Welcome to Gaia! ::

Reply RP games
Halo RPG. Goto Page: [] [<] 1 2

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

DJ_GU3LO

PostPosted: Fri Mar 09, 2007 2:53 pm


CHAIN OF COMMAND
Okay, this is the big one for you members of the fellowship. Here you’ll find the ranks and the pecking order, leading from The Commander-In-Chief of the fellowship right down to the newest of the recruits. If you want to know where you stand and where you can go, then here is the place to check!




Right at the top of the ladder we have out COMMISSIONED OFFICERS. These few men and women are the leaders of the Platoon and the fellowship and are afforded the utmost respect. It takes special training to become a Commissioned officer and only in very rare occasions are NCO’s given a commission.

Capitan(Cpt):
The Captain is the highest of the ‘junior officer’ ranks, and has full command of an entire BATTALION of marines. We won’t probably get enough marines to be able to have a BATTALION, or a Capitan to lead it, but It’s always good to have goals and so I’ll put it here for all of you to imagine yourself as. If we get enough marines you might find that YOU will become the Capitan.

Lieutenant(Lt):
Lieutenants are higher rank than 2LT’s and usually are found leading a Company of marines. (2 platoons, we have another platoon on another site) They rarely fight from the front, preferring to lead their men from inside the section’s APC, or from home base, where they can oversee how the battle is progressing far better, and can get a bigger picture of the battlefront.
We have just one Lieutenant and that is the COMPANY COMMANDER and LEADER of
the fellowship is:gunblast
Second Lieutenant(2lt):
The 2nd Lt Is the 2nd lowest of all commissioned officer ranks, they are known to serve as Platoon Commanders and even Company Sergeants when required.
Our only 2nd Lieutenant is the PLATOON COMMANDER of 2ND PLATOON (fellowship):

Warrant Officer:
Warrant Officers are the lowest of the commisioned officer ranks and like Master Sergeants are known to serve as Platoon Sergeants


Just below the Officers we have non-commissioned-officers, who are usually Ex-Privates who have been promoted into positions of command, and are given MAJOR RESPECT because they worked to gain their rank.

Master Sergeant (Msgt):
The master sergeant is the highest of all of the NCO ranks, and is known to both lead squads and serve as Platoon Sergeants (2nd in command of platoons). They are rare, and answer only to commissioned officers. A sergeant who proves very exceptional as a squad leader may be promoted to this rank, but usually only when the current Msgt dies or is demoted.
We have no Master Sergeants

Sergeant (Sgt):
The sergeant is the second-highest NCO rank, and usually lead squads of 8 other marines in combat, they are afforded extreme respect by lower ranks, and answer directly to Master Sergeants and Commissioned Officers.
We currently have 3 Sergeants: VIOLET-LINOY, GUARDIAN FAIRY NAVI and MAJOR RYU HIROMU

Corporal (cpl):
Corporals are the second lowest NCO rank, but are afforded much more respect than Lcpls. They are occasionally known to lead squads, and often manage internal affairs inside the section, such as supply numbers. You’ll usually find Specialist Officers and Military Police have this rank.

Lance Corporal (lcpl):
Lance corporals are the lowest Non-commissioned officer rank, and often serve as second-in-command of squads. PFC’s can be promoted to this rank.
We have one Lance Corporal: Shinobi of Chi.
And finally we have the Privates. These guys are the backbone of any marine force and are right at the bottom of the ladder..


Private First Class (Pfc):
PFC’s are still not considered to have any rank or command, but are treated as senior privates and are given more respect by officers. Specialist Privates are given this rank (Medics, engineers and so on) and accordingly you won’t see many of them here. Privates who prove their skills can be promoted to this rank.
We have one PFC: DELICROSS.


Private(Pvt):
The lowest rank a Marine can have, They have no rank or command. The bulk of a marine force is made up of privates. Riflemen, Scouts and Gunners are usually Privates.
We don’t have any privates yet.


Okay, now you know how the chain of command. As you can see a lowly private can climb all the way to Master Sergeant, although this is very rare and you have to be an exceptional and loyal solider to get that far. Unless we get enough members to form a 3RD PLATOON becoming a COMMISSIONED OFFICER is beyond you, but if we get enough soldiers then we’ll need more officers to lead them, so get recruiting people
PostPosted: Fri Mar 09, 2007 2:55 pm


CHARACTER PROFILES

Here's the list of char profiles, they need not be as detailed as mine but make them decent, okay?
NAME:miguel(aka boots)
SPECIES: Human
AGE: 22 Years
HEIGHT: 5’ 11” (5 feet 11 inches)
WEIGHT:148lb
RANK: capitan
HOME PLANET: Earth


WEAPONRY: PLASMA SWORD,HAND MINI GUN,M9 HE-DP GRENADE 2.0 ,MA5A ASSULT RIFFLE ,342 PM-38 SNIPER RIFLE ,ME-113,PLAMA RIFFLE ,PLASMA PISTOL,state of the art new enhanced spartan 3 armor(i will explain later)

EQUIPMENT:
Motion Tracker, Comm radio (in helmet) & Backup handheld radio, Infrared lens (in helmet), Night-vision goggles,
Heavy-duty helmet spotlight, first aid med-kit, alkaline spray (counteracts acid) and a gasmask /filter,extra ammo,grenades and a water canteen.

APPEARANCE:
boots has short black hair that he usually keeps spiked, fully revealing his tan complexion. His storm grey eyes are cold, and completely without mercy. He sports no facial hair.His usual expression is a serious look, and he is not known for smiling. His short frame only intensifies his commanding presence and makes him a slightly smaller target than his fellow marines.he waers the blood red masterchief armor(with gold trim)and has updated his suit many times

boots has his gun with him at all times he says it will save him soon most don't believe him but he will prove them.He has most of his stuff ready at all times but sometimes forgets to put them close.they say he is good but someday there will be someone better.....


