5th Regiment - "Ares' Warbringers"
“I am not here to be admired. I am here to carry. My soldiers are built like bridges because bridges are how people live. We don’t promise thunder, we promise a street that stays open, a clinic that keeps humming, and a line that will not move backward while there is breath in our bodies. The unwise think momentum is rage. It isn’t. Momentum is care, the kind that drags ammunition by hand when the lift fails, that keeps water and blood ahead of the point, that says ‘no’ to easy fires because a market will stand here tomorrow. When we march, we take your fear and the enemy’s hope and we put both under our heel until the clock obeys. If you seek applause, you’ll be disappointed; applause doesn’t hold ground. If you seek work that leaves a city standing, doors opened, bridges bearing, lights warm, then tighten your straps and take your place in the file. We are Ares’ Warbringers. We do not merely win; we make winning last.”
The Warbringers are designed to do what most armies only promise: take ground and keep it. Their Doctrine runs on the Forgeclock, a living tempo that binds mass to discipline. By T+04, a momentum scaffold is laid (ammo rungs, evac veins, shield wagons by T+0,,9 the breach is widened and Spartoi strongpoints seed every fifty meters; by T+,17 armor lanes bond to infantry arteries, and the Red Tide keystone is poised; by T+3,0 the counter-tempo is broken, the lodgment hardened, and exploitation underway. Every meter is argued in the Tribunal; every shot is weighed against Juris Bellum, so momentum never outruns the Law.
The Regiment's structure is a rolling phalanx of interchangeable parts. Makhai (Elite Infantry) capture decisive squares with knife-heart precision; Spartoi (Infantry) plant the Sown Field, micro-forts that make taken ground stay taken; Cyclopes (Armor) practice Forge Gaze, single, surgical blows that open an avenue without wrecking the city around it; Hekatonkheires (Mechanized) re-role vehicles mid-sprint so the tip never outpaces blood, ammo, or evac; Geryons (Recon) paint arteries and fear, luring the foe into their own collapse; Achillians (QRF) end catastrophes inside the next minute. Spartans and Myrmidons train and fight as a single organism; the line moves because everybody is a brace, not because one hero pulls it.
Culturally, Ares' Warbringers are protective giants who measure glory in survivable maps. Scars are kept visible on armor as receipts, not trophies; the Regiment's pre-advance rite, the Blood Oath March, is a slow, deliberate approach in full view, a psychological statement that the Enemy cannot stop the future that is about to be built. Black Sun inoculation is practiced ruthlessly: expedience that buys a street at the cost of tomorrow's legitimacy is treated as failure. The Warbringers' pride is not in the roar but in what remains when it fades, bridges that stand, clinics that never lost power, markets that open on time.
Operationally, the 5th Regiment is the second heartbeat of many campaigns. Thunderclads split the skull; Hellraisers erase the memory of defiance; Tempests make the weather complicit; Warbringers arrive to write tomorrow, hardening lanes, routing water and power through the lodgment, and expanding the breach until the Enemy cannot imagine it ever closed. When they pass, the map is simpler, the lines straighter, and the city belongs to the living again.
Sigil Meaning
The Doryarch Sanguifer," Blood-Bearing Spear-Lord", is the Warbringers cast in metal: mass harnessed to discipline, momentum constrained by Law. The octagon is the vow to make victories habitable; the eight rim bosses mark the beats by which breaches become boulevards. The upright spear is not a promise of rage but of direction, the line that turns today's hole into tomorrow's street. Bronze declares artisanal warfare, machines and men moving as one engine, while blood red remembers cost without worshipping it. The white edge is the Codex Juris Bellum engraved on every thrust: take only what must be taken, keep the clinics lit, keep the bridges bearing. Where this sigil glows from hull or pauldron, enemies learn that the push will not stop, civilians learn the road will stay open, and the map itself understands it is about to be made simpler, permanently.
Structure
The 5th Regiment of Task Force Eclipse, known as "Ares' Warbringers," is a thunderous embodiment of overwhelming force, unrelenting pressure, and honorable fury. Forged in the likeness of its founder and commander, Chief E151 "Ares I," this Regiment stands as the fist of the Regime, the anvil on which Enemy armies break, and the juggernaut whose presence alone can shatter morale.
Ares himself is a towering colossus, a terrifying sight in combat, but beneath that exterior lies a deeply protective spirit. His Warbringers are not mere destroyers; they are avengers, guardians, and wrathful champions of those who cannot defend themselves. They do not seek war for glory, but for justice, and when they strike, it is with a fury that no barricade, Wall, or armored Division can withstand.
I. Hierarchical Framework
Built for shock Doctrine warfare and sustained planetary engagement, the Warbringers operate with a centralized Command core, capable of splitting into forward assault groups or converging into a single overwhelming spearhead. Their structure is optimized for kinetic breach, counter-encirclement, and total battlefield domination.
- Regimental Commander (RCOM): Directs all strategic combat priorities, morale anchoring, and ideological battlefield messaging.
- Executive Command Officer (ECO): Oversees unit cohesion, attrition balance, and battlefield reinforcement cycles.
- Strategic Coordination Officer (SCO): Coordinates all theater-level synchronization, forward base establishment, and siege timing with allied units.
- Tactical Engineering Officer (TEO): Designs shock breach networks, defensive penetration corridors, and anti-heavy deployment logistics.
- Blackguard Command Strategos (BCS): Directs all Myrmidon shock assault waves and Epilektoi warpack formations alongside Spartan advances.
The Warbringers' structure is built for forward pressure and massed might, designed to absorb chaos and return it tenfold.
II. High Command Integration
- Regimental Commander: Chief E151 "Ares I"
- Revered across the UCG as the wrathful guardian, Ares I is as much a protector as a punisher. Towering and fearsome, he commands not just with strength, but with the emotional gravitas of someone who fights for his people like a war-god made flesh. His warriors worship him not for invincibility, but for his refusal to let any fall without vengeance.
- Executive Command Officer: Chief E230 "Rampart" Merek Volros (Spartan-IV)
- The Regiment's immovable spine. Rampart oversees casualty regulation, front rotation, and fallback recovery during heavy campaigns.
- Strategic Coordination Officer: Chief E217 "Forge" Helkan Daro (Spartan-IV)
- A master of synchronized war theater orchestration. Forge builds up entire multi-regiment conflicts in cascading pressure waves.
