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Fandom "Tears" (a multi-fandom RP)

Every time I did a rampage in GTAV (well after seeing Kingsman) I'd turn down the volume a little and put on this song:


[media]



[/media]
 
[QUOTE="Some_Bloke]Every time I did a rampage in GTAV (well after seeing Kingsman) I'd turn down the volume a little and put on this song:
[media]



[/media][/QUOTE]
I love that movie. I'm going to use that for Trevor.
 
[media]



[/media]
Someone mixed that with the elevator scene from Winter Soldier. It actually goes pretty well, hell I think it would go well with a lot of scenes where a character is outnumbered and kicking some arse.
 
[QUOTE="Some_Bloke][media]


[/media]
Someone mixed that with the elevator scene from Winter Soldier. It actually goes pretty well, hell I think it would go well with a lot of scenes where a character is outnumbered and kicking some arse.

[/QUOTE]
I should also use that as the XCOM theme. Being outnumbered and outgunned and the game doing its best to screw you over is a major part of the game.
 
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Universe from: Doctor Who


Alignment: Neutral Good


Name: The Doctor (11th)


Alias/nickname: Raggedy Man, The Raggedy Doctor


Age: possibly in the 1000s


Gender and sexuality: Male, heterosexual


Species/race: Timelord


Appearance:
Eleventhdoctornew.jpg



Personality: The Eleventh Doctor was energetic, lively, eccentric, resourceful, and quick-thinking, able to spin things to his point of view and find positive outlooks in negative situations and, while he preferred to settle problems through negotiation rather than violence, he was willing to result to violence when he deemed it necessary.


Backstory: After absorbing a vast amount of radiation from the Immortality Gate in order to save Wilfred Mott, the Tenth Doctor regenerated in his TARDIS, with the energy released causing great damage to the vessel. Focused initially on his new form, the Eleventh Doctor did not immediately realise the TARDIS was on fire and about to crash. When he did, he seemed to enjoy the thrill of the moment, gleefully shouting, "Geronimo!", as his TARDIS plummeted to Earth.


Known enemies/rivals: Daleks, The Master, War-Lords


Known allies/friends/family: His Companions, River Song, M


Companion: Handles


Weapons: N/A


Gear/gadgets: Sonic Screwdriver, damaged TARDIS full of alien technology, psychic paper


Powers/abilities: Extremely intelligent, posses some short-range telepathic powers and when mortally wounded he regenerates.


Skills: The eleventh incarnation was a brilliant strategist, able to win the Battle of Demon's Run in only three minutes and forty two seconds, and orchestrating the defeat of the Creevix with the aid of his previous incarnations. During the Siege of Trenzalore, the Doctor was able to defeat many opponents despite the various tricks they tried to use, defeating them with clever ruses and well chosen words; Under the effect of the Truth Field in Christmas, the Doctor could only lie by telling half-truths, and not elaborating on the subject he was deceitful with, grinning to show an unconcerned attitude.


The Doctor had incredible eyesight and an eidetic memory. He could scan an entire scene and pick out tiny details that most people would miss. He encouraged others to do the same. He was also an extremely good detective, able to anticipate how Melody Pond would attempt to assassinate him. He could also analyse objects by taste or smell.


Weaknesses: He can permanently die if he dies before regenerating. Time Lords can only regenerate 12 times before dying (he is on 12th and final regeneration).


Character quote: [media]



[/media]
Character’s theme song: [media]



[/media]
 
ryanpk200 said:
Faction app
Universe from: X-COM (Alternate universe)


Alignment: Neutral Good


Name: eXtraterrestrial COMbat project


Species/race: Human


Symbol:
xcom_project__213820.jpg



Backstory: When the Earth is invaded by aliens the Council of Nation(Basically the UN) pools their resources together to form a project to combat the alien invasion and protect the Earth they called it the X-COM project.


Throughout the war against the aliens X-COM did pretty well. They managed to recover a plethora of alien artifacts and used to build their own advanced weapons and armor. Eventually the aliens learned the location of the X-COM HQ and attacked. They managed to push back the aliens but the base was ruined. X-COM managed to convert an alien supply ship into a new base called the Avenger.


2875911-02_x2_screens_overview_thm.jpg



They eventually managed to push the aliens off the Earth and win the war.


X-COM is split into four sections. (Research, Engineering, Air Force and Combat.) They research team studies recovered artifacts and creates blueprints for possible future weapons, armor, and other things. The team is headed by Doctor Vahlen.
500px-Dr_Vahlen.jpg



On the other hand there's the Engineering team. They take whatever blueprints that comes out of Research and build it. The team is lead by Doctor Shen.