BIO / HISTORY:
he was born on earth,he was puerto rican with a strait look at all time besides when he was with his family.he was then sepperated at the age of 13 and began his training for war at 13.he did not know he would become the masterchief but deep inside he knew he would make it.he would be carfull at all times,he wanted to live as much as possible but when he was put out for 1/2 a year for getting a serious injury he became something...spectacular like a god of war.
he would kill aliens from the covanant over and over again,he had nothing to do but get part of the action he feels awake when he is asleep.hhe would break you in a second but only if you were a punk that didn't listen but he would if you bothered him he had the blood in him.

DJ_GU3LO


DJ_GU3LO

PostPosted: Fri Mar 09, 2007 2:57 pm


The pillar of autumn is back and ready for anything that comes at it with it's reinforced stainless steel coat and the best shield in the galaxy it's offensive sides are up and running with the proton rays and particle disintagrater,cortana is uploaded into the system again and the fleet is up again the escape pods are thier and have a max hold of 55 marines in it.the pillar of autumn is recruted with more ships from around the galaxy and automated fleets with b.a.t.t.l.e. on it.
PostPosted: Fri Mar 09, 2007 2:58 pm


Truth & Reconciliation
Description:


Armament: 7 Capital Plasma Turrets, Plasma Torpedoes (2500-4000 kW range)

The Truth & Reconciliation is a CCS-class Covenant battle cruiser. CCS cruisers are long, vaguely manta-shaped spacecraft capable of launching dozens of fighters. They are typically armed with several dozen energy weapons. Covenant capital ships come in varying classes and sizes, though military observers note that there is a great deal of variance--weaponry, length, estimated tonnage, fighter compliments, speed, and maneuvering capabilities--within a particular class. The primary use of these ships is to transport ground forces, though they are quite capable of battle in space.

The Truth & Reconciliation was the cruiser that held Captain Jacob Keyes prisoner during the events on Halo. The ship was destroyed by the surviving UNSC forces to stop the Flood from escaping Halo.

Covenant often name their ships with different names that "personify" their religious significance. Known names for Covenant CCS-class ships are Truth & Reconciliation, Purity of Spirit, and Sacred Promise.

Roadblock
Description:
The Covenant employ "roadblocks" to block access to enemy troops and vehicles that might try to attack or bypass a fortified position. These roadblocks are small flat platforms that are placed on the ground, the top section is then pushed up on a hinge by an anti-gravity beam. The gravity beam can be disrupted by sustained weapons fire, or a small explosion, nullifying the roadblock's use by lowering the raised platform.

Thruster Packs
Description:
Elites use thruster packs to manuever in low-gravity situations. It provide extreme mobility, and in no way hinders their combat effectiveness.

Gravity Throne
Description:
The High Prophets move about on gravity thrones rather than walk. The throne is equipped with a shield that is nearly inpervious to all projectile weaponry, and is armed with a powerful energy cannon for defense.

Holo-Drone
Description:
Holo-drones are small, spherical objects capable of hovering and flying, that create holographic fields. Holo-drones are used in many ways by the Covenant. They can be used as communication devices or as holographic decoys of individuals.

Cargo Module
Description:
These cargo modules are used by the Covenant to store many things, including weapons, equipment, tools, and communication gear. They can connect together to save space.

Gravity Manipulation
Description:
The Covenant have the technology to alter gravitational fields and use this technology in varying ways: in their ground vehicles, on their starships (so their crews do not have to operate in a zero-g environment), and in their "gravity lifts". They use these gravity lifts to ferry troops, vehicles, and supplies to and from their ships and planet surfaces. It is not entirely known how the Covenant's gravity technology works, but UNSC scientists have adapted several peices of scavenged debris into current UNSC ship designs.

A recent skirmish with Covenant troops leads to the belief that they may also have a weapon based on this gravitational technology, a sort of "gravity rifle". It is unknown what this weapon's capabilities are, or even if it truly exists.

Jackal Personal Arm Shield
Description:
Jackals use personal energy shields for protection from enemy fire. Worn on the forearm, they create a barrier that can deflect any solid projectile weapon except rockets, and grenades. It should be noted that grenades, even though deflected by the shield, can still explode and collapse the shield if detonated nearby. Energy-based weapons can penetrate the shield and can even collapse the shield altogether. The MJOLNIR armor's shield was devised by reverse-engineering the Jackal shields, it was later improved upon it to make it much more effiecient.

Holo-Pedestal
Description:
The Covenant's holo-pedestals are basically the Covenant versions of the human's holo-tanks. They are small, cylindrical pedestals that create holographic fields. They can be used to create holographic maps to find the quickest route to a destination or by AIs to give themselves a holographic "body". AIs can also access the map data from the pedestal's link to the Covenant information network and give directions verbally to anyone near the pedestal.

Power Battery
Description:
Some of the Covenant's technology require larger power sources than can be self-contained. The Covenant's holoprojectors and communication arrays can often be found linked to a nearby power battery to generate the power required for use. These power cells are highly volitile when exposed to weapons fire

Active Camouflage
Description:
The active camouflage light-bending energy is stored in much the same way as the Covenant overshield. When the user breaks the active camouflage container, the energy envelops the wearer and bends light around the skin, armor, or shielding, conforming to it's user's form, rendering him invisible. This effect wears off as the energy dissipates. When any projectiles pass through this shielding, it is temporarily deactivated causing the user to become visible. It should be noted that this is speculation based on field reports, and has not been proven because no one has captured an intact device.

Deployable Lookout Tower
Description:
The Covenant use deployable lookout towers when they set up fortified positions to alert them of advancing forces and to give their snipers an elevated view of the the battlefield.

They are basically a large platform suspended in the air by a medium-sized anti-gravity generator which is also used as a miniature gravity-lift to ferry snipers and lookouts to and from the platform.

Light Amplifiers
Description:
These devices have been encountered by UNSC troops when invading Covenant positions. It is theorized that the Covenant simply use these light amplifiers to increase visibility in low light environments.

