Space E-war Profiles (2)

Profiles for the dead.

Space E-war Profiles (2)

Postby dinoman666 » Tue Sep 09, 2008 12:23 am

This page is about seven separate species from the Halo series that will appear in the SEW, if they haven't already, as well as their vehicles, weapons, equipment, etc. It's basically for people who aren't familiar with the Halo series, and to keep anything from getting too confusing.

Species:

Sangheili (Macto cognatus) (aka Elites):
http://images2.wikia.nocookie.net/__cb20100819162535/halo/images/c/c6/ReachEliteMinorrender.png
Sangheili are brave, proud warriors, who wield many varied weapons. Their armor is different in color (and sometimes style) to denote rank, and is usually, if not always, protected by personal energy shields, which are capable of recharging. Elites are around 8'6" tall on average, and are extremely strong, fast, and intelligent compared to humans. They are mortal enemies of the Jiralhanae race, though Ripa's influence in the Covenant has made Elites the main leadership force again. Despite the Sangheili race's honor-bound code, which allows other foes to lure them into traps rather easily, some, especially Special Operations squads, are much craftier, and even the higher-ranking Elites won't charge into close combat recklessly. In no circumstance should a Sangheili warrior, from the Minors to the Councilors, be underestimated.

Jiralhanae (Servus ferox) (aka Brutes):
http://images2.wikia.nocookie.net/__cb20100616213030/halo/images/thumb/2/23/HReach_-_Minor_Jiralhanae.png/533px-HReach_-_Minor_Jiralhanae.png
Jiralhanae, like the Sangheili, are powerful warriors, though they are stronger and larger (easily 9 feet tall), but overall less intelligent. They wield very barbaric weaponry, and many of their vehicles and weapons are adorned with, or even shoot, vicious spikes. They use armor of different styles and color to denote rank, but it is not as ornate as that of Elites. Brute armor provides minimal protection, as they only wear an undersuit, helmets, shoulder plates, and shin guards. However, Jiralhanae are extremely resilient to both plasma weaponry and ballistic firearms. They are used as shock troops and heavy infantry now that Ripa 'Moramee has taken control of the Covenant, and are never used in any sort of leadership role as they once did. The only known Brutes to wear shielded Power Armor anymore are Majorus and other Chieftains.

Kig-yar (Perosus latrunculus) (aka Jackals):
http://images3.wikia.nocookie.net/__cb20100908091654/halo/images/1/16/HaloReach_-_Jackal.png
Kig-yar are the scouts and assassins of the Covenant, and sometimes lead squads of their own kind or Unggoy into direct combat. Only around 5'11" tall, Jackals are rather frail, but are often protected by large energy shields, which are mostly impervious to ballistic weaponry. Because of their superb senses, they're also deadly snipers. Along with Spec Ops and Ultra Grunts, Kig-yar are the only Covenant soldiers trained to overcharge the Plasma Pistol (the only other weapon used by infantry Jacakls other than this is the Needler).

Kig-yar (Skirmisher sub-type):
http://www.bungie.net/images/Games/Reach/images/screenshots/ReachCampaign_m10_Skirmishers.jpg
Skirmishers are used as shock troops by the Covenant, and are similar to Jackals. However, they are tougher and stronger, and unbelievably fast and agile. They are rarely equipped with energy shields like their weaker cousins, but hardly need them. They often wield Plasma Pistols, Needlers, Needle Rifles, and Focus Rifles.

Lekgolo (Ophis congregatio) (Mgalekgolo are also known as Hunters):
http://images2.wikia.nocookie.net/__cb20100616213016/halo/images/thumb/9/9a/HReach_-_Mgalekgolo.png/392px-HReach_-_Mgalekgolo.png (This is a Mgalekgolo)
Lekgolo are sentient orange worms, each around a meter long. They are, by themselves, harmless burrowers, but in the Covenant military, they form 12-foot-tall congregations known as Mgalekgolo. These creatures always battle in closely-bonded pairs, and their heavy armor that provides support for their "hives" is nearly impenetrable, with only a few exposed spots. However, chunks of this plate armor, including the razor-sharp spines and curving plate on their backs, can be blasted off with explosive weaponry. Hunters' Assault Beam Cannons and massive shields make them formidable opponents. There are two varieties of Hunter seen thus far: one time fires the standard beam of incendiary gel and one that fires explosive fuel rods in a mortar-like fashion.. Mgalekgolo colonies on worlds with higher gravity can be even larger than the standard type, reaching nearly 50 feet tall in some cases.

Unggoy (Monachus frigus) (aka Grunts):
http://images3.wikia.nocookie.net/__cb20100616213012/halo/images/thumb/6/6b/HReach_-_Unggoy.png/433px-HReach_-_Unggoy.png
Unggoy are, to put it lightly, cowardly. These short (around 5 feet tall), simian-like creatures breathe methane naturally, and as such need to wear special gear on other worlds, so they're able to breathe. They were enlisted into the Covenant Army as cannon fodder, but require leaders to keep them aiming at the enemy and not fleeing in arbitrary directions. They are bitter enemies with the Jackals. In recent years, it seems that Grunt armor designs have changed dramatically, mostly in the form of new tank designs and even fully-sealed helmets in the higher ranks. This added protection (methane tanks less vulnerable to detonation from the front, as well as skull protection) seems to be an indication of the rising usefulness of Unggoy soldiers in the Rejuvenated Covenant army.

Yanme'e (Turpis rex) (aka Drones):
http://images4.wikia.nocookie.net/__cb20071112045042/halo/images/thumb/7/7d/Drone_Swarm.jpg/800px-Drone_Swarm.jpg
Separate Drone ranks: http://images1.wikia.nocookie.net/halo/images/thumb/1/12/Drones1.jpg/800px-Drones1.jpg
Drones are Grunt-sized, sentient insects that are used as aerial infantry by the Covenant. While fragile, they often attack in massive swarms, and are extremely agile in the air. They can also survive in vacuum, and as such make excellent technicians for spacecraft. They only wield Plasma Pistols and Needlers in battle, because they can't use anything heavier in mid-flight. Several subspecies of Drones have been seen in addition to the usual green-shelled type: blue-shelled ones which are slightly deadlier and tougher, gold ones with a light energy shield to protect themselves, and red "leader" Drones with even tougher shields. The leader Drones often wield Brute Plasma Rifles, making them the most dangerous type of Drone.

Huragok (Facticius indoles) (aka Engineers):
http://images2.wikia.nocookie.net/halo/images/3/3a/HuragokODST.jpg The armor: http://images2.wikia.nocookie.net/__cb20100821012036/halo/images/8/88/Huragok.jpg
These creatures, though used by the Covenant, are in fact an artificial race created by the Forerunners. They are completely benevolent to all around them, and simply use their tentacles, which can split into many fine cilia, to repair, reconstruct, or otherwise learn more about technology around them. They are very useful in repairing just about anything, and even new technology baffles them for only a moment before they completely disassemble it and put it back together in seconds. Recently, Ripa 'Moramee has given Engineers special, spiky body armor that not only shields them, but also projects an extra-strong Overshield over any Covenant soldier nearby, including other Huragok. However, if Engineer's shields overload or the creature is killed, the armor will explode violently, vaporizing the Engineer and throwing large spikes in every direction with enough force to impale a concrete wall. However, they still never attack enemies, and attempt to flee if attacked. Engineers rarely speak or socialize, though in some rare cases will communicate via sign language with other races (mostly San'Shyuum and Unggoy, especially Deacons).

San 'Shyuum (Perfidia vermis) (aka Prophets):
http://images3.wikia.nocookie.net/halo/images/thumb/5/52/Halo_Wars_Prophet.jpg/552px-Halo_Wars_Prophet.jpg
San 'Shyuum were once the hierarchs of the Covenant, but they nearly went extinct when their replacement home planet, a massive space-faring city known as High Charity, suffered a catastrophic Flood outbreak. They still hold leadership roles in the Covenant, outranking many Chieftains, though ultimately the Chieftain of the Jiralhanae is at the same level. The highest-ranking Prophet known so far is the Prophet of Candor, who is co-leader with Majorus (though Ripa 'Moramee is the true leader of the Covenant). Prophets are rather frail and physically unimpressive, but they possess immense intelligence and the higher-ranking ones sit on Gravity Thrones with nearly impenetrable shielding and special Gravity Cannons that function in a similar manner to the Hunter's Assault Cannon. Lower-ranking Prophets simply use Gravity Belts to hover above their soldiers, which is hidden amongst their robes.

Weapons:

Type-25 Directed Energy Pistol (Plasma Pistol):
http://images1.wikia.nocookie.net/__cb20100613200513/halo/images/thumb/d/d5/HR_Type25_study2.jpg/800px-HR_Type25_study2.jpg
This small sidearm shoots bolts of green, superheated plasma. Often used by shield-bearing Jackals, Drones, and Grunts, they can also be overcharged, depleting shields instantly and burning through plate metal like tissue paper. They do, however, temporarily overheat with sustained fire.

Type-25 Directed Energy Rifle (Plasma Rifle):
http://www.bungie.net/images/Games/Reach/intel/weapons/plasmarifle.png
Often used by Elites, Plasma Rifles shoot bolts of blue plasma at high speed, but overheat with continuous fire and cannot overcharge like the Plasma Pistol. They do, however, do significantly more damage per shot. A variant of this weapon, used by Brutes exclusively, is red in color, fires faster, does more damage, and overheats significantly faster.

Type-51 Carbine:
http://images.wikia.com/halo/images/7/70/Bnetcarbine.jpg
Usually used by Elites and Jackals (and occasionally Brute Bodyguards), the Carbine is a powerful, accurate rifle that shoots single shots of shielded, radioactive rounds. A single headshot is usually lethal, and it fires extremely fast. The Carbine also has a 2X scope for mid-range attacks.

Type-33 Guided Munitions Launcher (Needler):
http://images2.wikia.nocookie.net/__cb20100408171603/halo/images/d/d3/Halo_Reach_Needler.png
This odd weapon is used by Elites, Drones, Grunts, and Jackals. It shoots small, pink needles at high speed, which track their target. Upon embedding themselves in an opponent, they detonate painfully (often damaging tissues and internal organs), and a combination of seven or more of these can create a lethal explosion. They bounce off linear energy shields, like those used by Jackals, but not the personal shields of Elites.

Type-31 Needle Rifle:
http://images2.wikia.nocookie.net/__cb20100408204745/halo/images/thumb/e/e1/Type-31_Rifle.png/800px-Type-31_Rifle.png
A larger cousin of the Needler, this two-handed, headshot-capable rifle has much more powerful ammunition, as it only takes three needles from the weapon to cause a lethal explosion, unlike the seven required by its smaller counterpart. However, its ammunition does not have a homing capability. Favored by Elites and Skirmishers.

Type-33 Light Anti-Armor Weapon (Fuel Rod Gun):
http://images3.wikia.nocookie.net/__cb20100616213314/halo/images/thumb/5/55/HReach_-_T33LAAW.png/800px-HReach_-_T33LAAW.png
This heavy weapon fires explosive fuel rods at foes, capable of over-turning light vehicles, and even gutting tanks with sustained fire. It's used by Elites and high-ranking Brutes. Even high-ranking Grunts carry them on occasion.

Type-50 Sniper Rifle System (Particle Beam Rifle):
http://www.halopedian.com/images/thumb/5/5c/Bnetbeamrifle.jpg/640px-Bnetbeamrifle.jpg
Used by Jackals and sometimes Elites, the Beam Rifle is essentially a Sniper Rifle, which shoots particle beams at high speed, capable of killing in one shot against even shielded foes. Energy Projectors function in a similar manner, though on a much larger (and more devastating) scale, because they're used by capital ships.

Type-1 Energy Weapon (Energy Sword):
http://images3.wikia.nocookie.net/__cb20100613184548/halo/images/thumb/3/3b/Type-1_Sangheili_Energy_Sword.png/800px-Type-1_Sangheili_Energy_Sword.png
Used only by Elites, the Energy Sword is wielded almost exclusively by the higher-ranking members of their kind. Though strictly a close-quarters weapon, it can cut through armor and flesh with incredible ease, and is one of their most dangerous armaments.

Energy Dagger:
http://images3.wikia.nocookie.net/__cb20100510013209/halo/images/1/1c/Reach_970264_Medium.jpg
The Energy Dagger is used by Sangheili in close combat. All Sangheili ranks, from Minor to Councilor, use these weapons. They are especially popular among the Special Operations and Stealth ranks, and are strictly used for assassinations.

Type-1 Antipersonnel Grenade (Plasma Grenade):
http://images2.wikia.nocookie.net/__cb20100501025452/halo/images/thumb/4/4b/HaloReach_-_Plasma_Grenade.png/600px-HaloReach_-_Plasma_Grenade.png
Very similar to many types of grenades (except that it explodes in a flash of superheated plasma), this explosive possesses one particularly lethal attribute: the ability to stick itself to infantry and vehicles, but not walls, trees, etc. The mechanism by which it does this is currently unknown, except to the Elites. Once stuck by the Plasma Grenade, it is impossible to remove unless the victim removes whatever object it stuck to (armor, clothing, etc.). Grunts are prolific in the use of these explosives.

Type-25 Carbine (Spiker):
http://www.bungie.net/images/Games/Reach/intel/weapons/spikerifle.png
Used only by Brutes, this weapon not only uses spikes as decoration and close-range weaponry, but as ammunition. It fires superheated spikes which cause terrible wounds that take a long time to heal (if you survive, that is).

Type-52 Pistol (Mauler):
http://images1.wikia.nocookie.net/__cb20090621005719/halo/images/6/61/129300-10.jpg
Used by the Brutes, the Mauler not only has vicious spikes on it, but mimics a kind of weak shotgun combined with a revolver. Its power increases quite a bit when wielded in pairs.

Type-25 Grenade Launcher (Brute Shot):
http://images.wikia.com/halo/images/thumb/d/db/Brute_Halo_3_Shots.jpg/800px-Brute_Halo_3_Shots.jpg
Quite possibly the deadliest infantry weapon used by Jiralhnae, the Brute Shot fires deadly grenades in a slight arc, but also has a massive bayonet that can rip through foes with ease. The grenades can rip a human in half from the explosion. Used only by the high-ranking members of this barbaric race.

Type-2 Energy Weapon/Hammer (Gravity Hammer):
http://images2.wikia.nocookie.net/__cb20100406133312/halo/images/thumb/1/1b/Type-2_Energy_Weapon_Hammer_Halo_Reach.png/234px-Type-2_Energy_Weapon_Hammer_Halo_Reach.png
Aptly named, the Gravity Hammer is only used by Brute Chieftains, and a single hit from the head releases an energy shockwave that effectively "alters gravity," sending small vehicles, grenades, and even enemies flying away from the user, usually killing foes in the process. The blade on the back can also be used as a weapon.

Type-2 Antipersonnel Fragmentation Grenade (Spike Grenade):
http://images.wikia.com/halo/images/thumb/a/aa/Brute_Spike_Grenade.jpg/477px-Brute_Spike_Grenade.jpg
Those spikes aren't just for show. They allow this grenade, when thrown, to stick to nearly anything (except a Jackal's shield). When it explodes, however, it sends a cone of deadly spikes into the air and envelops the immediate area in a small fireball that can rip holes in stone walls, or even blow a smaller vehicle apart.

Type-3 Antipersonnel/Antimateriel Incendiary Grenade (Firebomb Grenade):
http://images.wikia.com/halo/images/1/13/H3_Firebomb.jpg
Used by Brute Stalkers, this weapon is vastly different from a Spike Grenade. Upon being thrown, it explodes on contact with any surface, enveloping that area in a three-by-three foot patch of flaming gel that dissipates after about ten seconds. This gel can stick to organic targets, leading to an agonizing death.

Vehicles:

Type-32 Rapid Assault Vehicle (Ghost):
http://images2.wikia.nocookie.net/__cb20100402203435/halo/images/d/d8/Reach_Ghost.jpg
Used by Jackals, Grunts, Elites, and occasionally Brutes, the Ghost is a fast-moving scout vehicle that cannot only boost to increase its speed at the cost of weapons use, but is armed with two deadly, rapid-fire Plasma Cannons. It floats slightly above the ground at a fixed elevation thanks to its Anti-Gravity unit. A variant of the Ghost, used by the Sangheili Armed Forces, is equipped with a light energy shield that can protect it from some damage that would otherwise destroy the vehicle.

Type-25 Assault Gun Carriage (Wraith):
http://images3.wikia.nocookie.net/__cb20100331194435/halo/images/thumb/6/67/Halo_Reach_Wraith.JPG/721px-Halo_Reach_Wraith.JPG
Used by the Covenant and Elites, the Wraith is, essentially, a Plasma Mortar tank with a short boost function to ram foes, and a turret to defend against infantry. There's also a bronze-colored Anti-Air version (called the Type-52 Anti-Aircraft Artillery) that fires powerful Fuel Rods at high speed. Like the Ghost, it has an Anti-Gravity feature that allows it to float. Two variants of the Wraith exist. One, used by the SAF, is equipped with a heavy energy shield, while the other, used by the Covenant, instead has a special override syphon on its Plasma Mortar, allowing it to fire a shot that literally superheats the area it hits, boiling infantry alive and melting through enemy fortifications. However, the syphon can only be used about once a minute.

Type-26 Ground Support Aircraft (Banshee):
http://images2.wikia.nocookie.net/__cb20100408175815/halo/images/thumb/7/78/Halo_Reach_Type_26_GSA.png/669px-Halo_Reach_Type_26_GSA.png
The agile Banshee is the Covenant's and Elites' air vehicle, capable of making deadly strafing runs with its Fuel Rod Gun, or dog-fighting aerial foes with its rapid-fire Plasma Cannons. The Banshee is also airtight, enabling it to operate in space.

Type-27 XMF (Space Banshee):
http://images4.wikia.nocookie.net/__cb20100914130503/halo/images/thumb/4/4a/Type-27_XMF.png/778px-Type-27_XMF.png
The Banshee Interceptor is a vacuum-sealed variant of the standard Banshee, designed for exoatmospheric combat. It is armed identically to its atmospheric cousin, but is little match for the Sabre fighter. It is used mainly to overwhelm the opposition, unlike the significantly tougher Seraph.

Shadow:
http://images4.wikia.nocookie.net/__cb20100215002329/halo/images/f/f2/ShadowH2.png
The Covenant Shadow is a slow-moving, but extremely tough APC used by Covenant forces. It has the ability to transfer a number of infantry, including Elites, Grunts, Jackals, and Brutes, into combat zones. Its troop bay is modular, however, and can be taken out to provide room for a single Ghost. Shadows are piloted by Elites, and their single defensive turret is manned by an Elite as well.

Type-25 Rapid Assault Vehicle (Brute Chopper):
http://images.wikia.com/halo/images/a/a5/Jiralhanae_Type-25_Rapid_Assault_Vehicle.jpg
The Brute Chopper has two powerful autocannons for attacking at range, but its most deadly aspect are the massive wheels/blades at its front, which can cut through almost any vehicle smaller than a tank (not to mention unfortunate infantry) with the use of its short-lived, but powerful, boost. The seat is supported by Anti-Gravity generators.

Type-52 Infantry Support Vehicle (Brute Prowler):
http://images.wikia.com/halo/images/thumb/c/c1/Brute_Prowler_2.jpg/800px-Brute_Prowler_2.jpg
The Brute Prowler is capable of carrying four troops: a gunner for its 360-degree Plasma Turret, a driver, and two passengers on the side seats. Equipped with the proper weapons, the passengers can turn a Prowler into a deadly heavy weapons platform. It is exceptionally stable, and the spikes on its front can be used in a similar fashion to the Choppers wheel in some instances.

Type-26 ASG (Shade Turret):
http://images.wikia.com/halo/images/e/e0/Halo_3_Shade.jpg
Used exclusively by Grunts and Elites, the Shade turret rotates slowly, but fires powerful bolts of plasma at high speed and protects the operator extremely well. One variant of this turret is green in color and armed with Fuel Rod Cannons instead of the standard Plasma Cannons. Another version is armed with anti-air plasma, which explodes in mid-air, and the turret itself is shielded, protecting it from light-arms fire.

Type-38 Anti-Aircaft Cannon (Tyrant):
http://images1.wikia.nocookie.net/__cb20100730172809/halo/images/thumb/1/10/Reach_Outpost_Firefight.jpg/800px-Reach_Outpost_Firefight.jpg
The plasma battery is used specifically for taking down enemy ships in atmosphere. It can fire up to three shots every 10 seconds, and each plasma bolt is capable of smashing apart a Longsword Interceptor or gutting a UNSC Frigate. The base of the cannon contains its shielded power core and operations station. It is often manned by a Sangheili Officer or Ultra, and is usually guarded by other Covenant, occasionally those of high rank, such as Generals.

Automated Plasma Turret:
http://images1.wikia.nocookie.net/halo/images/d/d6/Web_turrets.jpg
The APT is used to defend Covenant Citadels from enemy attack, and can be three different sizes. However, they can also be equipped with one of three extra weapons: antiair Heavy Needlers, anti-vehicle Fuel Rod Cannons, or an anti-infantry Plasma Mortar similar to the one used by Wraiths. They cannot be shielded, however, like the rest of a Covenant base, so that they are able to fire on approaching enemies.

Type-52 Troop Carrier (Phantom):
http://images1.wikia.nocookie.net/__cb20100126154358/halo/images/thumb/0/0c/HaloReach_-_Screenshot_05.jpg/800px-HaloReach_-_Screenshot_05.jpg
The Covenant's main dropship, the Phantom is heavily armed and armored, boasting a light plasma mortar turret, two plasma turrets in the troops compartment, and, of course, its deadly cargo: up to a dozen Brutes and twice as many Jackals, Grunts, or Drones (and, in the Elites' case, anywhere from half a dozen to a whopping thirty Elite soldiers).

Phantom Gunboat:
http://images2.wikia.nocookie.net/__cb20100924181905/halo/images/2/27/Phantomgnbt.jpg
Used more as a combat superiority vehicle than a troop transport, the gunboat functions in space, and is armed with a chin-mounted heavy plasma cannon and four side-mounted plasma auto-turrets that do incredible amounts of damage on interceptor fighters. The Phantom Gunboat can take tremendous amounts of punishment, including two batches of Sabre missiles.

DX-class Dropship (Spirit):
http://images3.wikia.nocookie.net/__cb20100129022033/halo/images/9/97/Spirit.png
The Spirit is another form of Covenant dropship, but is relatively less effective, not able to hold as many troops in its two long troop compartments and only having one light plasma mortar turret. However, it is far more durable than the Phantom, with no obvious weak points and heavy shielding.

Vampire:
http://images4.wikia.nocookie.net/halo/images/thumb/6/6c/Web_vampire.jpg/800px-Web_vampire.jpg
An anti-air aircraft, the Vampire's weaponry make it nearly unstoppable in dogfights. Its main weapon, a Heavy Needler cannon, can track targets, bringing even agile aircraft down with ease. It has two smaller plasma cannon used for attacking light ground targets as well, but by far its most dangerous armament is the Stasis Beam, which drains energy from enemy aircraft, eventually causing the target to overload and explode violently, while also giving the Vampire more energy to keep it in the air longer and prevent it from being forced to head to refueling stations for extended periods of time.

Type-31 XMF (Seraph):
http://images3.wikia.nocookie.net/__cb20100920191237/halo/images/thumb/f/f9/HaloReach_-_SeraphProfile.png/800px-HaloReach_-_SeraphProfile.png
Well-shielded, extremely agile, and boasting two Plasma Cannons and Plasma Torpedo launchers, the Seraph is the Covenant's and Elites' main space fighter.

CCS-Class Battlecruiser:
http://images.wikia.com/halo/images/thumb/8/8c/CCS-Battlecruiser.jpg/800px-CCS-Battlecruiser.jpg
Used by both Brutes and Elites, the Battlecruiser is their most common capital ship, and for good reason. Its shields are extremely tough, and it's armed with dozens of Plasma Torpedo launchers, Pulse Laser Turrets, and even a couple Energy Projectors, which can obliterate shields in a single hit.

Assault Carrier:
http://images.wikia.com/halo/images/thumb/c/c5/Shadow_of_Intent.jpg/800px-Shadow_of_Intent.jpg
Some of the largest Covenant ships, Carriers are often used as flagships in Covenant and Elite fleets. With similar weapons as the Battlecruiser (though much higher in number), the only major advantage they have, along with stronger shields, are their massive hangar bays, capable of carrying thousands of troops and vehicles. (Note, there will be other capital ships put in the database once they're revealed in the SEW)

Supercarrier:
http://images2.wikia.nocookie.net/__cb20100917055559/halo/images/thumb/9/9e/CovenantSupercarrier.jpg/800px-CovenantSupercarrier.jpg
The Covenant Supercarrier is nearly identical to the Assault Carrier, but is significantly longer, being around 88,000 feet long compared to the Assault Carrier's 17,000. Supercarriers are also sleeker and more well-armed, equipped with seven Energy Projectors. They are often used as flagships in large, very important Covenant fleets, and are also used in advance invasion forces to create a significant ground presence as quickly as possible.

Type-47 Ultra Heavy Assault Platform (Scarab):
http://images.wikia.com/halo/images/thumb/d/d2/StormScarab.jpg/800px-StormScarab.jpg
Scarabs are the most powerful ground vehicles of the Brutes and Elites (ironically, they are simply repurposed mining equipment). Their mouth cannon fires a constant green beam capable of drilling through rock and metal, not to mention infantry and vehicles, and the top turret is useful for shooting aircraft out of the sky. The only known way of stopping the 90-foot-tall Scarab (bar orbital bombardment) is to board it and destroy the Engine Core inside. The vehicle is often manned by a variety of troops to protect it, but it's actually piloted by Lekgolo worms.

Locust:
http://images4.wikia.nocookie.net/halo/images/thumb/5/5e/Covie_locust.jpg/800px-Covie_locust.jpg
A smaller cousin of the Scarab that is also a former mining machine, the Locust is equipped with a mining laser of its own, though this one is purple in color and less powerful, mostly only useful against enemy fortifications. However, the Locust also has its own personal energy shield, which can be drained and the energy put into the beam. The Locust's beam is known as having an incredible range, enabling it to attack enemy structures without fear of retaliation, especially when protected by other troops.

Battleship:
http://images2.wikia.nocookie.net/__cb20100111132443/halo/images/thumb/c/cc/SuperCarrier3j.jpg/800px-SuperCarrier3j.jpg
One of the largest ships in the Covenant Navy, the Battleship is, while dwarfed by the Assault Carrier, is armed with an incredible one dozen Energy Projectors in addition to the standard Plasma Torpedoes and Pulse Lasers on every Covenant capital ship. The Battleship can withstand the concentrated fire of a dozen UNSC ships at once, and is particularly resistant to nuke attacks.

Destroyer:
http://images4.wikia.nocookie.net/__cb20090428133102/halo/images/thumb/3/3c/CovDestroyer.jpg/800px-CovDestroyer.jpg
The Destroyer is smaller than a Covenant Cruiser, but it's surprisingly well-armed, with numerous Pulse Lasers, two lateral Plasma Torpedo launchers, and even a special Energy Projector used for glassing planets. It also carries a complement of Seraph fighters and can easily hold its own in a fight against much larger capital ships.

Frigate:
http://img130.imageshack.us/img130/7088/covenantfrigateov0.jpg
The Covenant Frigate is one of the smallest capital ships the Sangheili and Jiralhanae use, but it is far from defenseless, equipped with dozens of Pulse Laser Turrets and Plasma Torpedoes. It is also extremely durable, capable of withstanding a nuke, a direct hit from a MAC Gun, nearly 200 anti-ship missiles, and still be able to fight back.

Agricultural Support Ship:
http://images.wikia.com/halo/images/3/35/InfinateSuccor.JPG
These ships are used by the Covenant to feed wandering fleets when far away from their homeworlds. Though much smaller than most Covenant capital ships, they do contain large hunting pastures, but aren't designed for rigorous combat (they do, however, contain large, combat-worthy crews of Jackals and Grunts, and sometimes Brutes). These are rarely used by Sangheili fleets.

Corvette:
http://images2.wikia.nocookie.net/__cb20100916211316/halo/images/thumb/c/c0/Reach_468670_Full.jpg/800px-Reach_468670_Full.jpg
A light warship used by the Covenant Navy. It has a hangar bay for Seraphs, as well as a ventral section near its grav lift that holds Type-27 XMF's and the exits for Orbital Insertion Pods. It holds atmospheric Banshees in its hangar bay as well. Unlike other Covenant capital ships, the Corvette's bridge is located at the front of the hull instead of buried within the bowels of the craft. For a Covenant ship, the Corvette is surprisingly lightly armed and armored, with only three plasma autocannons on each side of the ship and eight point defense Pulse Laser turrets. Its shields are also surprisingly weak, and would have difficulty facing even the smaller UNSC Frigate in a straight fight if the human ship used its MAC.

Ranking System:
Elites, Brutes, Grunts, and Jackals have specific ranks in the military, varying in armor or shield color. Some have special features unique to their rank, and higher ranks get better weapons than their inferiors.

Elites:
Minor: http://www.halopedian.com/images/0/08/ReachMinorElite.jpg
Major Domo (Major, more commonly called Officer): http://images3.wikia.nocookie.net/__cb20100616215315/halo/images/thumb/0/0b/HReach_-_Officer_Sangheili.png/600px-HReach_-_Officer_Sangheili.png
Ranger: http://images1.wikia.nocookie.net/__cb20100616213020/halo/images/thumb/2/27/HReach_-_Ranger_Sangheili.png/527px-HReach_-_Ranger_Sangheili.png (Utilize thruster packs and sealed suits to operate in space)
Stealth: http://images.wikia.com/halo/images/2/2c/StealthMajorElite01.jpg (Use Active Camouflage to become almost invisible, but have very weak shields. Lowest-ranking Elites that can use the Energy Sword)
Special Operations: http://images2.wikia.nocookie.net/__cb20100616215316/halo/images/thumb/a/a8/HReach_-_SpecOps_Sangheili.png/566px-HReach_-_SpecOps_Sangheili.png (Used as commandos during particularly difficult missions, and have a temporary, recharging Active Camo unit in their armor)
Ultra: http://images4.wikia.nocookie.net/__cb20100617194921/halo/images/thumb/6/67/HReach_-_Ultra_Sangheili.png/320px-HReach_-_Ultra_Sangheili.png (Shields three times as strong as most other Elites'. Always wield an Energy Sword as a backup weapon)
Honor Guard: http://images.wikia.com/halo/images/thumb/8/84/HonorGuard07.jpg/574px-HonorGuard07.jpg (Defend the Councilors on Sangheilios, and are led by white-armored Honor Guard Ultras)
General: http://images2.wikia.nocookie.net/__cb20100919233250/halo/images/d/d5/Reach_1641364_Medium.jpg (Technically not Zealots, but function as both Field Masters and Ship Masters of smaller ships. They can wield Energy Swords, but prefer heavier weapons, like Plasma Launchers, Fuel Rod Guns, and Concussion Rifles. They are more reckless and more common than standard Zealot Field Masters, and often lead smaller squads of Covenant)
Zealot: http://images1.wikia.nocookie.net/__cb20100917100355/halo/images/thumb/3/35/Sangheili_Zealot.jpg/499px-Sangheili_Zealot.jpg (Function as Field Masters, Ship Masters, Fleet Masters, Supreme Commanders, and Imperial Admirals. Most often wield Energy Swords, but use other weapons, like Plasma Rifles)
Field Master: Lead ground troops.
Field Marshall: http://images3.wikia.nocookie.net/__cb20100917100303/halo/images/thumb/0/0e/Sangheili_Field_Marshall.jpg/800px-Sangheili_Field_Marshall.jpg (Similar to Field Masters, but command much larger groups, including Field Masters themselves)
Ship Master: Command single capital ships.
Fleet Master: Command entire battlegroups from a larger flagship.
Supreme Commander: Command much larger fleets.
Imperial Admiral: Command the largest Sangheili fleets. Ripa does not allow the Imperial Admiral rank in the Covenant.
Councilor: http://images.wikia.com/halo/images/thumb/d/dd/Councilor1.jpg/406px-Councilor1.jpg (Central government members on Sangheilios)

Brutes:
Minor: http://images2.wikia.nocookie.net/__cb20100616213030/halo/images/thumb/2/23/HReach_-_Minor_Jiralhanae.png/533px-HReach_-_Minor_Jiralhanae.png
Captain: http://images2.wikia.nocookie.net/__cb20100616213026/halo/images/thumb/4/41/HReach_-_Major_Jiralhanae.png/266px-HReach_-_Major_Jiralhanae.png
Chieftain: http://images2.wikia.nocookie.net/__cb20100616213023/halo/images/thumb/3/33/HReach_-_Chieftain_Jiralhanae.png/339px-HReach_-_Chieftain_Jiralhanae.png (Wield Gravity Hammers, Plasma Launchers, and Fuel Rod Guns, and are the only Brutes still equipped with shields)
Chieftain of the Jiralhanae: Majorus.

Jackals:
Minor: http://images.wikia.com/halo/images/thumb/6/65/Jackal_Minors.jpg/800px-Jackal_Minors.jpg
Major: http://images1.wikia.nocookie.net/__cb20100928113153/halo/images/thumb/7/78/Kig-yar_Major_III.jpg/800px-Kig-yar_Major_III.jpg
Marksman: http://images2.wikia.nocookie.net/__cb20100917055924/halo/images/thumb/c/ce/Halo_Reach_Jackal_Sniper.jpg/800px-Halo_Reach_Jackal_Sniper.jpg (Always wield Carbines and Needle Rifles, and lack shields)
Sniper: http://images1.wikia.nocookie.net/halo/images/4/4d/Halo3_Jackal.jpg (Wield Beam Rifles and Focus Rifles)
Ultra: Wield white energy shields and use Needlers and Plasma Rifles more than Plasma Pistols. Very rare and hard-to-attain rank.

Skirmishers:
Skirmisher Minor: http://images3.wikia.nocookie.net/__cb20100213234033/halo/images/thumb/7/7b/Halo_Reach_-_Skirmisher.png/391px-Halo_Reach_-_Skirmisher.png
Skirmisher Major: http://www.halopedian.com/images/thumb/d/dc/Skirmisher_Major.png/468px-Skirmisher_Major.png
Skirmisher Murmillo: http://images3.wikia.nocookie.net/__cb20100925212902/halo/images/thumb/7/70/Murmillo.png/270px-Murmillo.png
Skirmisher Commando: http://images3.wikia.nocookie.net/__cb20100925185019/halo/images/9/98/Skirmishercommando.jpg (Possess a primitive hologram technology that creates a "dummy" version of themselves, providing a useful distraction)
Skirmisher Champion: http://images4.wikia.nocookie.net/__cb20100616214434/halo/images/thumb/4/45/HReach_-_Skirmisher.png/579px-HReach_-_Skirmisher.png (Small energy shields bolster their armor's defenses)

Grunts:
Minor: http://images1.wikia.nocookie.net/__cb20101005042341/halo/images/1/1a/Grunt_Minor.png
Major: http://images3.wikia.nocookie.net/__cb20101005042818/halo/images/b/bb/Grunt_Major.jpg
Heavy: http://images1.wikia.nocookie.net/__cb20100616215327/halo/images/thumb/4/42/HReach_-_Heavy_Unggoy.png/563px-HReach_-_Heavy_Unggoy.png (Often man turrets, vehicles, and carry Fuel Rod Cannons.)
Spec Ops: http://images3.wikia.nocookie.net/__cb20100616215324/halo/images/thumb/8/8f/HReach_-_SpecOps_Unggoy.png/564px-HReach_-_SpecOps_Unggoy.png (Operate in squads led by Spec Ops Elites, and are often better trained than other Unggoy)
Ultra: http://images3.wikia.nocookie.net/__cb20100207062512/halo/images/d/db/Halo_Reach_-_Unggoy.png (Highest-ranking Grunts in Covenant.)
Deacon: Wears a special tunic, and is used as a religious leader among Unggoy. Often more intelligent than others of its kind.

The Flood (Inferi redivivus):
The Flood, also known as the Parasite by the former Covenant, is an extragalactic parasitic life form that consumes sentient life as its one need. The basal stage of the Flood is known as the Infection Form, which can evolve or infect other beings to create more forms.

Infection Form:
http://images.wikia.com/halo/images/thumb/4/4a/Infection_Form.jpg/800px-Infection_Form.jpg
The Infection Form, while harmless on its own (sort of), they are rarely found alone. In fact, the infection Form is often found in the thousands, even the millions, overwhelming their enemy and infecting them, using them as hosts for the new Combat Form. They can also infect dead bodies as well. After the Flood have reached a more coordinated form of development, the Infection Forms evolve into Pure Forms.

Combat Form:
http://images.wikia.com/halo/images/a/a6/1195430022_100.jpg(Elite, Brute, and Human forms)
The Combat Form is the main Flood form used in attacking and defending, at least until Pure Forms are created. They are created from infected sentients, like humans, Sangheili, Jiralhanae, Trandoshans, and Koults. Though they sometimes carry the weapons of their former species, they prefer leaping fifteen meters into the air and lashing out at their foes with immensely strong tentacles on their limbs. Combat Forms are extraordinarily difficult to kill, and can even survive decapitation.

Carrier Form:
http://images.wikia.com/halo/images/thumb/0/05/1216051145_Carrier_form.jpg/800px-1216051145_Carrier_form.jpg
Carrier Forms are made from now-useless Combat Forms and smaller sentients, like Kig-Yar. They waddle rather slowly, but when they get near an enemy, they collapse, swell, and explode with the force of a grenade, scattering dozens of Infection Forms in the process.

Pure Forms:
The Pure Form is, in fact, made of three different forms that they can shift between at will: the Stalker, Tank, and Ranged Forms.

Stalker Form:
http://images.wikia.com/halo/images/c/cd/Stalkerform.png
Not very tough or dangerous, the Stalker Form is nonetheless very, very fast and agile. They climb walls, leap very far, but don't attack very often. They prefer turning into Tanks or Ranged Forms to fight against enemies.

Tank Form:
http://images.wikia.com/halo/images/thumb/2/2a/Flood_Tank_Form.jpg/800px-Flood_Tank_Form.jpg
The Tank Form is slow, and can only melee foes, but is immensely tough, capable of withstanding all forms of light to medium weaponry, unless fired at their "mouth," and can also spit out Infection Forms to provide distractions. Their close-range attacks are bone-breakingly strong.

Ranged Form:
http://images.wikia.com/halo/images/thumb/d/d6/Ranged_Form.jpg/800px-Ranged_Form.jpg
The Ranged Form rarely moves, preferring to stick to walls and ceilings at a distance. They fire rapid-fire spikes at long distances, and with near-perfect accuracy, often fatally perforating foes before they get too close. If they're attacked, they fold up, becoming more well-protected, but unable to attack back. They turn to Stalker Forms to move around.

TGDA:

Considering the immense variety of troops and vehicles the Trando-Geo Droid Alliance has at its disposal, the Sangheili (AKA me :P) have decided to list some of the more common droids used by Grievous' armies.

B1 Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/a/a0/Battledroids.jpg
The B1 is the standard infantry droid of the TGDA, much to Grievous' chagrin, who only sees them as a necessary evil. B1s are tactically inept in combat, and only have the advantage of numbers on their side. However, they are also incredibly cheap and simple to manufacture, and because of this they are still used in many roles, such as infantry, pilots, and security. B1s carry a variety of weapons, depending on their roles, but usually carry thermal detonators and E-5 blaster rifles, which are made specifically for the B1. A variant of the B1 is the yellow-marked OOM-series, which is more independent than a standard B1, and is often used as a commander class. The most well-known of these droids is OOM-6, who is Grievous' second-in-command (a surprise, considering) and has a near-100% success rate.

B2 Super Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/d/db/B-2superbattledroid_1.jpg
B2s, or Super Battle Droids, are significantly deadlier than B1s, but are slightly rarer. Their reinforced chassis is superior to the B1s, and their arm-mounted blasters and wrist rocket launchers are more powerful and efficient than the B1's E-5 blaster rifle. The only downside to the the B2 is that they are relatively slow-moving and unintelligent, often ignoring a target once it moves out of visual range. If the target survives the first barrage, that is. A commander variant, signified by a yellow circle on the left shoulder and a left arm converted into a small missile/warhead launcher, is sometimes used to lead B1s and B2s into combat when an OOM is unavailable.

Droideka:
http://images1.wikia.nocookie.net/starwars/images/2/2f/Droidekapromo.jpg
The Droideka, aka the Destroyer Droid, is well-known for being incredibly lethal, even to Jedi and other powerful beings, thanks to the particle/ray shields they can erect, which can resist anything up to and including light artillery rounds, and their rapid-fire, high-intensity blasters that have an alternate form of fire that's slower, but capable of rupturing light vehicles. Droidekas are extremely slow walkers, but are capable of rolling themselves into a wheel mode that allows them to move faster, but prevents them from using their shields or weapons (unless modified). Droidekas are a creation of the insectoid Colicoids, who bear a resemblance to the droid.

B3 Ultra Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/thumb/7/7a/B3_ultra_battle_droid.JPG/378px-B3_ultra_battle_droid.JPG
The 3-meter-tall B3's creation was personally overseen by Grievous, and as a result it is incredibly deadly, loaded with weapons, including a tight-spray flamethrower in its right arm, dual blasters in its smaller arms, a wide-spray plasma cannon in its left arm, and a missile launcher that shoots semi-sentient brilliant missiles in its left shoulder. Finally, the B3 boasts a special density projector, which can increase its weight twentyfold and prevent it from being toppled easily.

Scorpenek Annihilator Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/4/40/Annihilator_NEGD.jpg/722px-Annihilator_NEGD.jpg
The Annihilator is, for all intents and purposes, a giant Droideka (even created by the Colicoids). The Annihilator, however, cannot revert to a wheel mode, though this is hardly necessary. Its shields are nearly immune to any type of ordnance, short of capital ship weaponry, and its blaster cannons can reduce even AT-ATs to smoking husks in mere seconds. They are, however, extremely difficult and expensive to manufacture, and are rather rare.

Droideka Mark II:
http://images3.wikia.nocookie.net/starwars/images/5/5d/DroidekaMarkII.jpg
An upgraded, but rarer, version of the standard Droideka, the Mark II is somewhat larger than its counterpart, and is equipped with ion cannons in its torso along with the usual blasters. Other than these physical features, the Mark II is mostly identical to the Droideka (though, obviously, significantly more dangerous).

BX-series Droid Commando:
http://images2.wikia.nocookie.net/starwars/images/5/50/BX-series_droid_commando.jpg
Droid commandos are an elite unit of battle droid assigned for stealth missions. They carry the same rifle and grenades as B1s, but also have stun batons and fusion cutters. Commandos are capable of disguising themselves in humanoid armors and modulating their voices, which usually sound like those of B2s. They are faster, stronger, and tougher than B1s, making them formidable opponents, even in close combat. Unit leaders, such as OOM-224, have white markings on their chests and heads as well as a vibrosword for close combat.

Tactical Droid:
http://images2.wikia.nocookie.net/starwars/images/7/7e/Tactical_droid_TCW.jpg
Tactical droids are used by Grievous as combat leaders in combat, and are much more intelligent than other battle droids. However, they seem to have inherited Grievous' impatient and cruel demeanor, sacrificing allies without thought if they think it will win the battle (which it usually does). There are a few exceptions, such as the remarkably calm TX-20.

