NationStates Jolt Archive


Covenant Factbook(FT)

Planet spacebal l
15-04-2007, 20:21
Table of Contents

1.Religion and Culture (http://forums.jolt.co.uk/showpost.php?p=12547334&postcount=2)
2.Technology (http://forums.jolt.co.uk/showpost.php?p=12547340&postcount=3)
3.Weaponry (http://forums.jolt.co.uk/showpost.php?p=12547343&postcount=4)
4.Ground Vehicles (http://forums.jolt.co.uk/showpost.php?p=12547390&postcount=5)
5.Air Vehicles (http://forums.jolt.co.uk/showpost.php?p=12547429&postcount=6)
6.Capital Ships (http://forums.jolt.co.uk/showpost.php?p=12547552&postcount=7)
7.Species of the Covenant (http://forums.jolt.co.uk/showpost.php?p=12547992&postcount=8)


Basic Information
Civillian population- 12.5 billion
Military personel-69.4 million
Naval strength- 949 ships
Populated Planets-8
Claimed Planets-127

Naval list-
350 Reverant Class Frigates
250 Devotion Class Destroyers
150 Penance Class Cruisers
75 CCS-class Battlecruisers
50 Reverence-class Cruisers
35 Regret Class Assault Carriers
27 Enternal Wrath Class Battleship
12 Divine Inquiry class supercarrier


History

The Covenant divide their history into periods called Ages. The Ages are named according to things that have happened/are happening in them.

Age of Abandonment
The Age of Abandonment was the time when the Forerunners Embarked on the Great Journey.
Age of Conflict
This Age may have lasted for thousands of years, because the war went on for an extremely long time, but it definitely would have ended with a truce, when the prophets told the elites of the Forerunners.
Age of Discovery
The Prophets discovered the remains of Forerunner technology giving birth to the Covenant religion with its central theme that the activation of the Halos would begin the Great Journey for the Covenant, leading them to salvation.
Age of Doubt
The Age of Doubt was when the Covenant had a crisis finding the Halos. The Covenant then began to doubt the word of the Prophets, due to the fruitlessness in their search for Halo.
Age of Reconciliation
During the Ages of Reconciliation, the Prophets shared the information learned about the Forerunners with the Elites. The Elites and the Prophets made a truce to unite to form the Covenant with the Elites being promised salvation in exchange for their services as the military and protection. This is when the Covenant Writ of Union was created.
Age of Conversion
The Age of Conversion was the time that the Elites and Prophets began incorporating the other races into the Covenant, either through conquest or religious conversion. The Hunters resisted conquest more strongly than the other races, resulting in the creation of an Arbiter to help tame them. The Hunters defeated the Elites on the ground but were forced to surrender under threat of extinction through glassing. It is also possible that the Grunts were one of the species that was conquered, rather than converted.
Age of Reclamation
The current age.
Planet spacebal l
15-04-2007, 20:24
Religion and Culture

The Covenant society is based solely on worshiping the Forerunner and recovering their sacred artifacts. Because of this, they often have to turn to war to achieve their ends, and so the Elites, and later the Brutes, have a very high place in their culture.

Because of the Prophets' links to the Forerunner, they posses superior technology, and this, combined with the unique abilities of the client races, help to push the ever-growing war machine of the Covenant. The client races are nearly enslaved by the Covenant, forced to live a completely different way of life. Their past cultures are all but erased, and the only practical way for them to relive their former cultures is through dreams. Most races are only kept for their varying skills to be exploited, rather than to be a part of a flourishing empire. Hunters, for example, are indomitable ground forces, and so they were conquered by way of orbital bombardment to help the Covenant in close-range combat, rather than from starships.

The Forerunner, a long-since vanished and utterly mysterious civilization, are revered as gods by the Covenant, although their original nature was most likely not divine. The Covenant belief system is underpinned by the existence of numerous abandoned Forerunner artifacts, objects and installations. Of these, the most notable are the seven Halo rings, said to be the locations at which the transcendent Great Journey may be begun. The evident technological perfection of Forerunner objects, and the awesome and unknown purpose for which these artifacts exist, has powered the Covenant theology for millennia.
Planet spacebal l
15-04-2007, 20:25
Technology

The Battlenet
Battlenet is the term for Covenant communication systems maintained to allow instantaneous contact between units, ships and planets. Covenant Battlenet channels are sometimes broadcast on the same frequencies as the COM, but to date there is no explanation why. The battlenet can be isolated for deep space broadcast, as well as intership, and between units. The Covenant intership Battlenet has a curious feature: a system of communicating orders throughout the Covenant empire. Transmissions carry embedded subcommuniques containing orders for ships to various jumps, rendevious, and tasks. The efficent system allows Covenant orders to circulate more quickly throughout the empire.

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

Gravity Lift
The Gravity Lift is Covenant gravity-manipulation technology used to either levitate objects into the air via an amethyst, sparking circular beam that is refractive to plasma, or to safely drop troops in the same fashion. However, the polarity of the lift needs to be reversed in order to switch from the two different functions. They can be projected from the underside of most Covenant ships.
Planet spacebal l
15-04-2007, 20:26
Weaponry

Gravity Hammer
http://halo.wikia.com/images/0/0d/TataurusHammer4.jpg
The Gravity Hammer is melee weapon of the Brute Chieftains At 2.682m it not only serves as an excellent melee weapon, but can alter gravity to move objects and living beings around.