- Tactical Engineering Officer: Chief E233 "Ruin" Serah Thorne (Spartan-IV)
- Leads the war-sculpting Division. Known for breaching Enemy fortresses via redirected fuel lines, armor-core detonations, and subterranean shockflares.
- Blackguard Command Strategos: Strategos-Primus Varek Druas (UCG Rank: Praefectus Magnus)
- Warborn among the Myrmidons, Varek leads the iron rush formations, infantry, and Titan assault packs who follow the Spartans into breach corridors and emerge as the crushing Tide behind them.
III. Unified Combat Command Integration
The Warbringers operate under the Domination Shock and Fortress Penetration Command (DSFPC), representing the most brutal force in the UCC matrix.
Their tactical emphasis includes:
- Breach Doctrine Mastery: Destroying hardened bunkers, shield grids, and fortress interiors.
- Titan-led Infantry Swarms: Spartans spearheading densely packed Myrmidon war columns.
- Urban Blitzkrieg Operations: Wide-front annihilation followed by sweeping consolidation.
- Counter-Siege Breakout: Cracking Enemy encirclement lines and turning defense into an advance.
Warbringers are often deployed in doomsday protocols, decisive planetary engagements, or when the Regime wishes to make a message out of a battlefield.
IV. Regiment Structure
Each brigade bears the name of a mythic beast or entity associated with war, slaughter, or divine fury, reflecting their aggressive, unstoppable culture.
Brigade Configuration
- Elite Infantry – Brigade "Makhai"
- Named for the spirits of battle. This is the Regiment's Spartan hammer, optimized for close-quarter execution, building-clearing, and breach-channel aggression.
- Infantry – Brigade "Spartoi"
- Warborn from the soil like their namesake. These Myrmidons and Epilektoi excel at heavy trench warfare, tunnel brawls, and defensive line surges.
- Armor – Brigade "Cyclopes"
- Titan-led, singularly focused, breaching engines. Specializes in direct-fire dominance and urban Wall obliteration.
- Mechanized – Brigade "Hekatonkheires"
- A hundred arms in motion. Dozens of mechanized APCs and siege walkers coordinate to crush all resistance and secure rear flanks in real time.
- Recon – Brigade "Geryons"
- Massive three-pronged recon detachments, supported by Myrmidon suppression scouts. Geryons monitor every flank of the forward warfront and intercept envelopment.
- Quick Reaction Force (QRF) – Brigade "Achillians"
- Heavy-drop response teams. Known for re-taking lost positions, turning stalemates into bloodbaths, and executing immediate revenge operations.
Together, they form the War March, an unstoppable line of steel, fury, and righteous vengeance.
V. Command Philosophy & Deployment Doctrine
Ares' Warbringers follow the Doctrine of "Wrath With Purpose." They do not destroy for cruelty, they do so because the Enemy dared raise their hand against the Regime's children.
Philosophical Tenets:
- All Ours Must Be Avenged: For every brother or sister lost, a city must burn.
- Pain Is Not The Goal, Victory Is: Fury must be directed, precise, and meaningful.
- We Are Their Shield, Not Just Their Sword: The Warbringers are the Wall and the fire behind it.
Deployment Patterns:
- Phase One: Geryon squads deploy and sweep for resistance structure, identifying key breach zones.
- Phase Two: Cyclopes and Hekatonkheires spearhead with overlapping Titan and APC shockwaves.
- Phase Three: Makhai Spartans breach primary resistance walls and secure C2 chambers.
- Phase Four: Spartoi infantry flood interior trench zones, while Achillians redeploy to crush flanking or retreating forces.
- Phase Five: The Entire region is scorched, fortified, and renamed under Regime banners.
Ares' Warbringers do not retreat. They arrive, conquer, and bury the Enemy beneath the foundation of what comes next.
VI. Key Personnel Table
| Rank & Designation | Name / Callsign | Position | Summary Role |
|---|---|---|---|
| Chief E151 | "Ares I" – REDACTED | Regimental Commander | Founder of the Warbringers; unmatched fury, overwhelming strength, and guardian of Spartan brotherhood. |
| Chief E230 | "Rampart" – Merek Volros | Executive Command Officer | Ensures warfront cohesion, regeneration timing, and morale anchoring. |
| Chief E217 | "Forge" – Helkan Daro | Strategic Coordination Officer | Designs planetary-wide siege escalation and army convergence patterns. |
| Chief E233 | "Ruin" – Serah Thorne | Tactical Engineering Officer | Expert in kinetic corridor warfare and fortress rupture strategies. |
| Praefectus Magnus | Varek Druas | Blackguard Command Strategos | Leads warline Myrmidons and Titan-backed Epilektoi in wave-on-wave coordination with Spartans. |
| Chief E220 | "Fang" – Callen Myrrik | Makhai Brigade Commander (Elite Infantry) | Drives breachpoint Spartans into frontline killzones with fury and precision. |
| Chief E221 | "Anvil" – Lyros Daen | Spartoi Brigade Commander (Infantry) | Coordinates Epilektoi rush formations in trench, tunnel, and deadzone warfare. |
| Chief E250 | "Breakerhorn" – Titus Jorrel | Cyclopes Brigade Commander (Armor) | Oversees Titan breach lines and armor-forward annihilation protocols. |
| Chief E243 | "Hundredfold" – Kessara Vorn | Hekatonkheires Brigade Commander (Mechanized) | Master of battlefield saturation, flanking waves, and heavy convoy deployment. |
| Chief E236 | "Goreye" – Darius Venar | Geryons Brigade Commander (Recon) | Controls the eyes of the Regiment, wide-flank sweep, hunter-interceptor kill pairs. |
| Chief E239 | "Redress" – Vahl Korr | Achillians Brigade Commander (QRF) | Responds to frontline breaches with revenge-driven counterstrikes and iron-drop squads. |
“They think our strength is in size. In armor. In how hard we hit. But they never understand, our strength is in the why. Every Spartan beside me is someone I would tear the stars down to protect. Every Myrmidon who falls is a cry I will answer with fire. And when we march, we carry every name they took from us. That’s why we never stop. That’s why they break.”
Culture
I. Cultural Ethos
Ares' Warbringers are the Regime's relentless Wall of Flame and Steel, the embodiment of righteous wrath, loyalty without hesitation, and power guided by brotherhood. Their core belief is that strength is not a tool of conquest, but a duty of protection, and that every Drop of blood spilled in defense of the Regime must be paid back tenfold.
"We do not burn for glory. We burn because they tried to take what was ours."