IG-100 MagnaGuard:
http://images1.wikia.nocookie.net/starwars/images/thumb/5/5d/MagnaGuard.jpg/632px-MagnaGuard.jpg
Grievous' personal droid bodyguards, MagnaGuards use deadly Electrostaffs made of Lightsaber-resistant Phrik metal, as well as various other melee and ranged weapons, used mainly against Jedi and other foes with powerful, blade-like weaponry. MagnaGuards are capable of surviving even decapitation and getting sliced in two, thanks to their chest-mounted backup photoreceptor. They are also programmed to explode on occasion, usually as a final suicide attack against opponents. Needless to say, anyone who makes it past Grievous' bodyguard screen is rarely in a state to fight the cyborg himself.

Tri-droid/Octuptarra Droid:
http://images2.wikia.nocookie.net/starwars/images/1/1a/Octuptarra_droid.jpg
Tri-droids are usually used as very large sniper droids, capable of using their triple blaster cannons/ordnance launchers from great distances. They can fire in nearly any direction, and are nearly impossible to flank, because of their circular head and weapons. The Tri-droid is also capable of sticking to walls and ceilings capable of supporting the droids large bulk, and their heads, usually an easy target, have a habit of exploding violently.

Pistoeka Sabotage Droid/Buzz Droid:
http://images4.wikia.nocookie.net/starwars/images/c/cd/Buzz_bg.jpg
The Buzz Droid is small, and rather unimposing, but is definitely a major threat. Just ask a pilot of a spacecraft, dead in space, slowly leaking atmosphere into the cold vacuum. The Buzz Droid is delivered by discord missiles from Vulture Droids, and are capable of shredding metal with a variety of different tools. They can even insert a computer probe into the craft and control it from their external perch. They are also used as very efficient repair droids, and will not hesitate to defend themselves on the ground with their bladed tools.

Chameleon Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/6/68/Spelunker_probe_droid.JPG/507px-Spelunker_probe_droid.JPG
The Chameleon droid has the ability to become invisible to basic photoreceptors and vision limited to the visible light spectrum. However, the trick is easily uncovered, as the droids actually use a 360-degree holographic projector to mimic their surroundings and become seemingly invisible. Their only armaments are a mine-laying device and a triple blaster cannon. They also have traction field generators in their legs, allowing them to walk on walls and ceilings.

Armored Assault Tank (AAT):
http://images1.wikia.nocookie.net/starwars/images/thumb/d/dc/AAT.jpg/800px-AAT.jpg
The AAT is the primary tank unit of the TGDA, and one of the few vehicles of theirs that isn't a droid (though it is piloted by them). Its primary cannon is used against main targets, such as enemy vehicles, while its blasters are used against infantry. The AAT can also fire missiles and other ordnance from the flat, lower half of its body.

Dwarf Spider Droid:
http://images1.wikia.nocookie.net/starwars/images/thumb/c/c8/Dwarf-spider-droid_negtd.jpg/463px-Dwarf-spider-droid_negtd.jpg
The Dwarf Spider Droid is used as a scout by the TGDA forces, capable of relaying any information it perceives through its bulbous photoreceptors back to its superiors through its long antennae. To defend itself, the DSD has a nose-mounted blaster cannon that is surprisingly powerful for a droid of its size. When they take terminal damage, spider droids also explode violently, making them useful bombs against enemy forces.

OG-9 Homing Spider Droid:
http://images1.wikia.nocookie.net/starwars/images/e/ea/OG-9_CG.jpg
A larger counterpart of the DSD, the Homing Spider Droid is used in similar roles, and often in conjunction with its smaller cousin. Equipped with a continuously-firing homing laser and a small antipersonnel blaster cannon, the OG-9 can bore through vehicle armor in a flash, or cut down attacking infantry in droves, though it usually allows the DSD to to do this. The OG-9 is explosive, similar to the DSD, but only because of its internal reactor core being extremely volatile.

Hailfire Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/9/9f/Hailfire_droid.jpg/726px-Hailfire_droid.jpg
Almost exclusively an anti-vehicle weapon, the Hailfire droid can release a massive volley of nearly thirty anti-tank missiles, though it rarely fires them in clusters larger than three for four, to ensure it can take out many enemies before having to retreat to reload. It also has a retractable blaster cannon, for use against enemy infantry. One of the fastest TGDA vehicles, the Hailfire's massive hoop wheels propel the droid at incredible speeds, and can even crush smaller vehicles underneath it.

Crab Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/b/b5/Crab-droid_negtd.jpg/768px-Crab-droid_negtd.jpg
The Crab Droid comes in 8 different sizes, each with similar capabilities, including powerful, clawlike legs that can climb walls, burrow through soft rock, or crush foes in the larger variants. They also have dual blaster cannons, which can take out anything from standard enemy troops to tanks, depending on the type. Some types can also suck mud or sand through the front legs, then spray it over enemies to blind them.

Tank Droid:
http://images3.wikia.nocookie.net/starwars/images/e/ec/NR-N99_Persuader-class.jpg
The tank droid is used just as its name implies. However, unlike some tanks, it can also move surprisingly quickly, and can be equipped with a variety of weapons, from blaster and ion cannons to missile and grenade launchers. The tank droid is particularly feared for being completely undiscriminating, attacking anything that isn't a TGDA unit in battle. While not very agile, they can ram through concrete and metal with ease.

STAP:
http://images1.wikia.nocookie.net/starwars/images/thumb/c/cf/STAP-chron.jpg/352px-STAP-chron.jpg
The STAP is a B1-piloted scout vehicle, used to track fugitives or hiding enemy forces, then eliminate them with its dual blaster cannons. The vehicle is almost entirely unarmored, and the pilot is completely exposed. However, the STAP's agility usually makes up for it.

Heavy Missile Platform (HMP):
http://images3.wikia.nocookie.net/starwars/images/2/25/HMP_Sticker.jpg
The HMP is an atmospheric gunship, which is usually utilized to bombard targets with massive volleys of missiles and laser fire. While relatively slow, the HMP is extremely tough to bring down very easily without turbolasers or similar weapons.

Vulture Droid:
http://images1.wikia.nocookie.net/starwars/images/8/81/Droidstarfighter.jpg
Vulture Droids are the main starfighter used by the TGDA, with a similar armament to the Manta subfighter and a similar method of battle to the B1: overwhelming force. Vultures are particularly unique in that they can convert to a walking mode, though they are limited only to their proton torpedo launchers in this form.

Tri-Fighter:
http://images1.wikia.nocookie.net/starwars/images/thumb/2/2f/Trifighter_trio.jpg/462px-Trifighter_trio.jpg
The Vulture Droid is the B1 like the Tri-fighter is the B2: deadlier, but rarer. Tri-fighters are a superior starfighter to the Vulture, with four rapid-fire blaster cannons and homing missiles. They are also slightly slower than Vulture droids, but much more agile. Like the Droideka, Annihilator, and Buzz Droid, the Tri-fighter is a Colicoid creation, accounting for its lethality.

Hyena-class Bomber:
http://images4.wikia.nocookie.net/starwars/images/thumb/1/1c/Hyena-class_bomber.jpg/800px-Hyena-class_bomber.jpg
The main bomber unit of the TGDA, Hyenas are similar to Vulture droids, but are slightly bulkier and more well-armed, with two different types of missile ordnance and proton bombs to flatten entire towns.

TGDA Capital Ships:

Malevolence: http://images3.wikia.nocookie.net/starwars/images/thumb/2/28/Malevolence_targets_frigate.jpg/800px-Malevolence_targets_frigate.jpg
The Malevolence is Grievous' most powerful ship, so it's no surprise that he uses it as his flagship. Its main weapon is a pair of massive ion cannons that shoot out concentrated pulses of ion energy with a wide radius, though a rather short range (for a 20 kilometer-long ship). The pulses can disable every single electronic system onboard a capital ship, and the radius ensures that it can catch whole fleets in a single blast. Any of the ion cannons' victims are swiftly obliterated by the staggering amount of turbolaser turrets that adorn the ship's sides and dorsal structure. The Malevolence's hull and shielding can take immense amounts of punishment, able to survive concentrated fire from several capital ships at once without suffering a scratch. The ship is so big, it even has its own dedicated rail jet system to ferry cargo and troops everywhere across the ship.

Providence-class: http://images3.wikia.nocookie.net/starwars/images/8/81/Invisible_Hand.jpeg
Brawler-class: Identical to Providence-class, but larger.
Lucrehulk-class: http://images2.wikia.nocookie.net/starwars/images/f/f3/Federationbattleship.jpg
Recusant-class: http://images3.wikia.nocookie.net/starwars/images/4/43/Recusant-class_Light_Destroyer.jpg
Munificent-class: http://images3.wikia.nocookie.net/starwars/images/thumb/5/5c/Bankingclanfrigate.jpg/800px-Bankingclanfrigate.jpg
Last edited by dinoman666 on Wed Oct 27, 2010 3:54 pm, edited 158 times in total.
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Postby dinoman666 » Sun Jan 24, 2010 6:14 pm

This post is simply an extension of the first post, since, unsurprisingly, I ran out of room. :P There are also three more entries in the first post: the Covenant Skirmisher, the Needle Rifle, and the UNSC Designated Marksman Rifle. More may pop up as more about Halo: Reach is revealed.

UNSC:

The United Nations Space Command, or UNSC, has a variety of troops and vehicles, though everything about them is based on rather primitive human technology (aka bullets), as they are newcomers to this galaxy, and are a completely human faction.

Weapons:

M6 Pistol Series:
http://images3.wikia.nocookie.net/__cb20100501024513/halo/images/thumb/8/88/HaloReach_-_M6G.png/800px-HaloReach_-_M6G.png (The M6G)
The UNSC's line of pistols and magnums is quite large, ranging from the civilian M6A and M6B to heavy-duty models like the M6D and M6G to the Army's M6J Carbine and the "undercover" variant, the M6K. However, all M6 pistols use similar ammunition, though the M6D and M6G use High-Explosive rounds. These two, along with the M6C and its silenced variant used by ODSTs, are the most popular in the UNSC military.

M7/Caseless Submachine Gun:
http://images4.wikia.nocookie.net/halo/images/thumb/0/06/Halo_3_SMG_view_enlongated.jpg/800px-Halo_3_SMG_view_enlongated.jpg
Often simply called the "bullet hose" by UNSC forces, the SMG isn't particularly powerful, but the sheer volume of lead it can shoot out in a few seconds can tear an entire squad of Grunts to pieces. However, the weapon suffers enormous recoil with continued fire, though its extendable stock can somewhat compensate for this. There is also a silenced version of the SMG, used by ODSTs in stealth missions.

MA57 Individual Combat Weapon System:
http://www.bungie.net/images/Games/Reach/intel/weapons/ar.png
Often simply called the Assault Rifle, the MA57 (MA3 for the Army) is one of the UNSC's standard infantry weapons, and for good reason. Its large clip, relatively powerful, AP ammunition, and cheapness makes it one of the most common weapons used in the UNSC Marine Corps. Another model, the MA5B, is less accurate, but more powerful, capable of overloading an Elite Minor's shield and killing the alien itself without draining a clip. There's also the MA5C, which is accurate, but less powerful and with a smaller clip.

BR55HB SR Battle Rifle:
http://images3.wikia.nocookie.net/halo/images/thumb/3/3c/BR55HB_SR_Battle_Rifle.jpg/800px-BR55HB_SR_Battle_Rifle.jpg
The Battle Rifle is another common infantry weapon in the UNSC. Armed with a 2X scope, the Battle Rifle fires three-shot bursts and is incredibly accurate at all but extreme range. However, like all UNSC weapons, it is somewhat weak against shields, particularly Covenant or Forerunner ones.

M392 Designated Marksman Rifle (DMR):
http://www.bungie.net/images/Games/Reach/intel/weapons/dmr.png
This combat rifle, used by UNSC forces, operates in a similar fashion to a Battle Rifle. However, it only fires single shots, not three-round bursts. It is rapidly being encompassed by the BR in the Marine Corps, but the UNSC Army still uses the DMR quite often.

M45 Tactical Shotgun:
http://images1.wikia.nocookie.net/__cb20100408181426/halo/images/thumb/7/78/Halo_Reach_Shotgun.png/800px-Halo_Reach_Shotgun.png
The M45 Shotgun is the UNSC's principal close-combat weapon, similar to the Sangheili Energy Sword in function. Though brutal at close range, the M45 shares the same weakness as many shotguns: it's nearly useless at any other range, and has a very slow reload (it's loaded one shell at a time).

M90 Close Assault Weapon System:
http://images2.wikia.nocookie.net/__cb20070702201527/halo/images/thumb/6/67/H3_Shotgun.jpg/800px-H3_Shotgun.jpg
The M90 operates in a similar fashion to the M45, but comes in three varieties: the Mk I, Mk II, and the M90A. Other than aesthetic differences, all three M90 variants have different ranges and magazine capacities.

Sniper Rifle System 99 Anti-Matériel:
http://images1.wikia.nocookie.net/__cb20100129013011/halo/images/thumb/3/34/HaloReach_-_SRS99.png/800px-HaloReach_-_SRS99.png
Plain and simple, this is the UNSC's Sniper Rifle, armed with a 5X and 10X scope, as well as extremely advanced anti-material ammunition. A single shot can penetrate the shields of even Special Operations Elites or Brute Captains, and even kill it if aimed at the head. Unfortunately, the bullet goes right through Flood forms, doing next to nothing.

M41 SSR MAV/AW:
http://images1.wikia.nocookie.net/__cb20100404193719/halo/images/thumb/d/d5/Reach_Rocket_Launcher_Cropped.png/800px-Reach_Rocket_Launcher_Cropped.png
Nicknamed the SPNKr, this Rocket Launcher is one of the UNSC's main anti-vehicle weapons, able to lock onto enemy vehicles and blow them apart with only one shot. The 102mm Shaped-Charge High-Explosive Surface to Surface missiles fired from this weapon can penetrate even thick tank armor with ease, but the explosive force can just as easily kill the user.

M247H Heavy Machine Gun:
http://images4.wikia.nocookie.net/__cb20100517004544/halo/images/thumb/3/39/Reachturret.jpg/666px-Reachturret.jpg
This Machine Gun Turret is the main defensive turret used by the UNSC, capable of tearing through even shields with ease. It fires armor-piercing, high-explosive rounds, making it deadly in most situations. With enough concentrated fire, this turret has been observed taking down Banshees and even Phantoms. Strong aliens, such as Sangheili and Jiralhanae, can rip these off their mounts and carry them around, though with very limited ammunition and slowed movement.

M7057/Defoliant Projector:
http://images1.wikia.nocookie.net/halo/images/8/8a/New_Flamer.jpg
Simply called the Flamethrower by Marines, this device is rarely used in combat, but is commonly used as an anti-Flood and trench warfare weapon. The Flamethrower is extremely heavy, even for Sangheili or Jiralhanae, and is extremely rare in the UNSC, though incredibly effective against most foes.

LAU-65D/SGM-151:
http://images2.wikia.nocookie.net/__cb20070717152604/halo/images/thumb/7/75/Missile_Pod.jpg/800px-Missile_Pod.jpg
Simply known as the Missile Pod, this turret-mounted missile launcher fires incredibly accurate, though relatively weak, rockets that can track nearly any target, and is often used as an anti-air weapon. Like the Heavy Machine Gun, this weapon can be ripped off its mount and used against ground targets more effectively, though it only has eight missiles in this configuration.

Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle:
http://images1.wikia.nocookie.net/__cb20100412150428/halo/images/thumb/3/3a/Halo_Reach_-_Model_8_SP_Laser.png/800px-Halo_Reach_-_Model_8_SP_Laser.png
Usually called the Spartan Laser, this rocket launcher-sized weapon is one of the most advanced weapons in the UNSC. It fires a red beam of energy that can destroy nearly any target it's aimed at, and then keep going for a significant distance. However, it has several downsides: slow charge time, room in its battery for only five shots, and incredible precision.

M9 High-Explosive Dual-Purpose Grenade:
http://images2.wikia.nocookie.net/__cb20100501035928/halo/images/thumb/b/b1/HaloReach_-_Frag_Grenade.png/600px-HaloReach_-_Frag_Grenade.png
The M9 is a simple Fragmentation Grenade, and is the most common explosive in the UNSC arsenal. A close-range blast can shred infantry or wound shielded enemies, but it's relatively weak against vehicles (though it can flip lighter vehicles, like Ghosts).

15cm Mark/2488 1.1GJ Magnetic Accelerator Cannon (Onager Mass Driver):
http://images1.wikia.nocookie.net/__cb20100923145145/halo/images/thumb/7/79/Onager.jpg/800px-Onager.jpg
Essentially a miniature MAC turret, the Onager capable of delivering a 15 cm MAC round with up to 1.1 gigajoules of kinetic energy. This weapon has enough force to completely destroy a Phantom or even gut a CCS-class Battlecruiser at close range. However, it takes around five seconds to charge the magnetic coils in the weapon's barrel between every shot.

UNSC Vehicles:

M274 Ultra-Light All-Terrain Vehicle:
http://www.bungie.net/images/Games/Reach/intel/vehicle/mongoose.png
This two-person scout vehicle is usually called the Mongoose, and is used strictly as a scout vehicle. Noisy, prone to roll over, and unarmored, the Mongoose's only advantage is speed. However, the passenger riding on the back of the Mongoose can use whatever weapon they currently have. However, the Mongoose's lack of armor makes it rare to be used in heavy combat.

M12 Light Reconnaissance Vehicle:
http://images4.wikia.nocookie.net/__cb20100403111617/halo/images/thumb/d/d9/Reach_Warthog.jpg/800px-Reach_Warthog.jpg
The most common vehicle in the UNSC, the "Warthog" is a fast, armored jeep that can carry three passengers: a driver, a passenger (who can use the current weapons he or she has), and a gunner on the M41 Light Anti-Aircraft Gun. Despite its name, the LAAG is used mostly against infantry. The Warthog is considered iconic of the UNSC, and is used in nearly every role, from scouting to full-on combat.

M12G1 Light Anti-Armor Vehicle:
http://images1.wikia.nocookie.net/__cb20101009193046/halo/images/thumb/9/98/HReach_-_Gauss_Hog.png/800px-HReach_-_Gauss_Hog.png
The Gauss Warthog is a variant of the classic Warthog which is armed with a powerful and accurate M68 Gauss Cannon, which can destroy a Ghost in one hit, and even cause a Wraith no small amount of grief, though it fires relatively slowly.

M831 Troop Transport:
http://images2.wikia.nocookie.net/halo/images/thumb/6/60/M831_Warthog_Troop_Transport.jpg/800px-M831_Warthog_Troop_Transport.jpg
The Troop Transport variant of the Warthog is completely unarmed, and instead has a roll cage where the turret would be, which can carry three armed Marines, making the TT Warthog just as deadly as its other counterparts.

M12R Light Anti-Armor Vehicle:
http://images3.wikia.nocookie.net/__cb20100816152226/halo/images/thumb/8/83/HaloReach_-_RocketHog.png/555px-HaloReach_-_RocketHog.png
This Warthog variant has its LAAG turret replaced with a surface-to-surface missile launcher capable of firing up to six rockets at once. These rockets can track vehicles, making it more effective against enemy armor than the Gauss variant.

M312 Elephant HRV:
http://images1.wikia.nocookie.net/halo/images/3/38/Elephant_1up.jpg
The Elephant is a heavily-armored troop transport, capable of carrying anything from dozens of Marines to three Mongooses and two Warthogs. The Elephant also boasts two HMG Turrets, and when put into its unique deployed state (used to disgorge troops and vehicles into a hot zone) it can extend a larger defense turret with longer range and more powerful ammunition. The Elephant's only real downsides are its slow speed (about a meter/sec) and poor maneuverability. However, its thick armor prevents infantry from doing any real damage, and even heavier vehicles have trouble destroying the vehicle.

M808B Main Battle Tank:
http://images1.wikia.nocookie.net/__cb20100402203202/halo/images/a/a6/Reach_Tank.jpg
The so-called Scorpion Tank is one of the most powerful vehicles in the UNSC arsenal. It is armed with a 90mm Cannon and a coaxial 7.62mm machine gun (in some variants, this turret is manned by a separate soldier from the pilot). The Scorpion is also capable of firing explosive canister shells and carrying four armed passengers on its track pods. A variant of this tank, known as the Grizzly, is more powerful, with two cannons and a heavier machine gun, as well as thicker armor, but it's much more expensive to manufacture. Another, prototype variant, the Rhino, has six track pods instead of four, and has an experimental plasma cannon that can penetrate even Covenant shields with ease. These tanks can be deployed like massive turrets, giving them longer range and effectively turning them into artillery units.

SP42 Cobra:
http://images4.wikia.nocookie.net/halo/images/thumb/7/78/Cobra_concept.jpg/800px-Cobra_concept.jpg
The Cobra is an anti-vehicle vehicle used by the UNSC. It's armed with two LRG Rail Guns, used to penetrate thick armor on vehicles through sheer kinetic energy. However, the Cobra's most impressive capability is to deploy into a stationary position (similar to the Elephant or Rhino) and extend the incredibly powerful 8 MJ LRG Rail Gun, enabling the Cobra to hit enemy vehicles or structures from extreme distances and at supersonic velocities. When deployed, the Cobra also extends deflection plating that has been observed to even deflect Wraith Mortars that hit it at certain angles.

MAAT-9 Wolverine:
http://images4.wikia.nocookie.net/halo/images/thumb/7/71/UNSC_Wolverine_card.jpg/800px-UNSC_Wolverine_card.jpg
The Wolverine is strictly an anti-air vehicle, with double surface-to-air missile launchers that can shoot Banshees out of the sky with a single shot. They also have a heavy grenade launcher installed in their hulls for defense against ground targets, but usually require protection from ground-based attacks with other vehicles.

Cyclops Exoskeleton:
http://images2.wikia.nocookie.net/halo/images/thumb/8/8c/06_CYCLOPS.jpg/800px-06_CYCLOPS.jpg
The cyclops is a repurposed repair and heavy labor machine manned by a single soldier that is often used to repair vehicles and structures in the field. However, the exoskeleton can be used in combat to not only bring down enemy structures, but also throw around infantry like toys.

Gremlin Combat Support Vehicle:
This six-wheeled vehicle is an excellent anti-vehicle device, armed with a roof-mounted EMP Cannon that can destroy mechanized vehicles in a flash. The vehicle can also release a powerful EMP wave in all directions to stun mechanical devices anywhere near it. However, this equipment is very unstable and experimental, making the Gremlin a rare, but useful, sight.

Cougar:
http://images1.wikia.nocookie.net/halo/images/9/9f/002_cougar1.jpg
The Cougar is a heavy recon vehicle, armed with only dual autocannons and a grenade launcher. However, it is surprisingly durable and fast, and excellent in urban environments at defending important areas until heavier vehicles can arrive.

Base Turret:
http://images3.wikia.nocookie.net/halo/images/thumb/8/80/PORTFOLIO_turret_LAYOUT_01.jpg/800px-PORTFOLIO_turret_LAYOUT_01.jpg
UNSC Base Turrets are the main defensive weapons of UNSC outposts. These three-barreled heavy machine guns can be armed with one of three extra weapon attachments depending on the situation: an anti-infantry Flame Mortar, an anti-vehicle Rail Gun, or anti-air Missile Launchers.

AV-14 Attack VTOL:
http://images3.wikia.nocookie.net/__cb20100121203117/halo/images/6/60/AV-14_Hornet.jpg
Also known as the Hornet, this is the UNSC's main atmospheric air vehicle, used in all manner of roles and able to match Banshees in dogfighting with their triple-barreled chainguns and dual homing missile launchers. The Hornet's landing struts can also carry armed soldiers, giving the vehicle extra firepower or simply a transport role.

Sparrowhawk:
http://images2.wikia.nocookie.net/halo/images/9/96/UNSC_Sparrowhawk.PNG
The Hawk is a more powerful version of the Hornet, armed with two dual autocannons, six Argent V missiles (the most powerful type of atmospheric missile used by the UNSC), and a nose-mounted version of the Spartan Laser, which fires faster, but is significantly weaker.

AC-220 Vulture Gunship:
http://images2.wikia.nocookie.net/__cb20090109204660/halo/images/thumb/a/ac/Vulture_scheme.jpg/800px-Vulture_scheme.jpg
This flying tank is one of the most powerful vehicles the UNSC has at its disposal in ground combat. Armed with dual autocannons and a number of powerful missile launchers, the Vulture can even annoy Scarab tanks, and even wreck them completely when used in pairs or trios. However, the Vulture's thick armor makes it extremely slow, and it often requires an escort to protect it against faster threats, like Banshees.

UH-144 Falcon Tiltrotor:
http://www.bungie.net/images/Games/Reach/intel/vehicle/falcon.png
The Falcon is a UNSC VTOL craft similar to the Hornet or Sparrowhawk, but it is used more as a transport than a gunship, despite having a chin mounted autocannon that fires in five-round bursts and a pair of door-mounted HMGs. It can carry up to four personnel into combat zones. The HMGs on its sides can be swapped out for automatic grenade launchers, which cause significantly more damage to turrets and vehicles. Despite being primarily a transport, the Falcon is more than capable of battling Banshees and other aircraft.

Shortsword-class Bomber:
http://images1.wikia.nocookie.net/halo/images/0/0e/HW_1920x1200_6.jpg
The Shortsword is a short-range atmospheric bomber that can deliver all kinds of heavy payloads against enemy ground targets (particularly Covenant targets). Though often simply called upon to deliver carpet bombs, they can also deliver more exotic ordnance, like EMP Disruption Bombs or experimental Cryo Bombs.

G4-TL1 Longsword-class Interceptor:
http://www.halopedian.com/images/thumb/c/c4/Reach_5016743_Full.jpg/640px-Reach_5016743_Full.jpg
The Longsword is the UNSC's standard starfighter, and is quite large for one, compared to something like a Vulture Droid. It is manned by four personnel, a Pilot, Co-pilot, a Navigator, and an Engineer. It is also heavily armed, with 110-mm Rotary Cannons, a 120mm Ventral Gun, 4 ASGM-10 Missiles, a Shiva-class Nuclear Missile, and a Moray Space Mine system capable of holding 36 mines. The mine system can be replaced with an ordnance bay to turn the Longsword into a bomber.

YSS-1000 Sabre Starfighter:
http://images4.wikia.nocookie.net/__cb20100818151557/halo/images/thumb/8/83/Sabre-class_Starfighter.png/724px-Sabre-class_Starfighter.png
The Sabre is a two-person, experimental starfighter used by the UNSC. It's armed with M1024 ASW/AC 30mm ALA Cannons, auto-tracking Medusa missiles, and energy shielding reverse-engineered from Covenant technology.

Dropship 77-Troop Carrier:
http://images1.wikia.nocookie.net/__cb20100819150954/halo/images/thumb/3/3c/Halo_Reach_-_TotS_Pelican.jpg/800px-Halo_Reach_-_TotS_Pelican.jpg
Known more commonly as the Pelican, this vehicle is the UNSC's main dropship, capable of carrying a dozen armed marines, a Scorpion, a Warthog, or two Mongooses into just about any combat situation. Pelicans are armed with a chin-mounted autocannon, an HMG in the cargo area, and wing-mounted Argent V missiles. They are capable of shooting down Covenant Phantoms with their firepower.


Capital Ships:

Prowler:
A small, sleek craft used by the Office of Naval Intelligence (ONI), the Prowler is a stealth craft used primarily for intelligence gathering. Its Stealth Ablative Coating and Radar Jammers makes it nearly invisible in space, and it also has a few surprising weapons: 2 Pulse Lasers reverse-engineered from Covenant technology, 14 HORNET mines, and several Shiva missiles.

UNSC Frigate:
http://images3.wikia.nocookie.net/__cb20100820233660/halo/images/9/92/UNSC_Savannah.jpg
The most common type of standard capital ship used by the UNSC, the Frigate is lightly armed and armored compared to its cousin the Destroyer, but it is nevertheless more maneuverable and cheaper to produce. Despite its armament, a Magnetic Accelerator Cannon, 3 Shiva missiles, 40 Archer missile pods (30 missiles/pod), numerous 50mm Point Defense Guns, and 5 Twin Defensive Railgun Turrets, the UNSC Frigate is hardly a threat to its Covenant counterpart, except en masse.

UNSC Destroyer:
http://images3.wikia.nocookie.net/__cb20100421162325/halo/images/thumb/a/a9/Heart_of_Midlothian.png/800px-Heart_of_Midlothian.png
Very similar to Frigates, Destroyers are twice as heavy, thanks to their 2-meter thick Titanium-A battle plating. They also have similar armament, including two MACs, 26 over-sized Archer missile pods, 3 Shiva missiles, and 8 Dual-barreled 50mm point defense guns. Destroyers are used primarily as escorts for larger UNSC ships.

Marathon-class Cruiser
http://images3.wikia.nocookie.net/halo/images/5/54/Marathon-class_Cruiser.JPG
One of the largest UNSC warships, the Marathon-class Cruiser is heavily armed and armored, and though limited in number, is capable of taking on many of the smaller Covenant vessels single-handedly. They have 2 MACs, dozens of over-sized Archer missile pods (60 missiles/pod), a number of 50mm point defense guns, and 5 Fusion Rockets, made for cracking open unshielded enemy ships.

There are also UNSC Carriers and the incredibly powerful Supercarrier, along with smaller corvettes, freighters, and other ships in the UNSC fleet. However, the ones listed above are the most common.

Here are some new weapons for the Covenant, and one for the UNSC:

Type-51 Directed Energy Rifle/Improved (Plasma Repeater):
http://images2.wikia.nocookie.net/__cb20100426191846/halo/images/8/83/Plasmarepeater.png
Quickly coming to replace the Plasma Rifle amongst the Sangheili, the Plasma Repeater fires more powerful plasma bolts at a faster rate, but the fire rate slows (and the shots become more accurate) as the weapon begins to overheat. It can be manually vented of all excess heat at once or gradually.

Type-52 Special Applications Rifle (Focus Rifle):
http://images4.wikia.nocookie.net/__cb20100401004129/halo/images/thumb/1/1f/Halo_Reach_Covie_Beam_Weapon_1.JPG/800px-Halo_Reach_Covie_Beam_Weapon_1.JPG
Similar to the Beam Rifle, the Focus Rifle fires a continuous energy beam instead of a particle beam, allowing it to track retreating infantry and force them into cover. It is often used by Elites, Skirmishers, and Jackal Snipers for ranged suppression. Because of the lack of recoil on this weapon, it is rapidly becoming popular among the ranks of Sangheili Rangers, particularly those who have rejoined the Covenant under Ripa 'Moramee.

Type-52 Guided Munitions Launcher/Explosive (Plasma Launcher):
http://images2.wikia.nocookie.net/__cb20100411025152/halo/images/4/43/Plasmalauncher_front.png
This Covenant heavy weapon can fire up to four plasma spheres in one shot, though it must charged to increase the number of plasma spheres in the shot. These spheres can track infantry and vehicles to some degree, and adhere to them like Plasma Grenades before exploding violently enough to wreck tanks.

Type-50 Directed Energy Rifle/Heavy (Concussion Rifle):
http://images4.wikia.nocookie.net/__cb20100616213317/halo/images/thumb/1/15/HReach_-_Concussion_Rifle.png/800px-HReach_-_Concussion_Rifle.png
The Concussion Rifle fires bolts of purple plasma that explode on contact, functioning similarly to a grenade launcher. These bolts are similar to the ones fired by the turrets on Phantoms and Spirits, as well as the Revenant's plasma mortar, albeit on a weaker scale. Its use is restricted only to Elites and Brutes.

M319 Individual Grenade Launcher:
http://images1.wikia.nocookie.net/__cb20100526051838/halo/images/thumb/e/ea/M319_-_Side_Profile.png/800px-M319_-_Side_Profile.png
This single-shot grenade launcher can fire either a delayed explosive or a simple explode-on-contact explosive. The grenades it fires also have a small EMP effect, making them highly effective against shields and electronics.

Type-48 Light Assault Gun Carriage (Revenant):
http://www.bungie.net/images/Games/Reach/intel/vehicle/Revenant.png
The Revenant is a two-seater Covenant attack platform used almost exclusively by Sangheili that is somewhere between a Wraith tank and Ghost scout vehicle in operation. It has a retractable light plasma mortar turret controlled by the driver that fires red plasma bolts that, while not as powerful as the Wraith's mortars, are still capable of blowing apart even heavy infantry in only a couple shots with a faster rate of fire than the Wraith. It is also far more maneuverable than the Wraith, allowing it to dodge potentially fatal anti-vehicle blasts. The passenger hangs off the side seat and uses whatever weapons he/she is carrying while aboard. However, neither passenger has much cover from enemy attacks, except from the front.

The Geth:

The Geth are a race of sentient machines that operate via a complex neural network that is barely understood by anyone except the Geth themselves and their creators, the Quarians. What is known is that each "mobile platform," the bodies used by the Geth, are actually made up of 100 or so programs, each similar to an unintelligent computer interface, all working in tandem. The more of these programs (called runtimes by the Geth) in a single mobile platform, the more intelligent it becomes. When several Geth mobile platforms are together, they also become smarter through their own wireless connection to one another. The Geth overall are a mysterious and isolationist race. After driving their Quarian "parents" from their homeworld, Rannoch, and their colonies in the Perseus Veil, the Geth stayed there, and any ship that attempted to investigate was destroyed. Other than the contact with the Geth army following Saren Arterius and his flagship Sovereign, no reports of Geth activity in civilized space have been reported in a long time.

Mobile Platforms:

Geth Trooper:
http://images4.wikia.nocookie.net/__cb20100625041755/masseffect/images/thumb/7/74/Geth_Trooper_ME2.png/441px-Geth_Trooper_ME2.png
Geth Troopers are the standard Geth warfare unit. They possess their own unique brand of rifle, the Geth Pulse Rifle, and are relatively fragile. However, like all Geth types, Troopers possess incredibly advanced shielding that is completely different than the shielding of other races. When their shields are depleted, Troopers are also capable of using a Geth Shield Boost technology that gives their body a slight shimmer and fully recharges and strengthens their shields.

Geth Rocket Trooper:
http://images3.wikia.nocookie.net/__cb20100625035929/masseffect/images/thumb/6/62/Geth_Rocket_Trooper_ME2.png/449px-Geth_Rocket_Trooper_ME2.png
Geth Rocket Troopers wield another unique weapon: their own type of Missile Launcher. Like Troopers, they are shielded, but do not possess the Geth Shield Boost. Instead, they hang back and fire on distant enemies with their launchers while the Troopers move in close.

Geth Hunter:
http://images2.wikia.nocookie.net/__cb20100625040444/masseffect/images/3/30/Geth_Hunter.png
Almost half again as tall as the standard Geth Trooper, Geth Hunters possess a unique set of abilities. While somewhat easy to take down when unprotected, Geth Hunters have incredibly powerful shields that require concentrated gunfire to take down. While this shield is active, they also possess Tactical Cloaking devices, making them nearly invisible to the naked eye. This allows them to close the distance between them and their enemies in relative safety, before blasting them apart with their powerful shotguns. Geth Hunter operate by themselves, in pairs, or lead groups of Troopers.

Geth Hopper:
http://images2.wikia.nocookie.net/__cb20091227111650/masseffect/images/thumb/8/83/Feros_Geth_Hopper.jpg/800px-Feros_Geth_Hopper.jpg
Geth Hoppers are a new type of mobile platform that not even the Quarians recognize. Used as advanced cyberwarfare platforms, the agile Hoppers leap from surface to surface with surprising speed, clinging to walls and ceilings and firing a powerful, sniper-like laser from their eye. One subtype, known as Ghost Hoppers, have cloaking devices. All types are also capable of jamming or overheating weapons, and can also overload shielding, jam communications, and even cause explosive devices to prematurely detonate. However, Hoppers are fragile and only lightly shielded, making them easy to destroy, if you can hit them.

Geth Destroyer:
http://images3.wikia.nocookie.net/__cb20100625040649/masseffect/images/a/a4/Geth_Destroyer_ME2.png
Similar to Geth Hunters in many respects, Destroyers lack cloaking devices, but instead are armed with powerful Flamethrowers and are incredibly tough to destroy. Their shields are even stronger than Geth Hunters' and they possess well-fortified bodies. Up close, they are brutal.

Geth Recon Drone:
http://images1.wikia.nocookie.net/__cb20100627032509/masseffect/images/2/29/Geth_Recon_Drone_ME2.png
Used in scouting roles, Recon Drones are fragile and lightly shielded, and their mounted weapon is similar to that of the Geth Trooper's Pulse Rifle, making them poor fighters. However, the possess cloaking devices and often attack in swarms of three or four. They occasionally escort larger mobile platforms, like Geth Primes.

Geth Armature/Colossus:
http://images1.wikia.nocookie.net/__cb20100325184726/masseffect/images/e/e0/Geth_colossus.jpg
These quadrupedal war machines are some of the deadliest types of Geth mobile platform known. Colossi are even larger than the already impressive Armatures, and both types possess powerful shielding, a powerful machine gun mounted in their head, and a deadly Siege Pulse weapon that can overload shields and tear apart organic troops in a single shot. The Geth Colossus also possesses heavy armor, which must be destroyed before the actual Colossus can be harmed. Colossi also have a repair protocol, in which they contract into a much smaller structure for a short period, then reform back into their attack mode, shields fully recharged and armor fully repaired. Colossi can only be downed by heavy weapons because of this.

Geth Prime:
http://images3.wikia.nocookie.net/__cb20100625040829/masseffect/images/0/0f/Geth_Prime_ME2.png
The largest and strongest of the bipedal mobile platforms, Geth Primes are incredibly dangerous, especially when found with other Geth. Other allied Geth are more aggressive around Primes, and the Primes themselves have a light machine gun, which they tend to fire in long, accurate bursts, a Siege Pulse weapon similar to that of the Armature, powerful shields, thick armor plating, the Geth Shield Boost ability, and can produce a holographic "Combat Drone," which is little more than a red ball that hovers in close to enemies and fires a nasty electric beam at them. When destroyed, the drone also explodes violently, releasing pulses of lethal energy in all directions. Geth Primes never take cover from incoming fire. Instead, they steadily close on their enemies, sometimes under the cover of Recon Drones, and engage at point-blank range, often with deadly results.
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Space E-war Profiles - Templates & Rules

Postby Doc 42 » Thu Nov 04, 2010 7:04 pm

Due to the crazy size of the Space E-war Profiles topic, and the spill over Data base topics, all members of the e-war get their own topics, to be placed inside this sub forum
This means that its MUCH easier to scroll around to find what you want. You must include all profiles you have made in this topic, and I'd strongly advise making a faction profile (new character sheet below) as well. If you've made any data base topics, you can include these as well. How you organize your topic is up to you. You can have the first post as characters, second post as factions or technology, whatever.
Here are the rules:
1. One topic per person
2. All info must be included, and updated, no leaving profiles lost inside the e-war for eternity

More will be added as the idea is developed further.

==========================

If you want to make a Planet, use this to help you

Native Name (what the dominant species calls it)
Environment: (The basic style of the planet)
Regions: (Different areas on the planet)
Dominant Species: (whoever runs the show, most likely the dudes you create)
Technology level: (how advanced the populous is)
Animal life: (the Type of npcs you can expect to see on the planet
==========================
if you want to make a new species, use this to help you

name:
Description (A rough view of what most of them look like):
Diet: (what they eat :P well duh )
Natural abilities: (anything you want to highlight about them)
History: (an absolute must if you intend on including others in a plot)
===========================
Character sheet!
Name: (self explanatory)
Gender:
Species: (As long as you or somebody else has already put in their details its ok)
Description: (self explanatory)
Unique traits: (if your dragon happens has anything special about him, will be 'none' most of the time)
Tech: (Any items/tools/weapons your character uses often)
Homeworld: (the planet they grew up on)
Bio: (Details about your character, try to include as much information here as possible)

===========================
Faction Sheet
--Faction name:
Le-duh, your factions name

--Leader/form of government:
A single character (must have a profile) or an explanation on how your
faction is ruled (Can be classified)

--Homeworld:
Your faction's ruling base. Does not have to be their world of origin. If it
is a planet, it needs a profile. (Can be classified or N/A)

--Territory:
How you express this depends on the size of your faction. For example,
a non space faring race would express their territory in terms of square
kilometers, or in the amount of cities under their banner.
A localized Empire might express their territory in planet's controlled
while a much larger one might use the amount of systems under their
power.
Or, they may refer to the volume of space they consider as theirs,
referring to parsecs cubed. (Can be N/A in the case of Nomadic
factions, but cannot be classified)

--Armed Forces:
Again, expression depends on the size and composition of your military.
For instance, an Empire may express their force in rough amount of
fleets while group of mercenaries may express theirs in number of
warriors.
An explanation on how your military is organized is optional, but may
be helpful. For instance, how its roles are divided. (maybe defensive
fleets, attacking fleets, Navies, army, ground forces and such)
(Can be N/A, but not classified. You may be vague, giving estimates
and such, but you must allude to their over all strength. This won't give
away too much about your faction, its only to give a rough impression
of your faction's scale. You don't have to edit your profile every time
it's strength changes)
--Philosophy:
The belief behind a faction. The idea that brings together and binds it.
For an Empire, their philosophy would attempt to justify their actions
(Wither it be through seeking protection or their right to rule over
inferior beings)
Basically put, a faction's philosophy is the thing which gives it purpose.
It's their answer to 'Why?'
Its important to put thought into what your faction's philosophy as it is
the first thing which will be attacked during a conflict with another
faction. In almost any war, both sides will be attempting to prove why
their philosophy is superior. Even if it would give them an advantage on
the battlefield, sacrificing their philosophy is not an option, as that in
itself, admits defeat.
Its up to you to be as elaborate as you want. Philosophy can come from
anything such as justice, god, security, compassion, etc

--Relevant links:
Here, you can place links to info sources about your race.
=========================================
Here are all the Sheets without explanations for copy/pasta purposes

If you want to make a Planet, use this to help you

Native Name:
Environment:
Regions:
Dominant Species:
Technology level:
Animal life:
==========================
if you want to make a new species, use this to help you

name:
Description:
Diet:
Natural abilities:
History:
===========================
Character sheet!
Name:
Gender:
Species:
Description:
Unique traits:
Tech:
Homeworld:
Bio:
===========================
Faction Sheet
--Faction name:
--Leader/form of government:
--Homeworld:
--Territory:
--Armed Forces:
--Philosophy:
--Relevant links:
Image
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Tyrannosaurus Titanus' SEW Profiles

Postby TyrannoTitan » Thu Nov 04, 2010 7:39 pm

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Shadow Haven
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Faction Name: Shadow Haven
Form of Government: Council/Dictatorship. Frank Jaeger is the true leader, while the Council controls domestic matters.
Homeworld: Primary Station "Aurelia", orbiting the Milky Way's supermassive black hole.
Territory: Undefined.
Armed Forces: Large numbers of non-piloted machines, usually existing in space. Not suitable in open conflict, but rather precise targets or operations. Hidden production stations exist throughout the galaxy, usually in unclaimed territory.
Philosophy: Knowledge is power. Shadow Haven's primary goal, after extracting revenge on the Empire for their actions, is to collect and catalog all information in the universe. Shadow Haven thrives in secrecy; they do not inhabit planets, and they have successfully eliminated all information regarding their current whereabouts and practices.

