|This article, Swords of Sanghelios (Revenant), was written by Ajax 013. Please do not edit this fiction without the writer's permission.|
The Swords of Sanghelios is the leading military force in Sangheili space, defending the Sangheili Republic and crushing the Covenant. The Sword works as an expeditionary force, defence unit, exploratory unit, and many other vital military roles. It also encompasses unique unit formations and military orders from across Sangheili space.
The Republic's military, the Swords of Sanghelios, differs from the UNSC, in that rather than having several branches to denote special purposes, the Republic only has one single military force. This singular focus gives the Republic Military a clear chain of command, and a stronger cohesiveness in the field. The Swords are highly independent, being free from much of the High Council's control.
The Sword focuses on large scale military action, rather than focusing on small squad based tactics, like the UNSC. When both on the offence and defence, the Republic relies on a large amount of tough, reliable and head strong soldiers. In recent years more and more emphasis has been placed on chain of command, small unit tactics, survival over honour and mixed/joint forces co-operating in unison. In recent years, improved technology has opened the path for new tactics, and new methods.
The Sword forces has grown, and now drawn a tithe of warriors from every world in the Republic, with each State expected to provide able-bodied warriors for the Republic. Trained and equipped, they then become part of the glorious Sword, an honour for any warrior. Despite the breaking of the Covenant Hegemony, the Sangheili still draw on allies in the form of levy troops. These are drawn from Unggoy settled in Sangheili territory, Some allied Kig-Yar clans still sign contracts with the Sangheili for work, and Lekgolo still provide their gestalt hives for combat purposes. There are also forces drawn from Jiralhanae and Human allies. These levies are drawn into a number of branches, usually without distinction for race.
Sangheili Rank Structure
- Minor: The lowest ranking warrior with the Sword, Minors are each drilled, well armed, and eager for battle.
- Major: Experienced in combat, Majors are gathered under a specialised host, where they are groomed for command roles, or specialist tasks such as commanding vehicles.
- Ultra: Warriors that have declined advancement to Major, and instead focused solely on combat. Highly experienced warriors, they are grouped together in specialist squads.
- Ultra Delegatus: Ultra Delegatus: An experienced Ultra, they provide leadership and direction for teams of Ultra, or provide advisement to an officer or commander, drawing on their years of combat experience.
- Officer: An advancement beyond Majors, Officers are now taking more advance leadership roles, directing larger units in larger operations, and refer back to their Commander or General.
- Sub-Commander: A direct liaison between commanders and their officers, Sub-Commanders are often in the position of Second, commanding as the right hand of a Ship Master or Field Master, and tasked with commanding detachments.
- Commander: The leader of a large Sword formation, Commanders direct combined forces for large operations. Often commanding a Warhost, or a smaller warship, Commanders are considered experienced and lethal warriors.
- General: One of the highest attainable ranks by Sangheili, Generals actually cover a wide variety of unique roles, and often carry a title to signify their role in command. A general may command a single ship, with the title 'Ship Master', or the whole fleet, with 'Fleet Master'. They can also command ground forces, with 'Field Master' or 'Legion Master'. Often differences in command are dictated by differences in experience and skill.
- Supreme Commander: Second to none, and commander of vast forces, Supreme Commanders often command the largest fleets, directing campaigns across entire theatres. An experienced officer, and master of war, the Supreme Commander are individually exceptional officers, and command the Sword in their advancement forward.
- Storm: Considered specialists, Storm warriors are equipped as scouts and marksmen, and trained in assault roles. They often range ahead of the main force, or form shock-troop units during the main assault.
- Storm Minor: The first rank in the Storm class, they are often used to launch forward assaults.
- Storm Major: More experienced, more canny warriors, they are usually charged with more longer-ranged weapons for supporting the assault.
- Storm Ultra: Elite troops who rejected the mantle of command in exchange for expertise in warfare. They are elite troops often range far ahead of the main force, acting independently, then leading the assault when the time comes.
- Storm Officer: Responsible for commanding Storm troops, Storm Officers are often responsible for directing their operations over wide areas, and return intel and reports to his superior.
- Vanguard: The Vanguard are elite shield infantry, who's role is two fold. First of all, they act as spearhead units, using their shields to protect themselves, and their comrades, until they can close the distance and engage. Secondly, they defend vital objectives, holding the position against assault, and weathering a storm of fire.