Elite Personal Energy Shield
Description:
The Elite's armor generates a recharging energy shield much like that of the MJOLNIR Mark V Armor. This shield recharges after being depleted and can be enhanced by the Covenant's overshield technology. These shields are a better, more efficient version of the Jackal's energy shields.

Overshield
Description:
The overshield technology is used by the Covenant to enhance their Elite warrior's shields by a factor of three. It looks like simply like a ball of energy encased in a glass cube. Once the user breaks the glass container, the energy dumps directly into the nearest energy field and increases it for a limited time. This theory hasn't been proven, because nearly no Covenant technology has been recovered intact.

Orbital Insertion Pods
Description:
When the Covenant decide to capture a planet rather than simply glass it from orbit, they use orbital insertion pods to drop Elites to the planet’s surface as shock troops. Use of these pods is very hazardous and is reserved only for critcal situations, or when a surprise attack is necessary. It is theorized that the pods are coated with an energy shield to disperse heat and are armored to withstand anti-air flak cannon fire.

Uplink Crate
Description:
The Covenant use large portable crates that unfold into transmission stations to communicate with their leaders from long distances. It's range is unknown and may be able to penetrate nearly all types of weather conditions and boundaries since they have been seen in use in a wide variety of locations. It is speculated that their primary use is for relaying information from planet surfaces to Covenant ships in orbit.

Communication Array
Description:
Covenant communication arrays provide larger range of communications for entrenched troops that are too far away for their normal communication systems to function. The array consists of a base with several viewports and a large antenna.

Stationary Shield Generator
Description:
These shields are larger versions of the Jackal arm shields. They are created by three small portable generators that are attached together and, when activated, provide extra protection for Covenant troops. These are normally placed at strategic locations, like doors or building entrances, when the Covenant are guarding a small, temporary position. This information is derived from first-hand accounts, though it is unknown how the energy fields are generated.

DJ_GU3LO


DJ_GU3LO

PostPosted: Fri Mar 09, 2007 2:58 pm


transportation

(covanant)
Ghost
Description:


Crew: 1 pilot
Weight: 2.25 tons
Armament: Two Plasma Cannons (100-250 kW range)
Propulsion: Boosted Gravity Propulsion Drive

The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicle mounted weapons: a directed energy weapon capable of projecting a bolt of super-heated plasma in the 100-250 kW range.

The Ghost has the capability to both hover and strafe using anti-gravity pods, making it very agile over any terrain, including ice. While the vehicle is fast and maneuverable, it's open design leaves the driver virtually unprotected.

The Ghost also has an overdrive that causes the engine to flare and give a dramatic boost in speed. While boosting, the Ghost becomes difficult to manuever, and cannot fire it's weapons as all the power is dumped to the engines.

Banshee
Description:


Crew: 1 pilot
Weight: 3.25 tons
Armament: Two Plasma Cannons (100-250 kW range)
Secondary Weapon: Two Fuel Rod Cannons
Propulsion: Boosted Gravity Propulsion Drive

The Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two weapon pods mounted to either side of the fuselage. Each of these pods contains a light plasma cannon and a fuel rod cannon. Though small arms fire may disrupt or disable the pilot, only heavy weapons are capable of inflicting enough damage to destroy the vehicle.

The Banshee is propelled by small anti-gravity pods attached to its wings. These pods create the field that keeps it flying, and make wailing sounds as the craft maneuvers, thus the name "Banshee".

The Banshee's engines can be pushed to provide an excellent boost in speed, but at the cost of manueverability and weapon power.

Spectre
Description:


Crew: 1 pilot + 1 gunner + 2 passengers
Armament: Plasma Cannon Turret
Propulsion: Boosted Gravity Propulsion Drive

Multi-troop armored transport is small and highly manueverable and dwhile slow, can easily move while in confined spaces. Main weaknesses are slow acceleration and speed, and that occupants are fairly exposed. Rear-mounted plasma cannon is dangerous, and gives multiple firing positions.

Unyielding Hierophant
Description:
Armament: unknown

The Unyielding Hierophant was a Covenant refit-battle station that was capable of supporting a fleet of over 450 capital ships. It was capable of slipspace jumps, and was over 10 kilometers in circumference. Scans show this type of vessel to have at least 2 fusion reactor cores for power. It even has huge "rooms" that are built with foliage and animals to simulate the Covenant's worlds to make their occupants feel more at home, rather than on a huge station. These areas even have temples for their religious sessions.

The Unyielding Hierophant was destroyed by Spartan-117 and his team on the First Strike mission. The resulting explosion destroyed all but 12 of the 500 original ships that were nearby

Dropship (Apparition)
Description:


Armament: 1 Plasma Turret (150-300 kW range)

Covenant dropships are angular, horseshoe-shaped craft with personnel bays along the exterior of each "leg". Between the extended personnel bays, and energy field fluctuates visibly as it generates the ship's antigravity propulsion (similar in appearance to the energy pulse of the "gravity lift" elevators the Covenant use to commute between the ground and the hovering ships). This same gravity-beam is used to ferry Ghosts and light ground vehicles to their destinations. In addition to the pilot, the ship is crewed by a single gunner for the under slung bubble-shaped plasma-gun turret--similar to the Shade but with a higher rate of fire. Each troop bay can hold four fully equipped Covenant warriors, as the ship approaches the ground.


Phantom
Description:


Crew: 1 pilot + 1 copilot + 14 passengers
Armament: 3 Plasma Turret

The Covenant Phantom is a much more formidable dropship than the previous interations. It boasts several plasma gun turrets, and can literally drop its occupants to the ground without having to fully land with a miniature gravity lift. It also ferries vehicles such as the Wraith and Spectre to their intended dropzones.


Shadow
Description:


Crew: 1 driver + 8 passengers
Armament: Plasma Cannon Turret
Propulsion: Boosted Gravity Propulsion Drive

The Shadow is the Covenant's main troop transport for ground operations. It can hold a driver, gunner, and up to eight occupants depending on species of Covenant. Seems to be outfitted to carry Elites, Brutes, Grunts, and Jackals. Equipped with plasma cannon, but main purpose is to deploy infantry.

