Kaxurin Hasekurai Kusuras (Kaxurinist Hierarchy Military Force ORBAT)

This is where a quote or saying or poem or something will go.

## Notable Personel

???

Overview shit goes here

## Doctrine

Doctrinaly, the Quraklhaw' are likely most notable for their complete abandonment of ground warfare, something they see as almost completely obsolete. This is the overarching theme of their military endeavors; in an age where weapons capable of unleashing unheard-of destruction can be mounted on warships, any battle, even those that take place on the surface of a world, cannot escape the shadow of naval operations. Even between planet-bound races, the Quraklhaw's strategists reason, this must be a paramount, all-consuming concern, as even a stalwartly-defended world can simply be bombed into oblivion from high orbit with minimal casualties. Once orbit is lost, the world is lost; the only question is how much collateral damage will be involved.

This second question, the preservation of industry and infrastructure, is perhaps, to the Quraklhaw's minds at least, the sole reason for other races not adopting this particular line of thought. For the Hierarchy, however, planet-bound industries and infrastructure are effectively worthless anyways, so their preservation is of no concern. Perhaps thankfully for the worlds of the Gothic constellation, the Quraklhaw' have little interest in conquering worlds, but this also means they have no concern over whether the people who live there will survive.

On a level of individual engagements, the Quraklhaw' recognize two distinct levels of battle; skirmish and battle proper; a skirmish is characterized by few ships being present on either side, normally of smaller classes, and usually fought in the manner of what the Quraklhaw' refer to as a "running struggle". In a running struggle, the fight is not one of guns, but of speed and maneuverability, where due to the lack of many other ships and the absence of artillery or similar ships vessels maneuver about eachother, fighting as they careen through the void almost like a larger dogfight. Meanwhile, a battle is defined as a larger struggle, often taking place in a system as a whole, where there are many ships, often including those of larger classes, and it is fought as a struggle, primarily, of formation. Limits in space and the presence of multiple larger ships with larger weapons force ships to stick together to maintain their effectiveness, as otherwise a more concentrated enemy will overcome them, and smaller ships will simply be picked off one by one by larger ones.

## High Command

The High Command of Quraklhaw' military forces is made up of the Sekurew' and his direct subordinates, who meet either within the Diw'an or within the nest-ship referred to as the *Sekew'u Kusurleth*.

## Manpower

The listed value of 15 billion for manpower is somewhat misleading; this includes the entirety of the Quraklhaw's military caste, the Kusur, and not all of them can be expected to be available for duty at any one time, usually due to simple age requirements. For the most part, active duty warriors (ie, those of an age fit to serve) make up somewhere between 20-40% of the caste. Those who are non-active tend to have either positions in higher command ranks or be in reserve in case the standard forces are unable to overcome whatever threat currently faces the sovereignty.

This number also does not include the numerous members of the uncaste and disgraced kusur who are used in suicidal or so-called "sacrificial" roles.

Basic training is not a concern for the Hierarchy, for obvious reasons. Either they are elite warriors trained from birth, or they will not last long enough for training to matter. For those tasked with piloting an Immolation Casket, training on its operation is provided prior to deployment.

### Organizational Breakdown

Highest is Leklhu, all marine forces on a particular ship; subordinate to captain (this can obviously kinda fuck up command in boarding actions, and so there's a good bit of wrangling to change this.

command structure is very decentralized for marines; assumption is that squad leaders will work together to overcome challenges, and that squad and platoon leaders are probably a better judge of their precise situation than commanders on the main vessel are anyways.

* **Leklhu**: Previously the standard unit of organization in the armies of the priest-queens on Quxigh', with a fixed size of 4 Hethue. When the transition to void-based warfare occurred, the term remained in use to refer to the standard unit of organization, but as soldiers were now grouped by parent ship out of necessity, it lost the strict size requirements and instead came to refer to a ship's complement of marines, however many that might actually be.
	+ However many Nuleklhu are on the parent ship
* **Nuleklhu**: Literally "half-Leklhu", from the days of ground warfare where each leklhu was always composed of 4 Hethue, It used to be an ad-hoc unit, formed to allow more flexible deployment and command. Each is vaguely identical; how many Nuleklhu make up a Leklhu is just dependent on the ship.
	+ Officer and command staff
	+ 2 Hethue
* **Hethue**:
	+ 4 Hykhedh
* **Hykhedh**: 10 soldiers
	+ NCO
	+ 1 SAW guy
	+ 1 carbine and grenade launcher
	+ 2 carbines
	+ 2 SMGs
	+ 2 w/shotgun and lascutters
	+ Heavy Lascutter

Commissioned Officers they are assigned based on how many men they command.

