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Lord Markenus
Captain

PostPosted: Tue Apr 22, 2008 4:39 pm


Here is the story in the simpliest detail. The Humans of Earth are fighting a losing war against the Covenant, a massive collection of alien races. The Human government is called the UNSC, which spans multiple worlds. Several distant worlds wanted to rebel, and so the UNSC responded by creating the "Spartan Super Soldier" program. Soon it was discovered that the Spartans were a potential counter to the Covenant. However the Spartans were still not stronger than the Covenant and almost all the Spartans were destroyed on Reach. The Elites, which were about the same strength as the Spartan Super Soldiers, later left the Covenant after another race (The Brutes) betrayed them and took their place in the Covenant hierarchy. The Humans and Elites then formed an alliance of sorts. However, there's an "X" factor. This "X" factor is the Flood. The Flood is, essentially, a horde of mutated parasites. They can swarm an kill and enemy, then take over the enemy's body. This corpse transforms into a strong "soldier" of sorts. Over time the Flood grows to MASSIVE proportions. As they gain more power, they gain more intelligence. Their overall goal is to assimilate all races in the universe.

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This roleplay is unique in the fact that it could technically be considered both before and after the Halo series has taken place. This roleplay is what would happen if none of the major figures in Halo existed; there is no Master Chief, none of the Halo rings have been discovered, Earth's location has not yet been discovered, and the three Prophets are different people entirely. There are only three events that actually did take place in the Halo series, and are still kept here:

1) Covenant Civil War, where the Elites left the Covenant, replaced by the Brutes. There are still VERY few Elites left in the Covenant, but the vast majority of the Elites are allied with the UNSC now.

2) The events on Reach did take place. The majority of the Spartans were destroyed, leaving few left.

3) The Flood has been released.
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NOTE
Check the following information on a regular basis if you are either in the Flood faction, or are fighting against it. The current stage of the Flood is shown here. The Flood stages will develop over time, making the Flood far more powerful, so it is important to pay attention to this:

Current Flood Stage
FERAL
PostPosted: Tue Apr 22, 2008 4:46 pm


UNSC/Elites:

UNSC
The United Nations Space Command is the main government of humanity, spanning multiple worlds besides Earth. Formed in the 2160's, during a period where remnants of old cultural ideologies clashed over supremacy in the Solar System, the UNSC primarily served as an overseer of United Nations military operations in space.



MARINE
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SPARTAN
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Elites
Elites served as the military leaders for the Covenant. While Prophets often had the last say, it was the Elites who organized military campaigns and naval engagements. Ship Masters commanded the mighty space fleets; Field Masters command the vast armies. Elites maintained the military structure of the Covenant, and ensured the Prophet's orders, as well as their own, were carried out. Elites were a major component of the Covenant, and were the only caste able to maintain the military hierarchy and have a voice within the High Council. As the Prophets and Brutes attempted genocide of the Elites, they have left the Covenant and allied with the UNSC. They are called Sangheili in the Covenant language.

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Lord Markenus
Captain


Lord Markenus
Captain

PostPosted: Tue Apr 22, 2008 5:29 pm


Covenant:
The Covenant, or Covenant Empire, is a religiously zealous collection of alien races, controlling a large portion of the Orion Arm of the Milky Way galaxy, and is now waging a genocidal campaign of extermination against humanity, as well as their recent traitors, the Elites. Covenant society uses a caste system with the races that will shortly follow (names are rough translations by the UNSC) Many of the alien races conquered by the Covenant are conscripted into, or gradually become part of, the alliance. Since the entire covenant was based on the promise of the Great Journey upon activation of the rings, the Prophets decide to purposefully attempt genocide on Humanity. The reason they give is that the humans block their access to sacred sites.

Prophets: As the highest caste, it is the Prophets who lead the Covenant and exert complete control over religious and political affairs. Physically weak, Prophets wield power through absolute command of the Covenant (and scavenged) technology leaving the task of conquest to Brutes and the subordinate races. They are addressed as 'Hierarchs' or 'Holy Ones' by the other races of the Covenant. Prophets enforce a theology based on the belief that firing Halo array will herald some kind of sublimation event called the Great Journey. They are called San 'Shyuum in the Covenant language.