Seraph
Description:


Crew: unknown (pilot + flight crew)
Armament: Plasma Cannons, Plasma Torpedoes (150-250 kW range)

The Seraph is the Covenant's main space attack fighter. It is somewhat tear-drop shaped, and is about 3 times the size and mass of the Banshee attack craft. It is armed with plasma cannons, and guided plasma torpedoes.

Boarding Craft
Description:


Crew: 1 pilot + 12 passengers
Armament: n/a

Covenant have been known to try and capture a UNSC ship instead of simply destroy it. When they attempt to capture a ship they damage it enough so that the crew must abandon it, then they simply use the escape pod docking rings to board the vessel--humans go out, the Covenant go in.

Wraith
Description:


Crew: 1 pilot
Weight: 45 tons
Armament: Plasma Mortar (500-650 kW range), 2 Auto-firing Plasma Cannons
Propusion: Boosted Gravity Propulsion Drive

The Wraith mortar tank is the Covenant's main assault vehicle for ground engagements. It fires very large blots of plasma encased in a magnetic field up into the air. These bolts then rain down on enemy troops with tremendous force. Because the Wraith fires in an arc, rather than line-of-sight, this vehicle's attacks are very dangerous. The mortar can bypass most defenses that its enemies have established. It is equipped with anti-gravity plates underneath its mainframe allowing it to hover over any anti-vehicle mines that have been placed in its way. The pilot is protected from all small-arms fire and the vehicle can only be incapacitated by heavy weapons or artillery.

The Wraith's engines can be pushed to provide an excellent boost in speed, but at the cost of manueverability and weapon power.

Scarab
Description:
The Scarab is different from most of the Covenant's other ground-based attack vehicles. Instead of using anti-gravity pods, it walks about on massive legs. It is highly mobile for a vehicle of it's size, and sports numerous turrets that shoot large shards of explosive crystals, as well as a massive, forward-firing plasma cannon.

Pious Inquisitor
Description:
Don't let its luxury fool you – the Pious Inquisitor is one of the fastest ships in the Covenant fleet. It is also one of the ships that attacked Earth in October of 2552 along with the rest of the Prophet of Regret's fleet.

Begotten Angel
Description:
The Begotten Angel may not be the most agile command cruiser in the Covenant fleet, but it is certainly the most luxurious.

Ascendant Justice
Description:


Armament: 7 Capital Plasma Turrets, Plasma Beam

Ascendant Justice is a flagship-class Covenant cruiser. Covenant flagships are rarely seen. These behemoths are covered by plasma turrets and are filled with many of the Covenant's best troops. These ships also carry an unusual amount of engineers, presumably to keep the ship running and battle-capable for far longer than it could otherwise. These ships are the backbone of the Covenant armada. They are the ships that carry the military command personnel and give out orders during battle.

The flagships carry a very different weapon than most of the Covenant capital ships use. It fires a very small beam of energy, theorized to be plasma or light, at tremendous speed. It cuts through all known UNSC ship defenses and can literally cut ships to pieces, though the Covenant seem to simply target a ship's reactor core which destroys the whole ship. This weapon has a very extreme range and can be fired while the flagship isn't even in the midst of battle.

This type of ship was seen at the Fall of Reach in 2552. Thermal and intrusive scans were unable to gain any significant information on it's full armament.

Other Covenant Vessels
Description:

Contrition - CAR-class cruiser
Penance - CAR Class cruiser
Esteem - CPV-class destroyer
Reverence - CPV-class destroyer
Sacred Promise - CCS-class battle cruiser
Purity of Spirit - CCS-class battle cruiser
Devotion
Commitment and Patience


Assault Carriers
Description:
The Covenant Assault Carriers are massive Covenant spacecraft capable of massive destruction. They are armed with energy beam projectors and their gravity lifts can also be used as a planetary seige weapon. Two of these craft, one commanded by the High Prophet of Regret, attacked Earth in October of 2552.
PostPosted: Fri Mar 09, 2007 3:00 pm


Covenant Species
Description:
The Covenant hedgemony is a mix of races. Many have been subjugated into the Covenant by the Elites, the Covenant's military commanders. We do not know the real names for each race, so instead we have given them our own names that correspond to their function within the Covenant hierarchy, such as "Grunt", "Elite", "Brute", etc. As far as we can tell, the only races that have not been subjugated are the Elites, Prophets, and possibly the Engineers.

Even though the different Covenant races work together, there is much tension between them, particularly between the Brutes, Elites, and Prophets. The Elites believe in worshipping their gods by combat and conquest, while the Prophets believe in a simpler piety. This has caused friction between the religious leaders and the field commanders.

Recently, the UNSC has nearly perfected their auto-translation software and equipment. Because of this, certain Covenant species, particularly the Grunts and Elites, can be understood to a degree by humans equiped with translators. This represents a huge tactical advantage for the UNSC as human soliders equipped with auto-translators can understand enemy speech.

Elites (Sangheili)
Description:
The Sangheili, or Elites as the Humans call them, are the iron heart of the Covenant military.

There are a few varieties of the Elite, but all are roughly 8'6" tall and incredibly strong. Their strength allows them to rely on brute force when necessary, but they are quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented by full body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, plasma grenades, needlers, carbines, beam rifles, fuel rod guns, and the formidable energy sword.

Elites consider the other Covenant client races to be below them in all ways. The Elites are the only known race permitted to operate starships within the Covenant, though the crews are always a mix of races.

In the Elite culture, names are considered a privilege. Only things of importance are named. The Elites generally consider humans to be nameless, and resent the fact that humans have assigned the label "Elite" to them, as humans have no standing to be naming things.