Brute Plasma Rifle
http://halo.wikia.com/images/e/ef/Brute_plasma_rifle.jpg
The Brute Plasma Rifle is a weapon is most often wielded by Brutes. Brutes are known for their short tempers, and often drop the weapon when it begins to overheat. It uses plasma technology instead of ammunition. This means that the weapon draws from a power source to generate its projectiles rather than firing individual missiles like modern guns. The weapon is known for its power and accuracy and its incredibly high rate of fire.

However, this high firing rate heats the weapon up and prolonged use of it will overheat the rifle rendering it useless for a brief period of time. The Brute Plasma rifle overheats more than a regular Plasma Rifle.The Plasma Rifle can fire approximately 400 shots of plasma. It is said that the weapon's power source can be replaced or recharged when depleted.

Plasma Pistol
http://halo.wikia.com/images/d/df/Plasma_pistol.jpg
Capable of quickly firing low-powered shots, or of firing a single high-powered blast which tracks its target to some degree.

Plasma Rifle
http://halo.wikia.com/images/3/35/Plasma_rifle.jpg
A common light weapon in the Covenant army, the Plasma Rifle is wielded primarily by Elites. It uses plasma technology instead of projectile ammunition, firing directed energy bolts. This means that the weapon draws from a power source to generate its energy projectiles rather then firing individual metal projectiles like modern guns. The core power output of these projectiles is 100-150 Kv @ 2-3 dA, and the rate of fire is 420 to 600 rounds per minute.

Needler
http://halo.wikia.com/images/3/37/Needler%282%29.jpg
The Needler is a highly unusual Covenant weapon, in that it fires pink translucent crystalline projectiles. It is most often wielded by Unggoy (Grunts), and Drones (Yanme'e), but Sangheili (Elites) and Kig-Yar (Jackals) have also been seen utilizing this firearm.

The only other Covenant projectile weapon is the Type-25 Carbine.

The needler is believed to have originated, (it was artisan-invented) and used by the native unggoy before they were enslaved by the covenant.

Type-25 Carbine
http://halo.wikia.com/images/3/3b/Type-25_%22Spiker%22_Carbine.jpg
The Spiker fires two-foot superheated orange metal spikes resembling needler projectiles. However, upon impact, its wounds are "horrifying". The spikes fired by this weapon are armor-piercing and will penetrate energy shields. The spikes will not crumple when shot at close surfaces at an angle. If you shoot head on, they will crumple, but if you angle that shot and you can deflect, with predictable accuracy, deadly, shredding rounds that basically lose none of their efficiency. Its ammunition spikes have also been noted to be of the same material as the also Brute-issue Spike Grenade.

When a Spiker fires a projectile, it leaves a peculiar vapor like "burnt hair".

Fuel Rod Cannon
http://halo.wikia.com/images/5/51/Fuel_rod_gun.jpg
The Fuel Rod Cannon has no fail-safes, allowing the player to pick up the weapon. It is magazine fed , with each cartridge holding five rounds. The gun fires fairly fast, and reloads at around the same rate as the rocket launcher. Another addition to the Fuel Rod Cannon was the 2X scope, allowing precision firing.

The high ammo capacity, rate of fire, and damage of the Fuel Rod Cannon makes it a force to be reckoned with.

Plasma Cannon
http://halo.wikia.com/images/f/fc/Turret_Grunt.jpg
The Plasma Cannon is a portable, mounted weapon used by the Covenant that fires superheated plasma at a very high rate of fire. It is carried, deployed and crewed by green-armored Gunner Grunts.
It has about a 65 degree turn radius and about 50 degree pitch. It fires a projectile similar to that of the Covenant Plasma Rifle, and fires around 300 rounds per minute.

Energy Sword
http://halo.wikia.com/images/7/75/Energy-sword.jpg
They are rarely seen in combat, but are invariably carried by high-ranking Elites.

Brute Shot
http://halo.wikia.com/images/a/a5/Bruteshot.jpg
The grenades seem to be loaded via stripper clips. The splash damage from this weapon is extremely high. It also has a very sharp curved blade on the underside of it, used as a powerful melee weapon. This bayonet delivers a higher than normal amount of melee damage.

The grenades from the Brute Shot can bounce around corners and inflict heavy damage when the enemy is bunched up. The melee attack on the Brute Shot is very deadly.
Planet spacebal l
15-04-2007, 20:39
Ground Vehicles

Ghost
http://halo.wikia.com/images/d/d6/H2Ghostview.jpg
Mass 3.25 tons
Maximum acceleration 20 km/h, 60 km/h with speed boost.
Engine unit(s) Boosted Gravity Propulsion Drive.
Armament Twin 100-250 kW Plasma cannons.
Crew 1 Pilot


The design was optimized for speed and maneuverability, sacrificing other attributes to achieve this. The low mass made it easily overturned. Lack of protection made it vulnerable to small arms fire, especially when directed against the exposed fuel tank mounted on the side. This low durability provided pilots, who otherwise had to rely solely on whatever personal protection they wore, with an incentive to keep moving.

