Dinoman666's Profile Topic

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Dinoman666's Profile Topic

Postby dinoman666 » Thu Mar 29, 2012 1:57 pm

TGDA:

Name: Trando-Geo Droid Alliance (TGDA)
Leading Body: Grievous, heads of state on each TGDA world.
Capital: The Tower of Vassek, Trandosha.
Technology Level: Advanced; capable of large fleets and fully automated armies. Areas of Trandosha not under TGDA control, like the continent of Tuchanka, use mass effect technology.
Inhabitants: Trandoshans, Geonosians, Florn Lamproids.
Philosophy: The Trando-Geo Droid Alliance was initially an agreement between the neighboring planets of Trandosha and Geonosis to fight back against the oppression of the Empire. It has rapidly spread since then, encompassing several other planets and has become the central government of all of them. Technically a military dictatorship under Grievous' rule, the TGDA runs surprisingly smoothly, mainly because most of its armed forces are droids and the few organics who actually fight are mostly Trandoshans, who are an innately warlike species. The TGDA is now focused on keeping its territory stable and safe from numerous outside threats, and Grievous cares little about outside affairs.
History: Other than Grievous' personal history, little is known about the history of the TGDA beyond its formation.

Leader:

Name: General Grievous
Rank/Title: Supreme Commander of the TGDA
Gender: Male
Species: Trandoshan
Description: http://images4.wikia.nocookie.net/__cb20071215004942/starwars/images/7/72/GrievousRef.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 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 IG-100 MagnaGuards. 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: The Empire once owned Trandosha and most of the surrounding territory, cruelly oppressing the native species. A bold Trandoshan known as Hossk managed to instigate a rebellion on his homeworld, with much success. Unfortunately, during the course of the revolution, a shuttle that Hossk and most of his family had boarded was sabotaged by the Empire, causing it to crash into the ocean. The resulting destruction killed everyone aboard except Hossk, who was severely crippled. Desperate for help, the Trandoshans contacted the nearby planet Geonosis to use their technological skills to save him. The Geonosians agreed, and turned Hossk into General Grievous, a deadly cyborg, and he quickly and brutally brought an end to the conflict, driving off the Imperial invaders for good. The Trandoshans and Geonosians became allies, and Grievous requested a droid army to be built for him. Because of the number of Sith warriors in the Empire, Grievous not only despises them, but all Force-users, with the exception of his niece, Lissarkh.

Homeworld:

Native Name: Trandosha
Environment: High mountains, seas, grasslands, deserts, and Trandoshan villages.
Regions: Divided by villages and terrain. The desert-like continent Tuchanka is not under TGDA control, and is instead occupied by an all-Trandoshan mercenary group called the Blood Pack.
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, aggressive Harvesters and Klixen, and monstrous Bonecrushers and Thresher Maws are the most common species on the planet, making Trandosha very dangerous indeed.

Territory:

Other Planets:

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

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

Armed Forces:

Notable Members:

Name: Lissarkh
Gender: Female
Species: Trandoshan
Description: Around the same as most Trandoshans, except that she has more golden-yellow than orange eyes, because of her Force-sensitivity.
Unique Traits: Force-sensitive, with a Lightsaber combat style similar to that of Grievous. She knows a wide variety of Force-related abilities, from both the Sith and Jedi arts.
Tech: A green-bladed Lightsaber and a long-range comlink.
Homeworld: Trandosha
Bio: Lissarkh is, strangely enough, the only surviving relative of Grievous, specifically his niece. She also happens to be Force-sensitive, and because of this Grievous has trained her in Lightsaber 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: 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: EV-A4-D (often shortened to A4-D)
Gender: Masculine programming
Species: Medical and supervisor Droid
Description: http://images1.wikia.nocookie.net/__cb20090310052549/starwars/images/2/2c/A-4D_TCW.jpg
Unique traits: A-4D has extensive knowledge on the cyborging process, as well as droid repair and management. Like many EV droids, he has a sadistic personality.
Tech: Arc welder, other medical tools.
Homeworld: Trandosha
Bio: Most EV droids were basic supervisor droids that, through some mysterious instance, were all shipped with electronic brains based off of torture droids. As a result, the droids combined this immorality with the power of positive management. Many were returned or desperately sold in other areas of expertise by their manufacturer MerenData, but the damage was done. It's still considered one of the largest corporate disasters in history. A-4D, in particular, was made into a medical droid, but ordered his droid assistants to administer treatments without painkillers. He was eventually sold to Trandosha. A-4D was the droid who 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.

Primary Soldiers:

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, 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 can easily overwhelm an average human in close combat.
History: Unknown, as they are rather reluctant to give away historical information to outsiders.

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

Name: Florn Lamproid
Description: These creatures are basically six-meter-long coils of pure muscle that ends in four short, photosensitive eyestalks and a large ring-shaped mouth that has four large mandibles on its edges. Lamproids have six long limbs ending in powerful pincers on their midsection, and can 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 like snakes. They have a long, straw-like tongue in their mouth that can be used to facilitate smell, taste, and ingestion, and their tail ends in a venomous stinger which can 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 Roggwart. 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 and 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: Vorcha
Description: http://images3.wikia.nocookie.net/__cb20100217045829/masseffect/images/2/2a/Shisk.jpeg
Diet: Carnivores and opportunists.
Natural Abilities: The vorcha are the shortest-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.
A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even regrow lost limbs over a period of months.
However, as a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha 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 culture is centered around combat, and they incessantly battle with each other, effectively producing stronger, tougher generations. They live near Tuchanka, and pockets of Vorcha are often swept up by Blood Pack mercs and literally beaten into soldiers. They are seen as little more than cannon fodder, and are treated about as well as Varren. Because of the Blood Pack's tendency to travel, as well as other Trandoshans, Vorcha occasionally board their ships and wind up transplanted on other planets or space station, where they quickly breed and adapt to the new environment. The space station and trade capital of the Terminus Systems, Omega, is infested with Vorcha. Their presence is generally seen as a blight.

Droids: Listed in my next post.
Last edited by dinoman666 on Tue Dec 18, 2012 7:24 am, edited 8 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Thu Mar 29, 2012 2:04 pm

TGDA Droid Forces:

Because of the efficient and powerful foundries on Geonosis, the TGDA boasts an impressive variety of droids for military conflict:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

NR-N99 Persuader-class droid enforcer:
http://images3.wikia.nocookie.net/starwars/images/e/ec/NR-N99_Persuader-class.jpg
Nicknamed the tank droid, this monstrous machine is used just as its name implies. However, unlike some tanks, it can also move surprisingly quickly, and can be equipped with a variety of weapons, from blaster and ion cannons to missile and grenade launchers. The tank droid is particularly feared for being completely undiscriminating, attacking anything that isn't a TGDA unit in battle. While not very agile, they can ram through concrete and metal with ease.

STAP:
http://images.wikia.com/starwars/images/c/ce/STAP-SWE.png
The STAP is a B1-piloted scout vehicle, used to track fugitives or hiding enemy forces, then eliminate them with its dual blaster cannons. The vehicle is almost entirely unarmored, and the pilot is completely exposed. However, the STAP's agility usually makes up for it.

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

Vulture Droid:
http://images1.wikia.nocookie.net/starwars/images/8/81/Droidstarfighter.jpg
Also known as the Variable Geometry Self-Propelled Battle Droid, Mark I, Vulture Droids are the main starfighter used by the TGDA, armed with a pair of laser cannons and proton torpedo launchers, and have a similar method of battle to the B1: overwhelming force. Vultures are particularly unique in that they can convert to a walking mode, though they are limited only to their proton torpedo launchers in this form.

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

Hyena-class Bomber:
http://images.wikia.com/starwars/images/e/e3/HyenaBomber-SWE.jpg
The main bomber unit of the TGDA, Hyenas are similar to Vulture droids, but are slightly bulkier and more well-armed, with two different types of missile ordnance and proton bombs to flatten entire towns.

TGDA Capital Ships:

Name: The Malevolence
Description: http://images3.wikia.nocookie.net/__cb20090311015834/starwars/images/9/95/Malevolence2.jpg (The Malevolence is 10 kilometers in length)
Technology: Powerful energy shields and a thick hull allow the Malevolence to withstand the attacks of several capital ships simultaneously. Sixteen engines give it propulsion, and a Hyperdrive allows it to attain faster-than-light speeds.
Weapons: The Malevolence's primary weapon is a pair of massive, side-mounted ion cannons. These cannons emit a wide pulse of purple ion energy that can disable all the electronic systems of any ship they hit, from shields to weapons to engines. Even smaller capital ships are not immune. After being crippled, targets are finished off by the massive ship's numerous turbolaser cannons that seem to coat the Malevolence's hull.
Overview: The Malevolence is Grievous' personal flagship, manned by OOM-6 and the Tactical Droid TV-94 when Grievous is not present.

Providence-class: http://images3.wikia.nocookie.net/starwars/images/8/81/Invisible_Hand.jpeg
Lucrehulk-class: http://images2.wikia.nocookie.net/starwars/images/f/f3/Federationbattleship.jpg
Recusant-class: http://images3.wikia.nocookie.net/starwars/images/4/43/Recusant-class_Light_Destroyer.jpg
Munificent-class: http://images3.wikia.nocookie.net/starwars/images/thumb/5/5c/Bankingclanfrigate.jpg/800px-Bankingclanfrigate.jpg
Last edited by dinoman666 on Tue Dec 18, 2012 7:38 am, edited 5 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Thu Mar 29, 2012 5:42 pm

Mass Effect Technology and Citadel Space:

The "Mass Effect:"

Name: Mass Effect Fields
Description: A mineral known as "Element Zero," or eezo, is responsible for this effect. Eezo appears to be naturally occurring, but other than the variety of planets (primarily garden worlds capable of sustaining life) it is found on, no one knows how it is created. NOTE: Unbeknownst to the galaxy, eezo is an artificially-created compound made by the Reapers and transplanted onto a variety of worlds as part of their extinction cycle in an effort to conform as much of galactic civilization to one technology as physically possible (in this particular cycle, the mass effect technology produced by eezo is mostly confined to Citadel space, though this is still a large number of civilizations under one banner).
When subjected to an electrical field, eezo produces a field of dark energy that can increase or decrease the mass of the object in the field (a positive current increases mass, and a negative current decreases it).
Technology: Mass effect technology is used in a variety of ships (including those used by the Geth, Quarians, Batarians, Krogan, and Citadel races) via Element Zero cores, which replace the more expensive Hyperdrive. The core can reduce the mass of a ship to nothing, allowing the ship to achieve faster-than-light travel. Element Zero is also responsible for the phenomenon known as biotics: the ability for some lifeforms to create mass effect fields using Element Zero nodules embedded in body tissues (specifically, the nervous system). These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers. Exposure to dust-form eezo usually brings about this ability in the womb, but Asari, native to a planet with extensive eezo, are natural biotics (though they still use amps to control it).
Weapons: Many weapons use mass effect technology in their design as well: to generate ammunition, the weapon shaves a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Ammunition is never a concern because of this, but managing the weapon's internal heat is; to compensate, these guns use thermal clips, small heat sinks that can be detached after a weapon fires a certain number of rounds. These prevent overheating, but the weapons cannot fire without a thermal clip to disperse the heat in the first place.
Overview: Because Element Zero is limited by location (a number of garden worlds, and numerous asteroid fields), mass effect technology is rare outside of eezo hotspots. Citadel space, the Quarian Migrant Fleet, the Batarian Hegemony, the Krogan, and the Geth are the biggest users of mass effect technology.

Name: Mass Relays
Description: http://images1.wikia.nocookie.net/__cb20120402214123/masseffect/images/8/8d/Mass_Relays_Codex_Image.jpg
Technology: Mass Relays (theorized to be a Prothean device) utilize massive Element Zero cores to generate mass-free corridors of space, allowing near-instant travel from one relay to the next (far faster than standard FTL technology). Mass Relays are limited in number, and are mostly confined to areas of common Mass Effect usage, including Citadel Space, the Terminus Systems, and the Attican Traverse. They exist in certain star systems, stuck in orbit at the extreme edge of each (though a star going supernova can knock a relay out of orbit).
Weapons: None. However, a Mass Relay's quantum shields and hull (made of a currently unknown material) make them virtually indestructible to anything other than collision with a large enough planetary body. However, two things make this a bad idea: one, Mass relays are valued for quick and easy galactic travel, and two, the energy released when one is destroyed equates to that of a supernova, destroying the relay's home system--and everything in it.
Overview: Mass Relays, in reality, are another Reaper creation, meant to restrict as many species as possible to one technology. For now, however, they are simply another way to traverse the galaxy.

Native Name: The Citadel (http://images4.wikia.nocookie.net/__cb20090207035233/masseffect/images/thumb/e/ed/MassEffect_2008-08-12_11-12-14-85.png/640px-MassEffect_2008-08-12_11-12-14-85.png)
Environment: Fully capable of supporting organic, oxygen-breathing life; the Presidium ring has been turned into a parklike vista, and the Wards in the five massive arms are large cityscapes.
Regions:
Presidium: The Presidium is a massive, park-like complex containing the offices of the various branches of Citadel Space's government, as well as the embassies of all the races represented in the Citadel. There are also shops, restaurants and recreational facilities, serving the wealthy residents who live and work throughout the sector. The Presidium is monitored by a Virtual Intelligence named Avina, and, unlike the Wards, incorporates an artificial 20-hour day schedule: lights are dimmed, and the holographic "sky" darkened, for 6 of the 20 hours, imitating the familiar day-night cycle.
The Wards: The "arms" of the Citadel, known as the Wards, constitute the residential and commercial sectors of the station. They are densely populated, housing millions of residents from various galactic species. Numerous skyscrapers rise from the superstructure, sealed against vacuum, as breathable atmosphere is only maintained to a height of approximately 7 meters. Unlike the Presidium, there is no artificial day-night cycle; as a consequence of this, commercial activity rarely ceases, and residents work and rest according to personal need. The Wards are policed by the Citadel Security Services (C-Sec), whose offices and custody suites are located in the Lower Wards.
Citadel Tower: The tower at the center of the Presidium houses the Council Chambers and the main traffic control for the station—any ship within a few thousand kilometers comes under the jurisdiction of Citadel Control. The Chambers themselves are not open to the public and access is only granted to officials and those with special clearance. They are beautifully furnished, with trees and fountains, as well as numerous staircases leading up to the central platform where the Council convenes.
Dominant Species: The Citadel races.
Technology Level: Mass effect technology.
Animal Life: None, except those transplanted by Citadel races.