Commanded by the colossal Chief E151 "Ares I," a Spartan known for his protective nature toward his kin and unmatched battlefield savagery, the Warbringers believe the best shield is a Wall of broken enemies, and that hesitation costs lives. But beneath their wrath lies a disciplined soul: they fight for their people, not out of hatred, but out of a love so fierce it sets the world ablaze.
II. Symbolism and Mythic Identity
Drawing inspiration from mythic warriors of vengeance and ruin, Ares' Warbringers revere both ancient and modern symbols of divine fury, retribution, and protector wrath.
Key Symbols:
- The Wargod's Crest: A crimson bull's head wreathed in Flame, flanked by broken spears, emblematic of unstoppable force meeting dishonor.
- The Flamebrand Mantle: Worn by senior squad leaders, these fire-resistant shoulder drapes are dipped in ash from past victories and marked with the names of the fallen they swore to avenge.
- Scorched Earth Tattoos: Warriors earn branded ink patterns after each siege-breach campaign, each mark representing another Wall turned to ruin.
Ares' Warbringers do not wear medals; they wear the aftermath of their wrath upon their armor and skin.
III. Behavioral Customs
Warbringers are not silent or surgical. They declare their presence, not to intimidate, but to warn that anyone who dares harm the Regime kin will be destroyed with finality.
Key Customs:
- The War-Beat Oath: Before any breach, squads slam their fists against armor plating three times, a signal to the Enemy that their time is up.
- The Ember Grasp: When a comrade falls, Warbringers press their gauntlet into the soil or wreckage where the death occurred. That handprint becomes a permanent ritual branding, a promise of vengeance.
- Warfire Communion: During low-morale operations, squads gather around controlled plasma flames, recounting stories of those they protected, not the enemies they slew. Fire, for them, is a symbol of life and loss, not just destruction.
They are loud, bold, and protective, but never reckless. Every movement is deliberate, every strike backed by cause.
IV. Ceremonial Rites and Traditions
All rites within the Warbringers are acts of transformation through fury, ceremonies that take pain, loss, and grief, and Forge them into unbreakable resolve.
Major Rites:
- The Rite of the Burning March: New initiates must walk a battlefield still smoldering with plasma ash from a recent engagement. They must not flinch, not speak, and not look back. Only then are they given a callsign.
- The Oath of Flame: Before major campaigns, fireteam leaders swear a blood oath over an ignited warbrand, pledging their lives for every comrade under their Command. This oath binds Command as a sacred burden, not a title.
- Siegewake Mourning: When an ally unit falls in combat, Warbringers conduct a breach ritual in their honor, storming a hardened position in silence, with blackened helmets and scorched banners, completing the Mission the dead could not.
Rites serve not only as tradition, but as psychological weapons; every Enemy who sees the banners knows that these soldiers fight for vengeance, not orders.
V. Worldview and Enemy Perception
Ares' Warbringers see the galaxy in terms of oaths and violations. Those who do not protect their own are unworthy of respect. Those who harm the innocent or betray alliances are considered beyond redemption.
Their morality is black and red:
- Red is the blood of the innocent.
- Black is the justice that follows.
Enemy Classifications:
- Oathbreakers: Highest priority targets. Any who betray the Regime or slay their kin. These are not just eliminated, they are erased.
- Butchers: Enemy units or commanders known for mass civilian casualties. Warbringers seek to crush them publicly.
- Fools: Those who challenge the Warbringers without understanding the consequences. Often toyed with before being obliterated.
To the Warbringers, every Enemy is a mirror, a test of whether the Regime is still righteous enough to carry out Judgment.
VI. Regiment Mantras & Cultural Lexicon
The Warbringers' speech is filled with ritualistic aggression, battlefield poetry, and battle-tested idioms meant to inspire, warn, or summon fury at a moment's notice.
Key Mantras:
- "We Burn for Them.": Spoken before storming any Enemy stronghold.
- "This Fire Does Not Fade.": Repeated while holding ground under extreme conditions.
- "Our Rage is Righteous.": Whispered as last words when wounded or surrounded.
Lexicon Terms:
- "Ashline": The frontline of a failed defense; Warbringers reclaim it and then rename it.
- "Flamebond": A term for squadmates who have saved one another under fire. This bond is unbreakable; even death does not erase it.
- "The Pyre's Mark": A tattoo or armor etching earned when a Warbringer personally avenges a fallen Spartan or Myrmidon.
Their language does not beg for understanding; it speaks only to those who have known loss, rage, and purpose.
VII. Legacy and Cultural Influence
Among the Regime, Ares' Warbringers are both loved and feared. Civilians sing songs of the "War Fire Legion" that descended to reclaim broken cities, while enemies whisper of Spartans who March through fusion-bomb craters in silence.
Their legacy includes:
- Architectural Homage: Regime monuments often include broken weapons laid across crimson marble, a tribute to the Warbringers' protection through destruction.
- Tactical Doctrine Influence: Their siege Doctrine has shaped the orbital-to-urban breach Protocol used across three systems.
- Cultural Mythos: Children in warzones are told, "If you cry for justice loud enough, the Warbringers will come."
They are the shield of vengeance, the storm that follows betrayal, and the last sound an oathbreaker hears.
“They think we fight because we love war. They don’t see it. They don’t feel it. Every time I raise my hammer, I remember who didn’t make it back. Every time I burn a fortress to the ground, I remember the families they slaughtered. This is not fury for its own sake. This is what happens when you give your life to something greater, and watch someone try to tear it down. We burn not for us. We burn for them.”
Public Agenda
I. Purpose in Flame
The Ares' Warbringers are the Regime's living fury, forged in fire, tempered by loyalty, and deployed to make an example of those who defy the Flame. Their Purpose in Flame is singular and brutal: to break the unbreakable, to crush the heretical, and to ensure that no rebellion, no betrayal, and no Enemy power survives to breathe twice.
"They will know the cost of making us bleed."
But the Warbringers are not butchers. They are protectors first, whose wrath is triggered not by ideology but by the wounds inflicted upon the innocent, the loyal, and the family they serve. Their strength is built on pain remembered and promises kept, delivered through fists of Flame.
II. Publicly Declared Objectives
The Warbringers do not hide their goals. They speak them, print them proudly, and repeat them before every operation like sacred scripture. Their objectives are punitive, righteous, and protective, always framed in retribution and loyalty.
Current Objectives:
- Destroy Threat Vectors of Systemic Rebellion
- Deploy to eradicate major insurgent hubs, secessionist fortresses, or rogue planetary governors who threaten UCG stability.
