R'ag'nhak Imperium

The R'ag'nhak Imperium is a splinter group of the K'one Heads, similarly to the Ski'ttar. They were assisted off of K'onia by the M'ha'oth for an unknown reason.

## Specifics

The Imperium is comprised entirely of members of the R'ag'nhak species, hence the name R'ag'nhak Imperium. The R'ag'nhak are incredibly good engineers and tacticians, allowing them to win most battles they fight. They have incredibly sophisticated prosthetic, camera, and weapon technology. Their empire is limited to their solar system due to their military doctrine. They also have chips in their brains that allow them to communicate across long distances with no delay with multiple individuals, giving leaders the ability to control much larger units than a human could. These chips also rid them of unnecessary emotion, but allow them to keep the capacity for weapon preference, respect for their leader, and other abilities.

## Habitat

As stated above, the R'ag'nhak Imperium is centered in the solar system Jro'hnak. Their capital planet is Ur'tak. They have a fleet of spaceships that patrol their territory and attempt to locate invaders. The entirety of Jro'hnak was formed by the collision of numerous pieces of space debris made of the same materials. This created several large planets that were essentially the same in every aspect. Due to this, the wildlife on every planet is incredibly similar, the only real difference being slight cosmetic differences. All of these planets are engulfed in a perpetual sandstorm made by the pearl-white rock that litters them. This gives the R'ag'nhak, who have technology that lets them see through it, a major advantage, and thus they rarely leave their home to fight, viewing it as a foolish strategy. The R'ag'nhak live in underground facilities, and have built a series of tunnels leading up to the surface, allowing them to jump into enemy formations and kill them from within.

## Hierarchy

The R'ag'nhak have a very simple hierarchy due to viewing a complex one as unnecessary and a waste of time. It consists of:

* The ruler, or K'arn'hak
	+ The K'arn'hak is the supreme ruler of the R'ag'nhak. He has absolute control over everyone in the Imperium. He usually lets those below him plan and carry out military attacks, but in dire circumstances he may do it himself. It is incredibly rare for him to step into battle as he only does so when the fate of the Imperium rests in his hands.
	+ The K'arn'hak has incredibly extensive prosthetic modifications to the point where he is essentially immortal due to the enhancements taking over his bodily systems and allowing him to be essentially immune to sickness and outside harm, as well as making him basically unaffected by age. He is roughly 26 feet tall and armed with weapons on nearly every part of his body.
* The commanders, or K'rhar'nak
	+ The K'rhar'nak each control a planet and all the forces stationed on it. They usually only step into battle when their planet is at risk of being taken, or, even rarer, another K'rhar'nak's planet.
	+ They are all about 21 feet tall and are heavily armed, modified to be basically unkillable in battle and versatile enough to defeat any threat.
* The generals, or Ja'nha'nh
	+ Ja'nha'nh control an individual army of roughly 7,500,000 individuals called Ba'tar. There are usually 1,000 Ja'nha'nh on one planet. They only really control movements/plans of the entire Ba'tar.
	+ They are 17 feet tall and less heavily armed than K'rhar'nak, but still absurdly dangerous.
* The captains, or Kor'jarak
	+ Kor'jarak control smaller units of about 1,500 individuals, called Ba'har. Unlike other leaders, they usually fight on the front lines with their soldiers.
	+ They are about 14 feet tall and moderately armed. They are dangerous, but significantly less than higher-ranking officials.
* The heavy soldiers, or Ga'harak
	+ Ga'harak account for about 500 out of 1,500 in a Ba'har. They usually are the ones who enter the enemy lines and begin tearing them apart, and the rest come in after them.
	+ They are 10 feet tall and usually only have four or five weapons.
* The foot soldiers, or Ro'nahk
	+ The Ro'nahk are your average infantry unit for the Imperium, and account for the remaining 1,000 out of 1,500 in a Ba'har. They usually come charging in after the Ga'harak.
	+ They are usually about 7.5 feet tall and only armed with two or three weapons
	+ Some have no weapons, and instead pilot artillery guns known as Ha'ranak.

## Society

The R'ag'nhak society, much like the Ski'ttar society, is comprised entirely of warriors, who all strive to climb the ranks. The only way to do this is to commit what is viewed as a noble deed, such as sacrificing oneself to destroy a vital enemy station (assuming their head is still intact).

### Incubation to Preparation

A R'ag'nhak's journey starts as a cell placed in an incubation tube. This cell duplicates and begins to grow, until it forms an organism. R'ag'nhak are born with partial or missing limbs due to instructions programmed into their incubation tube. Once the organism is fully grown, a substance is introduced in the tube that makes it much stronger than it normally would be. The young R'ag'nhak, called a Jra'nar, starts naturally producing this substance after a few days of continued exposure. Once this process starts, the Jra'nar is taken out of the tube and subjected to an ancient ritual of acceptance. An incision in the rough shape and position of a bland-reality sleep mask is made on the face, and the flesh inside this incision is removed. The Jra'nar's brain is then removed and replaced with an incredibly advanced computer. This computer has already been filled with combat knowledge as well as tactical knowledge. After this, a metal plate in the shape of the incision is placed inside of it, which gives the Jra'nar access to night vision, x-ray, thermal vision, and various other systems that allow it to succeed on the field of war. It is then fitted with prosthetic limbs, which are armed with weapons ranging from guns to grappling hooks. At this stage, the Jra'nar is accepted into the ranks of the Ro'nahk.