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Characters
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Name: Frank "GrayFox" Jaeger
Gender: Male
Species: Human (Shadow Haven)
Description: A normal looking man of about 6 foot, Frank, who mainly is referred to by his codename, Grayfox, usually wears a black armored exo-skeleton, a tight, extremely dense metal material that allows full body movement and enhances natural strength, speed, and so forth. He has white hair and dark green eyes, though his face is often obscured by a retractable face plate.
Unique Traits: Talented with both a blade and a gun, Frank is skilled in fighting and warfare, making him a force to be feared on and off the battlefield.
Tech: A "High Frequency" Blade, being lighter then most katanas, giving him extra speed. He also carries a Shadow Haven mark plasma pistol, capable of melting through most infantry armor, but has a slow firing rate.
Homeworld: Shadow Haven
Bio: The secretive leader of the Shadow Haven faction, Grayfox is a paranoid but intelligent individual. After the joint attack on the Shadow Haven homeworld by the Empire and the TGDA, Fox grew extremely paranoid about the security of the nation, despite their success in repelling the attack. After leaving the forsaken world behind, Shadow Haven became a faceless, bodiless faction that worked behind the scenes. Fox himself doesn't exist in most mainstream information databases, to protect himself and his nation.

Name: Johnny "Akiba" Sasaki
Gender: Male
Species: Human (Shadow Haven)
Description: Average height and weight of a normal soldier, wears a black combat suit, with a small tan vest used to carry supplies. Wears tan combat pants, allowing for full mobility and effectiveness, and also wears a black head-covering cloth mask, with a yellow glass area infront of his eyes, used to see while wearing the mask. Reference
Unique Traits: Is...less competent then the other soldiers, tends to screw up more then others.
Tech: Standard issue radio, a number of grenades, a handgun resembling modern SOCOM Handguns with the exception of enhanced rounds and effectiveness to match lasers and other projectiles, with a removable silencer. An MV94, a standard issue assault rifle in the Shadow Haven military.
Homeworld: Shadow Haven
Bio: A soldier trained in the Shadow Haven military before their development of non-piloted machines, "Akiba" is not a GENOME soldier; he is a natural born soldier with nanomachines and other enhancers, like normal soldiers of Shadow Haven, but stuck out like a sore thumb, ending up getting himself removed from the military, now traveling in a small space ship, drifting from place to place, having kept his military gear.
TyrannoTitan
 

Re: Tyrannosaurus Titanus' SEW Profiles

Postby TyrannoTitan » Thu Nov 04, 2010 7:41 pm

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Locust
===============================================

Faction Name: The Locust Horde
Form of Government: Hive mind type situation. The Locust go where the majority want to go.
Homeworld: Sera.
Territory: The solar system surrounding Sera, and a few random planets throughout the surrounding systems, only numbering about 4-5.
Armed Forces: Creatures and manufactured weapons alike, defined below.
Philosophy: A kill or be killed attitude, the Locust defend their settled worlds with unrivaled determination, but rarely invade other worlds as a result.

Native Name: Sera
Environment: Earth-Like
Regions: Swamplands, Plains, Hollows (Underground)
Dominant Species: Locust
Technology Level: Mid-Level (Space travel, but very basic)
Animal Life: Rockworms (Large, bullet-proof worms that live in the Hollows), Kyrll (Cross between a bird and insect, inhabit the tunnels during the day, and feast on whatever they find at night, able to devour almost anything that lies on Sera, even Locust).

Name: Locust
Diet: Carnivore
Natural Abilities: Strong, durable (Can take multiple direct shots by normal weapons before falling), no need for sleep.
History: The Locusts' origins are largely unknown, only information known is that they live underground on every planet they inhabit, and are aided by creatures they appear to have enslaved, which are assumed to have lived in the underground world as they do, and may even be related to the Locust. Their only purpose is to conquer; the higher officials of the Locust believe they are the "Higher Beings" compared to other creatures around the galaxy, though they usually control planets that are uninhabited; most of the conflicts between them and other species are the result of the species coming to the planet thinking it is uninhabited, and the Locust immediately consider them enemies. The Locust are strategic even if they seem savage, but are most effective because of their numbers, usually overwhelming their opponents.

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Armed Forces
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Drone - The main force behind the Locust, which are also in the largest number. Roughly the size of a human in most cases, the Drones are scaled humanoids, greatly resembling humans, but lack any kind of hair and their skin is usually a grayish white. They are also naturally muscular, a single Locust Drone capable of lifting something that would take 2 or more humans to lift. They are usually separated into different divisions depending on weapons, including snipers and machine gunners. Drone.
Theron Guard - The "Special Forces" of the Locust, the Theron Guard look identical to their Drone counterparts unarmored, but wear red and black armor that covers their entire bodies, even covering their face, with the exception of eye holes to allow them to see. Around their neck and shoulders they wear large neck brace-like armor, which along with the body armor set them apart from the Drones. They use Torque Bows, which are bows that fire explosive arrows that can even penetrate armor. Theron Guard.
Boomers - Boomers are, like the Theron Guards, identical to the Drones, but are even larger in size, reaching nearly 8 to 9 feet in height, and are just as muscular. But with large size comes slow speed, usually relying on Grenade Launchers and other heavy weaponry. If an enemy is foolish enough to confront a Boomer at close range, one punch from the brutes would be enough to shatter every bone in a human's body. They are separated into 4 groups: Boomers, which use Grenade Launchers, Grinders, which use portable machine gun turrets, Maulers, which use tank-class armor shields and massive maces, and Flame Boomers, which use flamethrowers. Boomer.
Wretches - Wretches are small, ape like creatures, which wear armor, despite their primitive and savage nature, and are scaled, as well as being a grayish white color like their Drone counterparts. They run on all fours and attack in packs, only using their large clawed hands as weapons. Wretches have small eyes, almost unable to be seen, and have large dagger like teeth that fill their mouths. They can also emit a piercing screech that usually forces their enemies into holding their ears in pain. Wretches.
Berserkers - Berserkers are the female of the Locust species, and are many times more animalistic then their male counterparts. They wear natural, rock like armor, which covers their entire body except for the neck and other joints, which are pure muscle. Their face is almost skeletal, with small, pupil-less eyes, having a bone-like mask on their heads, and are naturally blind. However, their sense of smell and hearing is greatly improved. Their bodies are massive; even larger then Boomers, Berserkers can reach 10 feet in height, and are almost completely muscle, unlike their Boomer counterparts. They do not use weapons, only using their massive strength, which is more then enough. A Berserker is completely immune to weak lasers and bullets, and can even withstand many tank shells before falling. The most effective way to kill a Berserker is to heat its armor to extreme temperatures before attacking, or to use only explosives. They are even known to kill other Locust to get to enemies, but are also very rarely encountered. Berserker.
Kantus - The Kantus are a lot like the Drones and other Locust, but are taller then the Drones, although dwarfed by the Boomers and Berserkers, they are thin and agile, the battlefield leaders of the Locust. They look almost exactly like their Drone counterparts, but have small dagger like teeth, are many times thinner, and are slightly taller. They wear light armor, which is the same red and black as the Theron Guards', and has the neck brace-like head dress on their shoulders and neck, as well as a Spartan-like helmet on their heads. They are the highest ranking Locust that accompany any major forces into battle. They are the strategic minds behind the Locust, and only defend themselves with machine pistols, which shoot in rapid bursts. Kantus.
Seeders - Seeders aren't actually Locust, but are rather the creatures that inhabit the same underground habitats the Locust do, and seem to aid the Locust without protest. They serve as the Locusts' anti-air units, firing Nemacysts into the air from their backsides, which are usually mistaken for their head, which is usually buried into the ground. They support themselves with 6 insect-like legs, and have armored bodies, all except their heads, which are protected by the dirt they bury themselves in. Seeders are almost completely immune to normal lasers and bullets, but can be killed by explosives and other high powered weapons. Seeder.
Nemacysts - Small, jellyfish like creatures that are covered in black liquid, which float in the air until a target appears, which they pursue and explode on contact. Nemacyst.
Reavers - Reavers are the most common mounted units of the Locust, and have large shark-like bodies, minus the tail, but instead of having legs or arms, they have many tentacle-like limbs on their body. Their heads, unlike sharks, don't end in a point, and instead are massive and just as large as their bodies, and have many glowing eyes, which are covered in armor, as is their entire body. Reavers have massive jaws, and a set of tentacles that have jagged spikes on them, able to bite and slash their enemies. Two Locust Drones or Theron Guards can ride a Reaver, with one commanding the creature, while the other operates a mounted turret on the creature's back. Standing on their many tentacles, a Reaver is around 15 feet tall, with a diameter of about 6-7 feet. They are able to withstand many shots before dying, but can be killed with normal weapons. A subspecies of Reavers, dubbed Hydras, are the same in basic appearance, but the Hydra is much larger in all dimensions, and is able to transport 4-5 Locust at once. These beasts are rarely seen. Reaver. Hydra.
Corpsers - Corpsers are one of the strongest, and one of the most fearsome of the Locust's units. Like the Seeders and Reavers, they are not actual Locusts, but instead are the creatures that aid the Locusts' cause without protest. The Corpsers walk on small, crab-like bodies, which have small insect like legs, but their chest and upper body differs greatly from their lower half. Corpsers have broad chests and a slightly humanoid head, with many, many eyes, and, as their most noticeable feature, have up to 8 massive spider-like appendages coming up from their backs, which they use to tunnel, attack, and even defend with. Corpsers are the most useful of the Locust units, being their main source of digging into the ground, as well as being fearsome enemies. A Corpser is heavily armored, but can be taken down with a barrage of armor piercing rounds or strong lasers, but all attacks are rendered ineffective if the Corpser uses its claws to shield its soft underbelly, the appendages able to withstand the strongest of explosives. Corpsers are around 45-50 feet tall, and are, like the other beast-like units of the Locust, armored both with metallic armor and natural armor, the most notable being the helmet like armor they wear on their heads. Corpser.
Brumak - The Brumaks are yet another massive Locust unit, and aren't Locust themselves either. They are therapod in stance and body structure, with a humanoid like head, like the Corpsers, and have many eyes. They have massive arms and a hunched back, which carries a large "backpack", which is actually a massive energy cannon, as well as a transport. Brumaks can transport 4-5 Locust, not including the pilot, who is positioned on the Brumak's neck. Brumaks are about 39 feet tall, but are much stronger then any other Locust unit, even the Corpsers lack the physical strength Brumaks have. On their arms, they have wrist machine guns, which fire armor piercing rounds at enemies, and are controlled by the Brumak itself. As with other beast units, it wears metallic armor and natural armor, and wears a helmet similar to a Corpser's.Brumak
Tickers - Tickers are one of the most effective Locust units, and are only about 2-3 feet long, and about a foot or 2 in diameter. They scuttle around on small crab like legs, and have two "arms" at their front, but never actually attack with them. Instead, they carry powerful bombs on their backs, which are actually in their skin, despite being metal and not a natural addition. Tickers are simply suicide bombers; they explode if shot, and will detonate themselves if they are near enemies via two small openings that shoot tiny jets of flames, which are enough to set off their explosive backsides. Ticker.

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Characters
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Name: General RAAM
Gender: Male
Species: Locust Drone
Description: Has the white skin of a drone, and the same body structure, with black Theron Guard armor, but lacks a helmet. RAAM is also slightly taller then a normal Drone or Theron Guard. General RAAM.
Unique Traits: Smarter then average Locust Drones or Theron Guards, and is the only being in the galaxy, Locust or otherwise, to control the terrifying Kyrll, which swarm around him as a shield and weapon.
Tech: Heavy Theron Guard Armor, Boomshot Grenade Launcher, Mini-Gun.
Homeworld: Sera
Bio: RAAM was the example of a terrifying advancement in Locust society. He was once, amazingly, a simple Drone in the Locust army, and quickly advanced to the Theron Guard, and eventually became one of the only Generals, higher in rank then even the Kantus. RAAM is a savage Locust, having no mercy to the foes he fights, and his terrifying appearance and reputation is once again reinforced by his most amazing weapon: A group of Kyrll under his control via pheramones. RAAM is not the leader of the Locust, however, that leader is still unknown, but RAAM's one of the most feared of the Locust, even more feared then the Brumak and Corpsers...

Name: Skorge
Gender: Male
Species: Locust Kantus
Description: The size of a normal Kantus, but instead of the Theron Guard-like armor, he only has a helmet and body armor, with many open parts of the armor. He also has the Locust equivalent of dreadlocks. Skorge.
Unique Traits: Advanced training in melee and ranged combat.
Tech: A Machine Pistol, and a double sided Chainsaw Staff.
Homeworld: Sera
Bio: Skorge is the leader of the Kantus Priests, and as such is even higher in rank than RAAM, though he leads a different part of the Locust army, commanding the Kantus as well as accompanying an army when a major attack was issued. Skorge's origins are largely unknown, but few have seen him and were able to live to tell about it. Unlike most Locust, Skorge relies on blinding speed rather than strong armor to destroy his foes, able to chop apart tanks with his chainsaw staff, which is one of the most feared weapons among the Locust. He is one of the few Locust to ride a Hydra into battle.
TyrannoTitan
 

Dinoman666's SEW Profiles

Postby dinoman666 » Thu Nov 04, 2010 8:39 pm

TGDA:

Leader:
Name: General Grievous
Gender: Male
Species: Trandoshan cyborg
Description: http://scottthong.files.wordpress.com/2009/03/generalgrievous1.jpg
Unique Traits: Grievous' arms can divide at the shoulder to become four, and he has amazing agility. Extremely acrobatic, he can utilize his "feet" to cling to walls and ceilings, and easily run circles around enemies. He is also very strong, capable of rending hull plating from even capital ships. Grievous is also a very capable tactician, though he lacks subtlety. He is also rather mentally unstable, and despises being called a droid. Grievous' cybernetic enhancements also give him a slight coughing problem, though this is not detrimental to him unless he talks for too long. He has mastered all seven forms of Lightsaber combat, and tends to mix them up, making his attacks seem random.
Tech: Lightsabers are Grievous' primary weapon (taken from Jedi he has killed), and he also wields a grappling hook in his right arm, along with several other tools. He also carries around a powerful blaster as a last defense, and is always protected by lethal droid bodyguards, who wield Electrostaffs that are nearly impossible to cut through. Grievous' legs have built in repulsorlifts, allowing him to, in theory, wield as many as six Lightsabers at once, though he rarely resorts to such a maneuver.
Homeworld: Trandosha.
Bio: Previously known as Hossk, Grievous was a Trandoshan who was well-known for starting a rebellion on his planet, driving the Empire off. However, an unfortunate shuttle accident (sabotage by the Empire) nearly killed him, and successfully killed his family. Desperate for help, the Trandoshans contacted the nearby planet Geonosis to use their technological skills to save him. The Geosnosians agreed, and turned Hossk into General Grievous, a deadly cyborg. The two races became allies, and Grievous requested a droid army to be built for him. He is bitter enemies with the Empire, as well as Force-users, and is, in fact, one of the main reasons the Jedi are a mere shadow of their former glory, in addition to Revan's purging of them.

Homeworld:
Native Name: Trandosha
Environment: High mountains, seas, grasslands, deserts, and Trandoshan villages.
Regions: Divided by villages and terrain.
Dominant Species: The Trandoshans.
Technology Level: Advanced, though their warlike mentality prevents them from going much further than space travel.
Animal Life: The scavenging Varren, carnivorous Skags, diminutive Grassrunners, brutal Vorcha, deadly Roggwarts, and monstrous Bonecrushers are the most common species on the planet, making Trandosha very dangerous indeed.

Territory:

Other Planets:
Native Name: Geonosis
Enviroment: Mostly arid desert, it's a very temperamental planet, with harsh radiation storms common.
Regions: Most regions are divided by each Geonosian hive. One area, the Ebon Sea, is one of the few bodies of water on the planet, though it's simply a stagnant pool of scum.
Dominant Species: The Geonosians.
Technology level: Very advanced, using sonic-based technology and even capable of creating huge droid foundries.
Animal Life: Other than the Geonosians, the only species on Geonosis are a red algae that coats the planet's surface, as well as gargantuan, three-headed insects called Geonosian Hydras that live on the bottom of the planet's bodies of water.

Native Name: Florn
Environment: Almost entirely jungle, with the occasional salt lake or other body of water.
Regions: None. Only one TGDA military outpost is located on the planet.
Dominant Species: Florn Lamproids.
Technology Level: Lamproids have access to TGDA technology.
Animal Life: Hundreds of diverse, dangerous creatures, all with copper-based, blue blood instead of iron-based, red blood common to most species. There is no truly dominant predator on Florn (besides the Lamproids), and everything is at war with everything. All Florn life is incredibly fast-breeding and is illegal in most sectors of the galaxy to export.

Native Name: Lwhekk
Environment: Mostly humid jungle, broken by oceans, Ssi-ruuk spire cities, and volcanoes.
Regions: Mount Skar'lak, the Caves of Ss'laath, and the Cree'n'aak Palace, the Ssi-ruuk capital.
Dominant Species: Ssi-ruuk
Technology Level: Extremely advanced.
Animal Life: Other than the P'w'eck, the only known species on Lwhekk is the fft, a multi-legged lizard that is both the Ssi-ruuk's and P'w'eck's favorite food.

Armed Forces:

Species:

Name: Trandoshan
Description: Trandoshans are a large, bipedal sentient species, with scaly skin, which ranges in color from sandy brown to glossy green, and is shed roughly once every year. Cold-blooded reptiles, Trandoshans have two supersensitive orange eyes with vertical black pupils, which can see far into the infrared range. Trandoshans can regenerate lost limbs and skin until they reach their middle ages—around thirty-five years. Each of their four limbs ends in three razor sharp claws, which, although perfect for combat, they do not grant them manual dexterity, making a Trandoshan's finger movements somewhat clumsy and awkward.
Diet: Though carnivorous, each Trando has different tastes, like humans do.
Natural Abilities: They are physically much more powerful than humans, and easily overwhelm an average human in close combat.
History: Unknown, as they are rather reluctant to give away historical information to outsiders.

Name: Geonosian
Description: Like all insects, Geonosians have a hard exoskeleton that provides protection from physical impacts and bouts of radiation that occasionally shower their world, elongated faces, multi-jointed limbs, and speak in a strange clicking language. Some castes of Geonosians have powerful wings to give them flight.
Diet: They mostly eat the algae that grows abundantly on their world.
Natural Abilities: Despite being rather barbaric, Geos are technological geniuses, and utilize sonic energy to make most of their technology, like lamps and Sonic Blasters. They're also surprisingly powerful, despite their thin builds, and very agile in flight.
History: In the distant past, Geonosis's largest moon was hit by a rogue comet, sending out a massive debris field that hammered the planet's surface into ruin, before settling into a ring of orbiting rock. This event killed off more than 99% of Geonosis's native species.
Over millions of years, the few creatures who survived the devastation slowly reclaimed the planet. Random meteor impacts constantly weeded out the weaker species, leaving only the truly cunning, hardy, and ruthless species alive. The Geonosians, the dominant life form on the planet, constituted all three.

Name: Florn Lamproid
Description: These creatures are basically six-meter-long coils of pure muscle that ends in four short, photosensitive eyestalks and a large ring-shaped mouth that has four large mandibles on its edges. Lamproids have six long limbs ending in powerful pincers on their midsection, and could hold about 1.3 meters of their body (including the head and thorax, which is where the forelimbs are located) off the ground, but usually slither along the ground. They had a long, straw-like tongue in their mouth that was used to facilitate smell, taste, and ingestion, and their tail ended in a venomous stinger which could bring down even the strongest of creatures, but still be used as a fine manipulator. Their fangs are also venomous, and they possess enough strength to tear the head off a bantha. Many can communicate telepathically, or speak their own language and Basic in a hissing voice. Despite their vicious and hideous appearance, Lamproids can be surprisingly affectionate, and often form mated pairs for life.
Diet: Meat, specifically blood.
Natural Abilities: Incredible reflexes and strength that make them almost perfect hunters (a necessity on Florn, their lush ad dangerous homeworld), as well as telepathic abilities that can confuse or hinder their prey.
History: Evolved from intestinal parasites, Lamproids are fully sentient creatures, though this is hardly obvious, and because of this, they are often hunted for sport. Lamproids have aggressively colonized many planets around their homeworld, and prefer hot, humid rainforests to other places. Recently, the TGDA has stumbled upon the creatures, and the Lamproids have willingly joined the faction, if not just for the opportunity to hunt the TGDA's enemies (that, and fighting droids seemed almost boring to them).

Name: Ssi-ruuk (singular Ssi-ruu)
Description: The Ssi-ruuk are large bipedal lizards that are covered with a thick scaly hide, which varies in color. Despite being reptilian, they are warm-blooded. They are armed with huge, muscular tails and short well-muscled upper limbs with three clawed prehensile digits which are used as hands. They have long beak-like muzzles which contain sharp teeth. Their sensitive eyes rely on triple eyelids to help them quickly adjust to changes in light. However, they do not rely on vision as Humans do. Rather, they rely on their nose tongues.
An adult Ssi-ruu can stand over six feet tall and weigh close to 350 kg (750 pounds). The Ssi-ruuvi language is a series of honks, whistles, growls, and throat clicks. Instead of wearing clothing, they wear bandoliers which carry their tools, weapons, and other equipment (they find the idea of covering the body humorous).
Diet: Meat.
Natural Abilities: Thick, blaster-resistant skin, incredible strength, able to produce sounds above human hearing range, nose tongues that can even identify the emotions of a being.
History: The Ssi-ruuk usually stay on their world of Lwhekk, but have occasionally ventured into other galaxies to find slave for their entechment process (which involves putting a organic being's life force into a droid or other machine). They usually used P'w'eck slaves (similar to Ssi-ruu, but smaller and less intelligent) for this purpose, but they've found humans to be much better candidates (mainly because they last significantly longer).

Droids: Listed in my next post.

Notable Members:

Name: OOM-6
Gender: Masculine programming
Species: OOM-series Battle Droid
Description: Nearly identical to normal B1 Battle Droids (like all OOMs), he is distinguished by yellow-orange markings on his torso and head, marking him as a Commander.
Unique Traits: Unlike the mindless B1, OOM-6 is independent and capable of abstract thought. Other than this, he is similar to most B1s and OOMs.
Tech: An E-5 Blaster Rifle, Thermal Detonators, and Marcobinoculars.
Bio: Manufactured on Geonosis, OOM-6 was put in command of General Grievous' ship when he wasn't there. When the cyborg was, however, he was simply second-in-command. Most of his battles have seen a near-100% success rate.

Name: A-4D
Gender: Masculine programming
Species: Medical and supervisor Droid
Description: http://images4.wikia.nocookie.net/starwars/images/b/bc/A-4D.jpg
Unique traits: A-4D has extensive knowledge on the cyborging process, as well as droid repair and management.
Tech: Arc welder, other medical tools.
Homeworld: Trandosha
Bio: A-4D was the droid who had made Grievous into what he is now, and has served him ever since. He has a bit of a snide sense of humor, especially towards Grievous, who only stands it because the droid is a necessity, in case Grievous should be wounded in battle. In truth, A-4D is extremely loyal to his master, and will serve him to the end.

Name: Sh'tk'ith (AKA Bluescale)
Gender: Male
Species: Ssi-ruu
Description: A large, blue-scaled Ssi-ruu with black eyes.
Unique Traits: Is capable of hypnotizing some sentient beings, most notably humans.
Tech: Entechment rigs, when necessary.
Homeworld: Lwhekk
Bio: Bluescale is the Shreeftut, or leader, of the Ssi-ruuk, as noted by his vibrant blue scales, marking him as a member of the political caste of the Ssi-ruuk.

Name: Master Firwirrung
Gender: Male
Species: Ssi-ruu
Description: Other than his yellow scales, he has nothing particularly notable about him.
Unique Traits: None, other than his knowledge of Ssi-ruuvi technology.
Tech: Entechment rigs.
Homeworld: Lwhekk
Bio: Firwirrung is the head entechment specialist of Lwhekk, and an aide of Bluescale. His yellow scales mark him as a member of the technological caste of the Ssi-ruuk.

Name: Commander Ivpikkis
Gender: Male
Species: Ssi-ruu
Description: He's particularly large, with rusty-red scales.
Unique Traits: Incredibly accurate shooter, and very intelligent in combat.
Tech: Modified blaster rifle, thermal detonators, personal deflector shield.
Homeworld: Lwhekk
Bio: The Supreme Commander of the Ssi-ruuvi Imperium's armies, Ivpikkis is an extremely competent and deadly strategist and warrior.

Name: Shriwirr
Gender: Male
Species: Ssi-ruu
Description: Dark, cold eyes, lithe body, and pitch-black scales mark Shriwirr as a rare member of the Ssi-ruuvi Assassins.
Unique Traits: Very crafty and agile, even for a Ssi-ruu. Utterly ruthless when given a target.
Tech: Cortosis blades, heavy silenced blaster pistol, grappling hook, and a variety of other tools.
Homeworld: Lwhekk
Bio: Little is known of Shriwirr, except he is Bluescale's personal assassin and bodyguard.

Name: Lissarkh
Gender: Female
Species: Trandoshan
Description: Around the same as most Trandoshans, except that she has more golden-yellow than orange eyes, because of her Force-sensitivity.
Unique Traits: Force-sensitive, with a Lightsaber combat style similar to that of Grievous. She knows a wide variety of Force-related abilities, from both the Sith and Jedi arts.
Tech: A green-bladed Lightsaber and a long-range comlink.
Homeworld: Trandosha
Bio: Lissarkh is, strangely enough, the only surviving relative of Grievous (his niece). She also happens to be Force-sensitive, and because of this Grievous has trained her in Lgihtsaber combat and also through Sith and Jedi Holocrons he has discovered throughout the galaxy. She considers herself neither a Jedi nor a Sith, and has a somewhat upstart attitude, except to her uncle.

Philosophy:

The Trando-Geo Droid Alliance was initially an agreement between the neighboring planets of Trandosha and Geonosis to fight back against the oppression of the Empire. It has rapidly spread since then, encompassing several other planets and has become the central government of all of them. Technically a military dictatorship under Grievous' rule, the TGDA runs surprisingly smoothly, mainly because most of its armed forces are droids and the few organics who actually fight are mostly Trandoshans, who are an innately warlike species. The TGDA is now focused on keeping its territory stable and safe from numerous outside threats, and Grievous cares little about outside affairs. However, the revelation of extragalactic threats such the Flood, Yuuzhan Vong, and Reapers, as well as galaxy-spanning threats like the Halo Installations and the Rejuvenated Covenant, have shaken this inward-looking philosophy quite a bit...
Last edited by dinoman666 on Tue Nov 23, 2010 4:30 pm, edited 2 times in total.
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UndeadRaptor's SEW Profiles

Postby UndeadRaptor » Thu Nov 04, 2010 8:49 pm

Golden Enforcement Army/Gordon's Commando Military

--Faction name: G.E.A (Golden Enforcement Army)
--Leader/form of government: Military, the main admiral of the faction owning the homeworld and colonies, running them aswell along side the military government.
--Homeworld: Cori
--Territory: Terror armada, every other fleet.
--Armed Forces: Two defensive fleets, five assault fleets, twelve shock armies, seventeen mechanical armies, one terror armada, twenty five mobile armies, six armored divisions, nineteen sniper companies, fifty Bori-Saurochus war clans, seventy five fighter battlations.
--Philosophy: Freedom and sercurity.
--Relevant links: N/A

====================

--Faction name: G.C.M (Gordon's Commando Military)
--Leader/form of government: Single president and multiple android versions, democratic government.
--Homeworld: Cori
--Territory: Two systems, 15 planets.
--Armed Forces: Two defensive fleets, five assault fleets, twelve shock armies, seventeen mechanical armies, one terror armada, twenty five mobile armies, six armored divisions, nineteen sniper companies, fifty Bori-Saurochus war clans, seventy five fighter battlations.
--Philosophy: Destruction and annihalation of all other beings in the galaxy
--Relevant links: N/A

====================

Name: Gordon N. Williams
Gender: Male
Species: Human
Description: Williams is a young looking elder in appearance, and has a slightly visible beard on his jaw, along with greying hair. He usually wears a dark black business suit along with a white tuxedo and a red tie, and sometimes wears hats to disguise himself.

Unique traits: Gordon, along with all his androids, run the entire G.C.M and have currently taken over Cori, running the entire planet and colonies, and take the civillians under G.E.A rule prisoner, while killing the soldiers.
Tech: N/A

Homeworld: Cori

Bio: Gordon was born on one of the moon's of Cori itself, but consider's the planet his homeworld, as he grew up on it and became the ruler of the world along with it's 14 colonies. Not much is known about the mysterious man other than he had a terrible life, and feels he needs to seek his revenge on all lifing creatures besides his allies in order to get his life back in order.

====================
Pluxar T-205 Plasma Rifle

The Pluxar T-205 functions as a medium to long range tier 1 rifle used by both G.E.A and G.C.M forces, being quite a long and large weapon itself, maxing out to nearly 30 lbs. in weight. The rifle itself fires between a three round burst to a single shot, and can cause some painful burns and scars, allowing just 27 shots from a 40 round clip being needed to bring down a creature the size of an average human.

====================
Colt A-101 Plasma Pistol

The Colt A-101 plasma pistol is is a single shot tier 1 pistol used by basic soldiers in both G.E.A and G.C.M factions, acting as a secondary weapon used only for when it is strongly needed. The A-101 is a short ranged weapon, full accuracy for a straight shot being no more than 85 yards away from the gun itself, the gun also being a somewhat completely deadily weapon at point blank range, even for shielded targets.

====================
XX-0971 Tactical Flare

The XX-0971 is a flare stick used for multiple purposes in battle at any time, such as to mark landing zones, friendly points and hold off bombing runs. The 0971 flare has a small green fire ready to ignite upon popping the cap off of it, pulling the trigger to the flare and causing a streaming cloud of smoke to come from the fire, indicating the usage of it by friendly contacts or landing zones.

====================
Z-72 Rifle scope

The Z-72 is a basic attachment to the G.E.A rifles, allowing snipers and Bori-Saurochus an easier time with hitting targets at a huge distance away from themselfs.

====================
GW-172 Infantry Armor Variants

Image

1: Tactical Special Operations Variant 2: Basic Signaller Variant 3: Heavy Infantry Variant 4: Medium Sniper Variant 5: Light Gunner Variant 6: Light Infantry Variant

====================

Name: Johnson C. Adams
Gender: Male
Species: Human
Description: Admiral Johnson wears a large admiral's cap used in the older times, and his uniform is bright red, with shining gold buttons. His boots are pitch black, and have smaller, less shiny golden buttons holding the shoes together.

Unique traits: Johnson leads the G.E.A's forces, but mainly controls the space naval fleet, and colonizes other planets with it. He can leap amazing heights and has incredible strenghs despite his old age.

Tech:He carries around a standard energy pistol along with duel plasma wrist blades, his hat being a shield itself.

Homeworld: Cori

Bio: After twenty or so years on Cori, Johnson moved to Cori's moon to sign up and join the army, just around the time a alien race attacked his homeworld. He went onto a defencive turret and started blasting away at the craft that bombarded his home, narrowly saving his family and Cori itself. After that, he made the Golden Enforcment Army for Earth's defences, but now uses it for colonizing other planets, fighting against alien races, and defending Cori and the other planets they've colonized.

====================

Native Name Cori
Enviroment: Earth-like
Regions:
Plains: A large, open area on the planet where few cities happen to be, including the capital of the planet. Home to Raptoids, Diloplodichus, and Corichus.

Forest: A enormous jungle region home to Diloplodichus and Herius. Two average sized cities are held in open areas of the forest, the two towns being the center of trade among the humans on Cori.

Artic: A frozen tundra that is seperated from the rest of the landscape on Cori. It is home to Artic Worms, Gerigorus, and Falichus. One outpost stands there, filled with G.E.A soldiers. A evac site also lays there, incase of a attack on the planet.
Dominant Species: Humans
Technology level: Have reached slip-space travel and can go long distances throughout the galaxy.
Animal life:
Raptoids: Large, feathered like dinosaurs, that roam the plains of Cori. They are like a velociraptor, yet, are as large as an allosaur.

Diloplodichus: Lagre, herbivorous typed reptilians. Mainly live in the forest and plain regions of Cori, eating any vegitation, being prey to Raptoids.

Corichus: Small, feathered herbivores that roam the plains of Cori in huge herds. Eat vegitation that tends to be a few feet above ground level or under.

Herius: An average sized carnivore. Lives in the forest area of Cori, and hunts down Diloplodichus in small packs or alone.

Artic Worm: A large, omnivore worm, feeding off of Gerigorus and Falichus. They live alone their whole lives, and mate in the sea surrounding the artic region, laying eggs their, leading to the fact that they could be amphibians.

Falichus: A small, carnivore bird, hunting Gerigorus on the Artic region of Cori. The huge mountain caps are the homes to millions of nests of these birds.

Gerigorus: A herbivore mammal, eating all of the vegitation surviving in the cold artic. It runs at amazing speeds despite it's size, and is prey to Falichus and the rare Artic worm.

====================

Name: Amanda-023
Gender: female
Species: human
Description: A muscular, tall person with light red eyes, short, green-dyed hair, a short nose, and some tatoos along her arms.
Unique traits: N/A, other than her enhanced body from being drafted into a classified "program"
Tech: class 2 infantry armor, with recharging shielding, a helmet with a flaming skull painted on the green mirrored visor, a tier 3 rifle whos description is classified, along with a tier 2 magnum, the details of it classified as well.
Homeworld: N/A, one of 14 G.E.A colonies
Bio: N/A

====================

Name: Jonathan C. Anderson
Gender: Male
Species: Human
Description: Jon is a strong, average sized human, being able to lift up one of his own men without much ease. His armor is a light grey color, like all standard infantry armor, flaming crossbones painted onto the left shoulder pad, just like the rest of his squad. A flaming skull is painted on the front of his helmet, along with tally marks on both sides, designating all the kills he made so far.
Unique traits: Jon isn't to special for an average human, but is quite strong for a man, and can leap as high as Admiral Johnson.
Tech: He carries a large bowie knife on him during any of his battles, along with his small radio, duel beam pistols, and a heat rifle, used by all infantry in the G.E.A, being a plasma using rifle, along with the pistol.
Homeworld: Cori
Bio: After his family was completly wiped out when a alien race attacked Cori, the young version of him was found by the newly estabilished G.E.A, and the boy was recruited at the age of 15. He managed to do much for his squad, giving him second in command of the Flaming Eagles squad. He narrowly survived a pack of Raptoids hunting him when he was younger, and is respected and looked up upon by his whole squad, even the sergeant.

====================

name: Bori-Saurochus
Description: the species has orange scales on their entire body, and varying colored quills on the top of their heads. The Bori-Saurochus have theropod legs and sharp, yellowish white teeth, and long, feathered tails. they're the length and height of a deionychus, and have three toed feet, with smaller toes on the back of each foot. In some of the coldest enviorments, a Bori-Saurochus will grow feathers over it's body within a few days.
Diet: Carnivore
natural abilites: The raptor-like creatures can leap amazing heights, and are grand sharpshooters. They also have strong bodies, making them hard to fight in melee combat during a battle.
history: The Bori-Saurochus is from Cori, and the raptor-like creatures are the main sharpshooters of the G.E.A army. They have been on the planet as long as the humans have, and live in villages in the plains or the forest near the human cities. The Bori-Saurochus evolved from the average Raptoids on the planet, and are verocious killers.

====================

Name: Geriu Saurielh
Gender: Male
Species: Bori-Saurochus
Description: Geriu is a average sized Saurochus, and has deep red eyes, his scales are a dark orange, and has two white stripes going along his back, followed by a red diamond pattern.
Unique traits: Saurielh is the main leader of the Bori-Saurochus, and is willing to fight along side his bretheren at anytime.
Tech: Due to all the weapons in the Bori-Saurochus race being crafted by the warriors theirselfs, every weapon is different, including Geriu's. His cerimonial spear is nothing more than a large, thin stick sharpened at the ends, feathers and small skulls on the tip, along with a sharpened stone stuck into the front tip.
Homeworld: Cori
Bio: Geriu Saurielh slowly rose up to be the chieftain of the entire Bori-Saurochus shortly after his father died, his brother's going next, making him the newest and most respected leader of the tribes. Geriu's ways inspire all of the warriors and snipers of the spieces to fight until the very end, him on the battle field boosting the soldiers' moral drastically. Even G.E.A soldiers will look up to this brave chief, and will fight along his side until they die. His young days were very rough on the chief, considering multiple assassions tried killing him and the rest of his family for no cause, yet he lived through it all, so far.

====================
Last edited by UndeadRaptor on Sat May 21, 2011 10:46 pm, edited 3 times in total.
"What's the plan?!" - random soldier, Mud and Blood 2.

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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Thu Nov 04, 2010 8:52 pm

TGDA Droids:

B1 Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/a/a0/Battledroids.jpg
The B1 is the standard infantry droid of the TGDA, much to Grievous' chagrin, who only sees them as a necessary evil. B1s are tactically inept in combat, and only have the advantage of numbers on their side. However, they are also incredibly cheap and simple to manufacture, and because of this they are still used in many roles, such as infantry, pilots, and security. B1s carry a variety of weapons, depending on their roles, but usually carry thermal detonators and E-5 blaster rifles, which are made specifically for the B1. A variant of the B1 is the yellow-marked OOM-series, which is more independent than a standard B1, and is often used as a commander class. The most well-known of these droids is OOM-6, who is Grievous' second-in-command (a surprise, considering) and has a near-100% success rate.

B2 Super Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/d/db/B-2superbattledroid_1.jpg
B2s, or Super Battle Droids, are significantly deadlier than B1s, but are slightly rarer. Their reinforced chassis is superior to the B1s, and their arm-mounted blasters and wrist rocket launchers are more powerful and efficient than the B1's E-5 blaster rifle. The only downside to the the B2 is that they are relatively slow-moving and unintelligent, often ignoring a target once it moves out of visual range. If the target survives the first barrage, that is. A commander variant, signified by a yellow circle on the left shoulder and a left arm converted into a small missile/warhead launcher, is sometimes used to lead B1s and B2s into combat when an OOM is unavailable.

Droideka:
http://images1.wikia.nocookie.net/starwars/images/2/2f/Droidekapromo.jpg
The Droideka, aka the Destroyer Droid, is well-known for being incredibly lethal, even to Jedi and other powerful beings, thanks to the particle/ray shields they can erect, which can resist anything up to and including light artillery rounds, and their rapid-fire, high-intensity blasters that have an alternate form of fire that's slower, but capable of rupturing light vehicles. Droidekas are extremely slow walkers, but are capable of rolling themselves into a wheel mode that allows them to move faster, but prevents them from using their shields or weapons (unless modified). Droidekas are a creation of the insectoid Colicoids, who bear a resemblance to the droid.

B3 Ultra Battle Droid:
http://images1.wikia.nocookie.net/starwars/images/thumb/7/7a/B3_ultra_battle_droid.JPG/378px-B3_ultra_battle_droid.JPG
The 3-meter-tall B3's creation was personally overseen by Grievous, and as a result it is incredibly deadly, loaded with weapons, including a tight-spray flamethrower in its right arm, dual blasters in its smaller arms, a wide-spray plasma cannon in its left arm, and a missile launcher that shoots semi-sentient brilliant missiles in its left shoulder. Finally, the B3 boasts a special density projector, which can increase its weight twentyfold and prevent it from being toppled easily.

Scorpenek Annihilator Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/4/40/Annihilator_NEGD.jpg/722px-Annihilator_NEGD.jpg
The Annihilator is, for all intents and purposes, a giant Droideka (even created by the Colicoids). The Annihilator, however, cannot revert to a wheel mode, though this is hardly necessary. Its shields are nearly immune to any type of ordnance, short of capital ship weaponry, and its blaster cannons can reduce even AT-ATs to smoking husks in mere seconds. They are, however, extremely difficult and expensive to manufacture, and are rather rare.

Droideka Mark II:
http://images3.wikia.nocookie.net/starwars/images/5/5d/DroidekaMarkII.jpg
An upgraded, but rarer, version of the standard Droideka, the Mark II is somewhat larger than its counterpart, and is equipped with ion cannons in its torso along with the usual blasters. Other than these physical features, the Mark II is mostly identical to the Droideka (though, obviously, significantly more dangerous).

BX-series Droid Commando:
http://images2.wikia.nocookie.net/starwars/images/5/50/BX-series_droid_commando.jpg
Droid commandos are an elite unit of battle droid assigned for stealth missions. They carry the same rifle and grenades as B1s, but also have stun batons and fusion cutters. Commandos are capable of disguising themselves in humanoid armors and modulating their voices, which usually sound like those of B2s. They are faster, stronger, and tougher than B1s, making them formidable opponents, even in close combat. Unit leaders, such as OOM-224, have white markings on their chests and heads as well as a vibrosword for close combat.

Tactical Droid:
http://images2.wikia.nocookie.net/starwars/images/7/7e/Tactical_droid_TCW.jpg
Tactical droids are used by Grievous as combat leaders in combat, and are much more intelligent than other battle droids. However, they seem to have inherited Grievous' impatient and cruel demeanor, sacrificing allies without thought if they think it will win the battle (which it usually does). There are a few exceptions, such as the remarkably calm TX-20.

IG-100 MagnaGuard:
http://images1.wikia.nocookie.net/starwars/images/thumb/5/5d/MagnaGuard.jpg/632px-MagnaGuard.jpg
Grievous' personal droid bodyguards, MagnaGuards use deadly Electrostaffs made of Lightsaber-resistant Phrik metal, as well as various other melee and ranged weapons, used mainly against Jedi and other foes with powerful, blade-like weaponry. MagnaGuards are capable of surviving even decapitation and getting sliced in two, thanks to their chest-mounted backup photoreceptor. They are also programmed to explode on occasion, usually as a final suicide attack against opponents. Needless to say, anyone who makes it past Grievous' bodyguard screen is rarely in a state to fight the cyborg himself.

Tri-droid/Octuptarra Droid:
http://images2.wikia.nocookie.net/starwars/images/1/1a/Octuptarra_droid.jpg
Tri-droids are usually used as very large sniper droids, capable of using their triple blaster cannons/ordnance launchers from great distances. They can fire in nearly any direction, and are nearly impossible to flank, because of their circular head and weapons. The Tri-droid is also capable of sticking to walls and ceilings capable of supporting the droids large bulk, and their heads, usually an easy target, have a habit of exploding violently.

Pistoeka Sabotage Droid/Buzz Droid:
http://images4.wikia.nocookie.net/starwars/images/c/cd/Buzz_bg.jpg
The Buzz Droid is small, and rather unimposing, but is definitely a major threat. Just ask a pilot of a spacecraft, dead in space, slowly leaking atmosphere into the cold vacuum. The Buzz Droid is delivered by discord missiles from Vulture Droids, and are capable of shredding metal with a variety of different tools. They can even insert a computer probe into the craft and control it from their external perch. They are also used as very efficient repair droids, and will not hesitate to defend themselves on the ground with their bladed tools.