- Pathfinder: Pathfinders are usually recruited from amongst Storm troops, often looking for those most capable of taming their impetuous nature. The most capable of their ilk, they are experts scouts and snipers. They can often be found ranging far ahead of the force, silently gathering intelligence and harassing the enemy. When operating closer to their allies, they direct air and ground fire, and eliminate vital enemy personnel, and terrorise those that remain.
- Enforcer: The Enforcers are specialists in brutal hit and run attacks, using assault weapons to cause significant damage, before retreating back to friendly positions. As a consequence, they are lightly armoured. Roughly equivalent to Ultras, they are often recruited from their ranking, and often form and important element of the skirmishing forces of the SOS battle line.
- Special Operations: Recruited from amongst the best, Special Operations are used only for the most important of missions. They use active camouflage and advanced tech to close with, and complete their objectives. They are often deployed to destroy enemy defences, recover intelligence, disrupt chain of command, or otherwise destroy the enemy. They have their own ranking structure that mirrors the standard ranking structure.
- Silent Shadow: Elite within an elite, they team the finest technology, with skill and experience, to create elite troop forces, usually dedicated to operations of key importance to the Sword.
- Commando: Modelled on ancient Sangheili forces, Commandos are expert shock troopers. Taken from some of the most industrious and brave warriors the Republic has to offer, the Commandos are known for being resourceful and flexible. The Commandos specialise as shock troopers, launching sledgehammer blows against enemy positions, as infiltrators, infiltrating enemy lines and sowing discord and chaos, and as quick reaction troopers, responding to new threats.
- Fleet Security: Fleet Security is responsible for the defence of the fleet against numerous threats. Defending against terrorist attack, boarding actions, and ground-side defences, they battle numerous enemies.
- Stealth: As a branch of Fleet Security, they are concerned with elimination of threats against the fleet. The often perform scouting duty, gathering intelligence on the enemy for use in battle. They also enact counter-measures, destroying anything that may threaten the fleet, such as orbital defences.
- Ranger: An advanced element of Fleet Security, they are experts in zero-g combat, and combat breaching. They often act as the frontline of ship defence, while also acting as boarding troops, breaching enemy vessels and boarding them. On the ground, they act as scouts and flankers. Their equipment and training also allows them to conduct HAZOPS.
- Assassin: Instead of brash, noble warriors, Assassins are cold, calculating killers, peerless in the art of executing their enemies. Assassins are called upon to silence the Republic's enemies, terminating domestic threats such as rebel organizers, and killing enemy leaders, such as Covenant officers.
- Avenger: A relatively new branch, they are the product of the Swords of Sanghelios' paradigm shift in air assaults. Hand-picked from the best pilots, they are expert pilots, cross-trained with a variety of craft. These experts aren't just good pilots though, they specialise in setting down their charges as in the most dangerous warzones. They use a variety of ships, including the Phantom, the Phantom Gunship, the Stealth Phantom, the Spirit, and even the Lich Heavy Dropship. Avengers are brave, to the point of fearlessness, and can land even under heavy fire. They're also skilled combatants themselves, for surviving the loss of their ship.
- Intruder: Intruders are 'first contact' forces for use during planetary invasions. Equipped with heavy armour, and close quarters weapons, they are the first wave of soldiers, going down in drop pods. Preferring to land in the midst of the enemy's position, they storm them at short range, taking enemy positions through sheer tenacity and violence of action. Once the position is secured, they hold it until reinforcements arrive. Intruders tend to be stubborn and resilient, but also foolhardy.
- Military Order: Military Orders are unique military forces that work in concert with the military to conduct missions. Whether guarding their commanders, healing their wounded, or protecting their faith.
- Zealot Chapters: Zealot Chapters are unique warrior-fraternities, each unique in role, equipment, and organisation. Those ratified by the Sword are afforded military materiel, and ranking similar to officers, and often conduct missions of high-importance.
- Executioner: Executioners are feared warriors, more so by officers than any other. They are sent to ensure the will of the Arbiter is executed, and any sense of treachery or cowardice is punished satisfactorily. They act as an internal force for routing out spies as well.