The high sloped nose made the Ghost a challenging vehicle for short pilots since forward visibility was impeded.

The Ghost could be transported to and from the battlefield by a variety of other craft, such as dropships.

Spectre
http://halo.wikia.com/images/8/87/Spectre.jpg
Length 6.46m
Engine unit(s) Boosted Gravity Propulsion Drive
Armament Plasma Turret
Crew Driver (1)
Passengers (2)
Gunner (1)
Minimum crew Pilot (1)
Passengers Passenger (2)

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

Shadow
http://halo.wikia.com/images/6/66/Shadow01.jpg
Armament Plasma Cannon (1)
Crew (1) Driver
(1) Gunner
Passengers 2 Ghosts or
8 infantrymen
Grunts
Jackals
Elites

Shadows are the Covenant's main mode of moving large numbers of troops around on land. They can hold a driver, a gunner, and up to eight occupants, depending on the species of Covenant. They're outfitted to carry Ghosts, Elites, Brutes, Grunts, or Jackals, but the main purpose is to deploy infantry. However, for point defense, they are equipped with a Plasma Cannon.

Shadows are also capable of carrying light vehicles such as ghosts. It is an extremely effective weapon which can fire at fully automatic levels.

Wraith
http://halo.wikia.com/images/1/1f/Wraith_Tank.jpg
Mass Estimated 65 tones
Engine unit(s) Boosted Gravity Propulsion Drive[1]
Armament Plasma Mortar
Automated Plasma Autocannons (2)
Crew 1 Pilot

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

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

Scarab
http://halo.wikia.com/images/1/1c/Scarab01.jpg
Length 64.9 meters
Height/depth 55 meters
Engine unit(s) On board reactor
Armament 2 Mounted Aircraft Turrets
Front-mounted Cannon
Crew
Elites
1 Ultra Elite
2 Major Domo Elites
Grunts
3 Ultra Grunts
Passengers Elites
Jackals
Grunts

The Scarab is a towering Covenant walker, upheld on four long mechanical legs - it is extremely different from the Covenant's other ground-based vehicles, such as the Wraith, Ghost, or Spectre. The Scarab is different from most of the Covenant's other ground-based vehicles. Instead of using anti-gravity pods, it walks about on massive legs. It is highly mobile for a vehicle of it's size, and sports numerous turrets that shoot the same type of large ruby-red bolts of superheated plasma energy as the phantoms turrets, as well as a massive, forward-firing plasma cannon.

Weaponry
Primary
1 Front-Mounted Cannon
Ammo: Super-Heated Plasma, presumably unguided.
Rate of Fire: 4 second stream; 30 to 40 per second
Movement of cannon: Through careful examination, one can see that the inside gun part seems to move forward from a cradle as the flaps open up.
The projectile emitted from the Scarab's main gun emits a neon-green/bluish glow, indicating extremely high temperature. As the gun fires, white hot liquid pours from the barrel onto the ground. The gun's force is enough to destroy any vehicle smaller than the Scarab in a matter of a second, and could possibly melt through armor as tough as that of an interstellar war-ship.

Secondary
2 Mounted Anti-Aircraft Turrets
Ammo: Super-Heated Plasma
Rate of Fire: 400-600 rounds/minute
Planet spacebal l
15-04-2007, 20:48
Air Vehicles

Banshee
http://halo.wikia.com/images/8/89/Banshee.jpg
Mass 2.25 tons
Engine unit(s) Boosted Gravity Propulsion Drive[1]
Armament
1 Twin Plasma cannons
1 Fuel Rod cannon
Crew 1 Pilot

The Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and is capable of hovering. It has two weapon pods mounted to either side of the fuselage. Each of these pods contains a light plasma cannon and a fuel rod cannon.

Spirt
http://halo.wikia.com/images/8/80/Forkdropship.jpg
Length 27.8 meters
Width 18 meters
Height/depth 11.8 meters
Maximum acceleration Cruising - 350km/h
Maximum - 1100 km/h
Armament
Plasma cannon (1)
Complement 8 passangers
1 Wraith or
1 Shadow or
1 Spectre or
2 Ghosts
Crew
1 Pilot
1 Co-pilot
Minimum crew 1 Pilot

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

Phantom
http://halo.wikia.com/images/5/59/Phantom_render.png
Length 32.4m
Width 20.4m
Height/depth 12.1
Armament Plasma Cannons (3)
Complement 15 infantry
Variable assorted vehicles
1 Wraith or
1 Spectre or
2 Ghosts
Crew 4 personnel
1 pilot
1 copilot
1 Navigator
1 Operations Officer
Minimum crew
1 pilot
1 co-pilot

Seraph
http://halo.wikia.com/images/d/d6/Seraphagain.jpg
Length 27.8 meters
Armament Pulse Laser
Planet spacebal l
15-04-2007, 21:14
Capital Ships

Reverant Class Frigate
Length 545 meters
Width 180 meters
Height/depth 120 meters
Mass 5000 tons
Slipspace Drive Yes
Slipspace velocity 2000 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
4 Pulse Laser turrets
1 Lateral Plasma Torpedo launcher

The Covenant Frigate is a medium-tonnage warship, seeming to be the smallest and most common warship classification among the Covenant's space fleets. These starships are equipped with 4 pulse lasers, and one Plasma Torpedo launcher on a lateral surface.