Because names are important to the Elite society, each element of the name has a meaning. Elite names are contructed from a series of parts. An example is Ado 'Mortumee. "Ado" is his given name, which is all he had until he was considered an adult. As an adult he earned the right to carry the badge name "'Mortumee". This name is made up of three parts: MOR (an adjectival descriptor, such as "fast", or "deadly"), TUM ( a créche name, basically his family name), and EE (an honorific indicating he is a participant in the military). Most Elites will have names with this kind of construction.

The Covenant military promotion is by merit. A Covenant soldier must succeed to advance. Success is often measured in scalps. A Covenant of "Admiral" or equivalent rank, may have personally slaughtered thousands of individuals.

Elites have several classes or ranks:

The Blue armored Elites are Elite minors, and generally serve as foot-soldiers. However they have been seen commanding several of the lesser Covenant races.

The Red armored Elites are Elite majors, or veterans who command other Elites and larger squads.

The Gold armored Elites are Zealots and "Ship Masters", and normally captain starships or lead whole regiments of troops in large engagements.

The Black and White armored Elites are Spec-Ops and usually command Spec-Op Grunts.

Gray and Light Blue armored Elites are Infiltrators and are rarely ever seen without their active camouflage generators engaged.

Elite Rangers are trained to use anti-gravity thruster packs in combat, are are equally dangerous in low or no-gravity enviroments as well as in "normal" gravity environments.

Elite Councilors are rarely seen in combat since their role within the Covenant seems to be strictly political. This does not mean, however, that they are unskilled combatants.

Honor Guards are Elites with especially ornamented armor, and are the best of the best. Instead of fighting out in the field with the Covenant troops on the front lines, they guard the Prophets from harm personally.

Elites have an interesting physical appearance. Their jaw is quadruple-hinged; they have an upper jaw, and then four mandible-like lips which are lined with sharp teeth. Their legs are double jointed so they can jump great distances compared to humans, and their unusually shaped hoof-like feet give them tremendous balance. Their hands have four fingers; two middle fingers and two thumb-like fingers on the outside of the hand for grasping. They have grayish-brown skin and purple-blue blood and it is not known what chemical makes the blood this color, though it is assumed they breathe oxygen because they can breath the same atmosphere as humans.

It should be noted that the higher-ranking Elites have strange glyphs on the backs of their armor. Upon closer examination, these glyphs were found to be directly related to the same strange symbols that have appeared in ancient Forerunner structures found throughout known UNSC controlled space. This leaves considerable evidence that the Covenant worship, or at least revere, the Forerunners.

Grunts (Unggoy)
Description:
The Unggoy, or Grunts, are the cannon fodder of the Covenant military.

Appoximately 5' tall and relatively weak, Grunts tend to travel in packs and stick close to more powerful allies. Individually they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, plasma rifle, needler, plasma grenades, and even fuel rod guns.

Grunt culture has largely been erased by their incorporation into the Covenant. They are essentially a slave race. Their home world is a cold, swampy planet with a methane atmosphere and naturally occurring pillars of fire.

Grunts obey the other Covenant races out of fear, because they have no political power in Covenant society. However, within the Grunt community there is a strong hatred of other species, and a belief that someday a dynamic Grunt leader will lead them to freedom on a methane-rich paradise world.

Due to their low status, Grunts are not permitted by the Elites to possess family names. They do value their ties to their offspring, but are usually separated from their families at an early age by the requirements of their service to the Covenant. The Grunts resent this greatly, but are unable to muster any response. Examples of Grunt names include Yayap, Linglin, Gagaw, Zawaz, and Mehmep.

Grunts have several classes:

The Orange armored Grunts are Grunt minors and are basically used as cannon fodder.

The Red armored Grunts are veteran Grunts that are sometimes seen commanding a few other lesser Orange Grunts.

The Black armored Grunts are Spec-Op Grunts who are commanded by the SpecOp Elites, and have been known to wield Fuel Rod Guns more frequently than the other Grunt types.

Green armored Grunts are Gunners, and their main purpose seems to be to set up and use mounted plasma cannons and fixed turret emplacements.

White Grunts have been seen peforming a number of tasks, from being used in combat to cleaning starships. It is unknown exactly what position this seems to be.

Grunts have certain characteristics that make them difficult to classify scientifically. They have behavior similar to that of simians, but this does not reflect their appearance. They have hooves on their four-toed feet, their skin is leathery and purple-gray, and they have thick, light-blue blood (possibly because of the chemicals they breath and the cehmical reaction within their bodies). Even though they are small and not very agile, they are surprisingly strong--they can carry, and fire a Fuel Rod gun on their shoulder without toppling over. They also have to carry tanks of methane in their armor to breath, and without it they will suffocate to death.

Reports have been received about Grunts communications, and that have high-pitched tones in their voices (possibly due to the methane they breath). Also, there are several reports of Grunts referring to something called a "food-n****e". At this time it is not known what this device does. Since they breathe methane, they are mostly seen wearing rebreather apparatuses on their backs, but they have been seen habitating in large environment domes that have airlocks and methane filters for them to breathe while not in armor.

Hunters (Lekgolo)
Description:

Hunters, or Lekgolo by their Covenant name, are more like living tanks than anything else.
Hunters stand 12' tall, though in their combat state they contract to approximately eight feet. Hunters fight with two different types of fuel rod guns integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unknown alloy, which they sometimes use as a melee weapon.

Hunters almost never associate (or indeed even communicate) with other Covenant client races, save for the Elites. They are dismissive, scornful, and arrogant to the "lesser" Covenant races, and are utterly contemptuous of their foes. Hunters were forced into the Covenant by the superior starship technology of the Elites - on the ground they were always victorious. Faced with extinction by orbital bombardment, they joined the Covenant.

Hunters have three names: personal name, bond name, and line name. The personal name is given at birth. The line name represents the genetic heritage, being the name of the most successful Hunter of his ancestors. If a Hunter reaches a certain level of status, his offspring will have his personal name as their line name. The bond name is taken between bonded pairs, a relationship about which little is known, but it appears to b something like a lifelong mate. Bonded Hunters consider themselves brothers and are fiercely protective of each other. Examples of Hunter names include Igido Nosa Hurru, and Ogada Nosa Fasu.