Dr_Shen.jpg



The role of the Air Force is to shoot down any alien or hostile aircraft. Instead of using normal planes, X-COM uses the Firestorm.


xcom__enemy_unknown___the_firestorm_by_cyrax_494-d85rewb.png



It's a very fast aircraft made from combining modern planes with alien UFOs. The Firestorms are equipped with the Fusion Lance.


latest



It's the most powerful air to air weapon that X-COM can create.


Lastly there's Combat. The role of Combat is to send out soldiers to clear an area of enemies and save the day. There's 4 classes and two subclasses that the soldiers can be divided into. First there's the Heavy. They carry LMGs and rocket launchers into fight. They make up the front lines and deal as much damage as they can as possible to as many people as possible. Next is the Assault class. They carry shotguns and are bassed around recon, flanking, and drawing fire.


One subclass is the Psionic. They use the powers of their mind on the battlefield. They can do things like control minds or cause panic among enemies. There's also the MEC. Some soldiers replace limps with robot parts that allows them to carry weapons to large for soldiers.


The different combat teams are transported by the Skyranger. It's another very fast aircraft that can get to anywhere in the world in several hours. Due to it being a troop transport it carries no weapons. Also it can only carry a maximum of 6 soldiers in a fight.


XCOM soldiers are able to undergo a process called "gene modding." In the process soldiers can take advantages of the aliens and make it their own for example one alien can super jump. Through research of the alien and genetic modification selected soldiers can super jump.


Gene Mods


Known enemies/rivals: The Aliens.


Weapons: Plasma sniper rifle (Sniper)


latest



Heavy plasma (Heavy)


latest



Plasma rifle (Support or Assult)


latest



Alloy cannon (Assult)


latest



Particle Cannon (MEC)


latest



Guided Fusion Lancher


latest



Plasma pistol (All classes but the Heavy and MEC)


latest



(For MEC secondary weapons and gadgets see here)


Tactical Subsystems


Armor: Titan armor is XCOM's most durable armor type. It allows soldiers to take the most hits vs other types and gives 100 percent resistance to fire and poison.


latest



Archangel armor isn't as strong as Titan armor but has a jet pack.


latest



Ghost armor durability is on par with Archangel armor put trades the jet pack for invisibility. (Invisible)


latest



(Visible)


latest



Lastly there's the Psi armor. It makes all Psionic attacks stronger.


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Gear/gadgets: (See here for gadget lists for non MEC troopers)


Items (XCOM: Enemy Unknown)


Powers/abilities: (See here)


Class abilities (XCOM: Enemy Unknown)


Skills: X-COM can quickly research and improve recovered hostile equipment.


The Skyranger allows soldiers to be deployed in a few hours.


Weaknesses: I'm using game mechanics to balance them. So instead of using normal military tactics, they only 6 guys per operation and one Firestorm per dogfight.
@Some_Bloke


I forget a section. I made the edit.
 
So here is officially the ENTIRE LIST SO FAR of Covenant!

Elites / Sangheili


latest



Large bipedal honorable warriors of the Covenant. With the Prophets dead, these samurai like warriors tend to be the commanders of the Covenant forces. Honorable, intelligent and fearless, they are the perfect soldiers for noble combat.


Unggoy / Grunts


1000



The complete opposite of a Elite! Unggoy are short methane breathers who are extremely cowardly, tending to throw up their hands to the air like they just do not care and run screaming then being in a disciplined firing group. When they outnumber and outgun their foes, they nearly never surrender, but once their numbers start dropping they begin feeling fear.


Kig-Yar / Jackals


latest
There are many different Kig-Yar sub species, but Kig yar in general are quick, agile sharpshooters with keen eyes. Rather frail and lacking energy shields except for wrist mounted ones, a good clean headshot can end 'em.


Mgalekgolo / Hunters


latest



The biggest baddest brutes around. Hunters are made of Lekgolo, orange eel like worms that are non sentient alone, but when they fuse they can become highly intelligent. They are unable to speak, but their raw strength makes up for it. Hunters come in pairs as battle brothers, since a single colony is equal to two Mgalekgolos. They can telepathically speak to each other, and if one dies the other goes into a blood frenzy, stomping down Kig-Yar and Unggoy like they are mere ants to kill their foes.


Jiralhanae / Brutes


latest



Brutes are as their name states, powerful creatures in the Covenant. The 9 foot tall monsters of war prefer close combat, rushing in with powerful explosive grenade weaponry, their fists, and gravity hammers to ravage the fields. They can flip over light vehicles by punching them if they wanted. They are most known for hijacking vehicles and getting into brutal rages with mixed with their natural battle wit


Yanme'e / Drones / Buggers


latest



Not that intelligent bug creatures that fly around and harass their foes. Drones come in monstrous numbers in the hundreds, going off in slammer swarms to give backup to their allies. Their knowledge in machinery is insane, rivaled only by living computers aka Huragok, though individually they are poor. They work best in a hive mentality on the greater picture, and do not even have names.