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Brutes: Brutes are the newest species to the Covenant and are the only race that has obtained equal status to that of one of the founding "clients" of the Covenant pact, the Elites. Their strength can match and even surpass that of Elites. They have an incredible natural resilience to damage that makes up for their lack of Energy Shields (be it noted that most now wear power armor, which makes them even more difficult to kill), and use a number of weapons and vehicles based upon their pre-Covenant technology. Brutes have their own ranks going up to Brute Chieftains who usually wield Plasma Cannons, Fuel Rod Cannons, or Gravity Hammers. The Brutes always work in a pack when possible. Brutes are unlike Elites in that they do not have an aversion to using human weapons. After the Elites were replaced, they took over their role as personal bodyguards of the Prophets and also now make up most of the covenant army. They have a hairy, ape-like appearance with rough, rhino-like skin. They are called Jiralhanae in the Covenant language.

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Hunters: Hunters are an assemblage of worm-like entities called Lekgolo that create a communal, armor-plated form. They work hard in their role as Covenant muscle, and never disobey orders. Hunters are dismissive and contemptuous of their foes. Hunters always fight in pairs and are deployed almost like heavy munitions of the Covenant fighting units. The bonded pairs (i. e. two Hunters) are actually a colony of worms (called Mgalekgolo worms) that has grown too large for a single piece of armor. Due to their 12 foot height, extremely strong armor and strength, and their arm mounted Assault Cannon, other Covenant will often clear the area of deployment, since Hunters are unconcerned with collateral damage, they may even purposely kill the lesser castes, simply for "getting in the way." They are called Mgalekgolo in the Covenant Language, although the term for a Hunter assemblage is Mgalekgolo.

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Drones: Drones are another race of the Covenant. Their physique is weak but they make up for it in their large numbers. They also have the ability to fly for short amounts of time, using wings concealed within their backs under their wing case. They are very beetle-like. The Covenant generally employ them in zero-gravity operations, where they can fly for indefinite amounts of time, or in vacuum. Unlike most other Covenant races, the Drones do not require an oxygen-nitrogen atmosphere or a methane environment, as Grunts do. They are called Yanme'e in the Covenant language.

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Jackals: Jackals are the scouts of the Covenant, with their superior senses. They are 5'8" tall and due to their lack of physical durability they carry a portable energy shield during combat, Plasma Rifles, Plasma Pistols, a single Beam Rifle, a Carbine and occasionally Needlers. Their appearance is bird-like. They are called Kig-yar in the Covenant language. Jackals are employed mainly as sharpshooters with their excellent vision and dexterity. They are technically at the same social status as the Grunts, but in actuality they are higher due to sheer brutality.

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Grunts: Grunts are the workhorses of the Covenant, as the name implies. Despite their obvious cowardice and ineptitude, they are dangerous in large numbers, which may have been why an Arbiter was needed to quell the Grunt Rebellion. They breathe a methane mixture and thus must wear a large tank on their backs full of the gas. They fight well in plasma turrets and use the Plasma Pistol and Needler, sometimes even wielding the Fuel Rod Cannon as well. They are called Unggoy in the Covenant language. Their discipline is dependent upon strong leadership and strength of numbers; however if they are leaderless they will present significantly less resistance, often cowering. Unggoy have a considerable amount of physical strength, enabling them to wield larger weapons in the Covenant arsenal.

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Engineers: Engineers don't really fit in with the Covenant caste system. In military terms, they are the lowest as they are a non-militant race. They are needed to maintain the Covenant war machines and will only converse with the Prophets themselves. This, however, indicates Engineers are very high in the caste system, probably because the Covenant are aware of how much they are needed and the Engineer's grasp on Covenant and foreign technology, is profound. Therefore, they maintain their status as one of the highest Covenant castes. Engineers are actually an artificial species created by the Forerunners. They are called Huragok in the Forerunner language.

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PostPosted: Tue Apr 22, 2008 7:48 pm


Flood:

The Flood is a species of virulent, savage, parasitic organisms that thrive by consuming all sentient lifeforms of sufficient biomass and cognitive capability. Their origins are currently unknown, but it is known that they are an extragalactic species bent on consuming all sentient life throughout the entire universe. In regards to every outbreak of the Flood, there exists three or four stages the parasitic organism undergoes, which are feral, coordinated and interstellar with the possibility of another higher stage present and intergalactic.