Hunters are nearly never seen alone, and are very dangerous as they work in pairs.

The Hunter is not a singular organism. The Hunter is actually composed of hundreds of small, orange, worm-like organisms that fit together to create the shape of the Hunter body. Their armor actually serves to hold the shape together, and without it it would fall apart. The worm-like beings form a singular collective consciousness with each other and act as one.

Hunters have very long spines composed of these worms, and are covered in metal armor. These spines are very sharp. Hunters have been known to impale careless Marines upon these spines when surrounded.

The only way to kill a Hunter is to attack the "soft spots" around it's midsection where it's armor does not fully protect the organisms. This spot is believed to be due to the fact that a Hunter, in combat stance, contracts and hunches over, so any armor around that portion of their body would cause severe discomfort and hinder movement. However, if a Hunter is caught off guard, these regions become exposed for brief moments. If a precise shot from a 12.7mm HE round or higher caliber weapon penetrates the Hunter's body, it instantly dies.

Engineers (Hunagok)
Description:

The Hunagok, or Engineers as they are referred to by the Humans, are the only known non-combatant Covenant race.
While the Prophets guide, direct and manage Forerunner research, it is the Engineer caste who must excavate, unlock and transport Forerunner artifacts. These remarkable aliens are patient, almost completely silent and utterly focused on their task and its religious implications.

Their concentration has been described as "a trance-like reverie" by the few who have witnessed it. They communicate only with Prophets - a fact that may contribute to the balance of power between Elites and Prophets - and will usually ignore anything that is neither a Prophet nor a Forerunner artifact. One observed exception is a high-pitched, keening wail that Engineers will emit should Forerunner objects or structures be threatened.

Some Engineers are used to help contruct and repair the Covenant starships from the inside, while in the conjunction with the Drones who contruct and repair the ships in space on the outside.

The Engineers are an amorphous, purple-skinned species that have six dark eyes, and have 4 tentacles that can split into very small, near-microscopic cilia. The Engineers use these cilia to construct, or repair nearly anything they can grasp. They can take apart whole vehicles and rearrange the entire structure of it in a matter of seconds, and it will still operate. They learn at an unprecedented rate, and store that information for future reference if ever they need to repair the same thing twice.

Engineers are not a tactical threat and are hardly ever seen in combat situations


Brutes (Jiralhanae)
Description:
The Brutes, or Jiralhanae by their own name, have only been encountered a handful of times.

They are the newest race of the Covenant and have high aspirations. They act as the Ceremonial Guards of the Prophet's temples, and protect them fiercely.

They are gray skinned, and covered with brown, fur-like hair. They have very sharp teeth and sometimes use them as a weapon. They are immensely strong and fight hand-to-hand if they ever lose their weapon. They seem to prefer to use a weapon called the Brute Shot that fires high-velocity grenades and has a long blade on the underside of it which they use for melee attacks in close range.

An example of a Brute name is Tartarus, and Bracktanus.

The Brutes have a very primitive culture structure, lead by a "Chieftain" named Tartarus. The way a Brute moves up in rank or stature is unknown, but it is probably similar to that of the Elites.

Known Brute ranks include:

Brute minors are basic Brutes, they wield the Brute plasma rifle, basically just an overpowered plasma rifle, carbines and ocassionally the Brute Shot.

Brute majors are more skilled than their minor counterparts.

Brute Captains are signified by the flag mounted on their shoulder, and wield Brute Shots more often than otehr weapons.

Honor Guard Brutes have recently taken then place of the Elites as the protectors of the High Prophets, and wear highly ornamented armor.

Brutes have a high dislike for the Elites. They believe that they can do a better job of Protecting the Prophets than the Elites. This dislike led the beginnings of the Covenant civil war that started in October of 2552.

Jackals (Kig-Yar)
Description:
The Kig-Yar, or Jackals, serve as assassins, and scouts within the Covenant due to their exceptional senses of sight, smell and hearing.

They use plasma pistols, plasma rifles, needlers, beam rifles and carry a strong energy shield to compensate for their physical weakness; a well-positioned Jackal can hold his own against several Marines, though grenades are effective against them. They stand approximately 5'8" tall.

Jackals have little status in the Covenant hierarchy, and are subservient to all but the Grunts. Although they technically stand as equals with the Grunts, the reality is that Jackals are usually in an elevated position. While the other races consider the Grunts beneath notice, the Jackals are often purposefully cruel in order to assure themselves of their own superiority.

Jackals are not permitted by the Elites to have more than one name, but Jackal society had never placed a premium on such things, so they don't care. Examples of Jackal names include Yeg, Jak, and Bok.

The Jackals ranks include:

Jackal minors are signified by a blue energy shield and server as general infantry.

Jackal majors are slightly mor elevated and are signified by an orange shield. Not much is different about their appearance other than their shield color.

Sniper Jackals not not carry energy shields, as both their hands are used to operate beam rifles, the Covenant long range sniper weapon.

It should also be noted that Jackals actually do wear metal armor on their bodies along with their energy shields, though it is not known if this signifies rank.

Jackals are vaguely birdlike in appearance, with feather-like "hair" on their heads, arms, and feet. They have three fingers on each hand, and beak-like teeth. ONI scientists have noted a great variance in skin tone and color between Jackals, and they have discovered some kind of spots or patterns that cover their bodies. Some colors of Jackal skins include dark orange and dark green. Although the Jackals vary in skin color, their blood is always purple

Prophets
Description:
Little to nothing is known about the Prophets. What we do know is that they are the first species that started the Covenant with the Elites, and are the religious leaders of the Covenant.

It is theorized that the Prophets actually originated on a world that was once home to a Forerunner colony. This comes from several sources including recorded and translated transmissions. This may be the reason that the Covenant revere all Forerunner artifacts, and it is for this reason that the Covenant have seem to have such advanced technology, because they have been using technological remnants of the Forerunners.

