, rather creating strongpoints they can use to keep tabs on the migration of herds, do trade, control access to food and water, take tolls, and do the sorts of work that require more sedentary work stations. The Ogor attitude towards fortifications is big, strong walls and big guns, with power fields being used to supplement them where needed. However, they don't tend to go for the sort of logically arrayed overlapping fields of fire of fortification lines, and their preference to keep wide farm fields and pastures on their planets also work at odds with militarising every square millimetre of them.
Assistants: Ogor assistants include the walking Aloe Vera Mobilis plantoids whose leaves produce a miraculous healing agent that can even regrow limbs and cure most infections; Trollheart Rams whose discarded "bloodfruits" can induce great regenerative abilities and power up the immune system to name just a few. In essence, they are creatures that produce something that can be eaten to achieve a certain effect, such as greater toughness, enhanced strength, a temporary healing factor, a panacea for current injuries or maladies, enhanced speed and the like.
Individuals of Importance
Lords & Commanders: Ogor leadership by the species' Tyrants, Grand Hunters, and Slaughtermasters generally involves a fairly low amount of strategic brilliance, and far more roaring, bellowing, and fearsome acts of brutality. A Tyrant rules by being the largest, fattest, and strongest Ogor in the tribe, towering over his subordinates and crushing anyone who gets in his way rather than outsmarting them, though occasionally an example of low cunning may emerge.
Slaughtermasters may not have the raw strength of Tyrants (relatively speaking), but their mastery of Ogor magic and religion gives them ample credibility as leaders as well.
Heroes: Heroes among the Ogors come either from the Elder Hunters who slay the mightiest of beasts and manage the Ogor warbeast menageries, or their spellcasters. Spellcasters can be divided into which aspect of Ogor magic they specialise in; including Firebellies, Frosthearts, and Butchers, with the Butchers who wield Gut and Beast Magic being much more common than the fire-wielding Firebellies and ice wielding Frosthearts. All of them however, are just at home smashing apart foes in close combat as they are in casting army-ravaging spells.
Agents: Night Hunters are Ogors who are skilled in the rare talent of infiltration, usually by posing as mercenaries; and of course, assassination. Often relying on the sheer implausibility that a species of five meter or more tall obese giants would even resort to such things. They are however, a rare talent, and aren't really fostered in a coherent doctrinal way.
Summary
An Ogor frontline assault has often been compared to a natural disaster, and this is a fairly decent metaphor: Ogre combat doctrine emphasizes brute force above all else to a greater degree than even the Orks.
Appropriately, this leaves the Ogors in their best position during the Shock and Penetration stages, where they ram through the enemy ranks under an avalanche of muscle and flab, smashing aside enemy defenses by sheer bulk.
At Exploitation however, the Ogors are utterly terrible outside of a few stand outs such as the Hunters. Few Ogor appreciate the tactics of deep operations, and those who do have the presence of mind to hit supply depots are more likely to focus on eating any rations they find instead of accomplishing broader military objectives.
On the other hand, at reduction the Ogors are terrifying, being extremely good at hunting down any fleeing enemies and making sure nothing is left. To run from the Ogors is to die tired. One must instead, hope that they have a feint of some kind ready to ambush the Ogors when they disperse to chase down a broken foe should holding the line be impossible.