Feral: In the feral stage, the Flood make use of the four basic forms: Infection, Combat, Carrier and a proto-Gravemind form (Brain Form). The Feral stage is the lowest form communicating via pheromones, and have the natural instinct to harvest enough calcium to establish a viable Gravemind.

Coordinated: Once a viable Gravemind has developed, the Coordinated stage begins with the numbers of forms growing rapidly. The Coordinated stage is when the Flood become truly dangerous; they now take orders from the Gravemind that was created in the first stage.

Interstellar: The Interstellar stage develops once the Flood have acquired sufficient technology and do not possess any further known evolutionary changes. The Interstellar stage allows the Flood to take control of most technology and spread throughout the galaxy to infect more hosts.

Intergalactic: The Intergalactic stage is the last known stage of the Flood, once it has consumed all sentient life in a galaxy (and by extension, gained complete understanding of any technological and scientific knowledge that was present), it will have reached a complete critical mass, which must depart to other galaxies.

The Flood's potential for destruction is not in doubt. It is an organism-scale parasitic species, and its sole means of reproduction is by assimilating other sentient species into its fold by neurological and physiological mutagenic means, by entering and infesting live bodies or recent corpses. Its all-consuming nature and dependence on sentient life means that it would be impossible for the Flood to be a part of any ecosystem. They adapt quickly to any ecosystem and use its properties to its advantage.

Lord Markenus
Captain


Lord Markenus
Captain

PostPosted: Tue Apr 22, 2008 9:36 pm


UNSC Ranks
Enlisted Ranks
-Private: For most recruits into the Marine Corps and Army, when they complete their basic training, they become a Private, and are further assigned to a specific unit or platoon.

-Private First Class: Usually, PFCs are privates who demonstrate more skill than those who are privates.

-Lance Corporal: Generally, a Lance Corporal has command over a small Marine unit.

-Corporal: Promotion to Corporal traditionally confers a large jump in authority and responsibility compared to promotion from Private through Lance Corporal.

-Sergeant: A Sergeant can be in command of a small platoon, and will act as the platoon leader.

-Staff Sergeant: They typically command squads of 9 to 11 Marines.

-Gunnery Sergeant: In the USMC, a Gunnery Sergeant typically serves as the senior NCO for platoon sized units. They serve as assistants and advisers for Lieutenants. The same responsibilities carry over to the UNSC Gunnery Sergeants.

-Master Sergeant/First Sergeant:

*Master Sergeant: They are the assistants and advisers for the company commander.

*First Sergeant: They advise and assist the company commander directly. Although technically the same rank, they are given more authority than Master Sergeants.

-Master Gunnery Sergeant/Sergeant Major: These ranks are both steps up from Master Sergeants and First Sergeants. The basic differences between Gunnery Sergeants and Sergeant Majors are the same.

-Sergeant Major of the Marine Corps: Sergeant Major of the Marine Corps is a billet postion of the UNSC Marine Corps. Only Sergeant Majors can be chosen to be it and it is technically a Staff Non-Commissioned Officer rank.

Officer Ranks
-Second Lieutenant: Second Lieutenant is typically an entry-level rank for most commissioned officers.

-First Lieutenant: They can be given command of platoons or companies. A Second Lieutenant usually receives a promotion to First Lieutenant after 18 to 24 months service.

-Captain: A grade above First Lieutenant.

-Major: A Major typically commands a battalion or serves as a staff officer for larger units.

-Lieutenant Colonel: A grade above Major.

-Colonel: A UNSC Colonel commands a regiment or a brigade. A Colonel may also serve as a staff officer for higher unit groupings, such as divisions.

-Brigadier General: A Brigadier General is, essentially, a one-star General.

-Major General: A two-star General.

-Lieutenant General: A three-star General.

-General: A four-star General.

Elite Ranks
-Elite Minor: The most common and least experienced Elite, Minor Elites are still skilled warriors superior to any human soldier, but they are somewhat weaker than Major Elites or Spartans. Their energy shields are not quite as powerful and they often make many tactical errors such as standing in one place while firing, or rushing forward into enemy fire. They also fire in shorter bursts and have somewhat less accuracy. Along with Major Elites, they often lead squads of Grunts into battle.