Huragok / Engineers


latest



Huragok are intellegent living super computers born from the Forerunners. Most of the Covenant do not know of them, or their part of the rituals extracting Forerunner technology, but they are vital. In combat they provide a oversheild to all near by allies, but when Brutes are the leading force instead of Elites they tend to have bombs strapped to them for when they perish in combat. The floating creatures can rip apart a engine, examine it, fix it, and put it all back together in a few seconds. They tend to not care what side their on like a machine, just floating on and fixing any machinery they can, even hostiles in mid combat!






Type 25 Rapid Assault Vehicle / Brute Chopper


latest



Fast moving single wheeled vehicles that were designed by Huragoks as a peace offering, Brute Choppers are equipped with explosive shell weaponry to ravage foes at a distance.


Type 54 Rapid Assault Vehicle (RAV) / Ghost


latest



A hover vehicle equipped with dual light plasma weaponry, the Ghost can boost and glide around the battlefield was unpredictable grace. A person can climb on and hijack the pilot if they are skilled enough, or be crushed under the wings.


Type-46 Infantry Support Vehicle / Spectre


latest



A two piloted gravity vehicle, the craft has a weapon similar to a human turret with plasma. The second person in the vehicle can fire out of it to try and stop hijackers, but like the Ghost it can be hijacked with ease.


Type-48 Light Assault Gun Carriage


latest



Near undifferentiated to the Type 46 / Spectre, the only difference is that it has a mortar turret.


Type-58 Light Assault Gun Carriage / Wrath


latest



A thickly armored artillery craft, Wraths are powerful vehicles that take extended fire or highly explosive weaponry to be taken down. The vehicle is only hijack able if the second pilot who uses the turret is killed, and then the door is pried open!


Type-52 Infantry Support Vehicle / Brute Prowler


latest



A Brute Chopper with a gunner in front instead of explosive shell weaponry and much more heavy armor. Otherwise, undifferentiated.


Type-47 Ultra Heavy Assault Platform / Scarab


latest



The number one most feared Covenant assault vehicle, the Scarab is a huge walker with a heavy plasma laser on the front and high powered AA weaponry. The Scarab is near indestructible, the only way to destroy them practicality is destroying a leg so that in it's power down state, is garrisoned and the person fights to the core and destroys it, or ultra heavy orbital weaponry. Piloted by Lekgolo inside the core, the Scarab is so large that all of it's other "pilots" are all over the vehicle protecting the core and themselves.


Type-30 Light Excavation / Anti-fortification platform / Locust


latest



Virtually smaller versions of Scarabs, Locusts fire excavation plasma beams that dig through buildings and heavy vehicles with ease. The shields of a locust protect it from being hijacked, but relatively light as its one of the few shielded vehicles.


Type 58 Ultra Heavy Site Excavator/Embedded / Harvestor


latest



The more closely related brother to the Scarab, Harvesters are more of a beachhead then a assault platform. The vehicle can mine through vast amounts of Earth and Metal in mere moments of contact with the beam, though it is not designed to actually fight foes. The Harvester's only combat use if any would be to completely bisect grounded Flag ships, but otherwise it is just a ultra heavy excavator with a immense crew to keep it protected in times of war.


???? / Kraken


latest



A recently discovered vehicle, the Kraken is a immense vehicle of war with tons of weaponry on the back, and appears to be a portable hive for Covenant. Nothing appears to be able to even pierce it's armor.


Type-57 Dropship Troop Carrier / Phantom


latest



The Phantom is a durable air vehicle that either sends it's troops jumping out of the sides or via a gravity lift in the back. The Vehicle can be destroyed, but requires a few tank rounds at best with near no benefit since they tend only show up in swarms, drop off their troops and vanish.


Type Unknown Troop Carrier


latest



The Latest version of the Spirit Troop Carrier, Spirits fly in with a single plasma cannon to provide light support to troops. The Spirit opens individual doors on each side that holds troops before they leap to the ground and the Spirit can fly away. Slightly more durable then a Phantom


Type-56 Ground Support/Ultra Heavy Assault Platform / Lich


latest



The biggest brother of the Phantom, the Lich is a rarely documented warship that drops Covenant in massive number. The Lich is the airborne version of a Scarab with a weapon comparable to the Scarab that disables heavy weaponry. The Lich can only be destroyed like a Scarab by destroying the Lekgolo core, or Heavy Orbital Weaponry.