- Break Enemy Morale Through Shock Siege Doctrine
- Conduct high-intensity frontal operations designed to collapse Enemy resistance via overwhelming firepower, urban breaches, and hammer formations.
- Punish Oathbreaking Factions with Total Consequence
- Carry out justice in the name of those the Regime lost, civilian or military, ensuring no act of betrayal fades unpunished.
- Restore Bastion-World Dominance Through Vengeance Campaigns
- Reclaim worlds where the Regime has suffered historic losses, using mythic siege strikes to reassert the supremacy of Flame Doctrine.
- Protect the Shielded, Crush the Forgotten
- Always station forward units between vulnerable populations and hostile zones, prepared to become the Wall and the blade.
The Warbringers are not asked to bring peace. They are sent to end the war, violently and finally.
III. Messaging, Propaganda & Symbolic Presence
The Warbringers are the Regime thunder, and their symbolism reflects this. In propaganda, they are seen not as surgical tools, but as living firestorms, forged in brotherhood and bound in wrath.
Key Messaging Tools:
- "We Burn for Them" Broadcasts: Footage of Warbringers advancing through wreckage to rescue civilians or avenge fallen allies. Paired with operatic thunder and heavy percussion. Final frame:
"They hurt us. We answered."
- The Flame March Doctrine: Public war processions through recently liberated cities. Burn-scarred banners, blackened armor, and silence for the dead, followed by a single booming cry:
"Justice Delivered."
- Statues of The First Flame: Massive steel renditions of Chief Ares I holding a shield over wounded civilians, surrounded by the flaming ruins of war. Typically placed in recovered capitals.
Their presence is blunt, haunting, and designed to be remembered. The message is always the same:
"You hurt the Regime once. You will not hurt it again."
IV. Political Alignment and Ideological Role
The Warbringers are Flame Purists, ideologically loyal to the Regime but not bound to its ceremonial restraints. They are enforcers of loyalty through consequence, often granted broader discretion during punitive campaigns.
Their political function:
- Instruments of Vengeful Compliance: Used when deterrence has failed and justice must be served not through Trial, but through obliteration.
- Guardians of the Broken Front: Deployed to hold demoralized lines and restore Order through terror, morale, and sacrifice.
- Keepers of the Flame's Memory: Their actions often reflect Regime remembrance campaigns, commemorating fallen worlds or murdered civilians.
To the High Command, the Warbringers are a symbol of what the Regime becomes when you dare to make it bleed.
V. Promises to Regime & Civilian Populace
The Warbringers make few promises, but everyone is oathbound. Before deployment, every Warbringer takes the Oath of the Burning Wall, a ceremony performed around a central pyre where they etch names of the fallen onto their armor before walking through fire.
Core Promises:
- We Will Burn Before They Break Through
- The Enemy will step over our burning bodies before they touch what we protect.
- We Will Not Forgive the First Strike
- Once the Enemy spills Regime blood, we will return it in fire, until the ground cannot remember their names.
- We Will Be the Fire That Ends the War
- The Warbringers vow to finish what others began. No retreat. No truce. No surrender.
- We Will Bring the Dead Home
- They promise to recover every fallen comrade, even if it takes a second war to do so.
This is not ceremonial rhetoric; it is cultural DNA. Failure to uphold an oath results in self-imposed Exile or battlefield penance.
VI. Legacy and Influence Across Systems
The Warbringers have carved a legacy that haunts Regime enemies and emboldens its citizens. Their name is synonymous with revenge born of loyalty and fire that never fades.
Legacy Highlights:
- The Siege of Eristan Hold (2554): Ares' Warbringers turned a four-month rebel siege into a 48-hour counteroffensive, ending in the complete eradication of the insurgency and the rescue of 110,000 Regime Imperials.
- The Crimson Bridge Stand (2561): After a convoy was ambushed, the Warbringers held the bridge for 27 hours, losing 90% of their force, but saving the entire medical column. The bridge remains blood-stained, with no attempt to clean it.
- The Trial of Barrok (2567): When a traitorous planetary governor tried to defect with four cities under his control, the Warbringers were sent. Within three days, his name was erased, the cities reclaimed, and the citizens restored to Regime rule with zero rebel survivors.
Their legacy is etched not in victory songs, but in the silence after the flames.
“I’m not your salvation. I’m not your inspiration. I’m the last thing they see when they’ve crossed too many lines. I’m what walks through fire when others fall back. You want to hurt my people? You want to break the ones I swore to protect? Fine. I’m coming. And I’m not alone. I bring the weight of every Warbringer who bled before me. And we don’t forget. We don’t forgive. We end you.”
Military
Regimental Commander: Chief E151 "Ares I"
Specialization: Large-scale engagement dominance
Core Role: Spearhead armored assaults; relentless pressure warfare; breaking Enemy front lines
Typical Deployment: Sustained high-intensity combat zones; planetary siege fronts; capital-ship boarding operations
Regimental Motto: Sanguis et Gloria, "Blood and Glory."
I. Role Within the DMDF
Ares' Warbringers are the DMDF's endurance engine, the Regiment you unleash when the map must be redrawn by force and kept that way. If Zeus' Thunderclads write the first line and Hades' Hellraisers engrave the sentence, Ares' Warbringers are the weight that holds the page down forever. Their Doctrine fuses Spartan spearheads with massed Blackguard Myrmidon mechanized battalions, Titan lances, and siege armor in continuous-pressure cycles: breach, widen, harden, advance, never letting the Enemy breathe.
On the ground, Spartans crash the keystone. At the same time, Myrmidons pour through in layered files, establishing momentum scaffolds, pre-plotted positions, ammo ladders, mobile shields, and evac veins, so the advance does not stall even if the tip takes losses. The Regiment's Epilektoi are infamous for the Red Tide Maneuver: a brutal elite thrust into the fortress heart that survives just long enough for the primary wave to arrive and make the breach permanent. Warbringers typically enter as the second or third wave, converting Thunderclad or Hellraiser ruptures into irreparable gaps and grinding the theater down until opposing staffs begin planning retreats instead of counterattacks.
Culturally, they believe the battlefield is a Forge, steel, and will be tempered by attrition. The pre-battle Blood Oath March, a slow, deliberate approach in full view, starts the fight with a promise: we are coming, and we will not stop.
II. Brigades
All Brigade Commanders are Spartan Chiefs; each formation fields Epilektoi shock cadres and heavy, fortress-trained Blackguard Myrmidons to maintain pressure under fire. Mottos are rendered in UCG Regime Latin with translation.