-Elite Major: This veteran Elite warrior is the physical equal of the UNSC's Spartans. Overall they are more agile, more accurate, more aggressive than Minors and seldom make tactical errors in combat. A single Red Elite can hold its own against an entire squad of UNSC Marines. They can often be seen dual-wielding, piloting Covenant vehicles, or carrying heavy weapons.

-Elite Ultra: These are the Covenant's Colonels and Captains, just below the golden-armored Zealots in rank. They command individual operations, unlike the Zealots who command fleets or armies. Although they do not possess the same level of natural resilience as the Zealots, they use Overshields in combat to continue fighting long after their enemies are forced to retreat. They are also known to always carry Energy Swords as backup weapons.

-Elite Honor Guard: The Honor Guards are the personal guard of the High Council, in particular the Prophet Hierarchs. They wear ornate, ceremonial red armor. Although they wield a large pike for ceremonial purposes, they generally utilize Energy Swords or Plasma Rifles in actual combat. They are slightly below Zealots in the Covenant hierarchy.
Due to the Covenant Civil War, this rank (Elite Honor Guard) only applies to Covenant Loyalist Elites!

-Elite Zealot: The Generals and Admirals of the Covenant military; Commanders of Battalions, Ships and Fleets. Field Masters lead armies; Ship Masters command ships; Fleet Masters command armadas.

-Elite Honor Guard Ultra: The Lights of Sanghelios are one of the most elite combat units of the Sangheili, named for the cluster of stars near the Sangheili home system. They have stronger armor and better shielding than ordinary Honor Guards. They are clad in white armor with glowing Honor Guard plates and are known to wield Energy Staves.
Due to the Covenant Civil War, this rank (Elite Honor Guard Ultra) only applies to Covenant Loyalist Elites!

-Elite Councilor: These Elites share power with the minor Prophets on the High Council. They are one of the highest ranks an Elite can achieve.
Due to the Covenant Civil War, this rank (Elite Councilor) only applies to Covenant Loyalist Elites!

-Arbiter: The unique rank of Arbiter is bestowed upon an Elite warrior only in a time of dire need, sometimes as a way to let them die without shame. They undertake suicidal missions to gain honor upon their death. Arbiters were "made and consumed" in desperate times such as the Grunt Rebellion, or the Taming of the Hunters. Every Arbiter, however, inevitably dies in their duty, for, as the Prophet of Mercy put it, "The tasks one must undertake as Arbiter are perilous. Suicidal." The Arbiter rank is only temporary, that is, until the Arbiter has fallen as a martyr, and is consequently forgiven. They are revered amongst the Elites for their bravery and skills. The rank of the Arbiter is the highest possible honor that can be bestowed upon a Elite.
Due to the Covenant Civil War, this rank (Arbiter) only applies to the UNSC allied Elites! There can only be 1 Arbiter at a time!

Specialist Ranks
-Elite Ranger: Rangers are a voluntary group of Elites that work in the least forgiving environment of all: vacuum. Their helmets completely encase their heads, protecting them from the vacuum of space. They wear a variant of Elite armor optimized for zero-gee, no-atmosphere combat. Their armor is cobalt in color, brighter than that of the Elite Minor. They can pose a substantial threat, due to their unique movement options. There are also variants that use their equipment to give them a tactical advantage planet side, flying above and shooting from the air, confusing and demoralizing the enemy, similar to a Drone but with more power and fewer numbers.

-Stealth Elite: The Stealth Elites are the assassins and spies, and they use Active Camo technology, as the Special Operations Elites do. They have energy shields, but are still not as strong as normal. They're often used on ambushes, which, with the help of their active camouflage technology, allows them to take down many enemies, if they're unseen. They usually fight in pairs and wield two plasma rifles each.

-Spec Ops: Special Operations Elites are extremely skilled fighters, sent in to accomplish the most dangerous and difficult of missions. They have superior accuracy, fire in longer bursts and have slightly stronger shielding than regular Elites. Most notably, SpecOps Elites operate in squads, are extremely skilled and quite accurate grenade throwers. They are equipped with an Active Camouflage system, but rarely use it, except to get into position without being noticed.

-Spec Ops Commander: The Special Operations Commander is at an even higher rank than Zealots, controlling all SpecOps.
PostPosted: Wed Apr 23, 2008 9:16 am


Covenant Ranks

Prophets

-Low Prophet: Often serves as a member of the Covenant Council. Very high in political, military, and religious importance.