Type-28 Boarding Craft


latest



A Covenant ship that impales ships via the sides or escape pod slots, the ship drops off a combat squad of Covies. The ship is quick, but can be destroyed by AA fire.


Type 54 Mass Deployment Carapace


latest



A heavy deployment pod, the Type-54 drops in from space to deploy a large amount of troops. The Type-54 is the only deployment pod that is reusable and is very quick. The Type-54s are more durable then Phantoms, and are rarely destroyed unless under immense direct fire.


Heavy Orbital Insertion Pod


latest



The HOIP is a heavy pod that smashes into the ground and deploys a combat squad. The shields are a one way barrier that makes it impossible to retreat in, but also makes it so that troops can see out and prepare even under direct fire.


Type-54 Ground Support Vehicle / Banshee


latest



A durable aircraft that has four plasma machine guns and a heavy Fuel Rod cannon, the Banshee is a nightmare for ground combat. The Banshee can unleash it's fuel rod shots against vehicles or troops while prefering to use it's plasma machine guns against other aircraft. The Banshee can be destroyed in a single tank shot, a few rockets, or focused small arms fire.


Type-29 Close Support Fighter / Vampire


latest



A aircraft with twin heavy needlers, the Vampire is a unique vehicle that is the nightmare of the air! The Vampire can unleash a stasis field from between it's cannons to hold a ship in mid air while constantly damaging it by converting the ship slowly into energy. The energy is transported back and reconverted to matter that repairs the damage done to the Vampire. The Vampire can not move while holding a foe in stasis, and does not work against spaceships.






Type 31 Exoatmospheric Multi-Role Fighter / Seraph Fighter


latest



The Seraph Fighter is a heavily shielded fighter that are highly maneuverable. Their shields are near immune to ballistic weaponry, but weak to explosive weaponry, and the opposite for the armor. Seraph Fighters tend to come in squads of 10, and are equipped with two Heavy Plasma Cannons and four Fuel Rod Cannons.


Type-27 Exoatmospheric Multi-role fighter / Space Banshee


latest



Essentially a longer ranged sealed version of a normal Banshee. The Banshee can not be hijacked and requires a longer opening process.


Agricultural Support Vessel


latest



A smaller ship that doesn't have any weapons on it, it holds a massive amount of animals and plants for consumption for the fleet. The ship tends to only appear in the largest of fleets.


Covenant Battleship


latest



A very powerful long ranged Covenant Space ship, the Battleship can unleash lasers that go thousands of miles and do critical damage to a spaceship. The only known one encountered destroyed 13 UNSC space ships before being taken down by combined fire, displaying its immense durability and power.


DAV-Class Light Corvette


latest



A invisible spaceship with electronic countermeasures that damage and jams lock-on systems aiming at the ship. It is unknown if they posse any weapons, but it is not anything heavy or powerful.


SDV-Class Heavy Corvette


latest



The SDV-Class is a immense ship nearly a mile long that holds a large amount of fighters. It holds 12 Pulse Lasers, 10 Heavy Plasma Cannons, and 6 plasma turrets with a unknown amount of bombardment weaponry. It can hold 16 Space Banshees, 6 Seraph Fighters, and a few Phantoms.


Covenant Frigate


latest



A ship slightly bigger then a SDV-Class Heavy Corvette, the Frigate are equipped with a vast amount of pulse lasers. The Frigate is most fearsome for being one of the smaller ships with 1-3 Plasma Torpedo arrays, which can melt through vast amount of armor.


The CPV-Class Heavy Destroyer


latest



The Heavy Destroyer is 100 feet smaller then a single mile long. The Heavy Destroyer has heavy shielding and posses a Glassing cannon, the staple of Covenant space combat. The Heavy Destroyer's other weaponry are unknown but are suspected to be pulse lasers and plasma torpedoes.


CSS-Class Battlecruiser


latest



The most common Covenant spaceship, the CCS-Class is a immense slightly mile long ship with two Glassing weapons. The CCS-Class has heavy plasma turrets, pulse lasers, and plasma torpedo arrays with heavy shielding against foes.


ORS-Class Heavy Crusier


latest



A 3000 meter long (9,000ish feet) Crusier with immense yet unnknown weaponry, it possess at least 2 glassing cannons, vast amounts of plasma torpedoes, pulse lasers, and plasma turrets with heavy shielding.