- Storm: Considered specialists, Storm warriors are equipped as scouts and marksmen, and trained in assault roles. They often range ahead of the main force, or form shock-troop units during the main assault.
- Non-rank titles
- Champion: Considered the greatest warrior in a fleet, by virtue of ritual combat, the Champion represents their brothers of the field, where the fighting is thickest.
- Second: Like Field Master, it can be on any rank. They are the second in command of any formation, second to their commanding officer. They may carry a similar rank, and lead in his stead if he cannot lead.
- Weapons Master: Considered an expert in repairing and maintaining the armaments of the Sword, Weapon Masters are a non-combat role, but highly prized for their expertise.
- Artillery Master: Experienced officers, who command the artillery vehicles of a Warhost, their knowledge of ranged warfare allow them to direct fusillades of fire on distant targets with frightening accuracy and concert.
- Blade Master: The military title for a Sword Master. A Blade Master can be of any rank, though it is common to see them rapidly rise through command roles, or ply their bloody trade in the ranks of the Evocatus.
- Tank Master: Comparable to a human Tank Ace, the Tank Master is an expert tank commander, leading them forward with the intention of crushing enemy opposition.
- Field Master: The commander of any groundside operation, the Field Master's actual rank, and the number of soldiers he commands, differs vastly.
- Ship Master: No matter the size or importance of a ship, it is commanded by a Ship Master. The rank can differ highly.
- Fleet Master: The commander of an entire fleet, Fleet Masters are often the highest authority in any operation.
- Legion Master: The commander of an entire groundside theatre, Legion Master directs large forces in combat.
Grenadiers are akin to line infantry, forming an important element of the SOS battleline, engaging enemy forces directly on the field. They also form occupying troops.
- Minor: Minors are equipped with moderate armour, and usually carry pistols or rifles.
- Major: More experienced troops, majors carry superior weapons, including the Needler.
- Imperial: Veterans of previous engagements that have not qualified for Ultra, or Adjutant, they are experienced warriors, often sporting better weaponry, and often act as Seconds to Adjutants.
- Ultra: Those that have chosen combat over command, Ultras sport heavy armour, and powerful weapons, and form elite spearhead detachments.
- Adjutant: The commander of Levy troops, they are still, in practice, inferior to Sangheili ranks, and report to Officers.
- Guardian: The Guardian carries a large energy shield to protect himself, and hold strong points.
- Heavy Guardian: Carrying heavier armour, and a stronger shield, the Heavy Guardian often forms the front line of assaults.
- Sniper: Snipers carry long rifles, and act in direct support of their comrades on the field, eliminating key enemy personnel, or slowing their attack with terror attacks.
- Heavy: Heavy troops have a twofold role. First off, they carry heavy weapons into battle, using them to attack enemy armour, and entrenched enemy positions, in support of their Sangheili comrades. Secondly, they operate as vehicle crew, using lesser vehicles in combat, or operating gunner posts on larger vehicles.
- Sapper: Grenadier shocktroops who attack hard points, they use combat demolitions to clear enemy bunkers and hard points. They use heavy armour and heavy weapons to clear enemy positions.
Lancer levy are skirmishers and scouts, often ranging far, and without direct supervision. Lightly armed and lightly equipped, they often gather intelligence, or launch harassing attacks.
- Minor: Lightly armed, and lightly armoured, Minors are fast moving troops meant to rapidly cover ground and harass the enemy.
- Major: While there's little difference in equipment, Majors carry further experience.
- Imperial: Imperials are often assigned to lead detachments ahead of the Adjutant, often commanding forward elements.
- Ultra: Elite combat specialists, they form small detachments of skirmishers that lead harassing attacks with long rifles against the enemy.
- Adjutant: As officers, Adjutants lead forces of Lancers in scouting actions, gaining a good degree of autonomy in the field.
- Sentinel: Sentinels are lightly armed shield troops in the Lancer Levies, who use their shields to protect their position, and to antagonise the enemy.
- Sniper: Snipers make use of long rifles to deliver precision fire against the enemy, and to harass opponents.
- Uhlan: Uhlans are the expert pathfinders, who often operate alone, and away from friendly formation for long periods of time, gathering intelligence or sabotaging the enemy, before withdrawing.