Devotion Class Destroyer

Length 1200 meters
Maximum speed (Space) 90 Km/s
Mass 12000 tons
Slipspace Drive Yes
Slipspace velocity 2000 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
8 Pulse Laser turrets
Lateral Plasma torpedo tubes (2)
Complement
Seraph-class starfighters
Brutes
Hunters
Jackals
Grunts

Penance Class Cruiser
http://halo.wikia.com/images/f/f7/Covenantcrusier.png
Length 1400 meters
Width 500 meters
Height/depth 340 meters
Mass 15000 tons
Slipspace Drive Yes
Slipspace velocity 2000 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
2 Plasma torpedo tubes
Plasma Turrets (5)
11 Laterally-mounted Pulse Lasers
Complement None

The Penance Class Cruiser is a classification of a heavy-tonnage Covenant starship. The Covenant Cruiser, however, should not be ambiguated with the Covenant CCS-class Battlecruiser.

The cruiser is smaller than the Covenant Carrier. They are armed with five plasma turrets, 11 laterally-mounted pulse lasers, but lack a compliment of supplementary Seraph-class starfighters.

CCS-class Battlecruiser
http://halo.wikia.com/images/e/eb/CovenantWarshipFanArt.jpg
Length 1782.2 meters
Width 861.7 meters
Height/depth 230.8 meters
Slipspace Drive Yes
Mass 35000 tons
Slipspace velocity 2000 light-years/hour
Shielding Yes
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
8 Plasma Turrets
18 Pulse Lasers Turrets
4 Plasma torpedo tubes
Complement
Thousands of infantry
Grunts
Jackals
Elites
Hunters
Ghosts
Banshees
Wraiths
24 Seraph-class starfighters
Crew Elites

The CCS-class Battlecruiser is a heavy warship classification in the Covenant fleet. This classification of heavy warships are long, vaguely manta-shaped spacecraft. This style of ship is the main battleship in the Covenant armada.

The CCS classification appears to be able to host ground operations, with upwards of a thousand troops of various races - Grunts, Jackals, Elites, and Hunters. They also boast support vehicles - Ghosts, Wraiths, and Banshees.
Troops can be transported between the battlecruiser and the ground via an amethyst Gravity Lift projected from the ventral surface of the cruiser. The battlecruiser, held by invisible gravitic devices in the air, merely projects this beam, and can send and receive reinforcements through it, which either hover up or drift down, depending on the polarization of the gravity beam. However, unwanted perpetrators can also be taken up in this beam.

Reverence-class Cruiser
Length 3000 meters
Width 1200 meters
Height/depth 800 meters
Mass 15000 tons
Slipspace Drive Yes
Slipspace velocity 2000 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
3 Energy Projectors
12 Plasma Turrets
7 Laterally-mounted Plasma Torpedo launchers
22 Pulse Lasers Turrets
Complement
48 Seraph-class starfighters
Elites
Grunts
Hunters

The Reverence-class Cruiser is Covenant warship classification - a powerful warship. This classification is relatively long: 3 kilometers long, twice that of the considerably armored and armed Covenant Destroyer. This cruiser classification fielded a large compliment of soldiers and was also used as a flagship for small taskforces.

Although the Reverence classification boasted 3 energy projectors and seven plasma torpedo tubes, it could only fire one energy projector at a time, typically the forward-mounted one, and two Plasma Torpedos at a time due to energy constraints.

Regret Class Assault Carrier
http://halo.wikia.com/images/8/8b/Covenant_Assault_Carrier_FanArt.jpg
Length 5346 meters
Slipspace Drive Yes
Mass 150,000 tons
Slipspace velocity 2500 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
26 Pulse Laser Turrets
8 Energy Projectors
9 Laterally-mounted Plasma Torpedo launchers
Complement
120 Seraph-class starfighters
Banshees
Spirits
Phantoms
Covenant Drop Pods

The largest ship in our navy, the Regret Class Assault Carrier is the most heavily armed ship currently in service. It is also the fastest ship in slipspace.

Divine Inquiry class supercarrier
Length 7527 meters
Crew 25,000
Slipspace Drive Yes
Mass 350,000 tons
Slipspace velocity 2500 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
38 Pulse Laser Turrets
15 Energy Projectors
12 Laterally-mounted Plasma Torpedo launchers
Complement
320 Seraph-class starfighters
420 Banshees
230 Phantoms
troops
5,000 Elites
220 hunter pairs
20,000 drones
20,000 grunts
8,000 jackals

The Divine Inquiry class supercarrier is the largest ship in the covenant navy, only out classes by our mobile command centers. It is the flagship for major operations.