Citadel Space:

Name: Citadel Space
Leading Body: Citadel Council
Capital: Citadel Space Station
Technology Level: Mass Effect Technology
Inhabitants: Asari, Turians, Salarians, Volus, Humans.
Philosophy: The Citadel races are united under the banner of peace and prosperity, as well as protection from less desirable galactic inhabitants. While they have no qualms about bringing other civilizations into their fold, they are not aggressive expansionists, and each representative race still has its own personal government. However, in order to maintain galactic peace, the Council uses what is known as the Special Tactics and Reconnaissance group, or Spectres. Spectres are members of the Council races, and answer to no one but the Council itself. Their primary goal is to ensure stability within Citadel space, at any cost.
History: The Citadel-based government was formed many years ago, when the first race to discover the space station, the Asari, made their home there. The Salarians joined soon after, followed by the Turians and their mercantile client race, the Volus (who established an economy for the rapidly expanding territories of Council Space). The Asari, Turians, Salarians, and the all-human government called the Systems Alliance make up the Citadel Council, with each race having one representative member. The Volus have an embassy on the Citadel, but are not necessarily a Council race. The Quarians were once part of Citadel space, but were kicked out after the Geth War, as were the Batarians, before the arrival of the Alliance. Even the Krogan were once a Citadel race, until the Krogan Rebellions.

Citadel Races:

Name: Only known as the Keepers.
Description: http://images1.wikia.nocookie.net/__cb20100914204252/masseffect/images/thumb/7/74/Keeper_at_Zakera_Ward_Level_27_Dock.PNG/635px-Keeper_at_Zakera_Ward_Level_27_Dock.PNG
Diet: None.
Armament: None.
Natural Abilities: Keepers are completely docile and harmless, and appear to exist for no other reason than to maintain the Citadel and its systems.
Physically, the keepers resemble large aphids. Little else is known about their biology, other than what can be observed with the naked eye. Attempts to capture a keeper or take it into custody for study will cause the creature to undergo a sudden "self-destruct," with a form of acid being released internally. The affected keeper literally melts into a puddle of proteins and minerals in less than a minute, preventing any serious research.
Due to the fact the keepers persist in destroying themselves when interfered with, they are nearly impossible to scan or study. By Council law, it has become illegal to interfere with the keepers on penalty of imprisonment, because the Citadel cannot be maintained without them. No matter how many keepers die due to old age, violence, or accident, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs: biological androids created somewhere deep in the inaccessible core of the Citadel itself.
Keepers are mute, at least to the perceptions of other races. Some Citadel scientists believe the keepers communicate between themselves with telepathic images, but this is mainly scientific speculation. Their inorganic components (specifically, the component on the keeper's back and its attached antenna) are speculated to facilitate the coordination between the keepers and the Citadel.
History: The keepers are actually the key to the Reaper genocide; a single Reaper vanguard hides in the galaxy proper, periodically scanning to see how civilization is advancing. When civilization as reached a predetermined point, the vanguard sends a signal to the keepers, forcing them to activate what is actually eh Citadel's real purpose: a gigantic mass relay. As a result, the Reapers pour through without any warning and begin the cycle of extinction. However, after the last spacefaring race, the Protheans, managed to sabotage the keeper signal before being completely wiped out, the keepers are effectively harmless. While most of galactic civilization believes they were a creation of the Protheans (like they do the Citadel), they are more likely the first race harvested by the Reapers.

Name: Asari
Description: http://images1.wikia.nocookie.net/__cb20100109173633/masseffect/images/b/b9/New_Asari_Races_Page_Image.png
Diet: Omnivorous, like humans.
Armament: None, other than weapons they carry.
Natural Abilities: Asari are unique in that they are mono-gendered, resembling female humans. Despite this, they are not asexual.
Melding: During melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. The partner can be another asari, or an alien of any gender. However, since the asari began encountering other sentient species, non-asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% asari as no DNA is taken from the partner, but is rather used as a "map" to randomize the genes of the offspring.
Life Cycle: Thanks to a robust cellular regenerative system, asari can live to be 1000 years old, and pass through three climactic life stages, marked by biochemical and physiological changes:
1. The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless.
2. The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.
3. The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.
Ardat-Yakshi: Ardat-Yakshi (meaning 'Demon of the Night Winds' in an old asari dialect) is a rare genetic condition in asari, specifically affecting their nervous systems. Although the condition does not harm the asari, during mating the Ardat-Yakshi's nervous system completely overpowers and dominates that of her mates, causing hemorrhaging in the victim's brain and ultimately death in extreme cases. As a result, the Ardat-Yakshi becomes smarter, stronger and deadlier after each encounter. Ardat-Yakshi also have the innate ability to dominate the minds of others. The condition is impossible to identify until the asari reaches maturity, by which time it is too late to correct. When diagnosed, afflicted asari are given a choice: live in isolation or be executed. The asari do this to the Ardat-Yakshi because it is an addictive condition. Ardat-Yakshi make up only 1% of the population, but are a disgrace to the species as a whole. They are often the offspring of two asari parents, which gave rise to a prejudice against these so-called "purebloods" (a derisive term to the asari).
History: The asari are one of the most technologically advanced races in the galaxy, which can sometimes be seen as a form of arrogance. They were the first race to discover the ancient Citadel, and founded the Council when the Salarians came across the station as well.

Name: Salarian
Description: http://images3.wikia.nocookie.net/__cb20100308205108/masseffect/images/thumb/0/0f/KirahheCapt..png/357px-KirahheCapt..png
Diet: Omnivorous.
Armament: Any weapons they can carry.
Natural Abilities: Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.
The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.
Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological "imprinting", tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.
History: The Salarians discovered the Citadel only a few decades after the Asari. They have provided the Council with one of the greatest espionage groups in the galaxy: the Salarian Special Tasks Group (STG). Their fleet is smaller than other Council races, but is more technologically advanced.

Name: Turian
Description: http://images1.wikia.nocookie.net/__cb20081118173460/masseffect/images/5/5b/Spectres_Codex_Image.jpg
Diet: Primarily carnivorous (their dextro-amino acid chirality prevents them from eating most other species' food, however).
Armament: Weapons; sharp claws and teeth can be deadly in close combat, though it's considered dishonorable.
Natural Abilities: Turians possess a thin exoskeleton that protects them from low levels of radiation (such as that found on their homeworld), but not from enemy attacks. Turian voices have a distinct flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race.
Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other known sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.
History: Turians are a warlike, but immensely disciplined, people, providing Citadel space with one of the most skilled and deadly fleets in the galaxy. A civil war many years ago that was waged between the numerous Turian colonies, known as the Unification War, was eventually squashed by the Turian Hierarchy. However, many turians still tattoo markings on their faces to mark which colony they were originally from (a tradition from the Unifcation War).

Name: Volus
Description: http://images2.wikia.nocookie.net/__cb20081119035224/masseffect/images/4/41/Volus_Codex_Image.jpg
Diet: Omnivorous
Armament: Weapons (rely on the Turians for protection, mostly).
Natural Abilities: The volus homeworld Irune features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the volus themselves. The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open.
Volus are short, stocky, and not physically adept. However, Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The volus have a reputation as traders and merchants, and many work as some of the best financial advisers in Citadel space.
History: The Volus are a client race of the Turians, relying on their soldiers and ships for defense. In response, they have provided the Citadel races with a stable economy, and also manufacture cheap but reliable mass effect weaponry (not as advanced as standard Turian armaments, but they see wider use in the galaxy), primarily through the Volus manufacturer Elkoss Combine.

Individual Governments:

Name: Systems Alliance
Leading Body: Prime Minister Amul Shastri and the Parliament at Arcturus Station.
Capital: Terra Nova (homeworld of Alliance humans)
Technology Level: Mass effect technology.
Inhabitants: Humans.
Philosophy: As most humans come from a wide variety of governments across the galaxy, the Alliance represents the vast majority of the species within Council space. They are based around the same philosophy as most Citadel races: unity with the other species for protection.
History: The Systems Alliance is known for its flexible and novel military tactics and equipment, but its history is nothing special before joining with the other Citadel races. However, their expansion into the Skyllian Verge, a relatively undeveloped patch of space between Alliance and batarian space, led to direct conflict with the Batarian Hegemony. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest". When the Council refused, the batarians closed their Citadel embassy and severed diplomatic and economic relations, becoming an inward-looking rogue state. Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on Alliance colonies in the Verge, culminating in the Skyllian Blitz, an attack on the principal capital world Elysium by batarian-funded pirates and slavers. The attack was beaten back, and the Alliance launched a counteroffensive two years later on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel space.

Name: Asari Republics
Leading Body: Aside from their Council representative, the asari have no politicians or elections, but a free-wheeling, all-inclusive legislature that citizens can participate in at will. Policy debates take place at all hours of the day, in official chat rooms and forums moderated by specially-programmed virtual intelligences. All aspects of policy are open to plebiscite at any time. In any given debate, the asari tend to lend the most credence to the opinions of any Matriarchs present, nearly always deferring to the experience of these millennia-old 'wise women'.
Capital: Thessia (asari homeworld)
Technology Level: Incredibly advanced mass effect technology.
Inhabitants: Asari
Philosophy: Asari tend towards the "long view" in just about everything they do, from politics to relationships, as a result of their long lifespans. They value consensus and accomodation among all, and are very communal. They often act as the Council's diplomatic arm.
History: The asari came late to the notion of world government, instead acting as freely bartering, scattered city-states that eventually united with the advent of electronic communication and the internet.

Name: Salarian Union
Leading Body: In many ways, the salarian political network functions like the noble families of Earth’s Medieval Europe. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters). These are human nicknames, as the original salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the salarian political web.
Capital: Sur'Kesh (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Salarians
Philosophy: The Salarians believe in quality over quantity when it comes to just about everything, and often spend years refining a device if it doesn't meet their "bleeding-edge" specifications.
History: Much of Salarian history is classified, as befitting their secretive nature. Many of the things that go on on their homeworld are top-secret.

Name: Turian Hierarchy
Leading Body: The Turians have no truly distinct "leading body," though they have a very detailed hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn in childhood. Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one's superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national import. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.
Capital: Palaven (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Turians and client races.
Philosophy: A militaristic society, Turians value duty to their people more than individual concerns. They believe that being confined to a certain role or rank is not stagnation; turians value knowing one's own limitations more than being ambitious. However, turians also enjoy broad freedoms (including recreational drug use), as long as it doesn't interfere with their duty. The Turian Hierarchy is the peacekeeper and primary military arm of the Council.
History: Other than the Unification War, the Turian Hierarchy has enjoyed a long-lasting peace, especially since joining the Citadel Council.

Name: Vol Protectorate
Leading Body: None specifically; rather than being a fully sovereign government in its own right, the Protectorate is a client state of the Turian Hierarchy. In return for falling under the protective umbrella of the turian military, the volus pay a tax to the Hierarchy, as well as deferring to the turians in all foreign policy matters and providing auxiliary troops to the turian armed forces. They still maintain an embassy on the Citadel, making them an associate species of the Council.
Capital: Irune (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Volus
Philosophy: Volus are mercantile and tribal (they even refer to other races by their homeworld rather than their species name), but are naturally nonviolent.
History: Because the Vol Protectorate used to be nothing but a large collection of tribes, little cohesive history before joining the Turian Hierarchy is known.

Non-Citadel Races:

The Quarians, Batarians, Krogan, and Geth, while sharing similar technology to the Citadel races (Batarian and Geth-controlled space border Citadel space as well, and the Krogan Demilitarized Zone exists within Citadel space), are not officially part of Citadel government.

Name: Quarian
Description: http://images2.wikia.nocookie.net/__cb20100317060346/masseffect/images/thumb/7/7c/QuarianMaleAndFemale.jpg/640px-QuarianMaleAndFemale.jpg
Diet: Mostly vegan out of necessity, but will eat purified dextro-amino meat products if possible.
Armament: Weapons.
Natural Abilities: The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits quarians also have extensive cybernetic augmentations integrated into their bodies.
Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.
Quarians are a "dextro" race, like the Turians, and are physically very similar to humans (though they have three fingers and toes, and their leg shape is different).
History: 300 years ago, the quarians created a synthetic race known as the Geth. The relatively unintelligent Geth were intended to be used as manual labor, but as they increased in intelligence thanks to their neural network, and eventually became fully sentient, the quarians were terrified they would revolt, and attempted to destroy them. The Geth won the resulting war and the quarians fled their homeworld of Rannoch, as well as their colonies. The Geth stayed inside the Perseus Veil, and the Quarians were forced to become a race of nomads aboard the Migrant Fleet, a collection of 50,000 vessels from many manufacturers (some even date back to the Geth War), containing 17 million quarians.