1st BDE Makhai Brigade (Elite Infantry)
Commander: Chief E220 "Fang", Callen Myrrik
Motto: Punctum Sanguinis, Cursus Gloriae, "Point of blood, course of glory."
Overview & Roles. The Makhai are the Regiment's knife-heart, elite infantry designed to wrest control of the decisive square, plaza, reactor vault, bridge, throne room, and refuse to give it back. They run stacked shock files with auto-ram shields and breacher lances, capable of punching through blast-doors while ECM curtains blind Enemy feeds. When the line falters, the Makhai step into the gap and become it, anchoring the surge until armor arrives.
Culture. Every Makhai plate bears visible reforges, scars intentionally left unpolished. Their rite, "One More Step," is whispered before every push; it's both an Order and an identity.
2nd BDE Spartoi Brigade (Infantry)
Commander: Chief E221 "Anvil", Lyros Daen
Motto: Ex Terra Surgimus "From the earth we rise."
Overview & Roles. Spartoi are line-deepers, heavy infantry who arrive behind the spearpoint to grow the breach into a boulevard. With powered pavises, deployable bastions, and mortar-lifts, they build a moving Wall under fire, turning smoking corridors into supply arteries. Their Sown Field tactic seeds micro-strongpoints every 50 meters, so even if the tip is pushed back, the ground stays taken.
Culture. Spartoi companies carry jars of campaign soil from worlds reclaimed; after securing a node, a handful is cast into the rubble, and the earth remembers.
3rd BDE Cyclopes Brigade (Armor)
Commander: Chief E250 "Breakerhorn", Titus Jorrel
Motto: Unus Oculus, Unum Telum "One eye, one shot."
Overview & Roles. The Cyclopes are precision siege armor with Titan walkers, bunker-busters, and ram-tanks that knit momentum to mass. Their hallmark pattern, Forge Gaze, pairs stabilized targeting arrays with breacher charges to take a keep with exact violence, a single gate pulverized, a single tower cored, a single avenue cleared for the flood. They fight nose-to-stone, hulls scraping ruins so infantry can ride the wake.
Culture. Crews paint a single glowing "eye" on inner hatch rings only after a perfect shot ends a fortress. Superstition: the eye opens only for necessity.
4th BDE Hekatonkheires Brigade (Mechanized)
Commander: Chief E243 "Hundredfold", Kessara Vorn
Motto: Centum Bracchia, Una Voluntas, "A hundred arms, one will."
Overview & Roles. Hekatonkheires are modular mech columns that change shape without losing speed: troop sleds to med-carriers to rocket barges to shield wagons mid-advance. They excel at continuous exploitation, keeping logistics glued to the spearhead so the push never outruns its blood or its bullets. Their Hundred-Hand Relay staggers vehicles through the breach mouth in waves, each replacing the last before pressure dips.
Culture. Each vehicle bears a ring of etched handprints: Myrmidon crews, Spartan riders, and rescued civilians, all the hands that kept it moving.
5th BDE Geryons Brigade (Recon)
Commander: Chief E236 "Goreye", Darius Venar
Motto: Plures Facies, Unus Odor, "Many faces, one scent."
Overview & Roles. The Geryons are predatory recon, triple-aspect teams (mask, mark, maul) that fix targets for the Red Tide. They paint fear with loudspeaker phantoms, false retreats, and drone "stampedes," then smell for breaks in the Enemy's discipline. When Ares orders the push, Geryons are already in the alleys that matter, cutting arteries ahead of the charge.
Culture. Their helm crests carry three short scars, faces they wear: the bait, the witness, the butcher. They laugh rarely, eat quickly, and sleep with boots on.
Achillians Brigade (QRF)
Commander: Chief E239 "Redress", Vahl Korr
Motto: Cito Ire, Citius Frangere, "Go fast, break faster."
Overview & Roles. The Achillians are the Regiment's time-thieves, held at hot-idle to crash into the worst square on the map inside the next minute. Their kits are tailored on the fly: ram-sleds for emergency entries, core-lances for mechs, breach-foam for collapsing decks. Their job is to rip open destiny so the rest can pour through.
Culture. Achillians wear cracked watch crystals on lanyards. Their only parade is a jog. Their only prayer is five words: Hold. We're coming. Make space.
III. Strategic Role in Galactic Campaigns
Strategically, Ares' Warbringers are the DMDF's guarantee that a torn front becomes a broken war. High Command commits them where victory must be made heavy: continental fronts, capital sieges, fleet-boardings that cannot fail. They are placed behind Zeus' and Hades' initial ruptures to transform openings into corridors of inevitability, and alongside Hera's Sentinels to cement gains into infrastructure the Enemy cannot pry loose. With Poseidon's Tempests and Athena's Wardens shaping the battlespace's pre-conditions, the Warbringers turn those conditions into permanent geography, bridges that now belong to the Flame, arterials that now pump our logistics, plazas that now serve our banners.
Their attritional dominance compresses campaigns by making counterattack a math problem the Enemy can't solve: ammunition consumed faster than it can be moved, officers exhausted faster than they can be promoted, courage spent faster than songs can refill it. In Regime planning sandboxes, the Warbringers' markers are placed on the hinges of history, the places that decide what tomorrow will even look like.
IV. Reputation and Legacy
Ask survivors what they remember, and they do not speak of speed; they speak of weight. Streets that felt lighter the day before now tilt toward the Warbringers' advance. The sky seems lower; the air tastes of iron. Civilians say the Regiment sounds like a foundry rolling forward, pavises drumming, Titans breathing, Spartans calling distances in voices that never rise. Captured officers admit that after the Blood Oath March, their troops fired too early, then too late, then not at all. And when the Makhai banners appeared in the breach mouth, many stepped backward and kept stepping.
Inside the Legion, the Warbringers' legend is less theatrical, more stubborn. They are the unit that finishes yesterday's promise even when it means bleeding today. They honor scars, not slogans; they keep faith with those who held the first door by taking the last one off its hinges. Where they pass, maps simplify, flags stop moving, and governors learn to sign quickly. Their legacy is the quiet that follows a long, necessary thunder, the unceremonious certainty that this ground, this bridge, this sky, is the Regime forever.
“Glory isn’t fireworks. Glory is the moment the line stops moving against you and starts moving with you, and never moves back. If you want that moment, you don’t ask for it. You pay for it. In steel. In breath. In blood you can live with. We are the ones who make sure the price is paid only once.”