Enternal Wrath Class Battleship
Length 4924 meters
Width 3286 meters
Hieght 1893 meters
Crew 15,000
Slipspace Drive Yes
Mass 350,000 tons
Slipspace velocity 2400 light-years/hour
Countermeasures
Anti-Plasma Torpedo counterguiding signal system
Armament
18 Energy Projectors
25 Plasma Turrets
16 Laterally-mounted Plasma Torpedo launchers
48 Pulse Lasers Turrets
Complement
100 Seraph-class starfighters
160 Banshees
90 Phantoms
troops
500 Elites
90 hunter pairs
2,000 drones
7,000 grunts
4,000 jackals

The Enternal Wrath Class Battleship is the best armed ship in the navy.
Planet spacebal l
15-04-2007, 23:17
Species of the Covenant

Prophets-
Prophets are the leadership caste within the Covenant. They founded the Covenant with the Elites, and are its religious and political leaders.

The Prophets actually originated on a world that was once home to a Forerunner colony. This isthe reason that the Covenant revere all Forerunner artifacts, and it is for this reason that the Covenant have such advanced technology, because they have been using the remains of Forerunner technology. This is also the same world the Elites originate from.

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

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

Prophets seem to be divided into three groups: Hierarch Prophets, High Council Prophets, and Lesser Prophets. Hierarch Prophets seem to be referred to in a more reverent manner by the other Covenant races than Lesser Prophets. The Hierarch Prophets have titles such as "High Prophet of Truth", while the Lesser Prophets do not receive such titles as far as is known. High Council Prophets share a seat in power with the Hierarch Prophets but do not have the authority as a Hierarch does.

Elites
Most Elites are approximately 8'6" tall and incredibly strong; even the muscles on their forearms are compared to iron. This strength allows them to rely on brute force when necessary, but they are quite capable of brilliant battlefield tactics as well, especially when compared to the tactics of human marines. Their natural resilience is augmented by personal energy shields integrated in their armor, which recharge when depleted. This technology is similar to that in the shields that Jackals use. Another aspect of Elite technology is their use of landing pods. Utilizing coffin-like pods elites can fall from the sky and emerge ready for combat. They are also known for their proficiency in using nearly any weapon or driving any vehicle. They often train with other Elites when not in actual combat. There are several distinct Elite ranks each with their own differences. These ranks are color-coded for rapid identification on the battlefield. Promotions are based on the amount and type of enemies slain by an Elite. Higher ranked Elites have better combat and tactical skills, the rights to a stronger energy shield with better armor, and the ability to wield special weapons, such as the Energy Sword, a ceremonial weapon that is an external indicator of status, as well as an extremely powerful close-combat weapon. The lowest Elite rank is Minor Domo, who serve on the field as footsoldiers and squad leaders, and the highest is the Councilor, who serves on the High Council just below the Prophet Hierarchs. There are also ceremonial positions that have neither as much political power nor as much power on the battlefield, but could be considered higher up such as Elite Honor Guards, who guard the Prophets inside their inner Sanctum, but have little to no power over the Covenant, or the Arbiter, who is only appointed in times of great need and is considered the blade[4] of the Prophets.

The skills and abilities of the Elites have led to their place at the heart of the Covenant military. This earns them respect in the eyes of the Prophets, as well as with the lesser races of the Covenant. In combat or otherwise, Elites are far superior to the other races in the Covenant, who treat them with near sublime deference.

Elites consider all of the other species of the Covenant, with the exception of the Prophets, to be below them in all ways, and this is not without good reason. They are the most refined warriors the Covenant has, and, although they are not as abundant as the other species, they are the most intelligent, the most dependable, and have the highest sense of honor. Because of this, the Prophets have chosen the Elites, and no others, to be on the High Council with them; to help them rule the Covenant.In the Elite culture, names are considered a privilege, as only things of importance are given names. The Elites generally consider humans to be nameless, and resent that the humans have assigned the label "Elite" to them, as humans have no standing to be naming things. Because names are so important to the Elite society, Elite names are constructed from a series of parts, each one having a meaning. An example of this naming scheme is Ado 'Mortumee. "Ado" is his given name, which was all he had until he was considered an adult. As he became of age, he earned the right to carry the badge name "Mortumee." This name is made up of three parts: Mor, an adjectival descriptor, such as "fast" or "deadly," tum, his crèche or family name, and ee, an honorific indicating that he is a participant in the military. Most Elites will have names with this kind of construction. It appears that additional titles may be given to those of very high rank, such as Xytan 'Jar Wattinree. Since "Jar" is not a part of the standard Elite name, it may be assumed that it denotes Xytan's status as Imperial Admiral, although this has yet to be confirmed. There is no other reference, however, of other names with this sort of addition, as no other Elites above the rank of Zealot have been named.

Promotion in the Covenant military is by merit; a Covenant soldier must succeed to advance among the ranks. Success is often measured in scalps. An Ultra, for example, may have personally slaughtered thousands of individuals to reach that status.

Brutes
The Brutes are the newest race of the Covenant and have high aspirations.They have thick, gray skin, and are covered with matted, brown or white fur-like hair. They have very sharp teeth and sometimes use them as a weapon. Standing over eight feet tall,they are immensely strong and fight hand-to-hand if they ever lose their weapon. The Brutes, with the exception of Tartarus, do not use energy shielding, as they are strong enough to withstand massive amounts of damage. They seem to prefer using the Brute Shot, which fires high-velocity grenades and has a long blade on its underside for melee attacks. They have their own version of the Plasma Rifle as well. The Brute Plasma Rifle is red (rather than blue), fires red bolts of plasma, and fires at twice the normal rate of fire. All of these advantages are offset by the Brute Plasma Rifles tendency to overheat much faster. Examples of Brute names are Tartarus and Bracktanus.