Name: The Migrant Fleet
Leading Body: The Admiralty Board, the five most powerful ship captains in the fleet, and the democratically-elected Conclave, with a representative from each ship. Ship captains and onboard civilian councils usually handle the laws of their own ships, however (unless a criminal's actions threaten the entire fleet).
Capital: Rannoch (formerly), the Migrant Fleet (currently)
Technology Level: Advanced mass effect technology. Quarians are technically brilliant, and experts in the field of artificial intelligence.
Inhabitants: Quarians.
Philosophy: The quarians' top priority is the survival and sustainability of the Migrant Fleet. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child, so that the fleet can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Families are thus very small and close-knit. Because every quarian depends on his or her crewmates to survive, they are very community-minded.
The Pilgrimage: Young quarians are required to undertake a Pilgrimage outside the fleet in order to pass into full adulthood. The Pilgrimage is an opportunity for quarians to experience the world outside the Migrant Fleet, interact with other cultures, and learn to appreciate life among their own people. Their departure is a major event; the whole crew assembles to see them off, and they are given many gifts to aid them on their journey, along with immunity-boosting injections and advice on surviving on the outside. The young quarian cannot return to the flotilla until they have found something of value to bring back - whether information, money, or supplies. When they return, they do not go back to their birth ship, but instead select a new ship to join; this helps maintain genetic diversity by preventing intermarriage between close relatives. The quarian presents their gift to the captain of the new ship to prove they will not be a burden on the crew. Although the gift may be rejected if it is subpar, this is very rare, as most captains are eager to welcome a new shipmate on board. Having a large crew is a prestigious thing, as it means the captain has the financial and material means to provide for many people.
History: See above, in the Quarians' profile.

Name: Batarian
Description: http://images2.wikia.nocookie.net/__cb20090125024459/masseffect/images/thumb/0/03/BalakBDtS.png/640px-BalakBDtS.png
Diet: Omnivorous, with a preference for meat.
Armament: Weapons.
Natural Abilities: Batarians' four eyes give them better eyesight than most other species. It is very difficult to lie to a Batarian because of their observational skills.
History: The Batarians are a disreputable species that chose to isolate themselves from the rest of the galaxy after their attempted attack on the Systems Alliance. The Batarian Hegemony refuses to let anyone leave their colonies or homeworld, and those that do are usually criminals and pirates who operate in the lawless area of space known as the Terminus Systems. Detailed history is classified by their paranoid government. Most batarians outside of their space have a vehement hatred for humans, Alliance or otherwise.

Name: Batarian Hegemony
Leading Body: Likely dictators of their nation-states.
Capital: Khar'shan (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Batarians
Philosophy: It is not known what the average batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves batarian space. Given the batarian government's oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature.
However, the batarians still provide up-to-date glossaries and linguistic rules to the rest of the galaxy (allegedly so they can continue distributing propaganda). Possibly due to the prevalence of batarian criminal gangs, batarian languages have become "lingua franca" in the Terminus Systems.
History: Unknown.

Name: Krogan
Description: http://images1.wikia.nocookie.net/__cb20100322235545/masseffect/images/thumb/5/5e/Kroganconcept.png/302px-Kroganconcept.png
Diet: Carnivorous
Armament: Weapons, as well as their deadly natural abilities.
Natural Abilities: Krogan are one of the toughest species in the galaxy. They have 240-degree vision, making them difficult to ambush. Their humps store water and fat when food is scarce, and prior to the Genophage, they could reproduce and mature at an astonishing rate. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which "hits aliens like ground glass."
Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. This durability allows many Krogan to live for an extensively long time--over a thousand years.
History: The Krogan come from the world of Garvug, a hostile world with extensive numbers of predators rivaling Florn in deadliness. "Eaten by predators" was the number one cause of death among Krogan until the discovery of gunpowder. Then, it was "death by gunshot." Unsurprisingly, when the warlike Krogan discovered nuclear warfare, the feuding clans subsequently bombed each other back to the stone age. In the process, their world was ravaged, the natural biosphere ruined. The Krogan may have been doomed, if not for the arrival of the Citadel Council (at the time only the Asari and Salarians), whose space station capital was very near Garvug. At the time, the Citadel races were embroiled in a bitter war with the sentient insect race known as the Rachni. They couldn't communicate with the Rachni queens, safe as they were on their toxic homeworld and colonies. The Salarians were the ones who came up with the idea to culturally--and technologically--uplift the Krogan, giving them several new colony worlds much safer than war-ravaged Garvug. In response, the Krogan bred exponentially, and pushed the Rachni back, killing the Queens on in their hives despite the toxicity of the worlds they hid on, and eventually drove the species into extinction.
For a brief period the krogan were hailed as the saviors of the galaxy and were given not only the conquered rachni worlds but other planets in Citadel space to colonise, in gratitude for their help. The Citadel Council even commissioned a statue for the Presidium—the Krogan Monument—to honor the krogan soldiers who died defending Citadel space.
But without the harsh conditions of Garvug to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds—worlds already inhabited by races loyal to the Citadel. There was always "just one more world" needed. The final straw was when the krogan began settling the asari colony of Lusia. When the Council ordered them to leave, Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward.
The resultant Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.
No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage.
Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate.
Only one species actually enjoys a good relationship with the Krogan: the Trandoshans of Tuchanka. As a gesture of sympathy, they have populated Garvug (with Krogan permission) with a number of the native species of Trandosha, including Varren, Klixen, Harvesters, Thresher Maws, and Vorcha. This provides the Krogan with easy prey to hunt (and some larger challenges) as well as potential allies (Varren make excellent warhounds). Krogan are also one of the few species that are naturally stronger than Trandoshans, and so use many of the same weapons (Claymores and Gralssks, Strikers, etc.). The ongoing trade between the two groups is the only sign of cooperation the Krogan have shown in centuries.

The Geth:

Name: Geth ("servant of the people" in the quarian language).
Description: Each individual Geth is little more than a basic virtual intelligence program. However, when wirelessly connected to one another, their intelligence increases. As they are exclusively software, Geth "runtimes" can download into mobile platforms to perform a variety of tasks, from managing the abandoned quarian worlds to defending themselves from attack.
Diet: None, as they are a synthetic race.
Armament: Geth use their own types of weapons almost exclusively, based around mass effect technology.
Natural Abilities: Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like some insectoid races—but in large groups they have more to think with. An individual geth mobile platform has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and use tactics as well as any of the organic races.
History: See the quarians' history above. The Geth call the war between them and their creators the "Morning War." Geth have no government or leaders; the geth use FTL communications to "build a consensus"; a completely Consensus Democratic method of every geth program making their choice on any matter.
NOTE: The only geth who have interacted significantly with organics are a sect known as the "heretics". They are a small, radical group of geth who worship a hyper-advanced but long-vanished machine race called the Reapers, whom they see as the pinnacle of non-organic evolution. This group is estimated to consist of about five percent of the total geth population.

Mobile Platforms:

Geth Trooper:
http://images3.wikia.nocookie.net/__cb20120315171312/masseffect/images/c/cf/ME3_Geth_Trooper.png
Geth Troopers are the standard Geth warfare unit. They possess their own unique brand of rifle, the Geth Pulse Rifle, and are relatively fragile. However, like all Geth, their overall intelligence increases when more are nearby, making them dangerous in large numbers. Geth Troopers are also supremely adaptable, using the Geth SMG as a backup weapon for their Pulse Rifle. They are occasionally designated to use heavier weapons like the Spitfire, or to become deadly snipers by using the Javelin.

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

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

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

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

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

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

Geth Prime:
http://images2.wikia.nocookie.net/__cb20120315200914/masseffect/images/c/c9/ME3_Geth_Prime.png
Prime's Turret: http://images1.wikia.nocookie.net/__cb20120326000910/masseffect/images/thumb/b/b0/ME3_Geth_Turret.png/640px-ME3_Geth_Turret.png
Geth Primes are towering mobile command platforms, enhancing the intelligence of surrounding Geth soldiers. They are equipped with a powerful, accurate, semi-automatic Pulse Cannon that causes incredible amounts of damage with a single shot. They can produce holographic "Combat Drones;" blue spheres that emit electrical shock pulses to stun and damage nearby enemies. The Combat Drone often follows the Prime as it moves and is rather fragile. Primes can also throw down hovering automated turrets, which function similar to small, unmanned Pulse Rifles. They are stationary, unlike the Combat Drone, but are small and easily overlooked in chaotic battles (which occur with alarming regularity whenever there's a Prime involved). Geth Primes are slow, but extraordinarily resistant to most infantry weapons thanks to their powerful shields and thick armor. When killed, Primes tend to explode very violently.

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

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

Geth Turret:
http://images3.wikia.nocookie.net/__cb20100831103405/masseffect/images/b/b9/Geth_Heavy_Turret_on_Noveria.png
Geth Turrets are fully automated gun platforms that are equipped with both a strong pulse cannon and a missile launcher, used for anti-vehicle measures. Geth Turrets are used exclusively to defend key areas the Geth have occupied. A single shot can kill most infantry.
Last edited by dinoman666 on Tue May 01, 2012 5:28 pm, edited 28 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Thu Mar 29, 2012 7:29 pm

Mass Effect Weaponry:

There are five categories of mass effect weapons: Assault Rifles, Shotguns, Heavy Pistols, Submachine Guns, and Sniper Rifles.

Heavy Pistol Models:

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

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

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

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

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

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

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

N7 Eagle:
http://images4.wikia.nocookie.net/__cb2 ... Pistol.png
When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Unlike its predecessor, the Eagle is not only a compact, but also fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. 18 shots in a clip. The "N7" designation is a nod to the special forces branch of the Alliance military. They are designated by the letter "N" and given a number for greater skill as they progress. Seven is the highest special forces ranking.

Acolyte:
http://images.wikia.com/masseffect/images/b/b9/ME3_Acolyte_Pistol.png
Designed for asari commandoes, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers. The specialized nature of the warp field means it does not pierce armor as effectively, and each shot must be charged before firing, but the shooter's biotics are expected to make up for this shortcoming. 3 shots in a clip.

Submachine Gun Models:

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

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

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

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

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

Geth Plasma SMG:
http://images2.wikia.nocookie.net/masseffect/images/9/9c/ME3_Geth_Plasma_SMG.png
This submachine gun works on the same principles as the Spitfire: it shoots super conducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the Spitfire, however, this smaller geth weapon has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the gun’s hundred-round heat sink in exchange for nearly continuous fire.

Blood Pack Punisher SMG:
http://images.wikia.com/masseffect/images/1/17/ME3_Blood_Pack_Punisher_Smg.png
The Punisher features a secondary barrel that fires one armor-piercing round per main-barrel burst. It was developed by Blood Pack gunsmiths who found that their vorcha recruits frequently forgot to optimize ammo loads in the heat of combat. This configuration makes the process automatic and highly effective at penetrating armor. 40 rounds in a thermal clip.

Assault Rifles:

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

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

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

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

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

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

M-99 Saber:
http://images1.wikia.nocookie.net/__cb20120317175046/masseffect/images/6/65/ME3_Saber_Assault_Rifle.png
A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Each M-99 Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons. 8 shots in a clip.

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

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

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

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

Striker Assault Rifle:
http://images3.wikia.nocookie.net/__cb20120411201312/masseffect/images/f/fb/ME3_Striker_Assault_Rifle.png
The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of Trandoshan space (the weapon is often used by the Blood Pack), the gun was designed to be fired by non-Trandoshans, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than balance. 12 shots in a clip.

Blood Pack Harrier:
http://images1.wikia.nocookie.net/__cb20120530214015/masseffect/images/0/0d/ME3_Cerberus_Harrier.png
These Blood Pack-modified Mattock rifles are fully automatic. Trandoshan gunsmiths reined in the recoil issues, resulting in a gun that stays on target, but delivers slightly less punch per round than a standard Mattock. As such, the weapon is typically utilized by the Blood Pack's elite troopers, who train constantly to make every burst count. 20 shots in a clip.

N7 Typhoon:
http://images.wikia.com/masseffect/images/a/ab/ME3_Typhoon_Assault_Rifle.png
The Typhoon is a distinctive light machine gun featuring a face shield to protect the shooter from headshots. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. Since the reducer tries to limit all motion by the weapon, marksmen do not engage it while moving and instead reduce recoil only while they are in cover. 100 rounds in a clip.

Adas Anti-Synthetic Rifle:
http://images.wikia.com/masseffect/images/9/9e/ME3_Adas_Anti-Synthetic_Assault_Rifle.png
Named in memory of the quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long-range firefights. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The quarians shrug this off, as quarian weapon terminology rarely translates flawlessly into human languages. 24 shots in a clip.

Shotguns:

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

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

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

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

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

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

Disciple:
http://images1.wikia.nocookie.net/__cb20120317201013/masseffect/images/6/6a/ME3_Disciple_Shotgun.png
Originally handcrafted for the exclusive use of asari Justicars (warrior-monks rarely seen outside asari space), the Disciple Shotgun's schematics were finally released to asari commandos after centuries of negotiation. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon. 4 shots in a clip.

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

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

N7 Crusader:
http://images3.wikia.nocookie.net/__cb2 ... hotgun.png
Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader. With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily used by highly trained soldiers. It fires a single high-precision slug instead of a pellet spread. 4 shots in a clip.

Reegar Carbine:
http://images2.wikia.nocookie.net/__cb20120530214011/masseffect/images/6/60/ME3_Reegar_Carbine.png
This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the quarian Reegar family, whose marines have served valiantly against the geth. 22 "rounds" in a thermal clip.