- Paladin: Paladin's are elite officers who form vital lines of communication, ensuring that Lancers in the field are kept in touch with Sangheili officers, and vice versa. They ensure orders are followed, and intelligence is shared.
- Tirailleur: expert light infantrymen, They mix marksmanship skills and ambush talents, acting as a forward skirmish line for Lancer forces, and as a means of harassing and confusing enemy forces.
The Storm Levies are shock troopers, launch all out assaults to oust the enemy.
- Minor: Minors Fast moving shock-troops, usually armed with a pistol or rifle.
- Major: Majors are stronger troops who have been issued with better weapons.
- Imperial: Veteran Imperials are grouped into rear line units that ensure attacks don't break, and lines hold.
- Ultra: Ultras are for proven combat veterans, who have heavy armour and powerful weapons, and launch pint point attacks against weak enemy positions in order to breakthrough and wreak havoc.
- Adjutant: Adjutants are officers who direct Lances of Storm Levies, and report directly to their commanding Sangheili.
- Sentry: The Sentry is a shield-equipped unit, who's mission is two fold. They normally protect the flanks, or the advances of the assault, being able to soak up damage with their point-defence shields. They also act as occupation troops, policing captured territory.
- Dragoon (Sniper): Whereas most Sniper classes in levies are used as scouts, and support, the Dragoon is highly aggressive, advancing up to positions to engage and destroy enemy personnel, and clearing enemy forces, while also providing counter-sniper support for his comrades.
- Murmillo: Murmillo conduct highly aggressive surgical strikes against enemy positions, using superior agility, demi-shields, and skill to cut through enemy lines and tear them apart in close quarters.
- Champion: Champions are command specialists, above Adjutant. While the Adjutant has field command, the Champion directs larger scale operations, and reports these operations back to their Sangheili commander, ensuring the battlefield line of communication remains unbroken.
- Hunter: A living artillery platform, the Hunter is heavily armoured, and carries a powerful Assault Cannon. Lethal against infantry and armour, they are often used to oust stubborn enemies, or hold key positions. Fleet Security also uses them to guard vital fleet facilities and ship positions.
- Hunter Aggravator: Aggravators are a designation given to colonies that develop more 'unique' personality quirks, that often make them difficult to command and control. While this aggravation seems directed at their fellows, it manifests as their subversive combat methods, such as feigning retreat, diversion, ambush, and even playing dead.
- Scarred Hunter: Veteran hunters, who have suffered severe damage in previous battles, their colonies have regenerated, but as a defensive measure have regenerated stronger, and more resilient, though at the cost of speed and agility.
- Serpent Hunter: highly predatory, the Serpent Hunters have keen senses, and are made of exceptionally sinewy and wiry Lekgolo, creating highly agile hunters. They are often used to engage in boarding actions, or urban warfare.
- Duellist Hunter: Hunters have a naturally strong bond in pairs, but the Duellist Hunters take this ever further. The Duellist Hunters are capable of acting so in concert that some believe they share some form of mental link. While this is untrue, they are capable of extraordinary team work.
- Ironclad Hunter: Even for Hunters, the Ironclads are heavily armoured. Carry armour closer to that of a tank, the Ironclad hunters can survive hails of fire, weathering it all in order to deliver a killing blow.
- Hunter Devastator: Some Hunters are created with innate desire for destruction, and a lust for battle that is difficult to temper. These are arranged into Devastator pairs. They bring hails of fire to their enemy.
- Hunter Elder: Carrying the experience of years of combat, the Hunter Elder is clad in golden armour. Highly intelligent, they guide other Hunters on and off the field.
- Hunter Captain: Hunter Captains are experienced Hunter pairs that have taken on a leadership role. While very rarely operating in their classic two-hunter pair, they instead go as directed by their commanders, to guide other Lekgolo in battle.
- Swarmlord: A title gifted to the most experienced, and most powerful Hunters, Swarmlords are highly intelligent warriors, that lead their fellow Hunters in combat. Often directly attached to a Legion Master, the Swarmlord is deployed to break the toughest enemy positions. They are clad in opalescent white armour.
- Rogue Hunter: When a bond brother is killed, the surviving half is consumed by rage. In some cases, these beasts survive, only becoming more wrathful. Let loose on the battlefield, Rogue Hunters smash their way through friend and foe alike in a desire to bring an end to its enemy.