The Brutes have a primitive cultural structure, and are split into tribes called "packs", all led by a single "Chieftain". The way a Brute moves up in rank or stature is unknown, but it is probably similar to that of the Elites.

In general, Brutes have a pronounced dislike of the Elites. They believe that they can protect the Prophets better than them.

Engineers
While the Prophets guide, direct and manage Forerunner research, it is the Engineer caste who must excavate, unlock and transport Forerunner artifacts. These remarkable aliens are patient, almost completely silent and utterly focused on their task and its religious implications.

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

Some Engineers are used to help construct and repair the Covenant starships from the inside, while in the conjunction with the Drones who construct and repair the ships in space on the outside. The Engineers are an amorphous, purple-skinned species that have six dark eyes, and have 4 tentacles that can split into very small, near-microscopic cilia. The Engineers use these cilia to construct, or repair nearly anything they can grasp. They can take apart whole vehicles and rearrange the entire structure of it in a matter of seconds, and it will still operate. They learn at an unprecedented rate, and store that information for future reference if ever they need to repair the same thing twice. Engineers are not a tactical threat and are hardly ever seen in combat situations.

Hunters
Hunters almost never associate, or even communicate, with other Covenant client races, save for the Elites. They are dismissive, scornful, and arrogant to the "lesser" Covenant races, and are utterly contemptuous of their foes.

Hunters were forced into the Covenant by the superior starship technology of the Elites - on the ground they were mostly, if not always, victorious. Faced with extinction by orbital bombardment, they joined the Covenant. It is assumed that this is when an Arbiter was killed, that this was the time of the Taming of the Hunters. Hunters have three names: personal name, bond name, and line name. The personal name is given at birth. The line name represents the genetic heritage, being the name of the most successful Hunter of his ancestors. If a Hunter reaches a certain level of status, his offspring will have his personal name as their line name. The bond name is taken between bonded pairs, a relationship about which little is known, but it appears to be something like a lifelong brother, and a Hunter that has lost its partner can and will become extremely aggressive. Bonded Hunters consider themselves brothers and are fiercely protective of each other. Examples of Hunter names include Igido Nosa Hurru, and Ogada Nosa Fasu.

Hunters seem to be a warring species, though some are known to recite poetry and meditate in their spare time.

Hunters are never seen alone, and are very dangerous as they work and live in pairs.The Hunter is not a singular organism, but rather a hive creature composed of multiple small, orange, worm-like beings called Lekgolo eels by fans that form a singular collective consciousness and act as one. The extremely strong armor that covers them has the dual purpose of both protecting them and keeping the eels together.Hunters also have very sharp, long spines made of the worms that make up their body.

Drones
Drones are insectoid and are covered in natural chitinous armor, although it doesn't provide that much protection. If you look carefully at a dead Drone you can see small round technological/metal objects on its armor, it is assumed by some that these are small shield generators employed to make up for the Drones' obvious weakness. It seems like the drones share a ranking system in colored armor, but it is unclear who is leader.

Jakals
They commonly carry Plasma Pistols, but may also be found carrying plasma rifles, needlers and carbines. Sniper Jackals are equipped with particle beam rifles for maximum damage and range. In addition, all but the snipers carry a powerful handheld energy shield. The most effective way of killing them is to throw a grenade behind their shield or to melee-attack them. Unlike races such as the Unggoy, the Kig-Yar were space-faring long before joining the Covenant. As such, the Jackals are unique among Covenant species: rather than faithful followers of the Prophets' religion, they are mercenaries working for the Covenant and pay only the barest lip service to The Great Journey. In their quest for profit, Jackals frequently operate as "privateers". Jackals have little status in the Covenant hierarchy, and are subservient to all but the Grunts. Although they technically stand as equals with the Grunts, the reality is that Jackals are usually in an elevated position. While the other races consider the Grunts beneath notice, the Jackals are often purposefully cruel to them in order to assure themselves of their own superiority.

Jackals are not permitted by the Elites to have more than one name, but Jackal society had never placed a premium on such things, so they don't care. Jackal names are invariably single syllable, with two consonants and one vowel, such as Yeg, Jak, and Bok. The ranking authorities in Covenant society have been known to feed prisoners to Jackals, perhaps indicating that the Jackals are more bloodthirsty and cruel than previously seen in combat.

Grunts
The Grunts are the lowest tier of the Covenant rank hierarchy, and are despised by Jackals, and in a political standpoint, are expected to obey the commands of Elites without hesitation. This unwavering faithfulness is enforced by the threat of punishment, although on the battlefield, such social protocols are often ignored.

The Grunts are subdivided into sub-rankings. While most Grunts overall are incompetent in fighting and unintelligent, higher-ranked Grunts often can be formidable adversaries in combat and show signs of leadership capability. Grunts are approximately 5' tall and are relatively weak when compared to other Covenant species. However, they are quite strong for their size. They can easily walk either upright on two legs, or on all fours. While carrying arms, they are forced to walk upright so that they may support their weapons with their hands, but while trying to flee, or while patrolling without a weapon drawn, they will use their oversized arms as forelegs to add speed or stability to their gait.