Chameleon Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/6/68/Spelunker_probe_droid.JPG/507px-Spelunker_probe_droid.JPG
The Chameleon droid has the ability to become invisible to basic photoreceptors and vision limited to the visible light spectrum. However, the trick is easily uncovered, as the droids actually use a 360-degree holographic projector to mimic their surroundings and become seemingly invisible. Their only armaments are a mine-laying device and a triple blaster cannon. They also have traction field generators in their legs, allowing them to walk on walls and ceilings.

Armored Assault Tank (AAT):
http://images1.wikia.nocookie.net/starwars/images/thumb/d/dc/AAT.jpg/800px-AAT.jpg
The AAT is the primary tank unit of the TGDA, and one of the few vehicles of theirs that isn't a droid (though it is piloted by them). Its primary cannon is used against main targets, such as enemy vehicles, while its blasters are used against infantry. The AAT can also fire missiles and other ordnance from the flat, lower half of its body.

Dwarf Spider Droid:
http://images1.wikia.nocookie.net/starwars/images/thumb/c/c8/Dwarf-spider-droid_negtd.jpg/463px-Dwarf-spider-droid_negtd.jpg
The Dwarf Spider Droid is used as a scout by the TGDA forces, capable of relaying any information it perceives through its bulbous photoreceptors back to its superiors through its long antennae. To defend itself, the DSD has a nose-mounted blaster cannon that is surprisingly powerful for a droid of its size. When they take terminal damage, spider droids also explode violently, making them useful bombs against enemy forces.

OG-9 Homing Spider Droid:
http://images1.wikia.nocookie.net/starwars/images/e/ea/OG-9_CG.jpg
A larger counterpart of the DSD, the Homing Spider Droid is used in similar roles, and often in conjunction with its smaller cousin. Equipped with a continuously-firing homing laser and a small antipersonnel blaster cannon, the OG-9 can bore through vehicle armor in a flash, or cut down attacking infantry in droves, though it usually allows the DSD to to do this. The OG-9 is explosive, similar to the DSD, but only because of its internal reactor core being extremely volatile.

IG-227 Hailfire Droid:
http://img272.imageshack.us/img272/716/hailfire9lo.png
Almost exclusively an anti-vehicle weapon, the Hailfire droid can release a massive volley of nearly thirty anti-tank missiles, though it rarely fires them in clusters larger than three for four, to ensure it can take out many enemies before having to retreat to reload. It also has a retractable blaster cannon, for use against enemy infantry. One of the fastest TGDA vehicles, the Hailfire's massive hoop wheels propel the droid at incredible speeds, and can even crush smaller vehicles underneath it.

Crab Droid:
http://images2.wikia.nocookie.net/starwars/images/thumb/b/b5/Crab-droid_negtd.jpg/768px-Crab-droid_negtd.jpg
The Crab Droid comes in 8 different sizes, each with similar capabilities, including powerful, clawlike legs that can climb walls, burrow through soft rock, or crush foes in the larger variants. They also have dual blaster cannons, which can take out anything from standard enemy troops to tanks, depending on the type. Some types can also suck mud or sand through the front legs, then spray it over enemies to blind them.

NR-N99 Persuader-class droid enforcer (Tank Droid):
http://images1.wikia.nocookie.net/__cb20090311015422/starwars/images/thumb/9/91/Tank_droid_TCW.jpg/777px-Tank_droid_TCW.jpg
The tank droid is used just as its name implies. However, unlike some tanks, it can also move surprisingly quickly, and can be equipped with a variety of weapons, from blaster and ion cannons to missile and grenade launchers. The tank droid is particularly feared for being completely undiscriminating, attacking anything that isn't a TGDA unit in battle. While not very agile, they can ram through concrete and metal with ease.

Single Trooper Aerial Platform (STAP):
http://images1.wikia.nocookie.net/starwars/images/thumb/c/cf/STAP-chron.jpg/352px-STAP-chron.jpg
The STAP is a B1-piloted scout vehicle, used to track fugitives or hiding enemy forces, then eliminate them with its dual blaster cannons. The vehicle is almost entirely unarmored, and the pilot is completely exposed. However, the STAP's agility usually makes up for it.

Heavy Missile Platform (HMP):
http://images3.wikia.nocookie.net/starwars/images/2/25/HMP_Sticker.jpg
The HMP is an atmospheric gunship, which is usually utilized to bombard targets with massive volleys of missiles and laser fire. While relatively slow, the HMP is extremely tough to bring down very easily without turbolasers or similar weapons.

Variable Geometry Self-Propelled Battle Droid, Mark I (Vulture Droid):
http://images3.wikia.nocookie.net/__cb20090311015237/starwars/images/thumb/e/e3/CIS_Vulture_droid.jpg/800px-CIS_Vulture_droid.jpg
Vulture Droids are the main starfighter used by the TGDA, with a similar armament to the Manta subfighter and a similar method of battle to the B1: overwhelming force. Vultures are particularly unique in that they can convert to a walking mode, though they are limited only to their proton torpedo launchers in this form.

Tri-Fighter:
http://images1.wikia.nocookie.net/starwars/images/thumb/2/2f/Trifighter_trio.jpg/462px-Trifighter_trio.jpg
The Vulture Droid is the B1 like the Tri-fighter is the B2: deadlier, but rarer. Tri-fighters are a superior starfighter to the Vulture, with four rapid-fire blaster cannons and homing missiles. They are also slightly slower than Vulture droids, but much more agile. Like the Droideka, Annihilator, and Buzz Droid, the Tri-fighter is a Colicoid creation, accounting for its lethality.

Hyena-class Bomber:
http://images3.wikia.nocookie.net/__cb20100505151817/starwars/images/1/1c/Hyena-class_bomber.jpg
The main bomber unit of the TGDA, Hyenas are similar to Vulture droids, but are slightly bulkier and more well-armed, with two different types of missile ordnance and proton bombs to flatten entire towns.

TGDA Capital Ships:

Malevolence: http://images3.wikia.nocookie.net/starwars/images/thumb/2/28/Malevolence_targets_frigate.jpg/800px-Malevolence_targets_frigate.jpg
The Malevolence is Grievous' most powerful ship, so it's no surprise that he uses it as his flagship. Its main weapon is a pair of massive ion cannons that shoot out concentrated pulses of ion energy with a wide radius, though a rather short range (for a 20 kilometer-long ship). The pulses can disable every single electronic system onboard a capital ship, and the radius ensures that it can catch whole fleets in a single blast. Any of the ion cannons' victims are swiftly obliterated by the staggering amount of turbolaser turrets that adorn the ship's sides and dorsal structure. The Malevolence's hull and shielding can take immense amounts of punishment, able to survive concentrated fire from several capital ships at once without suffering a scratch. The ship is so big, it even has its own dedicated rail jet system to ferry cargo and troops everywhere across the ship.

Providence-class: http://images3.wikia.nocookie.net/starwars/images/8/81/Invisible_Hand.jpeg
Brawler-class: Identical to Providence-class, but twice as large and tan in color.
Lucrehulk-class: http://images2.wikia.nocookie.net/starwars/images/f/f3/Federationbattleship.jpg
Recusant-class: http://images3.wikia.nocookie.net/starwars/images/4/43/Recusant-class_Light_Destroyer.jpg
Munificent-class: http://images3.wikia.nocookie.net/starwars/images/thumb/5/5c/Bankingclanfrigate.jpg/800px-Bankingclanfrigate.jpg

The Arachnid Empire:

Leader:
UNKNOWN.

Homeworld:
Native Name: Klendathu
Enviroment: Essentially nothing but arid desert, with intricate underground tunnels.
Regions: There are no separate regions, just desert.
Dominant Species: The Arachnids
Technology Level: Not incredibly advanced, but enough so to be able to colonize other planets.
Animal Life: No creature except the Arachnids live here.

Territory:
Unknown, stretches across a good chunk of now-uninhabitable planets surrounding Klendathu. Most people never knowingly enter Arachnid Space.

Armed Forces:

Name: Arachnids
Description: All castes look different (explained in the Castes).
Diet: Voracious carnivores, they will eat anything that strays in their path. Many castes can also subsist on minerals, allowing them to survive on their barren colonies and Klendathu itself, but they prefer flesh over anything else. They even keep fungus farms underground to provide variety to their diet.
Natural Abilities: While all the castes have different abilities, they are well known for Zerg-like rushes and can be extremely dangerous when little is known of them.
History: The only known history of the Arachnids is that they came from Klendathu and appeared all over the solar system, colonizing every planet in their way. Their appetites ensured that they would continue to spread, slowly eating their way through each planet.
Castes: Queen-The Queen of an Arachnid colony is essentially a progenitor, similar to a queen bee or ant. They have never been seen in combat.
Brain Bug-Leader of an Arachnid colony. They share a telepathic, symbiotic relationship with the other castes and feast on other creatures' brains. They look like swollen beetles with a sucker-like mouth, and are carried by small, cockroach-like bugs called Chariot Bugs.
Warrior-The main fighting force of the Arachnids. Warrior are four-legged bugs approximately two to three meters long and are colored as to the terrain; for example, desert Warriors will be tan with black and yellow stripes. The rearmost pairs of legs are much longer than the two front forelegs, and serve as the primary locomotion, the forelegs being 1/3 shorter. Warrior are quite agile and fast, they can climb and burrow if needed. These Bugs utilize a powerful pincer-like mandible that is capable of crushing rock, metal and severing limbs as a means of attack. The two upper forelegs or "side mandibles" are utilized in the manner of swords for attack as well as defense. It is said that they can lose a limb and still fight at 86% efficiency.
Worker-The Workers do the manual labour for the Colony, digging and upkeeping the tunnels. They are semi-defenseless and will usually flee at the first sign of danger unless they have no way out. They are physically similar to Warriors but possess a non-aggressive mentality.
Plasma Bug-These giant, bombardier beetle-like creatures stand thirty meters tall, and their abdomens are protected by plates. These plates split apart when the Plasma Bugs prepare their main attack: a massive plasma blast fired from the abdomen. If attacked, they may retaliate with a corrosive acid they can spit at enemies. However, it's nearly impossible to kill a Plasma Bug unless you either aim for the head or the abdomen when they fire with a suitably powerful weapon. They also fire spores into space, which can spread to other planets and create new Arachnid colonies.
Hopper-Resembles a Warrior in many ways. It is green and has chitinous jagged wings it uses to great effect to gain high altitude. It glides rather than flies as its wings barely have the muscle tissue to lift it up for altitude. Hoppers are capable of decapitating men with their wings, as well as deliver a lethal sting. Its wings are used to gain altitude by angling like plane wings, and it gains altitude by jumping, in upwards to 50 meters.
Tanker Bug-Resembles a giant bombardier beetle. Tanker Bugs are generally black in color and are nearly as large as Plasma Bugs. Has the ability to spray a stream of flame from a tube on its head. They can burrow, and are extremely difficult to kill, unless you aim for the head with a powerful weapon.
Tiger Bug-Identical to Warriors in most respects, they always have a tiger-stripe pattern to their carapaces, and are more likely to be encountered in small groups. They are much more active in burrowing than Warriors, and are significantly tougher, virtually immune to light arms fire.
Recon Bug-Recon Bugs are tiny, mosquito-like creatures with long, rigid antennae. They travel in spores that can use a myriad of special abilities to hack into systems, break into ships, call other spores from space, etc. The bug itself is telepathically controlled by a Brain Bug on Klendathu, and regularly produces pheromones from its antennae that head off into space to relay information back to Klendathu. They're usually assigned to reveal information about enemies. They can also hold their breath for over an hour, and posses a telepathic link to their spore pod, able to control from any distance. In the case of emergencies, it can bite, leaving a welt that is intensely irritating, but not fatal.
Rippler-Identical to Hoppers in many ways, they are instead purplish in color and, though capable of tearing enemies apart, they prefer using a spray of explosive stingers on targets, enveloping them in a deadly explosion.
Space Bug-Space Bugs resemble massive beetles, easily a hundred meters long, with glowing red eyes and six spiked legs (used for clamping onto enemy ships). Their eyes can emit an energy ray that is lethal against most capital ships, penetrating shields with vicious ease. They propel themselves through space with their wings, which are protected by nearly impenetrable plates that can move up and down to reveal or protect the wings.
Space Rippler-The "starfighter" of the Arachnids. Space Ripplers are identical to normal Ripplers, except that they're black in color, camouflaging them in the vacuum of space. They can breathe in this vacuum and don't give off heat, rendering them nearly un-trackable by guided weapons. The explosive stingers they use are more powerful than those of the normal Rippler, capable of even destroying bombers with a small spray.
Bombardier Bug-These bugs function as a type of organic grenade, curling into basketball-sized spheres and launching themselves into knots of enemies, before uncurling and exploding with incredible force.
Scorpion Bug-Scorpions look just like Earth scorpions, but with steel-gray armor, are easily 10 meters long, and their stingers are replaced with deadly plasma cannons that can even shoot single ships out of the sky.
Stealth Bug-These humanoid insects are capable of clouding the minds of all around them, keeping them disguised as something else, and able to communicate with other species normally. Only insane people, or those who truly want to see the creature for what it is, are immune to this mind-blocking affect.
Burrower Bug-These 50-meter-long armored worms are the creatures responsible for most of the Arachnids' tunnel systems. They move incredibly fast, gulping down tons of dirt and excreting it as nutrients, like a massive earthworm. Of course, they also excel at swallowing intruders smaller than they are.
Note: These are only the castes of the Arachnid species that have been seen away from Klendathu. It is entirely possible that other castes exist, but as all attempts to visit Klendathu have failed (with incredible loss of life), this has yet to be confirmed. It is also rumored that Klendathu is in fact made up of the "Brain Bug of all Brain Bugs," also known as Behemocoytl.

Philosophy:
Aggressive expansion and colonization. Nothing more, nothing less.

The Skaven:

Leader:
Each Clan has its own Warlord who leads it. Warlord Gnawdwell is the Warlord of Clan Mors. The Warlords of the Greater Clans are enigmatic at best, and very little intel has been gathered on them:

Name: Warlord Gnawdwell
Gender: Male
Species: Skaven
Description: He has black fur, marking him out as particularly powerful on Skav. He wears a veritable trophy rack of skulls of his enemies on his clothing, usually during battle.
Unique Traits: None, other than his unnaturally long life and uncanny intelligence.
Tech: He wields a Warp Rifle, which has three firing modes: automatic, single shot, and a "grenade" launcher (actually larger chunks of Waprstone that have been modified to be extremely volatile), and is one of the most reliable weapons powered by the stone. He also has a pair of Warplock Pistols, which fire small hunks of Waprstone over short distances. He also carries a sword made of a strong metal called gromril (native to Skav) and Warpstone. He calls it the Fellblade. He also wears heavy body armor, covered in Warpstone charms as good luck.
Homeworld: Skav
Bio: He is Warlord of the most powerful "normal" Clan, Clan Mors. Gnawdwell reached this position like any good Skaven would: treachery. He has, surprisingly, avoided all attempts on his life and enacted his own brutal revenge. His Clan is powerful enough to challenge the Greater Clans, but Gnawdwell is smart enough not to try it. They could easily band together and obliterate him easily.

Homeworld:

Native Name: Skav
Enviroment: Mostly arid, but not enough to be devoid of life. The "underworld" of the planet is littered with a complex network of tunnels.
Regions: Mostly arid, there are few regions. However, there is a swamp known as the Blighted Marshes, underneath which the Skaven capital, Skavenblight, resides.
Dominant Species: Skaven
Technology Level: Very advanced, and everything is powered by the quarries of Warpstone across the planet. Warpstone is a very strange green ore that emanates a form of radioactive energy capable of powering technology. While dangerous, the Skaven don't really mind the possibility of collateral damage.
Animal Life: Mostly rats, which vary in size from normal to the size of horses. All other animals on the planet are usually mutations as a result of Skaven experimentation.

Territory:

Skav, and Skav alone. However, Skaven mercenaries are occasionally seen offworld, though this is rare.

Armed Forces:

A sh*t-ton of these:

Name: Skaven
Description: Plan and simple, they're man-sized, bipedal rats. Their fur color ranges from light brown to black, and the darker, the more powerful in Skaven society.
Diet: Usually meat, but will eat any organic material they can.
Natural Abilities: They have very short lives of around a few years (though Warpstone can extend this lifespan by quite a bit), and they are naturally cruel, paranoid, and treacherous. Never try to make a deal with any Skaven. It's a good possibility that you will just be stabbed in the back, literally or otherwise.
History: Skaven history is mostly unknown, and no one will ask the mean-spirited creatures themselves. It's rumored they descended from mutated rats on their home planet. They are arranged in Clans, four of which are recognized as the Greater Clans: Clan Skyre, Clan Pestilens, Clan Eshin, and Clan Moulder. All Clans are led by a Warlord, who rarely lasts very long, often assassinated by his brethren. The eleven most powerful Clans, the fanatical Grey Seers, and (symbolically) their God the Horned Rat make up the ruling class, known as the Council of Thirteen.

Notable Members:

Name: The Thing
Gender: Varies.
Species: Bio-engineered Skaven creation.
Description: Varies as the creature changes, but it's original form is An amorphous blob of flesh, tentacles, and fangs.
Unique Traits: The Thing can digest any living organism, absorbing it into its body in a variety of ways. After this, it can take the form of that individual or animal, mimicking it almost perfectly. However, the creature is made up of many organisms, and if the Thing's blood is tested with a hot object, it will instinctively flee from the heat, effectively revealing the Thing's nature. It can also divide into separate creatures, or combine into one, massive beast when it has assimilated enough biomass. The Thing is immune to most firearms, and can only be truly killed by large amounts of heat.
Tech: None, except those of its victims.
Homeworld: Skav
Bio: The Skaven of Clan Moulder have been working on the Thing for many decades, and have finally perfected the creature into a deadly weapon of war. However, the Thing happens to be startlingly independent, and may want to pursue its own goals...

Formerly part of the Skaven military:

Name: Arqueek
Gender: Male
Species: Skaven
Description: He has dark brown fur, above-average status for a Skaven. He wears a rather inconspicuous shirt and pants that have a light brown color, as well as a black belt, in which are his pistol and knife.
Unique Traits: His only distinct characteristic is his unusual form of speech: that of a normal human, not a Skaven.
Tech: A Warplock Pistol and knife, as well as Warp grenades, small chunks of Warpstone that are stable until thrown with sufficient force, upon which they explode into a cloud of Warpstone energy and shrapnel when they hit something.
Homeworld: Skav
Bio: While he was born on Skav, Arqueek possessed an odd personality quirk, making him less power-hungry and more keen to explore the galaxy. It didn't take long for him to leave the hostile world of Skav behind and seek out employment in various odd jobs. He's been throughout much of the galaxy, and uses his Skaven keenness to get by without confrontation.

Philosophy:
The Skaven want nothing more than to spread across the entire galaxy and become the dominant species. As unlikely as this is, it certainly doesn't seem to stop, or even stall, the Skaven. They try their best to make enemies with everyone around them.
Last edited by dinoman666 on Mon Nov 15, 2010 7:19 pm, edited 3 times in total.
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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Thu Nov 04, 2010 9:12 pm

The Rejuvenated Covenant:

Leader:

Name: Ripa 'Moramee
Gender: Male
Species: Sangheili
Description: http://images4.wikia.nocookie.net/halo/images/f/f5/Arbiter_Closeup_Apex.png
Unique Traits: 'Moramee is easy to anger and hates his own kind. In fact, his personality is closer to a Jiralhanae than anything.
Tech: Customized armor (a foul mockery of the Sangheili Arbiter's armor) with extra-strong shields and Active Camouflage. Ripa also wields two basket-handled Energy Swords with deadly skill.
Homeworld: Unknown, most likely Sangheilios.
Bio: Ripa 'Moramee is a Sangheili criminal who escaped his incarceration (having been imprisoned for dishonorable murder) and fled to Doisac, where he soon became a very influential commander of the new Covenant, despite his species' animosity towards Jiralhanae. He added the "-ee" suffix back to his name to mark him as a member of the Covenant once again, and has set his sights on eradicating any who oppose him, especially the Sangheili and humans.

The remaining two members of the Covenant Triumvirate, Chieftain of the Jiralhanae Majorus and the Prophet of Candor, are technically not the Covenant's true leaders.

Homeworld:

None. The closest thing they have is the space station Unyielding Hierophant. The Covenant is currently working on rebuilding their former Holy City High Charity as well.

Territory:
Unknown, but likely very significant, including the homeworlds of the Covenant races (with the exception of the Sangheili):

Native Name: Eayn
Enviroment: A single large ocean, sparse volcanic activity, and almost no glacification. As a result, the planet is predominantly jungle, and lies within its system's asteroid belt, as a satellite of the planet Chu'ot, which is a gas planet. Eayn's temperature and atmosphere is very similar to Earth's, only it can reach slightly higher temperatures. It's gravity is relatively lighter than most planets.
Regions: The ocean, as well as many villages where the Kig-Yar live.
Dominant Species: The Kig-Yar (though only one-third of their population actually live on the planet, as most live in the asteroid belt).
Technology Level: Covenant-style technology, though even before joining the Covenant, they had a rather advanced lifestyle, able to travel through space, though not extremely far.
Animal Life: Unknown, as the Kig-Yar keep their planet mostly secret from prying eyes, so no confirmed creatures, other than the Kig-Yar themselves, have been reported in the few eyewitness accounts.

Native Name: Doisac
Enviroment: Almost entirely tropical jungle, but also has high gravity (nearly twice the average) and heavy volcanic activity.
Regions: No discernable regions (the Jiralhanae fight over everything on the planet anyway).
Dominant Species: The Jiralhanae
Technology level: The Jiralhanae are one of the only known species who made it to a space-faring era, reduced themselves through internecine war to a preindustrial condition, clawed their way back to their former state, and learned nothing from the experience, until joining the Covenant.
Animal Life: The most well-known creature is the large Thorn-Beast, a delicacy among the Jiralhanae when cooked correctly.

Native Name: Balaho
Environment: Polar ice caps, freshwater lagoons, and brackish tidal flats with naturally occurring pillars of fire. Balaho's atmosphere is almost all methane.
Regions: Mostly just Unggoy tribes.
Dominant Species: The Unggoy (barely)
Technology Level: At one point, the Unggoy reached the Industrial Age, but it caused an environmental collapse. Until joining the Covenant, they were relatively primitive.
Animal Life: Unknown, mostly crustaceans.

Native Name: Te
Environment: Large and rocky, covered in a thick cloud cover of nitrogen, helium, and methane. It has two moons and a large ring of debris inhabited by the Lekgolo. Rich in minerals and metals.
Regions: None.
Dominant Species: Lekgolo, technically
Technology Level: Nothing about the Lekgolo government, culture, or technology level is known. They currently use Covenant technology.
Animal Life: Only Lekgolo.

Native Name: Palamok
Environment: Similar to most planets, with thick jungles and extremely high gravity. Inhospitable to humans.
Regions: Yanme'e hives.
Dominant Species: Yanme'e
Technology: Covenant tech.
Animal Life: Unknown.

Armed Forces:


Sangheili (Macto cognatus) (aka Elites):
http://images2.wikia.nocookie.net/__cb20100819162535/halo/images/c/c6/ReachEliteMinorrender.png
Sangheili are brave, proud warriors, who wield many varied weapons. Their armor is different in color (and sometimes style) to denote rank, and is usually, if not always, protected by personal energy shields, which are capable of recharging. Elites are around 8'6" tall on average, and are extremely strong, fast, and intelligent compared to humans. They are mortal enemies of the Jiralhanae race, though Ripa's influence in the Covenant has made Elites the main leadership force again. Despite the Sangheili race's honor-bound code, which allows other foes to lure them into traps rather easily, some, especially Special Operations squads, are much craftier, and even the higher-ranking Elites won't charge into close combat recklessly. In no circumstance should a Sangheili warrior, from the Minors to the Councilors, be underestimated.

Jiralhanae (Servus ferox) (aka Brutes):
http://images2.wikia.nocookie.net/__cb20100616213030/halo/images/thumb/2/23/HReach_-_Minor_Jiralhanae.png/533px-HReach_-_Minor_Jiralhanae.png
Jiralhanae, like the Sangheili, are powerful warriors, though they are stronger and larger (easily 9 feet tall), but overall less intelligent. They wield very barbaric weaponry, and many of their vehicles and weapons are adorned with, or even shoot, vicious spikes. They use armor of different styles and color to denote rank, but it is not as ornate as that of Elites. Brute armor provides minimal protection, as they only wear an undersuit, helmets, shoulder plates, and shin guards. However, Jiralhanae are extremely resilient to both plasma weaponry and ballistic firearms. They are used as shock troops and heavy infantry now that Ripa 'Moramee has taken control of the Covenant, and are never used in any sort of leadership role as they once did. The only known Brutes to wear shielded Power Armor anymore are Majorus and other Chieftains.

Kig-yar (Perosus latrunculus) (aka Jackals):
http://images3.wikia.nocookie.net/__cb20100908091654/halo/images/1/16/HaloReach_-_Jackal.png
Kig-yar are the scouts and assassins of the Covenant, and sometimes lead squads of their own kind or Unggoy into direct combat. Only around 5'11" tall, Jackals are rather frail, but are often protected by large energy shields, which are mostly impervious to ballistic weaponry. Because of their superb senses, they're also deadly snipers. Along with Spec Ops and Ultra Grunts, Kig-yar are the only Covenant soldiers trained to overcharge the Plasma Pistol (the only other weapon used by infantry Jackals other than this is the Needler).

Kig-yar (Skirmisher sub-type):
http://www.bungie.net/images/Games/Reach/images/screenshots/ReachCampaign_m10_Skirmishers.jpg
Skirmishers are used as shock troops by the Covenant, and are similar to Jackals. However, they are tougher and stronger, and unbelievably fast and agile. They are rarely equipped with energy shields like their weaker cousins, but hardly need them. They often wield Plasma Pistols, Needlers, Needle Rifles, and Focus Rifles.

Lekgolo (Ophis congregatio) (Mgalekgolo are also known as Hunters):
http://images2.wikia.nocookie.net/__cb20100616213016/halo/images/thumb/9/9a/HReach_-_Mgalekgolo.png/392px-HReach_-_Mgalekgolo.png (This is a Mgalekgolo)
Lekgolo are sentient orange worms, each around a meter long. They are, by themselves, harmless burrowers, but in the Covenant military, they form 12-foot-tall congregations known as Mgalekgolo. These creatures always battle in closely-bonded pairs, and their heavy armor that provides support for their "hives" is nearly impenetrable, with only a few exposed spots. However, chunks of this plate armor, including the razor-sharp spines and curving plate on their backs, can be blasted off with explosive weaponry. Hunters' Assault Beam Cannons and massive shields make them formidable opponents. There are two varieties of Hunter seen thus far: one time fires the standard beam of incendiary gel and one that fires explosive fuel rods in a mortar-like fashion.. Mgalekgolo colonies on worlds with higher gravity can be even larger than the standard type, reaching nearly 50 feet tall in some cases.

Unggoy (Monachus frigus) (aka Grunts):
http://images3.wikia.nocookie.net/__cb20100616213012/halo/images/thumb/6/6b/HReach_-_Unggoy.png/433px-HReach_-_Unggoy.png
Unggoy are, to put it lightly, cowardly. These short (around 5 feet tall), simian-like creatures breathe methane naturally, and as such need to wear special gear on other worlds, so they're able to breathe. They were enlisted into the Covenant Army as cannon fodder, but require leaders to keep them aiming at the enemy and not fleeing in arbitrary directions. They are bitter enemies with the Jackals. In recent years, it seems that Grunt armor designs have changed dramatically, mostly in the form of new tank designs and even fully-sealed helmets in the higher ranks. This added protection (methane tanks less vulnerable to detonation from the front, as well as skull protection) seems to be an indication of the rising usefulness of Unggoy soldiers in the Rejuvenated Covenant army.

Yanme'e (Turpis rex) (aka Drones):
http://images4.wikia.nocookie.net/__cb20071112045042/halo/images/thumb/7/7d/Drone_Swarm.jpg/800px-Drone_Swarm.jpg
Separate Drone ranks: http://images1.wikia.nocookie.net/halo/images/thumb/1/12/Drones1.jpg/800px-Drones1.jpg
Drones are Grunt-sized, sentient insects that are used as aerial infantry by the Covenant. While fragile, they often attack in massive swarms, and are extremely agile in the air. They can also survive in vacuum, and as such make excellent technicians for spacecraft. They only wield Plasma Pistols and Needlers in battle, because they can't use anything heavier in mid-flight. Several subspecies of Drones have been seen in addition to the usual green-shelled type: blue-shelled ones which are slightly deadlier and tougher, gold ones with a light energy shield to protect themselves, and red "leader" Drones with even tougher shields. The leader Drones often wield Brute Plasma Rifles, making them the most dangerous type of Drone.

Huragok (Facticius indoles) (aka Engineers):
http://images2.wikia.nocookie.net/halo/images/3/3a/HuragokODST.jpg The armor: http://images2.wikia.nocookie.net/__cb20100821012036/halo/images/8/88/Huragok.jpg
These creatures, though used by the Covenant, are in fact an artificial race created by the Forerunners. They are completely benevolent to all around them, and simply use their tentacles, which can split into many fine cilia, to repair, reconstruct, or otherwise learn more about technology around them. They are very useful in repairing just about anything, and even new technology baffles them for only a moment before they completely disassemble it and put it back together in seconds. Recently, Ripa 'Moramee has given Engineers special, spiky body armor that not only shields them, but also projects an extra-strong Overshield over any Covenant soldier nearby, including other Huragok. However, if Engineer's shields overload or the creature is killed, the armor will explode violently, vaporizing the Engineer and throwing large spikes in every direction with enough force to impale a concrete wall. However, they still never attack enemies, and attempt to flee if attacked. Engineers rarely speak or socialize, though in some rare cases will communicate via sign language with other races (mostly San'Shyuum and Unggoy, especially Deacons).

San 'Shyuum (Perfidia vermis) (aka Prophets):
http://images3.wikia.nocookie.net/halo/images/thumb/5/52/Halo_Wars_Prophet.jpg/552px-Halo_Wars_Prophet.jpg
San 'Shyuum were once the hierarchs of the Covenant, but they nearly went extinct when their replacement home planet, a massive space-faring city known as High Charity, suffered a catastrophic Flood outbreak. They still hold leadership roles in the Covenant, outranking many Chieftains, though ultimately the Chieftain of the Jiralhanae is at the same level. The highest-ranking Prophet known so far is the Prophet of Candor, who is co-leader with Majorus (though Ripa 'Moramee is the true leader of the Covenant). Prophets are rather frail and physically unimpressive, but they possess immense intelligence and the higher-ranking ones sit on Gravity Thrones with nearly impenetrable shielding and special Gravity Cannons that function in a similar manner to the Hunter's Assault Cannon. Lower-ranking Prophets simply use Gravity Belts to hover above their soldiers, which is hidden amongst their robes.

Weapons:

Type-25 Directed Energy Pistol (Plasma Pistol):
http://images1.wikia.nocookie.net/__cb20100613200513/halo/images/thumb/d/d5/HR_Type25_study2.jpg/800px-HR_Type25_study2.jpg
This small sidearm shoots bolts of green, superheated plasma. Often used by shield-bearing Jackals, Drones, and Grunts, they can also be overcharged, depleting shields instantly and burning through plate metal like tissue paper. They do, however, temporarily overheat with sustained fire.

Type-25 Directed Energy Rifle (Plasma Rifle):
http://www.bungie.net/images/Games/Reach/intel/weapons/plasmarifle.png
Often used by Elites, Plasma Rifles shoot bolts of blue plasma at high speed, but overheat with continuous fire and cannot overcharge like the Plasma Pistol. They do, however, do significantly more damage per shot. A variant of this weapon, used by Brutes exclusively, is red in color, fires faster, does more damage, and overheats significantly faster.

Type-51 Carbine:
http://images.wikia.com/halo/images/7/70/Bnetcarbine.jpg
Usually used by Elites and Jackals, the Carbine is a powerful, accurate rifle that shoots single shots of shielded, radioactive rounds. A single headshot is usually lethal, and it fires extremely fast. The Carbine also has a 2X scope for mid-range attacks.

Type-33 Guided Munitions Launcher (Needler):
http://images2.wikia.nocookie.net/__cb20100408171603/halo/images/d/d3/Halo_Reach_Needler.png
This odd weapon is used by Elites, Drones, Grunts, and Jackals. It shoots small, pink needles at high speed, which track their target. Upon embedding themselves in an opponent, they detonate painfully (often damaging tissues and internal organs), and a combination of seven or more of these can create a lethal explosion. They bounce off linear energy shields, like those used by Jackals, but not the personal shields of Elites.

Type-31 Needle Rifle:
http://images2.wikia.nocookie.net/__cb20100408204745/halo/images/thumb/e/e1/Type-31_Rifle.png/800px-Type-31_Rifle.png
A larger cousin of the Needler, this two-handed, headshot-capable rifle has much more powerful ammunition, as it only takes three needles from the weapon to cause a lethal explosion, unlike the seven required by its smaller counterpart. However, its ammunition does not have a homing capability. Favored by Elites and Skirmishers.

Type-33 Light Anti-Armor Weapon (Fuel Rod Gun):
http://images3.wikia.nocookie.net/__cb20100616213314/halo/images/thumb/5/55/HReach_-_T33LAAW.png/800px-HReach_-_T33LAAW.png
This heavy weapon fires explosive fuel rods at foes, capable of over-turning light vehicles, and even gutting tanks with sustained fire. It's used by Elites and high-ranking Brutes. Even high-ranking Grunts carry them on occasion.

Type-50 Sniper Rifle System (Particle Beam Rifle):
http://www.halopedian.com/images/thumb/5/5c/Bnetbeamrifle.jpg/640px-Bnetbeamrifle.jpg
Used by Jackals and sometimes Elites, the Beam Rifle is essentially a Sniper Rifle, which shoots particle beams at high speed, capable of killing in one shot against even shielded foes. Energy Projectors function in a similar manner, though on a much larger (and more devastating) scale, because they're used by capital ships.

Type-51 Directed Energy Rifle/Improved (Plasma Repeater):
http://images2.wikia.nocookie.net/__cb20100426191846/halo/images/8/83/Plasmarepeater.png
Quickly coming to replace the Plasma Rifle amongst the Sangheili, the Plasma Repeater fires more powerful plasma bolts at a faster rate, but the fire rate slows (and the shots become more accurate) as the weapon begins to overheat. It can be manually vented of all excess heat at once or gradually.

Type-52 Special Applications Rifle (Focus Rifle):
http://images4.wikia.nocookie.net/__cb20100401004129/halo/images/thumb/1/1f/Halo_Reach_Covie_Beam_Weapon_1.JPG/800px-Halo_Reach_Covie_Beam_Weapon_1.JPG
Similar to the Beam Rifle, the Focus Rifle fires a continuous energy beam instead of a particle beam, allowing it to track retreating infantry and force them into cover. It is often used by Elites, Skirmishers, and Jackal Snipers for ranged suppression. Because of the lack of recoil on this weapon, it is rapidly becoming popular among the ranks of Sangheili Rangers, particularly those who have rejoined the Covenant under Ripa 'Moramee.

Type-52 Guided Munitions Launcher/Explosive (Plasma Launcher):
http://images2.wikia.nocookie.net/__cb20100411025152/halo/images/4/43/Plasmalauncher_front.png
This Covenant heavy weapon can fire up to four plasma spheres in one shot, though it must be charged to increase the number of plasma spheres in the shot. These spheres can track infantry and vehicles to some degree, and adhere to them like Plasma Grenades before exploding violently enough to wreck tanks.

Type-50 Directed Energy Rifle/Heavy (Concussion Rifle):
http://images4.wikia.nocookie.net/__cb20100616213317/halo/images/thumb/1/15/HReach_-_Concussion_Rifle.png/800px-HReach_-_Concussion_Rifle.png
The Concussion Rifle fires bolts of red plasma that explode on contact, functioning similarly to a grenade launcher. These bolts are similar to the ones fired by the turrets on Phantoms and Spirits, as well as the Revenant's plasma mortar, albeit on a weaker scale. Its use is restricted only to Elites and Brutes.

Type-1 Energy Weapon (Energy Sword):
http://images3.wikia.nocookie.net/__cb20100613184548/halo/images/thumb/3/3b/Type-1_Sangheili_Energy_Sword.png/800px-Type-1_Sangheili_Energy_Sword.png
Used only by Elites, the Energy Sword is wielded almost exclusively by the higher-ranking members of their kind. Though strictly a close-quarters weapon, it can cut through armor and flesh with incredible ease, and is one of their most dangerous armaments.

Energy Dagger:
http://images3.wikia.nocookie.net/__cb20100510013209/halo/images/1/1c/Reach_970264_Medium.jpg
The Energy Dagger is used by Sangheili in close combat. All Sangheili ranks, from Minor to Councilor, use these weapons. They are especially popular among the Special Operations and Stealth ranks, and are strictly used for assassinations.

Type-1 Antipersonnel Grenade (Plasma Grenade):
http://www.halopedian.com/images/thumb/e/ef/Reach_T1_Plas_Grenade.png/486px-Reach_T1_Plas_Grenade.png
Very similar to many types of grenades (except that it explodes in a flash of superheated plasma), this explosive possesses one particularly lethal attribute: the ability to stick itself to infantry and vehicles, but not walls, trees, etc. The mechanism by which it does this is currently unknown, except to the Elites. Once stuck by the Plasma Grenade, it is impossible to remove unless the victim removes whatever object it stuck to (armor, clothing, etc.). Grunts are prolific in the use of these explosives.

Type-25 Carbine (Spiker):
http://www.bungie.net/images/Games/Reach/intel/weapons/spikerifle.png
Used only by Brutes, this weapon not only uses spikes as decoration and close-range weaponry, but as ammunition. It fires superheated spikes which cause terrible wounds that take a long time to heal (if you survive, that is).

Type-52 Pistol (Mauler):
http://images1.wikia.nocookie.net/__cb20090621005719/halo/images/6/61/129300-10.jpg
Used by the Brutes, the Mauler not only has vicious spikes on it, but mimics a kind of weak shotgun combined with a revolver. Its power increases quite a bit when wielded in pairs.

Type-25 Grenade Launcher (Brute Shot):
http://images.wikia.com/halo/images/thumb/d/db/Brute_Halo_3_Shots.jpg/800px-Brute_Halo_3_Shots.jpg
Quite possibly the deadliest infantry weapon used by Jiralhanae, the Brute Shot fires deadly grenades in a slight arc, but also has a massive bayonet that can rip through foes with ease. The grenades can rip a human in half from the explosion. Used only by the high-ranking members of this barbaric race.

Type-2 Energy Weapon/Hammer (Gravity Hammer):
http://images2.wikia.nocookie.net/__cb20100406133312/halo/images/thumb/1/1b/Type-2_Energy_Weapon_Hammer_Halo_Reach.png/234px-Type-2_Energy_Weapon_Hammer_Halo_Reach.png
Aptly named, the Gravity Hammer is only used by Brute Chieftains (as well as influential Captains), and a single hit from the head releases an energy shockwave that effectively "alters gravity," sending small vehicles, grenades, and even enemies flying away from the user, usually killing foes in the process. The blade on the back can also be used as a weapon.

Type-2 Antipersonnel Fragmentation Grenade (Spike Grenade):
http://images.wikia.com/halo/images/thumb/a/aa/Brute_Spike_Grenade.jpg/477px-Brute_Spike_Grenade.jpg
Those spikes aren't just for show. They allow this grenade, when thrown, to stick to nearly anything (except a Jackal's shield). When it explodes, however, it sends a cone of deadly spikes into the air and envelops the immediate area in a small fireball that can rip holes in stone walls, or even blow a smaller vehicle apart.

Type-3 Antipersonnel/Antimateriel Incendiary Grenade (Firebomb Grenade):
http://images.wikia.com/halo/images/1/13/H3_Firebomb.jpg
Used by higher-ranking Brutes, this weapon is vastly different from a Spike Grenade. Upon being thrown, it explodes on contact with any surface, enveloping that area in a three-by-three foot patch of flaming gel that dissipates after about ten seconds. This gel can stick to organic targets, leading to an agonizing death.

Vehicles:

Type-32 Rapid Assault Vehicle (Ghost):
http://images2.wikia.nocookie.net/__cb20100402203435/halo/images/d/d8/Reach_Ghost.jpg
Used by Grunts, Elites, and occasionally Brutes, the Ghost is a fast-moving scout vehicle that cannot only boost to increase its speed at the cost of weapons use, but is armed with two deadly, rapid-fire Plasma Cannons. It floats slightly above the ground at a fixed elevation thanks to its Anti-Gravity unit. A variant of the Ghost, used by the Sangheili Armed Forces, is equipped with a light energy shield that can protect it from some damage that would otherwise destroy the vehicle.

Type-25 Assault Gun Carriage (Wraith):
http://images3.wikia.nocookie.net/__cb20100331194435/halo/images/thumb/6/67/Halo_Reach_Wraith.JPG/721px-Halo_Reach_Wraith.JPG
Used by the Covenant and Elites, the Wraith is, essentially, a Plasma Mortar tank with a short boost function to ram foes, and a turret to defend against infantry. There's also a bronze-colored Anti-Air version (called the Type-52 Anti-Aircraft Artillery) that fires powerful Fuel Rods at high speed. Like the Ghost, it has an Anti-Gravity feature that allows it to float. Two variants of the Wraith exist. One, used by the SAF, is equipped with a heavy energy shield, while the other, used by the Covenant, instead has a special override syphon on its Plasma Mortar, allowing it to fire a shot that literally superheats the area it hits, boiling infantry alive and melting through enemy fortifications. However, the syphon can only be used about once a minute.

Type-48 Light Assault Gun Carriage (Revenant):
http://www.bungie.net/images/Games/Reach/intel/vehicle/Revenant.png
The Revenant is a two-seater Covenant attack platform used almost exclusively by Sangheili that is somewhere between a Wraith tank and Ghost scout vehicle in operation. It has a retractable light plasma mortar turret controlled by the driver that fires red plasma bolts that, while not as powerful as the Wraith's mortars, are still capable of blowing apart even heavy infantry in only a couple shots with a faster rate of fire than the Wraith. It is also far more maneuverable than the Wraith, allowing it to dodge potentially fatal anti-vehicle blasts. The passenger hangs off the side seat and uses whatever weapons he/she is carrying while aboard. However, neither passenger has much cover from enemy attacks, except from the front.

Type-26 Ground Support Aircraft (Banshee):
http://images2.wikia.nocookie.net/__cb20100408175815/halo/images/thumb/7/78/Halo_Reach_Type_26_GSA.png/669px-Halo_Reach_Type_26_GSA.png
The agile Banshee is the Covenant's and Elites' air vehicle, capable of making deadly strafing runs with its Fuel Rod Gun, or dog-fighting aerial foes with its rapid-fire Plasma Cannons. Its armor is rather thin, however, and it relies more on speed than durability to survive in dogfights.

Type-27 XMF (Space Banshee):
http://images4.wikia.nocookie.net/__cb20100914130503/halo/images/thumb/4/4a/Type-27_XMF.png/778px-Type-27_XMF.png
The Banshee Interceptor is a vacuum-sealed variant of the standard Banshee, designed for exoatmospheric combat. It is armed identically to its atmospheric cousin, but is little match for the Sabre fighter. It is used mainly to overwhelm the opposition, unlike the significantly tougher Seraph.