## Ships

purposes: defense; orbital bombardment;

clutch = 5 to twenty nest ships

~25,000,000,000 billion on clutch ships

majority of shipyards will be like on clutch ships (so 27 clutch ships that exist to be giant dockyards); material fabrication, manufacturing of parts from the whole group; can't work independently)

shipyards built as 100 nest ships + clutch-ship

Rely on shielding and active defense measures due to effectively infinite power, very limited armor even on battleships

PE = Penbal

for every 5 rotations of turn cycle in war prep/general mobilization/ , ship construction time will decrease by 10%, to a maximum of a 60% decrease (rounded down to the nearest month).

Frigate/DEG: Patrol/exploratory vessel; escorts destroyer and fills out skirmish line. In larger engagements, swarm and envelop, but this is not really what it's designed to do.

DD: Lightly armed by their standards, designed for leading escorts and escorting larger vessels when needed; frontier/recon ships, but can get into a fight without too much of a fuss.

**Surihesh 1 and 2**: The Surihesh battlecruiser's concept was originally a "budget" or "pocket" Kusai, a smaller vessel able to compare favorably to the battleship and perform a similar role with a smaller vessel, for situations when the deployment of a Kusai was largely unnecessary, such as leading smaller detachments or forming the line of battle in skirmishes and smaller engagements. However, as time went on, modifications began to be introduced in order to allow it to better excel at this new role, such as the addition of torpedo bays and an upgunned engine. This new variation is referred to as the Surihesh 2, and while many older models are still in service, they are in the process of being replaced.

**Kusai**: The Kusai class battleship is the backbone of the Hierarchy's fleet, a testament to their naval prowess and mastery of the void. It's elegant silhouette still manages to instill dread in the hearts of those who oppose the Hierarch,with its smooth, slighty curved shape resembling the namesake of its crew, the Fang Caste, while also allowing its batteries to both taper forward and wrap around, giving it effectively no blind spots other than (somewhat) the rear, while also allowing fire to be concentrated on a single target in order to ensure its annihilation. It is heavily-armed, fast, and very heavily-shielded for its size, but its armor is very thin for its category, and it relies almost entirely on ADS lasers and shielding to keep it intact.

It is an incredibly influential ship class within the Order of Crusades, and as a result most Hierarchy warships follow a similar layout and have a similar profile, with a few notable exceptions.

**Ghetsim**: The Ghetsim class is an interesting beast, not least because it does not share the silhouette of the Kusai-class. It is wider than it is long, with its twin-mounted plasma lances mounted in two groups of 3 along its "wings". It is a dedicated artillery vessel, designed to punch far above its weight against void targets and devastate ground defences. Its defences are incredibly weak, however, and it is slow for a warship, but ideally it would not be operating without an escort or something between it and the enemy in the first place.

***Kaxurin*-class Super-Dreadnaught**:

EE (fleet resupply) vessel with onboard factories and laborers; effectively an upgraded Egg-Ship that's been specialized for production of materiel and parts. Also functions as a recharging station for the fleet, as it has multiple Divine Engines, in line with the Quraklhaw's various ark ships rather than their warships.

## Equipment

SAW can charge other guns?

Plasma Weapons
(30 seconds use)
20rd battery (power)
HuD

## Vehicles

4-6 legs surrounding undercarraige, 360 mobility, scale walls and shit.

scout walker with cutting projector and other weapon systems

big boy for heavier assaults

## Infantry Specialization

vac-sealed non-newtonian fabric over an undersuit of

infantry Specializations
robes over undersuit of
heat-ablative plates;
includes temperature
regulation, live feed HuD
Shotgun, Pistol,
Breaching Tool,
SAW]
 [Reconnaissance]
Breaching Tool]
in the first stages of boarding, or as sentry
 [Assault Engineers]
shielding.
Pistol, Breaching
Tool, Hvy Breaching
Tool, Plasma Projector
Grenade Launcher,
SAW, Photon Evaporator]
waves, provide support and specialist
weapons in later stages of the operation.
 [Engineers]
Grenade Launcher,
Plasma Projector,
shit.