Grunts have hooves on their three-toed feet, their skin is leathery and purple-gray, and they have thick, light-blue blood (possibly because of the methane they breathe and the chemical reaction within their bodies). They have a single claw that protrudes from each elbow, but its function is unknown, since there are no known instances where it was used in combat. Even though they are small and not very agile, they are surprisingly strong -- they can carry and fire a Fuel Rod Gun on their shoulder without toppling over.

Grunts have average eyesight and hearing, but they seem to have a very well developed sense of smell. This excellent smelling capability is, however, hampered by the Grunt's methane mask over it's face. The Grunts' homeworld is a cold, swampy planet with a methane atmosphere and naturally occurring pillars of fire. The cold nature of their planet makes them highly covet any source of heat they can find. Since their natural environment is methane-filled, they have to carry tanks of methane in their armor to breathe. Without this breathing apparatus, they will suffocate in a "normal" atmosphere. They have also been seen inhabiting large environment domes that have airlocks and methane filters for them to breathe while not in armor. Due to their bodies' acclimation to breathing methane gas, their voices are high-pitched and squeaky.
Planet spacebal l
16-04-2007, 02:29
Bump/reseverved
Planet spacebal l
16-04-2007, 02:54
Reserved for anything I forgot
Shalrirorchia
16-04-2007, 03:44
tagged by Shalrirorchia
Planet spacebal l
16-04-2007, 22:14
bump for comments
Amazonian Beasts
17-04-2007, 02:51
Lol, I've seen those pics before in my factbook :P (jk, I just use the pics that I got from Halopedia, different stuff).

Looks pretty nice and detailed.
Planet spacebal l
17-04-2007, 04:34
Lol, I've seen those pics before in my factbook :P (jk, I just use the pics that I got from Halopedia, different stuff).

Looks pretty nice and detailed.

You use halopedia? I had to modify the stats tomake it more NS compatible. like increase number of certain weapons, and increase slipspace speed.
Planet spacebal l
17-04-2007, 23:55
bump
Amazonian Beasts
18-04-2007, 00:14
You use halopedia? I had to modify the stats tomake it more NS compatible. like increase number of certain weapons, and increase slipspace speed.

Best source of Halo pics and info on the planet (Admittedly, UNSCleric is pretty good).

I pretty much just stole pics and three races (took the brutes, hunters, and elites, than just inserted their covvie names and changed their natural statistics a bit) than threw it into my factbook (ie, the CCS is now a dreadnought with radically different stats in my gov).
Planet spacebal l
18-04-2007, 00:57
Best source of Halo pics and info on the planet (Admittedly, UNSCleric is pretty good).

I pretty much just stole pics and three races (took the brutes, hunters, and elites, than just inserted their covvie names and changed their natural statistics a bit) than threw it into my factbook (ie, the CCS is now a dreadnought with radically different stats in my gov).

can i get a link to UNSCleric?
Amazonian Beasts
18-04-2007, 01:44
It's technically an Xbox site, but it's got plenty of stuff Halo-related (the Halography, in particular, has plenty...most of the cutscenes, too):

http://www.unscleric.com/news/about-unscleric/ (That's the about page)
Toori
18-04-2007, 01:54
If possible, the Armed Republic of the Toori wish to form an alliance with the Covenant. We are much alike. The Armed Republic of the Toori is a coalistic nation made up of three main races: The Protoss, the Lizasaurs, and some Humans. We are a war-born nation, and our main focus is on militaristic strength, spirituality, discipline, and the art of fighting.
1010102
18-04-2007, 03:52
If possible, the Armed Republic of the Toori wish to form an alliance with the Covenant. We are much alike. The Armed Republic of the Toori is a coalistic nation made up of three main races: The Protoss, the Lizasaurs, and some Humans. We are a war-born nation, and our main focus is on militaristic strength, spirituality, discipline, and the art of fighting.

Well there is a problem. Humans are KOS(kill on sight) for the covenant. unless you have a forerunner artifact/building/starship/myrth/weird space time distorting crystal, we will most like give you the same treatment as humands and take any technological invotions you have and then comit a genocide of your people. if you happen to have a forerunner artifact, you will be given a chance to join the covenant, and you will ned up being a servant. and if you accept, we will destroy the humans in your population. if you refuse the offer, you will be threatened with an orbital plasma bombardment which we will go through on, if you still refuse.
1010102
20-04-2007, 00:55
bump
Telros
20-04-2007, 01:13
Hello there. It is good to see another Halo-verse fan. I am a UNSC nation....kinda. I basically advanced a lot past the Human-Covenant War, as seen in my factbook. I am perfectly willing to rp with you and all, but I have some things I need to tell you.

Here on NS, we have rules so people don't make up large fleets and population so they have infinite troops and all that. You made a nation in January right? You currently have 560 million for a population. Your population goes far beyond that, you can't just make up a population. For your military you can only have, at most, 10% of that, which comes out to 56,000,000 troops at most. An addition to this if if you want to have more ships and/or troops, you can, but the quality of your troops will decrease, same for your ships. You want better and more powerful units and ships? Decrease how many you have under what you could have. Just a tip.

Also about ships, the rule here is 1000 per 1 billion. So you could have at most 560 average ships.

