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.
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).
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.
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, such as desert warriors, which 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-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.
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.
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.
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.
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: 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: Elch 'Masal
Gender: Male
Species: Sangheili
Description: He looks like any normal Sangheili, most notable for his red-and-blue, decorated armor, marking him out as a Field Marshall. 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.
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.
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.
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.
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.
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.jpgUnique 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. His intelligence is generated from millennia of Flood and past Graveminds, giving him 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 speak in rhyme, especially trochaic heptameter, and is capable of producing quadrilions of Flood spores just on his own. [NOTE BY MENDICANT BIAS]:
Though the current Gravemind has been destroyed, there is quite possibly another one still in existence, which is why I have requested that the Monitors of the Halo Installations be prepared for the arrival of a possible Reclaimer, and a way to activate the rings.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.jpgBio: 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.
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.
Name: UNSC (United Nations Space Command)
Species: Humans
Homeworld: Unknown (outside the galaxy)
Description: The UNSC is a massive, human-controlled military-based government from a separate galaxy. Little is known of them, other than their bitter war with the former Covenant and resulting alliance with the Sangheili. They have recently sent out colonists into this galaxy, completely unprepared for the various things that await them...
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: 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...
Name: A-4D
Gender: Masculine programming
Species: Medical and supervisor Droid
Description:
http://images4.wikia.nocookie.net/starwars/images/b/bc/A-4D.jpgUnique 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: 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).
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.
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 Lightsaebr 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.
Name: Tsavong Lah
Gender: Male
Species: Yuuzhan Vong
Description:
http://images3.wikia.nocookie.net/starwars/images/f/fd/Warmaster_Tsavong_Lan_NEGTC.jpgUnique 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: The Daleks
Description:
http://upload.wikimedia.org/wikipedia/en/3/33/Daleks_appearence.jpg Inside the robotic suit is an octopoidal, 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.
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.
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...
Name: Ripa 'Moramee
Gender: Male
Species: Sangheili
Description:
http://images4.wikia.nocookie.net/halo/images/f/f5/Arbiter_Closeup_Apex.pngUnique 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.
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: Calls itself Legion.
Gender: None, though referred to as "he."
Species: Geth
Description:
http://images3.wikia.nocookie.net/masseffect/images/c/cc/Legion_Character_Shot.pngUnique 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.
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.jpgDiet: 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.jpgDiet: 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.pngDiet: 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://images1.wikia.nocookie.net/__cb20100527011232/masseffect/images/a/a7/Volusnewer.jpgDiet: 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.