The role of the Prophets, for as long as can be recalled, is to archive, explore and locate Forerunner technology and artifacts. These intelligent, highly evolved beings are physically weak, hence their need for Elite allies. The pact allows the Prophets to advance their search through conquest and occasionally assimilation of species whose home worlds or solar systems contain Forerunner architecture or technology, often disregarded by the resident species. Prophet ceremony and purpose is not generally known to the Covenant population, most of which simply trust in their wisdom to further the goals and territory of the Covenant.

Rather than have "names" in the traditional sense, most Prophets are instead simply referred to as "Holy One", "Eminence", or some other religiously significant title.

Prophets seem to be divided into two groups: High Prophets, and Lesser Prophets. High Prophets seem to be referred to in a more reverant manner by the other Covenant races than Lesser Prophets. The High Prophets have titles such as "High Prophet of Truth", while the Lesser Prophets do not recieve such titles as far as is known.

Drones (Yanme'e)
Description:
The Yanme'e, or Drones, are insect-like beings with wings.

Altough they have been part of the Covenant for some time, their have just recently been put to use as combatants. Their primary use within the Covenant was to help build starships since their favored enviroment seems to be in space.

Since the Drones prefer space as their favored environment, their wings are not as useful in planetary atmospheres. They can fly within atmospheres, but only for short periods of time before they have to rest their wings.

Drones prefer to stay at a distance and use long range tactics. However, they are skilled close-range combatants as well if the need arises.

Drones are insectoid in nature and seem to be covered in natural chitanous armor, altough it doesn't provide much protection. They wield light-weight weapons such as needlers and plasma pistols.

Sharquoi
Description:
Little is known about the Sharquoi, as the Covenant have referred to them. It is theorized that it may be an as-of-yet unencountered Covenant client race.

DJ_GU3LO


DJ_GU3LO

PostPosted: Fri Mar 09, 2007 3:01 pm


normal covanent weopons

Plasma Pistol
Description:


Ammunition: Plasma Bolts
Clip Size: 100 battery units
Core power output: 100-150 kV : 2-3 dA
Overcharge power output: 1.2 mV : 2-3 dA

This weapon is a semi-automatic directed energy weapon. The weapon has a secondary fire mode which consists of an overcharged bolt. After the over-charged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon's power core. We currently do not understand how to replace or recharge a power core.

This weapon uses a smaller version of the plasma technology used in the Covenant's main capital ships. By using a small magnetic field generator, the overcharged plasma bolt tracks and moves toward the nearest moving target in its fire arc.

Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.

Fuel Rod Gun
Description:


Ammunition: Fuel Rods
Clip Size: 100 battery units, 5 Rounds in upgraded version
Core Power output: 250-300 kV : 4-5 dA
Overcharge power output: 2.5 mV : 4-5 dA

The Fuel Rod Gun is an indirect fire weapon: it's explosive projectiles follow an parabolic trajectory. The impact of a fuel rod is powerful and effective against vehicles and infantry alike. Be careful however, as rapid fire overheats the weapon. We currently do not understand how to replace or recharge a power core safely. The effects of prolonged exposure to fuel rod energy are unknown.

The fuel rod gun is the main weapon of the Covenant Hunters, though they use a slightly different version where the weapon is directly integrated into their armor. Special Op Grunts have also been known to carry these weapons. These weapon's batteries are powered by fuel rods which, once unstable or depleted, activate a failsafe and explode.


Recent sightings of this weapon point to an upgraded version. The infantry version now uses clips that hold 5 Fuel Rods apiece, and has a small 2x scope attached for long-range bombardment.
Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.

Needler
Description:


Ammunition: Explosive Crystalline Fragments (Needles)
Clip Size: 20 needles; 4 extra clips - 80 needles
Crystals: 80 needles

Very little is known about this weapon other than that it is a magazine fed weapon capable of automatic fire and target tracking. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields, the only exceptions to this being the shields generated by the MJOLNIR battle suit and the Elite's combat armor. The composition and energy signature of its projectile is unknown. The manner in which the projectiles home in on their target is also unknown.

Plasma Grenade
Description:


Grenade Type: Plasma

This weapon is similar to the human hand grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It sticks to targets by coating itself in a thin layer of plasma which, when in contact with a target, fuses to the target and is impossible to release. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.

Note: If one plasma grenade sticks to another plasma grenade, the explosive cores fuse and generate a larger explosion.

It should be noted that prolonged exposure to the radiation emited by plasma grenades can cause a deviation in the neural electric pathways of the user--a disorder called Boren Syndrome.

Plasma Rifle
Description:


Ammunition: Plasma Bolts
Clip Size: 100 battery units
Core power output: 100-150 kV : 2-3 dA
Rate of fire: 420-600 RD/MIN

This is a directed energy weapon. It is capable of either semi-automatic or automatic fire. Continuous rapid fire overheats the weapon - this in turn depletes the weapon's power core. We currently do not understand how to replace or recharge a power core. This weapon has a heat gauge on the side, pay close attention to it to lower chances of overheating.

This weapon uses a smaller version of the plasma technology used in the Covenant's main capital ships. By using a small magnetic field generator, the plasma is forced forward after discharge in small bolts.

Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.

Plasma Mortar
Description:
These stationary plasma mortars are the heavy siege weapons that the Covenant sometimes employ during invasions.

Energy Sword
Description:
Thought at first to be purely ceremonial. They are rarely seen in combat, but are invariable carried by high-ranking Elites.

Though it's true functionality is unknown, it seems that the sword's plasma energy is held into a blade-like form with small magnetic field generators built into the handle mechanism. This seems to be a smaller version of the Covenant's capital ship plasma weapon technology which uses massive generators to stabilize, contain, and guide the plasma without interfering with the plasma's effects. If the wielder drops the weapon a fail-safe activates and deactivates the magnetic field without first dispensing the plasma consuming the handle thus destroying the weapon.