Sniper Rifles:

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

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

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

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

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

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

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

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

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

Kishock Harpoon Gun:
http://images3.wikia.nocookie.net/__cb20120411201325/masseffect/images/d/db/ME3_Kishock_Harpoon_Gun.png
An Alliance captain on her fifth tour of the Terminus Systems once said that seeing a Kishock was the easiest way to tell if she was being attacked by batarian mercenaries or slavers, since “no b*****d with a Kishock means to take you alive.” This powerful sniper rifle fires a harpoon-like spike that causes massive internal bleeding, and its miniaturized disrupters will also destroy synthetics. The batarian rifle’s biggest drawback is that it must be reloaded after every shot, but for those with steady aim and good timing, one shot is enough. The weapon can be charged, significantly boosting the kinetic energy behind the shot. This can send lighter enemies sailing through the air upon impact. However, its scope has lower magnification compared to most other sniper rifles.

Heavy Weapons:

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

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

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

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

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

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

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

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

Geth Spitfire:
http://images4.wikia.nocookie.net/__cb20120317194713/masseffect/images/1/1d/ME3_Geth_Spitfire_Heavy_Weapon.png
Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch.
The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.

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

Reaper Blackstar:
http://images2.wikia.nocookie.net/__cb20120317194850/masseffect/images/6/69/ME3_Reaper_Blackstar_Heavy_Weapon.png
The Reaper weapon nicknamed "Blackstar" is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit mass effect fields to fire gravitational singularities - micro black holes - that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a fusion reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. It destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles. Although some might argue that the Blackstar's single-launch capability makes it a liability, its capacity for utter destruction is essential when the user requires large-scale, instantaneous damage.
Last edited by dinoman666 on Fri Aug 10, 2012 6:39 am, edited 9 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Thu Mar 29, 2012 8:11 pm

The Reapers:

Name: Unknown, simply called Reapers; the geth call them the "Old Machines"
Description: Capital Ship (10 kilometers long): http://images1.wikia.nocookie.net/__cb20120320182531/masseffect/images/d/d7/Codex_Sovereign.png
Destroyer (160 meters tall): http://images2.wikia.nocookie.net/__cb20120320021938/masseffect/images/thumb/a/af/ME3_Destroyer_Conduit.png/640px-ME3_Destroyer_Conduit.png
Diet: None, though they do harvest organic life to make more of themselves.
Armament: Reapers are equipped with powerful "magnetohydrodynamic" weapons which eject streams of molten metal at a fraction of the speed of light, which can tear through a cruiser in a single sustained burst. Destroyers are equipped with one of these, while Capital Ships have several. Capital Ships also have a massive, spinal mounted mass accelerator cannon. Estimates put its destructive power anywhere from 132 to 454 kilotons of TNT. Even if the target is hardened, as in the case of a surface-based missile silo, the gun can instead bury the target beneath molten metal. Precise targeting computers and correctors also give the Reaper weapons a longer effective range than organics' ships. The kinetic barriers on a Reaper capital ship can shrug off the firepower of a small fleet. Weapons specifically designed to overcome shields can bypass the barriers to some degree. The difficulty is getting close enough to use them--the surface-mounted weaponry on Reaper ships are an effective defense against enemy fighters. Capital Ships carry small fleets of Oculus fighter drones, automated spheres that use smaller version of the Reapers' own lasers to fight off interceptors.
Natural Abilities:
Indoctrination: Reapers and their technology have been observed to exert a disturbing influence on organic beings. This mental manipulation is known as indoctrination. Put simply, any organic being who is in close proximity to a Reaper or certain Reaper artifacts for too long comes to believe the Reapers are correct in their goals, and will do anything to serve them. Gradually, the mind is eroded until the individual becomes a mindless slave no longer capable of independent thought. Only beings of immense mental strength, such as asari matriarchs, can resist indoctrination, and even then, their resistance only lasts a short time and only forestalls the inevitable. This indoctrination is permanent and is one of the most insidious weapons of the Reapers. Even more horrifying is that the indoctrination field remains active even if the Reaper is largely disabled and incapable of action.
History: The origin of the Reapers is unknown. All that is known is that, every 50,000 years, they emerge from their hibernation in dark space (the starless space between galaxies) and begin to harvest all sufficiently advanced organic life in the galaxy. The entire populations of each species (limited only to those capable of spaceflight, so organic life doesn't go completely extinct) are melted down into their base genetic material and put into shells that serve as the cores for new Reapers. Each Reaper ship is made from the genetic material of a previously harvested species. Their trap is simple: the Citadel space station, originally created by them, is actually a gateway to dark space controlled by the Reapers. After signaling the keepers, the Reapers can begin their genocide and take their prey completely by surprise. The Citadel also grants them control of the entire Mass Relay network, effectively cutting off individual systems and making their job that much easier. Unfortunately, after sabotage by the previous cycle's dominant race, the Protheans, the Reapers plans have been stalled.

Name: Sovereign (also called "Nazara" by the Geth)
Rank/Title: Reaper vanguard.
Gender: Masculine programming.
Species: Reaper.
Description: http://images1.wikia.nocookie.net/__cb20090207151926/masseffect/images/thumb/f/f3/MassEffect_2008-08-13_11-34-24-75.png/640px-MassEffect_2008-08-13_11-34-24-75.png
Unique Traits: None, except those unique to the Reapers as a whole.
Tech: A standard Reaper Capital Ship (though "standard" for the Reapers is still more advanced than most other civilizations).
Homeworld: None.
Bio: As the Reaper's vanguard, Sovereign is responsible for bringing the rest of his kind back into the galaxy to begin the cycle. Unfortunately, the sabotage of the now-benign keepers has made the plan far more complicated. Sovereign needs to be able to activate the Citadel manually, but cannot stand up against the entire Citadel Defense Fleet alone. He needs a puppet, someone who can render the Citadel virtually defenseless...

Name: Harbinger
Rank/Title: None; likely the oldest and largest of the Reapers.
Gender: Masculine programming.
Species: Reaper.
Description: http://images.wikia.com/masseffect/images/c/c1/Codex_Harbinger.png (Has six glowing yellow "eyes" as well)
Unique Traits: Fires faster than most other Reapers.
Tech: Usual Reaper tech.
Homeworld: None.
Bio: Harbinger is the leader of the Reaper armada. He is currently in dark space alongside most of his brethren. How long this lasts remains to be seen...
Last edited by dinoman666 on Tue May 01, 2012 5:32 pm, edited 3 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Fri Mar 30, 2012 5:27 pm

Other:

Name: Omni-Tools http://images1.wikia.nocookie.net/__cb20090923234519/masseffect/images/thumb/6/61/Omni-big.png/247px-Omni-big.png
Description: Omni-tools are multipurpose diagnostic and manufacturing tools used for a variety of battlefield tasks, such as hacking, decryption, or repair. Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
Technology: The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment and applying medicine from stimulants to medi-gel.
Weapons: Melee combat applications are available for the Omni-Tool:
The most common melee design is the "omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.
More technically adept soldiers frequently modify their omni-tools to maximize stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their kinetic barriers, transformering the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a mass effect field and ignited upon impact.
Overview: The Omni-tool is standard issue for most mass effect technology-reliant species, and is often used by their militaries for a variety of purposes. Technically adept beings often modify and upgrade their Omni-Tools, making them very specialized and unique. However, as this process often decreases the operational life of an Omni-tool (the average lifespan of an Omni-tool is 50 years), most people simply use the more basic versions to accomplish more mundane tasks.

Name: Tech Armor
Description: http://images2.wikia.nocookie.net/__cb20091220072135/masseffect/images/5/5b/Tech_Armor_ME2.png
Technology: "Tech Armor" is the common term for a complex series of field generators that disrupt incoming force using a stationary warp effect. The theory is that bullets that would normally shatter on impact instead break apart when they strike the field. The field then bleeds away the shrapnel's kinetic energy. The standard design for tech armor traps the warp field between two low-yield kinetic barriers to protect the user from the field itself. When the outer barrier fails, the warp effect is discharged, potentially harming anyone nearby. For this reason, many soldiers modify the armor with a haptic-style light effect to warn allies not to get too close. On missions where stealth is paramount, this effect is disabled. Cynical soldiers joke that the design is called "tech armor" because if it were simply called "warp armor," no one would use it.
Weapons: Other than the shockwave released when the armor is purged (which can kill or stun most humanoid targets), none.
Overview: In short, Tech Armor essentially improves the strength of a soldier's shield system, while providing a last-ditch countermeasure against nearby foes via its shockwave.

Name: Arrak
Rank/Title: Lieutenant (formerly), none (currently).
Gender: Male
Species: Turian.
Description: Average height and weight (for a Turian), with dark red striping on his face, marking his colonial ancestry.
Unique Traits: Well-trained in the art of war, Arrak is also a talented biotic, which is rare among Turians. However, his biotic abilities are mostly limited to Warp fields and biotic throws/pulls on enemy targets. He cannot do much more without overexerting himself.
Tech: Phaeston Assault Rifle, M-6 Carnifex with a scope, L4 biotic amp, Tech Armor. Arrak also has a pair of Omni-tools, optimized for combat. Each one can produce an omni-blade, and are capable of firing concentrated EMP bursts or high-explosive plasma-incineration rounds. Because of the Tech Armor's energy requirements, he cannot use his omni-tools quite as efficiently while it is active.
Homeworld: Palaven.
Bio: Formerly known as Karn, Arrak was once the head of one of the Turian military's "Cabals:" specialized, all-biotic teams of soldiers. However, A tragic accident occurred where his second-in-command (newly promoted by Arrak himself) was responsible for his own death, as well as that of several men, during an attack against a pirate base. As is standard for Turians, Arrak was blamed for the mistake (a case of poor judgement to promote the soldier before he had been ready) and sentenced to trial. However, he did the one thing no Turian would ever expect: he went AWOL. Fleeing Citadel space and changing his identity, Arrak now works as a gun-for-hire, doing anything he can to forget his past, and hope the Hierarchy doesn't track him down...

Name: Aria T'Loak
Rank/Title: Self-titled "Pirate Queen" of Omega.
Gender: Female
Species: Asari
Description: http://images3.wikia.nocookie.net/__cb20120321223416/masseffect/images/thumb/b/bb/ME3_Aria_Purgatory.png/513px-ME3_Aria_Purgatory.png
Unique Traits: Aria is a talented biotic, but also a cunning and calculating mastermind on the criminal underworld. The tale of her overthrowing Patriarch, the former Krogan ruler of Omega, has dispelled most competition alone. She has a wide range of contacts and acquaintances, from merc bands to the Asari Councilor of the Citadel.
Tech: Aria is rarely armed, but carries a concealed Phalanx pistol when outside Afterlife, and also has an M-11 Wraith shotgun for when she needs to fight more openly.
Homeworld: Thessia.
Bio: Aria T'Loak is the so-called "ruler" of Omega in that she has no competition that has the potential to match her. Despite venturing to the station with only the clothes on her back several hundred years ago, she quickly overthrew the former ruler, a Krogan she spared and used as a trophy, nicknaming him "Patriarch." She has used many dirty and underhanded tactics to get her way, and has remained uncontested for centuries.

Trandoshan Life Forms:

Name: Harvester
Description: http://images1.wikia.nocookie.net/__cb20100704032661/masseffect/images/f/fd/Tuchanka_Harvester_Rite_of_Passage.jpg
Diet: Carnivorous. Eat anything smaller than them, except Klixen.
Armament: Harvesters have powerful clawed limbs and razor-toothed mandibles. They also use Klixen as portable weapons.
Natural Abilities: Harvesters are fast fliers and highly aggressive. They share a symbiotic relationship with the insectoid Klixen: they carry the creatures inside their abdomens, acting as transports and protection. In return, the Klixen provide a way to kill or capture prey a Harvester cannot easily catch.
History: Harvesters are a Trandoshan native that has been transplanted to other, less populated worlds. Highly adaptable and dangerous, they are often derisively called "wormnecks" by galactic society.

Name: Klixen
Description: http://images3.wikia.nocookie.net/__cb20100703065036/masseffect/images/thumb/2/2f/ME2_Klixen.PNG/433px-ME2_Klixen.PNG
Diet: Carnivorous. They eat anything they can catch, living or dead.
Armament: Klixen have the natural ability to spew fire from their mandibled mouths, produced from a special gland in their gullet. In a pinch, their mandibles can be used as weapons as well.
Natural Abilities: Klixen are slow, but often attack in numbers, and are exceptionally durable for their size. Because of their fiery breath, they are also nearly immune to fire-based attacks, and rarely panic even when completely aflame. When killed, their fire gland releases its chemical contents into the rest of the creature's body, causing it to violently explode. As a result, Klixen are effectively walking bombs. They share a symbiotic relationship with Harvesters, who provide them with more mobility to catch prey, as well as greater protection.
History: Klixen have been around as long as Harvesters, and can be found wherever their larger hosts live. Though native to Trandosha, they have been transplanted to other planets along with Harvesters.

Name: Thresher Maw
Description: http://images2.wikia.nocookie.net/__cb20100704014554/masseffect/images/thumb/9/9e/Thresher_Maw_ME2.png/480px-Thresher_Maw_ME2.png
Diet: Aggressive and highly territorial, thresher maws feed by absorbing significant quantities of solar radiation and survive best on planets, asteroids or moons with little or no atmosphere. They also consume minerals and ores from the ground itself for use in an unusual form of photosynthesis. This metabolic process, utilizing solar radiation and minerals as raw materials, creates the fuel that powers their various biological processes and allows them to move their significant mass with surprising speed. However, Threshers are fully capable of eating organic matter if necessary.
Armament: The attacks of an angry Thresher maw consist of spitting a powerful, viscous acid that splashes on contact, burrowing up from beneath their prey, and smashing their targets with their claws in close range while emitting infrasound. Due to the overwhelming, direct physical nature of their attacks, shields are almost completely ineffective at mitigating any damage that is taken.
Natural Abilities: Thresher maws are solitary creatures; two or three at most can be found on a single planet. They live alone in nests spanning large areas underground. They can grow in excess of 30 metres tall above the ground, with a body nearly twice that size beneath the surface. The body of an adult thresher maw never entirely leaves the ground; only the head and tentacles erupt from the ground to attack.
Due to their size, and their burrowing method of movement, thresher maws are mostly immobile above ground, but can move at incredible velocities through subterranean environments. They can absorb a tremendous amount of damage and are very hard to kill.
History: While Threshers are native to Trandosha, they reproduce via spores that can lie dormant for millennia and are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher maw spores appear on many worlds, spread by previous generations of space travelers. A Thresher Maw named Kalros, also known by Tuchankan natives as "The Mother of all Thresher Maws," is the largest of these subterranean beasts in existence, and it is said that all other Threshers are spawned from it.