Now I am not sure if your civilian population can change at anytime but I have always been told that your population does not change unless the game changes it.

I am pointing these out so you won't get harassed for it later. If you need any help or have any questions, feel free to send me a telegram.
1010102
20-04-2007, 01:19
Hello there. It is good to see another Halo-verse fan. I am a UNSC nation....kinda. I basically advanced a lot past the Human-Covenant War, as seen in my factbook. I am perfectly willing to rp with you and all, but I have some things I need to tell you.

Here on NS, we have rules so people don't make up large fleets and population so they have infinite troops and all that. You made a nation in January right? You currently have 560 million for a population. Your population goes far beyond that, you can't just make up a population. For your military you can only have, at most, 10% of that, which comes out to 56,000,000 troops at most. An addition to this if if you want to have more ships and/or troops, you can, but the quality of your troops will decrease, same for your ships. You want better and more powerful units and ships? Decrease how many you have under what you could have. Just a tip.
Also about ships, the rule here is 1000 per 1 billion. So you could have at most 560 average ships.

Now I am not sure if your civilian population can change at anytime but I have always been told that your population does not change unless the game changes it.

I am pointing these out so you won't get harassed for it later. If you need any help or have any questions, feel free to send me a telegram.

Well by the time I log on tomorrow the number will be closer.

Also when it comes to population for civvilians, you can increase the number to a more reasonable number for a space empire. Now I have 15 million in my millitary and by your standards, i could have almost 5 times that. So I should have more.
Telros
20-04-2007, 01:53
This is your account? Interesting.....


Anyways, well I suppose you could increase them but to the billion point seems a bit much, especially with a nation that is only halfway to a billion.
Toori
20-04-2007, 19:40
Well there is a problem. Humans are KOS(kill on sight) for the covenant. unless you have a forerunner artifact/building/starship/myrth/weird space time distorting crystal, we will most like give you the same treatment as humands and take any technological invotions you have and then comit a genocide of your people. if you happen to have a forerunner artifact, you will be given a chance to join the covenant, and you will ned up being a servant. and if you accept, we will destroy the humans in your population. if you refuse the offer, you will be threatened with an orbital plasma bombardment which we will go through on, if you still refuse.



I believe we do have some of these "Forerunner" objects of which you speak, however, we have no intentino of being assimilated, or inslaved by anyone, and will destroy anyone who threatens us. You may think you have enough power to destroy the Toori, and that may be true, but you will have to destroy every last one of us before we give up, and even then, our spirits will haunt you until we meet in the afterlife. So I suggest you either completely avoid any contact with us, or accept this offer of an alliance. I would hope your thoughts would be the second of those two choices, for your sake.


Preator Artanis
Protoss Expeditionary Forces
High Consular of the Armed Republic of the Toori
Telros
20-04-2007, 20:39
that was an ooc comment he made Toori, not IC.
1010102
20-04-2007, 23:34
bump
Toori
21-04-2007, 02:18
None the less, my nations stance still rests the same. I am hoping for an alliance.
Planet spacebal l
21-04-2007, 02:28
None the less, my nations stance still rests the same. I am hoping for an alliance.


well so does mine.

I will absorb you if nessecary
Planet spacebal l
21-04-2007, 20:58
bump
Planet spacebal l
21-04-2007, 23:15
bump
Planet spacebal l
15-05-2007, 22:58
bump
Planet spacebal l
04-06-2007, 23:59
bump
Toori
05-06-2007, 00:16
well so does mine.

I will absorb you if nessecary

Then by all means, go ahead, see what happens.
Telros
05-06-2007, 00:19
Hmmmm...considering what happened in the thread with Hataria, do you want us to become allies or anything, spaceball? Just curious.
Planet spacebal l
05-06-2007, 00:22
not really. I decide to retcon my part in that, I couldn't think of anyway to take my nation forward after that.
Telros
05-06-2007, 00:26
Very well, just wanted to know.

EDIT: How are our relations now then?
Planet spacebal l
05-06-2007, 00:29
Very well, just wanted to know.

EDIT: How are our relations now then?

If we meet expect a crusade. Should be fun.:p
Telros
05-06-2007, 00:33
I see. So our little escapade never happened, then?
Planet spacebal l
05-06-2007, 00:35
I see. So our little escapade never happened, then?

nope.
Planet spacebal l
05-06-2007, 00:37
Ah, should be fun times then.

yep.
Telros
05-06-2007, 00:37
Ah, should be fun times then.
Toori
05-06-2007, 04:53
What say you, almighty Covenant horde? Are you to swath through the Toori and envelope us, or sit around and talk like a politition?
Planet spacebal l
05-06-2007, 19:44
so now you are calling me a politicin? Now I have to put the smack down.
Planet spacebal l
18-06-2007, 22:36
bump
Toori
30-06-2007, 07:44
so now you are calling me a politicin? Now I have to put the smack down.

Then why havent you yet?
1010102
30-06-2007, 20:16
Because I am going to Ignore you and your Ft/ MT crap, like 99% of NS.
Planet spacebal l
17-08-2007, 07:50
bring up my post.
Weccanfeld
17-08-2007, 14:08
Hey, are you still up for that rp PB?