Shadow:
http://images4.wikia.nocookie.net/__cb20100215002329/halo/images/f/f2/ShadowH2.png
The Covenant Shadow is a slow-moving, but extremely tough APC used by Covenant forces. It has the ability to transfer a number of infantry, including Elites, Grunts, Jackals, and Brutes, into combat zones. Its troop bay is modular, however, and can be taken out to provide room for a single Ghost. Shadows are piloted by Elites, and their single defensive turret is manned by an Elite as well.

Type-25 Rapid Assault Vehicle (Brute Chopper):
http://images.wikia.com/halo/images/a/a5/Jiralhanae_Type-25_Rapid_Assault_Vehicle.jpg
The Brute Chopper has two powerful autocannons for attacking at range, but its most deadly aspect are the massive wheels/blades at its front, which can cut through almost any vehicle smaller than a tank (not to mention unfortunate infantry) with the use of its short-lived, but powerful, boost. The seat is supported by Anti-Gravity generators.

Type-52 Infantry Support Vehicle (Brute Prowler):
http://images.wikia.com/halo/images/thumb/c/c1/Brute_Prowler_2.jpg/800px-Brute_Prowler_2.jpg
The Brute Prowler is capable of carrying four troops: a gunner for its 360-degree Plasma Turret, a driver, and two passengers on the side seats. Equipped with the proper weapons, the passengers can turn a Prowler into a deadly heavy weapons platform. It is exceptionally stable, and the spikes on its front can be used in a similar fashion to the Choppers wheel in some instances.

Type-26 ASG (Shade Turret):
http://www.halopedian.com/images/e/e9/T26_ASG.png
http://www.halopedian.com/images/5/50/Fuel_rod_Shade.png (Fuel Rod Variant)
http://www.halopedian.com/images/7/70/AA_Shade.png (Anti-Air Variant)
Used exclusively by Grunts and Elites, the Shade turret rotates slowly, but fires powerful bolts of plasma at high speed and protects the operator extremely well. One variant of this turret is green in color and armed with Fuel Rod Cannons instead of the standard Plasma Cannons. Another version is armed with anti-air plasma, which explodes in mid-air, and the turret itself is shielded, protecting it from light-arms fire.

Type-38 Anti-Aircaft Cannon (Tyrant):
http://images1.wikia.nocookie.net/__cb20100730172809/halo/images/thumb/1/10/Reach_Outpost_Firefight.jpg/800px-Reach_Outpost_Firefight.jpg
The plasma battery is used specifically for taking down enemy ships in atmosphere. It can fire up to three shots every 10 seconds, and each plasma bolt is capable of smashing apart a Longsword Interceptor or gutting a UNSC Frigate. The base of the cannon contains its shielded power core and operations station. It is often manned by a Sangheili Officer or Ultra, and is usually guarded by other Covenant, occasionally those of high rank, such as Generals.

Automated Plasma Turret:
http://images1.wikia.nocookie.net/halo/images/d/d6/Web_turrets.jpg
The APT is used to defend Covenant Citadels from enemy attack, and can be three different sizes. However, they can also be equipped with one of three extra weapons: antiair Heavy Needlers, anti-vehicle Fuel Rod Cannons, or an anti-infantry Plasma Mortar similar to the one used by Wraiths. They cannot be shielded, however, like the rest of a Covenant base, so that they are able to fire on approaching enemies.

Type-52 Troop Carrier (Phantom):
http://images1.wikia.nocookie.net/__cb20100126154358/halo/images/thumb/0/0c/HaloReach_-_Screenshot_05.jpg/800px-HaloReach_-_Screenshot_05.jpg
The Covenant's main dropship, the Phantom is heavily armed and armored, boasting a light plasma mortar turret, two plasma turrets in the troops compartment, and, of course, its deadly cargo: up to a dozen Brutes and twice as many Jackals, Grunts, or Drones (and, in the Elites' case, anywhere from half a dozen to a whopping thirty Elite soldiers).

Phantom Gunboat:
http://images2.wikia.nocookie.net/__cb20100924181905/halo/images/2/27/Phantomgnbt.jpg
Used more as a combat superiority vehicle than a troop transport, the gunboat functions in space, and is armed with a chin-mounted heavy plasma cannon and four side-mounted plasma auto-turrets that do incredible amounts of damage on interceptor fighters. The Phantom Gunboat can take tremendous amounts of punishment, including two batches of Sabre missiles. It is also equipped with a powerful energy shield that deflects missiles at certain angles.

DX-class Dropship (Spirit):
http://images3.wikia.nocookie.net/__cb20100129022033/halo/images/9/97/Spirit.png
The Spirit is another form of Covenant dropship, but is relatively less effective, not able to hold as many troops in its two long troop compartments and only having one light plasma mortar turret. However, it is far more durable than the Phantom, with no obvious weak points and heavy shielding.

Vampire:
http://images4.wikia.nocookie.net/halo/images/thumb/6/6c/Web_vampire.jpg/800px-Web_vampire.jpg
An anti-air aircraft, the Vampire's weaponry make it nearly unstoppable in dogfights. Its main weapon, a Heavy Needler cannon, can track targets, bringing even agile aircraft down with ease. It has two smaller plasma cannons used for attacking light ground targets as well, but by far its most dangerous armament is the Stasis Beam, which drains energy from enemy aircraft, eventually causing the target to overload and explode violently, while also giving the Vampire more energy to keep it in the air longer and prevent it from being forced to head to refueling stations for extended periods of time.

Type-31 XMF (Seraph):
http://images3.wikia.nocookie.net/__cb20100920191237/halo/images/thumb/f/f9/HaloReach_-_SeraphProfile.png/800px-HaloReach_-_SeraphProfile.png
Well-shielded, extremely agile, and boasting two Plasma Cannons and Plasma Torpedo launchers, the Seraph is the Covenant's and Elites' main space fighter.

CCS-Class Battlecruiser:
http://images.wikia.com/halo/images/thumb/8/8c/CCS-Battlecruiser.jpg/800px-CCS-Battlecruiser.jpg
Used by both Brutes and Elites, the Battlecruiser is their most common capital ship, and for good reason. Its shields are extremely tough, and it's armed with dozens of Plasma Torpedo launchers, Pulse Laser Turrets, and even a couple Energy Projectors, which can obliterate shields in a single hit.

Assault Carrier:
http://images.wikia.com/halo/images/thumb/c/c5/Shadow_of_Intent.jpg/800px-Shadow_of_Intent.jpg
Some of the largest Covenant ships, Carriers are often used as flagships in Covenant and Elite fleets. With similar weapons as the Battlecruiser (though much higher in number), the only major advantage they have, along with stronger shields, are their massive hangar bays, capable of carrying thousands of troops and vehicles. (Note, there will be other capital ships put in the database once they're revealed in the SEW)

Supercarrier:
http://images2.wikia.nocookie.net/__cb20100917055559/halo/images/thumb/9/9e/CovenantSupercarrier.jpg/800px-CovenantSupercarrier.jpg
The Covenant Supercarrier is nearly identical to the Assault Carrier, but is significantly longer, being around 88,000 feet long compared to the Assault Carrier's 17,000. Supercarriers are also sleeker and more well-armed, equipped with seven Energy Projectors. They are often used as flagships in large, very important Covenant fleets, and are also used in advance invasion forces to create a significant ground presence as quickly as possible.

Type-47 Ultra Heavy Assault Platform (Scarab):
http://images.wikia.com/halo/images/thumb/d/d2/StormScarab.jpg/800px-StormScarab.jpg
Scarabs are the most powerful ground vehicles of the Brutes and Elites (ironically, they are simply repurposed mining equipment). Their mouth cannon fires a constant green beam capable of drilling through rock and metal, not to mention infantry and vehicles, and the top turret is useful for shooting aircraft out of the sky. The only known way of stopping the 90-foot-tall Scarab (bar orbital bombardment) is to board it and destroy the Engine Core inside. The vehicle is often manned by a variety of troops to protect it, but it's actually piloted by Lekgolo worms.

Locust:
http://images4.wikia.nocookie.net/halo/images/thumb/5/5e/Covie_locust.jpg/800px-Covie_locust.jpg
A smaller cousin of the Scarab that is also a former mining machine, the Locust is equipped with a mining laser of its own, though this one is purple in color and less powerful, mostly only useful against enemy fortifications. However, the Locust also has its own personal energy shield, which can be drained and the energy put into the beam. The Locust's beam is known as having an incredible range, enabling it to attack enemy structures without fear of retaliation, especially when protected by other troops.

Battleship:
http://images2.wikia.nocookie.net/__cb20100111132443/halo/images/thumb/c/cc/SuperCarrier3j.jpg/800px-SuperCarrier3j.jpg
One of the largest ships in the Covenant Navy, the Battleship is, while dwarfed by the Assault Carrier, is armed with an incredible one dozen Energy Projectors in addition to the standard Plasma Torpedoes and Pulse Lasers on every Covenant capital ship. The Battleship can withstand the concentrated fire of a dozen UNSC ships at once, and is particularly resistant to nuke attacks.

Destroyer:
http://images4.wikia.nocookie.net/__cb20090428133102/halo/images/thumb/3/3c/CovDestroyer.jpg/800px-CovDestroyer.jpg
The Destroyer is smaller than a Covenant Cruiser, but it's surprisingly well-armed, with numerous Pulse Lasers, two lateral Plasma Torpedo launchers, and even a special Energy Projector used for glassing planets. It also carries a complement of Seraph fighters and can easily hold its own in a fight against much larger capital ships.

Frigate:
http://img130.imageshack.us/img130/7088/covenantfrigateov0.jpg
The Covenant Frigate is one of the smallest capital ships the Sangheili and Jiralhanae use, but it is far from defenseless, equipped with dozens of Pulse Laser Turrets and Plasma Torpedoes. It is also extremely durable, capable of withstanding a nuke, a direct hit from a MAC Gun, nearly 200 anti-ship missiles, and still be able to fight back.

Agricultural Support Ship:
http://images.wikia.com/halo/images/3/35/InfinateSuccor.JPG
These ships are used by the Covenant to feed wandering fleets when far away from their homeworlds. Though much smaller than most Covenant capital ships, they do contain large hunting pastures, but aren't designed for rigorous combat (they do, however, contain large, combat-worthy crews of Jackals and Grunts, and sometimes Brutes). These are rarely used by Sangheili fleets.

Corvette:
http://images2.wikia.nocookie.net/__cb20100916211316/halo/images/thumb/c/c0/Reach_468670_Full.jpg/800px-Reach_468670_Full.jpg
A light warship used by the Covenant Navy. It has a hangar bay for Seraphs, as well as a ventral section near its grav lift that holds Type-27 XMF's and the exits for Orbital Insertion Pods. It holds atmospheric Banshees in its hangar bay as well. Unlike other Covenant capital ships, the Corvette's bridge is located at the front of the hull instead of buried within the bowels of the craft. For a Covenant ship, the Corvette is surprisingly lightly armed and armored, with only three plasma autocannons on each side of the ship and eight point defense Pulse Laser turrets. Its shields are also surprisingly weak, and would have difficulty facing even the smaller UNSC Frigate in a straight fight if the human ship used its MAC.

Ranking System:
Elites, Brutes, Grunts, and Jackals have specific ranks in the military, varying in armor or shield color. Some have special features unique to their rank, and higher ranks get better weapons than their inferiors.

Elites:
Minor: http://www.halopedian.com/images/thumb/2/2a/Elite_minor_render.png/353px-Elite_minor_render.png
Major (more commonly called Officer): http://www.halopedian.com/images/0/0b/HReach_-_Officer_Sangheili.png
Ranger: http://www.halopedian.com/images/2/27/HReach_-_Ranger_Sangheili.png (Utilize thruster packs and sealed suits to operate in space)
Stealth: http://images.wikia.com/halo/images/2/2c/StealthMajorElite01.jpg (Use Active Camouflage to become almost invisible, but have very weak shields. Lowest-ranking Elites that can use the Energy Sword)
Special Operations: http://images2.wikia.nocookie.net/__cb20100616215316/halo/images/thumb/a/a8/HReach_-_SpecOps_Sangheili.png/566px-HReach_-_SpecOps_Sangheili.png (Used as commandos during particularly difficult missions, and have a temporary, recharging Active Camo unit in their armor)
Special Operations Officer (Informally called Commandos): http://www.halopedian.com/images/0/07/SpecOps_Officer.png (Lead squads of Spec Ops Elites and Grunts in large-scale combat scenarios)
Ultra: http://images4.wikia.nocookie.net/__cb20100617194921/halo/images/thumb/6/67/HReach_-_Ultra_Sangheili.png/320px-HReach_-_Ultra_Sangheili.png (Shields three times as strong as most other Elites'. Always wield an Energy Sword as a backup weapon)
Honor Guard: http://images.wikia.com/halo/images/thumb/8/84/HonorGuard07.jpg/574px-HonorGuard07.jpg (Defend the Councilors on Sangheilios, and are led by white-armored Honor Guard Ultras)
General: http://www.halopedian.com/images/2/29/HReach_-_Sangheili_General.png (Technically not Zealots, but function as both Field Masters and Ship Masters of smaller ships. They can wield Energy Swords, but prefer heavier weapons, like Plasma Launchers, Fuel Rod Guns, and Concussion Rifles. They are more reckless and more common than standard Zealot Field Masters, and often lead smaller squads of Covenant)
Zealot: http://www.halopedian.com/images/e/ee/HReach_-_Sangheili_Zealot.png (Function as Field Masters, Ship Masters, Fleet Masters, Supreme Commanders, and Imperial Admirals. Most often wield Energy Swords, but use other weapons, like Plasma Rifles)
Field Master: Lead ground troops.
Field Marshall: http://www.halopedian.com/images/3/38/HReach_-_Sangheili_Field_Marshall.png (Similar to Field Masters, but command much larger groups, including Field Masters themselves)
Ship Master: Command single capital ships.
Fleet Master: Command entire battlegroups from a larger flagship.
Supreme Commander: Command much larger fleets.
Imperial Admiral: Command the largest Sangheili fleets. Ripa does not allow the Imperial Admiral rank in the Covenant.
Councilor: http://images.wikia.com/halo/images/thumb/d/dd/Councilor1.jpg/406px-Councilor1.jpg (Central government members on Sangheilios)

Brutes:
Minor: http://images2.wikia.nocookie.net/__cb20100616213030/halo/images/thumb/2/23/HReach_-_Minor_Jiralhanae.png/533px-HReach_-_Minor_Jiralhanae.png
Captain: http://images2.wikia.nocookie.net/__cb20100616213026/halo/images/thumb/4/41/HReach_-_Major_Jiralhanae.png/266px-HReach_-_Major_Jiralhanae.png
Chieftain: http://images2.wikia.nocookie.net/__cb20100616213023/halo/images/thumb/3/33/HReach_-_Chieftain_Jiralhanae.png/339px-HReach_-_Chieftain_Jiralhanae.png (Wield Gravity Hammers, Plasma Launchers, and Fuel Rod Guns, and are the only Brutes still equipped with shields)
Chieftain of the Jiralhanae: Majorus.

Jackals:
Minor: http://images.wikia.com/halo/images/thumb/6/65/Jackal_Minors.jpg/800px-Jackal_Minors.jpg
Major: http://images1.wikia.nocookie.net/__cb20100928113153/halo/images/thumb/7/78/Kig-yar_Major_III.jpg/800px-Kig-yar_Major_III.jpg
Marksman: http://images2.wikia.nocookie.net/__cb20100917055924/halo/images/thumb/c/ce/Halo_Reach_Jackal_Sniper.jpg/800px-Halo_Reach_Jackal_Sniper.jpg (Always wield Carbines and Needle Rifles, and lack shields)
Sniper: http://images1.wikia.nocookie.net/halo/images/4/4d/Halo3_Jackal.jpg (Wield Beam Rifles and Focus Rifles)
Ultra: Wield white energy shields and use Needlers and Plasma Rifles more than Plasma Pistols. Very rare and hard-to-attain rank.

Skirmishers:
Skirmisher Minor: http://images3.wikia.nocookie.net/__cb20100213234033/halo/images/thumb/7/7b/Halo_Reach_-_Skirmisher.png/391px-Halo_Reach_-_Skirmisher.png
Skirmisher Major: http://www.halopedian.com/images/thumb/d/dc/Skirmisher_Major.png/468px-Skirmisher_Major.png
Skirmisher Murmillo: http://images3.wikia.nocookie.net/__cb20100925212902/halo/images/thumb/7/70/Murmillo.png/270px-Murmillo.png
Skirmisher Commando: http://www.halopedian.com/images/3/3b/Skrimisher.png (Possess a primitive hologram technology that creates a "dummy" version of themselves, providing a useful distraction)
Skirmisher Champion: http://images4.wikia.nocookie.net/__cb20100616214434/halo/images/thumb/4/45/HReach_-_Skirmisher.png/579px-HReach_-_Skirmisher.png (Small energy shields bolster their armor's defenses)

Grunts:
Minor: http://images1.wikia.nocookie.net/__cb20101005042341/halo/images/1/1a/Grunt_Minor.png
Major: http://images3.wikia.nocookie.net/__cb20101005042818/halo/images/b/bb/Grunt_Major.jpg
Heavy: http://images1.wikia.nocookie.net/__cb20100616215327/halo/images/thumb/4/42/HReach_-_Heavy_Unggoy.png/563px-HReach_-_Heavy_Unggoy.png (Often man turrets, vehicles, and carry Fuel Rod Cannons.)
Spec Ops: http://images3.wikia.nocookie.net/__cb20100616215324/halo/images/thumb/8/8f/HReach_-_SpecOps_Unggoy.png/564px-HReach_-_SpecOps_Unggoy.png (Operate in squads led by Spec Ops Elites, and are often better trained than other Unggoy. Often assist Zealots as well)
Ultra: http://images3.wikia.nocookie.net/__cb20100207062512/halo/images/d/db/Halo_Reach_-_Unggoy.png (Highest-ranking Grunts in Covenant.)
Deacon: Wears a special tunic, and is used as a religious leader among Unggoy. Often more intelligent than others of its kind.

Philosophy:
Formerly, the Covenant worshipped the Forerunners with incredible zealousness. After the Covenant shattered when their gods were revealed as false, Ripa remade the faction to assist what he considers the REAL gods: the Reapers. They want nothing more than to have every last scrap of organic resistance, particularly that of humans, to be wiped out. They have allied with the like-minded Daleks and Skaven to accomplish this goal. They're hoping they will spared when the Reapers finally arrive, even if it's as slaves. It is likely that Ripa has been indoctrinated, though how this happened is up for debate.

The Flood:

Leader:

Name: The Gravemind
Gender: None, though it has a masculine voice.
Species: Flood
Description: http://images.wikia.com/halo/images/thumb/5/57/Gravemindcapture.jpg/645px-Gravemindcapture.jpg
Unique Traits: Gravemind controls all of the Flood, functioning as a collective consciousness for them. It's made up of countless bodies of fallen enemies and Flood alike. Its intelligence is generated from millennia of Flood and past Graveminds, giving it near-omniscience.
Tech: None.
Homeworld: Unknown
Bio: Nothing is known of the Gravemind, just like the Flood itself. The creature is a cunning beast, tricking other sentient beings into doing its bidding, even corrupting AI. The Gravemind often speaks in rhyme, especially trochaic heptameter, and is capable of producing quadrilions of Flood spores just on his own.

Homeworld:
UNKNOWN (Extragalactic).

Territory:
Varies, depending on where an infestation crops up.

Armed Forces:

Infection Form:
http://images.wikia.com/halo/images/thumb/4/4a/Infection_Form.jpg/800px-Infection_Form.jpg
The Infection Form, while harmless on its own (sort of), they are rarely found alone. In fact, the infection Form is often found in the thousands, even the millions, overwhelming their enemy and infecting them, using them as hosts for the new Combat Form. They can also infect dead bodies as well. After the Flood have reached a more coordinated form of development, the Infection Forms evolve into Pure Forms.

Combat Form:
http://images.wikia.com/halo/images/a/a6/1195430022_100.jpg(Elite, Brute, and Human forms)
The Combat Form is the main Flood form used in attacking and defending, at least until Pure Forms are created. They are created from infected sentients, like humans, Sangheili, Jiralhanae, Trandoshans, and Koults. Though they sometimes carry the weapons of their former species, they prefer leaping fifteen meters into the air and lashing out at their foes with immensely strong tentacles on their limbs. Combat Forms are extraordinarily difficult to kill, and can even survive decapitation.

Carrier Form:
http://images.wikia.com/halo/images/thumb/0/05/1216051145_Carrier_form.jpg/800px-1216051145_Carrier_form.jpg
Carrier Forms are made from now-useless Combat Forms and smaller sentients, like Kig-Yar. They waddle rather slowly, but when they get near an enemy, they collapse, swell, and explode with the force of a grenade, scattering dozens of Infection Forms in the process.

Pure Forms:
The Pure Form is, in fact, made of three different forms that they can shift between at will: the Stalker, Tank, and Ranged Forms.

Stalker Form:
http://images.wikia.com/halo/images/c/cd/Stalkerform.png
Not very tough or dangerous, the Stalker Form is nonetheless very, very fast and agile. They climb walls, leap very far, but don't attack very often. They prefer turning into Tanks or Ranged Forms to fight against enemies.

Tank Form:
http://images.wikia.com/halo/images/thumb/2/2a/Flood_Tank_Form.jpg/800px-Flood_Tank_Form.jpg
The Tank Form is slow, and can only melee foes, but is immensely tough, capable of withstanding all forms of light to medium weaponry, unless fired at their "mouth," and can also spit out Infection Forms to provide distractions. Their close-range attacks are bone-breakingly strong.

Ranged Form:
http://images.wikia.com/halo/images/thumb/d/d6/Ranged_Form.jpg/800px-Ranged_Form.jpg
The Ranged Form rarely moves, preferring to stick to walls and ceilings at a distance. They fire rapid-fire spikes at long distances, and with near-perfect accuracy, often fatally perforating foes before they get too close. If they're attacked, they fold up, becoming more well-protected, but unable to attack back. They turn to Stalker Forms to move around.

Philosophy:
The Gravemind and the Flood want nothing more than to consume all biomass in the galaxy, considering it to be the next logical step in evolution.
Last edited by dinoman666 on Mon Apr 25, 2011 9:45 pm, edited 17 times in total.
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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Thu Nov 04, 2010 9:32 pm

The Sangheili Armed Forces:

Leader:

Name: Elch 'Masal
Gender: Male
Species: Sangheili
Description: He looks like any normal Sangheili, most notable for his silver-and-gold, decorated armor, marking him out as Imperial Admiral of the Sangheili Navy. He has a scar along the right side of his face, just under his eye.
Unique traits: Other than those unique to the Sangheili race, nothing.
Tech: His armor is incredibly durable and has very thick shielding, capable of taking point-blank shotgun blasts and holding. He wields an Energy Sword and Type-31 Needle Rifle as his main weapons, but will also wield other ordnance if necessary.
Homeworld: Sangheilios
Bio: Little is known of Elch, except he was born on the Sangheili home planet and joined the Covenant army at an early age. He has a particularly large fascination with the Needler and Needle Rifle, both of which are lethal in his hands.

Homeworld:

Formerly:

Native Name: Sanghelios
Environment: Scattered land masses compared to bodies of water. Reddish hue is visible from space. Usual oxygen-based atmosphere.
Regions: A number of Sangheili city-states; now overtaken by Arachnid hives.
Dominant Species: Formerly Sangheili, now Arachnids.
Technology Level: Highly advanced at first, now at the Arachnids' level.
Animal Life: Arachnids.

Currently:

Quarian Migrant Fleet.

Territory:

None anymore. Their remaining ships are now part of the Quarian Migrant Fleet.

Armed Forces:

Sangheili (see The Rejuvenated Covenant, above).

Philosophy:
The Sangheili Armed Forces is simply the result of their kind's martial nature. Initially just the main government of Sangheilios, the SAF is now focused on surviving with what limited resources they have. With the help of the Quarians, they have entered a mutual agreement: trade between the two races for unique resources and technology, and an unprecedented defense for the Quarian Migrant Fleet. Thanks to the Sangheili fleet, the Migrant Fleet is significantly safer from infiltration and pirate attacks than it ever has been before.

UNSC

Leader:

Name: Fleet Admiral Preston Cole
Gender: Male
Species: Human
Description: Despite being in rather poor health, Cole looks staunch and commanding, with piercing green eyes and graying hair.
Tech: None, except for an M6C/SOCOM Magnum he uses in potentially dangerous situations.
Homeworld: Unknown.
Bio: Cole is the most famous Admiral in the UNSC, mainly because of his many campaigns against the Covenant, as well as newer threats in this new galaxy. His incredible strategic brilliance has made him the main officer in charge of the UNSC's colonization efforts in this galaxy...

Homeworld:
UNKNOWN (Extragalactic).

Territory:

A large number of colonies.

Armed Forces:

Weapons:

M6 Pistol Series:
http://images3.wikia.nocookie.net/__cb20100501024513/halo/images/thumb/8/88/HaloReach_-_M6G.png/800px-HaloReach_-_M6G.png (The M6G)
The UNSC's line of pistols and magnums is quite large, ranging from the civilian M6A and M6B to heavy-duty models like the M6D and M6G to the Army's M6J Carbine and the "undercover" variant, the M6K. However, all M6 pistols use similar ammunition, though the M6D and M6G use High-Explosive rounds. These two, along with the M6C and its silenced variant used by ODSTs, are the most popular in the UNSC military.

M7/Caseless Submachine Gun:
http://images4.wikia.nocookie.net/halo/images/thumb/0/06/Halo_3_SMG_view_enlongated.jpg/800px-Halo_3_SMG_view_enlongated.jpg
Often simply called the "bullet hose" by UNSC forces, the SMG isn't particularly powerful, but the sheer volume of lead it can shoot out in a few seconds can tear an entire squad of Grunts to pieces. However, the weapon suffers enormous recoil with continued fire, though its extendable stock can somewhat compensate for this. There is also a silenced version of the SMG, used by ODSTs in stealth missions.

MA57 Individual Combat Weapon System:
http://www.bungie.net/images/Games/Reach/intel/weapons/ar.png
Often simply called the Assault Rifle, the MA57 (MA3 for the Army) is one of the UNSC's standard infantry weapons, and for good reason. Its large clip, relatively powerful, AP ammunition, and cheapness makes it one of the most common weapons used in the UNSC Marine Corps. Another model, the MA5B, is less accurate, but more powerful, capable of overloading an Elite Minor's shield and killing the alien itself without draining a clip. There's also the MA5C, which is accurate, but less powerful and with a smaller clip.

BR55HB SR Battle Rifle:
http://images3.wikia.nocookie.net/halo/images/thumb/3/3c/BR55HB_SR_Battle_Rifle.jpg/800px-BR55HB_SR_Battle_Rifle.jpg
The Battle Rifle is another common infantry weapon in the UNSC. Armed with a 2X scope, the Battle Rifle fires three-shot bursts and is incredibly accurate at all but extreme range. However, like all UNSC weapons, it is somewhat weak against shields, particularly Covenant or Forerunner ones.

M392 Designated Marksman Rifle (DMR):
http://www.bungie.net/images/Games/Reach/intel/weapons/dmr.png
This combat rifle, used by UNSC forces, operates in a similar fashion to a Battle Rifle. However, it only fires single shots, not three-round bursts. It is rapidly being encompassed by the BR in the Marine Corps, but the UNSC Army still uses the DMR quite often.

M45 Tactical Shotgun:
http://images1.wikia.nocookie.net/__cb20100408181426/halo/images/thumb/7/78/Halo_Reach_Shotgun.png/800px-Halo_Reach_Shotgun.png
The M45 Shotgun is the UNSC's principal close-combat weapon, similar to the Sangheili Energy Sword in function. Though brutal at close range, the M45 shares the same weakness as many shotguns: it's nearly useless at any other range, and has a very slow reload (it's loaded one shell at a time).

M90 Close Assault Weapon System:
http://images2.wikia.nocookie.net/__cb20070702201527/halo/images/thumb/6/67/H3_Shotgun.jpg/800px-H3_Shotgun.jpg
The M90 operates in a similar fashion to the M45, but comes in three varieties: the Mk I, Mk II, and the M90A. Other than aesthetic differences, all three M90 variants have different ranges and magazine capacities.

Sniper Rifle System 99 Anti-Matériel:
http://images1.wikia.nocookie.net/__cb20100129013011/halo/images/thumb/3/34/HaloReach_-_SRS99.png/800px-HaloReach_-_SRS99.png
Plain and simple, this is the UNSC's Sniper Rifle, armed with a 5X and 10X scope, as well as extremely advanced anti-material ammunition. A single shot can penetrate the shields of even Special Operations Elites or Brute Captains, and even kill it if aimed at the head. Unfortunately, the bullet goes right through Flood forms, doing next to nothing.

M41 SSR MAV/AW:
http://images1.wikia.nocookie.net/__cb20100404193719/halo/images/thumb/d/d5/Reach_Rocket_Launcher_Cropped.png/800px-Reach_Rocket_Launcher_Cropped.png
Nicknamed the SPNKr, this Rocket Launcher is one of the UNSC's main anti-vehicle weapons, able to lock onto enemy vehicles and blow them apart with only one shot. The 102mm Shaped-Charge High-Explosive Surface to Surface missiles fired from this weapon can penetrate even thick tank armor with ease, but the explosive force can just as easily kill the user.

M247H Heavy Machine Gun:
http://images4.wikia.nocookie.net/__cb20100517004544/halo/images/thumb/3/39/Reachturret.jpg/666px-Reachturret.jpg
This Machine Gun Turret is the main defensive turret used by the UNSC, capable of tearing through even shields with ease. It fires armor-piercing, high-explosive rounds, making it deadly in most situations. With enough concentrated fire, this turret has been observed taking down Banshees and even Phantoms. Strong aliens, such as Sangheili and Jiralhanae, can rip these off their mounts and carry them around, though with very limited ammunition and slowed movement.

M7057/Defoliant Projector:
http://images1.wikia.nocookie.net/halo/images/8/8a/New_Flamer.jpg
Simply called the Flamethrower by Marines, this device is rarely used in combat, but is commonly used as an anti-Flood and trench warfare weapon. The Flamethrower is extremely heavy, even for Sangheili or Jiralhanae, and is extremely rare in the UNSC, though incredibly effective against most foes.

M319 Individual Grenade Launcher:
http://images1.wikia.nocookie.net/__cb20100526051838/halo/images/thumb/e/ea/M319_-_Side_Profile.png/800px-M319_-_Side_Profile.png
This single-shot grenade launcher can fire either a delayed explosive or a simple explode-on-contact explosive. The grenades it fires also have a small EMP effect, making them highly effective against shields and electronics.

LAU-65D/SGM-151:
http://images2.wikia.nocookie.net/__cb20070717152604/halo/images/thumb/7/75/Missile_Pod.jpg/800px-Missile_Pod.jpg
Simply known as the Missile Pod, this turret-mounted missile launcher fires incredibly accurate, though relatively weak, rockets that can track nearly any target, and is often used as an anti-air weapon. Like the Heavy Machine Gun, this weapon can be ripped off its mount and used against ground targets more effectively, though it only has eight missiles in this configuration.

Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle:
http://images1.wikia.nocookie.net/__cb20100412150428/halo/images/thumb/3/3a/Halo_Reach_-_Model_8_SP_Laser.png/800px-Halo_Reach_-_Model_8_SP_Laser.png
Usually called the Spartan Laser, this rocket launcher-sized weapon is one of the most advanced weapons in the UNSC. It fires a red beam of energy that can destroy nearly any target it's aimed at, and then keep going for a significant distance. However, it has several downsides: slow charge time, room in its battery for only five shots, and incredible precision.

M9 High-Explosive Dual-Purpose Grenade:
http://images2.wikia.nocookie.net/__cb20100501035928/halo/images/thumb/b/b1/HaloReach_-_Frag_Grenade.png/600px-HaloReach_-_Frag_Grenade.png
The M9 is a simple Fragmentation Grenade, and is the most common explosive in the UNSC arsenal. A close-range blast can shred infantry or wound shielded enemies, but it's relatively weak against vehicles (though it can flip lighter vehicles, like Ghosts).

15cm Mark/2488 1.1GJ Magnetic Accelerator Cannon (Onager Mass Driver):
http://images1.wikia.nocookie.net/__cb20100923145145/halo/images/thumb/7/79/Onager.jpg/800px-Onager.jpg
Essentially a miniature MAC turret, the Onager capable of delivering a 15 cm MAC round with up to 1.1 gigajoules of kinetic energy. This weapon has enough force to completely destroy a Phantom or even gut a CCS-class Battlecruiser at close range. However, it takes around five seconds to charge the magnetic coils in the weapon's barrel between every shot.

UNSC Vehicles:

M274 Ultra-Light All-Terrain Vehicle:
http://www.bungie.net/images/Games/Reach/intel/vehicle/mongoose.png
This two-person scout vehicle is usually called the Mongoose, and is used strictly as a scout vehicle. Noisy, prone to roll over, and unarmored, the Mongoose's only advantage is speed. However, the passenger riding on the back of the Mongoose can use whatever weapon they currently have. However, the Mongoose's lack of armor makes it rare to be used in heavy combat.

M12 Light Reconnaissance Vehicle:
http://images4.wikia.nocookie.net/__cb20100403111617/halo/images/thumb/d/d9/Reach_Warthog.jpg/800px-Reach_Warthog.jpg
The most common vehicle in the UNSC, the "Warthog" is a fast, armored jeep that can carry three passengers: a driver, a passenger (who can use the current weapons he or she has), and a gunner on the M41 Light Anti-Aircraft Gun. Despite its name, the LAAG is used mostly against infantry. The Warthog is considered iconic of the UNSC, and is used in nearly every role, from scouting to full-on combat.

M12G1 Light Anti-Armor Vehicle:
http://images1.wikia.nocookie.net/__cb20101009193046/halo/images/thumb/9/98/HReach_-_Gauss_Hog.png/800px-HReach_-_Gauss_Hog.png
The Gauss Warthog is a variant of the classic Warthog which is armed with a powerful and accurate M68 Gauss Cannon, which can destroy a Ghost in one hit, and even cause a Wraith no small amount of grief, though it fires relatively slowly.

M831 Troop Transport:
http://images2.wikia.nocookie.net/halo/images/thumb/6/60/M831_Warthog_Troop_Transport.jpg/800px-M831_Warthog_Troop_Transport.jpg
The Troop Transport variant of the Warthog is completely unarmed, and instead has a roll cage where the turret would be, which can carry three armed Marines, making the TT Warthog just as deadly as its other counterparts.

M12R Light Anti-Armor Vehicle:
http://images3.wikia.nocookie.net/__cb20100816152226/halo/images/thumb/8/83/HaloReach_-_RocketHog.png/555px-HaloReach_-_RocketHog.png
This Warthog variant has its LAAG turret replaced with a surface-to-surface missile launcher capable of firing up to six rockets at once. These rockets can track vehicles, making it more effective against enemy armor than the Gauss variant.

M312 Elephant HRV:
http://images1.wikia.nocookie.net/halo/images/3/38/Elephant_1up.jpg
The Elephant is a heavily-armored troop transport, capable of carrying anything from dozens of Marines to three Mongooses and two Warthogs. The Elephant also boasts two HMG Turrets, and when put into its unique deployed state (used to disgorge troops and vehicles into a hot zone) it can extend a larger defense turret with longer range and more powerful ammunition. The Elephant's only real downsides are its slow speed (about a meter/sec) and poor maneuverability. However, its thick armor prevents infantry from doing any real damage, and even heavier vehicles have trouble destroying the vehicle.

M808B Main Battle Tank:
http://images1.wikia.nocookie.net/__cb20100402203202/halo/images/a/a6/Reach_Tank.jpg
The so-called Scorpion Tank is one of the most powerful vehicles in the UNSC arsenal. It is armed with a 90mm Cannon and a coaxial 7.62mm machine gun (in some variants, this turret is manned by a separate soldier from the pilot). The Scorpion is also capable of firing explosive canister shells and carrying four armed passengers on its track pods. A variant of this tank, known as the Grizzly, is more powerful, with two cannons and a heavier machine gun, as well as thicker armor, but it's much more expensive to manufacture. Another, prototype variant, the Rhino, has six track pods instead of four, and has an experimental plasma cannon that can penetrate even Covenant shields with ease. These tanks can be deployed like massive turrets, giving them longer range and effectively turning them into artillery units.

SP42 Cobra:
http://images4.wikia.nocookie.net/halo/images/thumb/7/78/Cobra_concept.jpg/800px-Cobra_concept.jpg
The Cobra is an anti-vehicle vehicle used by the UNSC. It's armed with two LRG Rail Guns, used to penetrate thick armor on vehicles through sheer kinetic energy. However, the Cobra's most impressive capability is to deploy into a stationary position (similar to the Elephant or Rhino) and extend the incredibly powerful 8 MJ LRG Rail Gun, enabling the Cobra to hit enemy vehicles or structures from extreme distances and at supersonic velocities. When deployed, the Cobra also extends deflection plating that has been observed to even deflect Wraith Mortars that hit it at certain angles.

MAAT-9 Wolverine:
http://images4.wikia.nocookie.net/halo/images/thumb/7/71/UNSC_Wolverine_card.jpg/800px-UNSC_Wolverine_card.jpg
The Wolverine is strictly an anti-air vehicle, with double surface-to-air missile launchers that can shoot Banshees out of the sky with a single shot. They also have a heavy grenade launcher installed in their hulls for defense against ground targets, but usually require protection from ground-based attacks with other vehicles.

Cyclops Exoskeleton:
http://images2.wikia.nocookie.net/halo/images/thumb/8/8c/06_CYCLOPS.jpg/800px-06_CYCLOPS.jpg
The cyclops is a repurposed repair and heavy labor machine manned by a single soldier that is often used to repair vehicles and structures in the field. However, the exoskeleton can be used in combat to not only bring down enemy structures, but also throw around infantry like toys.

Gremlin Combat Support Vehicle:
This six-wheeled vehicle is an excellent anti-vehicle device, armed with a roof-mounted EMP Cannon that can destroy mechanized vehicles in a flash. The vehicle can also release a powerful EMP wave in all directions to stun mechanical devices anywhere near it. However, this equipment is very unstable and experimental, making the Gremlin a rare, but useful, sight.

Cougar:
http://images1.wikia.nocookie.net/halo/images/9/9f/002_cougar1.jpg
The Cougar is a heavy recon vehicle, armed with only dual autocannons and a grenade launcher. However, it is surprisingly durable and fast, and excellent in urban environments at defending important areas until heavier vehicles can arrive.

Base Turret:
http://images3.wikia.nocookie.net/halo/images/thumb/8/80/PORTFOLIO_turret_LAYOUT_01.jpg/800px-PORTFOLIO_turret_LAYOUT_01.jpg
UNSC Base Turrets are the main defensive weapons of UNSC outposts. These three-barreled heavy machine guns can be armed with one of three extra weapon attachments depending on the situation: an anti-infantry Flame Mortar, an anti-vehicle Rail Gun, or anti-air Missile Launchers.

AV-14 Attack VTOL:
http://images3.wikia.nocookie.net/__cb20100121203117/halo/images/6/60/AV-14_Hornet.jpg
Also known as the Hornet, this is the UNSC's main atmospheric air vehicle, used in all manner of roles and able to match Banshees in dogfighting with their triple-barreled chainguns and dual homing missile launchers. The Hornet's landing struts can also carry armed soldiers, giving the vehicle extra firepower or simply a transport role.

Sparrowhawk:
http://images2.wikia.nocookie.net/halo/images/9/96/UNSC_Sparrowhawk.PNG
The Hawk is a more powerful version of the Hornet, armed with two dual autocannons, six Argent V missiles (the most powerful type of atmospheric missile used by the UNSC), and a nose-mounted version of the Spartan Laser, which fires faster, but is significantly weaker.

AC-220 Vulture Gunship:
http://images2.wikia.nocookie.net/__cb20090109204660/halo/images/thumb/a/ac/Vulture_scheme.jpg/800px-Vulture_scheme.jpg
This flying tank is one of the most powerful vehicles the UNSC has at its disposal in ground combat. Armed with dual autocannons and a number of powerful missile launchers, the Vulture can even annoy Scarab tanks, and even wreck them completely when used in pairs or trios. However, the Vulture's thick armor makes it extremely slow, and it often requires an escort to protect it against faster threats, like Banshees.

UH-144 Falcon Tiltrotor:
http://www.bungie.net/images/Games/Reach/intel/vehicle/falcon.png
The Falcon is a UNSC VTOL craft similar to the Hornet or Sparrowhawk, but it is used more as a transport than a gunship, despite having a chin mounted autocannon that fires in five-round bursts and a pair of door-mounted HMGs. It can carry up to four personnel into combat zones. The HMGs on its sides can be swapped out for automatic grenade launchers, which cause significantly more damage to turrets and vehicles. Despite being primarily a transport, the Falcon is more than capable of battling Banshees and other aircraft.

Shortsword-class Bomber:
http://images1.wikia.nocookie.net/halo/images/0/0e/HW_1920x1200_6.jpg
The Shortsword is a short-range atmospheric bomber that can deliver all kinds of heavy payloads against enemy ground targets (particularly Covenant targets). Though often simply called upon to deliver carpet bombs, they can also deliver more exotic ordnance, like EMP Disruption Bombs or experimental Cryo Bombs.

G4-TL1 Longsword-class Interceptor:
http://www.halopedian.com/images/thumb/c/c4/Reach_5016743_Full.jpg/640px-Reach_5016743_Full.jpg
The Longsword is the UNSC's standard starfighter, and is quite large for one, compared to something like a Vulture Droid. It is manned by four personnel, a Pilot, Co-pilot, a Navigator, and an Engineer. It is also heavily armed, with 110-mm Rotary Cannons, a 120mm Ventral Gun, 4 ASGM-10 Missiles, a Shiva-class Nuclear Missile, and a Moray Space Mine system capable of holding 36 mines. The mine system can be replaced with an ordnance bay to turn the Longsword into a bomber.

YSS-1000 Sabre Starfighter:
http://images4.wikia.nocookie.net/__cb20100818151557/halo/images/thumb/8/83/Sabre-class_Starfighter.png/724px-Sabre-class_Starfighter.png
The Sabre is a two-person, experimental starfighter used by the UNSC. It's armed with M1024 ASW/AC 30mm ALA Cannons, auto-tracking Medusa missiles, and energy shielding reverse-engineered from Covenant technology.

Dropship 77-Troop Carrier:
http://images1.wikia.nocookie.net/__cb20100819150954/halo/images/thumb/3/3c/Halo_Reach_-_TotS_Pelican.jpg/800px-Halo_Reach_-_TotS_Pelican.jpg
Known more commonly as the Pelican, this vehicle is the UNSC's main dropship, capable of carrying a dozen armed marines, a Scorpion, a Warthog, or two Mongooses into just about any combat situation. Pelicans are armed with a chin-mounted autocannon, an HMG in the cargo area, and wing-mounted Argent V missiles. They are capable of shooting down Covenant Phantoms with their firepower.