Name: Varren
Description: http://images2.wikia.nocookie.net/__cb20100220175819/masseffect/images/f/f5/Varren.png
Diet: Varren are highly adaptable, becoming vicious pack hunters if prey is available and consummate scavengers if outnumbered or outclassed.
Armament: Varren have a shockingly powerful bite that can break a man's arm.
Natural Abilities: Varren are fast, intelligent, and savage. They can dislocate their powerful jaws to swallow large chunks of food whole (like a snake), and can break bones with a single chomp. They have a rapid breeding cycle, and can adapt to nearly any environment.
History: Varren infestations offworld are even more common than other transplanted Trandoshan life, and the vicious reptiles often wreak havoc with the native ecology. The Trandoshans themselves have had a love-hate relationship with Varren for centuries: fighting off feral packs or domesticating them and embracing them as treasured companions. Tuchanka's Blood Pack and other Trandoshans, as well as other races like the batarians and krogan, use Varren as war beasts.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Thu Dec 13, 2012 1:56 am

The Covenant:

Name: The Covenant
Leading Body: Jul 'Mdama (de facto leader), Council of Zealots
Capital: Unknown (no known specific planet of central operations)
Technology Level: Highly advanced.
Inhabitants: Sangheili, Unggoy, Kig-Yar, and Lekgolo.
Philosophy: The Covenant's central goal under 'Mdama is dominance of the galaxy, specifically through the acquiring of ancient technology and the destruction of human power, such as the Empire or the Systems Alliance.
History: Jul 'Mdama was captured by the Empire after they started a civil war on his homeworld of Sanghelios to prevent the warlike race from becoming a threat to their rule. Jul was subjected to all manner of torture from the sadistic Sith, before finally making his escape in the aftermath of an attack on the prison base by the TGDA (another faction who has little love lost for the Empire). Quickly making his way to a Sangheili frontier world, Jul discovered that his wife had been killed in the fighting back on Sanghelios. Disillusioned with his homeworld and furious at the humans he believes directly responsible for his suffering, 'Mdama started gathering Sangheili from the outermost colonies, putting on a religious facade to convince them to join him in his quest to destroy the Empire... and just about any other human he could find.

Leader:

Name: Jul 'Mdama
Rank/Title: De facto leader of the Covenant
Gender: Male
Species: Sangheili
Description: http://www.halopedia.org/images/a/a4/Jul_%27Mdama_overlooking_Galileo_Base.png
Unique Traits: Strangely devious for a Sangheili, Jul 'Mdama has a penchant for utilizing unusual and distinctly dishonorable tactics in warfare. In addition, Jul does not actually believe the Forerunners to be gods (unlike his brethren), but is willing to use their technology for his own goals, and is more than happy to pretend he is religiously devout. No one, not even his own soldiers, know the truth.
Tech: Jul 'Mdama rarely fights in his role as Covenant leader, but he is equipped with a Covenant Carbine and Energy Sword, and his armor's shield system is incredibly robust, able to take a direct hit from an anti-materiel sniper round and not break.
Homeworld: Sanghelios
Bio: See the "History" section of the Covenant profile.

Species:

Name: Sangheili
Description: http://www.halopedia.org/images/4/45/SangheiliStorm.png Sangheili can be anywhere from 7'4" to 8'6" in height, and weigh between 310 and 390 pounds. They have purple blood. They have been given the nickname "Elites" by humans, as well as other, more derogatory terms, such as split-lip, squid-head, and hinge-head.
Diet: Carnivorous
Armament: Covenant weaponry, usually Storm Rifles, Carbines, Concussion Rifles, Fuel Rod Guns, and Energy Swords. They also use Plasma Grenades, and their armor is always bolstered by personal, rechargeable energy shields.
Natural Abilities: Sangheili are far stronger and faster than the average human, capable of snapping one's neck with their bare hands. They are also strategically brilliant, and aren't known for losing many battles in which they are commanding.
History: The Sangheili are native to the planet of Sanghelios, where they operate in a number of feudal city-states called Keeps, each of which is led by a Kaidon. They are an inherently martial culture, and just about every adult Sangheili is a professional warrior. Many use a strict code of honor in warfare (though the Covenant led by Jul 'Mdama seem more lax in this regard), and the vast majority are religiously devout. Their homeworld is home to some remnants of Prothean technology, who they call "Forerunners." They are worshiped as gods by the Sangheili. After a brief war with the Republic (whose belief in the Force was considered blasphemous by some Sangheili), Sanghelios was mired in a civil war perpetuated by the Republic's replacement, the human-centric Empire. Three factions have emerged from this internecine fighting: one wishes to reconcile with humans, one wishes to see the Sangheili emerge as the dominant species (even if that means the destruction of all opposition), and one, very fanatical faction known as the Covenant, which desires far more extreme goals: the destruction of humanity...

Name: Unggoy
Description: http://www.halopedia.org/images/c/cf/StormUnggoy.png Unggoy are approx. 5'6" and 260 pounds, and have thick blue blood. Often called Grunts by other species, especially humans.
Diet: Omnivorous.
Armament: Covenant weaponry, primarily Plasma Pistols, Needlers, and Fuel Rod Guns. They often use Plasma Grenades as well.
Natural Abilities: Unggoy are relatively strong for their size, but also rather dim-witted and cowardly, running from stiff opposition if their commanding officer has been killed. Hailing from the hostile world of Balaho, Unggoy breathe methane instead of oxygen, unlike most other species, and therefore require specialized rebreathers to survive on most planets without asphyxiating. Despite these flaws, confident Unggoy are incredibly tenacious and persistent combatants. In large numbers, they are a significant threat. Some Unggoy have a tendency to, instead of flee from battle, pull out two primed Plasma Grenades and make a suicidal charge at their enemy, intent on taking the target out with them.
History: The Unggoy are a client race of the Sangheili, used as manual labor, but also as effective soldiers. In the Covenant, their tenacity in combat is used to great effect, though lower-ranked Grunts are used more like cannon fodder.

Name: Kig-Yar
Description: http://www.halopedia.org/images/c/c4/H4_profile_-_KigYar.png Kig-Yar are between 6'2" and 6'8" in height, and weigh between 195 and 206 pounds. They are often nicknamed Jackals by humans. The quills on their arms and head are replaced with hardened plates of skin in females. Kig-Yar have purple blood.
Diet: Carnivorous
Armament: Covenant weaponry, primarily Plasma Pistols, Needlers, Carbines, and Beam Rifles.
Natural Abilities: Kig-Yar are extremely agile and quick on their feet, and have exceptional senses of sight, hearing, and smell. This, combined with their vicious and bloodthirsty nature, make them excellent scouts and snipers. They are also opportunistic to a fault, and will work for anyone with the most money.
History: The mercantile Kig-Yar are from the moon Eayn, orbiting the gas giant Chu'Ot. In addition, they have colonized the asteroid belt in their solar system, and as such exhibit extreme physiological variation. They are not very devout, unlike the Sangheili, but are more than willing to work for the Covenant with a decent enough pay.

Name: Lekgolo (colonies are called Mgalekgolo)
Description: Mgalekgolo: http://www.halopedia.org/images/2/23/H4_profile_-_Mgalekgolo.png Single Lekgolo are 4-foot-long orange worms with no obvious sensory organs. Their orange blood is luminescent. Mgalekgolo are usually called Hunters by humans and other species. Hunters are always encountered in bonded pairs.
Diet: Minerals.
Armament: Hunter colonies are equipped with incredibly strong armor and a large shield made of the same metal used in Covenant capital ships on the left arm. The right arm has an integrated Assault Cannon that can shoot either concentrated streams of energy, or single Fuel Rods.
Natural Abilities: Single Lekgolo are harmless to living organisms, but can be very damaging to structures made of natural minerals. In their Hunter forms, they possess incredible strength and endurance, capable of toppling light vehicles or breaking bones with a single swing of their arm shields.
History: After discovering the Lekgolo on the planet Te, the Sangheili quickly allied with them to help excavate Prothean artifacts, in addition to the power (and surprising sense of honor) their colonies wield in combat. The Covenant use Hunters as living tanks, more as heavy equipment than proper infantry.

Ranking System:

Sangheili:

Sangheili Storm: http://www.halopedia.org/images/4/45/SangheiliStorm.png

The lowest rank of Covenant Sangheili, the Storm are still a higher rank than any Unggoy or Kig-Yar soldier, and often lead squads of these lesser species into combat. They primarily wield Needlers and Storm Rifles, but sometimes use Carbines and even the occasional Energy Sword. Their combat harnesses come in blue, green, and red, though the color doesn't seem to mark out any specific hierarchy amongst their ranks.

Sangheili Ranger: http://www.halopedia.org/images/5/5d/H4SangheiliRanger.png

The Ranger corps is a specialized group of soldiers trained specifically for EVA combat, and are equipped for it, with sealed, armored spacesuits and personal jump packs to traverse the vacuum of space with ease. However, Covenant doctrine states that Rangers should be fully capable of in-atmosphere combat if the need arises. Sangheili Rangers lead these specialized squads, and often use Carbines, though they will resort to Storm Rifles as well.

Sangheili Commander: http://www.halopedia.org/images/9/9b/SangheiliCommander.png

Sangheili Commanders, informally known as Sangheili Officers, are veterans of previous wars, such as that waged against the Republic, and are often senior leaders in combat, commanding lower-ranking Sangheili and other species. They tend to wield heavier weaponry, such as Concussion Rifles and Carbines, but will also use Storm Rifles, Fuel Rod Guns, and Energy Swords when necessary. Their combat harnesses are often a dark red, but have also been seen with green armor.

Sangheili Warrior: http://www.halopedia.org/images/1/13/SangheiliWarrior.png

Also known as Sangheili Generals, Warriors are considered a class of nobility in the Covenant, and function primarily as field commanders in large-scale ground operations. They are some of the most seasoned and experienced Sangheili the Covenant has to offer, and are exceptionally vicious fighters, foregoing smaller-scale weapons in favor of heavier ones, such as the Fuel Rod Gun or Energy Sword.

Sangheili Zealot: http://www.halopedia.org/images/d/db/H4SangheiliZealot.png

The most religiously devout and fanatical Sangheili soldiers, Zealots also function in more practical roles, including the formation of the Covenant's social and political body, as well as direct confrontation in ground assault. In this regard, Zealots are supremely qualified for one-on-one combat. Their shield systems are stronger than any other Sangheili class, and they are often deployed on the battlefield by single-soldier drop pods launched from orbiting spacecraft, placing them directly in the fray. They almost always wield Energy Swords (though Zealots can wield any Covenant weapon available with incredible skill), and have an Active Camouflage system built into their armor, allowing them to sneak up on unsuspecting victims in the heat of battle.

Unggoy:

Unggoy Storm: http://www.halopedia.org/images/9/99/Halo4_Grunt.png

The most common Unggoy class (and, indeed, the most common soldier deployed by the Covenant), Storm Unggoy are mere cannon fodder, with minimalistic armor and light weaponry, usually Plasma Pistols and Needlers. To improve their visibility, their rebreathers are simplified into just a tube that leads straight to the nostrils, instead of a full mask like on higher-ranking Unggoy. Their combat harness varies greatly in color, from orange and red to blue and purple.

Unggoy Ranger: http://www.halopedia.org/images/b/b6/UnggoyRanger.png

Identical to Unggoy Storm in almost every way, Unggoy Rangers differ in that they are equipped for EVA combat in addition to planetary confrontation. Though all Unggoy can use the methane tank on their back to give themselves a large "hop" in lieu of stairs, Rangers have a jump pack built into their tank specifically for that purpose.

Unggoy Imperial: http://www.halopedia.org/images/3/35/UnggoyImperial.png

Veterans of the war with the Republic, Unggoy Imperials have been gifted with slightly higher rank privileges and better armor by their Sangheili commanders in the Covenant. Even so, they are still equipped only with Plasma Pistols and Needlers, and can only lead lower-ranking Unggoy troops, such as Storm units. Their combat harness, hardier than the one used by Unggoy Storm, can be red, green, blue, or orange.

Unggoy Heavy: http://www.halopedia.org/images/a/a0/H4-UnggoyHeavy.png

Unggoy Heavies are sometimes called Ultras by their opponents, and for good reason. These skilled Unggoy troops have incredibly durable, blue or red combat harnesses, and are usually tasked with manning turrets, driving Covenant Ghosts, and wielding heavy weapons like the Fuel Rod Gun in combat. They are the least likely of all Unggoy to panic and run from a fight, and often keep lesser Grunts in line with their mere presence. When not using a vehicle, turret, or heavy weapon, they use Needlers more than Plasma Pistols.

Kig-Yar:

Kig-Yar Storm: http://www.halopedia.org/images/c/c4/H4_profile_-_KigYar.png

Kig-Yar Storm are the lowest-ranking Kig-Yar rank in the Covenant, and often wield Plasma Pistols, or the occasional Needler. Their armor (which can be red, blue, or green in color) provides minimal protection, but their primary defense is their blue Point Defense Gauntlet, which is nearly indestructible against most ballistic weaponry short of a rocket. Energy weapons, on the other hand, drain the shield's power very quickly, and can temporarily disable it. These Jackals often hang back, content to hunker down behind their shields and bombard enemies with plasma fire.

