Ushtari-Rau (Ryhn Union ORBAT)

''"What you fail to realise is that it is will that drives us, not fear. At every turn and every gate we will oppose you unto death. We will hunt you to the ends of this constellation and the boundaries of the next. We will cleanse the stars of your corruption. So scream, demon, I will not hear you!" -'' Zana Sevasti, the Third Purge of Kainon

The Ushtari-Rau are the military forces of the Ryhn Union. It collectively consists of five wings: the Command Group, Army, Gale Force, Void Stalkers, and Support Group. The Kryeautarinn of the Ryhn Union is the commander-in-chief of the Ushtari-Rau and forms military policy with the Hennat-Haru (Minister of Defense) and Halat-Shikues (Head Seer), both federal executive departments, acting as the principal organs by which military policy is carried out.

Formed to shore up the newly-founded state in the instability of the post-Terminus period, as well as to purge the constant demonic incursions plaguing the Seth Group, the Ushtari-Rau have thus far played a critical role for the Ryhn. It draws from a pool of both professional volunteers and citizen-conscripts, and its traditional intake of members from all the disparate nation states has formed a sense of shared national unity, purpose, and duty, all vital things in wilderness of the Seth Group.

Tactical And Strategic Doctrine
Doctrinally, the Ryhn military relies on speed and stealth where others trust in brute force and numbers. To this they add a specialty for esoteric or psychic technologies, as well as proficiency for trickery, misdirection, and deception. Though by no means afraid of sullying their hands in battle, they much prefer surgical applications of force or utilisation of unconventional— some would say cowardly — tactics in preference to more direct means.

Standard Operating Procedure
The SOP of the Ushtari-Rau is threefold, to prosecute an opposing force, to adapt to whatever circumstances may be required of it, and to ensure security for both the Ryhn state and its allies. On a more technically precise level, the Ushtari-Rau primarily operate with touch-and-go fluidity in mind. Offensively minded, the Ushtari-Rau do not present forces in mass, or get easily trapped or bogged down. They utilise superlative logistics, psychic talent, deception and manoeuvrability to produce mass shock in an enemy force, as well as to obfuscate their actions to enemy eyes.

Manpower
Total Population of Ryhn Union: 55.3 billion

Standard Mobilisation: 1,935,500,000

Maximum Total War Economy Mobilisation: 5,530,000,000 soldiers.

Infantry Platforms
Stalker: Repulsor-lift platform that can be mounted with variable weapon systems, adds additional firepower and manoeuvrability to a detachment. Small, uncrewed, utilises thoughtform AI.

Agitator: Thoughtform AI in a recon drone made of psychoplastics. No energy signature, cloaking. Utilises infantry support weapons.

Skybreaker: 145mm Plasma Canister Launcher, thoughtmetal, same as the mortar designed for hitting heavier targets and larger infantry formations, especially into entrenched positions. Also used with an Agitator psyconstruct that acts as a scout and spotter.

Vehicles
[* Universal use of repulsor-lifts. There are methods of technology that can jam these, however. Backup ground-based thrusters in extremis, but these are limited in ability, requisite loss of top-speed and manoeuvrability. }

Hunter: Tank destroyer. Extra armour, quiet. Large fusion-beam cannon. Designed to make tank commanders seethe. Titanium carbide plus psychoplastic ablative plating that acts as a shock absorber and smart armour. 2 or 3 crew members to ensure smooth running.

Dreamcatcher: Basically the Hunter with a different weapon system. For armaments: 8AAHC Arc Cannon, 20mm Rotary Railcannon. AA platform.

Naval Vessels
Wraithship: Capital Ship. Carrier. Largest and slowest ship. Core of the fleet. Where the Naval Command Staff is. Lightly armed, light Arc-Weapon and Railgun point-defense weapons. 4000x500x300m dimensions. 10ft of tungsten carbide + thoughtmetal reinforcement. Psyshielding. Hanger Bay capacity is 10,000 voidcraft. Other ships doctrinally screen ahead to allay tactical vulnerability.

Sorrowship: Battlecruiser. Primary heavy-hitter, most well armed for ship to ship combat. Farthest away from the combat other than the carrier. 3000x450x250m dimensions. 3 turrets with 3 (particle slingshot cannons)/Gravition Cannons, large variant. Arc point-defense weaponry. Psycaster point defense weaponry. 15 feet of tungsten carbide + thoughtmetal reinforcement. Psyshielding.

Harrowship: Standard Cruiser. Ship designed to overwhelm point defenses and shields with vast arrays of missiles. Kept in small battlegroups around the Battlecruisers to screen and distract from more valuable ships. 2000x200x250 dimensions. 10 feet of tungsten carbide + thoughtmetal reinforcement. 6x Rocket Pods, 256mm, half cold-fusion missiles, half psyconstruct nanite missiles. Arc point-defense weapons. Psyshielding.

Jackalship: Destroyer. Close assault ships for supporting voidcraft engagements against an enemy fleet in close quarters and for boarding actions. 2000x300x300 dimensions. 15 feet of tungsten carbide + thoughtmetal reinforcement. Reinforced psy-shielding. 2 turrets of (PSC)/Gravition Cannons with 2 guns apiece. 2 batteries of 16AACH arc-cannons. Wayfinder Gates enable short-range teleportation of boarding parties. If done correctly forces can be deployed without the enemy becoming aware of the assault group’s presence.