-High Prophet: There can only be three High Prophets at one time. This is the highest rank in the Covenant. These three are the ones who rule the Covenant.

Brutes

-Brute Minor: Brute Minors are the youngest and most inexperienced Brutes of the Covenant. They often use Spikers as their primary weapon. These Brutes have not yet earned the right to carry a Brute Shot. They do not have helmets, and Minors either have little or no armor, or have a lustrous blue-green hue Power Armor. They often make tactical errors such as standing in one place while firing, or rushing forward into enemy fire. Most tend to also fire in shorter bursts, and have somewhat less accuracy and a lower rate of fire. Still, it is foolish to underestimate a Brute of any rank.

-Brute Major: Brute Major is an elevated rank for Brutes of the Covenant. These veteran Brutes are stronger and smarter than their younger counterparts. This armor also makes them even harder to kill. These brutes usually carry Brute Plasma Rifles, Spikers, Covenant Carbines, or Brute Shots. They are usually seen commanding less experienced Brutes and wear dark blue Power Armor.

-Brute Ultra: The Ultra Brute is the highest rank of the three regular ranks and as such they are found wearing violet Power Armor. Because of their status they usually be found leading at least two minor brutes and a group of lesser grunts, but they are also frequently lead by a higher rank, such as captain or chieftain.

-Brute Captain: They are the approximate analog of the Elite Major Domo rank, often leading small groups of Brutes in field combat. Brute Captains are seasoned veteran Brutes, and are more heavily armored and heavily armed than the standard Brute warrior. They wear violet/red Power Armor than the Brute Ultras.

-Brute Captain Major: The Brute Captain Major is a Brute rank that wears golden colored Power Armor. They are often leading lower ranking Brutes, as well as squads of Jackals and Grunts. In terms of strength, battlefield, adaptness and rarity, Captain Majors are similar to Sangheili Zealots.

-Brute Captain Ultra: The Captain Ultra is the second highest attainable rank a Brute can achieve, next to chieftain, and wear cyan Power Armor, which signifies higher rank then the gold Brute Captain Majors.

-Brute Chieftan: The Brute Chieftain, also known as the Alpha Jiralhanae, is a Covenant rank for the Jiralhanae (Brute) race, the highest in the Jiralhanae hierarchy. There are may be dozens of Brute Chieftans at the same time, along with a single "Grand Chieftan" (Tartarus, for instance). There are, generally, two types of armor that a Chieftan wears:

*Brute Chieftains that are clad in ornate red and black armor. Whilst it cannot take as much damage as the bronze armor worn by other Chieftains, it allows greater speed and mobility.
*Brute Chieftains that are ornate, bronze-and-gold armor have the most powerful and durable of the Brutes' Power Armor, but their mobility is somewhat limited due to the heavy weight of the armor.

Brute Specialists

-Brute Stalker: Stalkers are covered in grey armor, and possess integrated circuitry for Active Camo in their Power Armor. They often use Radar Jammers to confuse their prey, and are the main users of Incendiary Grenades. They are commonly seen acting as spies and bodyguards for Brute Chieftains. The Stalkers are about equal to the Stealth Elites in ability.

-Brute Ranger: These veteran Brutes utilize jumppacks to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They are the Brute counterparts of the Ranger Elite Unit. They wear blue Power Armor and jetpacks.

-Brute Bodyguard: Brute Bodyguards are some of the Chieftain's most reliable warriors and not only protect their chieftain but enforce his tribal law. They are the Brute counterparts of the Honor Guard Elite Unit. They wear light blue armor and tend to favor Covenant, rather than Brute, weapons.

Grunts

-Grunt Minor: The lowest-ranked Grunts, these wear orange armor. They are often the least dangerous and most cowardly, and are often inaccurate marksmen. They are foot-soldiers, usually; at best they're Ghost pilots. When their commanding Brute is killed, they will often break formation and flee.

-Grunt Major: Veteran Grunts that wear crimson armor. They sometimes command several Grunt Minors and are slightly more skilled in combat and courageous than Grunt Minors, though this difference is not always substantial.