Kig-Yar Ranger: http://www.halopedia.org/images/e/e1/H4_profile_-_JackalRanger.png

Just like other Rangers, Kig-Yar Rangers are equipped with sealed suits and jump packs for EVA operations. Their suits are predominantly blue, but some have red highlights, marking them out as squad leaders. Rangers can wield Plasma Pistols and Needlers alongside Point Defense Gauntlets, like Storm Jackals, but can also take up a marksman or assault role, using Carbines, Beam Rifles, and even the Storm Rifle and Concussion Rifle.

Kig-Yar Sniper: http://www.halopedia.org/images/e/ee/H4_profile_-_JackalSniper.png

Arguably the most dangerous Kig-Yar class, Snipers have no shields to defend themselves, but are rarely in any danger from enemy forces, as they often hang back at extreme distances and in entrenched positions, picking off targets with their Carbine or Beam Rifle. Though Kig-Yar have exceptional senses, these are further bolstered in Snipers by their helmets, which provide detailed targeting data from up to a mile away. However, the helmet's cyclopean "eye" glows when active, giving away the Sniper's position at shorter distances.

Kig-Yar Heavy: http://www.halopedia.org/images/6/6d/H4_profile_-_JackalHeavy.png

Kig-Yar Heavies are the elite of Jackal infantry forces, with orange-colored Point Defense Gauntlets that can absorb significantly more damage, as well as heavier armor that is both terrifying in appearance and effective against enemy fire. They often lead squads of lesser Kig-Yar into combat, and are armed exclusively with Needlers to make them even more effective combatants.

Weaponry:

Type-25 Directed Energy Pistol (Plasma Pistol): http://www.halopedia.org/images/6/66/H4-PlasmaPistol.png

The Plasma Pistol is the primary sidearm of Grunts and Jackals in the Covenant, particularly the lower-ranking ones. Elites occasionally use them as sidearms as well, but this is rare. The Plasma Pistol shoots bolts of green, superheated plasma as fast as the user can pull the trigger. However, firing too quickly can cause the weapon to temporarily overheat. This plasma can cause incredible damage to infantry, short-circuiting droids and causing terrible burns in organics, even from a near miss. In addition, the Plasma Pistol can be "overcharged" by holding down the trigger. As long as the trigger is held, the weapon's battery will steadily drain until the charged bolt is fired. The scaled bolt has a tracking capability on targets with a heat signature, and is powerful enough to kill a lightly armored target in a single shot. The burst can also overload most personal shield systems and disable the electronic systems on vehicles, even tanks.

Type-55 Directed Energy Rifle/Advanced (Storm Rifle): http://www.halopedia.org/images/9/9d/H4-StormRifle.png

The primary weapon of Covenant Sangheili soldiers, the Storm Rifle is an improvement on the older Plasma Rifle model used during the war with the Republic. It operates in a similar manner as its predecessor: automatic, battery-powered, overheats with prolonged fire, and uses superheated plasma as its ammunition. However, its modular coil set, high-mounted cooling shroud, and extended barrel make it significantly more effective than its predecessor. The blue plasma bolts can cause severe damage to most enemies they hit, and Sangheili are trained to fire the weapon in short, controlled bursts to prevent overheating. Like many plasma weapons used by the Covenant, the Storm Rifle is very effective against shields.

Type-33 Guided Munitions Launcher (Needler): http://www.halopedia.org/images/0/04/H4-Needler.png

The Needler is a Covenant projectile weapon that fires long, sharp crystalline shards that track heat signatures until they impale a target — hence the “needler” moniker. Several seconds after coming to rest in their target, the needles detonate, creating severe and in most cases fatal wounds. If at least seven of these needles are in a single target, they trigger a chain reaction that causes a massive explosion and usually tears the victim apart. However, the Needler's rounds cannot penetrate a Jackal's shield or the armor plating of vehicles and Hunters. Personal shield systems like those used by Sangheili or those who use kinetic barriers, however, are not protected from the weapon's effect. The weapon has an 18-round clip. Needlers are carried by most Covenant soldiers, be they Grunts, Jackals, or Elites.

Type-51 Carbine (Covenant Carbine): http://www.halopedia.org/images/e/ec/H4-CovenantCarbine.png

The Type-51 Carbine is a recoil-operated and charger-fed, semi-automatic marksman rifle. It serves as medium to long-range weapon utilized by Covenant forces, primarily Sangheili and Kig-Yar. The weapon's cylindrical magazine holds 18 rounds, and also provides indication of number of rounds left in the magazine by utilizing a holographic display. The Carbine marks itself as unique among Covenant firearms by its ammunition. Rather than using plasma bursts which can be inaccurate and slow at long range, this weapon utilizes caseless radioactive projectiles; this ammunition can come in a number of compositions, but the Covenant primarily employ an extremely toxic compound mined from a radioactive moon in the Sangheili's star system. The rifle can fire this projectile, which is coated in a shielded material upon exiting the weapon, at supersonic speeds. The round's high speed and super-heated nature causes incredible armor penetration, in addition to the radiation burns. On top of that, the round releases toxic chemicals into the victim's bloodstream as it enters the body, which can kill a target in mere minutes.

Type-1 Antipersonnel Grenade (Plasma Grenade: http://www.halopedia.org/images/9/93/H4-PlasmaGrenades.png

The Plasma Grenade is a deadly hand-thrown weapon utilized by Sangheili and Unggoy soldiers. When primed, the grenade emits a blue plasma gas. When thrown, the gas intensifies enough that, should it hit a soldier or vehicle (the weapon has some sort of internal mechanism that distinguishes between legitimate targets and scenery, like trees or walls), it will burn into the surface and adhere to it. Once something has been stuck with a grenade, there is no normal way to remove it; only devices like an advanced Electromagnetic shield can temporarily disable the internal mechanism. After sticking to a target, or otherwise coming to a rest, a three-second fuse is activated. Detonation is first visible as a flash of white-blue light and the kill zone area is instantly subjected to extreme temperatures, and whatever is in the ground zero area, be it or natural and unnatural formations or otherwise, are instantly vaporized. Because there is no magnetic field to contain the plasma, it begins to cool very quickly - thermal expansion begins to take over and the resulting heat fans outward and upward continuing to burn an area up to forty feet away until the resulting flames have cooled to the point where it cannot continue to expand. After the initial explosion, the kill radius area becomes charged with negative and positive particles which will form electrical currents visible for a short period after the explosion. Needless to say, anything stuck by a plasma grenade is not likely to survive the resulting explosion.

Type-1 Energy Weapon/Sword (Energy Sword): http://www.halopedia.org/images/e/ea/H4-EnergySword.png

The Energy Sword is a Sangheili manufactured weapon based off of their ancestral "curveblade." It is made of a stylized hilt that contains a plasma generation device, magnetic field generators, and a battery to keep the weapon operational. When activated, it creates two separate "blades" of magnetically-contained plasma that are designed for both stabbing and slashing, similarly to a Lightsaber. Outside of military operations, Energy Swords are only wielded by aristocratic Sangheili (usually Kaidons, among others). However, in the Covenant, almost every Sangheili soldier is trained to use the Energy Sword, even though only the higher ranks carry them on a regular basis. Again like the Lightsaber, the Energy Sword is fantastically lethal at close range, able to slice through shields, armor, and flesh with a single thrust or slash, especially when bolstered by the strength of a Sangheili. However, its design makes it less suited to the deflection of weapons fire (though highly trained warriors are still capable of such a feat). Most sword wielders rely on the Unggoy in front of them, as well as their own shields, to protect themselves from enemy fire while they close in.

Type-27 Special Application Sniper Rifle (Beam Rifle): http://www.halopedia.org/images/f/ff/H4-T27SASParticleBeamRifle.png

An older model of Particle Beam Rifle used by the Covenant, the Type-27 is favored over its successor, the Type-50 Sniper Rifle System, due to its commonality and rugged design. Both weapons rely on the same technology, however, and are functionally similar. The Beam Rifle fires hydrogen gas in a beam of accelerated particles at its targets. The weapon is extremely well suited for its role as a sniper rifle: it produces negligible sound and muzzle signature while firing, weighs less than most other sniper rifle analogs used by other cultures, and has incredible accuracy and range. It also has fantastic penetration power, capable of passing through multiple armored targets completely. Although the size of the wounds inflicted on a target are small, the damage done is similar to most directed energy weapons used by the Covenant. However, firing the weapon twice in rapid succession can cause temporary overheating. Its built-in scope has a 5x and 10x zoom capability. Occasionally used by Sangheili, the Beam Rifle is most prominently used by Jackal Snipers.

Type-33 Light Anti-Armor Weapon (Fuel Rod Gun): http://www.halopedia.org/images/a/a8/H4-FuelRodGunSide.png

This shoulder-fired mortar/radiation weapon is essentially a man-portable version of the fuel rod cannon that is mounted on Covenant vehicles - it is a support weapon that is commonly employed in both anti-personnel and anti-vehicle roles. It appears to be recoil-operated and fires 3.8cm explosive ballistic incendiary gel projectiles, that travel to the target in a parabolic arc. Five of these ballistic projectiles are stored in a single clip in the top of the weapon. The fuel rods are equipped with an activation delay that protects the wielder from explosions caused by carelessly firing fuel rods into nearby objects; however, a fuel rod will detonate if they are fired into enemies at point-blank range. These rods contain an unknown type of incendiary gel that causes incredible damage to infantry and vehicles alike on impact. Grunt Heavies and Elite Warriors are the most common users of this weapon, though other Grunt and Elite classes may wield it as well.

Type-50 Directed Energy Rifle/Heavy (Concussion Rifle): http://www.halopedia.org/images/5/52/H4-ConcussionRifleSide.png

The T50 DER/H fires explosive bolts of red, superheated plasma, with a single magazine containing six shots. When the plasma bolt hits a surface, it produces area-of-effect damage and a small "kick" to users and objects. The weapon shares many of its features with the heavier plasma mortar used by the Wraith Tank, including a slight downward arc to its shots. The weapon can kill heavier infantry or topple light vehicles with repeated hits. The Concussion Rifle is used almost exclusively by higher-ranking Elites, such as Commanders, Warriors, and Zealot, but some Kig-yar Rangers have been known to wield it.

Type-52 Directed Energy Support Weapon (Plasma Cannon): http://www.halopedia.org/images/a/a2/H4-T52DESW-PlasmaCannonSide.png

The Plasma Cannon is a heavy manned plasma support weapon used by Covenant soldiers in occupied areas. It is often manned by Grunt Heavies or Sangheili. The turret provides a rapid-fire stream of powerful blue plasma rounds to suppress enemy movements and offensive actions. In addition, the weapon does not overheat with sustained fire, like smaller plasma weapons. On the flipside, the user is completely exposed to enemy fire. Sangheili and other substantially strong species can lift the weapon from its mount and carry it into battle at the cost of limited mobility and ammunition, though this is rarely done. The Plasma Cannon is mounted in the side bays of Phantoms and Liches, and a ring-mounted version is used on Wraith tanks for anti-infantry support.

Vehicles and Ships:

Type-32 Rapid Attack Vehicle (Ghost): http://www.halopedia.org/images/3/35/H4-Ghost.png

The Ghost is a one-man gravity-effect vehicle, primarily used in a reconnaissance and close infantry support or rapid attack role. Known for its speed and maneuverability as well as its near silent anti-gravity propulsion system, the Type-32's use in the field by the Covenant is varied but can adjust very quickly and easily for any role required at any moment. Because of its versatility, it has been used for many years, even before the Sangheili's war with the Republic. The Ghost can be deployed almost anywhere and can follow Covenant ground troops with ease. It is propelled by a form of anti-gravity engine known as a Boosted Gravity Propulsion Drive, allowing the vehicle to skim above the ground while it is activated. This drive is visible as a bright, fluorescent area of blue energy emanating from the underside of the Ghost. This form of propulsion can accelerate the vehicle very rapidly, reaching speeds of up to 60 kilometers per hour, and up to 90 kilometers per hour when using the boost. By running on its power source and fuel, the Ghost can travel a distance of approximately 950km or 590 miles, before needing to be refueled. Ghosts are the vehicle of choice for the Sangheili, though Unggoy can also be seen piloting Ghosts as well. Though the Ghost is fully capable of simply ramming enemy infantry that get in its way (though the driver is exposed to enemy fire from the rear and sides, the vehicle's front is surprisingly well-armored for a scout vehicle), it is also armed with two linked forward-firing plasma cannons. These Directed Energy Weapons serve as powerful anti-infantry and anti armor weapons, running on only a small power source.