Foreign Relations
I. Diplomatic Stance and Strategic Posture
The Ares' Warbringers do not practice Diplomacy. They practice retribution. Their strategic posture is built around shock engagement, maximum consequence, and regime-restorative violence. When Ares' Warbringers arrive in a star system, Diplomacy has already failed, and the Regime intends to make an example.
Key Tenets:
- Deterrence Through Vengeance: Other factions obey the Regime not because they are inspired, but because they fear becoming the Warbringers' next campaign.
- Justice Without Concessions: Once deployed, there is no reversal of action, no ceasefire, no negotiation.
- Retribution as Language: The Warbringers make their case not in words, but in cities reduced to ash and banners raised over silence.
Where they go, fear becomes the dominant political language.
II. Relations with the UNSC / UEG / ONI Remnants
General Status: Targeted Wrath, Legendary Antipathy
To Ares' Warbringers, the UNSC and UEG are not just enemies; they are the origin of the Flame's pain. They do not forget the early wars. They do not forgive the post-Earth betrayals. And they do not allow survivors from a failed empire that allowed disorder to fester.
Warbringer responses include:
- Public annihilation of captured UNSC Command posts.
- Live broadcast of orbital sieges as deterrent messaging to allied UEG remnants.
- Planetary "blood reckoning" raids, where entire regions are put under forced martial law before stabilization begins.
There is no strategic tolerance. There is only fire.
"They ran from the fire they started. We bring it back to them, brighter."
III. Relations with the ONI Spartan Operations
General Status: Nemesis-Class Engagement
ONI Spartans are priority targets for the Warbringers, both tactically and personally. Chief Ares I considers rogue Spartans a betrayal of brotherhood, and his warriors are indoctrinated to not only kill them but also erase their legacies.
Engagement includes:
- Extreme force application, with Warden Titans or Spartan kill-teams engaging in terrain-destroying duels.
- Propaganda-capture of ONI Spartan gear, weaponry, and remains, paraded as signs of the Regime's dominance.
- No quarter, no repatriation, no recovery, ONI Spartans are viewed as too dangerous to spare, and too influential to let linger in memory.
They do not mourn fallen Spartans. They bury them in silence.
IV. Relations with Alien Powers and Xeno-Species
General Status: Rage-Fueled Xenocide
The Warbringers treat xeno-species with raw hatred, unfiltered by myth, science, or policy. Their history includes the most extensive Regime-led extermination campaigns against Covenant remnants, Sangheili traitor fleets, and Jiralhanae warbands.
Tactics include:
- Mass-scale extermination bombings of alien hives.
- Psychological operations using Covenant-era relics to bait surviving xeno leaders.
- Genetic nullification via Regime biotech, targeting entire bloodlines.
If another Regiment is sent to suppress, the Warbringers are sent to finish.
V. Relations with Insurgent Forces and Rebel Worlds
General Status: Uncompromising Destruction, Ritual Retribution
Rebel worlds fear no faction more than Ares' Warbringers. Their response to insurrection is not suppression; it is purging. Civilian or military, Command or footsoldier, if you stood against the Regime, they will find you.
Protocols:
- Legacy Burn Campaigns, where all rebel monuments, banners, and cultural icons are obliterated.
- Family Line Quarantine, where known bloodlines of rebel leaders are forcibly indoctrinated or eliminated.
- The Iron March, where Warbringers advance through a city without stopping until resistance has ended. No surrender. No mercy.
Rebel systems dread the phrase:
"Send Ares."
VI. Relations with Neutral Powers, Mercenary States & Minor Factions
General Status: Conditional Tolerance, Reputation-Based Mercy
The Warbringers rarely interact with neutral factions, but if they do, it is to issue a final choice: Stand aside or be remembered as sympathizers.
Tactical allowances:
- Mercenary states that avoid conflict zones are spared.
- Minor factions may earn a "Single Mercy Accord" if they have never allied with rebels.
- Humanitarian enclaves may be protected if they open their gates fully to the Regime.
If neutrality is violated even once, the Warbringers consider it collusion, and they respond accordingly.
VII. Known Enemies of Legacy Significance
The Warbringers maintain a sacred ledger called the Vengeance Codex, engraved into the side armor of Regimental Titans. Each entry marks a legacy Enemy whose destruction became myth.
- The Crimson Pact (2552–2555): A planetary rebellion with ties to Sangheili exiles. The Warbringers annihilated the planet's leadership in a single coordinated strike called "Fire Reborn."
- General Catherin Vox (UNSC Remnant): An infamous Spartan-III who defected. Ares personally killed her in a duel beneath the Iron Halls of Meridius.
- The Nine-Veil Accord: A conclave of rogue governors that attempted to form a neutral power bloc. Within 48 hours, eight were dead. The ninth defected and now trains under Ares.
Their enemies don't fade. They are burned into history as warnings.
VIII. Diplomatic Symbolism and Planetary Perception
Warbringers are living symbols of wrath controlled by loyalty. In planetary societies, they are seen as:
- Avenging angels for the Regime faithful.
- Mythic nightmares for the disloyal.
Common symbolism:
- The Blood Pyre Icon: Raised after a city is taken by force. Not as a celebration, but as a Judgment.
- The Graven Flame: A stylized crimson sigil painted across recovered territory walls. It is not removed; it marks that the debt has been paid.
- The Hammer March: When parading post-battle, Warbringers walk in perfect silence. Only the sound of boots striking stone echoes.
To those who remain, their presence is a terrifying comfort. For they know the Warbringers are already watching the next traitor.
“I was not born for words. I was forged to carry pain. To take the wounds my brothers could not bear. To burn where others would reason. I do not carry hatred. I carry justice sharpened by loss. When they strike our people, I do not count the dead, I count the days until we answer. And when we answer, the stars will remember why the Flame must be feared.”
Laws
I. Foundation of the Warbringers' Laws
The Codex Ultimatum was born in war, during the Bastion Reprisal Campaign (2557), when entire UCG loyalist cities were executed by their own failed governors. Ares I, stripped of pretense and mercy, returned from that betrayal with one principle: never again would the Regime allow tolerance to be mistaken for weakness.
This Codex does not believe in flexibility. It does not entertain dissent. It is built on:
- Martial Iron Absolutism
- The Codex Juris Bellum's most lethal applications
- Legacy echoes of ancient Terran and Sangheili war codes
- Purification through the Regime fire
It is not about Law; it is about vengeance structured as permanence.