### Promotion

If a Ro'nahk, as stated above, commits a noble deed, they are sent back to the nearest facility, where they are introduced to a chemical agent that drastically increases their muscle mass. It also marginally increases the speed and quality of their regenerative abilities, causing their limbs to grow back in about 45 to 50 seconds. They are then fitted with a suit of armor that fuses with their bodies, becoming part of them. Weapons are then fitted onto this armor. Their joints are then replaced with extremely powerful electric motors powered by the kinetic energy of their blood flow, which is also increased to make up for their larger size. These motors allow the soldier to move at alarming speeds. After this process is complete, they have become a full Ga'harak.

If a Ga'harak commits several noble deeds and serves for over 100 bland-reality years (made possible by the various chemicals put into them radically increasing their lifespan), they are promoted to a Kor'jarak. The Ga'harak's armor is removed, as well as their limbs and vital organs. Their organs are replaced with mechanical ones. They are then given another dose of the muscle-growing agent, causing them to grow even larger. Their limbs are then replaced with incredibly high-quality prosthetics and their torso and head covered in a new suit of armor. They are then fitted with weapons of their choice and sent back into the battlefield a full Kor'jarak.

If a Kor'jarak has served in their rank for 140 years and shown exceptional devotion in the form of numerous noble deeds, they will be promoted. When this happens, their prosthetic limbs will be removed and replaced by what is essentially a large mind-controlled mech suit. This suit is made of four layers of Ral'nar'kraht, an alloy made from the shell of the Ral'nar, a sacred species for the Imperium, and a very strong metal called Jor'nah'inak. This alloy is able to resist extreme, repeated trauma very easily. To compensate for the absurd weight produced by this, the mech is equipped with very powerful motors that are powered by a generator located in the torso that is powered by the kinetic energy of the sand in the atmosphere hitting the outside shell. Due to this, Ja'nha'nh are usually seen roaming outside.

When a Ja'nha'nh commits a deed that ultimately saves its entire homeworld, it will be promoted to the rank of K'rahr'nak for that planet. Its mech will be replaced with an even greater one, powered by a generator that uses the static electricity in the air. Due to this, K'rahr'nak have been described by the one survivor of an attack by the R'ag'nhak attack as "disproportionately fast." When further questioned on their meaning, they stated that despite being massive, 21-foot tall death machines, they can run at speeds of up to 130mph, jump up to 9 yards, and cut someone in half faster than they can even realize the K'rahr'nak is even behind them. K'rahr'nak are also incredibly heavily armed, most tending to lean towards melee weapons to further take advantage of their absurd speed.

Due to the nature of the K'arn'hak, it is impossible to be promoted to this position except by defeating the current one or if their decisions are harming the Imperium. If this were to happen, a random K'rahr'nak would be appointed. They would then be fitted with the armor of the K'arn'hak, a true honor for the R'ag'nhak. This mech is so powerful it runs on minature fusion reactions occurring in the generator. This makes it even more powerful than a K'arn'hak, and even faster, despite being made of much heavier, stronger material.

## Weaponry

The R'ag'nhak Imperium uses a wide range of weaponry, which is usually mounted on their prosthetic limbs. There is no actual standard for the weapons an individual R'ag'nhak uses, meaning the combinations are different between individuals. There are enough different types of weapons and enough replaceable limbs to put them on that it is nearly impossible to exactly guess what an individual will be using. Different roles tend to trend toward different types, such as Ro'nahk usually using ranged weapons due to being unarmored. Different types of weapons can also slightly differ from individual to individual.

### Gran'kira'shrahk

The Gran'kira'shrahk is very similar to a bland-reality machine gun. The reciever alone usually extends to a third of the length of the user's forearm, as this is usually where they are mounted. The barrel is not very long proportionally, but it should be taken into account that most of the individuals using it are 7'6", meaning a longer barrel will look shorter when compared to the rest of their bodies. This is also affected by the nature of the rounds fired, which use small, carved divots to cause air to move around them in such a way that it increases the spinning effect caused by the rifling of the weapon. Some are known to have longer barrels if the R'ag'nhak using them prefers long-range engagements. They also lack sights due to the R'ag'nhak already having targeting systems built into them, allowing them to simply know where to shoot without needing sights. Gran'kira'shrahk are usually belt-fed, the belt usually having a munitions box attached to their upper arm. These belts can be quite long, as the rounds used by the R'ag'nhak are around the size of a 5.56mm NATO round, but without tapering, making the entire cartridge .22 caliber. The casing is also half the length, making it easier to store large amounts of cartridges. To make up for the decreased size, the R'ag'nhak use a propellant over 14 times the strength of bland-reality smokeless powder as well as having much smaller grains, allowing for increased capacity. These rounds can hold 40 grains of powder, making the bullet have the power of 560 grains of smokeless powder behind it. Larger variants do exist, such as ones designed for larger R'ag'nhak. The Gran'kira'shrahk issued to Kor'jarak, for example, are almost twice as large, giving the rounds a capacity of 75 grains of powder.