- Bodyguard: The Bodyguards are a heavily armoured, and well equipped unit of levy soldiers who are ruthlessly trained for protection and defence. They are usually assigned to officers and dignitaries, where they may not warrant, or wish for, an Honour Guard. They also protect important civilians as well.
- Jockey: Unique to Unggoy, the Jockey operates the powerful Goblin mech, using it in combat to disrupt and destroy the enemy. While in theory, Sangheili commanders should really choose these warriors, it is more often than not picked by fellow Unggoy.
- Ranger: Rangers are equipped for zero-G combat, and support Sangheili Rangers as part of Fleet Security, defending allied ships, boarding enemy vessels, and fighting on the ground.
- Spec Ops: Special Operations also recruit amongst levies, resulting in dedicated levy support forces for Special Operations, armed with superior weapons and armour, as well as active camouflage.
- Commando: Commandos are elite hunter-killer teams who operate with amazing unit cohesion against enemy targets. Using marksman weapons, they are often given specific objective parameters, and are sent to dismantle enemy positions.
- Housecarl: While classed as levy troops, Housecarls are actually units recruited by a Sangheili House, usually from loyal Serfs, and equipped at their expense. They serve as body guards and escorts to a Kaidon, or to a member of a House. They do not have an official rank, but are accepted as part of the SOS, in the same way State Militia is.
In any engagement, the Fleet Master is the leader of any operation. Fleets are often ad-hoc constructions, less rigidly structured that UNSC fleets. Fleets can vary from a handful of ships, to hundreds. Regardless of the ship, or the size of the fleet, the commander of a starship is always called 'Ship Master' while the commander of the fleet is called 'Fleet Master'. Most often, they are Generals, and any variance in posting is due to individual talent or experience. The Fleet Master is responsible for both promotion and procurement within his fleet, organising new ships, and officers to command them. For operations, all warships and starcraft are considered under the Fleet Master's command, unless needs are dictated by a Field Master.
Their warships has seen numerous changes, especially with them now upgrading all their ships to sport torpedo defences and to improve ship-to-ship weaponry. They have also invested heavily in electronic-countermeasures, and Associated Intelligences, making each ship much more lethal.
Many starships used by the Sword are ships taken from the former Covenant, and rejuvenated through heavy augmentation, such as the Templar-class Corvette, Avenger-class Heavy Destroyer, Retribution-class Battlecruiser, and the Venerator-class Assault Carrier. However, they have also reintroduced pre-Covenant vessels, recovered from graveyards and long abandoned fleet posts, and then refitted to modern standards, such as the Judgement-class Man O' War, Prosecutor-class Blockade Runner, and Crusader-class Brigantine. They've also introduced new designs, such as the Penance-class Cruiser, Sanctifier-class Support Cruiser, and Adjudicator-class Combat Supply Ship. The highlight of the Sword naval forces is the Sanghelios-class Dreadnaught. Built on pre-Covenant designs, the Sanghelios-class is a massive warship and a monstrous star-behemoth, and strikes fear into the Covenant. Republic ships are superior to older Covenant vessels, by virtue of continuous upgrades, and superior maintenance protocols, ensuring each ship is well maintained. They have begun to experiment with more radical technology for starships, featuring limpet ships and drone vessels.
Ground Support Craft
While secondary to the Naval Command, the ground forces are considered equally important to the Navy in operations. Like the naval forces, they are lead by a General with the title of 'Field Master' who delegates command to other Generals. Forces can vary, with Legions, which are equal in size to UNSC divisions, or smaller Warhosts. All warriors, armoured vehicles, and atmospheric craft are considered to be under the command of the Field Master. Often a number of ships, and star fighters, are placed in his command to support operations. His officers are hand picked for the role, and expected to give their best.
Infantry wise, little has changed from the Covenant War, with rank structure and support remaining the same, though the method of ranking and the nature of honour has begun to change. The frequency of medics and scouts have increased. Despite this 'modernization', melee weapons are still common, and strict codes of conduct and honour are still considered of highest importance. With their armour, a much more thought out approach has been taken. Many vehicles that were previously hindered by religious oversight have since been freed from those shackles, and have become vastly improved by Sangheili ingenuity.