-Heavy Grunt: Specialized Grunts wearing green armor often deployed in defensive actions whose primary purposes are to deploy Plasma Cannons and man them, but occasionally wield Fuel Rod Cannons as well. Additionally, they also have been seen operating Ghost vehicles and Shades.

-SpecOps Grunt: Experienced and specially-chosen Grunts that wear distinctive jet-black armor and are commanded by Special Operations Elites. They also have an Active Camouflage. Special Operations Grunts are extremely skilled in warfare compared to the average soldier in the Grunt species, and don't panic too often in combat situations, if they do at all. They are sometimes seen wielding Fuel Rod Cannons, and they tend to throw Plasma Grenades more often than lesser Grunt ranks, as well as throwing them more accurately. Almost all, if not all, of the Special Operations Grunts sided with the Covenant Separatists during the Covenant Civil War.
Due to the Covenant Civil War, this rank (SpecOps Grunt) only applies to those allied with the UNSC!

-Grunt Ultra: Grunts that are field commanders for other Grunts, and wear distinctive pearlescent white armor reminiscent of the Ultra Elites. While they appear to have some authority over lesser-ranked Grunts, they have no control whatsoever over the other Covenant races. Grunt Ultras are also stronger opponents than their subordinates, and are more accurate with firearms, throw Plasma Grenades often, and have heavier armor, making them able to sustain more damage than most other Grunts. They very rarely run, and, when present, other Grunts do not run either.

Jackals

-Jackal Minor: They are effectively equal to the UNSC Private. Donning a turquoise shield on their right arm, they occasionally lead a few Grunts into battle. However, they will retreat if their shield is depleted. They command Major Grunts, Gunner Grunts, SpecOps Grunts, and Ultra Grunts, so they usually jump out of Spirits or Phantoms first. Like Grunts, they are low- ranking in the covenant hierarchy, and considered inferior to Brutes, Elites and Hunters.

-Jackal Major: Jackal Major is an elevated rank for more experienced Jackals of the Covenant. They are characterized by their orange shields, and usually wear armor that is gold or brown in color, though this is not always the case. They are seen commanding Jackal Minors or Grunts in combat.

-Jackal Sniper: Unlike standard infantry Jackals, Jackal Snipers do not carry Jackal Personal Arm Shields. They wield long range weaponry, serving as the Covenant's answer to UNSC Marine sharpshooters. They are usually hidden and are only noticed when the laser from their beam rifles hits a target, or they are given away by the glint on their mask.
Jackal Snipers do not carry energy shields but instead they use both hands to man the beam rifle or a carbine.



NOTE

Hunters, Engineers, and Drones do not often have individual ranks within the Covenant, as they all operate in much the same fashion, hence why their ranks were not listed above.