Covenant Supercruiser


latest



The most feared spaceship during the Fall of Reach, the Supercruiser is slightly smaller then 2 miles long. The shielding of a Supercruiser is stupidly powerful, able to survive 4 MAC shots, and around 488 Archer missiles to take down and was brought back up only a minute later, and two SHIVA-class nukes to destroy the physical part of it. The Supercrusier has 5 Sniper Glassing Cannons that are capable of firing at the speed of light across half a Solar System and rip through many UNSC ships at the same time. The Supercruiser also has Pulse Lasers and plasma torpedoes.


CAS Class Assault Carrier


latest



A 3 mile long spaceship with immense amount of weaponry, the CAS Class Assault Carrier is the model of the CSO Class Supercarrier. They are armed with two glassing cannons and vast amounts of pulse lasers and plasma torpedoe launchers.


CSO-Class Supercarrier


latest



A ship two miles high, 18 miles long, and 7 miles wide, the Supercarrier is the largest vessel in the entire Covenant fleet. It holds at least 7 glassing cannons, thousands of Plasma Turrets, thousands of Plasma Torpedoes and thousands of Pulse Laser turrets. Its crew are in the tens of thousands. It holds hundreds of squads of Seraph Fighters, tens of thousands of ground troops, along with innumerable vehicles, wepaons and structures including The Spire,


High Charity


latest



A planet like space station, the High Charity is very close to 290 miles long, and 216 miles wide. The ship is so important to the Covenant that a entire fleet protects it at all times, though it is assumed it has a vast amount of shielding and weaponry. It is mostly powered by a Forerunner Dreadnought near the top of High Charity that is 7 miles long. It is important to note that a destroyed ship known as the Unyielding Hierophant that is like High Charity that is 18 miles wide and 2 miles long can hold over 500 capital ships.


@Some_Bloke
 
Last edited by a moderator:
hudhouse said:
So here is officially the ENTIRE LIST SO FAR of Covenant!
Elites / Sangheili


latest



Large bipedal honorable warriors of the Covenant. With the Prophets dead, these samurai like warriors tend to be the commanders of the Covenant forces. Honorable, intelligent and fearless, they are the perfect soldiers for noble combat.


Unggoy / Grunts


1000



The complete opposite of a Elite! Unggoy are short methane breathers who are extremely cowardly, tending to throw up their hands to the air like they just do not care and run screaming then being in a disciplined firing group. When they outnumber and outgun their foes, they nearly never surrender, but once their numbers start dropping they begin feeling fear.


Kig-Yar / Jackals


latest
There are many different Kig-Yar sub species, but Kig yar in general are quick, agile sharpshooters with keen eyes. Rather frail and lacking energy shields except for wrist mounted ones, a good clean headshot can end 'em.


Mgalekgolo / Hunters


latest



The biggest baddest brutes around. Hunters are made of Lekgolo, orange eel like worms that are non sentient alone, but when they fuse they can become highly intelligent. They are unable to speak, but their raw strength makes up for it. Hunters come in pairs as battle brothers, since a single colony is equal to two Mgalekgolos. They can telepathically speak to each other, and if one dies the other goes into a blood frenzy, stomping down Kig-Yar and Unggoy like they are mere ants to kill their foes.


Jiralhanae / Brutes


latest



Brutes are as their name states, powerful creatures in the Covenant. The 9 foot tall monsters of war prefer close combat, rushing in with powerful explosive grenade weaponry, their fists, and gravity hammers to ravage the fields. They can flip over light vehicles by punching them if they wanted. They are most known for hijacking vehicles and getting into brutal rages with mixed with their natural battle wit


Yanme'e / Drones / Buggers


latest



Not that intelligent bug creatures that fly around and harass their foes. Drones come in monstrous numbers in the hundreds, going off in slammer swarms to give backup to their allies. Their knowledge in machinery is insane, rivaled only by living computers aka Huragok, though individually they are poor. They work best in a hive mentality on the greater picture, and do not even have names.


Huragok / Engineers


latest



Huragok are intellegent living super computers born from the Forerunners. Most of the Covenant do not know of them, or their part of the rituals extracting Forerunner technology, but they are vital. In combat they provide a oversheild to all near by allies, but when Brutes are the leading force instead of Elites they tend to have bombs strapped to them for when they perish in combat. The floating creatures can rip apart a engine, examine it, fix it, and put it all back together in a few seconds. They tend to not care what side their on like a machine, just floating on and fixing any machinery they can, even hostiles in mid combat!






Type 25 Rapid Assault Vehicle / Brute Chopper


latest



Fast moving single wheeled vehicles that were designed by Huragoks as a peace offering, Brute Choppers are equipped with explosive shell weaponry to ravage foes at a distance.