Capital Ships:

Prowler:
A small, sleek craft used by the Office of Naval Intelligence (ONI), the Prowler is a stealth craft used primarily for intelligence gathering. Its Stealth Ablative Coating and Radar Jammers makes it nearly invisible in space, and it also has a few surprising weapons: 2 Pulse Lasers reverse-engineered from Covenant technology, 14 HORNET mines, and several Shiva missiles.

UNSC Frigate:
http://images3.wikia.nocookie.net/__cb20100820233660/halo/images/9/92/UNSC_Savannah.jpg
The most common type of standard capital ship used by the UNSC, the Frigate is lightly armed and armored compared to its cousin the Destroyer, but it is nevertheless more maneuverable and cheaper to produce. Despite its armament, a Magnetic Accelerator Cannon, 3 Shiva missiles, 40 Archer missile pods (30 missiles/pod), numerous 50mm Point Defense Guns, and 5 Twin Defensive Railgun Turrets, the UNSC Frigate is hardly a threat to its Covenant counterpart, except en masse.

UNSC Destroyer:
http://images3.wikia.nocookie.net/__cb20100421162325/halo/images/thumb/a/a9/Heart_of_Midlothian.png/800px-Heart_of_Midlothian.png
Very similar to Frigates, Destroyers are twice as heavy, thanks to their 2-meter thick Titanium-A battle plating. They also have similar armament, including two MACs, 26 over-sized Archer missile pods, 3 Shiva missiles, and 8 Dual-barreled 50mm point defense guns. Destroyers are used primarily as escorts for larger UNSC ships.

Marathon-class Cruiser
http://images3.wikia.nocookie.net/halo/images/5/54/Marathon-class_Cruiser.JPG
One of the largest UNSC warships, the Marathon-class Cruiser is heavily armed and armored, and though limited in number, is capable of taking on many of the smaller Covenant vessels single-handedly. They have 2 MACs, dozens of over-sized Archer missile pods (60 missiles/pod), a number of 50mm point defense guns, and 5 Fusion Rockets, made for cracking open unshielded enemy ships.

There are also UNSC Carriers and the incredibly powerful Supercarrier, along with smaller corvettes, freighters, and other ships in the UNSC fleet. However, the ones listed above are the most common.

Philosophy:
The UNSC's primary goal is to colonize the new galaxy they've discovered, and acquire more advanced technology to protect themselves from the new and exotic threats they've encountered. Being a military-centric government, this is (so far) easier than it seems.

The Geth:

The Geth are a race of sentient machines that operate via a complex neural network that is barely understood by anyone except the Geth themselves and their creators, the Quarians. What is known is that each "mobile platform," the bodies used by the Geth, are actually made up of 100 or so programs, each similar to an unintelligent computer interface, all working in tandem. The more of these programs (called runtimes by the Geth) in a single mobile platform, the more intelligent it becomes. When several Geth mobile platforms are together, they also become smarter through their own wireless connection to one another. The Geth overall are a mysterious and isolationist race. After driving their Quarian "parents" from their homeworld, Rannoch, and their colonies in the Perseus Veil, the Geth stayed there, and any ship that attempted to investigate was destroyed. Other than the contact with the Geth army following Saren Arterius and his flagship Sovereign, no reports of Geth activity in civilized space have been reported in a long time. NOTE: Loyalist Geth and Geth Heretics are almost identical in function. They only differ in their long-term goals, and are not connected via the neural network. Geth Heretics, however, are incredibly hostile to any organic they encounter, and Geth space is considered off-limits for this reason.

Leader:
None (All Geth programs work together)

Homeworld:
Quarian Homeworld.

Territory:
All former Quarian Territory, in the Perseus Veil.

Armed Forces:

Mobile Platforms:

Geth Trooper:
http://images3.wikia.nocookie.net/__cb20120315171312/masseffect/images/c/cf/ME3_Geth_Trooper.png
Geth Troopers are the standard Geth warfare unit. They possess their own unique brand of rifle, the Geth Pulse Rifle, and are relatively fragile. However, like all Geth, their overall intelligence increases when more are nearby, making them dangerous in large numbers.

Geth Rocket Trooper:
http://images4.wikia.nocookie.net/__cb20120315171231/masseffect/images/4/48/ME3_Geth_Rocket_Trooper.png
Geth Rocket Troopers wield the ML-77 Missile Launcher. They are shielded, but are exceptionally fragile, even more so than the standard Trooper. As a result, Rocket Troopers tend to stay at a distance and bombard enemies from range.

Geth Hunter:
http://images4.wikia.nocookie.net/__cb20120326002933/masseffect/images/b/be/ME3_Geth_Hunter.png
Geth Hunters are fearsome stealth specialists, equipped with their own personal cloaking generators. They are invisible to the naked eye while cloaked, but can be forced into visibility if their shields are depleted. Armed with Geth Plasma Shotguns, Geth Hunters can flank enemy targets and blow them apart before their victims even know they're there.

Geth Hopper:
http://images2.wikia.nocookie.net/__cb20091227111650/masseffect/images/thumb/8/83/Feros_Geth_Hopper.jpg/800px-Feros_Geth_Hopper.jpg
Geth Hoppers are a new type of mobile platform that not even the Quarians recognize. Used as advanced cyberwarfare platforms, the agile Hoppers leap from surface to surface with surprising speed, clinging to walls and ceilings and firing a powerful, sniper-like laser from their eye. One subtype, known as Ghost Hoppers, have cloaking devices. All types are also capable of jamming or overheating weapons, and can also overload shielding, jam communications, and even cause explosive devices to prematurely detonate. However, Hoppers are fragile and only lightly shielded, making them easy to destroy, if you can hit them.

Geth Pyro:
http://images2.wikia.nocookie.net/__cb20120315160212/masseffect/images/0/03/ME3_Geth_Pyro.png
Geth Pyros use the M-451 Firestorm to lethal effect, increasing the weapon's fuel reserves with the armored tank attached to their backs. Pyros are shielded, but also well-armored, making them slow but tough, and deadly up close. Puncturing the fuel tank takes quite a few rounds thanks to its armor, but if it is successfully breached by gunfire, the tank will explode, often taking the Pyro with it.

Geth Recon Drone:
http://images1.wikia.nocookie.net/__cb20100627032509/masseffect/images/2/29/Geth_Recon_Drone_ME2.png
Used in scouting roles, Recon Drones are fragile and lightly shielded, and their mounted weapon is similar to, but weaker than, that of the Geth Trooper's Pulse Rifle, making them poor fighters. However, they possess cloaking devices and often attack in swarms of three or four. They occasionally escort larger mobile platforms, like Geth Primes. White-armored versions of these constructs, called Geth Repair Drones, are used to repair fellow Geth soldiers in the middle of battle, but are unarmed. It is not known if Geth Drones have actual Geth programs in them, or are simply automated drones, as their name suggests.

Geth Armature/Colossus:
http://images4.wikia.nocookie.net/__cb20090825115144/masseffect/images/thumb/2/2f/GethArmature.png/800px-GethArmature.png (Armature)
http://images3.wikia.nocookie.net/__cb20080922231052/masseffect/images/thumb/6/64/Geth_Colossus_01.jpg/575px-Geth_Colossus_01.jpg (Colossus)
These quadrupedal war machines are some of the deadliest types of Geth mobile platform known. Colossi are even larger than the already impressive Armatures, and both types possess powerful shielding, a powerful machine gun mounted in their head, and a deadly Siege Pulse weapon that can overload shields and tear apart organic troops in a single shot. The Geth Colossus also possesses heavy armor, which must be destroyed before the actual Colossus can be harmed. Some Colossi also have a repair protocol, in which they contract into a smaller structure and repair their extra armor, before standing back up and resuming their attacks.

Geth Prime:
http://images2.wikia.nocookie.net/__cb20120315200914/masseffect/images/c/c9/ME3_Geth_Prime.png
Geth Primes are towering mobile command platforms, enhancing the intelligence of surrounding Geth soldiers. They are equipped with a powerful, accurate, semi-automatic Pulse Cannon that causes incredible amounts of damage with a single shot. They can produce holographic "Combat Drones;" blue spheres that emit electrical shock pulses to stun and damage nearby enemies. The Combat Drone often follows the Prime as it moves and is rather fragile. Primes can also throw down hovering automated turrets, which function similar to small, unmanned Pulse Rifles. They are stationary, unlike the Combat Drone, but are small and easily overlooked in chaotic battles (which occur with alarming regularity whenever there's a Prime involved). Geth Primes are slow, but extraordinarily resistant to most infantry weapons thanks to their powerful shields and thick armor. When killed, Primes tend to explode very violently.

Geth Assault Drone:
http://images3.wikia.nocookie.net/__cb20100830231423/masseffect/images/thumb/e/e9/Geth_Assault_Drone.png/800px-Geth_Assault_Drone.png
Geth Assault Drones are combat support drones that are significantly deadlier than Recon Drones. They are often found around high concentrations of other Geth types, and can be deadly in open areas. They are armed with a standard cannon similar to that of the Geth Pulse Rifle. It is not known if they actually contain Geth programs or are simply automated drones.

Geth Rocket Drone:
http://images3.wikia.nocookie.net/__cb20100831132061/masseffect/images/thumb/8/87/Geth_Rocket_Drone_on_Virmire.png/800px-Geth_Rocket_Drone_on_Virmire.png
Similar in many ways to the Assault Drone in that they support Geth ground troops, Rocket Drones differ noticeably in that they are armed with a powerful rocket launcher that can blast apart infantry with ease, and even destroy vehicles. Again, it is not known if Rocket Drones are manned with actual Geth runtimes.

Geth Turret:
http://images3.wikia.nocookie.net/__cb20100831103405/masseffect/images/b/b9/Geth_Heavy_Turret_on_Noveria.png
Geth Turrets are fully automated gun platforms that are equipped with both a strong pulse cannon and a missile launcher, used for anti-vehicle measures. Geth Turrets are used exclusively to defend key areas the Geth have occupied. A single shot can kill most infantry.

Notable Members:

Name: Calls itself Legion.
Gender: None, though referred to as "he," or "it."
Species: Geth
Description: http://images3.wikia.nocookie.net/masseffect/images/c/cc/Legion_Character_Shot.png
Unique Traits: Unlike most Geth, who contain the programming of about a hundred different Geth programs, Legion possesses 1,183, making him far more intelligent. He is also mostly free of the neural network that connects the rest of the Geth and is able to speak. Legion is an excellent fighter, especially from a distance.
Tech: Custom sniper rifle, well-shielded armor, personal cloaking device, and the Geth Shield Boost technology of standard Geth Troopers. Legion's sniper rifle, obviously of alien Geth design, is powerful enough to puncture tank hulls with a single shot. However, the sheer recoil of the weapon prevents any human or similar being from using it without shattering their arm. Legion is also armed with a powerful handgun for close-quarters combat.
Homeworld: Likely the Quarian homeworld.
Bio: Legion is an "AI Platform" constructed specifically by the Geth for studying organic life. He is capable of independent thought and his main goal is learning more about galactic civilization. Because most races distrust the Geth, Legion is the only mobile platform outside the Perseus Veil (where the Geth and former Quarian worlds are located). They have left the Citadel to the designs of the organic races in the galaxy, as it was built to sustain them instead of artificial beings.

Philosophy:
The "True Geth" are apathetic about organic life outside the Perseus Veil. They merely wish to be left alone and build their own future (it is unknown exactly what they are planning). The Geth Heretics, on the other hand, revere the Reapers as gods, considering them the pinnacle of synthetic evolution. Because of the Reapers' goals, the Heretics are extremely hostile to anyone except other Geth and allies of the Reapers. They have most of their territory at the edge of the Geth space, effectively cutting off the True Geth from the rest of the galaxy and maintaining the facade that all Geth are dangerous.

The Daleks:

Leader:

The Dalek Emperor.

Homeworld:

Native Name: Skaro
Enviroment: Essentially a nuclear wasteland with the occasional petrified forest or Dalek city.
Regions: A single continent, divided into the west and east sides, both of which are nearly identical.
Dominant Species: The Daleks.
Technology Level: Extremely advanced.
Animal Life: Other than the ferocious failed Dalek mutations that live in the lakes and forests, none.

Territory:

Only Skaro, and possibly a few minor colonies.

Armed Forces:

Name: The Daleks
Description: http://www.clivebanks.co.uk/Doctor%20Who%20Pictures/DW%20Pictures/NewDalek1.jpg Inside the robotic suit is an octopoidal, cyclopedean, green-skinned, relatively small mutant (the actual Dalek).
Diet: Unknown, though they can probably eat just about anything, or don't require nutrients at all.
Natural Abilities: The Dalek itself is simply extremely technologically advanced, and has an intense hatred for anything non-Dalek. The suit is extremely tough, well-shielded, and is equipped with an eye-stalk, a plunger-like manipulator arm, and a specialized energy weapon that can be set to varying power levels, as low as stun to as high as leveling an entire building. They have a special antigravity device that allows them to float when needed.
History: Daleks are a mutated race from the world of Skaro, made into what they are by a nuclear war against a now-extinct race, also native to the planet. Since then, the Daleks have made a highly advanced civilization on their planet, and are almost megalomaniacal in their goals to enslave or exterminate every other race in the galaxy.

A variety of droids.

Philosophy:
The Daleks are conditioned with a hatred of every other living thing in the galaxy, and they consider themselves superior in every way. They will attack and kill any non-Dalek on sight. Despite their egocentric, xenophobic culture, however, the Daleks are smart enough to make alliances, if only to further their own goals.
Last edited by dinoman666 on Mon Mar 26, 2012 4:13 am, edited 10 times in total.
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Re: Tyrannosaurus Titanus' SEW Profiles

Postby TyrannoTitan » Thu Nov 04, 2010 11:21 pm

===============================================
Tyranids
===============================================

Note: I was not the first to introduce this race, but no one has made the effort to bring its species/faction/planet information up to date. If the person who brought the Tyranids in first wants to reclaim them, they should PM me and I will remove this section and give full control back to them.

Name: Tyranids
Description: Varies greatly, but the general appearance is of skeletal reptiles.
Diet: Organic matter. Not for sustinence, but for spawning more Tyranid creatures.
Natural Abilities: Ignorance of pain, fear, and other such emotions. Each are equipped with various bioweapons and other evolutionary changes to meet a certain situation.
History: Not much is known about the Tyranid race, other than they are from beyond the Milky Way, and will never stop their slaughter until the galaxy is devoid of all life, or every last Tyranid is slain.
Form of Government: Hive mind that controls the will of every Tyranid.
Homeworld: Unknown. Only information available points to a world outside the current galaxy.
Territory: Undefined. Tyranids are space-fairing creatures, and are only deployed to planets to feed. They only exist as gigantic hive fleets, which move from world to world devouring all organic matter in their path.
Armed Forces: Explained below.
Philosophy: Unending hunger and the command of the hivemind drives the Tyranids onward. They are unable to be reasoned with, or scared, or intimidated. They exist only to consume for the Hive, and they will stop at nothing to do so.



==================
Armed Forces
==================

Note: These are the only Tyranid creatures encountered thus far. Many of the listed creatures have many different biomorphs they can use, and there are entire species that have yet to be discovered. This covers only a minute few.

Name: Ripper (Minoris omniphagea)
Description.
Role: Biomass collection. Rippers are the most basic Tyranid life form known to the galaxy. Their role is simple: To consume all organic matter, break it down into biomass, and add it to Reclamation Pools, which are then funneled up into the Hive Ships. They are by no means harmless, but their small size, lack of durability, and dependence on Synapse creatures makes them only a threat in large numbers.

Name: Hormagaunt (Gauntii gladius)
Description.
Role: Fodder. Hormagaunts are small, relatively weak melee creatures that only succeed when in massive quantities. They don't require much biomass to spawn, and therefore their weaknesses are balanced by their sheer numbers.

Name: Termagaunt (Gauntii virago)
Description.
Role: Fodder. Termagaunts are essentially Hormagaunts outfitted with ranged weaponry. They, like their Hormagaunt cousins, are only useful in large quantities. They are typically armed with Fleshborers or Devourers.

Name: Gargoyle (Gauntii avius)
Description.
Role: Fodder. Gargoyles are another variety of the Gaunt species, and typically use ranged weapons. Gargoyles fly almost exclusively, their legs reduced to almost stumps from disuse. They are, like the other Gaunt species, only effective in large numbers. Gargoyles are usually armed with Fleshborers.

Name: Warrior (Tyranicus gladius)
Description.
Role: Commander. Warriors are large (Taller then a grown human by a few feet) organisms that relay the command of the Hive Mind through Synapses, which effect other Tyranid species. They are usually produced in large numbers, but are not nearly as expendable as the Gaunt species. Warriors and other synapse creatures are absolutely essential to the Hive because without them, non-Synapse Tyranid creatures would revert back to their primal instincts, making them unintelligent or even suicidal. Killing synapse creatures violently shatters the link other creatures have with them, causing lower species such as Gaunts to suffer immensely. They can be outfitted with a variety of weapons, ranging from ranged Deathspitters to massive rending claws.

Name: Genestealer (Corporaptor hominis)
Description.
Role: Ambush and assault. Genestealers are fast melee fighters that can tear apart flesh and steel alike with their claws, and are about the size of a grown human. They also have the ability to blend in with their surroundings, rendering them almost invisible. They are not synpase creatures, but they can operate without the aid of a synapse creature, allowing them to infiltrate into enemy territory alone. Their name derives from a special attribute of theirs: When they impale a tongue-like appendage into their enemy, they can infect their very genetic code. It does not effect the enemy outright, but instead effects their children, which will be born as twisted crosses between the host species and the genestealers. When this cross infects another of the host species, the next born will take on a look closer to that of the host species, eventually becoming almost identical. This allows for entire civilizations to be ruled by "Genestealer Cults", which weaken the defending forces before a Tyranid invasion.

Name: Ravener (Tyranicus ophidius-subterra)
Description.
Role: Ambush and assault. Raveners are vicious creatures that are skilled at burrowing, lying in wait under the surface and attacking enemies when they are least prepared. They stand about as tall as Warriors, and are not synapse creatures. They can either attack with their massive claws, or can be outfitted with chest-mounted devourers. They have the unique ability to see a wide range of energy signatures, making stealth field technology useless against them.

Name: Pyrovore
Description.
Role: Anti-infantry. The Pyrovore is a very basic but deadly creature, having a large dorsal bioweapon that spews fire at nearby enemies, actually able to react separately from the Pyrovore itself, and a thick, small-arms resistant carapace. The Pyrovore has an insatiable hunger, more so then other Tyranids, and thus its body is essentially a mineral storage, with many different stomachs and bladders which, when ruptured, usually ignite and cause a massive explosion upon the Pyrovore's death.

Name: Venomthrope
Description.
Role: Anti-infantry and support. A venomthrope is a physically weak organism that constantly spews poisonous gasses around it, killing all non-Tyranid life in a matter of minutes once inhaled, even killing the soil it floats over, making planets inhospitable to all but the Hive Fleets that wish to consume them. The venomthrope's many limbs are coated with poisons as well, said to be able to kill with a single touch. The gas it produces is extremely thick, giving cover to Tyranid organisms around it.

Name: Zoanthrope (Tyranicus animus-aborrens)
Description.
Role: Heavy weaponry. Zoanthropes are masters of psychic energy, calling upon only a fraction of the Hive Mind's inconceivable power to melt through flesh and steel alike. As such, they are powerful synapse creatures as well, broadcasting the Hive Mind's will to lesser Tyranids. It is said that a single psychic attack by these creatures can fell a tank, and its warp field is able to fend off many attacks, making attackers feel like they are fighting thin air.

Name: Biovore (Tyranicus patris-boletus)
Description.
Role: Artillery. A Biovore's only function is to grow and launch spore mines from its dorsal aperture. These living bombs can detonate themselves in three different ways: Fragmentation, with a large blast radius, bio-acid for melting through armor, and poison. Spore mines posses internal gas bladders which allow them to float to the ground rather then explode on impact, instead waiting for non-Tyranid organism to come by before detonating.

Name: Tyrant Guard (Tyranicus scutatus)
Description.
Role: Protection. Tyrant Guard, as the name implies, are Tyranid creatures produced only to guard the Hive's Hive Tyrants. They have incredibly thick carapaces, capable of taking a multitude of anti-armor projectiles before falling, and are completely impervious to small-arms fire. They are, however, incredibly slow, and while their limbs are still dangerous, their reach is short. They are practically immune to pain and lack any sense of self preservation, instead putting themselves in harm's way to protect valued members of the Tyranid host. Tyrand Guard are completely blind, and thus rely completely on a synapse creature to guide them. If the creature they are protecting is killed, they go berserk, seeking out the culprits and destroying them at all costs, to prevent the knowledge of how to kill a Hive Tyrant from spreading.

Name: Hive Guard
Description.
Role: Protection. Hive Guard are created to, as the name implies, guard the Hive's capillary towers and other such structures. They are, like the Tyrant Guard, heavily armored, but are equipped with massive Impaler Cannons, and are mildly psychic. This allows them to "see" through the eyes of other Tyranid creatures, giving them tactical data they use to engage targets they normally wouldn't be able to. They also use this psychic connection to aid the shard beasts they use as projectiles, essentially allowing them to home in on a target.

Name: Lictor (Tyranicus chameleo)
Description.
Role: Infiltration and ambush. Lictors act as scouts and vanguards for the Tyranid Hive Fleets, moving ahead of the group to search out potential prey. They can make themselves blend in almost perfectly with their environment, making them almost invisible. They are intelligent and patient, watching and waiting to attack prey until the situation is in their favor, known to wait days, motionless, before they strike. They posses sharp flesh hooks, which can launch from their chest and pull victims toward them. They also have feeder tendrils, which allow them to pierce a victim's skull and consume their brain. By consuming the brain, they absorb the prey's memory, potentially giving them valuable tactical information. They can also exude a pheromone trail, leading other Tyranids to a certain area. They are able to work well without the influence of the Hive Mind, but are not synapse creatures.

Name: Carnifex (Carnifex voracio)
Description.
Role: Heavy assault. Carnifex are massive creatures used as living battering rams. They are impervious to small arms fire, posses strength capable of flipping a tank, and can be outfitted with ranged and melee weapons alike. They are not particularly fast or intelligent, going on destructive rampages when not supervised by the Hive Mind.

Name: Harpy
Description: Essentially, a winged Trygon. They have snake-like bodies, a broad, armored head, and massive leathery wings.
Role: Aerial assault. The underside of a Harpy contains many spore mines, which it is able to drop on unsuspecting enemies. It can be equipped with a variety of weapons, but mostly keeps its distance, its hollow body making it more fragile then other Tyranids its size, but also allows it to move extremely fast through the air. They can produce a shriek that is deafening and even fatal in some cases.

Name: Tyrannofex
Description.
Role: Heavy weaponry. A Tyrannofex is a hulking fortress-like creature fused with a bio-titan class weapon. This weapon is the strongest in the Tyranid arsenal besides those carried by bio-titans. Immune to small arms fire and extremely durable, a Tyrannofex is able to destroy the strongest of armored constructions in a few shots. On its underside are smaller, anti-infantry weapons. It has also evolved a stress pheromone that it emits when enemies get too close, where it cannot effectively destroy them.

Name: Tervigon
Description.
Role: Heavy support. A tervigon is essentially a living incubator. It can spawn massive amounts of Termagaunts from within its body, and acts as a primary guard when the Hive Fleets are traveling between planets. Its armored body protects it against most small arms fire, but should the creature die, all the termagaunts it spawned will also die from psychic backlash.

Name: Trygon (Tyranicus subterra-extremis)
Description.
Role: Heavy ambush and assault. Trygon are monstrous creatures capable of burrowing beneath the ground. Immune to small arms fire, they are capable of opening tunnels behind enemy lines, allowing for lesser Tyranids to follow them. They are also capable of producing a powerful electric shock generated by their shifting armored plates. There is also a variety of these creatures called Trygon Primes, which are essentially synapse versions of Trygons.

Name: Mawloc
Description.
Role: Heavy ambush. Similar to the Trygon, the Mawloc lacks the long scythe-like limbs of a Trygon and instead has small limbs useful in burrowing. Instead, it attacks with its razor-sharp maw, cutting apart and swallowing enemies whole, or crushing them with its immense tail. Despite their large size, Mawlocs are able to move with surprising speed, even on the surface. They are blind, and instead depend on pressure-sensitive organs on its sides. This allows it to detect the faintest of sounds, even the beating heart of a terrified enemy, attacking with frightening speed and accuracy.

Name: Hive Tyrant (Tyranicus praefactor)
Description.
Role: Supreme Commander. Hive Tyrants are the ultimate embodiment of the Hive Mind, exuding the most powerful synapse of any Tyranid creature. This synapse even effects non-Tyranid organisms, giving them a sense of dread just by being nearby, the effect far worse when the organism is psychic. Hive Tyrants are intelligent, capable of outwitting even the most hardened generals.

They are also immortal: When a Hive Tyrant dies, its memories and attributes are genetically saved within the Hive Fleet, able to reproduce the Hive Tyrant as if it had never died. This even transcends Hive Fleets: A Hive Tyrant may die when a Hive Fleet is destroyed, absent from the next, and then appear in the one after that. They possess strength that rivals that of a Carnifex, possessing claws that can rip apart a tank, and can be equipped with ranged weaponry capable of melting through the thickest of armor. Worse still, they can also be equipped with wings.

Name: Harridan
Description.
Role: Heavy aerial assault. Harridan are enormous (Larger in overall size then a Carnifex) flying creatures usually armed with scything talons and bio-cannons. They act as brood mothers for Gargoyles, a dozen of the creatures clinging to its underside as it carries them into battle.

Name: Hierophant (Tyranicus giganticus)
Description.
Role: Extremely heavy weaponry. Hierophants are gargantuan (one of the largest Tyranid creatures known) organisms used to crush entire cities under their immense firepower. Impervious to all weaponry except the strongest anti-armor, these vicious creatures are armed themselves with massive bio-cannons and a vast array of other weaponry.

Name: Viragon
Description: Essentially, a Hierophant-sized Trygon.
Role: Extremely heavy weaponry. Viragons are used as the ultimate surprise attackers, burrowing their way behind enemy lines, making tunnels large enough for even Carnifex to pass through. Armed with enormous scything talons.

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Characters
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Name: Leviathan
Gender: Genderless (Though referred to as a "he")
Species: Tyranid Carnifex
Description
Unique Traits: Immense strength, massive scythe-like appendages, very thick natural armor, ruthless, yet intelligent.
Tech: None
Homeworld: Unknown
Bio: Leviathan is simply a Carnifex within the Tyranids' enormous hordes. Having experienced many battles, Leviathan is very skilled in combat.


Name: Known as "The Doom of Malan'tai".
Gender: Genderless, but referred to as a male.
Species: Tyranid Zoanthrope
Description: Typical Zoanthrope, but with a spine-like growth along its back and extending onto its skull, resembling a hood. The spine crackles with energy.
Unique Traits: Psychic powers of a Zoanthrope, with the ability to consume its slain enemies' "souls"; feeding on the life energies of the slain.
Homeworld: Unknown.
Bio: The Doom of Malan'tai is a creature only whispered among the eldest of galactic historians. It got its namesake from the very first Tyranid incursion in the galaxy, against an ancient, extinct race few know about. Malan'tai stood as the capital of this ancient empire, a shining example of tranquility and power in perfect harmony. Far from the front lines, it served as a reinforcement point for the effort against the Tyranid Hive Fleet dubbed "Jormungandr", as well as a moral backbone of the empire. During the climactic battle that led to the undoing of Hive Fleet Jormungandr, one Hive Ship made a mad dash toward Malan'tai, the entirety of the ancient empire's forces focused on the frontier, letting the single wounded ship to pass through their defenses. Planetary defenses attacked the ship immediately, but in its death throes in launched its collection of spores toward the planet surface.

The planet's defenders were quick to respond, seeking out the deadly Carnifexs that would break apart their beautiful architecture, or the Venomthropes that would poison their civilians. But the true threat was cast aside: A strange Zoanthrope that landed in the most densely populated areas of the planet. This creature gorged itself on the souls of the helpless citizens, and by the time the defenders realized their mistake, it was far too late. Flesh, bone, and steel were but mere playthings to the creature. Many claim that the destruction of Malan'tai was brought on by this creature alone, all its invading brethren slain. The untouched jungle of the world was left barren and dead, its occupants wiped from the very universe they once ruled. Death by this creature was said to damn those killed for eternity, their souls in never ending torment. The creature has been seen only occasionally after this. But where ever it is seen, dread and fear follow. Although time has decayed the power the creature obtained from the ancient empire, fresh victims never cease to increase its tremendous power.

Name: Fleshrender
Gender: Genderless, but referred to as male.
Species: Tyranid Hive Tyrant.
Description.
(Different color scheme)
Unique Traits: Thousands of years of battle experience, normal Hive Tyrant abilities.
Tech: (Any items/tools/weapons your character uses often)
Homeworld: Unknown.
Bio: A Hive Tyrant veteran of countless battles, many outside the galaxy, Fleshrender was created with the arrival of Hive Fleet Kraken, the current Hive Fleet to invade the galaxy. Known for his immense tactical knowledge and ruthless but intelligent prowess.
TyrannoTitan
 

Re: Tyrannosaurus Titanus' SEW Profiles

Postby TyrannoTitan » Thu Nov 04, 2010 11:23 pm

===============================================
Individual Characters
===============================================

Name: Organism 9672 Nicknamed "O-RLY" (Organism-Rarely Landbased Yzumzi)
Gender: Unknown
Species: Yzumzi
Description: Enormous, small-planet sized creature, has a squarish head, with ridges going up from its nose to its forehead, a hunched back, and long tentacles coming out of its chest. Has two massive, two toe feet on enormous legs, usually a dull white color, black stripes going across its back, head, and tail. Large mouth, capable of expanding to an even larger size if needed. Has an enormous, wide tail with plates running down in, making it ridged. Has deep, pupil-less black eyes. Arms and tentacles are tucked close to body as it moves through space.
Unique Traits: Can (And does) live in space, can fire a beam of white hot energy from its mouth, stored from the molten energy consumed from draining planets, can release small parasites that can infect lifeforms.
Tech: None.
Homeworld: Space (Though originated from an unknown planet).
Bio: A creature of monstrous size, it originated from a far away planet, who were constructing creatures of their own, trying to make the perfect combat animal, cheaply made and effective in battle. Out of the thousands of failed experiments, O-RLY was launched into space like the rest, but unlike its failed counterparts, it was pulled into the void of a black hole, and was eventually expelled from a white hole, staggering amounts of radiation and mutation occurring in the process. Now it wanders the void of space, feeding off of planets' geothermal energy, which it needs to survive. But like a snake, after a feeding, it will not feed for an extended period of time. It uses its main tentacles, two enormous appendages acting as arms, to suck the energy from the planets, turning them into lifeless husks.


Name: Omega
Gender: Male
Species: Yautja
Description: Wears typical Yautja armor, his mask scarred and scratched from various fights, showing his experience. He is only a Hunter (Status in the clan, that is), but an experienced one at that.
Unique traits: Skilled using both melee and ranged weaponry.
Tech: All of the equipment other Yautja use, including a vial of blue liquid used to disintegrate bodies, if he doesn't want to be found while invading a planet.
Homeworld: Yautja Homeworld
Bio: A typical Yautja Hunter, he has hunted both by himself and with others of his kind, bringing back many trophies from his hunts. He is ranked as a normal Hunter, but has been on many hunts in his lifetime, which earns him some respect over the younger Hunters.


Name: Mal'Ganis
Gender: Male
Species: Zabrak (Darth Maul's Species)
Description: A normal looking Zabrak, Mal'Ganis has shoulder length black hair starting below the "horns" on his head, the horns being a trait every Zabrak has. He usually wears a dark gray robe with a hood, using said hood to hide his features, usually looked upon as evil or an enemy.
Unique Traits: Mastered the art of lightsabers, as well as the Force. Can also talk his way out've many situations.
Tech: Dual-phase double bladed lightsaber (Dual-phase meaning the beams are a lot longer then normal, and double bladed meaning the saber extends on both ends)
Homeworld: Iridonia (Zabrak Homeworld)
Bio: A loner, a wanderer, Mal'Ganis drifts from planet to planet, searching for something, but doesn't know what. His entire family and tribe are dead, but because of his kind's reputation, he has been attacked many times without reason, which is why he usually wears a hood to disguise himself as a human. His skin is a reddish color, though, he is a Jedi, not a Sith. His lightsaber is one of the rarest and most difficult sabers, but he has managed to master the massive laser weapon, but usually talks his way out've situations before they get violent.
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G4E's space E-war profiles

Postby Godzilla Forever » Fri Nov 05, 2010 12:14 am

The Saurian Empire

Native name: Sythiinmartyr (see-thin-mar-teer); Roughly translated as "Slithering Jungle".

environment: Jungly with swampy patches

Government: Monarchy with some democracy- the Monarch, Fhlr'Kahn, decides on issues involving war, while the council decides on ways to solve everyday issues.

Society: Very much revolved around battle, due to the threat of colonization and, as of now, rebellion from the plrrtiin rebels.

Regions: Contains a swampy region in the north, but the rest is jungle. Also, there is a massive freshwater sea inside the one massive continent.

Dominant species: Saurians

Tech level: Advanced weapons, such as ships and missiles, were stolen, for they usually use primitive weapons like halberds, axes, and greatswords. However, they do ocassionally create pistols with bullets made of of Liinrette claws filled with an explosive herb.

Animal life: Tyrannosaurus-like creatures called dinosaurids and giant insect-like creatures called Chitinids. Also have giant herbivorous catterpillar creatures called Lythrs bird creatures with 3 eyes called Liinrettes, winged serpent like creatures called Tarnis Hrrns, and Terradrrns, huge, sauropod liek beasts. Also, there is a rare sub-species of chitinids called the meganoids.



Species (animals include translations to english):

Name: Saurians
Description: Large, reptilian creatures that have long claws, teeth, and tails. Males are often bright colors.
Diet: Liinrettes, Lythrs, and sometimes dinosaurids. They also catch fish in the inland sea.
Natural abilities: Very strong and fast; can spit up stomach acid to hurt prey or foes.
History: The Saurians' homeworld Sythiinmartyr have been repeatedly been invaded by various planets and species, such as the Sangheili. Even the Yautja hunted saurians and various other creatures on Sythiinmartyr. While the saurians tolerated this for a time, when Fhlr'Kahn became overlord of the planet, he declared war on all beings who had invaded his planet. The sangheili were te first to leave, and left by their own will. Shortly afterwards, all other groups that were colonizing the planet were exiled at threat of war. Since these groups were mere colonies, they left without any second thoughts. The Yautja were the last to be driven out, since they have no standing army, only single hunters or hunting parties. after the planet was cleansed of all invaders, Fhlr'Kahn was called a hero and savior. However, his nephew, Krythnriin, was an awnry Saurian who often made up his own rules, and once made an alliance with the Yautja behind the Saurians and the council of chieftain's backs. The Yautja betrayed the Saurians quickly, and Fhlr'Kahn declared war on them. the Yautja then created an army of elite Yauja hunters and fought the saurians for 10 violent years by fighting using guerilla tactics. In this battle, krythnriin proved his worth to his people by single-handedly finding the whole Yautja base. They were slaughtered the next day. With war over, the saurians have enjoyed peace. However, krythnriin has created another alliance, one that all the Saurians fear will lead to yet another war.....

Name: Dinosaurids (terrible lizard skins)
Description: Large, Tyrannosuarus-like creatures that are often a reddish orange color. Can grow up to 50 feet long.
Diet: Anything that is in their way. they have even been know to commit cannibalism.
Natural abilities: Fast, incredibly strong, and suprisingly intelligent for animals. Also hunt in packs when hunting larger prey.
History: These creatures have long been used as weapons of war by the Saurians, and are the only creatures that seem to compete actively with them. They also have a great memory and will hunt down creatures that injured them or a member of their pack.

Name: Chitinids (thick skins)
Description: Praying mantis-like creatures with long, scorpion-like tails and bladed claws. Some can grow to 20 feet in length.
Diet: Lythrs and, occasionally, Saurians.
Natural abilities: Limited flight, incredible speed and agility, and very good eyesight. While strong, a saurian can overpower one.
History: Chitinids are often kept as pets by the saurians, others just because and some for labor. Some are used by captains in the military to scout ahead or find items of interest due to their excellent sight.

Name: Lythrs (titans)
Description: Massive catipillars that have massive jaws for eating plants. They can range in size from 40 through 120 feet long.
Diet: The vegetation that grows on Slythiinmartyr.
Natural abilities: While slow, they are increbibly powerful and can easily cause great destruction when agitated.
History: These monstrous herbivorous creatures are used by the saurian army as shock troops to disrupt any foes.

Name: Liinrettes (quick foots)
Description: Large, 7 foot tall birds with 3 eyes upon their heads. They also have large, hook like beaks for tearing open prey and long legs for running.
Diet: They are omnivorous, eating both plant and animal. They also fish in the inland ocean.
Natural abilities: Incredibly fast and agile, they can also jump almost 20 feet in the air with a single bound.
history: Liinrette claws have long been considered magical and are used to make medicines and bullets for Saurian pistols. They are also used as steeds by Saurians.

Name: Meganoids (giant beasts)
Description: Massive insect-like creatures that have 6 long limbs. They have a hing jaw, unlike insectoids, a long tail, and can grow to over 60 feet long, rivaling the size of the largest predator, the dinosaurids. However, they are very rare, with the mutation occurs only once for every billion chitinids that are born.
Diet: Liinrettes, Lythrs, and saurians.
Natural abilities: Thick, nigh-impenetrable skin, sharp claws, and a stinging tail. They are strong enough to fight a dinosaurid or Lythr one-on-one.
History: They are feared by the Saurians and their name given to them in Saurian is "hrrn en ly martyr"- Demon of the jungle.

Name: Tarnis Hrrns (winged demons)
Description: Medium sized, flying serpent like creatures. They are rather slender and tend to grow to be about ten feet long and about two feet tall.
Diet: They eat fish in the inland sea and also eat chitinids, being fast enough to catch them in flight and take them down.
Natural abilities: They can fly, are extremely agile, and have keen eyesight.
History: Hated by saurians for their annoyance; they have learned to avoid Saurians after a near extinction of the species a hundred years earlier.

Name: "Thunderlizards", also called Terradrrns (earthshakers)
Description: Huge, sauropod like creatures, often seen hanging around in herds in the swamp regions of the planet. Some have been seen at sizes nearly 200 feet long. However, there are few of them left, due to overhunting.
Diet: Strictly plants; one of the few strictly herbivorous beasts on the planet.
Natural abilities: Their huge size makes them hard to kill, and they have great strength.
History: Once used as steeds by the Saurians, and also eaten by them. However, they have been dropped out of favor for the Lythrs, which are both numerous and nearly as large as them. They have also been dwindling in numbers due to overhunting and their relatively reproduction rate.

Name: Krythnriin (Kreethnerin)
Gender: Male
Species: Saurian
Description: Green with a blue belly. His eyes are yellow. Wears native
Saurian armor, which consists of Dinosaurid skin and Liinrettes feathers.
Unique traits: Can see in near darkness, unlike most Saurians.
Tech: Usually uses a Chitinid claw Halberd and a Dinosaurid skin shield. Also rides in his ship.
Homeworld: Sythiinmartyr
Details: Born into a time of war for the Saurians, Krythnriin knows how to weild his weapons. He now works as a bounty hunter in many systems, killing those who he needs to. He was once married to another Saurian, but she was killed during one of his jobs by humans. Since the insident, Krythnriin enjoys hunting and killing humans and often hangs their skins on his ships like gory trophies. He also randomly kills people at times, as well. He also has a pet Chitinid he keeps in his ship and feeds him the meat of the humans.


Name: Kluyr (Klu-eer)
Gender: Male
Species: Chitinid
Description: Red with an orange belly.
Unique traits: Just a regular Chitinid.
Homeworld: Slythiinmartyr
Details: A chitinid that was captured by Krythnriin, he is now the Saurian's best friend since his wife was killed. Kluyr is a ferocious warrior and has been taught by Krythnriin how to activate the escape pod and operate turrets and primitive technologies.

Name: Fhlr'Kahn (Fu-ler-kawn), also spelled Fhlr-Kahn or Fhlr Kahn
Gender: Male
Species: Saurian
Description: Blue with a midnight blues belly. He has long feathers on his helmet and carries a greatsword.
Unique traits: The most poweful Saurian on Sythiinmartyr.
Homeworld: Slythiinmartyr
Details: Fhlr'Kahn is known throughout Sythiinmartyr as the most powerful Saurian on the planet. He rules over the entire planet as supreme emperor and none have attempted to dethrone him. He is the leader of the council of Chieftains and is a wise and powerful leader. He has made many decisions that have saved the Saurians and the entire planet from tyranny and destruction on many accounts, and is respected by all under him.

Name: Mhlrtr (Muh-ler-ter)
Gender: Male
Description: A light teal color with a silver belly. Carries a dinosaurid skin shield and a handaxe.
Unique traits: Just a normal Saurian.
Homeworld: Slythiinmartyr
Details: A a true warrior amoung saurians, he is ready for anything. He has been recently garrisoned with Geonosian super Battle droids. However, he feels slightly uncomfortable about the machines- he feels they are too lifeless, and thinks that something bad might happen with them around......

Seperate character from the saurians:
Name: jessica
Gender: female
Species: Human
Description: A soldier who always wears her armor, even when off duty. She has long hair that she wears in a pony-tail. She carries her trusty sniper rifle that she calls "buddy" and has 2 magnums she always wears on her waists. She also flies a ship called "The Heroine".
Unique traits: She is an incredible shot with any gun, capable of getting multiple headshots with "buddy" in less than 30 seconds.
Homeworld: Maricas
Details: Jessica a happy, generally peace-loving human who lives on the planet Maricas. She never knew her parents, who were killed in a war, so she was raised by a wealthy family. She decided to join the army at age 19, and is currently a private. She flies her own personal ship called "the Heroine" and often travels by herself. However, if the need arises, her ship can carry up to 4 people, including the pilot, which is her.
"If none can know what lies ahead, then losing one's way is just human nature."~ Yoshimitsu

"Would you hear my desire? To take this foul blade, and use it to blot out the light forever!" ~ Ganondorf
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Re: UndeadRaptor's SEW Profiles

Postby UndeadRaptor » Fri Nov 05, 2010 1:12 am

Corus-Jerius

name: Corus-Jerius

description: Image Queens are larger, bulkier, and have strong wings. Soldiers got shiny red domes on their heads, the rest like workers, scouts, and other look the same.

diet: Omnivorious.

natural abilities: These ant-like creatures can climb and move along any surface, including walls and ceilings, are the best and only builders on their homeworld, making them dominate, and the soldiers can spit acidic fluids at enemies.

history: The Corus-Jerius evolved after millions of years when the first ant type species were introduced onto the planet from unknown space pirates after they were genetically created, and the ants barely held out against the carnivores and insectivores on the planet. They slowly grew over time, soon causing some of the top predators to be on the verge of extinction, making them take over the whole planet of Ranerius.