Type-26 Assault Gun Carriage (Wraith): http://www.halopedia.org/images/b/b4/H4-T26WraithAGC.png (Plasma Mortar retracted)

The Type-26 Assault Gun Carriage is the primary armored ground vehicle used by the Covenant. They are deployed in tactical ground engagements, where they serve in both anti-infantry and anti-armor roles. The Wraith's firepower also makes it ideal for destroying structures in the way of ground forces attempting to advance in an area. Like all Covenant ground vehicles, the Wraith is sleek, bulbous and more reminiscent of an aircraft than a traditional ground vehicle. The Wraith is divided into four main sections: chassis, fins, rudders, and plasma mortar. The chassis houses the cockpit, which includes movement, targeting and firing controls. Holographic control surfaces and displays show the pilot a 360-degree view outside the Wraith. Underneath the cockpit is a boosted gravity propulsion drive, which propels the Wraith and keeps it suspended a short distance above the ground. The Wraith's engine vents excess heat and plasma through an exhaust port at the rear of the vehicle; this port is one of the more vulnerable spots on the Wraith. The wide, sweeping fins at the front of the vehicle stabilize the vehicle on uneven terrain, as well as provide extra thrust during a boost. At the rear of the Wraith are two rudders, which control the turning of the vehicle using independent propulsion drives. The fourth major component is the Wraith's main weapon, a heavy plasma mortar, which rests above and behind the cockpit and can be retracted within the main body. The entirety of the Wraith is covered by nearly two feet of armor plating. The Wraith's mortar is attached to a fixed mounting, meaning that a Wraith must be facing its target in order to hit it. The plasma mortar works by creating a magnetically encapsulated blob of superheated plasma and firing it at a relatively low velocity. Once fired, the bolt is magnetically guided in a ballistic trajectory until it strikes the ground or target. When the bolt hits, the magnetic bubble collapses and the plasma rapidly expands from its compressed state, creating a superheated explosion that will vaporize everything within twenty meters of impact. The Wraith is also equipped with a ring-mounted Plasma Cannon mounted just behind the cockpit. This turret is usually manned by a Grunt or Elite, but the driver of the tank is always a Sangheili trained for that specific purpose. Like the Ghost, the Wraith also has a boost capability, though it is much more limited and used mainly to run down enemy infantry or rapidly retreat when damaged.

Type-26 Ground Support Aircraft (Banshee): http://www.halopedia.org/images/a/ae/Halo_4_Banshee.png

The Banshee is a versatile single-pilot aerial assault craft in the Covenant's vehicular arsenal, piloted by Sangheili. The "cockpit," in which the pilot rests prone, is encased in a curved, reflective cowling with no discernible windscreen. It is equipped with two wings or "canards", each of which terminates in a boosted gravity propulsion drive, including a jet and an anti-gravity pod; these leave a vaporous exhaust trail behind the Banshee. The craft is capable of achieving a velocity of over 100 kilometers per hour and reaching an altitude of 300 meters. In addition to its versatile design, the Banshee is capable of performing complex maneuvers, such as aileron rolls and flips. The Banshee sports two weapon pods attached underneath the fuselage; each pod contains a Class-2 plasma cannon (identical to the Ghost's primary weapon) capable of firing in 100-250 kilowatts range and a Class-2 projectile launcher (essentially a heavy Fuel Rod Cannon). The plasma cannons are deadly to infantry; one bolt can instantly kill a lightly armored target. Heavily armoured targets can withstand only a few bolts before being killed. A direct hit from the Banshee's fuel rod cannon is fatal, even to armored infantry and light vehicles. However, the Banshee itself is not particularly durable, and relies primarily on its agility and speed to avoid enemy fire.

Type-31 Exoatmospheric Multi-Role Fighter (Seraph): http://www.halopedia.org/images/e/eb/H4-T31SeraphXMF.png

The Seraph is the Covenant's primary starfighter, stored in the hangar bays of Covenant capital ships until needed. Unsurprisingly, they are used by trained Sangheili pilots. Seraphs usually attack in formations of ten, their assaults on enemy ships ranging from simple harassment to full out strafing attacks. They are well-shielded and armored for a starfighter, though not especially maneuverable in-atmosphere, where they are rarely used except in brief bombing runs on hardened targets. Seraphs use a heavy plasma cannon in dogfights, and have lighter pulse lasers, as well as plasma bombs, for strafing runs.

Type-44 Troop Carrier (Phantom): http://www.halopedia.org/images/a/af/H4-PhantomDropship.png

Like the Beam Rifle, the Type-44 Phantom is an older model (replaced by the Type-52 in the tail end of the war with the Republic) salvaged for use by the Covenant. In essence, however, it acts remarkably the same as its successor. The Phantom is the Covenant's primary troop dropship, used for its maneuverability, speed, and firepower in atmospheric and exoatmospheric environments. Armed with a nose-mounted heavy plasma cannon that functions similarly to the Concussion Rifle, as well as two Plasma Cannons mounted in the bay doors (and usually manned by Unggoy), the dropship is well-equipped to clear a landing zone. The vehicle is piloted by Sangheili (one pilot and a weapons officer), and can carry a significant number of Covenant troops, from Unggoy to Hunters, which can jump from the side doors or drop through the belly-mounted gravity lift. The Phantom can carry a Wraith tank or a pair of Ghosts, already manned, on its underside as well. When operating in space, the side doors can be sealed against the vacuum. While it doesn't carry its own Slipspace drive, Phantoms can pass through the Slipspace "portal" created by larger ships.

Type-55 Anti-Infantry Stationary Gun (Shade): http://www.halopedia.org/images/f/f7/H4-T55ShadeASG.png

The newest model of stationary turret emplacements colloquially called "Shades," the Type-55 is used almost exclusively by Covenant forces. It functions in a similar vein to the Plasma Cannon, but on a larger scale, as it is more well-armored and significantly more powerful. It is often manned by Unggoy, but Sangheili are trained in its use as well.

Deployment Platform T-56 Ground Support/Ultra Heavy (Lich): http://www.halopedia.org/images/1/1c/H4-T56LichGSDPUH.png

The Covenant's largest airborne deployment platform, the Lich boasts heavy armament and is capable of mass deployments of up to forty soldiers via the gravity lift on its underside. The Lich has four side-mounted Plasma Cannons as opposed to the Phantom's two, but its main weapon is the ultra-heavy focus cannon mounted on its "nose," which fired a beam of concentrated green plasma that can sunder the armor of an Imperial Juggernaut with a single shot. The Lich's heavy armor protects it from most forms of attack in atmospheric engagements, but it is vulnerable to boarding actions, as its power core is exposed on an aft pylon inside the vehicle itself. Like the Phantom, it is capable of space travel, and can enter the Slipspace wake created by capital ships.

Harvester: http://www.halopedia.org/images/a/af/H4_Harvester.jpg

By far the most massive land vehicle in use by the Covenant, the Harvester is a gigantic, six-legged, beetle-like walker used in large-scale excavations and occupations. It is a successor to the Scarab walker, an old Covenant mining vehicle repurposed for war during the fighting against the Republic, and has once again been turned towards digging purposes. Being so large, it is crewed primarily by Lekgolo worms that effectively use it as a "hive" of sorts, though the machine itself only moves when absolutely necessary. The Harvester's plasma drill, mounted on the front of its "head," is powerful enough to drill through several hundred feet of rock or metal in seconds, and anything caught in the beam's path is simply vaporized. However, the Harvester is not meant for combat, and is vulnerable to boarding actions. As a result, it often has a very large security force both inside and outside the machine when deployed.

CCS-Class Battlecruiser: http://www.halopedia.org/images/4/43/H4-Render-CRS.jpg

The CCS-class Battlecruiser is a mid-sized capital ship that is used in both offensive and defensive roles. This type of ship is known for its large personnel and equipment capacity, which makes it ideal for infantry, vehicle, and matériel deployments during ground engagements. The vessel is well known for its offensive capabilities, often participating in ship-to-ship combat and in glassing operations. The CCS-class Battlecruiser, while not the largest capital ship in service with the Covenant, is the most prominent of the Covenant's ships, and is used in large numbers at the heart of nearly every Covenant invasion force. They are often deployed in three-ship battlegroups. The ship is approximately 1,800 meters in length and is well-armored and shielded. CCS-class Battlecruisers are typically armed with several dozen energy weapons, which are used both in ship-to-ship combat and in glassing operations. These weapons include pulse laser turrets, very powerful speed-of-light weapons that fire high-intensity laser bolts, radiating energy in the blue wavelength of the electromagnetic spectrum. The turrets are chitinous pods featuring insect-like antennae and are located at various points around the vessel. The Battlecruiser also has weapon emplacements along its lateral lines. These weapons include plasma torpedo turrets, which fire long, powerful lances of blue-white, amber, or red (varies by intensity) plasma contained and guided by a shaped magnetic field. The ship also possesses two energy projectors, or "cleansing beams", located on the ventral surface - one fore and one amidships, concentric with the gravity lift. In addition to their use in space combat, the energy projectors are used for low-altitude glassing operations. Like the plasma torpedoes, the beam of the energy projectors can be red, purple, or bluish-white, depending on intensity. Like nearly all Covenant ships, the Battlecruiser's bridge is located deep within the bowels of its armored shell, to protect the Sangheili Ship Master that commands it. The CRS-class Light Cruiser, a smaller variant of the CCS-class, is virtually identical in appearance, but only a mere 300 meters long. Even more common than the Battlecruiser, the Light Cruiser functions exclusively as a support ship for fleets, attacking in "wolf pack" flotillas to take down much larger ships through sheer numbers.

CAS-Class Assault Carrier: http://www.halopedia.org/images/a/aa/Assault_Carrier_2.jpg

The 5,300-meter-long CAS-class Assault Carrier is designed for ship-to-ship combat, command and control of fleet operations, and support for ground occupation forces. These ships possess an expansive hangar bay, capable of transporting large numbers of Seraph fighters, Phantom dropships, boarding craft, and large fleets of Ghosts and Wraiths, not to mention thousands of infantry. Assault Carriers are often used as flagships, leading Covenant fleets into battle. Though designed for planetary combat, they also excel at ship-to-ship combat, possessing multiple pulse laser batteries, plasma torpedo launchers, and at least two energy projectors, one mounted under the nose and one on the ship's dorsal surface amidships.

CSO-Class Supercarrier: http://www.halopedia.org/images/3/3e/Reach_-_Supercarrier.png

The CSO-class Supercarrier is one of the largest vessels used by the Covenant, primarily designed for command and control duties for fleets, as well as support for occupation forces, similarly to the Assault Carrier. Such vessels are typically deployed only during invasions of worlds with high strategic value, as they are exceptionally rare and valuable. Though nearly identical in appearance, armament, and function to the Assault Carrier, the Supercarrier is significantly larger: a whopping 30,000 meters in length. The sheer size of such a ship allows it to be equipped with technology not normally feasible on a capital ships, specifically Active Camouflage. This allows Supercarriers to land massive numbers of ground forces on a planet without ever being noticed until it is far too late.

SDV-Class Heavy Corvette: http://www.halopedia.org/images/1/11/HReach-ArdentPrayerCorvette.png

While relatively large at 1,000 meters long, the Covenant Corvette is still considered a light warship in the Covenant Navy, lacking shield systems and heavy armament. The vessel's bridge is located at the front of the ship, rather than in the center. It is armed with three heavy plasma turrets on either side of its hull that are used to engage similarly-sized capital ships. It is also armed with eight smaller point-defense plasma turrets used to take out fighters, as well as a complement of drop pods on its underside and Seraphs in its two hangar bays. Corvettes are often used in advance recon, light ship-to-ship combat, or smaller ground assaults where the use of larger carrier-class ships is unnecessary or unfeasible.
Last edited by dinoman666 on Tue Jun 11, 2013 2:48 am, edited 2 times in total.
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Re: Dinoman666's Profile Topic

Postby dinoman666 » Tue Apr 30, 2013 5:22 am

The Arachnid Empire:

Name: The Arachnid Empire
Leading Body: The Queens and Brain Bugs
Capital: Klendathu
Technology Level: Primitive; exclusively organic-based technology.
Inhabitants: Arachnids
Philosophy: The Arachnid race is expansionist to the extreme, like most social insect species. Their only desire is to expand their territory as much as possible, and have no qualms about pushing other sentient beings out of their way to do it.
History: The Arachnids originated in a rather isolated portion of the galaxy, so their history is mostly unknown. However, it is known that they have existed for thousands of years, even into the time of the Protheans, and there are signs that they occupied much more space back then than they do now. Whether or not this is due to Prothean interference remains to be seen.

Name: Arachnids, informally called "Bugs"
Description: Varies from caste to caste.
Diet: Arachnids mainly subsist on mineral deposits, but prefer the taste of meat over anything else. As such, many are ravenous carnivores when the opportunity arises.
Armament: Varies from caste to caste.
Natural Abilities: Mostly varies, though many Arachnids are invariably resilient, or at least extraordinarily tenacious in battle.
History: See "Faction History"

Native Name: Klendathu
Environment: Barren, dry desert. However, the Arachnids maintain large bodies of fresh water in their underground hives for sustenance.
Regions: None. The Arachnids of Klendathu are completely united by their collective Brain Bugs and Queens.
Dominant Species: Arachnids
Technology Level: Primitive.
Animal Life: None. Only Arachnids can survive on Klendathu.

Arachnid Castes:

Brain Bug:
These massive, bulbous, caterpillar-like beasts are the command-and-control nexus of any Arachnid colony. With the exception of their homeworld (which protects hundreds of Brain Bugs), most hives only house a single Brain Bug to control the entire Arachnid force. Brain Bugs are one of the few Arachnid strains that are sentient and Force-sensitive; however, this power is limited to telepathy, which they use to coordinate the rest of their brethren over vast distances. This telepathic connection is so strong, that the death of the local Brain Bug turns all other Arachnids feral, attacking anything, including each other, with a mindless ferocity.
Brain Bugs, by themselves, are virtually defenseless. Their six, stubby legs are nearly useless at carrying the bug's massive weight, so they rely on a small armada of wide, flat beetles known as Chariot Bugs to carry them around. The mouth of a Brain Bug is little more than a large slit in its face, from which a hollow, spiked appendage can extend. This "arm" is strong enough to pierce a human skull with ease, and is used to extract the grey matter of other sentient beings. In this way, a Brain Bug can absorb the knowledge of other life forms (including any secrets they may have had), and not only use this to its own advantage, but pass it along to other Brain Bugs across the galaxy. This insidious tactic, when used on the right person (such as a high-ranking military officer), can lead to an enemy's downfall in a matter of days. Due to the Brain Bug's sheer importance, it is often sheltered away in the Arachnid's hive along with the Queen, safe from harm.