Lord Markenus
Captain


Lord Markenus
Captain

PostPosted: Wed Apr 23, 2008 9:25 am


Flood Classes

Infection Form: The Infection Form is the most basic and simple Flood form, and is the smallest, albeit the easiest to defeat, although it is believed to be the most essential: it is the Flood's method of infecting and assimilating other species as these vile creatures attack in dozens or even hundreds. It is a small, spherical organism, with a small, sagging, brown horn projecting from the top of its back, and tentacles projecting from its spherical surface. These tentacles propel the Infection Form through sinusoidal motion, and are used to bring the Infection Form towards its target. Upon reaching its target, it will attempt to infect it by extending its tentacles, penetrating its skin, and contacting the host's spinal cord, bringing about a successive series of neurological and physiological changes to the host. As these changes happen, the infection form will deflate its gas bag, pull itself into the host body, and spread its tentacles throughout the body. However, energy shielding provides some protecting against an Infection Form, popping the creature in a small, but damaging, blast of noxious gas. After infecting viable hosts, the infection form resides in the chest cavity. When the combat form is destroyed, the infection form may or may not escape from the cavity. Infection forms are extremely dangerous to unshielded enemies even in small numbers: a single contact between an infection form and an organism lacking a personal energy shield will lead to a horrible assimilation within minutes. The coordinated-stage infection forms, however, transform their victims into Combat Forms very rapidly, in just a few seconds! Infection forms can't infect beings with strong armor, such as Spartans, or Brute Cheftains. The addition of a personal energy shield is a tremendous advantage in fighting Infection Forms, making them dangerous only in significant numbers: the infection forms must first explode when reaching the potential host, lowering the shields with repeated detonations before seizing upon the unshielded host's armor, and then proceeding to assimilate, requiring a tremendous number of Infection Forms to breach the shielding and combat armor.
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Combat Form: After an infection form has successfully delved into a sentient creature with sufficient biomass and combat potential, it will neurologically and physiologically mutate the host, twisting it into a combat form. Combat forms oftentimes maintain the general profile of the original host organism, and possess the original clothing and armor they were wearing before infection. Infection forms have been seen only mutating humans, Brutes and Elites, not bothering to utilize Grunts or Jackals presumably because of their physical weakness and lack of significant biomass and combat capability, instead turning lower creatures into Carrier Forms. Combat forms are most damaging at close range, utilizing their whip-like mutated arms to lash out with scourging blows of significant force, even stronger than a Spartan. A single blow can lower a MJOLNIR, or Spartan, Armor's personal shields by half, and few melee swipes are needed to drop a lowly Grunt or Jackal, while sufficient numbers can down even a Brute, Elite, Marine, or Spartan. Combat forms can use any weapon that their host body might once have used, also utilize weaponry or vehicles, although they are poorly proficient with almost all firearms and are clumsy with vehicular operation. Combat forms are rakishly aggressive and lack even rudimentary battlefield tactics, although their sheer numbers can force even powerful enemies to succumb. Infected Elites, Brutes or Humans can be transformed into combat forms within seconds during the Coordinated stage, and corpses of previously infected hosts can be alarmingly reanimated in seconds by other infection forms, making corpse destruction a neededl tactic when combating the Flood.
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Carrier Form: Smaller and weaker life-forms (like Grunts and Jackals) who have been infected but lack the calcium mass to serve as combat forms are transformed into Carrier Forms. The purpose of a Carrier Form is to nurture and disseminate Infection forms. Physically, they are a large, bloated sac situated upon a torso and a pair of waddling legs that slowly transport Infection Forms. Their bloated "sac"-like form is a result of the many Infection forms crawling around inside them. In combat situations, once they are within close proximity of a potential host or when their sacs are struck with multiple projectiles, forcing the carrier form to its pudgy knees while the sac exponentially swells with gas for several seconds, then spontaneously detonates into fleshy scraps, hurling infection forms into the air. The detonation itself is extremely dangerous, and its gas-propelled dissemination of infection forms facilitates easier assimilation, as it hurls infection forms in all directions, and stuns the potential hosts with the concussive blast. This explosion also has the potential to set off any stray grenades, making it even more deadly.
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PostPosted: Wed Apr 23, 2008 12:12 pm


UNSC Weaponry

Battle Rifle
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Pistol
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Shotgun
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Assault Rifle
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Sniper Rifle
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Rocket Launcher
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SMG
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Spartan Laser
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Missile Pod
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Machine Gun Turret
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Fragmentation Grenade
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Flamethrower
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Lord Markenus
Captain


Lord Markenus
Captain

PostPosted: Wed Apr 23, 2008 12:57 pm


Covenant Weaponry

Plasma Pistol
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Plasma Rifle
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Needler
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Carbine
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Beam Rifle
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Fuel Rod Gun
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Energy Sword
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Plasma Turret {Grunt is carrying it}
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Plasma Grenade
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PostPosted: Wed Apr 23, 2008 12:58 pm


Brute Weaponry

Spiker
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Brute Plasma Rifle
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Brute Shot
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Mauler
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Gravity Hammer
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Spike Grenade
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Incendiary Grenade
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Lord Markenus
Captain


Lord Markenus
Captain

PostPosted: Wed Apr 23, 2008 1:01 pm


UNSC Vehicles (Land)

Anti-Infantry Warthog
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Anti-Armor Warthog
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Troop Carrier Warthog
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Scorpion
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Mongoose
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UNSC Vehicles (Space)
PostPosted: Wed Apr 23, 2008 1:02 pm


Covenant Vehicles (Land)

Ghost
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Spectre
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Wraith
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Anti-Air (AA) Wraith
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Chopper
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Prowler
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Shade Turret
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Shadow
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Drop Pod Troop Carrier
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Covenant Vehicles (Space)

Boarding Craft
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Banshee
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Lord Markenus
Captain

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