====================

native name: Ranerius

enviorment: a jungle-like enviorment. The entire planet is almost always getting rained on due to the 85% amount of water on the world, and from being close to the sun.

regions: mostly jungle filled. a 5% area of the land is a muddy like area, the mud holding billions of ants, with thousands of colonies, merging together as a super colony, the colony led by the queen ant Chuk-Runuk.

dominate species: Corus-Jerius
technology level: the best tech so far for the planet are the complex mud-like structures made by the supercolony and some rebel colonies in the jungle, unknown to outsiders, but possibly as religion.

animal life: Mostly giant cave spiders and giant ground worms live on the planet Ranerius, though some carnivorious space birds and loads of flesh eating fish lurk around, keeping ants from the sky and waters, limiting them to the ground.

====================

Name: Chuk-Runuk
Gender: Female
Species: Corus-Jerius
Description: She looks like a cross of a soldier and a queen, and she also has large, working wings on her back, the ant herself being the mother queen of the supercolony of Ranerius.

Unique traits: Chuk-Runuk is the only ant so far that can fly on Ranerius, has some of the largest mandibles, good enough for chopping down trees on the planet and is one of the oldest living ant of her kind to be recorded.

Tech: Her mandibles, legs, and entire colony are her only weapons and tools she needs to survive in a fight.

Homeworld: Ranerius
Bio: This queen was born to one of the greatest leaders of the supercolony at the time, but her mother was eventually killed by a attack planned by multiple rebel colonies, Chuk-Runuk becoming the new queen shortly after, ruling over just about all of the land of her homeworld. Her unique appearance made her seem completly different from the rest of the colony, some of the newborn getting scared at first when seeing her after watching millions of the workers and soldiers move around them.
"What's the plan?!" - random soldier, Mud and Blood 2.

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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Fri Nov 05, 2010 2:40 am

Mercenary Groups:

Blood Pack:

Originally a small Trandoshan gang based out of the continent Tuchanka, the Blood Pack has rapidly grown under the leadership of Gassar Wrassk, who has gathered up Vorcha from the jungles and literally beat them into soldiers, as well as Varren, used as war dogs. The Blood Pack prides itself on taking on otherwise untouchable contracts, and rejects bodyguarding and security in favor of jobs requiring minimal oversight and maximum violence, as befitting the violent species that make up this mercenary band. Though based out of Trandosha (under careful watch by General Grievous), they do not answer to the TGDA like most Trandoshan mercs. This is probably because they assisted Grievous during his fight against the Empire, though the cyborg would never admit it.

Leaders:

Gassar Wrassk (Overall leader)
Yulassk Wrassk (Public CEO)

Homeworld:
Trandosha (see above)

Territory:
Tuchanka, various other planets in TGDA space and elsewhere.

Armed Forces:

Blood Pack Trooper:
http://images3.wikia.nocookie.net/__cb20100212192047/masseffect/images/b/b1/Blood_Pack_Vorcha.png
Vorcha, considered cannon fodder by their Trandoshan overseers (Vorcha are likened to Varren with guns by Blood Pack Trandos). Often wield a variety of weapons, including M-3 Predator pistols, M-8 Avenger assault rifles and M-23 Katana shotguns. They also possess a unique armor that can produce a non-Newtonian fluid to reinforce it and become legitimate body armor, emitting a reddish glow when it does so that can be mistaken for shielding. However, it functions exactly like armor plating, and anti-shield weaponry, like EMP blasts, will have no effect. However, this armor, while capable of regenerating, is remarkably weak, as is the Vorcha itself. However, Vorcha are capable of rapidly healing light wounds they sustain. Troopers often rely on overwhelming numbers to defeat enemies.

Blood Pack Pyro:
http://images2.wikia.nocookie.net/__cb20100621053226/masseffect/images/thumb/e/ec/Blood_Pack_Pyro.png/436px-Blood_Pack_Pyro.png
Blood Pack Pyros are simply Vorcha with M-451 Firestorm flamethrowers (similar to the weapon used by Geth Destroyers). While deadly at close range, the Pyro's gas tank is incredibly volatile, capable of blowing the Vorcha to bits if punctured with a gunshot.

Blood Pack Boom-Squad:
http://images3.wikia.nocookie.net/__cb20100621053023/masseffect/images/0/05/Blood_Pack_Boom-Squad.png
Armed with ML-77 Missile Launchers (identical in function to the Geth Rocket Trooper's weapon), Boom-Squads are the few Vorcha who have a legitimate commander, though even he answers to a Trandoshan overseer. They are often used as an anti-personnel unit, not an anti-vehicle one.

Blood Pack Warrior:
All Warriors are Trandoshans, and are almost exclusively armed with M-23 Katanas or M-27 Scimitars (higher-ranking Blood Pack Trandos may use higher-quality weapons). Warriors aren't particularly strategic; they simply charge the nearest opponent, relying on their thick armor to protect them until they get into shotgun or melee range. They often send in Varren as a distraction first as well.


Eclipse:

Eclipse is a mercenary corporation that was founded by salarian Sayn Sederis. They provide effective security and firepower for prospective employers. They have few scruples about the nature of those who hire them, so long as they can afford their services. Prospective Eclipse operatives are rumored to have to successfully commit a murder before they are given their uniform. The group in general seems to favor stealth, discrimination, and "intelligent" ways of conducting battles, and are exclusively salarian and human. They are relatively unorganized compared to their rivals the Blue Suns, but are unique in that they eagerly accept Force-sensitive humans into their ranks. In fact, they are well-known for this. Force-users in Eclipse, called Vanguards, undergo unique training that, while limited, is effective for the group's purposes. The salarian members are often excellent combat engineers, making Eclipse that much deadlier. They use security mechs almost as much, if not even more so than, the Blue Suns.

Leader:
Sayn Sederis

Homeworld:
Unknown.

Territory:
Numerous colonies, but, being mercenaries, they usually only appear in places where they've been hired.

Armed Forces:

Eclipse Trooper:
http://images4.wikia.nocookie.net/__cb20100625014428/masseffect/images/9/9e/Eclipse_Trooper.png
The basic foot soldier of Eclipse encompassing both Salarians and humans, Eclipse Troopers are nonetheless not to be underestimated. Human Troopers are armed with M-8 Avenger assault rifles, and occasionally the M-27 Scimitar assault shotgun. Salarian troopers are armed with the M-4 Shuriken machine pistol, and are significantly braver and more agile than their human counterparts. Human Troopers are also prolific in the use of Flashbang Grenades, making them effective ambushers. However, Eclipse Troopers are unshielded, making them easy to defeat.

Eclipse Heavy:
http://images2.wikia.nocookie.net/__cb20100624034138/masseffect/images/thumb/4/4d/Eclipse_Heavy.png/436px-Eclipse_Heavy.png
Female humans in Eclipse are often signed up for the Heavies if they aren't Force-sensitive, but this makes them no less deadly. Armed identically to Blood Pack Boom-Squads, Eclipse Heavies are nevertheless more effective, occasionally shielded and, of course, more intelligent.

Eclipse Engineer:
http://images4.wikia.nocookie.net/__cb20100625014626/masseffect/images/thumb/2/25/Eclipse_Engineer.png/443px-Eclipse_Engineer.png
Almost always Salarian (and sometimes human), Engineers are, despite the name, very deadly soldiers on the battlefield, often armed with the M-4 Shuriken, the M-9 Tempest SMG, and the M-6 Carnifex Heavy Pistol. They also possess excellent shielding and a unique device called an omni-tool. This device, despite the name, actually has limited uses. It can summon a holographic Combat Drone that functions like the one used by Geth Primes. However, it doesn't explode when destroyed. The omni-tool can also launch Incineration Packets, plasma rounds which explode into fiery clouds upon impact with a target, as well as a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius, and is capable of hacking into electronic devices with relative ease.

Eclipse Vanguard:
Exclusively human, Vanguards are Force-sensitive Eclipse troops who are trained in the use of Force Pull, Push, Katana shotguns, and M-15 Vindicator Battle Rifles. Despite these effective abilities and training, they possess one unique trait that sets them apart from even Jedi: the ability to create a barrier made of Force energy around themselves. This allows Vanguards to be shielded, while also eliminating the weaknesses of shields and reducing the cost of their armor. Vanguards are probably the deadliest Eclipse mercs in the galaxy because of this.

Eclipse Operative:
http://images4.wikia.nocookie.net/__cb20100704072732/masseffect/images/thumb/9/92/Eclipse_Operative.png/461px-Eclipse_Operative.png
These elite Salarian tech specialists are almost identical to Engineers in ability, but also possess more advanced training, heavier armor, and thicker shielding. They also use only Tempest SMGs in combat. Operatives often act as the commanding officers of Eclipse bands. Their Force-sensitive counterpart is the Eclipse Commando.

Eclipse Commando:
The leaders of Vanguard-oriented Eclipse bands, Commandos possess heavier armor than their subordinates, more powerful Force abilities and Barriers, and use a unique weapon: the Trando-made M-300 Claymore shotgun. This makes Commandos exceedingly deadly at close range. Their tech counterpart is the Eclipse Operative.

Blue Suns:

Arguably one of the most powerful Mercenary groups in the galaxy, the Blue Suns are strictly Turian, Batarian, and human, and were founded by human Vido Santiago. This ruthless man has quickly and effectively raised his group to the top, disguised as a "private security organization." Santiago is a political mastermind, if a bit cowardly. As such, he named the Batarian Solem Del'Serah as head of military operations. So far, this partnership has proven very effective. The Blue Suns, in addition to organic infantry, uses specially-programmed security mechs as combat support, and has even sold them to Eclipse and the UNSC as part of a lucrative business deal.

Leaders:
Vido Santiago
Solem Del'Serah

Homeworld:
Unknown.

Territory:
Identical to that of Eclipse in that they are found nearly everywhere.

Armed Forces:

Blue Suns Trooper:
http://images4.wikia.nocookie.net/__cb20100626054325/masseffect/images/thumb/1/13/Blue_Suns_Trooper.png/461px-Blue_Suns_Trooper.png
The standard Blue Suns soldier, Troopers are made up of all three species in their outfit, but are often armed differently. Humans and Batarians (who are rarely in the Trooper corps) are armed with Avengers, while Turians wield Katana shotguns. All Troopers are unshielded and relatively easy to deal with.

Blue Suns Heavy:
http://images3.wikia.nocookie.net/__cb20100621035329/masseffect/images/thumb/e/e0/Blue_Suns_Heavy.png/436px-Blue_Suns_Heavy.png
Female humans, like in Eclipse, are often used as Heavies in the Blue Suns, and are almost always equipped with shields, making them very difficult to take down in combat.

Blue Suns Pyro:
http://images2.wikia.nocookie.net/__cb20100621035044/masseffect/images/thumb/c/c2/Blue_Suns_Pyro_2.png/434px-Blue_Suns_Pyro_2.png
Like Blood Pack Pyros, Blue Suns Pyros, who are often Turian, like to close on their foes and burn them to death. Their tanks are more difficult to hit from the front thanks to the Turians' standard body armor. Batarian Pyros, while rarer, are easier to fight.

Blue Suns Legionnaire:
http://images2.wikia.nocookie.net/__cb20100626080856/masseffect/images/thumb/9/94/Blue_Suns_Legionnaire.png/461px-Blue_Suns_Legionnaire.png
These Batarians are armed with Vindicators and are well-shielded, usually leading other Blue Suns troops into battle. Only Centurions and Commanders outrank them.

Blue Suns Centurion:
http://images1.wikia.nocookie.net/__cb20100621022436/masseffect/images/thumb/2/22/Blue_Suns_Centurion.png/436px-Blue_Suns_Centurion.png
Almost always Turian (and occasionally human), Centurions are the second-highest rank in the Blue Suns. They are shielded, and often wield Vindicators and even the mighty Claymore, making them a serious threat at any range.

Blue Suns Commander:
http://images2.wikia.nocookie.net/__cb20100626053906/masseffect/images/thumb/8/8c/Blue_Suns_Commander.png/461px-Blue_Suns_Commander.png
Commanders, the highest-ranking Blue Suns soldiers, can be of any of the three races, and are armed with very powerful weapons, mainly the Claymore shotgun and the deadly M-76 Revenant assault rifle. Commanders are equipped with shielding and heavy armor.

LOKI Mech:
http://images4.wikia.nocookie.net/__cb20100608031760/masseffect/images/6/6a/LOKI_Mech.jpg
The LOKI mech, armed with either a Shuriken or a M-3 Predator Heavy Pistol, as well as a wrist-mounted taser, is seemingly primitive and weak. Indeed, it is quite fragile, and blowing off the mech's head may cause it to explode powerfully, but LOKI mechs can be utterly ruthless and deadly, particularly in close combat. They are also, while unintelligent, very cheap to manufacture, making them popular with the Blue Suns, Eclipse, and the UNSC.

FENRIS Mech:
http://images4.wikia.nocookie.net/__cb20100212224410/masseffect/images/thumb/9/9b/FENRIS.png/800px-FENRIS.png
The FENRIS mech is a dog-shaped mech that is only equipped with a "taser bite" that can stun or even kill enemies. The mech itself is rather fragile, but explodes when damaged extensively, and is remarkably fast and agile.

YMIR Mech:
http://images3.wikia.nocookie.net/__cb20100621035461/masseffect/images/1/15/YMIR_Mech.png
The towering YMIR mech is the most powerful piece of hardware at the Blue Suns' disposal, and for good reason. Armed with a heavy machine gun in its right arm and a missile launcher in the left, this mechanical monster can slaughter anything at any range. Heavily armored and shielded, the YMIR mech is incredibly durable, but extremely slow as well. If its head is destroyed, the YMIR will explode with enough force to level a small house.

A-61 Mantis Gunship:
http://images1.wikia.nocookie.net/__cb20100210124405/masseffect/images/thumb/4/48/Mantis.png/800px-Mantis.png
A relatively common gunship, the Mantis is especially popular among the various mercenary groups in the galaxy, mainly because of its versatility and modular design. The only function the Mantis can't perform is as a deep-space fighter, as it is incapable of traveling through Hyperspace. It is often armed with heavy machine guns and missile launchers.

Mass Effect Weaponry:

Weapons operating via mass effect physics are a common sight in the galaxy, thanks to their many advantages. The weapons are divided into five classes: SMGs, Heavy Pistols, Assault Rifles, Shotguns, and Sniper Rifles. They are manufactured by a wide variety of companies across the galaxy and share similar technology. These weapons use mass accelerator technology, like the MACs of the UNSC (who have also begun to adopt the technology for their weapons). The guns shave a bullet the size of a grain of sand off a dense block of metal stored in the gun, decrease its mass with a mass effect field, and fire the projectile at supersonic velocities. They can also collapse into themselves for easier transportation. As these weapons are fired, they build up intense heat. To prevent overheating, the guns' heat sinks, called thermal clips, must be ejected after a certain number of shots, or whenever the user feels like "reloading." All the weapons listed can share thermal clips.

Heavy Pistol Models:

M-3 Predator:
http://images1.wikia.nocookie.net/__cb20120317185448/masseffect/images/c/c8/ME3_Predator_Heavy_Pistol.png
A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems. It can fire off fifteen shots before being reloaded.

M-6 Carnifex:
http://images2.wikia.nocookie.net/__cb20120317185615/masseffect/images/8/88/ME3_Carnifex_Heavy_Pistol.png
A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging Trandoshan with the slogan "Don't you wish Carnifex was at your side?" Holds six shots in a clip.

M-5 Phalanx:
http://images1.wikia.nocookie.net/__cb20120317185537/masseffect/images/a/ae/ME3_Phalanx_Heavy_Pistol.png
The M-5 Phalanx is the product of the UNSC's Offensive Handgun Project; a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals. Holds twelve shots in a "clip."

M-77 Paladin:
http://images3.wikia.nocookie.net/__cb20120317185632/masseffect/images/4/43/ME3_Paladin_Heavy_Pistol.png
The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents. Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex (four in one thermal clip), its shots are unquestionably more powerful.

M-358 Talon:
http://images3.wikia.nocookie.net/__cb20120317185723/masseffect/images/9/99/ME3_Talon_Heavy_Pistol.png
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is sufficiently excessive that it carries six separate ammunition blocks, rotating like a twentieth-century revolver to prevent shaver jam or misfire due to premature melting of the shot. Four shots in a clip.

Arc Pistol:
http://images2.wikia.nocookie.net/__cb20120317185749/masseffect/images/e/e8/ME3_Arc_Heavy_Pistol.png
An innovation of Quarian Admiral Daro'Xen vas Moreh, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up. Holds 18 shots in a clip, and a fully-charged blast effectively uses three at once.

Scorpion Pistol:
http://images1.wikia.nocookie.net/__cb20120317185845/masseffect/images/4/40/ME3_Scorpion_Heavy_Pistol.png
Originally issued to the salarian STG to allow small units to contain much larger enemy forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine. Four shots in a clip.

N7 Eagle:
http://images4.wikia.nocookie.net/__cb20120317185813/masseffect/images/0/01/ME3_N7_Eagle_Heavy_Pistol.png
When the UNSC's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Unlike its predecessor, the Eagle is not only a compact, but also fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. 18 shots in a clip. The "N7" designation is a nod to the N7 squadron of SPARTAN-IV supersoldiers currently being produced, as the weapon is planned to be given to the Spartans for use in the field.

Submachine Gun Models:

M-4 Shuriken Machine Pistol:
http://images2.wikia.nocookie.net/__cb20120317184560/masseffect/images/8/8b/ME3_Shuriken_Smg.png
As shields and Barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire. 36 shots per clip.

M-9 Tempest:
http://images1.wikia.nocookie.net/__cb20120317184650/masseffect/images/1/14/ME3_Tempest_Smg.png
Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at long range. 50 shots in a clip.

M-12 Locust:
http://images1.wikia.nocookie.net/__cb20120317184532/masseffect/images/f/fb/ME3_Locust_Smg.png
The Kassa Fabrications Model 12 Locust is a compact submachine gun developed for the UNSC but now favored by gang enforcers and hitmen. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer-range, more accurate fire than others in its class. 20 rounds in a clip.

M-25 Hornet:
http://images1.wikia.nocookie.net/__cb20120317184339/masseffect/images/6/66/ME3_Hornet_Smg.png
The M-25 Hornet is a long-range submachine gun created by Cerberus. It is standard issue for Cerberus troops, who are trained to handle the recoil from the gun's three-round bursts. Cerberus designed the Hornet to conserve ammunition and provide cover-fire during prolonged conflicts. 24 rounds per clip.

N7 Hurricane:
http://images3.wikia.nocookie.net/__cb20120317184441/masseffect/images/e/e9/ME3_N7_Hurricane_Smg.png
While some militaries pass on the Hurricane because of its lower accuracy, the UNSC feels the gun's absurdly rapid firing rate offers excellent suppressive fire. A disciplined marksman can use the fully automatic submachine gun to chew through targets with alarming speed. UNSC officers were so pleased with field results that the Hurricane is now many squadrons' (and future SPARTAN-IV's) standard-issue SMG. 40 rounds per clip.

Assault Rifles:

M-8 Avenger:
http://images4.wikia.nocookie.net/__cb20120317171318/masseffect/images/2/29/ME3_Avenger_Assault_Rifle.png
The Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade. 30 shots per clip.

M-15 Vindicator:
http://images3.wikia.nocookie.net/__cb20120317173923/masseffect/images/7/7d/ME3_Vindicator_Assault_Rifle.png
A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range. Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus Systems. 24 shots in a clip.

M-37 Falcon:
http://images3.wikia.nocookie.net/__cb20120317172938/masseffect/images/8/8a/ME3_Falcon_Assault_Rifle.png
This rifle launches 25mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition as well as standard thermal clips. A field fabrication kit generates this ammunition, leaving the clips as the rifle's only limitation. 4 shots in a clip.

M-55 Argus:
http://images1.wikia.nocookie.net/__cb20120317173422/masseffect/images/9/95/ME3_Argus_Assault_Rifle.png
The high-powered Argus rifle is an excellent close-range weapon, and its bursts of fire conserve ammunition during lengthy conflicts. Others across the galaxy are adopting the Argus as their standard rifle, for both its intimidation factor and suppression power. 21 shots in a clip.

M-76 Revenant:
http://images2.wikia.nocookie.net/__cb20120317174457/masseffect/images/1/17/ME3_Revenant_Assault_Rifle.png
The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity (60 rounds), and packs considerable firepower. This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford the Revenant.

M-96 Mattock:
http://images2.wikia.nocookie.net/__cb20120317182844/masseffect/images/9/93/ME3_Mattock_Assault_Rifle.png
Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress. 16 shots per clip.

M-99 Saber:
http://images1.wikia.nocookie.net/__cb20120317175046/masseffect/images/6/65/ME3_Saber_Assault_Rifle.png
A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Prohibitively expensive, even on the black market. 8 shots in a clip.

Chakram Launcher:
http://images1.wikia.nocookie.net/__cb20120317175960/masseffect/images/5/56/ME3_Chakram_Assault_Rifle.png
The fancifully named Chakram Launcher uses an internal fabricator to manufacture lightweight ammunition discs wrapped in holographic tracers. The discs explode on impact, sending shrapnel tearing through the enemy. Markings stamped on the gun's barrel are a shipping code created by its manufacturer, Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, as it contains mixtures extremely volatile under pressure. This is why the Chakram Launcher requires thermal clips: without a way to dissipate the intense heat caused by its fabrication process, the rifle's circuitry would quickly destroy itself in a spectacularly lethal meltdown. 4 shots in a clip.

Geth Pulse Rifle:
http://images3.wikia.nocookie.net/__cb20120317181049/masseffect/images/9/92/ME3_Geth_Pulse_Assault_Rifle.png
Geth technology is impossible to replicate (currently, anyway), and their weapons are almost a complete mystery. Geth pulse rifles are comparable to a standard stock assault rifle, but finely balanced with low-recoil and incredibly high accuracy. The pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a phasic envelope to increase their damage against shields and Barriers. 80 shots in a thermal clip (thermal clip technology was taken from the Geth).

Phaeston Assault Rifle:
http://images3.wikia.nocookie.net/__cb20120317182351/masseffect/images/1/11/ME3_Phaeston_Assault_Rifle.png
Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon. 50 shots per clip.

N7 Valkyrie:
http://images1.wikia.nocookie.net/__cb20120317181452/masseffect/images/0/08/ME3_N7_Valkyrie_Assault_Rifle.png
A variation of the popular BR55 and DMR designs, the Valkyrie is destined to become standard issue for new Spartans. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item when it surfaces. It fires in two-round bursts, and has 16 shots in a thermal clip.

Shotguns:

M-11 Wraith:
http://images.wikia.com/masseffect/images/4/45/ME3_Wraith_Shotgun.png
The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the Wraith is higher than ever, even though the weapon is banned in many areas of space. In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator, with only 2 shots in a clip.

M-22 Eviscerator:
http://images4.wikia.nocookie.net/__cb20120317200521/masseffect/images/e/e0/ME3_Eviscerator_Shotgun.png
The Eviscerator is of human civilian design and has a unique ammunition generator. Where most mass effect firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries. Holds three shots in a clip.

M-23 Katana:
http://images2.wikia.nocookie.net/__cb20120317200554/masseffect/images/a/a2/ME3_Katana_Shotgun.png
Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with varren infestations. It's deadly at short range, but ineffective at long range. It holds five shots in a clip.

M-27 Scimitar:
http://images4.wikia.nocookie.net/__cb20120317200717/masseffect/images/0/0d/ME3_Scimitar_Shotgun.png
Also manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack mercs as well. It holds eight shots in a clip.

M-300 Claymore:
http://images3.wikia.nocookie.net/__cb20120317200802/masseffect/images/a/a2/ME3_Claymore_Shotgun.png
The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but Trandoshans (and aliens with similar physical strength) firing the weapon. After a rehaul of its kinetic dampening system, the Claymore is being rolled out again. As a way to lure back customers, the gun's manufacturer has lowered the shotgun's selling price without skimping on its stopping-power. Protected by Fabrication Rights Management (FRM) technology, this weapon is nearly impossible to reproduce and is prohibitively expensive. Only one shot in a clip.

AT-12 Raider:
http://images3.wikia.nocookie.net/__cb20120317200921/masseffect/images/3/3f/ME3_Raider_Shotgun.png
Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that loads slowly but fires rapidly, with tremendous force. Short-range even for a shotgun, the Raider has a large pellet spread. Rather than eliminating recoil, its integral compensators instead make it predictable and vertical. 2 shots in a clip.

Disciple:
http://images1.wikia.nocookie.net/__cb20120317201013/masseffect/images/6/6a/ME3_Disciple_Shotgun.png
Originally handcrafted for the exclusive use of the salarian STG, the Disciple Shotgun's schematics were finally released to the greater galaxy after years of negotiation. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon. 4 shots in a clip.

Geth Plasma Shotgun:
http://images2.wikia.nocookie.net/__cb20120317201117/masseffect/images/b/b9/ME3_Geth_Plasma_Shotgun.png
This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and Barriers and causes massive trauma to unarmored targets. Holds five rounds in a clip.

Gralssk Spike Thrower:
http://images2.wikia.nocookie.net/__cb20120317201206/masseffect/images/b/b1/ME3_Graal_Spike_Thrower_Shotgun.png
The Gralssk is one of a long line of Trandoshan (specifically those from Tuchanka) weapons used to hunt the fearsome thresher maws native to the more open areas of Trandosha. Its ammunition consists of oversized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Gralssk on a humanoid target has predictably grisly effects. Its shots can be charged for more damage. 3 rounds in a clip.

N7 Crusader:
http://images3.wikia.nocookie.net/__cb20120317201236/masseffect/images/3/3a/ME3_N7_Crusader_Shotgun.png
With a design patterned on riot shotguns, the UNSC-designed Crusader has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily intended for Spartans, whose brute strength and incredible precision allow them to fire the shotgun's single metal slug with ease and little recoil. 4 shots in a clip.

Sniper Rifles:

M-13 Raptor:
http://images1.wikia.nocookie.net/__cb20120317191428/masseffect/images/7/70/ME3_Raptor_Sniper_Rifle.png
The Raptor is a human version of a turian weapon originally developed for conflict on the low-gravity world Amar. Fighting at longer ranges than expected, the turians optimized a low-recoil, semi-automatic rifle with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle and half-sniper. Cerberus assigns the Raptor to Nemesis snipers. 15 shots per clip.

M-29 Incisor:
http://images4.wikia.nocookie.net/__cb20120317191321/masseffect/images/d/dc/ME3_Incisor_Sniper_Rifle.png
The Incisor is a sniper rifle designed to overload active defenses. Firing three shots with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions the second and third rounds frequently climb in difficulty. The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound. Holds 15 shots in a thermal clip.

M-90 Indra:
http://images2.wikia.nocookie.net/__cb20120317191214/masseffect/images/b/b6/ME3_Indra_Sniper_Rifle.png
The Indra's low-powered scope leaves it most effective at medium range, but many soldiers believe this limitation is offset by the gun's rapid rate of fire. The Indra is a military-grade, fully automatic sniper rifle. It has an extremely efficient heat-sink system that allows a surprisingly large number of shots (specifically, 25) to be fired before the weapon ejects its thermal clip.

M-92 Mantis:
http://images1.wikia.nocookie.net/__cb20120317191623/masseffect/images/7/7b/ME3_Mantis_Sniper_Rifle.png
The Mantis is a powerful sniper rifle able to take out most targets in a single shot. It's incredibly accurate at long range, but the rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups. One shot in a clip.

M-97 Viper:
http://images3.wikia.nocookie.net/__cb20120317191751/masseffect/images/5/52/ME3_Viper_Sniper_Rifle.png
The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye. Holds 6 shots in a clip.

M-98 Widow Anti-Materiel Rifle:
http://images1.wikia.nocookie.net/__cb20120317191852/masseffect/images/1/1d/ME3_Widow_Sniper_Rifle.png
Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a nonsynthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market. The resulting weapon is incredibly heavy, but can kill nearly any infantry target in only a one or two shots. Holds 1 shot in a clip.

Black Widow:
http://images2.wikia.nocookie.net/__cb20120317191928/masseffect/images/4/44/ME3_Black_Widow_Sniper_Rifle.png
The UNSC wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power. The solution was to increase the number of shots the gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than compensates for its encumbrance. It now does slightly less damage than the original Widow, but holds three shots in a single clip.

Javelin:
http://images3.wikia.nocookie.net/__cb20120317192033/masseffect/images/7/7b/ME3_Javelin_Sniper_Rifle.png
Called the Javelin by UNSC marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water jet, the ferrofluid cuts through nearly anything it hits with so much heat that it resembles a beam of light, causing terrible wounds. Its unique scope highlights targets based on heat and electrical signatures, rendering cloaking devices and even thin cover (which it can pierce nearly as effectively as a Widow rifle) useless. There is a slight delay where the weapon charges before it fires with each pull of the trigger. 1 shot in a clip.

N7 Valiant:
http://images1.wikia.nocookie.net/__cb20120317192206/masseffect/images/1/14/ME3_N7_Valiant_Sniper_Rifle.png
The Valiant is a sniper rifle tested by UNSC soldiers during a series of harsh survival exercises on the planet Kruljaven. This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. Although this comes at the cost of reduced capacity (only three rounds in a thermal clip) and rate of fire, most soldiers find the increase in precision and quick reloading time a worthy tradeoff. In the hands of a Spartan, the weapon is predicted to be even more lethal.

Heavy Weapons:

NOTE: These weapons do NOT use thermal clips. However, some use special power cells similar in fashion.

M-100 Grenade Launcher:
http://images2.wikia.nocookie.net/__cb20100527044547/masseffect/images/8/80/M100.jpg
An old weapon, but nonetheless a deadly one, the M-100, created by ERCS, carries 20 grenades, and a single shot can blast apart almost any infantry target. A favorite of the Vorcha.

ML-77 Missile Launcher:
http://images1.wikia.nocookie.net/__cb20100208083821/masseffect/images/f/f4/ML77_Missle_Launcher_Armory.png
Missile launchers are surfacing with increasing frequency in mercenary bands, but the Armax Arsenal-manufactured ML-77 is the most popular of them all. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target - though not necessarily the one in the crosshairs. In urban situations, it is useful for taking out snipers and other entrenched enemies, so it is popular with the Blue Suns. It is nearly impossible to duplicate, as it uses Fabrication Rights Management (FRM) technology. Carries thirty missiles in a clip. Somehow, the geth have acquired this weapon, making their Rocket Troopers supremely deadly opponents.

M-622 Avalanche:
http://images2.wikia.nocookie.net/__cb20100527044507/masseffect/images/3/31/Avalanche.jpg
Cryo Round technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezing impacted objects. Scientists have found a way to apply this technology on a large scale: by generating a mass effect containment "bubble", this proof-of-concept large weapon technology is effective against armor, shields, and Force Barriers. It is nicknamed the "Cryo-Blaster". Has 20 shots in a single power cell.

M-920 Cain:
http://images3.wikia.nocookie.net/__cb20120317195515/masseffect/images/b/bf/ME3_Cain_Heavy_Weapon.png
Trandoshan scientists have prototyped a modified version of traditional high-explosive rounds that is applied to a 25-gram slug, creating the Cain. When accelerated to 5 km/s, the round is devastating. Though a technically inaccurate label, this prototype weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact. There is only one known Cain in existence, and it is in possession of the TGDA (its creators). Its power cell uses a percentage instead of rounds, and can be charged to 200%. A single shot takes 100% charge.

M-451 Firestorm:
http://images3.wikia.nocookie.net/__cb20120317194414/masseffect/images/5/5a/ME3_Firestorm_Heavy_Weapon.png
An advanced flamethrower, the Firestorm uses a gas tank attached to the weapon to fire. However, it has limited range and ammo capacity. Many mercs (as well as Geth Pyros) attach it to a much larger tank on their back, to increase the amount of fuel they can use. However, this backpack tank is extremely volatile and will explode if shot.

M-490 Blackstorm:
http://images3.wikia.nocookie.net/__cb20100310111128/masseffect/images/6/65/M490.jpg
The Blackstorm, colloquially called the "black hole gun" encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. This creates a gravitational singularity that draws nearby enemies and objects inward for a short time. The rapidly-increasing gravity near the singularity's event horizon rips objects apart. The mass effect field soon destabilizes and returns to normal mass, with explosive results. Has five shots in a power cell.

Arc Projector:
http://images3.wikia.nocookie.net/__cb20100310111059/masseffect/images/6/67/Arc_projector.jpg
The Arc Projector ionizes targets with a nonvisible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ionization laser, allowing the electricity to take the path of least resistance and arc between them. An entire enemy strike team can be shocked to death with a few pulls of the trigger. Has ten shots in a power cell.

Geth Spitfire:
http://images4.wikia.nocookie.net/__cb20120317194713/masseffect/images/1/1d/ME3_Geth_Spitfire_Heavy_Weapon.png
Essentially the geth equivalent of a minigun, the Spitfire can fire hundreds of deadly plasma rounds in seconds, though this quickly burns through its limited ammo capacity. Geth Primes use a modified version of this weapon, the Pulse Cannon, that fires single, far more devastating rounds downrange in a semi-automatic manner.

M-560 Hydra:
http://images1.wikia.nocookie.net/__cb20120317194545/masseffect/images/f/f9/ME3_Hydra_Heavy_Weapon.png
Most missile launchers either focus on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two. The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's shields before the second destroys any armor it has, clearing a path for the third warhead to detonate inside the target.

Reaper Blackstar:
http://images2.wikia.nocookie.net/__cb20120317194850/masseffect/images/6/69/ME3_Reaper_Blackstar_Heavy_Weapon.png
The Reaper weapon nicknamed "Blackstar" is so advanced that UNSC scientists can only offer speculation about how it works. The gun appears to exploit mass effect fields to fire gravitational singularities - micro black holes - that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a fusion reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. It destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles. Although some might argue that the Blackstar's single-launch capability makes it a liability, its capacity for utter destruction is essential when the user requires large-scale, instantaneous damage.
Last edited by dinoman666 on Mon Mar 19, 2012 1:42 am, edited 20 times in total.
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Re: UndeadRaptor's SEW Profiles

Postby UndeadRaptor » Fri Nov 05, 2010 3:49 am

Merchants/Other Chars.

Name: Dylan Kerigan
Gender: male
Species: human
Description: Dylan is a somewhat skinny and tall man, who usually wears basic G.E.A armor and a bandana to top it off. He has a small beard on his chin, light blue eyes and brown hair.
Unique traits: N/A
Tech: Dylan carries duel G.E.A plasma pistols, along with any weapon he can get his hands on from other factions.
Homeworld: Cori
Bio: Dylan quickly became a merchant along side his father when he was about five, and soon after the man died, he took over the clan of mercenaries the two owned. Other than that, not much is known about his possibly cold past.

--Faction name: Flaming Skulls
--Leader/form of government: G.E.A government
--Homeworld: Cori
--Territory: G.E.A territory, anywhere in space they basically stay at for a period of time.
--Armed Forces: Basically mostly weapons bought for trade from other factions, but also have some G.E.A pistols and rifles to start them off.
--Philosophy: Trade for new tools and equipment for their allies.
--Relevant links: See: G.E.A faction.

Name: Maru 'Saramee
Gender: Male
Species: Sangheili
Description: Maru looks like any normal Sangheili, with a few exceptions on the right side of his face, where he is missing part of his mandibles and is partially blind in his right eye.
Unique traits: Other than those unique to the Sangheili race, nothing.
Tech: 'Saramee wears regular Zealot armor with a average maroon coloring and wields an energy sword and plasma repeater when he is engaged in a battle.
Homeworld: Sangheilios
Bio: Maru's life was pleasant from the start, but he soon left home at an early life to join the Covenant, abandoning his family. The Sangheili then slowly climbed up to the ranks to be a zealot, owning a small, yet powerful fleet at an old age. He was a curious youngling when he was on his homeworld, but the moment he left, everything changed in his life and would never go back to the way it was.

Name: Mathew Rodriguez
Gender: male
Species: human
Description: A tall, thin man with sharp facial features, mud-brown colored hair, light green-colored eyes and some battle scars along his face and arms. Is slightly masculine like Tanya, and has a few tatoos on his arms, legs and chest.
Unique traits: none
Tech: a standard issue assault rifle and a magnum
Homeworld: N/A
Bio: N/A

Name: Tanya Simm
Gender: female
Species: human
Description: A young, average sized woman with some masculine features. She bears a couple of tatoos similar to Mathew, but not nearly as many. She has shiny black hair and deep blue eyes.
Unique traits: none
Tech: a standard issue naval version of the military version of the magnum
Homeworld: N/A
Bio: N/A
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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Fri Nov 05, 2010 8:11 pm

The Reapers:

Name: Reaper (called Old Machines by the Geth)
Description: http://images1.wikia.nocookie.net/__cb20100206110822/masseffect/images/6/69/Reaper_fleet.png
Diet: None; artificial constructs.
Natural Abilities: Though only one Reaper has ever been encountered personally and left survivors, several things can be assumed. For one, Reapers are astonishingly powerful warships, possessing weaponry unlike anything in the galaxy. Each of the "tentacles" extending from a Reaper's bow is equipped with a powerful "magnetohydrodynamic" weapon which ejects a stream of molten metal at a fraction of the speed of light which can tear through a cruiser in a single sustained burst. Its gigantic spinal-mounted cannon can tear through most modern shields and rip through hulls like tissue paper. Reapers are also equipped with powerful shielding that can withstand the power of an entire fleet, as well as incredibly strong hulls. However, Reapers are vulnerable during their hibernation in dark space. Even more dangerous and insidious than their weaponry, however, is a form of mental manipulation that emanates from Reapers and their technology called "indoctrination." Put simply, any organic being who is in close proximity to a Reaper for too long comes to believe the Reapers are correct in their goals and will do anything to serve them. Gradually the mind is eroded until the individual becomes a mindless slave no longer capable of independent thought. Only beings of incredible mental fortitude are capable of resisting indoctrination for any period of time.
History: Reapers have existed for millions of years, built by a completely unknown race. For reasons currently unknown, the Reapers cull the intelligent races of the galaxy, returning to dark space with the organics' technology and resources. The Reapers leave no evidence of their conquest, nor of their existence – only desolate, barren ruins of those who came before. This cycle seems to happen every fifty thousand years, and was how the Forerunners were eventually destroyed (it is hypothesized that the Flood is, in fact, a biological agent created by the Reapers to weaken the Forerunners prior to their extinction). The Reapers built a massive space station called the Citadel that acts a conduit from dark space. When activated, the Citadel teleports every last Reaper into the galaxy, where they swiftly overwhelm their opposition and destroy every last sentient organism. They also enslave members of races via indoctrination to destroy their enemies from within, and are currently using the Geth heretics and Collectors as frontline soldiers and slaves.

Leader:
Unknown, likely none.

Homeworld:
UNKNOWN.

Territory:
Currently dark space, the starless vacuum between galaxies.

Armed Forces:
Reapers, the Rejuvenated Covenant, Husks (explained below), Geth heretics (explained above), Collectors (explained below).

Notable Members:
Sovereign/Nazara (vanguard; now destroyed)
Harbinger (overseer of Collectors; other data unavailable)

Philosophy:
The reasons behind the Reapers extermination cycle is completely unknown. Likewise, asking Collectors or Husks what the Reapers' goals were would be fruitless, as the two groups are either mindless or simply enslaved and incapable of revealing the truth.

The Collectors:

Name: Collectors
Description: http://images2.wikia.nocookie.net/__cb20100911145751/masseffect/images/5/52/4339724174_c77bd73ec9.jpg
Diet: Mostly artificial; don't eat.
Natural Abilities: Collectors possess chitinous wings that grant them flight, and are capable of using Force Barriers (possibly because of their unusual, Dark Side-oriented techno-organic makeup). Collector weapons, ships, and technology are remarkably advanced, thanks to the Reapers.
History: Collectors are incredibly enigmatic. They contact the other sentient species in the galaxy infrequently, almost exclusively in the Terminus Systems and other lawless areas of space. They usually trade their extremely advanced technology for unusual varieties or numbers of a specific alien species (two dozen left-handed salarians, sixteen sets of batarian twins, or two dozen "pure" quarians — quarians that have never left the Migrant Fleet due to illness, importance to the fleet, or disability). One of their current interests is healthy human Force-users, especially Jedi. The technology is usually so useful that other species rarely turn down the Collectors' offers. In reality, Collectors collect these specimens for genetic experimentation on behalf of the Reapers, their masters. Collectors are, in fact, former Forerunners that were indoctrinated and transformed into an entirely new creature, made only to serve the Reapers in their ghastly plan.

Leader:
The Reapers, via the Collector General.

Homeworld:
Unknown, located somewhere near the galactic core.

Territory:
Unknown, likely the galactic core.

Armed Forces:

Collector General:
http://images4.wikia.nocookie.net/__cb20091119091652/masseffect/images/3/3c/Collectors_Leader_Character_Shot.png
The Collector General is permanently possessed by the Reaper named Harbinger, thanks to its cybernetic internal makeup. Harbinger uses the General to communicate with the Collectors and keep them organized and on task. Because of its incredible importance, the General never leaves its home in the galactic core, and is effectively untouchable. Unless, of course, someone finds a way into the galactic core alive.

Possessed Collector:
http://images1.wikia.nocookie.net/__cb20100325144337/masseffect/images/thumb/e/e0/MassEffect2_2010-03-21_23-20-41-61.jpg/800px-MassEffect2_2010-03-21_23-20-41-61.jpg
Via the Collector General, Harbinger is capable of taking control of any individual Collector at any time. When this happens, the Collector in question becomes exponentially more powerful. Its carapace thickens into virtual organic body armor, and it produces a powerful Force Barrier. Thanks to its unusual chemical makeup, a possessed Collector can tap into the Force and use a variety of devastating abilities against enemies. Harbinger can also speak through a Collector to taunt foes. When a possessed Collector is compromised, Harbinger simply releases control of the creature and its body disintegrates. This does not appear to harm the Reaper or the Collector General in any way.

Collector Drone:
http://images3.wikia.nocookie.net/__cb20100130000711/masseffect/images/thumb/a/a3/Collector.png/397px-Collector.png
The standard Collector minion, Drones have no defensive abilities whatsoever beyond taking cover, and are armed with the "standard" Collector Assault Rifle. However, like all Collectors, Drones feel no fear and attack relentlessly.

Collector Guardian:
http://images1.wikia.nocookie.net/__cb20100623060235/masseffect/images/thumb/c/ce/Collector_Guardian.png/436px-Collector_Guardian.png
While similarly armed to Collector Drones, Guardians are far more intelligent and accurate, and can protect themselves with Force Barriers. They can also produce a golden, linear shield in front of them that stays in place, allowing Guardians to block off hallways and other chokepoints, while also creating instant cover for them and fellow Collectors. Guardians also surround their weapons' bullets with Force energy that tears through most defenses (particularly Force-based ones), and can switch to a burst-fire mode for long-distance firefights in case an Assassin isn't around to fulfill that role.

Collector Assassin:
http://images3.wikia.nocookie.net/__cb20100623060455/masseffect/images/6/69/Collector_Assassin.png
Similar to Guardians, Collector Assassins are even deadlier. They are protected by Barriers and, while incapable of producing the linear shields of the Guardians, they are armed with a far superior weapon: the Collector Particle Beam. This weapon allows them to burn through any foe at extreme range, making them exceptionally deadly from a distance.