Falconship: Frigate. Screening ship, kept in small battlegroups around the destroyers, like a miniaturised variant of the dynamic between the two Cruiser types. 800x300x150 dimensions. 5 feet of tungsten carbide + thoughtmetal reinforcement. 2 turrets, 1x (PSC)/Gravition Cannon and 1x 286mm Missile Pod, variable type.

Voidcraft
Headhunter: Extraordinarily fast, fairly large, ion-engine driven fighter. Possesses a short-range low-power skip-drive. Huge advantage in dogfights, but no rotation in crew members to deal with the effects of the skip-drive, requires a physically superlative pilot. 4 or 5 crew members, so also personnel intensive. Titanium carbide plating + thought metal reinforcement. Main weapons consist of 2000DC dual fusion-beam cannon and 4x 20mm Rotary Railguns. Psy-point-defense (Two of the personnel out of the 4-5).

Voicestealer: Medium sublight-speed ion-driven bomber. Tungsten-carbide + doubled thoughtmetal armour. 1x 2000DC dual fusion-beam cannon. 6x 220mm cold-fusion torpedo tubes. 1500kg bomb bay.

Voidrunner: Crescent-shaped, piloted by 3 Ryhn. 1 psyshield operator, 1 skip-drive operator, and 1 pilot who operates the main, unconventional weapon. Extremely fast, extremely small, and possesses ion-engines in addition to the drive. Its main weapon of attack is the vessel itself, a “blade” of psy-energy generated across the hull driven through enemy fighters and enemy bombers, literally a knife cutting through the “flesh” of enemy vessels. Possesses little armor, relies primarily on psyshielding. Also expensive due to thoughtmetal expenditure, but most often worth the investment.

Scarecrow: Identical to the VSF, except smaller, and with a crew of three, pilot, gunner and a Wraithlock. The ship bears an ion drive, a 2000DC dual fusion-beam cannon and arc point defense weaponry, and a titanium-carbide + thoughtmetal armour.

Aircraft
Intraorbital: Aerial vehicles for use inside the orbit of a planet. Ion drives are universally used on all of these vehicles.

Morning Star: Hovercraft. Rotary 20mm Railgun. Multiple plasma missile pods and bomb-bays. Overwhelming firepower. Doctrinally going to try and avoid getting shot by fighter planes. Exists purely to shit sustained fire on everything that looks funny.

Skyfather: Large hovercraft. Laser point defence weaponry. Can carry 30 Ryhn plus a light vehicle.

Peregrine: Dual role in air-superiority and ground bombing. Heavy focus on dogfighting, and laying the hurt down. 1000kg bomb-bay, plasma missile pods, or any other munitions (Sonics, fusion, whatever) that are useful, switched out on a mission-by-mission basis. Main gun: 8AACH Arc Cannon.

Notable Personnel
Kryeautarinn Zana Sevasti (Anur-Raan), commander-in-chief of the Ushtari-Rau and head of state for the Ryhn Union.

* Formerly a tutelary-protector, Sevasti has brought the fanatical devotion, teacher's wisdom and iron will of her past life to her new duties. Though she longs for the heat and fury of battle and the wandering life of a Tutelary, Sevasti has resolved to see the new Ryhn peoples safely through these hazardous times until both a measure of safety and stability comes to the Seth Group and a peaceful transition to democratic government is possible. Politically Sevasti brings a calm, balanced voice and philosophy, as well as an openness to peaceful resolution, even if she is perhaps coloured by the ideological rigidity and protective ruthlessness of a Tutelary. Such is necessary in the maelstrom of the Seth Group, and her absolute adherence to the shared ethical code of the Ryhn has led to a rock-solid faith in her governance by the citizenry and a popularity outstripping even her past status as a folk hero.

Adjutant-Lifeguard Aranlahut (Nya-Llamar)

* Fellow Tutelary protector, functions as Sevasti's bodyguard, aide, and personal adjutant. Functions as the Tenth Man, i.e if all members of High Command come to the same conclusion on a matter of state or defence, Aranlahut conducts his own investigation with the assumption that all ten of them are wrong and proceeds from there, ensuring that all routes are explored to maximum and that no detail slips by.

Hennat-Haru Enkelana Lilir (Nya-Llamar)

* Newly promoted to governance from her former position as a Hennatmensha i Luftës, Lilir is a forthright, brutally honest and grounding presence in Sevasti's cabinet vis a vis, say, Nictya's 800d chess games. Though still well-capable of indirect action due to being a Ryhn, Lilir prefers to forgo them unless absolutely required.

Segen [Or Naulehetër?] Nimete (Yllkadar)

* OOU: Provides a boots on the grounds perspective ala Gaunt for things that aren't politics and such, like battles.

Katabhant Mensha Tael Nictya (Esaujkan)

* One of the longest-serving Cabalists still active, Tael Nictya is currently head of the Command Group and the most senior of his august unit, taking the position by dint of experience and ability. As a native of Esaujkan, Nictya has inherited both its fanatical patriotism and its unorthodox methodologies, being far more inclined to political sleight of hand, manipulation, and subterfuge than any of his High-Command or government counterparts. Though he takes no action or consequence lightly, Nictya is a ruthless pragmatist who believes there can be no room for emotional compromise in ensuring the safety of the Union, its people and its allies. Even so, the toll of his duty and the choices worry him as the days pass by.