The old marking schemes of the Covenant have since been discarded, replaced by soldiers with only singular markings, the crimson and ivory of the Swords of Sanghelios. There are special exceptions for commanders, officers, and special units.
|Armoured Vehicles of the USR|
Armoured Fighting Vehicles
Artillery and Support Vehicles
|Weapons of the USR|
Special Warfare Group
All of the Swords's special forces fall under the broad umbrella of the Special Warfare Group, which is lead by the clumsily translated Special Operations Master, who delegates to Special Operations Commanders. The nature of the role, and the SWG itself, is highly malleable, with a wide variety of forces under their command. Most often, a small detachment of the SWG is placed under the command of a Field or Fleet Master, but in rare instances, an SO Commander has lead a task force of his brothers into the fight.
It is primarily divided into two main divisions; Fleet Security and Special Operations. Fleet Security handles operations that directly impact the operations of a fleet within a theatre. They perform reconnaissance against enemy positions, deploy specialists into operations, and provide counter-terrorism protection. Special Operations performs clandestine missions, and conducts unconventional warfare. Other units have sprung up amongst them, making an ever-expanding force.
A broad category, this group falls directly under the purview of fleet commanders. Fleet Security is primarily concerned with the protection of the fleet, in both a combat and intelligence manner. The bulk of Fleet Security are well trained, disciplined warriors, trained to guard their vessels as if it was their own Keep, protecting it against infiltration, and against boarding action. They also guard fleet installations, such as defence platforms and shipyards. They also specialise in counter-terrorism, stopping terrorist attacks against the fleet. As such, they closely guard many facilities and ships with a vigilance not seen in many Sangheili. Trained for zero-G combat and close quarters fighting, they have a variety of tactics and equipment at their disposal. They also include Mgelekgolo as protection. Fleet Security also contains two important sub-divisions.
Experts in zero-G and urban combat, Rangers utilise anti-gravity packs to allow them limited periods of flight. Rangers were originally conceived for deep-space operations, such as boarding operations, or infiltrating space stations. However, their equipment and training made them a fearsome force in urban combat, where they could leap from building to building, finding high perches from which to snipe from.
Special warriors, selected for their patience and reserve, they are equipped with stealth gear allowing them to infiltrate positions unseen. They are distributed through normal ground formations, with the goals of gathering intelligence, collecting information and reporting back. They also enact countermeasures against threats to the fleet itself, such as air defence batteries and weapons of mass destruction. They report directly back to high ranking fleet officers, rather than their immediate superior, or field commander.
A simple name for an extraordinary force, the Special Operations unit is the home of the Swords's best. Taking the most experienced troops, they are given the best training and equipment, and sent on missions that ensure the protection of the Republic itself. Armed to the teeth, and equipped with stealth technology, they infiltrate enemy positions and quickly and quietly complete their objectives. Warriors without compare, they are patient hunters, quietly making it to the enemy position then tearing them apart in a tornado of violence. Special Operations also engage in counter-terrorism operations, taking down domestic threats, as well as terminating emerging threats such as pirates and warlords. Special Operations usually move ahead of the main force, to capture strategic objectives, or sabotage the enemy. However, their roles are numerous.
An elite amongst the elite, Silent Shadow are a small, and highly independent formation within the SWG. Carrying experimental armour and weapons, they conduct sensitive missions, and develop new tactics. Originally conceived as a counter to 'Demons' deployed by humanity, Silent Shadow match them in skill and ingenuity on the field.
An executive branch of the Sword, the Assassins are the cold vengeance of the Republic. Instead of brash, noble warriors, Assassins are cold, calculating killers, peerless in the art of executing their enemies. Assassins are called upon to silence the Republic's enemies, terminating domestic threats such as rebel organizers, and killing enemy leaders, such as Covenant officers. Experts in their craft, they are living shadows, melting into corners, vanishing from sight, and infiltrating the highest security facilities without rousing the alarm. When it comes to ending their target, they use any method needed, from a hidden blade, to a sword in the back, a long distance sniper shot, explosives, poison, or even making it appear as an accident. Only at the disposal of the Swords's high command, they are strictly to be used against targets of strategic military significance. However, that has not always been the case.