Type 54 Rapid Assault Vehicle (RAV) / Ghost


latest



A hover vehicle equipped with dual light plasma weaponry, the Ghost can boost and glide around the battlefield was unpredictable grace. A person can climb on and hijack the pilot if they are skilled enough, or be crushed under the wings.


Type-46 Infantry Support Vehicle / Spectre


latest



A two piloted gravity vehicle, the craft has a weapon similar to a human turret with plasma. The second person in the vehicle can fire out of it to try and stop hijackers, but like the Ghost it can be hijacked with ease.


Type-48 Light Assault Gun Carriage


latest



Near undifferentiated to the Type 46 / Spectre, the only difference is that it has a mortar turret.


Type-58 Light Assault Gun Carriage / Wrath


latest



A thickly armored artillery craft, Wraths are powerful vehicles that take extended fire or highly explosive weaponry to be taken down. The vehicle is only hijack able if the second pilot who uses the turret is killed, and then the door is pried open!


Type-52 Infantry Support Vehicle / Brute Prowler


latest



A Brute Chopper with a gunner in front instead of explosive shell weaponry and much more heavy armor. Otherwise, undifferentiated.


Type-47 Ultra Heavy Assault Platform / Scarab


latest



The number one most feared Covenant assault vehicle, the Scarab is a huge walker with a heavy plasma laser on the front and high powered AA weaponry. The Scarab is near indestructible, the only way to destroy them practicality is destroying a leg so that in it's power down state, is garrisoned and the person fights to the core and destroys it, or ultra heavy orbital weaponry. Piloted by Lekgolo inside the core, the Scarab is so large that all of it's other "pilots" are all over the vehicle protecting the core and themselves.


Type-30 Light Excavation / Anti-fortification platform / Locust


latest



Virtually smaller versions of Scarabs, Locusts fire excavation plasma beams that dig through buildings and heavy vehicles with ease. The shields of a locust protect it from being hijacked, but relatively light as its one of the few shielded vehicles.


Type 58 Ultra Heavy Site Excavator/Embedded / Harvestor


latest



The more closely related brother to the Scarab, Harvesters are more of a beachhead then a assault platform. The vehicle can mine through vast amounts of Earth and Metal in mere moments of contact with the beam, though it is not designed to actually fight foes. The Harvester's only combat use if any would be to completely bisect grounded Flag ships, but otherwise it is just a ultra heavy excavator with a immense crew to keep it protected in times of war.


???? / Kraken


latest



A recently discovered vehicle, the Kraken is a immense vehicle of war with tons of weaponry on the back, and appears to be a portable hive for Covenant. Nothing appears to be able to even pierce it's armor.


Type-57 Dropship Troop Carrier / Phantom


latest



The Phantom is a durable air vehicle that either sends it's troops jumping out of the sides or via a gravity lift in the back. The Vehicle can be destroyed, but requires a few tank rounds at best with near no benefit since they tend only show up in swarms, drop off their troops and vanish.


Type Unknown Troop Carrier


latest



The Latest version of the Spirit Troop Carrier, Spirits fly in with a single plasma cannon to provide light support to troops. The Spirit opens individual doors on each side that holds troops before they leap to the ground and the Spirit can fly away. Slightly more durable then a Phantom


Type-56 Ground Support/Ultra Heavy Assault Platform / Lich


latest



The biggest brother of the Phantom, the Lich is a rarely documented warship that drops Covenant in massive number. The Lich is the airborne version of a Scarab with a weapon comparable to the Scarab that disables heavy weaponry. The Lich can only be destroyed like a Scarab by destroying the Lekgolo core, or Heavy Orbital Weaponry.


Type-28 Boarding Craft


latest



A Covenant ship that impales ships via the sides or escape pod slots, the ship drops off a combat squad of Covies. The ship is quick, but can be destroyed by AA fire.


Type 54 Mass Deployment Carapace


latest



A heavy deployment pod, the Type-54 drops in from space to deploy a large amount of troops. The Type-54 is the only deployment pod that is reusable and is very quick. The Type-54s are more durable then Phantoms, and are rarely destroyed unless under immense direct fire.


Heavy Orbital Insertion Pod


latest



The HOIP is a heavy pod that smashes into the ground and deploys a combat squad. The shields are a one way barrier that makes it impossible to retreat in, but also makes it so that troops can see out and prepare even under direct fire.


Type-54 Ground Support Vehicle / Banshee


latest



A durable aircraft that has four plasma machine guns and a heavy Fuel Rod cannon, the Banshee is a nightmare for ground combat. The Banshee can unleash it's fuel rod shots against vehicles or troops while prefering to use it's plasma machine guns against other aircraft. The Banshee can be destroyed in a single tank shot, a few rockets, or focused small arms fire.