II. Structure and Creation of Laws
The Codex is governed as a War Tribunal Command Doctrine, overseen by:
- The Warbringer High Triune: Three ranking Spartans and Myrmidon Flamelords who vote on ritual laws.
- The Chains of Oathfire: Scribes who record every infraction, action, and verdict across the Regiment in iron-bonded archives.
- Ares Himself: The Dictate Voice of Ultimatum. His word is Law, his silence is punishment.
Laws are created during:
- Blood-Reckoning Councils follow significant loyalty breaches or tactical betrayals.
- Flame Oath Trials, where suspected doctrinal heresies are burned and dissected before votes.
- Inscription upon the Anvil of Conviction, the last relic of Bastion's fallen fortress, now forged into a judicial altar aboard the Warbringers' Command dreadnought Evisceration's Promise.
III. Core Warbringers' Laws
The Twelve Articles of Flame Judgment form the sacred foundation of the Codex. They are taught to all Warbringers before their first Drop and etched into the inner plating of their left gauntlet.
Examples include:
- Lex Talonis Rex: The Regime shall not be struck without consequence; vengeance is not an act, it is the obligation of Flame.
- Lex Infidelium: Those who harbor traitors are traitors. There are no innocents among the disloyal.
- Lex Perpetuae: Cowardice in the line of fire results in eternal dishonor and immediate removal.
- Lex Sanguinem Pactum: Once a Warbringer oath is made, it cannot be withdrawn. The only release is death.
- Lex Ultima Ratio: If Diplomacy has failed, the Law mandates total eradication. There is no quarter after the Ultimatum is declared.
- Lex Fratrum Inviolatus: No Warbringer shall raise their blade against another unless ordered by Ares himself. Betrayal within is burned deeper than rebellion without.
Each Article is enforced with ritual fire, overseen by a Flamekeeper Strategos, and may not be rescinded once applied.
IV. Enforcement of Laws
Enforcement is absolute. The Warbringers maintain a standing martial Tribunal unit known as the Oathfire Judges, composed of:
- Senior Spartan Executioners
- Myriad Myrmidons who act as Vowguards
- AI Justicars integrated with flame-forged combat drones
They operate on three principles:
- Immediate Correction
- Visible Enforcement
- Irrevocable Finality
There is no appeal. There is no delay. Verdicts are spoken in combat script, issued via neural transmission, and recorded with public Flame banners.
V. Punishments and Penances
Penalties under the Codex Ultimatum are infamous across the Regime, regarded as a theological fusion of justice and fear. They are as symbolic as they are functional.
Select examples:
- The Gauntlet of Red Ash: A public March through molten corridors in full gear. If the armor fails, the soul is judged unworthy.
- The Hammerfall: The condemned is chained to a Regime siege hammer as it is dropped from orbit into a hostile planet. Impact is recorded.
- Oathfire Conscription: A reprieve. Offenders are branded with the Flame of Regret and sent on suicidal missions. Return grants amnesty, but few return.
- The Wrath Crucible: The condemned is sealed within a mobile containment unit dropped into battle zones, used as living ordinance until detonated.
Lesser infractions are met with branding, limb degradation, or forced armor purge.
VI. Flexibility and Reach of the Law
There is no flexibility. The Codex Ultimatum is the least forgiving Regimental Codex in the UCG military structure. Warbringers do not negotiate, not with enemies, and certainly not with their own.
The Law applies:
- To all Warbringers, Spartans, Myrmidons, and auxiliary units
- To UCG personnel embedded under Warbringer operations
- To any civilian authority or military Command that crosses into Ares' operational sphere
Once a person enters Warbringer territory, they are under Ultimatum.
VII. Legacy of Legal Terror
The mere knowledge that the Codex exists reshapes rebellion, rewrites civilian loyalty, and terrifies planetary governors.
Documented results:
- Rebel leaderships surrender immediately upon Regimental deployment.
- Multiple planetary civil codes mirror Lex Talonis Rex to appease Warbringer Command.
- Execution logs are broadcast system-wide to reinforce the consequences of disobedience.
Children in UCG border worlds speak the phrase:
"Obey the Flame, or Ares will come."
“Laws are not meant to be fair. They are meant to be final. I do not write scripture for the hopeful. I write judgment for the disloyal. Mercy is not in the fire. The fire only purifies. We are the hand that punishes, the hammer that remembers, and the oath that cannot be broken. Do not fail me, and you will not meet the laws. Fail me, and the Codex will be the last thing you ever kneel to.”
Education
Governing Law: Codex Juris Bellum (Law of War and Flame)
Counter-Subversion Frame: Codex of the Black Sun
Regimental Maxim: Sanguis et Gloria, "Blood and Glory."
I. Education Structure and Purpose
Ares' Warbringers educate for lawful momentum, the ability to seize ground, keep it, and grind Enemy decision-cycles into surrender without ever slipping the leash of the Law. The syllabus fuses mass and tempo: weeks of attrition PT (rucks at bodyweight, axle drags, hull-chain hauls) paired with Red-Room tribunals where Spartans and Blackguard Myrmidons must justify every meter gained and every meter not taken. Training is rated-R brutal: overpressure breach walls, live crushing hazards beneath Titan toes, corridor clears through noise and dust, and night boards where candidates defend their fire plan to jurist-instructors while IV fluids drip in their arms.
Purpose, stated coldly: produce spear leaders and momentum crews who turn breaches into boulevards, losses into scaffolds, and victories into permanent geography, roads, bridges, and plazas that belong to the Flame the moment the smoke thins.
II. Foundation of Warbringer Education
Three ancestries; one engine.
- Agōgē (transposed). Contest discipline, public accountability for failure, and peer enforcement that burns away vanity, so a unit can carry weight without begging for witness.
- UNSC/ONI Spartan cadence (refined). Ferocious physical blocks braided to classroom rigor (ballistics, history, deception hygiene, Law). Regime correction: opacity replaced by audited Command, lone-hero myths replaced by relays and files, the stack that endures.
- DMDF Forge Doctrine (amplified). Whole-of-theater literacy: advances are planned with power, water, medicae, and courts in mind. Black Sun modules inoculate against expedience; any "fast" atrocity that shortens a street fight but lengthens the war is treated as a strategic failure.
Ares' Invention: The Forgeclock. Every Warbringer learns to hear it.
- T+04: Contact fixed, momentum scaffold laid (ammo rungs, evac veins, shield wagons).