Weapons:

Collector Assault Rifle:
http://images1.wikia.nocookie.net/__cb20100209222535/masseffect/images/4/43/Collector_Assault_Rifle.png
The Collectors' main weapon uses the same principles as a standard assault rifle, but its organic components clearly set it apart. Its power source appears to be an internal organ with Force capacitance; its ammunition resemble pellets of metallic enamel that strip shields off enemies with deadly efficiency.

Collector Particle Beam:
http://images1.wikia.nocookie.net/__cb20100208083549/masseffect/images/7/78/Collector_Particle_Beam_Armory.png
Precise and lethal, this focused radiation weapon is very effective against just about anything it hits. The amount of energy required to create a destructive beam like the one this weapon fires is several orders of magnitude more than the amount needed to launch a high-velocity projectile via a mass effect field. This is certainly a testament to the Reapers' technological prowess.

Collector Cruiser:
http://images1.wikia.nocookie.net/__cb20100127135652/masseffect/images/9/90/Collector_Cruiser.png
The only known spacecraft the Collectors utilize, this cruiser is extremely powerful. They only have one known weapon, but it's a powerful one: a particle beam like the one used by Collector Assassin, only this one can cripple most ships in only a few hits. The Collector Cruiser's sensors are also incredibly advanced, capable of detecting even stealth ships.

Husks:

Husks are created by tall, tripod-mounted, retractable spikes nicknamed Dragon's Teeth. These devices, created by the Reapers, are capable of impaling a human-sized being. Over time the body's organs, skin and water content are converted into cybernetic materials; blood is changed to a sickly green fluid, and the body generates an electrical charge. Husks are essentially expendable minions used mostly by the Collectors. However, the Geth heretics have been known to utilize Dragon's Teeth as well.

Leaders:
Collectors, Reapers.

Homeworld:
None.

Territory:
None.

Armed Forces:

Husk:
http://images1.wikia.nocookie.net/__cb20100623072145/masseffect/images/thumb/8/8a/Husk.png/435px-Husk.png
Husks are relatively fragile. However, they are rarely found alone; their favored tactic is to swarm enemies and literally pummel them to death with their fists. However, when Husks initially close with a target, they pause and release a massive EMP blast from their bodies, which can fry an unprotected organic and overload anything electronic nearby.

Abomination:
http://images2.wikia.nocookie.net/__cb20100626055624/masseffect/images/thumb/7/72/Abomination.png/439px-Abomination.png
Abominations are, plain and simple, suicide troops. Upon spotting a target, they simply rush him or her and explode in a fiery cloud of body parts and molten liquids. They can be prematurely detonated by gunfire, and can used against fellow Husks or other enemies.

Scion:
http://images3.wikia.nocookie.net/__cb20100623060642/masseffect/images/thumb/f/f4/Scion_Frontal.png/438px-Scion_Frontal.png
Heavily armored and slow, Scions are the result of three Husks fused together and grafted around a single assault rifle-like weapon mounted on the left arm. This weapon functions like a Collector Assault Rifle, but the Scion prefers a different attack: it can produce a shockwave of Force energy that can deplete shields and blast back most enemies in range. This shockwave has surprising range, and is difficult to avoid. At close range, Scions will use a similar ability that simply projects a burst of energy around its body, knocking back any nearby foes. Scions are remarkably tough, but are easy to kill if alone. Unfortunately, they are often supported by other Husks.

Praetorian:
http://images3.wikia.nocookie.net/__cb20100623055958/masseffect/images/thumb/a/ad/Praetorian_Combat.png/474px-Praetorian_Combat.png
This flying Collector construction, controlled by thirty Husks fused together, is one of the deadliest things at the Collectors' disposal. Its "eyes" can produce a bright blue, continuous particle beam that is far deadlier than the handheld weapon used by Collector Assassins. Protected by thick armor and a powerful Force Barrier, Praetorians are difficult to bring down without heavy weaponry. When its Barrier is depleted, Praetorians will often slam down into the ground, release a shriek, and produce an energy blast that can kill anything in its relatively short range. During this "Death Choir" attack, the Praetorian's Barrier replenishes and the creature itself is effectively untouchable until it takes off again. When destroyed, Praetorians disintegrate into nothingness, like possessed Collectors.
Last edited by dinoman666 on Tue Dec 07, 2010 1:42 am, edited 14 times in total.
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Doc 42's profiles

Postby Doc 42 » Sat Nov 06, 2010 4:23 pm

RAKA-ANRA

Native Name: Charon
Enviroment: Arid-light jungle. Geographically extreme.
Charon is the only planet in the Tekandrova A/B system.
Tekandrova is exceptional in being a twin star system, however, it is unique in that both Tekandrova A and B have long since gone Supernova.
Both black holes orbit each other, swinging past each other eternally getting closer and closer.

Through cosmic coincidence, Charon's orbit keeps it from being sucked into either blackhole eternally. It travels inbetween the two black holes as they pass each other, but by the time they reach the apex of their swing, Charon reaches the far end of it's current black hole. It rapidly falls into the black hole, but before it reaches the horizon line, the combined momentum of it's orbit around the black hole, and the black holes acceleration towards it's partner ends up slinging Charon too close to it's neighbour, and it starts the cycle again, going around the other black hole.

As such, Charon eternally rings around them in a figure of eight, coming a few thousand kilometres away from total obliteration regularly throughout it's erratic year.

Light on Charon is provided by what is essentially a fire ball. A super dense mass of gas and rock orbits around Charon lazily, held in place by the conflicting gravitational pulls. Interestingly, when it is facing off into space, away from both Charon and it's parent singularities, it collects more fuel from the matter being dragged towards the two dying suns. Essentially, it burns with renewed vigour every day.

Regions: Entire planet is covered in extremes. mostly, it is an arid somewhat dusty planet but with heavy jungles sprouting up in parts, mainly in the mountainous areas. The geography of the planet is twisted beyond belief in some regions. the tug of war pull of gravity between Tekandrova A and B have elongated the planet, however, it does not experience the seasons of other tilted planets, as it's source of light, or 'sun' orbits it, instead of the other way around. Charon has no recognisable poles.

Charon also holds a drone facility. The facility is largely docile and does not interfere with the eco system. It does monitor Tekandrova A and B, and the interesting nature of Charon as being almost completely undectable. It is unclear how the facilty arrived on Charon, as it is extremely difficult to land on the planet, and almost impossible to escape it.

in some regions of the planet, huge towering pillars of rock have sprouted up, mountains twisted out of shape by close call incidents with Tekandrova.


Dominant Species: Raka-anra
Technology level: Primal/Scavanging
Animal life: Paka-anra, Darma-anra, four legged mammal life, diverse birds, small oceanic life forms.

name: Paka-anra
Description: Essentially large ants, with up to 8 limbs. Fore limbs have hands with opposable thumbs.
Diet: Omnivorous
natural abilites: Co-operation, gene growths, opposable thumbs
history: The Paka-anra are quite intelligent, working in large colony groups. They can cultivate plants and coloneys often form a symbiotic relationship with their habitat. Depending on one's inclination, the Paka-anra are either domesticated by the more aggressive Raka-anra or enslaved.

The Raka-anra allow the Paka-anra to thrive where in certain areas, allowing them to cultivate areas to grow food. Paka-anra are much more capable of defending important plant life from other predators than the Raka-anra, so the Raka leave them mostly alone so that they can exploit the abbundance of food themselves. The Raka-anra also prey on the Paka-anra, often raiding colonys, capturing and killing and bringing their prey home as for food. The Raka-anra some times take larve as well, to intentionally create a new Paka-anra colony or to 'domesticate' some Paka-anra for a particular task (When domesticated Paka-anra have served their purpose, they are usually devoured.)

While intelligent as far as animal life is concerned, and considered sentient by some, the Paka-anra consider this relationship as the natural course of life. The death of a worker is nothing to the colony as a whole. While the Raka-anra benefit much more than the Paka-anra in the long run, the Paka do recieve some benefit in protection from predators. While the Raka do inflict many casualties on the colony, it is still able to grow. If the Raka were to ignore a Paka colony, it is very possible that a larger predator would arrive with no concept of preserving balance and completely decimate the colony.

The Paka-anra is separated into the usual castes of workers and warriors

name: Darma-anra
Discription: Huge predatory beetle like creatures
Diet: Carnivorous

name: Raka-anra
Description: The Raka-anra generally resemble Hornets, but every caste is different.
Image

Your typical Raka-Anra is about 4 metres long and one and half metres tall when low to the ground. Colours vary from yellow and black to red and black or to pure black.
Image

Not shown in pictures:

The Raka-Anra have extremely long legs, and when 'standing' at their tallest, can be over 3 metres tall. Their limbs are much stronger than the hornet pictures shown here, and longer too. In addition, the Raka-anra's limbs end in varying graspers or tools depending on their caste. (eg: scythes, or claws)

Unlike hornets, the Raka Anra generally stand half way through flat to the ground and full height, keeping their leg's bent in a cage like stance.

Raka-Anra hold 2 pairs of wings for a total of four. While they fold next to each other while idle, in flight, the wings operate in opposite pairs, making them extremely manoeuvrable.

Raka-Anra have two smaller limbs close to their chest, which are unnoticeable most of the time. They can hold cargo with these, keeping their main limbs free to work or fight.

Raka-Anra also bare a number of 'bond-points' along their body, generally on their shoulders or chests. More will be explained under Castes.


Diet: Omnivorous

natural abilities: Explained further under 'Castes'
Commonly, Raka-anra are armed with powerful stingers full of nuero toxin, strong limbs, hard carapace and powerful wings.

Most (but not all) Raka-anra have inner proboscis which they can use to probe other creatures. This violent procedure allows them to absorb their targets knowledge. Being already quite intelligent, they can instantly put this knoweledge to use. For instance, they could learn an alien language and speak it effectively. (however, emotions would be muddled up and would not make sense to most native speakers)

History-sociality description: The Raka-Anra race is an accomplished species of startling intelligence given it's primal status. Thousands of years ago, they spread over their entire planet. Every Raka-anra queen is linked telepathically and as such, the species is completely unified. Being highly resourceful, they domesticated the Paka-anra, careful not to damage the population when feeding. The Raka-Anra live in hive structures, colonies of individuals working together, generally in underground networks. Hives can be small or impossibly large, depending on their environment and diet.

The Raka-anra are odd in their aggressiveness. As a race, they could sustainably expand without any conflict. They can spread to other planets through long range spores and their bizare form of space travel, all based around their appocolyptic parents, Tekandrova A and B. However, they are drawn to hunting and subjugating other species, using them in some way. One of the contributing factors to the Raka-anra's fast evolution is that a hive won't simply sit still. Individuals constantly explore, often nomadically, only returning when they have found something useful to the hive. In the case of other races, often huge wars could be fought with massive loss of life, with very few Raka-anra surviving and returning to their hives. However, each of those Raka-anra will bare the knowledge gained by the entire swarm, information which will greatly benefit the Hive.

This occurs even when the Hive needs no improvements. It is a thing of honour, a Bee with no contribution to society is a Bee without worth. Raka-Anra which have yet to complete this rite are often referred to as drones. After their return, they gain elevated status, for example, a warrior drone might become a Thinker Bee on it's return. Elevated Bee's will often take part in invasionary forces to instruct and augment the local forces.

A Raka-anra invasion will generally start with a scout. The scout carries hundreds of eggs and can inject them into any number of organisms, which will hatch rapidly, feeding on their hosts and growing swiftly. Within a week or two, a whole hive of Raka-anra can have formed. The scout can release a signal which will call it's home hive (on an interplanetary scale) to mark the planet as a target. The hive will often dispatch spores to help with colonisation. However, the 'insurgency' will not be able to properly communicate with the other Hives until they produce or recieve their own Queen. An insurgency can rapidly intensify and explode beyond containment during this period, as the Hive experiences rapid advance to match the maturity of other Hives.

Currently the Raka-Anra inhabbit over 7 planets, all in different systems.

Castes:
The Raka-Anra are split into numerous Castes, with hundreds of variations. Essentially, there are three main castes of Raka-anra. Augmentals, Bee's and finally Tyrants.
Augmentals are small and serve a single purpose generally. Bee's are your typical Raka-anra, such as warriors and workers, and then Tyrants consist of Queens and the such.
However, not only do each of these castes have their own variations, but they can connect together into colonies of organisms operating with a single purpose. Generally, Augmentals will form symbiotic colonies with Bees and Tyrants. (Imagine a Portuguese Man-o-War on a much smaller scale and with a single host creature)

This is partially the explanation behind the huge amount of castes. When an Augmental bonds to a Bee, it changes it's genetic make up. Originally, many of the worker's vital organs were augmentals, eventually replacing the original ones throughout the centuries. Through this, the Raka-anra race evolves rapidly, combining natural selection with self determination and cutting reproduction out of the loop entirely. Raka-anra reproduction serves no purpose other than to bolster numbers. An interesting result of this is that the Raka-anra don't decline if for some reason bad genes survive, as with other species.

Scientifically (or as scientific as I can get), when a Raka-anra individual bonds with an augmental or another caste, both organisms copy each other's genetic code. Workers for instance, would bond with an augmental organism capable of breathing Sulphur dioxide. The worker could then work in Sulfer environments by letting the augmental breath for it, forming a symbiotic relationship. The hive's queen will continuously produce new workers, but to speed the process up, it produces the worker with it's augmental simultaneously, as the worker/sulphur augmental combination has proven itself successful. By maintaining a link with it's various subjects, the Queen will take note of what organs have failed (from lack of use, for example) and phase these out of new generations, thus, permanently mutating the caste to specialise in working in those particular environments.
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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Sat Nov 06, 2010 10:28 pm

Cerberus:

Leader:
Name: Known only as the Illusive Man.
Gender: Male
Species: Human
Description: http://images4.wikia.nocookie.net/__cb20100111063517/masseffect/images/7/7a/Illusive_Man.png
Unique traits: The Illusive Man has an extensive list of contacts across the galaxy, rivaling even the Shadow Broker. His eyes appear to be prosthetic, but they don't seem to have any special abilities about them.
Tech: No personal technology known.
Homeworld: UNKNOWN.
Bio: The Illusive Man's real name is long forgotten, as is his life before Cerberus. He founded Cerberus, establishing it as a human-centric splinter group, separate from the rest of the galaxy.

Homeworld: None. Cerberus' main HQ is undoubtedly a space station, but its precise location is not known.

Territory: Cerberus has operatives throughout the galaxy, including hidden in several human governments. One of the few places Cerberus doesn't have access to is the Quarian Migrant Fleet.

Armed Forces:
Cerberus is made up of 150 operatives divided into three independent cells: science, military, and political, specifically. Cerberus doesn't have a standard army, instead using commando units to accomplish goals that involve real firepower. They are funded by several legitimate businesses that act as "fronts" for the group.

UPDATE: The Illusive Man, through methods unknown, has recently acquired an astonishingly large, loyal, and powerful private army made of several specific soldier types. Many of these soldiers are equipped with implants, and the prevailing theory is that they are of Reaper origin, creating more questions than it answers.

TROOP TYPES:

Assault Trooper:
http://images4.wikia.nocookie.net/__cb20120322151135/masseffect/images/thumb/1/1c/ME3_Cerberus_Assault_Trooper.png/246px-ME3_Cerberus_Assault_Trooper.png
Fearless, disciplined and unrelenting, Cerberus Assault Troopers are the backbone of the Illusive Man's army. They are often armed with Hornet SMGs, Mattock rifles, and the occasional Scimitar shotgun. They also use electrified batons for brutal melee attacks, and are often equipped with fragmentation grenades. Their armor protects them from basic forms of attack, but they lack shields, and rely mostly on cover and combat rolls to evade enemy fire.

Centurion:
http://images4.wikia.nocookie.net/__cb20120322145318/masseffect/images/thumb/3/3f/ME3_Cerberus_Centurion.png/200px-ME3_Cerberus_Centurion.png
The commanding officers of Assault Trooper squads, Centurions (not to be confused with the Blue Suns Centurion) use modified Mattock rifles that can also launch smoke grenades. Cerberus soldiers' helmets are equipped with specific visor modes to see through the smoke, leaving their blinded enemies vulnerable to a deadly crossfire they can't even see. Centurions also use the Assault Trooper's baton and grenades, and are moderately well-shielded.

Guardian:
http://images2.wikia.nocookie.net/__cb20120321201361/masseffect/images/thumb/3/3f/ME3_Cerberus_Guardian.png/389px-ME3_Cerberus_Guardian.png
Guardians, described as "human tanks" by fellow Cerberus soldiers, are equipped with large tower shields made of an unknown alloy. These shields are virtually impenetrable from almost all forms of infantry weapons barring the Widow, Black Widow, Javelin, and heavy weapons. The only opening is a thin "mail slot" that the Guardian uses to see. Guardians are equipped with a single Talon pistol, and can use their shield as a brutal melee weapon if necessary. If their shield is somehow taken away (either dropped when stunned, or even ripped away by a Force-sensitive enemy), Guardians still use their pistol, and have the ever-present electrified baton. Guardians are slow when using their shield, and are vulnerable to rear attacks.

Combat Engineer:
http://images2.wikia.nocookie.net/__cb20120322145160/masseffect/images/thumb/5/54/ME3_Cerberus_Combat_Engineer.png/205px-ME3_Cerberus_Combat_Engineer.png
Cerberus Turret:
http://images2.wikia.nocookie.net/__cb20120322141945/masseffect/images/thumb/0/0c/ME3_Cerberus_Turret.png/482px-ME3_Cerberus_Turret.png
Despite being a support class, Cerberus Combat Engineers draw a lot of ire from front-line combatants. They are equipped with a Phalanx pistol and are lightly armored (though they have shields to compensate), but their main weapon is the powerful automated turret they can deploy. The turret is well-shielded and armored, and can spray an enormous number of rounds in seconds. Continuous fire from a Cerberus turret can take down the most well-protected soldier. This turret is stored in a compact form on the engineer's back, but is highly vulnerable in this state. When destroyed, a turret explodes violently, activated or not. Many soldiers are trained to aim for the turret before it is deployed, so that the explosion takes out both the turret and its user. Combat Engineers can also use their Omni-Tool to repair their turret, and even Atlas Mechs.

Nemesis:
http://images3.wikia.nocookie.net/__cb20120314005636/masseffect/images/thumb/a/aa/ME3_Cerberus_Nemesis.png/324px-ME3_Cerberus_Nemesis.png
The Nemesis sniper is a female Cerberus soldier armed with a modified Raptor sniper rifle equipped with a laser sight and specialized ammunition, which allows it to do astonishingly large amounts of damage with one shot, at the cost of a low fire rate. While shielded, Nemeses are fragile, and will attempt to run if approached in melee combat. They are fast on their feet and difficult to hit if not hiding behind cover.

Phantom:
http://images3.wikia.nocookie.net/__cb20120319222045/masseffect/images/thumb/4/4d/ME3_Cerberus_Phantom.png/435px-ME3_Cerberus_Phantom.png
Foes and allies alike have described the Cerberus Phantom as "Goddamn ninjas on speed!" with various levels of admiration or dismay, and for good reason. These all-female, mildly Force-sensitive soldiers are equipped with specialized implants that give them unparalleled agility and speed. They are protected by Force Barriers, and are equipped with both a monomolecular sword, which can slice through most forms of armor, and a powerful semi-automatic projectile-based weapon, shot from the palm of their right gauntlet. This gauntlet can also emit an invisible energy shield that blocks incoming attacks of most kinds, including Force attacks. However, it uses large reserves of energy, forcing the Phantom to stand still if she uses it. If endangered, Phantoms can also use cloaking devices to escape and recover for a few moments.

Atlas Mech:
http://images3.wikia.nocookie.net/__cb20120322140847/masseffect/images/thumb/1/16/ME3_Cerberus_Atlas.png/410px-ME3_Cerberus_Atlas.png
A combination of the raw power of a YMIR mech and the intelligence of an organic pilot, the Atlas is a massively powerful machine. Its right arm is equipped with a combination mass accelerator cannon/missile launcher, and can also shoot smoke grenades. The left arm ends in a powerful pincer claw that an rotate at the wrist joint at high speeds to drill into opponents, or it can simply pick them up and snap their spines with one squeeze. A small mass effect generator allows the mech to be airdropped from significant heights. The Atlas is exceptionally slow, but is equipped with incredibly thick, bullet-resistant armor, as well as powerful shields. The large cockpit window is the only real weak point. If this protection is broken and the pilot killed, the Atlas mech can be used by another soldier (allied or otherwise).

Name: Kai Leng
Gender: Male
Species: Human
Description: http://images4.wikia.nocookie.net/__cb20120209210151/masseffect/images/thumb/8/82/ME3KaiLeng.jpg/540px-ME3KaiLeng.jpg
Unique traits: Kai Leng is a deadly combatant with both ranged and melee weapons, with significant special forces training in the UNSC. Known for his anti-alien tendencies.
Tech: Phantom implants and equipment. However, as Leng is not Force-sensitive, he is instead protected with shields rather than Barriers.
Homeworld: UNKNOWN.
Bio: Kai Leng was a former ODST, but was dishonorably discharged for first-degree murder when he single-handedly killed a Trandoshan in a bar while on leave, using only his hands. The Illusive Man recognized Leng's combat prowess and xenophobic nature quickly, and liberated him from prison. He is now the Illusive Man's most trusted agent in Cerberus: ruthless, discrete, methodical, and a deadly assassin and infiltrator.

Philosophy:
Cerberus' core belief is that humans deserve a greater role in the galactic community. Any methods of advancing humanity's ascension are justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them. They are often at odds with other primarily human groups, like the UNSC, believing them to be incapable of getting through all the red tape of politics and law to stand up to the other races in the galaxy.
Last edited by dinoman666 on Thu Mar 22, 2012 3:58 pm, edited 9 times in total.
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Re: Dinoman666's SEW Profiles

Postby dinoman666 » Sat Nov 13, 2010 8:59 pm

Other:

Name: Graboid
Description: They are 30 feet in length, with a cylindrical, worm-like shape. They have brown, scaly skin and small spines encircling their limbless bodies. Their heads are made up of a large, black upper beak and a thinner lower one that's flanked by two mandibles. They have three snake-like tongues ending in toothy jaws with four hooks on them, used for catching prey. The tongues have a good six-foot reach. Graboids are eyeless, have orange blood, and give off an offensive odor.
Diet: Just about any piece of meat that fits in their mouths.
Natural Abilities: Being blind and living underground, Graboids sense food by vibrations or other noise, and this sense is extremely acute. They have surprising memory and can learn quickly. Utilizing the spikes on their bodies, Graboids can propel themselves incredibly fast, able to chase down light vehicles. They have surprising strength, able to pull small vehicles underground. However, they cannot dig through rock, and may actually kill themselves if they go too fast and hit a solid obstacle (like concrete).
History: Graboids (as well as Shriekers and Rockettails) originated on the planet of Marr, but humans have sent Graboid eggs to other planets. As they can survive on just about any planet with loose soil that's inhabitable by humans, they are surprisingly widespread.

Name: Shrieker
Description: Shriekers are only about the size of large turkeys, and are bipedal, lacking arms, with a short, stumpy tail. Their head is nearly identical to that of Graboids, but instead of three tongues, they have one, 6-foot long one that's covered in short, stiff bristles and lacks a "mouth." Their feet are three-toed, like a theropod dinosaur, and they have three flaps on their head. Upon lifting these, they expose a brain-like heat-sensing organ (they can see a little heat while these are folded, but open them to get a full view of prey). They are completely deaf and blind (with the exception of heat sense).
Diet: Anything that gives off heat or tastes good.
Natural Abilities: After several days, Shriekers rip out of an adult Graboid (anywhere from three to six), killing it. The Shriekers utilize a heat-sensing organ to hunt prey. Once they spot food, they give off a loud shriek. While this has no use (seeing as they're deaf), the scream gives off a lot of heat, luring more Shriekers to the area. Once they feed enough, Shriekers "barf" out another one, which immediately grows to full size in no more than a few hours. They can run extremely fast, and have the same intelligence as Graboids. After another twelve hours, they molt and become a new species: Rockettails.
History: See Graboid History.

Name: Rockettail (AKA "A**-Blaster")
Description: Rockettails look very similar to Shriekers, but are longer, thinner, and more low-slung. Their feet are more like talons, and they have three sail-like structures on their bodies: one on each side, and a vertical one on the back. They lack the Shrieker's tongue, but their heat-sensor (which is made up of two flaps, not three) has a wider range.
Diet: Identical to Shriekers.
Natural Abilities: By mixing two combustible chemicals in their colon together, Rockettails can basically "launch" themselves in the air with the power of the explosion. Their sails are used to glide incredible distances, allowing them to spread their cargo: a Graboid egg. For unknown reasons, they go into a coma upon feeding too much, instead of reproducing. They are highly explosive if stuck with heated objects, and will use their chemicals for methods other than flight, like melting through doors. Their intelligence is, unsurprisingly, like that of Shriekers and Graboids.
History: See Graboid History.

Native Name: Called Marr by humans.
Enviroment: Very earth-like, except most of the solid terrain is arid and open.
Regions: Most of the regions are merged into one supercontinent, not unlike Pangea.
Dominant Species: The Graboids, Shriekers, and Rockettails.
Technology Level: No species is sentient, and have basic animal instincts (no intelligent life has colonized the planet, as it's simply to dangerous).
Animal Life: Graboids and their later forms are the top predators, but there are many other species on the planet, such as minor predators, herd herbivores, and a few aquatic species (who are effectively safe from Graboids).

Name: 666 Mendicant Bias
Gender: Male personality
Species: AI
Description: Like this, only gold instead of blue: http://images.wikia.com/halo/images/5/56/343_Guilty_Spark_at_the_Ark.jpg
Bio: Bias is an AI of unknown origin, made specifically to study and contain the Flood. He has been studying them while they were hibernating for millennia, with only his fellow Sentinels to keep him company in a deep, dark shaft in the crust of Ka'Roll. It is possible that Bias is much more than he says, and may in fact be one of the Forerunners' most important AIs.
Unique Traits: Bias is almost frustratingly cheery, and may even be slightly insane from his years of isolation. He cares little for the loss of individual lives, or even the whole, though this is simply how he was programmed.
Tech: An energy shield surrounds him that is impenetrable to most forms of attack, even the destruction of a planet (it does have particular weaknesses, however). He can float, even through space, and if necessary he can fire a powerful beam from his eye.
Homeworld: Unknown, apparently Ka'Roll.

Name: Zanthor
Description: They resemble humanoid lizards, with crocodilian heads and three clawed fingers on each hand and foot. Their tail ends in a cylindrical object, lined with spikes. THey have bat-like, membranous wings protruding from their back, but most unusual is their heads. They have black, pupiless eyes, and spiny, crescent-shaped crests growing from the backs of their heads. These are used in their hierarchal structure (the bigger, the higher-ranking). They also have two clusters of three, insectoid eyes, arranged in a triangular formation. Each cluster is on the end of their snouts, one cluster on each side. Finally, they have short, skinny antennae halfway between the main eyes and secondary eyes.
Diet: Meat, but will sometimes eat vegetarian food if nothing else is available.
Natural Abilities: Zanthors are excellent jumpers and fliers, and are surprisingly strong for their size (around six feet tall).
History: The Zanthors have a detailed history, involving everything but their earliest history as a civilized race to the present. They are a militaristic race, but are also crafty, and won't hesitate to make alliances where it suits them. Despite their capability of space travel, they've only colonized the moons of their planet, and mostly keep to themselves. However, they are quite hospitable to newcomers, as long as they don't start a fight.

Native Name: Zanthoria
Enviroment: An incredible array of environments, from oceans to deserts to mountains to forests to grasslands.
Regions: The regions are divided up into the separate niches of the environment.
Dominant Species: The Zanthors
Technology Level: Highly advanced, enough so to travel through space and use extremely deadly ships and weapons.
Animal Life: There is a wide variety of animal and plant life on Zanthoria, each species suited to a certain region of the planet.

Name: Tsavong Lah
Gender: Male
Species: Yuuzhan Vong
Description: http://images3.wikia.nocookie.net/starwars/images/f/fd/Warmaster_Tsavong_Lan_NEGTC.jpg
Unique traits: Other than his large height of over two meters, Lah's only unique traits are his horrifying appearance and masterful tactical sense.
Tech: Tsaisi, a smaller, baton-like version of the Amphistaff with more potent venom, a special living command cloak, special, resilient armor integrated directly into his skeleton, a left foot replaced with that of a vua'sa's talon, and a left forearm replaced with the claw of a radank.
Homeworld: Homeworld destroyed.
Bio: Warmaster Tsavong Lah is Supreme Overlord Shimmra's personal commander, and second only to him in terms of military power. He led the Yuuzhan Vong during the first invasion against the Empire, and was promoted quickly for his great many victories and fanatical devotion to the Gods.

Name: Turian
Description: http://images4.wikia.nocookie.net/__cb20091227114542/masseffect/images/thumb/4/49/Virmire_Garrus_Salarian_Camp.png/800px-Virmire_Garrus_Salarian_Camp.png The carapace of a Turian can be a variety of different colors, and is usually marked with artificial tattoos that distinguish which colony they are from.
Diet: Incapable of eating the food of other sapients (who evolved in levo-amino acid-based biospheres), Turians eat only specific cuisine for them, which is usually made up of items from their homeworld. Having integrated in galactic society so well, offworld Turians can eat just about anywhere. That being said, Turians are omnivorous, preferring meat.
Natural Abilities: Resistant to radiation. Having evolved from avian or reptilian predators, Turians are gifted with excellent eyesight and smell, as well as natural talons on their three-toed hands and feet. They are also extremely agile and quick on their feet.
History: Turians have a long history. The disciplined, militaristic society was eager to join the rest of the galaxy, and they have established trade with many other planets and species. While they are relatively distrustful of humans for the most part, they are no doubt invaluable soldiers in any army. Their defense fleet is second to none, and one of the most powerful mercenary groups in the galaxy, the Blue Suns, is mostly Turian.

Native Name: Palaven
Environment: Lush, but the planet's weak metallic core results in a weak magnetic shield in the atmosphere, allowing large bursts of solar radiation to reach the surface. As a result, many species on Palaven are protected by radiation-resistant, metallic exoskeletons or carapaces.
Regions: A number of them, similar to human cultures.
Dominant Species: Turians.
Technology Level: Very advanced. On par with the rest of the galaxy.
Animal Life: A wide variety of animal life. However, everything on Palaven is built around dextro-amino acids, unlike most carbon-based, oxygen-breathing life.

Name: Quarian
Description: Unknown, as their faces are hidden by their masks. What is known, however, is that they have three fingers and toes (like the Geth) and mostly humanoid features. http://images2.wikia.nocookie.net/__cb20100317060346/masseffect/images/thumb/7/7c/QuarianMaleAndFemale.jpg/800px-QuarianMaleAndFemale.jpg
Diet: Because Quarians are built around dextro-amino acids like Turians, they can only eat special nutrient paste or purified Turian cuisine when not in their Migrant Fleet.
Natural Abilities: Almost nonexistent immune system, so they must wear enviro-suits, even when on their ships. Almost all Quarians are technical geniuses.
History: Quarians are infamous for, in ancient times, helping the Forerunners build the Geth. They were driven from their homeworld and colonies when the Geth uprising began and now live on a massive Migrant Fleet of 50,000 ships of varying models and sizes, and they house nearly 17 million Quarians. Because of this sterile environment, the Quarians have evolved to the point where their immune system is almost useless, even aboard their own ships. They rarely leave the fleet, except when on their coming-of-age ceremony, called the Pilgrimage. Thanks to the Quarians' mistake at making the Geth, they are looked down upon in most of galactic society, and despite claims that they did not help the Forerunners build the Reapers many centuries ago, they are not believed...

Name: Salarian
Description: http://images2.wikia.nocookie.net/__cb20100213225422/masseffect/images/4/42/Salarian_Anatomy.jpg
Diet: Omnivorous, like humans.
Natural Abilities: Extremely high metabolism and incredibly quick and alert minds. Unfortunately, they only have an average lifespan of about 40 years. Despite being amphibians, they are warm-blooded.
History: Like the Turians, the Salarians are a very successful species and have colonized many worlds. They are well-known and seen just about everywhere. Also like the Turians, there is an elite mercenary group known as Eclipse, led mainly by Salarians. Their intelligence makes them valuable medics, engineers, and even soldiers, though mostly only as Special Operations (a group known as the Special Tasks Group, or STG, is entirely Salarian and one of the most effective espionage groups in the galaxy).

Name: Batarian
Description: http://images4.wikia.nocookie.net/__cb20090125024459/masseffect/images/thumb/0/03/BalakBDtS.png/800px-BalakBDtS.png
Diet: Omnivorous, like humans, though verging on the carnivorous.
Natural Abilities: Mostly similar to humans, if a bit less genetically diverse. Their four eyes give them excellent eyesight and make them good debaters, since other species often have a hard time deciding which pair of eyes to look at when speaking to them.
History: Batarians are well-known for hating humans, and as a result they mostly keep to themselves, in a lawless sector of space called the Terminus Systems. This is mainly because slavery is an integral part of their caste system, and is frowned upon by most other sentient beings. Batarian raiders, pirates, and slavers are common, as are Batarian members of the Blue Suns. Aggressive and confrontational, they are rarely seen outside the Terminus Systems (unless part of the Blue Suns or other mercenary group).

Name: Vorcha
Description: http://images3.wikia.nocookie.net/__cb20100217045829/masseffect/images/2/2a/Shisk.jpeg
Diet: Just about anything edible they can find.
Natural Abilities: The vorcha are the most short-lived sapient species currently known, with an average lifespan of only 20 years. The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. The vorcha have clusters of non-differentiated cells, similar to those found on Planarian worms. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue. However, as a consequence of this, Vorcha no longer evolve as a species, and their equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.
History: Vorcha were discovered in the wilds of Trandosha and at first were thought of as only game to hunt. When it was discovered by the Trandoshans that these hostile and aggressive creatures were sentient, they turned them into mercenaries. A Trandoshan group, known as the Blood Pack, uses them, as well as Varren, in similar ways. The only difference is that Vorcha get guns. Nevertheless, they aren't treated as true mercenaries, and those who escape their homeworld to find a living elsewhere are considered scavengers, pests, and altogether a blight on galactic society. The unintelligent, but brutal, Vorcha couldn't care less either way.

Name: Volus
Description: http://images2.wikia.nocookie.net/__cb20081119035224/masseffect/images/4/41/Volus_Codex_Image.jpg
Diet: Omnivorous.
Natural Abilities: Volus are from the high-pressure, ammonia-based planet Irune. Therefore, to survive on planets with lower gravity or oxygen-based atmospheres, they must wear pressure suits and breathers. Most Volus aren't particularly strong or fast, but they make up for it by monopolizing trade and commerce in many systems. Their society is clan-based.
History: The Volus were discovered by the Turians many years ago. They have become clients of the Turian Hierarchy, and have been instrumental in giving the species a stable economy thanks to their mercantile prowess.

Name: Elcor
Description: http://images2.wikia.nocookie.net/__cb20080206192554/masseffect/images/6/65/Elcor-mass-effect.jpg
Diet: Omnivorous.
Natural Abilities: Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses. Elcor speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the Elcor prefix all their dialog with non-Elcor with an emotive statement to clarify their tone.
History: Formerly a tribal, primitive species, Elcor have since thrived in the galaxy, despite their unusual speech. They are incredibly cautious and conservative, and have a small, but extremely well-developed economy, to the point that embargoing Elcor space would likely be fruitless.

Name: Yahg
Description: http://images2.wikia.nocookie.net/__cb20100908120741/masseffect/images/1/15/Yahg_Character_shot.png
Diet: Carnivores to the extreme.
Natural Abilities: The Yahg evolved to fill the niche of apex predator on Parnack. Yahg have four pairs of eyes, each pair designed to track and predict the movements of prey. A keen sensitivity to movement and light allows the Yahg to easily read the body language of any species. The Yahg also possess a large, muscular body which provides considerable physical strength and agility.
History: The Yahg were first discovered by a team of Turians who discovered the species while they were a pre-spaceflight civilization. The Turians attempted diplomatic relations, but the Yahg perceived the ambassadors' attitudes and behavior as equal individuals instead of subordinates as a sign of contempt, and attacked and massacred the entire delegation. Since then, Parnack as been considered off-limits by almost every species in the galaxy. Even then, no one in their right mind has ever dared to set foot on the hostile planet.

Name: The Shadow Broker
Gender: Unknown.
Species: Unknown.
Description: Unknown.
Bio: The Shadow Broker is an individual at the head of an expansive organization which trades in information, always selling to the highest bidder. The Shadow Broker appears to be highly competent at its trade: all secrets that are bought and sold never allow one customer of the Broker to gain a significant advantage, forcing the customers to continue trading information to avoid becoming disadvantaged, allowing the Broker to remain in business. No one (except the Broker's closest agents) actually knows what the Shadow Broker looks like. It's rumored the Broker is not one individual, but a whole group: it does not seem possible for a single individual to monitor all of the available information and have such a wide sphere of influence.
Unique Traits: Unknown. However, he/she/it is a very competent businessman, but at the same time is also ruthless, relentless, and brutal towards his/her/its enemies. The Broker exclusively operates through agents, and never appears in person to customers.
Tech: Unknown.
Homeworld: Unknown.

Name: Hanar
Description: http://images4.wikia.nocookie.net/__cb20081119034956/masseffect/images/2/28/Hanar_Codex_Image.jpg
Diet: Unknown, likely carnivorous, like jellyfish.
Natural Abilities: The invertebrate, water-native Hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins. The Hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Due to the presence of Forerunner ruins on Kahje, the Hanar have developed a religion centered on the ancient species, calling them the "Enkindlers". Hanar myths often speak of them as an elder race that uplifted and civilized them by teaching them language. The Hanar communicate using sophisticated patterns of bioluminescence—which other species need machine assistance to translate (though many Drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the Hanar)—and speak with scrupulous precision and extreme politeness. Most Hanar take offense at improper language, and must take special courses to unlearn this tendency if they expect to deal with other species. The Hanar have two names, a "face name" and a "soul name." The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations, and tends to be poetic. For example, a Hanar known for its cynicism may take a name that means "Illuminates the Folly of the Dancers." That said, Hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead they refer to themselves as "this one," or the impersonal "it." It is only around those who know their soul name that they would ever consider using the first person. Even when flustered or angry, a Hanar will still maintain exquisite poise, and will remain formal even with those it wishes dead. The Hanar practice a religious holiday called Nyahir or "First Cresting Bloom" which lasts a full thirteen days and revolves around celebrating the gift of speech, which they attribute to having come from the Enkindlers. It is a mixture of contemplation and competition, with the faithful engaged in stylized debates, poetry duels, and other traditional hanar art forms. The winners of these events have their names inscribed in bio-luminescence on the side of Mount Vassla, an underwater volcano at the heart of one of the oldest Forerunner ruins on Kahje.
History: Hanar history is relatively plain and boring. However, they have had an unusual relationship with the Drell. For the most part, they stay in their own space, mainly because their economy is small and their physiology makes them difficult to trade with (most of their products are meant for their own kind).

Name: Drell
Description:http://images1.wikia.nocookie.net/__cb20091123062037/masseffect/images/thumb/2/26/Drell.png/400px-Drell.png
Diet: Omnivorous.
Natural Abilities: Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to humans, but their muscle tissue is slightly denser, giving them a wiry strength. Many of their more reptilian features are concealed, however one unique characteristic is the hyoid bone in their throats, which allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, like crocodiles. Drell possess the ability to shed tears. Because the Drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered Hanar homeworld of Kahje proved tolerable only when the Drell stayed inside a climate-controlled dome city. The leading cause of death for Drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of Drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading Hanar scientific authorities are working on creating a genetic adaptation. The Drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. This process can be involuntary.
History: The Drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Eight centuries ago, the already-arid Drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the Drell lacked interstellar flight capacity, and with their population bursting at 11 billion they faced certain doom. It was around this time that the Hanar made first contact with the Drell race. In the following ten years, the Hanar would transport hundreds of thousands of Drell to the Hanar world, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources. The Drell now thrive, co-existing with the Hanar and have been a part of the galactic civilization for roughly two centuries. The debt of gratitude that the Drell owe the Hanar is referred to as the Compact, which the Drell fulfill by taking on tasks that the Hanar find difficult, such as combat. Any Drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer.


Name: Formerly known as Agent Maine, now known as "The Meta"
Gender: Male
Species: Human-Reaper hybrid.
Description: http://fc02.deviantart.net/fs71/i/2010/337/3/9/the_meta_in_halo_reach_by_kattalnuva-d344ftl.jpg (Full credit goes to the taker of this screenshot)
Unique Traits: Being a SPARTAN-IV, Meta is extremely fast and strong, which is only further enhanced by his armor. However, with the addition of the Reaper technology, he has gained a number of powerful abilities activated by his armor as well. The Meta is also incredibly resilient because of the Reaper tech, capable of surviving wounds that would kill even the toughest of normal Spartans. He is incapable of speaking, and communicates via unintelligible and animalistic growls and hisses. He is completely insane and power-hungry from the Reaper infection as well, but still retains his natural intellect, and is not afraid to bargain if necessary. He is also an excellent, if brutal, tactician, a hallmark of his Spartan training.
Tech: The Meta carries an M6D Pistol, as well as M9 Frag Grenades, a Combat Knife attached to his right shoulder plate, and a pair of Covenant weapons: a Concussion Rifle and a Brute Shot (the Brute Shot's bayonet has been strengthened by Reaper metal, making it incredibly sharp). In addition, his armor provides protection via a powerful recharging energy shield similar to the one used by Sangheili. This armor is further enhanced by special "properties" bestowed upon it by the Meta's Reaper masters. These include a healing unit that bolstered his already impressive durability with a regenerating quality and a special dome-shaped stationary shield that can block all manner of projectiles from rockets and grenades to bullets, but can allow living beings and vehicles in and out. It has a limited time frame, and must recharge after every use. The Covenant have also given the Meta several items: an Overshield, an Active Camouflage generator, and a Hologram projector like the one used by Skirmisher Commandos. Though the Reaper tech installed in his armor allow him to use these abilities in concert with relative ease, it still requires enormous amounts of power, and the Meta can rarely use these abilities for a significant period of time if more than one are used at once.
Homeworld: Unknown.
Bio: Agent Maine was the original "prototype" for the newest UNSC Spartan Project, the SPARTAN-IV. Pulled from the ranks of the ODST, Maine was physically and mentally altered in a series of experiments to make him the ultimate supersoldier. Though effective in dealing with internal strife, like rebellions, he was unprepared for the arrival of Collectors, which attacked the outlying UNSC colony on which he had been stationed at the time. Put in stasis and abducted with the rest of the colony, the Collectors clearly realized what they had found, and surgically implanted Reaper technology directly into Maine's armor and body. Henceforth dubbed "the Meta," he was given to the Collectors' allies, the Rejuvenated Covenant, as a "gift" and personal agent for Ripa 'Moramee. Insane, evil, and intensely loyal to his Reaper masters and their pawns, the Meta is no longer the UNSC soldier he once was...
Last edited by dinoman666 on Thu Mar 31, 2011 3:14 am, edited 2 times in total.
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