Type-29 Close Support Fighter / Vampire


latest



A aircraft with twin heavy needlers, the Vampire is a unique vehicle that is the nightmare of the air! The Vampire can unleash a stasis field from between it's cannons to hold a ship in mid air while constantly damaging it by converting the ship slowly into energy. The energy is transported back and reconverted to matter that repairs the damage done to the Vampire. The Vampire can not move while holding a foe in stasis, and does not work against spaceships.






Type 31 Exoatmospheric Multi-Role Fighter / Seraph Fighter


latest



The Seraph Fighter is a heavily shielded fighter that are highly maneuverable. Their shields are near immune to ballistic weaponry, but weak to explosive weaponry, and the opposite for the armor. Seraph Fighters tend to come in squads of 10, and are equipped with two Heavy Plasma Cannons and four Fuel Rod Cannons.


Type-27 Exoatmospheric Multi-role fighter / Space Banshee


latest



Essentially a longer ranged sealed version of a normal Banshee. The Banshee can not be hijacked and requires a longer opening process.


Agricultural Support Vessel


latest



A smaller ship that doesn't have any weapons on it, it holds a massive amount of animals and plants for consumption for the fleet. The ship tends to only appear in the largest of fleets.


Covenant Battleship


latest



A very powerful long ranged Covenant Space ship, the Battleship can unleash lasers that go thousands of miles and do critical damage to a spaceship. The only known one encountered destroyed 13 UNSC space ships before being taken down by combined fire, displaying its immense durability and power.


DAV-Class Light Corvette


latest



A invisible spaceship with electronic countermeasures that damage and jams lock-on systems aiming at the ship. It is unknown if they posse any weapons, but it is not anything heavy or powerful.


SDV-Class Heavy Corvette


latest



The SDV-Class is a immense ship nearly a mile long that holds a large amount of fighters. It holds 12 Pulse Lasers, 10 Heavy Plasma Cannons, and 6 plasma turrets with a unknown amount of bombardment weaponry. It can hold 16 Space Banshees, 6 Seraph Fighters, and a few Phantoms.


Covenant Frigate


latest



A ship slightly bigger then a SDV-Class Heavy Corvette, the Frigate are equipped with a vast amount of pulse lasers. The Frigate is most fearsome for being one of the smaller ships with 1-3 Plasma Torpedo arrays, which can melt through vast amount of armor.


The CPV-Class Heavy Destroyer


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The Heavy Destroyer is 100 feet smaller then a single mile long. The Heavy Destroyer has heavy shielding and posses a Glassing cannon, the staple of Covenant space combat. The Heavy Destroyer's other weaponry are unknown but are suspected to be pulse lasers and plasma torpedoes.


CSS-Class Battlecruiser


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The most common Covenant spaceship, the CCS-Class is a immense slightly mile long ship with two Glassing weapons. The CCS-Class has heavy plasma turrets, pulse lasers, and plasma torpedo arrays with heavy shielding against foes.


ORS-Class Heavy Crusier


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A 3000 meter long (9,000ish feet) Crusier with immense yet unnknown weaponry, it possess at least 2 glassing cannons, vast amounts of plasma torpedoes, pulse lasers, and plasma turrets with heavy shielding.


Covenant Supercruiser


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The most feared spaceship during the Fall of Reach, the Supercruiser is slightly smaller then 2 miles long. The shielding of a Supercruiser is stupidly powerful, able to survive 4 MAC shots, and around 488 Archer missiles to take down and was brought back up only a minute later, and two SHIVA-class nukes to destroy the physical part of it. The Supercrusier has 5 Sniper Glassing Cannons that are capable of firing at the speed of light across half a Solar System and rip through many UNSC ships at the same time. The Supercruiser also has Pulse Lasers and plasma torpedoes.


CAS Class Assault Carrier


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A 3 mile long spaceship with immense amount of weaponry, the CAS Class Assault Carrier is the model of the CSO Class Supercarrier. They are armed with two glassing cannons and vast amounts of pulse lasers and plasma torpedoe launchers.


CSO-Class Supercarrier


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A ship two miles high, 18 miles long, and 7 miles wide, the Supercarrier is the largest vessel in the entire Covenant fleet. It holds at least 7 glassing cannons, thousands of Plasma Turrets, thousands of Plasma Torpedoes and thousands of Pulse Laser turrets. Its crew are in the tens of thousands. It holds hundreds of squads of Seraph Fighters, tens of thousands of ground troops, along with innumerable vehicles, wepaons and structures including The Spire,


High Charity


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A planet like space station, the High Charity is very close to 290 miles long, and 216 miles wide. The ship is so important to the Covenant that a entire fleet protects it at all times, though it is assumed it has a vast amount of shielding and weaponry. It is mostly powered by a Forerunner Dreadnought near the top of High Charity that is 7 miles long. It is important to note that a destroyed ship known as the Unyielding Hierophant that is like High Charity that is 18 miles wide and 2 miles long can hold over 500 capital ships.