Modelled on ancient Sangheili forces, Commandos are expert shock troopers. Equipped with specialist armour, they are a high-speed, low drag force, with good gear. Taken from some of the most industrious and brave warriors the Republic has to offer, the Commandos are known for being resourceful and flexible. The Commandos specialise as shock troopers, launching sledgehammer blows against enemy positions, as infiltrators, infiltrating enemy lines and sowing discord and chaos, and as quick reaction troopers, responding to new threats. Commandos maintain a high level of readiness at all times, meaning that they can quickly be redeployed to face growing threats before a larger force is ready to be deployed.
A relatively new branch, they are the product of the Swords of Sanghelios' paradigm shift in air assaults. Hand-picked from the best pilots, they are expert pilots, cross-trained with a variety of craft. These experts aren't just good pilots though, they specialise in setting down their charges as in the most dangerous warzones. They use a variety of ships, including the Phantom, the Phantom Gunship, the Stealth Phantom, the Spirit, and even the Lich Heavy Dropship. Avengers are brave, to the point of fearlessness, and can land even under heavy fire. They're also skilled combatants themselves, for surviving the loss of their ship.
Another new formation, Intruders are 'first contact' forces for use during planetary invasions. Equipped with heavy armour, and close quarters weapons, they are the first wave of soldiers, going down in drop pods. Preferring to land in the midst of the enemy's position, they storm them at short range, taking enemy positions through sheer tenacity and violence of action. Once the position is secured, they hold it until reinforcements arrive. Intruders tend to be stubborn and resilient, but also foolhardy.
- Fleet of Forgotten Solace: The personal fleet of Arbiter Thel 'Vadam, it remained one of the largest and most well equipped of the war.
- Fleet of Vengeance: Designated for the destruction of the Covenant, the Fleet of Vengeance enacted bloody wars of retribution, ensuring the Covenant were scoured from the galaxy.
- Fleet of the Honoured Host: A handpicked fleet, they were chosen to lead the second phase of the attack. Filled to the brim with disciplined and ferocious warriors, the fleet would deliver a fatal blow.
- Fleet of Zealous Furor: Part of the final wave, the fleet was heavily armed for the killing blow.
- Fleet of Long Shadows: Used in delicate operations, the Fleet of Long Shadows drilled constantly for ship-to-ship manoeuvres, creating a formation cohesion rarely seen.
- Fleet of Burning Vengeance: The fleet of Ferum 'Vulkar, it came to replicate it's indomitable commander, becoming flexible on the attack, and unbreakable on the defence.
- Fleet of Ardent Destiny: A smaller fleet formation used by the Arbiter, it was a element devoted to defensive missions.
- The Shadowed Night: Less a fleet, more a joint operation, it was a single gathering of special forces, in both ships and soldier. It would be broken up as the war went on, to spread their experience to other units.
- Fleet of Shrouded Wrath: When Kasr 'Revak too the empty Marshall seat, with it came a fleet. Initially a ragtag group of survivors from other shattered fleets, he rallied their resolve, and reforged their broken will, creating a solid fleet.
- Fleet of Tempered Blades: The fleet of Regent Rtas 'Vadum, it would regularly grow and contract in size, but the constant was his central command squadron. The fleet grew to it's largest in the run up to the Ursian War, where several sub-fleets were consolidated into his own to bolster the defence of the Urs system.
- Yrdesh Legion: Informally called the Arbiter's own, the Yrdesh is made up of some of the most hardened, experienced fighters, many of them original followers from earliest days of the Swords of Sanghelios.
- Ignal Legion: Veterans from campaigns on Hesoduros, Vespera, and beyond, Ignal represented one of the finest examples of Sangheili discipline.
- Axiash Legion: Expert Covenant hunters, they've hounded the Covenant since the Schism. Armed and equipped by the Republic, they've returned the favour by slaughtering the Covenant at every turn.
- Quen'tol Legion: The Quen'tol Legion earned their first battle honours combating Kig-Yar pirates and their Covenant masters. Since then. they've become indispensable.
- Eral Legion: A legion without compare, they had won victories during previous campaigns, while both out numbered, and surrounded.
- Halior Legion: During battles against the Covenant, fought over the harshest terrain, the Halior Legion has always been the first and foremost. They brought this expertise with them.