Queen:
http://images.wikia.com/starshiptroopers/images/8/82/Sti-queen-film-1.jpg
The Arachnid Queens are, as the name suggests, the progenitors of the Arachnid race, and function almost exclusively as breeders, capable of laying up to 75 eggs an hour. Like the Brain Bug, the Queen is a powerful and intelligent telepath, capable of controlling the Arachnid forces if a Brain Bug is not available. Queens are slightly more mobile than Brain Bugs, with longer, more powerful legs to carry them around, as well as grasping limbs near their front that can hold prey. In addition, the carapace of a Queen is covered in long, prehensile "nerve filaments" that can interact with electronic devices on a massive scale, effectively allowing the Arachnid forces to integrate with local technology, or even highjack entire ships. This makes Queens even more dangerous and insidious than the Brain Bug. Even so, Queens are heavily defended and always squirreled away within their hive, safe from intruders and protected by the lethal Royal Guard Bugs.

Warrior Bug:
http://images.wikia.com/starshiptroopers/images/5/52/00.gif
Warriors are the bread and butter of the Arachnid combat force, used in almost every role from scouting, to full-scale combat, to menial labor in the hive. Around three meters long, Warriors are extremely common and considered the basic "strain" of Arachnid drone. As such, they are highly unspecialized, capable of a variety of tasks, and can be produced in large numbers in a very short amount of time. The Warrior's forelimbs are used as stabbing weapons as well as makeshift burrowing tools (though most Bugs prefer the tunnels dug by Burrower Bugs), and can pierce even body armor with a single strike. Likewise, their massive and imposing mandibles can pierce and slash with fearsome efficiency. Warriors have been known to pick up human-sized enemies in their jaws and simply slice them in two with a single bite. These Bugs are not particularly resistant to gunfire or other attacks, but their sheer tenacity in combat makes them shockingly tough targets; a Warrior can lose a limb can still operate at 86% efficiency. Warrior Bugs will brave walls of gunfire, shredded horribly and still operational by the time they reach the enemy. The only notable weak point is the nerve cluster at the junction in the Warriors mandibles (which is also the location of its eyes). Concentrated fire on this spot will bring down a Warrior Bug extremely quickly, though such a shot is nearly impossible from the front of the Bug.

Tiger Bug:
Almost identical to the Warrior in appearance, beyond its yellow, black-striped carapace, the Tiger is an "elite" form of Warrior that often leads small groups of its lesser brethren into combat. Tiger Bugs are mostly identical to their Warrior equivalents in close combat, with one crucial difference: they are nearly twice as resilient. A Tiger can take a startlingly large amount of punishment for a creature of its size, and uses this to its advantage in close combat, tearing through entire squads of enemy soldiers. In addition, Tiger Bugs have the unique ability to fire pairs of small, triangular barbs from their mandibles at enemies. These barbs have significant range, and can pierce armor, where they subsequently shatter like tiny fragmentation grenades. They can cause massive internal bleeding, and multiple hits can shred an enemy's abdomen or limbs and severely cripple them. Like the Warrior, Tiger Bugs have a vulnerable nerve cluster that makes killing one significantly easier for a good marksman.
A green variant of the Tiger, known as the Spitter, is a specialized strain of Bug used for bringing down enemy fortifications from a safe distance. Though capable of close combat, Spitters are reluctant to fight up close except when absolutely necessary. They tend to retreat if attacked, relying on other Arachnid forces to protect them. Like the name implies, these Bugs spit small globules of an acidic compound they produce in their innards. The globule is supported by a thin membrane that breaks apart upon impact with a surface, causing a large splash of the acid. This acid is horrifically corrosive, capable of burning through wood, plastic, and metal at incredible speed. Strangely (and reflecting the Spitter's anti-materiel nature), the acid is not quite as dangerous to organic materials beyond wood, though it can still burn and sting, and causes major tissue damage to exposed flesh over long periods of time. Spitters often gather in small groups and bombard enemy defenses with their acid, harassing enemy soldiers and melting walls and building supports. However, Spitters are significantly more fragile than normal Tigers, and tend to stay out of major combat if possible.

Hopper:
Hoppers are essentially slim, iridescent green Warriors with long, translucent wings. Their light bodies allow them to fly significant distances, and they are incredibly agile, but lack the resilience of the standard Warrior. Because of this fragility, Hoppers are rarely frontline fighters, and are often used in hit-and-run attacks on enemy forces, decapitating heads with their claws in mid-flight, or plucking soldiers from ramparts and carrying them away to be fed upon at the Hopper's leisure. The creatures have a stinger in their abdomen which, while not venomous, is long and barbed, making it a vicious stabbing weapon. Hoppers often use it to disable prey they have captured, making it easier to feed upon. In addition to air support for ground forces, Hoppers can also operate on their own, often as scouts or skirmishers.

Tanker Bug:
http://images.wikia.com/starshiptroopers/images/a/a1/Vlcsnap-9094.png
The size of a house, the Tanker Bug is a heavily-armored monstrosity used to bring down heavy fortifications and entrenched enemy forces. Its carapace is hardened against light arms fire, and only high explosives have any real chance of killing a Tanker with any degree of efficiency. Tanker Bugs have a small forked protrusion at the front of their head, which can produce bright sparks between them. Just behind this fork is a nozzle that sprays a flammable, corrosive substance. As it passes through the spark, the substance ignites and turns into a sticky, napalm-like spray that can melt humans to nothing but a charred skeleton in seconds. The spray is not as effective against structures, but is effected by gravity, allowing the Tanker to fire the stream in a mortar-like fashion over walls (Tankers can also burrow, bypassing enemy defenses and popping up behind their lines). The Tanker Bug is very slow, however, and is not widely used except in full-scale combat.

Plasma Bug:
http://images.wikia.com/starshiptroopers/images/6/6e/Vlcsnap-339615.png
The Plasma Bug is even larger than the Tanker, and is used primarily as planetary defense, air support, and for artillery strikes against land-based targets. The Plasma Bugs swollen abdomen produces high-intensity plasma, which can be expelled and fired into the air at high velocity. A single plasma burst can slice a smaller capital ship in two, or deflect an asteroid. If fired at a lower angle, the plasma round can devastate entire buildings and bases. Using coordinated tactics overseen by the local Brain Bug, entire troupes of Plasma Bugs can provide very effective coverage in the defense of a planet, or even act as gun batteries on Transport Bugs. Plasma Bugs are produced in notably dense numbers on Klendathu itself, making an air assault incredibly dangerous and difficult.

Transport Bug:
http://images.wikia.com/starshiptroopers/images/7/78/ArachnidTransport.jpg
About the size of an Imperial Star Destroyer, the Transport Bug is the only known Arachnid capable of space flight. Using organic thrusters and four massive wings, the Transport Bug can lift itself out of a planet's atmosphere and travel significant distances across the vacuum of space. Its vulnerable face is protected by hard plates of chitin during the trip, and the massive creature occasionally requires "refueling" at planets with water sources. Transport Bugs can carry hundreds of Arachnid spores or eggs, as well as batteries of Plasma Bugs for point-defense. A single Transport Bug can prove to be a very effective invasion force, though they primarily rely on their think hides for defense.
A much more massive variant, the Super Transport Bug, is nearly ten times the size of its smaller kin and is extremely rare, often used to carry Queens and small armies of Bugs across space. They are much tougher and more heavily armed than normal Transport Bugs, capable of filling the air around them with plasma in a moment's notice. Such a gigantic Bug is incredibly effective at besieging entire planets with its army of Arachnids stored within.

Rippler:
The Rippler is a more advanced variant of the Hopper Bug, with a fiery red and yellow patterning and a much stockier body. This makes the Bugs tougher, but less agile in flight. The Rippler is fully capable of close combat, like its Hopper relative, but as the unique ability to fire clusters of explosive spines from its mouth. These spines can pierce armor and damage flesh and equipment with incredible ease. Because of this effective ranged attack, Ripplers are often used in strafing runs on enemy positions, or to defend their hives from the air. Ripplers, when pressed, can also resort to kamikaze attacks, crashing into enemy soldiers and relying on their sheer weight to simply crush and eviscerate the target. The Rippler is also a surprisingly capable swimmer, and often hides in bodies of water to ambush enemies who come too close.

Nurser Bug:
Large green beetles the size of Tankers, Nursers are inoffensive caretakers, staying near the Queen's eggs and keeping them safe. They have no form of defense other than screeching an alarm to call in Warriors and other Arachnids from other areas of the nest. They also have thick shells, allowing them to protect Arachnid eggs from gunfire. Nurser Bugs have a unique ability to inject specialized DNA straight into an Arachnid egg. Whatever DNA is injected is determined by the Queen, and alters the Arachnid embryo inside. This allows for the creation of Bug strains other than the basic Warrior, and means that Nursers are effectively the creators of new Bug types. Information extracted by Brain Bugs also allows Nursers to synthesize new DNA strands to create new, and often more advanced and deadly, Arachnid strains (the likely origin of the Impostor Bug).

Sentinel Bug:
Small beetles the size of a Great Dane, Sentinel Bugs are relatively harmless, though they can give a nasty bite if cornered. Sentinels, instead of fighting, act as hive sentries, retreating as soon as they spot an intruder and chirping in alarm. They also release pheromones, attracting other Arachnids towards them and effectively working the defenders up into a frenzy. When Warriors and other guards arrive to kill intruders, the Sentinels will linger in a hidden corner, providing their adrenaline-pumping pheromones to support the hive's defenders. Killing a Sentinel will effectively stop pheromone production and stop the stream of guards. For this reason, Sentinels often patrol in groups of two or three, increasing the likelihood that at least one will survive to provide combat support.

Burrower Bug:
These massive, wormlike beasts are the main form of digging labor for large Arachnid hives. Nearly 20 meters long, Burrowers are surprisingly quiet diggers, chewing through dirt at a rapid but silent pace. The Burrower has a many-toothed maw that is used primarily for digging, but any smaller creatures unfortunate enough to be caught in its path will be sucked up and chewed into a digestible pulp. Their thick hides make them difficult to harm, though they are almost never used in combat situations. Burrowers are rarely used in newly-made colonies, where Tankers and Warriors provide digging labor until enough space is made for Burrowers to start being hatched. As such, new hives usually start off in cave systems already in existence, or even in artificial underground structures that provide extra protection for eggs, Brain Bugs, and Queens.

Royal Guard Bug:
The Royal Guard is a massive Warrior strain (nearly 25 feet tall) used exclusively to defend the Queen and Brain Bug within the nest. Royal Guards look similar to the standard Warrior, only much larger, and their vulnerable limbs are protected by thick, black, chitinous plates. The rest of the Royal Guard's body is covered in a black carapace capable of shrugging off most forms of attack short of a direct missile strike. Incredibly aggressive in defense of their leaders, Royal Guards will attack without provocation, crushing their enemies in a flurry of massive spiked legs and mandibles. The troupe of Royal Guards is led by an "elite" variant, notable thanks to its glowing orange stripes along the beast's body, as well as glowing orange spines along the top of the head and lining the inside of the mandibles. There is only one Elite Royal Guard in any given colony, which leads the rest of the Guard into combat. This Elite has minor telepathic capabilities to accomplish this, but is still given orders by the Queen and Brain Bug. Getting past the Royal Guard is an arduous task, and often impossible for poorly-equipped infiltrators.

Impostor Bug:
Arguably the most dangerous Arachnid variant currently known, the Impostor Bug (often called the Mimic Bug) is a specialized infiltration soldier used to hide behind enemy lines and sabotage equipment, capture or kill high-ranking commanders, and generally spread havoc, all without ever being discovered. Mimics are sentient and incredibly clever, capable of posing as other sentient beings very easily. Using their innate telepathic skills, Impostors create a "psychic field" around themselves, which creates the illusion of an individual the Impostor has seen before. Everyone around the Mimic only sees the person it's disguised as, not the real creature underneath. The illusion can be broken, but only if an individual is either insane (in which case the illusion does nothing), or if the person truly wants to see past the illusion (usually as a result of the Mimic's suspicious behavior). For this reason, Impostor Bugs tend to disguise themselves as a "strong silent type," rarely speaking (the Arachnid is a skilled vocal mimic, but may not completely understand the language, therefore sounding nonsensical in normal conversation) and simply avoiding general attention.
If an Impostor's disguise is broken, or the Arachnid is preparing to attack, it is quite capable of defending itself. The Bug is vaguely humanoid, a little taller than an average human, with its hind legs supporting the rest of its body in an upright position. The remaining four limbs serve as fine manipulators, ending in three clawed fingers. Small wings provide hovering capabilities, and the Mimic can scuttle around on all six legs for a boost of speed. Mimics are incredibly fast, and are strong enough to carry ten times their own weight. Due to their insectoid physiology, Impostor Bugs don't have standard pressure points like other organic life forms, making them incredibly dangerous and resilient in close combat. A single Mimic can kill an entire squad of soldiers in minutes, relying on its speed to avoid gunfire and snapping necks or spines with its bare claws. The Bug's eurypterid-like head gives it a powerful bite, which can inject a hallucinogenic venom to disorient and stun prey. For all of its strengths, however, the Impostor Bug is surprisingly fragile, and can't take very many gunshots before dying or becoming crippled. Unlike in a fistfight, a Mimic is very vulnerable at range, and will often resort to using its enemy's handheld weapons to retaliate, if it doesn't simply retreat or try to close the distance before the target can bring its weapon to bear. However, thanks to the Impostor Bug's ability to disguise itself as just about anyone, being caught in a firefight is a very rare occurrence.
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Wyvern
Wyvern
 
Posts: 16382
Joined: Tue May 15, 2007 8:55 pm
Location: Wouldn't you like to know?


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