- T+09: Breach widened; Spartoi "Sown Field" strongpoints seeded every 50 meters.
- T+17: Armor lanes bonded to infantry arteries; Red Tide poised.
- T+30: Enemy counter-tempo broken; lodgment hardened; exploitation begins.
Miss a Forgeclock mark? You rerun the block until you don't.
III. Stages of Education & Training (post-assignment to 5th Regiment)
Week 0–2: "Ares' Measure."
VO2 spikes, lactate thresholds, load carriage to collapse; legal recall under sand-in-lungs debriefs. Candidates map kill-to-corridor relationships on chalkboards with blood-sticky gloves: if the fire plan cannot be defended to Juris Bellum, the fire plan is trash.
Phase I (8 weeks): Breakthrough Core.
- Breach & Birth: From a one-man hole to a two-lane artery in 180 seconds; smoke, dust, and panicked friendlies modeled live.
- Shield & Pavise: Powered pavises and moving testudo under drone swarms; casualty ferries in the same lane as the push.
- Ammo Economy: "Laddering" munitions forward without starving the tip.
Phase II (10 weeks): Weight & Adjacency.
- Titan Proximity: Hull-kiss movement beside siege walkers; no-go zones under footfalls; hard-contact evac under tracks.
- Red Tide Practicum: Epilektoi shock cadres rehearse the keystone crash that survives long enough for the primary wave to arrive, graded on time alive and time bought.
- Continuity Under Advance: How to keep the grid breathing while you turn streets into corridors of inevitability.
Phase III (6 weeks): Custody, Civ, and Command.
- Custodial Throughput: POW handling and medicae routing during moving fights; chain-of-custody while rubble still falls.
- Minister & Mayor Blocks: Commanders brief civil authority mid-advance; learn to say no to unlawful demands without losing tempo.
Phase IV (12 weeks): Convergence Rotations (Brigade immersion).
- Makhai (Elite Infantry): Knife-heart captures of decisive squares; stack discipline where the breach becomes home.
- Spartoi (Infantry): The Sown Field, planting micro-strongpoints so taken ground stays taken.
- Cyclopes (Armor): Forge Gaze precision, one gate, one tower, one avenue opened for the flood.
- Hekatonkheires (Mechanized): Hundred-Hand Relay, vehicles re-role mid-sprint so the push never outruns blood or bullets.
- Geryons (Recon): Triple-aspect (mask/mark/maul) teams that paint fear and sniff for breaks.
- Achillians (QRF): Hot-idle catastrophe interception; the problem ends inside the next minute.
Final Ordeal: "Anvil March" (96 hours, continuous).
Bridge seizure → boulevard birth → market-core capture → POW/med evac routing → Enemy armored counterpunch absorbed → Red Tide executed on the keystone → civil services handed back by minute 31. Adversarial AI forges orders and casualty lists; candidates must disbelieve wrong friends and keep the Law.
IV. Access and Differentiation
Selection Rate: 12–15% of TFE graduates (Spartan-track + Myrmidon-track) are chosen for Ares' Warbringers.
Why are candidates chosen here:
- Momentum Instinct. Natural feel for when to press, when to set the scaffold, and when to hand off, without coaching.
- Weight Tolerance. Comfortable living under armor breath, shock, and attrition, decisions don't slow as pain climbs.
- Team Fidelity over Theater. Glory-proof operators who measure success in meters held and services on, not headlines.
- Forgeclock Discipline. Can move a battalion on time with clean ROE while the world shakes.
- Logistics Literacy. Understands that ammo, water, and blood are maneuverable; can reroute all three in contact.
- Red Tide Temperament. Willing to be the point that buys the minute everybody else needs, without cruelty and without panic.
Candidates wired for shock-speed (Zeus), bastion patience (Hera), siege fearcraft (Hades), environmental phantoms (Poseidon), or clandestine orchestration (Athena) are routed accordingly. Ares is for those who turn today's door into tomorrow's street.
V. Education Structure and Purpose (Regimental Course Map)
Core (All Warbringers):
- Forgeclock Doctrine Lab: Timed breach-to-boulevard runs; miss a mark → repeat with heavier loads and stricter ROE.
- Red-Sun Attrition Ethics: Counter-subversion during long fights; zero tolerance for "fast evil" that mortgages legitimacy.
- Continuity Practicum: Power, water, medicae, and courts remain on during and after the push, fail once, rerun the week.
Brigade Tracks (Spartan & Myrmidon together):
- Makhai Hall: Last-door fights, hostage math, stack swaps under micro-collapse.
- Spartoi Yard: Moving Wall, palisade marches, Sown Field micro-forts.
- Cyclopes Field: Ram-tanks, bunker-busters, nose-to-stone lanes for infantry wake.
- Hekaton Works: Vehicle re-role (sled ↔ med ↔ rocket ↔ shield) without tempo loss.
- Geryons Den: Bait, witness, butcher, three faces, one scent; artery cutting before the charge.
- Achillians Ramp: Minute-scale catastrophe theft; cracked-watch drills until time obeys.
Currency of Certification: Perishable. Fail a quarterly Forgeclock, botch a Red-Room defense, or starve your tip, and your badge suspends until re-qual.
VI. Philosophy of Learning
- Weight Wins, Law Keeps. Anyone can smash; only professionals can hold.
- Speed is a Kindness. The faster the boulevard appears, the fewer die running it.
- Scars Are Receipts. We do not polish plates smooth; scars remind us who paid and why we won.
- Confess, Correct, Continue. Excuses are friction; friction kills tempo.
- Make the Map Simpler. When Warbringers pass, routes clarify, services resume, and governors sign, that is education's proof.
“Glory is a rumor that arrives late. We don’t train for rumors. We train for the bridge that holds, the boulevard that stays open, the clinic that never lost power while the line moved forward. If you can carry weight without asking to be seen, if you can keep time when the earth bucks, if you can buy the minute the rest of us need and call it even, then take your place in the line. The map will remember you, even if no one else must.”
"Sanguis et Gloria" - "Blood and Glory."
Ares' Warbringers are Task Force Eclipse's engine of lawful momentum, armored breakthrough, and pressure-warfare specialists who turn breaches into boulevards and seized ground into permanent geography. Built around Spartan spear leaders and relentless Blackguard Myrmidon assault stacks, the 5th Regiment widens the gap, stabilizes the grid, and hands a functioning city to governance while the Enemy’s will collapses.
Motto: Sanguis et Gloria, Blood and Glory.

Comments