@Some_Bloke


I can't wait till XCOM gets their hands on the Needler.
 
Some_Bloke] [URL="https://www.rpnation.com/profile/7450-samevi/ said:
@Samevi[/URL] you can hold out until the next arc if you want to fight zombies. One of the next arcs is in a version of The Walking Dead universe where the zombies are supernatural.
Sure. I actually feel DIO would fit, and somehow help be a cause...
 
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Universe from: Lord of the Rings


Alignment: Chaotic Evil


Name: Witch King of Angmar


Alias/nickname: Angmar


Age: Highly unknown, Second Age at least (200+ years)


Gender and sexuality: Male - None (Undead)


Species/race: Nazgul (Undead-Human technically)


Appearance:

witch_king_of_angmar_by_fugaz_star.jpg



Personality: The Witch King has a rather shallow personality, but that is only because it is rarely expressed. He is a crafty word smith at heart, wise enough to rule and strong enough to take it with a iron grip. He serves his master with pure loyalty, and there is nothing that can break his will during his quest to please his master. No mercy in the name of Sauron!


Backstory: One of the commanders of Sauron, the Witch-King is his most loyal and powerful minion. He waged war eternal for his master if needs be. Nothing mattered to the Witch King except the will of his master, and that is what shall be done.


Known enemies/rivals: Anyone Sauron wants dead


Known allies/friends/family: Sauron, the other Nazguls, the Undead


Companion: Fellbeast, Nazguls, Wraiths, Undead, and Dark Horses


Weapons/Gear/gadgets:


The Sword of Terror - A mighty broad sword that is engorged on fell magic. The blade can effortlessly cut through tens of men in a single swing, chopping the foe with horrific ease.


Flail/Mace - A mace attached to the end of a flail, the deadly weapon can shatter bone, armor, shield, and horse in a single swing without the aide of magic.


Morgul-Blade - The most powerful and feared weapon right next to The Sword of Terror, the Morgul-Blade will turn a foe into a wraith if it even cuts them. The Morgul-Blade will vanish into flame and smoke as soon as it's deadly deed is complete, but that is once they become a Wraith. The Witch King must summon a new Morgul Blade after each and every stab.


Powers/abilities:


The Witch King's Wrath - Any weapon that hits the Witch-King is destroyed, burning the magic straight off if there was any, and then poisons the attacker with his vile magic.


Black Breath - A aura that poisons the foes of the Nazgul, and the poison that trails down any weapon that dares try and harm the Witch King. The Black Breath in a mild dose, aka just being near a Nazgul, causing bad dreams, irritation, and unconsciousness. Any dose higher will cause deep despair, extreme drowsiness, extreme nightmarish hallucinations, deep unconsciousness, coma, hypothermia and in a few days if untreated, death. The only known cure is Athelas, and it is unknown if a King has to use it for it to save the person effected.


Shout of the Nazgul - The Witch-King can scream a unholy shout that strikes fear in the heart of all living creatures. Only the most heroic and prestigious warriors won't crack under his pressure, which tends to leave only those suitable for combat with the Witch-King left.


Skills: Master at Mace, Flail and Sword combat, Leadership, powerful magics, riding skills, ranged combat and hand to hand combat.


Weaknesses: Fire, strength is connected to Sauron, and weaker in the daylight


(Optional) Character quote: Come not between the Nazgul and his prey! Or he will not slay thee in thy turn. He will bear thee away to the houses of lamentation, beyond all darkness, where thy flesh shall be devoured, and thy shriveled mind be left naked to the Lidless Eye.


(Optional) Character’s theme song: [media]



[/media]
 
ryanpk200 said:
@TehFanzyMetroid Is it ok for Alpha team to jack a ship to fly up to the main base?
Now that I think about it, XCOM does have data from the interrogation they could use to help them fly the ship.

TehFanzyMetroid said:
That's why I made the ship not self destruct ;)
I didn't notice that. Cool. (Insert gif of Rocket Raccoon that I can't find of how I'm imagining the prison break.)
 
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theManCalledSting said:
But jeff, even with out supper powers, is skilled with any kind of knife
Supper powers?


leonardo_da_vinci_parody_001.jpg



I'd like to see what Jeff's powers of creating a fantastic supper can do against a gun.


fallout-4-cap.png
 

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