### Sha'jiran'kha

Sha'jiran'kha are the most widely-used melee weapons of the Imperium. In essence, they are retractable weapons hidden in the forearm (usually) of the R'ag'nhak. When extended, they can function as both conventional bladed weapons, or the edges can be folded back, transforming the weapon into a chainsaw with teeth about 2.5 inches in length. These weapons make an instantly-recognizable sound when powered up, almost resembling a screech due to the high velocity of the teeth, intensifying when it cuts into an armored target. Even in chainsaw configuration, these weapons can cut through unarmored enemies like butter.

### Jira'kria'khnar

Jira'kri'khnar are similar to shields, and are usually used by Ro'nahk to make up for their lack of armor. They can be mounted on the arm, or built into the back and designed to flip forwards and backwards depending on the situation. Some variants exist, and can be as simple as a change in size, or adding teeth similar to a Sha'jiran'kha to the sides. Others have slots for a Gran'kira'shrahk to reduce recoil force. They are usually built much stronger than prosthetics, and thus can slightly reduce mobility for the R'ag'nhak using them, leading them to be somewhat disfavored among the Imperium.

### D'hnex'tar

D'hnex'tar are similar to a grenade launcher, and are mounted along the back of a R'ag'nhak. They fire small canisters containing a poisonous gas known as Fra'har'tak. R'ag'nhak are naturally immune to this gas, allowing them a greater advantage. The canisters are fired pneumatically by a small, fast piston in the back of a tube. The canisters are held in a tank next to the tube. The tube is only wide enough for one canister to fit, therefore eliminating chance of a jam. The piston is powered by kinetic energy.

### F'la'har

F'la'har are blades built into the hand of a R'ag'nhak that unfold when needed. They operate similarly to a blender, shredding whatever unfortunate foe comes into the soldier's grip. There are usually two blades in a F'la'har, but some have three or four. Rarer still are F'la'har that come out of the hand perpendicularly, functioning somewhat like a Sha'jiran'kha concealed in the hand. These usually have fairly small blades due to the lack of room in the hand for larger ones, but they are still devastating nonetheless.

### Jo'har'knhak

Jo'har'knhak are exclusive to Ja'nha'nh and above, and are located in the mouth of their armor. They allow the mouth to open and close, similarly to an actual mouth. However, unlike an actual mouth, the armor's mouth is full of small F'la'har blades that cut the bitten opponent to shreds. Some Jo'har'knhak remove the blades entirely, instead opting to shoot Fra'har'tak out of a storage tank elsewhere in the suit. When it reaches a certain point, it touches a spark and ignites into a violent conflagration that shoots out of the mouth of the armor and burns anything in its path into a molten heap. Due to the extremely flammable nature of Fra'har'tak, very little is needed to create a plume of fire large enough to burn a large group of enemies.

### Gra'na'har

Gra'na'har are built into the wrist or ankle portion of a R'ag'nhak. They have several parts, the first of which is the hand or foot itself. To note, when a foot is used for a Gra'na'har, the shape of the foot is changed to a very short cylinder with claws coming out of the north, south, east, and west ends. The second part is the motor that moves the wrist/ankle. This is replaced with several motors again on the north, south, east, and west sides of the wrist or ankle. All of these motors are smaller and only move in one direction. The third part is a threaded connector that keeps the hand/foot on the wrist/ankle. When the Gra'na'har is activated, this rotates, coming off the threads, and retracts into the hand/foot. The fourth section is a long rope made from a flexible rubber-like substance covered with sections made from Jor'nah'inak, allowing it to not be cut. The final part is a pneumatic launching system that uses compressed air to launch the appendage off the arm/leg. The hand/foot is still controllable while in the air due to remote control, allowing the R'ag'nhak to close or open it to allow them to grab onto things. The sixth and final part is a winch that pulls the rope in, and the appendage to the R'ag'nhak, or vice versa.

### Ha'ranak

Ha'ranak are the only weapons of the Imperium not mounted onto a R'ag'nhak. They consist of four spider-like legs, which move it around, and the main turret. The turret can rotate 360 degrees on the X-axis and up to 79 degrees on the Z-axis. The turret has one gun, which fires a .50 caliber round. The gun feeds through a snail magazine on the side of the turret. The rounds hold 1,300 grains of powder, giving it an absurdly fast muzzle velocity. Due to the large size of the Ha'ranak, the magazine can hold up to 400 rounds at once.