- Al'thabath Legion: Perhaps the oldest Sangheili military formation still in use, the Al'thabath are beast masters. They use animal mounts to navigate rough terrain, hunting beasts to flush their enemies, keening avians to survey the air. While viewed as anachronistic, their agility and speed over rough terrain can never be matched by a tank.
- Special Warfare Group: A gathering of commandos, assassins, operators, and intelligence specialists without compare, they executed the Imperator's will directly.
- Fleet Security
- Stealth Operations
- Special Operations
- Silent Shadow
- Fleet Security
- Tan'rith Legion: Raised from the occupied world of High Promissory, this legion is made up of a mixture of humans and Sangheili.
- Calris Legion - human legion
- Jorun Legions - human legion
- Unggoy Legion
- Freedom Legion
- Jiralhanae Legion
- Kig-Yar legion
- Kig-Yar legion
- Bloodied Night Chapter: A Zealot Chapter, and one of the largest active at the time, the Bloodied Night were equal parts marauders and crusaders, purging the Covenant and raising the sword banner over the corpses of their foes.
- Ardent Faith Chapter: Technically a Zealot Chapter devoted to recovering relics, they more often than not destroyed the churches and shrines of the Covenant, ended their twisted and profane beliefs. The Ardent Faith Chapter carried on their religicidal campaign during Operation: HELLFIRE
- Three Suns Chapter: An old, and venerable Chapter, and once the Chapter of Imperator 'Vadam, the Three Suns were dispatched as special forces. They met the Covenant at their strongest, and crushed them.
- Undying Shades
- Devoted Sentries
- Arjura's Faithful
- Idolators Errant
- Sky Keepers
- Zukral's Legion
- Blessed Brotherhood
- Assembly of the Sun
- Nemesis Phantoms
- Light of Helios: A cadre of elite bodyguards, the Light of Helios order seek to guard the most prolific targets. Once the personal guard of the Prophets, they now guard the High Councillor, the Imperator, and many others.
- Guardians of Faith: A order dedicated to the defence of religious shrines and pilgrims, since the schism they've broken into many sects to pursue the many beliefs the Sangheili now believe in.
- Honour Guard: Elite guardians, dedicated to the protection of the high council, they guard many other important individuals.
- Ascetics: Guardians of Sangheili culture, many are poets, writers, historions and biographers, while also supreme warriors, and masters of their death-craft. Many patrol the Republic for their cause, while many others follow the military, ensuring their culture remains strong under the pressures of war.
- Envoys of Fortitude: Formed during the early days of the Sangheili's colonisation era, the Envoys of Fortitude are 'planet tamers', who go to the most dangerous colony worlds to protect the colonists until such a time that their colonies can be established.
- The Crusaders: Warrior-Knights, they investigate crimes and corruption, routing it out wherever it flourishes, and putting and end to it.
- Void Lords: A collection of independent captains, bound by a sworn pact to defend Sanghelios, while simultaneously exiling themselves from it. While haughty, they are a force unto themselves, and protect Sanghelios from outside threats.
- Reliquary Sentinels: A new order, they are both researchers and crusading knights. Their goal is to seek out ancient Forerunner artefacts and secure them from those that would misuse them. These artefacts are secured in their mighty keeps.
- Hospitaller Saints: Warrior medics, good Samaritans, and disaster relief, the Hospitaller Saints enter war zones and battlefields to treat the sick and injured, or give peace to those to far gone.
- Onyx Knights: Originally a small and obscure order, their numbers and influence grew during the civil war, when they established themselves as a professional fighting force. The Onyx Knights accept writs directly from Republic to find and terminate war criminals, brigands, enemies of the state and traitors.
|Factions in the Revenant Era|
|Alliance of United Races|
| Confederacy of Former Covenant States
Yanme'e Hives | The Syndicate | New Colonial Alliance | The Banished | Apostles of Might | Velkara Cartel | Svinir War Guilds | Haarzon Sellswords | Frynda Red Consortium | Iron Olchior Sovereignty | Commonwealth of Sobiri and Kolda | Belcoth Coalition
Forerunner Empire | The Flood
|Armoured Vehicles of the USR|
Armoured Fighting Vehicles
Artillery and Support Vehicles
|Weapons of the USR|