Shade Plasma Turret
Description:


Core Power Output: 300-400 hV : 7-8 dA

Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses it almost exclusively in an anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear.

Brute Shot
Description:
Very little is known about this weapon, only that the Covenant Brutes seem to favor this weapon to others. It seems to fire some kind of energy grenade at very high velocities that bounce off of and around most surfaces. The splash damage from this weapon is extremely high. It also has a very sharp boyanet-like blade on the underside of it that is used as a melee weapon.

Carbine
Description:
Clip Size: 36 Rounds

Rare Covenant projectile-firing rifle, a powerful and stocky weapon, and fitted with a magnifying scope. Fires single round with high degree of accuracy and power. In some ways its technology mimics the Fuel Rod Gun, although obviously on a smaller scale, but offers similar penetration as the UNSC Battle Rifle.

Energy Garrote
Description:
One of the Elites' special stealth weapons is the energy garrote. It is a small, two-piece cylinder that splits apart in the middle. A green energy arc appears between the two cylinders and is used to choke, and burn an enemy quietly from behind.

Particle Beam Rifle
Description:


Ammunition: Accelerated Particle Beam
Ammo Charge: 25 bursts

Very precise, powerful weapon, uses relatively familiar particle beam acceleration method to fire devastating beam of energy. Limited battery capacity means weapon can only fire approximately 25 bursts before depleting charge. Integrated scope enables two levels of zoom, approximately 5x and 10x. Makes excellent sniper weapon.

Anti-Matter Charge
Description:
The Covenant use anti-matter charges in a variety of ways. To blow through ship armor during boarding action, or as anti-vehicle and anti-personnel weapons. Anti-matter is extremely unstable, any contact between unstablized anti-matter and normal matter causes an instant, massive explosion of energy.

Gravity Hammer - Fist of Rukt
Description:
The Gravity Hammer, also known to the Covenant as the Fist of Rukt, is the personal weapon of the Brute Chieftain, Tartarus. It not only serves as an excellent melee weapon, but can alter gravity to move objects and living beings around.

Plasma Cannon
Description:
The Plasma Cannon is a portable, mounted weapon that fires superheated plasma at a very high rate of fire. It is carried, deployed and crewed by green-armored Gunner Grunts, and is used to defend key locations, and provide suppressive fire for troops.
PostPosted: Fri Mar 09, 2007 3:04 pm


send me a pm to join or put your profile here you know what rank and wat type all don't have to be masterchief lol mrgreen

DJ_GU3LO


DJ_GU3LO

PostPosted: Sat Mar 10, 2007 12:32 pm


is anyone ganna join?
PostPosted: Sun Mar 11, 2007 7:55 pm


DAMN THIS SuCKS I want in but Im not sure who else

QuakeRangerTaya


DJ_GU3LO

PostPosted: Mon Mar 12, 2007 2:05 pm


anyways lets just start and people just go on later once this is up we will have atleast 1000 pages in the next month or 2 or 3 or 4
PostPosted: Mon Mar 12, 2007 2:09 pm


A starship with new recruits just rolled in as the leader of the vessel(named boots well nicknamed)walked towards the starship holding his riffle with others behind him."allright you maggots, you are to report to the training in sector 14 now this is the training vessel and you are to finish every obsticle that you face"he said"you got that?"he yelled and they nodded"i said do you got that!!!!!"he yelled louder they said "SIR YES SIR"scared kinda. "now march to you designated areas"he said turning around and walking off towards his office.

DJ_GU3LO


DJ_GU3LO

PostPosted: Mon Mar 12, 2007 2:20 pm


he got to his office and turned on the tv"we have reports now of the thousands of vessels gone into custody of the covanant soldiers"he looked at the tv with surpriesed eye"we have a survivor from one of the ships"they moved the camera towards the guy"their were thousands of e'm, we didn't stand a cha..."he shuts off the tv"of couse you could of how can a vessel like that be taken under custody when thiers ton of soldiers thier?"he asked himself with a puzzled look "if only they had those guns maybe they woulda stood a chance, would they?"he paused, "sir!!!"a medic storms in"their has been an injury"he said "take me to the place"he nodded and showed the 1rst spartan 3.0 were the accident was.their was a guy laying on the floor that was shot numerous times,boots took off the guy's helmet and felt for a pulse,he shook his head"he won't make it his pulse is slowing"he took out his pistol and shot him in the haert"i'm sorry soldier"he said as he wiped the blood from his face plate"now who did this?!"he said echoing,no one answered
PostPosted: Thu Mar 15, 2007 4:27 pm


the medics cleaned up the area and the day went on"how does someone die without anyone noticing?"he asked himself and walked off towards the viechle training site and went on a warthog and drived around to check for anyone suspicious"hmm i wounder if we can get any action from the covanant"he said wishing for some action,and then the ship shook, the warthog lost controll and the alarm went off"speak of the devil"he said with a smirk then jumped off the warthog grabed his riffle and called the controll room, a gunner ppicked up"hello*turret fires are heard*"he said"yes i need to know what happened?"he said briefly"sir we just got hit with an emp not powerfull enough to shut the ship down but able to shut off the main thruster,we can't get away"he said kinda worried "ok what sector?"he asked"secter 53 ,we will soon have to launch the escape pods"he said then boots ran to his office and grabed his stuff"ok thats all i need to know"he said no answer was heard "damit"he put on his helmet and ran towards it when it hit him"thats the criosleep chamber!!!"he ran fast towards it and found many covanant forces inside"lets rock and rolll!!"he said and took out 3 plasma grenade with an added jolt and threw them at the forces,leaving them stunned"i need reinforcements in sector 53 the criosleep chamber!".....

DJ_GU3LO


DJ_GU3LO

PostPosted: Sun Nov 25, 2007 9:01 am


comon ppl join it........PlzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
Reply
RP games

Goto Page: [] [<] 1 2
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum