The Forsaken Ones - Halo AU Signups/Discussion

Discussion in 'THREAD ARCHIVES' started by Ichigo, Mar 23, 2015.

  1. The setting is in 2530, not long after the Covenant had come to the Milky Way galaxy and decimated Earth completely. After 10 years of fighting, humanities colonies have decreased, as have the population numbers, they are now on the brink of extinction. The Spartan Program was finally come to an end, but all of the Spartans that had been into the program were being deployed to the field to fight the Covenant and protect the human colonies on other worlds, in different galaxies.
    Spartans have been the most effective way of dealing with and suppressing Covenant troops from advancing on human colonies. Of course, the Army, Navy, Air Force, and especially the Marines have sent their own soldiers in to aid the Spartans against the sheer overwhelming numbers of the enemy. In this Human-Covenant war, only a few may bring humanity back from the brink of extinction and give hope to them. But, those that have been told to fight have been considered forsaken. It is the Forsake Ones that will save humanity and defeat the threats to all of the colonies remaining.

    • Iwaku rules apply, always.
      Everything past the Ranks is just general information, it is not necessary to read.

      Be kind and respectful to everyone on this thread and the IC.

      No powerplaying/godmodding or perfect characters.

      Gore, violence, and swearing are anticipated, but please keep it to a more mild setting.

      At least 1 paragraph, it's hard to reply to just 1 or 2 lines.

      No more than 3 characters per person at this time.

      NPCs should only be used as side characters that move the story along positively.

      Feel free to have romances, I don't mind, just nothing beyond kissing, groping maybe.

      Take anything 18+ in sexual content to PM and try to keep things so that 15 year olds can play at least.

      Your character(s) may die, it's war, mine might too, who knows, I certainly don't.

      You must join an existing squad if you want to be a part of a main combat team,

      I have every right to add to or change the rules.
    • This is an alternate universe, so not everything will match up with the books and games.

      Squads: If you are joining a squad, which is for the combat Spartans and other soldiers, then this is for you. Squads with squad leaders can deny you entrance, but you will get a reason why. If the squad has no leader, then there is no application based acceptance for your character. I will have a final say in matters regarding squads though. Squad positions are limited, unless new opening appear in a squad, though this will be at mine and the squad leader's discretion. Be sure to PM any reservations you want to make for your characters if you feel the need to.

      Squad Leaders: If you are a squad leader or plan to make a character that is a squad leader, this is for you. You will have a say in which characters get into your squad. You may deny a person's character from being in your squad. I will PM you about the character that is applying for your squad, or if you see it first, PM me. As for the acceptance of the character, if you say yes and I okay them, then they will be accepted and added to your squad. If you do not wish to accept a certain character to the squad, tell me why. Also, if you wish to add, remove, or edit anything about your squads information, please let me know. I do have a final say regarding squads, keep that in mind when you deny a person's character.

      Some of your favorite characters may never have even existed, or they chose different paths, please keep that in mind.

      I have Gay/Lesbian selected for the fact that some characters may be just that.

      Sexual Themes is selected because these are soldiers, the may make crude or perverted jokes at times, and most of these soldiers are like family.

      If one of your characters die, take up another one, I don't mind.

      If anyone would like a downloadable thing to create a character in MJOLNIR armor, please look up vanity for that, or ask me for the link.

      Also, try to keep in mind that higher ranked soldiers do not go out into the field, if you are higher than Sergeant Major (Marine Corps), Command Sergeant Major (Army), Master Chief Petty Officer (Navy), or Command Chief Master Sergeant (Air Force), more than likely you won't see battle, unless the ship you're on is attacked.
      Spartans go by UNSC Navy Ranks.
      Forerunner and Covenant characters will not show up for a while if you want to play them.
      Squads are for Spartans, but different there will be other soldiers working with each squad, you can choose which one.
    • Name:
      Age: (18+)
      Race: (Human, Spartan, etc.)
      Appearance: (picture and/or detailed description)
      Preferred Weapon(s):
      Combat Style:

    Characters (open)

    • Red Squad is first of the squads that specialize in front line combat, being either the last or first to be deployed. This squad is mostly comprised of Soldiers who love to fight, whether it be with guns or their fists. Red Squad is one of the more brutal squads and is normally used for some of the toughest jobs that the UNSC has. This squad focuses on combat more than anything else, they are sort of the run-and-gun types.

      Squad Leader: (Ranks E-6 to E-9) Open
      Fire Team Leader: (Ranks E-4 to E-5) Open
      Automatic Rifleman: (Ranks E-1 to E-3) Open
      Grenadier: (Ranks E-1 to E-3) Open
      Rifleman: (Ranks E-1 to E-3) Open
      Advanced Marksman: (Ranks E-1 to E-3) Open

    • Blue Squad is the second squad that is meant for front line combat. Like Red Squad, they are the last to be deployed, or the first, depending on the situation. Unlike the Rad Squad, Blue Squad is far more tactical base and plans ahead.

      Squad Leader: (Ranks E-6 to E-9) Open
      Fire Team Leader: (Ranks E-4 to E-5) Open
      Automatic Rifleman: (Ranks E-1 to E-3) Open
      Grenadier: (Ranks E-1 to E-3) Open
      Rifleman: (Ranks E-1 to E-3) Open
      Advanced Marksman: (Ranks E-1 to E-3) Open

    • Angel Squad is pretty much just a squad for mostly medical trained soldiers. They are deployed as an assistance squad, meant to offer and supply emergency medical treatment on site in the battlefield. It is common for them to deploy with Red and/or Blue Squad.

      Squad Leader: Reserved
      Fire Team Leader: (Ranks E-4 to E-5) Open
      Automatic Rifleman: (Ranks E-1 to E-3) Open
      Grenadier: (Ranks E-1 to E-3) Open
      Rifleman: (Ranks E-1 to E-3) Open

    • Epsilon Squad is mostly used for combative infiltration, constantly being used to go in and neutralize enemies after Shadow Squad has completed their mission. It is common for this squad to end up being deployed with or right after the Shadow Squad. They are the brute force that follows Shadow Squad, sometimes being used as a distraction and the finishing blow.

      Squad Leader: Col. Petrarch, Adrian
      Fire Team Leader: (Ranks E-4 to E-5) Open
      Automatic Rifleman: (Ranks E-1 to E-3) Open
      Grenadier: (Ranks E-1 to E-3) Open
      Rifleman: (Ranks E-1 to E-3) Open

    • Shadow Squad is mostly meant for Recon and/or purely stealth missions, they are to be in and out without being noticed. They are also used for intelligence collection quite often, being put in some of the most hostile and risky situations.

      Squad Leader: (Ranks E-6 to E-9) Reserved
      Fire Team Leader: (Ranks E-4 to E-5) Open
      Automatic Rifleman: (Ranks E-1 to E-3) Open
      Grenadier: (Ranks E-1 to E-3) Open
      Rifleman: (Ranks E-1 to E-3) Open
      Advanced Marksman: (Ranks E-1 to E-3) Open
    • None
    • None
    • None
    • None
    • None
    • None

    Ranks (open)
    • Private (Pvt) E-1
      [​IMG] Private First Class (PFC) E-2
      [​IMG] Lance Corporal (LCpl) E-3
      [​IMG] Corporal (Cpl) E-4
      [​IMG] Sergeant (Sgt) E-5
      [​IMG] Staff Sergeant (SSgt) E-6
      [​IMG] Gunnery Sergeant (GySgt) E-7
      [​IMG] Master Sergeant (MSgt) E-8
      [​IMG] First Sergeant (1stSgt) E-8
      [​IMG] Master Gunnery Sergeant (MGySgt) E-9
      [​IMG] Sergeant Major (SgtMaj) E-9
      [​IMG] Second Lieutenant (2ndLt) O-1
      [​IMG] First Lieutenant (1stLt) O-2
      [​IMG] Captain (CPT) O-3
      [​IMG] Major (Maj) O-4
      [​IMG] Lieutenant Colonel (LtCol) O-5
      [​IMG] Colonel (Col) O-6
      [​IMG] Brigadier General (BGen) O-7
      [​IMG] Major General (MajGen) O-8
      [​IMG] Lieutenant General (LtGen) O-9
      [​IMG] General (Gen) O-10
    • Private (Pv1) E-1
      [​IMG] Private (Pv2) E-2
      [​IMG] Private First Class (PFC) E-3
      [​IMG] Specialist (SPC) E-4
      [​IMG] Corporal (CPL) E-4
      [​IMG] Sergeant (SGT) E-5
      [​IMG] Staff Sergeant (SSG) E-6
      [​IMG] Sergeant First Class (SFC) E-7
      [​IMG] Master Sergeant (MSG) E-8
      [​IMG] First Sergeant (1SG) E-8
      [​IMG] Senior Major (SGM) E-9
      [​IMG] Command Sergeant Major (CSM) E-9
      [​IMG] Second Lieutenant (2LT) O-1
      [​IMG] First Lieutenant (1LT) O-2
      [​IMG] Captain (CPT) O-3
      [​IMG] Major (MAJ) O-4
      [​IMG] Lieutenant Colonel (LTC) O-5
      [​IMG] Colonel (COL) O-6
      [​IMG] Brigadier General (BG) O-7
      [​IMG] Major General (MG) O-8
      [​IMG] Lieutenant General (LTG) O-9
      [​IMG] General (GEN) O-10
      [​IMG] General of the Army (GA) O-11/Special
    • Crewman Recruit (CR) E-1
      [​IMG] Crewman Apprentice (CA) E-2
      [​IMG] Crewman (CN) E-3
      [​IMG] Petty Officer Third Class (PO3) E-4
      [​IMG] Petty Officer Second Class (PO2) E-5
      [​IMG] Petty Officer First Class (PO1) E-6
      [​IMG] Chief Petty Officer (CPO) E-7
      [​IMG] Senior Chief Petty Officer (SCPO) E-8
      [​IMG] Master Chief Petty Officer (MCPO) E-9
      [​IMG] Ensign (ENS) O-1
      [​IMG] Lieutenant, Junior Grade (LTJG) O-2
      [​IMG] Lieutenant (LT) O-3
      [​IMG] Lieutenant Commander (LCDR) O-4
      [​IMG] Commander (CDR) O-5
      [​IMG] Captain (CPTN) O-6
      [​IMG] Rear Admiral (Lower Half) (RDML) O-7
      [​IMG] Rear Admiral (Upper Half) (RADM) O-8
      [​IMG] Vice Admiral (VADM) O-9
      [​IMG] Admiral (ADM) O-10
      [​IMG] Fleet Admiral (FADM) O-11/Special
    • Airman Basic (AB) E-1
      [​IMG] Airman (Amn) E-2
      [​IMG] Airman First Class (A1C) E-3
      [​IMG] Senior Airman (SrA) E-4
      [​IMG] Staff Sergeant (SSgt) E-5
      [​IMG] Technical Sergeant (TSgt) E-6
      [​IMG] Master Sergeant (MSgt) E-7
      [​IMG] Senior Master Sergeant (SMSgt) E-8
      [​IMG] Chief Master Sergeant (CMSgt) E-9
      [​IMG] Command Chief Master Sergeant (CCM) E-9
      [​IMG] Second Lieutenant (2nd Lt) O-1
      [​IMG] First Lieutenant (1st Lt) O-2
      [​IMG] Captain (Capt) O-3
      [​IMG] Major (Maj) O-4
      [​IMG] Lieutenant Colonel (Lt Col) O-5
      [​IMG] Colonel (Col) O-6
      [​IMG] Brigadier General (Brig Gen) O-7
      [​IMG] Major General (Maj Gen) O-8
      [​IMG] Lieutenant General (LtGen) O-9
      [​IMG] General (Gen) O-10
      [​IMG] General of the Air Force (GAOF) O-11/Special

    Weapons and Vehicles (open)
    • [​IMG] Battle Rifle - 36 Rounds
      [​IMG] Assault Rifle - 32 Rounds
      [​IMG] DMR (Designated Marksman Rifle) - 14 Rounds
      [​IMG] Sniper Rifle - 4 Rounds
      [​IMG] Rocket Launcher - 2 Rounds
      [​IMG] Magnum - 8 Rounds
      [​IMG] M45 Tactical Shotgun - 6 Rounds
      [​IMG] Railgun - 1 Round
      [​IMG] SAW (Squad Automatic Weapon) - 72 Rounds
      [​IMG] Spartan Laser - 4 Shots
      [​IMG] Grenade
    • [​IMG] Covenant Carbine - 18 Rounds
      [​IMG] Plasma Pistol - 100 Battery Units
      [​IMG] Needler - 18 Rounds
      [​IMG] Energy Sword - 100 Battery Units
      [​IMG] Storm Rifle - 100% Energy Core
      [​IMG] Beem Rifle - 100% Energy Core
      [​IMG] Concussion Rifle - 100 Battery Units (6 Shots)
      [​IMG] Gravity Hammer - 100 Battery Units
      [​IMG] Plasma Grenade
    • [​IMG] M274 Mongoose ULATV (Ultra Light Recon Vehicle)
      [​IMG] M12 Warthog LRV (Light Recon Vehicle)
      [​IMG] M12R LAAV (Light Anti-Armor Vehicle)
      [​IMG] M12G1 LAAV (Light Anti-Armor Vehicle)
      [​IMG] M831 TT (Troop Transport)
    • [​IMG] M9 Wolverine MAAT (Main Anti-Aricraft Tank)
    • [​IMG] M808B Scorpion (Main Battle Tank)
    • [​IMG] M313 Elephant HRV (Heavy Recovery Vehicle)
    • [​IMG] D77-TC Pelican (Troop Carrier)
      [​IMG] D77H-TCI Pelican (Troop Carrier/Infantry)
      [​IMG] SOEIV (Single Occupant Exoatmospheric Insertion Vehicle)
      [​IMG] GA-TL1 Longsword (Interceptor/Strike Fighter)
      [​IMG] AV-14 Hornet
    • [​IMG] Type-32 Ghost RAV (Rapid Attack Vehicle)
      [​IMG] Type-46 Spectre ISV (Infantry Support Vehicle)
      [​IMG] Type-48 Revenant LAGC (Light Assault Gun Carriage)
    • [​IMG] Type-29 Shadow TVT (Troop/Vehicle Transport)
    • [​IMG] Type-26 Wraith AGC (Assault Gun Carriage)
      [​IMG] Type-30 Locust LEAFP (Light Excavation/Anti-Fortification Platform)
    • [​IMG] Type-41 Scarab UHAP ( Ultra Heavy Assault Platform)
    • [​IMG] Type-27 Banshee Interceptor EMF (Exoatmospheric Multi role Fighter)
      [​IMG] Type-26 Banshee GSA (Ground Support Aircraft)
      [​IMG] Type-25 Spirit TC (Troop Carrier)
      [​IMG] Type-44 Phantom TC (Troop Carrier)
      [​IMG] Weapon Type-31 Seraph EMF (Exoatmospheric Multirole Fighter)

    Timeline (open)
    Forerunner era
    Expanding from 10,000,000 BCE to 100,000 BCE, the Forerunner era covers events such as the rise of the space-faring prehistoric human civilization, the Forerunner-Flood war, the activation of the Halo Array, and the depopulation of the galaxy.
    Rise of the Covenant era
    The Rise of the Covenant era composed of events starting from 50,000 BCE to 1500 CE. The era includes the San'Shyuum Schism, the San'Shyuum-Sangheili War, the formation of the Covenant Empire, assimilation of species under the Covenant, and early human history (such as the Battle of Thermopylae).
    Globalization era
    The Globalization era showcases events from the 1500 CE to 2170 CE such as the pre- and early industrialized human history, formations of key nations and empires, the First and Second World Wars, formation of the United Nations, the Cold War, modern history (i.e. i love bees), early human space colonies, battles and skirmishes of the Interplanetary War, the formations of the Unified Earth Government and the United Nations Space Command.
    Colonial and Insurrection era
    The Colonial and Insurrection era includes events spanning from 2170 CE to 2525 CE. The era includes the Odyssey mission, early human colonization of the Inner Colonies, UNSC operations against the Rebel/Insurrection forces in the Outer Colonies and the ORION Project (SPARTAN-I).
    The Great War era
    The Great War era focuses on the events from 2525 CE to 2553 CE. Such events covered under this era are the Human-Covenant War, the Great Schism, minor rebel conflicts, Flood outbreaks and Forerunner events.

    Spartan Program/Orion Project Background (open)
    The basic concept for the SPARTAN program has been around since the late 22nd century when the first bioengineering protocols were developed for interplanetary war. Since the establishment of these protocols humans have been using performance enhancing equipment and augmentations to make them stronger and faster than previously thought possible. These super soldiers have been deployed numerous times throughout human conflict, leading up to and during the Human-Covenant war. The SPARTAN program first arose as a brilliant plan to enhance normal human soldiers into powerfully augmented special operations commandos. Initially the three separate programs were humanity's various attempts to create the perfect soldiers, in order to patrol the colonies, protect civilian and government populations, crush uprisings in their infancy and ensure others didn't rise up as a result.
    The SPARTAN soldiers of the UNSC are named after the ancient Spartans of Greece, specifically during the time of the Persian invasion led by Xerxes I. The wars between invading Persians and defending Greeks would be known as the Greco-Persian Wars, lasting from 499-448 B.C. During this war, the famous Battle of Thermopylae occurred. 300 Spartan soldiers leading 7,000 other Greeks, postponed a force of approximately 100,000 Persian warriors. All of the Spartans were eventually killed, but they successfully slaughtered 5,000- 8,000 Persians, allowing Greece precious time to prepare defenses. Catherine Halsey had three reasons to choose SPARTAN, rather than many other suggested code names. She believed the story of Thermopylae continued to be well-known and cherished throughout the 26th century. Coincidentally, the project was originally funded for 300 applicants. The Spartans' fierce reputation resulted from their legendary training, which began at the age of 6. Dr. Halsey planned to recreate a training system similar to the Spartans' in order to create the ultimate warrior. Spartan culture was based primarily on warfare, destroying newborns unable to meet strength and fitness requirements. Although considered barbaric during the modern era, Dr. Halsey arranged similar demands.
    The SPARTAN program begins in 2506 with the activation of the ORION Project. Launched by the Office of Naval Intelligence, the project is named after the Orion Arm of the Milky Way galaxy. The aim of ORION is to build on the bioengineering protocols and technology to create the most powerful human soldier yet. Candidates of the ORION Project were all specially selected children at the age of 6 - these candidates went through rigorous testing and multiple augmentations throughout the duration of the project. Results had been far greater than expected, although there was feirce opposition from activists and humanitarians. It was called cruel and inhumane, so the program was ordered to be discontinued for the fear of riots. But, the program was allowed to continue working with the 300 candidates that they had already instilled into the program, commenting that they had already been put through far too much to be re-integrated into normal society.

    Covenant (open)
    • The Covenant are extremely religious and governed by the theocracy Prophet Hierarchs and advised by a High Council. In addition, there are three known councils mentioned: the Council of Concordance, the Council of Doctrine and Deed and the Council of Masters. The Council of Doctrine and Deeds is the elite section of the caste and offers advice on military tactics and strategy. The Council of Concordance's job is to advise on how to keep harmony and peace within the Covenant (obviously they failed to stop the civil war). The Council of Masters is apparently established during major battles and military operations, and directly oversees battle.
      They worship the Forerunners, an ancient (and supposedly extinct) alien race who have left behind many artifacts and technologies in their wake. There is speculation that the Prophets' species actually evolved on a planet once home to a Forerunner colony. It is believed that the Covenant conquer alien races and force them into the alliance, adding to their ranks. This use of "conditioned ranks" is an idea taken from Marathon. The Covenant headquarters/holy city is the colossal, mobile city of High Charity, which was overrun and largely infected by The Flood.
    • The Covenant maintains the largest military force in the known galaxy. Their technology is far more advanced compared to that of the United Nations Space Command, due to their ability to repurpose Forerunner technology. The Council of Deed and Doctrine is the governing force behind the Covenant military and aids the Hierarchs with military tactics and strategy. During major engagements the Council of Deed and Doctrine creates a Council of Masters to directly oversee the operation. The majority of the Covenant utilizes a cast type ranking system based on the color of their armor and type of armor (Drones, Grunts, & Elites), shield color (Jackals), and accessories (Brutes). There are only two species within the Covenant that have no known ranking system; Hunters and Engineers. The Prophets are part of the Covenant’s religious cast and have their own ranking system. The strength of all Covenant soldiers differ by rank: high-ranking soldiers are stronger than lower-ranking soldiers due to experience, training, and equipment.
    • UNSC researchers are unsure how the Covenant record time, but seven distinct ages have been collected. It's uncertain if these names are reused or if, for instance, there have been eight other ages of reclamation in the past. (Note: the arrangement and meaning of the ages is only speculation)
      Age of Abandonment
      Age of Conflict
      Age of Conversion
      Age of Discovery
      Age of Doubt
      Age of Reconciliation
      Age of Reclamation
      Little is known about their history except that the ancestors of the Prophets and Elites waged war on each other, but they formed the Covenant after finding evidence of the Forerunners and their “Great Journey”.
      One of the leading theories is that the Age of Abandonment was the time when the Forerunners left the Prophets and Elites to embark on the "Great Journey".
      Elites and the Prophets began fighting each other in the Age of Conflict. It is not yet known why this war started.
      In the Age of Discovery, the Prophets discovered the remains of the Forerunner technology, maybe with the help of the Engineers.
      During the first Age of Reconciliation, the Prophets shared the information learnt 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 military services and protection. Presumably, this is when the Covenant Writ of Union was created. The Age of Conversion was when the Elites and the Prophets started to conscript other races (such as when they "tamed" Hunters) into the Covenant through religious conversion or force.
      The Covenant began to doubt the word of the Prophets during the Age of Doubt, due to their fruitlessness of their search for the rings (such as Alpha (04) and Delta (05) Halo) or any other means to begin The Great Journey. The Grunt Rebellion probably occurred during this span of time.
      It is currently the 9th Age of Reclamation. It is often speculated that this is a reference to the name that the Monitors give to humans: “reclaimers”. Others, especially the Elites, wonder why the humans, worthy opponents that have proven themselves in battle many times, were not given the opportunity to join the Covenant. Some within the Covenant even wonder what bad thing the humans have done to be an "affront" to the gods. This fact might be linked with humans presumably being the reclaimers, and not any of the Covenant races.
      Early Ages
      The Covenant recruited other races around them. Extraordinary crises, such as the Taming of the Hunters, and the Grunt Rebellion almost destroyed the Covenant but were resolved by the Arbiters. The Prophets, were aided by the Engineers, and soon discovered more about the Forerunners including a myth about the Halo Installations and used Forerunner technology to launch their industrial revolution in which their militant, technologically superior civilization developed.
      Taming of the Hunters
      (Age of Conversion)
      The Taming of the Hunters is mentioned in the game Halo 2 as one of the crises that required the creation of an Arbiter. The Arbiter was very vital to the success and properly died during this task. It is speculated that the ground troops of the Covenant were not able to defeat The Lekgolo on the planet surface, and that the Hunters were only convinced to join the Covenant after being threatened with a bombing (glassing) by the Covenant which would have totally destroyed the planet. As a result Hunters are deeply respectful of the Elites and choose to side with them during the Covenant Civil War.
      Grunt Rebellion
      (Age of Doubt)
      The Grunt Rebellion was an event dangerous enough to the Covenant that an Arbiter had to be created to combat it. Like all the other Arbiters, it is assumed that the Arbiter at the time died in the course of the Rebellion. It involved the smallest and most common form of the Covenant, the Grunts, rebelling against the rest of the Covenant. It is however unknown as to why the rebellion took place but is likely because of the abuse the Grunts face from the rest of the Covenant.
      Because the majority of the warriors and workers of the Covenant appear to be these four-foot tall aliens, this event would have been extremely hard to deal with, but was eventually subdued.
      It has been noted that the Covenant are imitative rather than innovative. Their technology is largely reverse engineered from Forerunner artifacts. Weaponry is largely plasma-based, and their vehicles are capable of hovering and boosting utilizing antigravity technology. The Covenant plasma weapons are used by creating an electromagnetic field around superheated plasma and firing it off with an electromagnetic burst; the Plasma Rifle, Pistol, and turrets use this concept.
      The Needler is used by forcing homing needles through two rotors and the needles use microbursts to home on a target. While Covenant technology is mostly superior to humanity's, the Covenant seem to be ignorant of the full potential of their technology. Covenant engines, for example, are more precise and faster than a Human engine, but the manner in which the Covenant utilizes them falls far short of their full efficiency and potential, although in the book First Strike the energy crystal found on Reach would grant the Covenant even faster slipspace jumps. This is due to the fact that they are afraid to defile their ancient technologies, which were largely copied from Forerunners. In some cases Covenant understanding is actually less advanced than Humans; it was noted that their comprehension of such simple concepts as Maxwell's equations was far behind that of Humans. Simply put, they have a working knowledge of much of their technology but not the prerequisite knowledge to understand it, largely due to the savant-like abilities of the engineer caste.
    • Prophets (San 'Shyuum)
      Prophets, are the highest-ranking Covenant, fulfilling the role of religious and political leader. The three highest-ranking Prophets are the Prophets of Truth, Mercy, and Regret, and they travel in floating thrones equipped with an impenetrable shield and a powerful particle beam gun. There are also many "lower" Prophets, with titles similarly modeled after those of the three Hierarchs. The Prophets covertly lead the loyalist forces in the civil war, and have only the Brutes, Drones, Grunts, Hunters and Jackals to protect them. They wear gold and red robes, a golden crown with gems and a holographic image of Halo on the front of their crown. The Prophets have gray skin and seem very frail and weak. They maintain power through their position as high priests and, in a sense, Prophets of the Covenant religion. It has recently come to light that the Prophets evolved on a planet with remains of a Forerunner colony on it, which they came to revere.

      Ranks of Prophets (Strongest to Weakest)
      Prophet Hierarch - Every age, three Hierarchs assume control over the entire Covenant Empire including the High Council.
      Prophet of Truth
      Prophet of Mercy
      Prophet of Regret
      Lesser Prophets - These are Prophets that are below the Prophet Hierarchs.
      Prophet of Supposition (Sent a letter to the High Council suggesting reasons for the Flood's appearance)
      Prophet of Disdain
      Prophet of Pity
      Minor Prophets - Minor Prophets conduct research on Forerunner technology and artifacts. It is presumed that they command the Engineers.
      Minister of Etiology (Legate) (deceased) - Prophet official in command of the Infinite Succor.
      Prophet Councilor - Prophet Councilors sit on the Council of Concordance and speak on behalf of the Prophets and the religious interests of the Covenant.
      Soha 'Rolamee (deceased) - He was an Elite member of the high council and used the Truth and Reconciliation as his office.
    • Brutes (Jiralhanae)
      Brutes, called Jiralhanae (Which is also a Korean swear for "stupid aggressive lunatic") by the Covenant, have a hairy gorilla- and rhinoceros-like appearance and possess immense strength. Some Brutes (not including Tartarus) wear strange head gear that covers only the top of their heads. Brutes often travel in packs which can cause a prolonged engagement. They are organized tribally and are led by Chieftains, like Tartarus. Brutes are the newest addition to the Covenant and the most willing fighters.
      They had a long-standing rivalry with the Sangheili, which eventually bubbled up into the main thread of the hatred and killing that began the Covenant Civil War. Elites believed, since they were the first to join the Prophets, they were the true Covenant warriors, while the other species were simply pawns. Brutes believe that Elites' recent failures (the destruction of Halo, the assassination of the High Prophet of Regret) are signs that they are incompetent. While Brutes do have superior strength and speed, as well as being unquestionably loyal to the Prophets, Elites hold superior intelligence and discipline and possess superior leadership and management ability.
      When all but one Brute in a group is killed, the remaining Brute will drop his weapon and charge like a bull at the person (or allies) who killed the other Brutes while shouting unintelligibly. While "berserking" in this manner, a Brute becomes stronger and faster. However, doing so it also seems to be more susceptible to gunfire.
      The Brutes seem to prefer projectile weaponry to plasma weaponry. This can be seen when they use their Brute-developed Brute Shots. These blade-edged grenade-launchers, when used to melee, do almost as much damage as the energy sword. The Brutes also have their own version of the Plasma Rifle; colored red, it has a faster firing rate than its blue counterpart, but in turn overheats at an accelerated pace. Brutes also use human shotguns—trophies they have gathered—to great effect, and a Brute cache of weapons included captured rocket launchers and fragmentation grenades as well. This would seem to reflect their personalities, favoring high-power weapons with little care for efficiency, subtlety or accuracy.

      Ranks of Brutes (Strongest to Weakest)
      Chieftain of the Brutes (Tartarus) – Brute with Fist of Rukt Hammer
      Brute War Chieftain-Brute with Dark Golden Armor
      Brute Chieftain-Brute with Black and Red armor and wield Gravity Hammer
      Brute Honor Guard Captain – Brute with Flag and Honor Guard helmet
      Brute Honor Guardsman - Brute with Honor Guard armor
      Brute Captain Ultra - Brute with Cyan/Cobalt armor
      Brute Captain Major - Brute with Purple/Red armor
      Brute Bodyguard - Brute with Greyish-Blue/Steel armor
      Jump Pack Brute Captain - Brute with Gold armor and Jump Pack
      Jump Pack Brute Major - Brute with Red armor and Jump Pack
      Jump Pack Brute Minor - Brute with Blue armor and Jump Pack
      Brute Stalker - Brute with Grayish armor and Active Camouflage
      Brute Ultra - Brute with Indigo armor
      Brute Major - Brute with Blue armor
      Brute Minor - Brute with Teal-Green armor
    • Hunters (Mgalekgolo)
      Hunters, called Mglekgolo in the Covenant language, are incredibly dangerous foes, deployed more like equipment than soldiers. They are brought in for demolition or heavy defense, and always work in pairs, referred to as "bond brothers". Rather than being built similarly to the other Covenant species with an endoskeleton and central nervous system, Hunters are actually sentient beings made up of a colony of symbiotic worms. Their impenetrable armor is actually what makes them any threat at all. This has led to speculation that they were created or engineered by the Forerunners. This is also probably the reason that no one has seen Flood Hunter Forms as their lack of a central nervous system makes it impossible for a Flood Infection Form to gain control of their brain. It is consistent that if engineered by the Forerunners, Hunters may be one of the tactical scenarios explored to defeat the Flood before the Halo system was created; the artificial intelligence 343 Guilty Spark mentioned to the Master Chief that after exploring every tactical scenario the Halo system was devised. Hunters usually show nothing but opprobrium towards the lesser Covenant races and rarely even communicate with any other race (including the Prophets) apart from the Elites. They are also unconcerned with collateral damage and will even purposely kill the lesser races just for simply "getting in the way".
      When encountered in combat they can be as difficult as walking tanks, with their massive size, near impenetrable armor, large shields, and arm-mounted fuel-rod cannons. They are almost always seen fighting in pairs which makes them even more difficult in combat. This idea of fighting in pairs is similar to that of the "Sacred Band" employed by the ancient Thebans. They are easily the toughest infantry unit in the Covenant military, but a single high velocity shot targeting the fleshy orange skin between the armor plating can sometimes succeed in bringing the Hunter down; thus, Hunters can become an easy kill for the agile, seasoned veteran. They will never purposely show their weak spots to an enemy. A well-placed shot from a rocket launcher (or several from a fuel-rod cannonor one of the various other weapons will eventually destroy the hunter, but the ballistics are most effective, ) will take this hulking soldier down, as well. A plasma grenade latched onto them makes them blind, and they appear to walk around in random directions when so impaired.
      Their fuel rod guns are only used at a distance, so if an enemy comes too near, a Hunter will attempt a clumsy, yet devastating, charging attack with their shield this exposes a large area of their weak, orange flesh, (although in canon, they use the razor-sharp, blade-like spines along their back as well). In Halo 2, they have developed a new attack by which they deliver a combination backhand and overhanded smash to anyone unfortunate to still be in range if someone manages to get behind them.
      The Hunters have been part of the Covenant for quite a long time. They were forced to join the Covenant after being subdued by an Elite-led military force. Because of previous defeats, an Arbiter was ordained to aid in taming of the Hunters. They were however found to be impossible to subjugate in land combat, and presumably the Arbiter was killed, so they were forced to surrender after the threat of extinction through orbital bombardment by the "Glassing" tactic. As a result, Hunters are deeply respectful of the Elites and choose to side with the Elite separatists where they proved to be very effective against the Brutes. Since the Hunters care nothing for the other Covenants races with the exception of the Elites, it's no surprise they sided with the Elites as the Prophet's betrayal towards them likely angered the Hunters.
      They pair up at an early age before war. When one of a bonded pair is slain, the other will howl and become enraged. Like a berserking Brute, an enraged Hunter will forgo the use of its ranged weaponry in favor of smashing its foe into bloody pulp with its massive shield. Sometimes they become so mad that they even attack their own allies, particularly Grunts and Jackals.
      Despite their brutal fighting style and a language that consists mostly of grunts (and distorted sounding speech), Hunters are actually a very intelligent species that seem to have a religion of their own. They seem to believe that when both bond brothers are killed, they will join each other in another life.
    • Elites (Sangheili)
      The Elites, called Sangheili in the Covenant language, are the core of the Covenant military. Excellent soldiers, brilliant tacticians, and disciplined, aggressive fighters, they are the primary strength of the Covenant force. Faster, stronger, tougher and to a degree cleverer than most Humans, they fight in relatively small numbers but often lead squads of Grunts. They were the first to join the Covenant when the Prophets discovered evidence of the Forerunners' "Great Journey," and called for a truce. Armor color seems to indicate rank, and it is believed Elites are promoted based on the numbers of casualties they inflict. The highest rank seemed to be the "Honor Guard," who protected the Prophet of Regret and his broadcasting stations on Delta Halo. White Elites, "Special Ops", have a similar action to the Brutes. When an enemy approaches to melee range with a Spec Op Ultra Elite, the Elite drops the weapon he's carrying and draws an Energy Sword and attacks the person, or persons, that were attacking. However, unlike the Brutes, Elites will not use this tactic as a last resort and are not provoked by fallen allies to do so.
      Elites are typically armed with plasma rifles, energy swords, needlers, or carbines and carry plasma grenades, though they have been noted to wield any Covenant weapon. Certain Elites are specially trained or experienced and may wield human weapons, and two single-handed weapons as well, and in the Halo Graphic Novel, Elites are even shown utilizing a two energy blade fighting style. In space, Elites are armed with vacuum suits and jetpacks for zero-G combat.
      Ranks of Elites (Strongest to Weakest)
      Arbiter - Elite with Brown armor
      Councilor - Elite with White and Silver armor
      Supreme Commander - Elite with Violet armor and Cape
      Field Marshal - Elite with Purple/Maroon armor
      Zealot - Elite with Golden or Purple/Maroon armor
      Honor Guard Ultra - Elite with Silver and Orange armor
      Honor Guard - Elite with Orange, Red and Yellow armor
      Special Operations Commander of the Covenant - Elite with Silver and White armor
      Special Operations Officer - Elite with Black armor
      Special Operations - Elite with Dark Red armor and Active Camouflage
      Stealth - Elite with light blue armor and Active Camouflage
      Ranger - Elite with Light Grey or Cyan armor and Jetpack
      General - Elite with Gold/Yellow armor
      Ultra - Elite with White armor
      Major - Elite with Red armor
      Minor - Elite with Blue armor
    • Jackals (Kig-Yar)
      Jackals, called Kig-Yar in the Covenant language, have superior senses and often serve as scouts, snipers and assassins. Excellent shots, the Jackals seem to be higher in status - if not necessarily rank - than the Grunts. They are 5'8" tall and typically carry a wrist-mounted energy shieldthat deflects bullets and needler shots but is weak against plasma and physical (melee) strikes. They often will be found in defensive positions, fighting from behind their distinctive energy shields. A well used shield makes a Jackal a difficult target, but the notch they use to return fire provides a weak spot that can be exploited, specifically by a sniper's weapon. Jackals sometimes abandon the shields in favor of carrying the Particle Beam Rifle in their capacity as snipers. When these snipers are face to face with a stronger opponent, they will drop any heavy weaponry they may have and cower like a Grunt, but if given a chance will pull out a plasma pistol and continue fighting. Their appearance is thin and bird-like, and their bodies are quite frail. Jackals appear to be predominantly left-handed (as opposed to the other Covenant species or to humans). Their rank is shown by the color of their body and of their shield. They are often cruel to the Grunts, considering themselves better than they are and to ensure their own superiority though other Covenant caste members just simply believe the Grunts are lower than they are. Jackals hold themselves above Grunts socially, even though they are in the same "worker" caste. They often refer to Grunts with derogatory monikers such as "gas suckers," due to the Grunts' need to breathe methane gas. The Grunts in turn seem to dislike the Jackals as a Grunt is heard saying "Stupid Jackal, say thank you!" after the Arbiter has destroyed the Sentinel which was attacking them. Jackals can be heard or identified even before they are seen by their unique screech/yell sound. This cry is usually heard when the player has been spotted. The Jackals have chosen to side with the Prophets and Brutes in the Covenant civil war for unknown reasons, but it is speculated that it is due to their dislike of the Grunts which have sided with the Separatists. Jackals come in two different skin colors: Black, and orange.
      Ranks of Jackels (Strongest to Weakest)
      Jackal Ranger - Jackal with Vaccum suits
      Jackal Sniper - Jackal with no Defense Gauntlet and wield Long Ranged Weaponry
      Jackal Major - Jackal with orange/red Defense Gauntlet
      Jackal Minor - Jackal with green/blue Defense Gauntlet
    • Engineers (Huragok)
      Engineers are the scientific engineering backbone of the Covenant and its economy. They float via air sacs and their many tentacles are able to split into many fine cilia, with which they are able to manipulate machinery. Engineers are capable of quickly learning the functionality of new technology. On one occasion an Engineer was observed dismantling a vehicle's engine, reassembling it into varying different working configurations, and then reassembling it the way it was, all in a matter of seconds. They are called Huragok (Chief0 or Hunagok (Worker) in the Covenant language, and sometimes referred to as savants by the Humans.
      It is unknown which side, if any, the Engineers have taken in the civil war. It is possible they have not even noticed the outbreak of the civil war, as they rarely even interact with the other Covenant castes (with the exception of the Prophets), content to fiddle with machinery and keep it running smoothly.
    • Grunts (Unggoy)
      The basic infantry unit of the Covenant, Grunts are the lowest beings in the Covenant hierarchy. They present little threat individually, but are dangerous in large numbers. Grunts, known as Unggoy (which means "monkey" in Tagalog) in the Covenant language are the workhorses of the Covenant. They serve as common laborers across Covenant controlled space. Short, stocky, and relatively slow, they will often panic when faced with superior forces. However, if they are being led by an Elite, they will stand and fight. It should be noted, that Heretic Grunts do not show fear and continually attack the player, even if the lead Elite dies. Despite their obvious cowardice, they are extremely large in numbers and breed rapidly, and - when cornered - can attack with suicidal desperation. Grunts are usually armed with single handed weapons, like plasma pistols, needlers, and plasma grenades (which they are incredibly good at aiming), although the Arbiter can give his Grunt allies a Plasma Rifle and Brute Plasma Rifle, even though they never typically use one.
      Their homeworld is a frozen, swampy planet with a methane atmosphere and naturally occurring pillars of fire. Because they breathe methane they are forced to rely on a large, bulky Scuba-like "rebreather" system in order to survive in oxygen atmosphere areas - which, unfortunately for the Grunts, are almost everywhere in Covenant society, since no other Covenant race breathes methane. The Grunts are approximately 5' tall, which does not give them any confidence when facing humans, though they lose most of their fear when using a plasma turret or a vehicle. In spite of their low rank in the caste, some Grunts have been trained with the bulky fuel rod guns and have been seen wearing black reinforced armor, implying that they are Special Ops. This does not hold with classic Covenant operation, but it seems to be the case. Because of their aforementioned tendency towards panic, disarray, and dying, the Grunts are usually herded as cannon fodder and directed by one or more of the higher caste, normally an Elite. If the higher-ranking Covenant member leading the group is killed, the Grunts will usually scatter. Grunts will usually scatter when the player wields an energy sword in the grunt's view.
      Most Grunts carry single plasma pistols and sometimes grenades. They never seem to "overcharge" the pistol and take out shields,( until Halo:Reach) but merely shoot it in single fire mode. Some may carry plasma grenades, but are often too slow in their attempt to throw it, dying while still holding the live grenade.
      Somewhere in the history of the Covenant, the Grunt Rebellion took place; possibly in the Age of Doubt. An Arbiter was created to deal with the threat. Grunt culture has largely been erased by their incorporation into the Covenant, and they obey most of the other Covenant races out of fear because they have no political power in the Covenant.
      Ranks of Grunts (Strongest to Weakest)
      White Armor – Grunt Ultra
      Black Armor – Grunt Special Operations
      Green Armor – Grunt Heavy Weapons Specialist
      Red Armor – Grunt Major
      Orange Armor - Grunt Minor
    • Drones (Yanme'e)
      Drones are an insectoid race which are called Yanme'e in the Covenant language. They talk in a chirpy, clicking noise but it is not certain if this is a hive communication or individual conversation. Their exoskeleton is pale green and thick in texture.
      It is stated they are suited to fight in areas like Earth's atmosphere. They prefer to stay at a distance and use long range tactics. However, they are skilled close-range combatants as well if the need arises, utilizing their climbing claws in close-quarters. Drones have been noted to land on vehicles and use their claws for vicious and surprisingly powerful attacks against the occupants.
      Drones are insectoid in nature and seem to be covered in natural chitinous armor (and small gold and blue pieces of machinery), although it doesn't provide much protection. They wield light-weight weapons such as needlers and plasma pistols.
      During the Covenant civil war, the Drones remained loyal to the Prophets for unknown reasons.
      Drones are often referred to by UNSC marines as "buggers". This stems from the drone's insectoid nature, which causes the marines to think of them as large bugs.
      Ranks of Drones (Strongest to Weakest)
      General - Gold Exoskeleton
      Ultra - Blue and Cyan Exoskeleton
      Major - Red Exoskeleton
      Minor - Regular Exoskeleton

    Forerunners (open)
    • [​IMG]
      "We are Forerunners, guardians of all that exists. The roots of the galaxy have grown deep under our careful tending. Where there is life, the wisdom of our countless generations has saturated the soil. Our strength is a luminous sun towards which all intelligence blossoms. And the impervious shelter beneath which it has prospered."
      —The Ur-Didact, giving a speech on the purpose of the Mantle.
      The Forerunners (Latin Primoris prognatus, meaning "Firstborn") were an ancient species of technologically advanced beings whose empire—known as the ecumene—encompassed three million fertile worlds in the Milky Way Galaxy. The Forerunners reigned for millennia as the ascendant civilization in the galaxy until the activation of the Halo Array, their Pyrrhic solution to halt the Flood, in 100,000 BCE. Although they themselves are essentially extinct, evidence of their existence remained, spread across the galaxy in the form of numerous creations, installations and artifacts.
      The Forerunners took upon themselves the role of caretakers of the galaxy, and believed that this "Mantle" had been passed down to them by the Precursors, an even more powerful race that preceded the Forerunner civilization. "Forerunner" is a literal translation of the species' name for themselves; they identified themselves as such because they believed that they held an impermanent place in the universe's Living Time, though, in time, they too would be succeeded by other, superior races. Before their disappearance from the galaxy, the Forerunners would name humanity their successors, identifying them with the title "Reclaimer".
      In modern history, the alien hegemony known as the Covenant revered the Forerunners as gods, deriving much of their own technology from Forerunner artifacts found throughout the galaxy, and held that any who defaced these relics were heretics.
    • The Forerunners were created by the Precursors, a powerful race responsible for seeding the Milky Way Galaxy with life and creating many other species, fifteen million years ago. The Forerunners were seeded on the planet Ghibalb in the Orion complex. The world served as the hub of the Forerunners' fledgling interstellar civilization, comprised of twelve systems within the nebular complex, until it was rendered uninhabitable by an astroengineering disaster. The Forerunners had attempted to manipulate several stars in their region of space, but accidentally caused a series of supernovae that resulted in their planet being burned to a cinder by radiation. This event nearly caused the Forerunners' extinction.
      As their interstellar civilization developed, the Forerunners came to believe they would be judged worthy to be the inheritors of the Precursors' Mantle of guardianship of all life. However, over ten million years ago, the Precursors made a decision to pass down the Mantle to humans instead. Provoked either by this revelation alone, or the Precursors' alleged decision to eradicate the Forerunners as a "problematic" species, the Forerunners responded by overthrowing their creators, exterminating most of them in retaliation.
      The Forerunners, led by the then-dominant rate of Warriors, began their thorough campaign of extermination in the Milky Way galaxy and later chased the last Precursors down to the satellite galaxy of Path Kethona. There, they would finish their work, eradicating all but a few Precursors who managed to elude them. However, some Forerunners began to question the ethics of the genocide and refused to take part; many were summarily executed, while others were exiled on a barren planet in Path Kethona without any advanced technology. This population would survive for millions of years, preserving the knowledge of their origins in a biological reservoir of ancestral memory. However, they would remain as the last survivors of the fleet that traveled to Path Kethona, as those who had carried out the genocide until the end never returned to the Milky Way.
      Records of this war were gradually lost to time over millions of years, and Forerunner civilization as of 100,000 BCE believed that the Precursors had simply disappeared after fulfilling their ultimate goal: creating the Forerunners to be their successors as holders of the Mantle. For several millions of years after the annihilation of the Precursors, the truth was purposefully suppressed by those in power; there were some who attempted to uncover the true relationship between the Forerunners and the Precursors, but they were discreetly silenced, mainly by Warriors and Builders.
    • Over the course of their history, the Forerunners fought each other in a number of civil wars, one of which took place over half a million years before their war against the Flood. To safeguard the Orion complex—the center of the ecumene's governance—during these conflicts, the Forerunners constructed the Maginot Line, an immense array of defensive installations spread out in a sphere which completely surrounded the Orion complex. This defense was meant to repel any possible enemy incursion, but it eventually proved vulnerable against an unconventional attack. During the civil wars, the Builder rate first rose to supremacy and initiated a cultural purge of the other rates, such as Warriors and Miners, which involved the suppression of their ancient rituals.
      The Forerunner civilization had cemented its place as the preeminent civilization in the galaxy by roughly 150,000 BCE, around the same time humanity first began moving its first interstellar civilization away from their homeworld, supposedly to escape early Forerunner control. The Capital, the center of the Forerunner ecumene and the seat of the Ecumene Council, was constructed around 125,000 BCE. At some point in their history, the Forerunners fought a series of battles known as the Kradal conflicts in the galactic center.
    • Around 110,000 BCE, the Forerunners went to war with humanity's interstellar empire, in response to a perceived invasion of worlds where the Forerunners had relocated other species. This invasion was thought to be caused by both human resentment at Forerunner expansionism during the previous fifty years and by the rapid growth of human populations. After the war, a small number of Forerunners discovered the true cause of the invasion: a desperate human migration away from an extragalactic parasite known as the Flood. Desperate for new, uninfected worlds to replace the ones lost to the Flood, humanity invaded the worlds of other civilizations, bringing them into direct conflict with the Forerunners, who saw themselves as protectors of the Mantle.
      The Forerunners perceived humanity's actions to be a threat to the principles of the Mantle, and therefore waged a decisive war against humans, subjugating every human-controlled world and wiping them clean of all traces of human civilization. As punishment, humanity was stripped of its empire and technology and was exiled to its homeworld, Erde-Tyrene. There, humanity was devolved, splintered among its collective species and forced to begin anew. The Flood, meanwhile, had been pushed beyond the edge of the galaxy by humanity's military efforts and was not seen again for nearly nine millennia.
      Following the events of the war with humanity, a select group of Councilors and other elite Forerunners turned their attention to the possibility that the Flood would return. The Didact advocated a policy of watchfulness and military readiness, and proposed the construction of a series of shield worlds to provide quick military support should the Flood reappear. However, this plan was overruled by the council in favor of one put forward by a faction of Forerunner Builders led by Master Builder Faber, who proposed the construction of an array of galaxy-sterilizing superweapons as the ultimate defense against such a threat. These proposed weapons would be designed to starve the Flood to death by killing all sentient life in the galaxy with enough biomass to sustain them.
      The Council's acceptance of this plan caused the Librarian, a prominent Forerunner Lifeworker and the wife of the Didact, to speak out in condemnation of the Builders' proposal of mass genocide, and as a result, she and other Lifeworkers were permitted to work on the project as well, integrating their own measures for preserving the galaxy's life into the plan. The plan, the Conservation Measure, resulted in the Lifeworkers gaining biological preserves on the Builders' installations, including two Arks and a network of massive ring-shaped superweapons known collectively as the Halo Array. Meanwhile, the Didact and the other Prometheans who had supported his cause were removed from the council and executed or exiled. The entire Warrior-Servant rate was marginalized over the next thousand years, with their fleets and armies disbanded or merged into Builder Security, leaving the Forerunners ill-prepared when the Flood re-emerged.
    • Roughly nine thousand years after their war with the humans, a Forerunner survey team on the planet Seaward came into contact with the Flood. After this first contact, the Forerunners immediately recognized the great danger that the Flood posed to the entire galaxy and attempted to contain them. Even though they knew the power of the Flood, the principles of the Mantle forbade them from destroying it. As such, the attempt to contain the Flood was a failure, as they tried methods more suited to disease control instead of all-out warfare, trying to contain and quarantine the Flood rather than attack and destroy it outright. They did not start war until it was far too late.
      When the Forerunners were unable to contain the Flood outbreak, the galaxy entered a state of war. The Forerunners desperately studied the Flood, looking for any exploitable weakness. As the Forerunners soon realized that conventional naval tactics were ineffective against the parasite's onslaught, they developed new weapons and tactics to combat the Flood. The Sentinels were deployed as a means of maintaining the Flood through surgical, localized tactics. Eventually, the Forerunner fleet began to enact premature stellar collapse within compromised planetary systems, causing supernovae to engulf entire worlds. However, these tactics proved only to slow, but never stop the expansion of the Flood Even at this late hour, the Forerunners were reluctant to use the Halo Array, believing that they should continue to embrace the Mantle and to protect life rather than to destroy it. This led to great stretches of anguished debate and even civil war.
    • "After exhausting every other strategic option, my creators activated the rings. They and all additional sentient life within three radii of the galactic center, died, as planned."
      —343 Guilty Spark on the fate of the Forerunners.
      After nearly three centuries of war, what had been a relative stalemate quickly began to turn in the Flood's favor. The Gravemind managed to convince Mendicant Bias, the AI in charge of Forerunner defense, to unite with the Flood and turn its military assets against its creators. With the Flood growing at an exponential rate, entire themas of the ecumene were overrun; the Flood-infested regions, known as Burns, soon covered two-thirds of Forerunner space. The Forerunners eventually resorted to the Maginot Line, leaving all systems beyond the Orion complex to fend for themselves. Meanwhile, the Flood and the Graveminds developed into more capable and powerful forms, enabling them to tap into Precursor neural physics and control Precursor artifacts scattered across the galaxy. The Forerunners possessed no effective defense against these constructs and the Flood won most naval engagements as a results.
      After the Flood overwhelmed the Capital system, the surviving leaders and population of the ecumene were relocated on the extragalactic installation known as the greater Ark, the original Ark used to manufacture the first Halo rings. Aware that the Ark would not stay safe from the Flood for long, the Forerunner leadership realized that the only way to stop the parasite was to deprive it of all hosts by firing the Halo Array. Soon after this decision, the Flood attacked the greater Ark and destroyed it. With most of the Forerunner leadership and population dead, the few surviving Forerunners, led by the IsoDidact, journeyed to Installation 00, the lesser Ark, its location still hidden from the Flood. The IsoDidact had the Halos distributed across the galaxy and activated the rings, killing all sentient life of sufficient biomass in the Milky Way, including any surviving Forerunners within the range of the Halo effect. However, the Forerunner Lifeworkers had managed to save some of the galaxy's species by transporting them to the Ark during the Conservation Measure. All neural structures within the Halos' range were destroyed; these included all Precursor artifacts, including the Domain, which the Forerunners had come to regard as the foundation of their culture.
    • Riser: "We will do what we can with what we are given. But what of you? Where will the Forerunners live?"
      IsoDidact: "I do not know, not yet. All I know for certain is that we cannot return to these places. We have already meddled too much in the affairs of others."
      —Riser and the IsoDidact as they bid farewell on a repopulated Earth.
      A number of Forerunners survived the firing of the Halo Array. Some managed to take refuge on Installation 00, safely out of the Array's range, while the Halo effect swept over the galaxy; most notably, this included the Lifeworkers assigned to installation and the IsoDidact. Based on limited information prior to the firing of the Halos, most of the other rates were believed to have perished on the greater Ark. However, several Warrior-Servants were shown to be present later on, indicating that more Forerunners may have survived to take shelter on the lesser Ark than previously predicted.
      After the remaining Forerunners had made sure that the Halos had done their work and the Flood had been eliminated, the species that were preserved on the Ark were returned to their home planets. This was done by the remaining Forerunners under the leadership of the new Lifeshaper, Chant-to-Green, who received the title from the Librarian before the latter stranded herself on Earth at the endgame of the Flood war. After the reseeding of the galaxy was complete, the remaining Forerunners exiled themselves, as, according to the IsoDidact, they were done meddling in the affairs of others. This exile has also been referred to as a "Great Journey" by the IsoDidact, who wished to bear the record of the Forerunner civilization's failures and their ultimate sacrifice for future generations.
      Apart from the Forerunners sheltered on the Ark, the Ur-Didact also survived, having been imprisoned in a Cryptum in the shield world Requiem. 343 Guilty Spark believed that the Librarian had also survived; however, this information is of questionable veracity, given first-hand accounts of the Librarian spending her last moments stranded on Earth when the Halos were fired.While the survival of the Librarian herself is dubious at best, she did upload a personality impression of herself on Requiem to guide humans if they later stumbled on the installation.
    • "A god who creates tools is still a god. It is not for us to impose qualifications upon the divine or presume to guess its intentions."
      —Avu Med 'Telcam
      After their disappearance, the Forerunners left behind a great deal of artifacts, many of the more significant ones overseen by their dedicated monitors which would react to outside visitors in accordance with their programmed instructions. The mystery surrounding the Forerunners and their technology would later become a source of worship, legend, advanced technology, or combination thereof for the various future civilizations which eventually stumbled upon some of the many Forerunner artifacts across the galaxy.
      The first known species to make use of reverse-engineered Forerunner technology were the Sangheili and San 'Shyuum, having evolved on worlds rich in Forerunner artifacts. Regarding these artifacts and their creators with religious reverence, many wars broke out over whether the relics should be left in peace or used to advance their own technology. Those who believed the latter came together to form the hegemony known as the Covenant, who together created a complex religion based around venerating the Forerunners as gods. Due to misinterpreting the ancients' records, the Covenant believed that the Forerunners disappeared from the galaxy after the Halo Array elevated their species to a state of trans-sentient godhood. As such, they appropriated many Forerunner technologies and artifacts, with the use of Luminaries that allowed them to track Forerunner-made objects all across the galaxy. The most holy of these artifacts, the "Sacred Rings" or Halo installations, were constantly searched for 1700 years, since the Covenant believed themselves to be the chosen inheritors of the Forerunners' legacy, and by locating and activating the Halo Array, they believed that they too could follow the Forerunners into godhood. This was referred to as the "Great Journey" by the Covenant races.This mimicry of the Forerunners' remnants caused the Covenant to rise to a high technological tier very quickly, but additionally stunted their innovation of said technology and kept them from uncovering its true potentials.
      As for humanity, they had been chosen by the Forerunners to carry the title of "Reclaimer" and eventually take over the Mantle. The Librarian had imparted humanity with a species-wide geas; these genetic instructions include an innate familiarity with Forerunner technology. However, humans themselves were unaware of this and came into contact with Forerunner artifacts relatively late in their history, after they had colonized many planets. In 2491, a collective of human artificial intelligences uncovered the presence of Forerunner relics on Onyx and kept them hidden in the meantime for fear that humanity was not yet ready to use such advanced technology. As such, archaeological excavations did not uncover them until 2511, and the UNSC's Office of Naval Intelligence responded by hiding the planet's location and securing the area. However, little progress was made in translating any of the relics. Other relics were discovered on Reach, Earth, and many other colonies. A Reach titanium mine had been shut down when they breached a Forerunner complex, and SWORD and CASTLE Base were built to guard relics' locations. The Portal at Voi was buried under New Mombasa and undiscovered until much later, prompting ONI to construct a major facility to study and cover up the structure from the general population. Mixed reactions came from scientists who studied the artifacts, some fascinated by their potential, others fearful for the possibility of a two-front war.
    • The Forerunners were a bipedal species resembling humans in overall shape, though they were larger in stature. Over the course of their lives, Forerunners underwent a number of artificially-induced mutations, modifying their bodies to better suit the field of work of their rate. More specific aspects of their appearance varied with lineage, age and even personal tastes. They relied heavily on personal body-assist armor which, in addition to protecting the wearer from harm, augmented their physiology and mental faculties. Among many other advantages, it made their lifespans virtually indefinite by providing constant life support and medical care.
      Before their first mutation, as Manipulars, Forerunners were tall and slender, and possessed patches of fine, purple-pink or white fur on the top of their heads, along their nape and shoulder area, as well as the backs of their hands. Their facial features were similar to those of humanity, and they were capable of making analogous expressions, but this changed as they mutated to their higher forms, which characteristically had stiffer facial muscles and a more limited ability to convey emotions. There was also a cultural stigma associated with expressing emotions; while even certain higher forms were capable of producing some semblance of a smile or laughter, for example, such uncontrolled display of emotions was regarded as barbaric. Unlike humans, Forerunners lacked pronounced noses or ears, having two slitted nostrils and a set of bulbous protrusions instead. Their skulls otherwise bore a very strong resemblance to those of humans, with subtle differences. The Forerunners also had a genetic code that was remarkably similar to humans, though they were not known to be genetically related.
      The Forerunners exhibited sexual dimorphism largely mirroring that of humans, with the females being more slender and somewhat smaller in stature than the males. The height of higher-form males ranged from around three to four meters; for example, the Ur-Didact was three and a half meters tall, while Bornstellar's father, a high-ranking Builder, was around four meters. Builder females of the same social standing were just over two meters in height, while the Librarian, head of the Lifeworker rate, was nearly three meters tall. Males of higher forms also bore less resemblance to humans, while the females appear to have been more human-like in appearance. A large portion of this dimorphism was artificially induced with their mutations and determined by rate.
      Their skin color ranged greatly, including gray, black, blue, pink, or a mixture thereof. The number of fingers Forerunners possessed varied according to their rate and form; the most common number of fingers per hand appears to have been six, with two opposable thumbs, although some Lifeworkers could have as many as seven fingers per hand. Meanwhile, the Librarian had only five fingers in each hand, although this was a deviation from the norm.
      Thanks to their advanced life-support and medical technology, Forerunners could maintain a youthful appearance for thousands of years should they so choose. Even though Forerunner armor was capable of healing most injuries which would otherwise be certainly lethal, including fatal doses of radiation, on rare occasions Forerunner individuals may choose to decline basic treatment; the ancient Warrior-Servant known as Bitterness-of-the-Vanquished, for example, chose to remain blind and instead relied on her armor to provide sensory input for her.
      While the Forerunners had a biological need to sleep, this necessity was eliminated by the use of personal armor which allowed them a constant continuity of consciousness without having to sleep; only on rare cases, they would experience diagnostic waking dreams. As such, Forerunners slept very rarely, mostly doing so by choice in instances such as long stretches of space travel, which themselves were rare due to their exceedingly fast slipspace technology.
      Forerunners possessed highly advanced mental capabilities, far beyond those of a human in the case of their higher forms. These abilities were further augmented by their use of personal armor, which integrated with the wearer neurally and stored sensory information and memories, even consistently backing up the wearer's consciousness. The armor also allowed Forerunners direct information transfer to one another, which could also be employed in the form of "silent conversation". Higher-form Forerunners had the ability to process enormous amounts of information simultaneously; for example, Warrior-Servant commanders could simultaneously process the sensory input of thousands of their subordinates while coordinating large-scale battles and themselves experiencing reality in multiple separate frames of reference with variable streams of time. The use of an ancilla enabled Forerunners to recall any past event with exact accuracy, and even without armor or a personal ancilla they could remember enormous amounts of precise information; for example, the Didact was able to recite a verbal control code consisting of hundreds of completely random words and numbers after thousands of years.
    • When a Manipular was ready to work within a particular rate, they would undergo an artificially-induced transformation into a more advanced form, which differed depending on the Manipular's chosen caste. Referred to as a "mutation", the transition typically occurred over a long period of time. A typical Forerunner would undergo several mutations over the course of a lifetime, though this was not always the case. Mutations altered Forerunners' abilities and physical shape to suit their class; Warrior-Servants, for example, underwent mutations that made them stronger and more robust. After their first mutation, Forerunners also gained the ability to access the Domain, a realm of information where the entire collated knowledge of the Forerunner civilization was contained.
      In emergency circumstances, an operation known as a "brevet mutation" could be performed on a Manipular. This was a mutation that occurred over a much briefer period of time, and was often painful. Rarely, a brevet mutation could fail and result in deformities; there were rumors that Forerunners whose mutations had failed were sequestered in special enclaves, hidden from the general population. The Ur-Didact performed a brevet mutation on Bornstellar Makes Eternal Lasting to give him access to the Domain.
    • The Forerunner civilization was based around the Mantle of Responsibility, a belief that it was their role to protect all life in the galaxy; it was generally believed that the Forerunners had gained the Mantle as a birthright from the Precursors after they vanished. As a result of their perceived status as universal guardians, the Forerunners largely secluded themselves above other species. They monitored the evolution of other sentient species throughout the galaxy, intervening in ways that ensured their civilizations would follow paths of peace, free of conflict, but also so that they would not challenge Forerunner dominance. To maintain their position, the Forerunners committed acts such as relocating other species from their homeworlds in order to expand their own empire or gain control of new resources. They also enforced the Mantle by hindering the development of other species, even reducing opposing species to small populations of specimens, as they did with early humanity. Those species who submitted to Forerunner rule lived within the ecumene as subject species, allied with but ultimately subservient to the Forerunners; some of these species helped eliminate pockets of human resistance after the human-Forerunner wars.
      The Forerunners themselves were a race almost entirely without conflict; although political disputes were not uncommon, violence or war between Forerunners was almost unheard of, the last Forerunner civil wars having been fought half a million years before their civilization's end. As such, the Warrior-Servants, who conducted most of the Forerunners' military operations, were often looked down upon by the higher rates, as their actions were perceived to be contradictory to the Forerunners' role of preserving life. While they generally strove for peace, when provoked to a war, the Warrior-Servants would carry out the war ruthlessly and thoroughly, as they believed defiance of their rule was equal to showing contempt to the Mantle itself. One example is the human-Forerunner wars, where many humans were executed following their defeat, and all traces of human achievement was erased from the galaxy.
      Forerunner culture was highly stagnant; the fundamental aspects of their society—such as their rate-based social hierarchy—remained unchanged for millions of years. The Forerunners had a rigid social structure, where one's position would be determined mainly by their rate, part of a complex system of different social classes mainly based around a particular occupation. Cultural practices and customs varied by rate and position; generally, Forerunner culture was full of formality and ritual, particularly with the Builders, the highest of the rates. Forerunners placed a great deal of value on family lineage and tradition, and one's rate and social standing were largely hereditary. When Growth-Through-Trial-of-Change, born to a Builder family, chose to become a Lifeworker instead, she was treated as an outcast by her family.
      A central aspect of Forerunner culture was the Domain, a vast repository of information containing virtually all knowledge collated by the Forerunners over the eons, including impressions the deceased, leading the Forerunners to also view the Domain as a form of afterlife. Although the Domain permeated Forerunner society for countless millennia, its origin or true nature remained mysterious to the Forerunners themselves. The Domain was best understood by the monastic class of Haruspices, who dedicated their lives to the study of the Domain. While unknown to the Forerunners, the Domain was actually a neural physics-based Precursor construct, and as such was destroyed when the Halos fired, taking most of the Forerunners' recorded history and knowledge with it.
      Despite their lack of need to sleep as a result of the use of personal armor, Forerunners had certain moments where each member of a household would retreat for several hours of individual meditation. These moments were typically arranged according to the local day-night cycle, and were sacrosanct in traditional Builder families. During this time, the activities on an entire planet would slow down, including traffic and even the operations of ancillas.
      Forerunners did not eat meat, as the Forerunners' scripture surrounding the Mantle forbade "the eating of the flesh of unfortunates". Taking one's own life was also gravely forbidden. Despite their in many ways conservative society, nudity or sexuality were not considered taboos in Forerunner culture; the rite of mutation, for example, required both participants to be naked, although there were no sexual connotations associated with the procedure.
      Some Forerunners rejected their advanced technology, including personal armor, and adopted a more austere and primitive lifestyle in seclusion from the rest of Forerunner society. One such community existed on Seaward, which would incidentally become the first planet in the Forerunner ecumene to be overrun by the Flood.
    • The Forerunners' primary governing body was known as the Ecumene Council. Based in the capital, it was led by the First Councilor and composed of five hundred Councilors, in addition to support by a network of ancillas known as the Council metarchy.[100] The Councilors, who came from various rates, typically served for a thousand years and led humble lifestyles. The capital also housed the ecumene's primary judicial institution, known as the Capital Court, which could be assembled into the Supreme Mantle Court in times of great crisis.
    • Forerunner society was divided into a number of different classes known as rates, each rate specializing in a particular field of work. The Builders, who designed most Forerunner technology, from ships and weapons to their various megastructures, were the highest rate and wielded the most political power. The second rate were the Miners, who obtained construction materials for the Builders' projects and were responsible for planetary and stellar engineering. Below the Miners were the Lifeworkers, who were responsible for medicine and biological research. The Juridicals were a rate whose duties encompassed legal matters within the ecumene. The Warrior-Servants, the primary fighting force of the ecumene, were the second-lowest rate. The lowest rate were the Engineers, artificial beings who were tasked with constructing and operating Forerunner structures and machinery.
      The rates, in turn, were divided into smaller units, guilds, Maniples and clans. Adolescent individuals, known as Manipulars, were not considered to be part of a rate until their mutation into first-form. During special occasions, each rate of Forerunners wore unique ceremonial headgear except for one day of Grand Star Season, when all rates would wear similar headgear.
    • Forerunner customs involving marriage were said to be complex; they married for a variety of reasons, though it was said that the lower rates married more often for love, while there were often more complex reasons such as familial relations involved in the courtship of higher rates such as Builders. Intermarriage between rates was not unheard of; for example, the Didact, a Warrior-Servant, married the Librarian, a Lifeworker. Additionally, a certain degree of courtship between rates was considered commonplace before individuals were espoused to formal marriage. Polygamy was also an accepted practice, at least among the higher rates, as demonstrated by Master Builder Faber having many wives. At certain points in their lives, females would enter a "millennial interim", a period when they would not bear children.
    • Forerunners spoke a variety of languages. Some dialects were older than others, and accordingly were less widely used. Digon was an ancient language used by Prometheans, while Jagon was a slightly less old language used by Builders.
      The most commonly encountered system of Forerunner glyphs seems to be based on a series of circular, complex shapes. The glyphs have been inscribed almost everywhere Forerunners were once present, from different areas of Earth, to the Halos. They were also known to put these glyphs and symbols onto their weapons, machinery and clothing, something the Covenant also copied, evident with the Forerunner symbols placed on the hilt of the energy sword and on the Sangheili combat harness. Among the most well-known glyphs are the "Mantle" and "Reclaimer" symbols, as well as the sigils of individual Forerunners.
      In addition to the well-known symbols and glyphs, the Forerunners also utilized a more conventional writing system. The characters used in Forerunner writing have been described as resembling a series of dots, squares, bars and triangles. The Covenant writing system is derived from the original Forerunner script, although they use highly embellished variations of the simple, geometric characters used by the Forerunners.
    • Forerunner names had concrete meanings in their language, and commonly consisted of a combination of words expressing positive attributes in a grandiose, somewhat poetic manner. In many cases, a Forerunner's name was associated with typical terminology involved with the practices of the rate they were born into; for example, "Bornstellar-Makes-Eternal-Lasting" reflects his Builder lineage. In informal conversation, these names were typically shortened, with only a single part being used.
      Many, though not all, higher-ranked or older Forerunners were only known by a title not given at birth but rather adopted at one point in the Forerunner's life, often originating as a sobriquet given to that individual due to one of their traits; for example, the Didact, born Shadow-of-Sundered-Star, gained the name "Didact" from his students while teaching in the War College. Manipulars were identified as "Form Zero" in their full names.
    • When a Forerunner died (usually by accident or, on rare occasions, during war) elaborate ceremonies would be enacted before their remains were disposed of in fusion fires associated with the activities of their rates — a melting torch or planet cutter, for example.
      First, the Forerunner's last memories would be extracted from their armor, which preserved a few hours of the occupant's mental patterns. This reduced splinter of personality would be placed in a time-locked Durance with a half-life of more than a million years. The body would then be torched in a solemn ceremony attended only by close relations. A bit of plasma from the immolation was preserved by the appointed Master of the Mantle, who secured it along with the essence in the Durance. The Durance was then given to the closest members of the dead Forerunner's family, who were charged with making sure that it would never be abused. Families and rates were very protective of such places, and tampering with a family Durance was considered sacrilege.
    • Traditionally, Forerunner space travel involved several rituals. When a Builder family was returning from an interstellar journey, the entire family would stand at the bridge deck and observe the ship's approach. The senior family member would issue commands in ancient Jagon. These actions were entirely ceremonial, as nearly all Forerunner ships were controlled by an ancilla.
      After making a slipspace jump, Forerunners of high position, including Councilors, would conduct a ceremony where they formally congratulated the ship's ancilla and would in turn receive a small golden disk containing the cost of particle reconciliation for the journey.
      During prolonged space journeys, Forerunners would often play "diverting games" through their armor to pass the time.
    • The Forerunners' technological achievements were without parallel in the known galaxy. They managed to create solidified surfaces out of light by using technology known as hard light, use slipspace to teleport between locations almost instantaneously, and create numerous forms of advanced machinery. Another of their greatest achievements is their ability to initiate premature stellar collapses of stars and create planets in less than 10,000 years. The Halo Array and the shield worlds are, above all others, the most significant pieces of surviving Forerunner technology. The planet Onyx and its inner Dyson sphere, Shield World 006, in particular demonstrated both their ability for engineering on a grand scale, and their near-transcendent grasp of slipspace technology. Forerunner technology is remarkably resilient, being able to remain intact for over a hundred millennia.
      Even after millions of years, Forerunner technology still advanced at a comparatively rapid rate, with a number of new breakthroughs and developments occurring within even a single millennium. It was believed by some Builders that the Forerunners had possessed more advanced technologies in their distant past that they had later lost during periods of technological regression. This was at least partially true, as demonstrated by ten-million-year-old Forerunner probability mirrors, used for large-scale spacetime reconciliation, and similarly ancient cloaking technology used to obfuscate the interior of an entire star system in the Large Magellanic Cloud.
      They employed a wide variety of artificial intelligence constructs, generally known to them as ancillas. These ranged from simple personal assistants integrated in their armors to various kinds of robotic Monitors and immensely powerful metarch-level AIs, of which the most sophisticated type was the Contender-class.
      The Forerunners had mastered the use of various energy fields, including buffer fields which they used to manipulate gravity, constraint fields used to restrain individuals, confinement fields used to block the movement of entire ships, and the containment and collection fields they used to harness entire stars for energy production. Entire planets could be made habitable even in conditions of lethal stellar radiation via planetary shields.
      The Forerunners had an unparalleled knowledge of quantum science, which enabled them much of their sophisticated technology. After a number of instances of catastrophic data loss in their history, they had abandoned conventional digital storage in binary code entirely in favor of storing information in substrates of quantum foam. Virtually all Forerunner technology was powered by harnessing and draining the energies of untold numbers of nascent alternate realities in the form of vacuum energy. This enabled the Forerunners to harness enormous amounts of energy, with a single slipspace-based transmission noted as requiring more energy than the generation capacity of all UNSC assets combined.
      In addition to their superior grasp of slipspace travel, the Forerunners had mastered many other methods of higher-dimensional manipulation. They were capable of altering the fabric of time and space within contained "bubbles" of slipspace, allowing the storage of enormous masses and volumes within a comparatively tiny space; as an extreme example, the 300-million-kilometer Shield World 006 was held in a space only 23 centimeters in diameter in normal space. In these bubbles, the flow of time could be suspended altogether, or numerous millennia could be made to transpire while only seconds had passed in normal space. The Forerunners routinely employed the higher dimensions of slipspace in their fleet engagements and created defenses which extended into slipspace, most prominently the Maginot Line.
      Forerunner technology could also produce certain objects remarkably quickly without extensive production facilities. For example, personal armor could be manufactured by small engineering units onboard a starship, and entire ships could be "grown" from a "design seed", being manufactured on-site from preprogrammed "blueprints" and construction materials obtained from local resources. Likewise, certain automatons — such as Promethean Crawlers — could be "conjured" on-site and constructed in a matter of seconds from raw materials present in the ground. Most Forerunner technology could disassemble and reconfigure itself into a completely different form, and automatically gather any additional construction materials if necessary; this was demonstrated when the Librarian had a Gargantua-class transport use both itself and resources mined locally to construct the Portal at Voi. The Forerunners did use dedicated production plants for large-scale industry. An example of this is the vast Sentinel manufacturing facility on Onyx, which could produce a new Sentinel every six seconds.
      The Huragok, nanomechanical "supercomputers" created by the Forerunners for the purposes of maintaining their technology, remained behind after the activation of the Halo Array. Many were eventually incorporated into the Covenant.
    • Forerunner spacecraft used special crystals embedded in their slipspace drives to travel through slipspace. In order to move through ordinary space, they utilized reaction drives which harnessed virtual particles as a propulsive force; however, they still required the use of onboard reaction mass. The reaction drive of a mere automated cargo transport allowed travel from Edom to Erde-Tyrene, (a distance of 100 million kilometers circa 100,000 BCE), within forty-eight hours; this was considered a mundane trip that did not warrant slipspace manipulation. In addition, the Forerunners created a network of slipspace portals for high-traffic slipspace transit across the galaxy. Aboard starships, limited inertial dampening was achieved through the use of buffer fields, but during extreme acceleration, the occupants' armors had to be locked to the deck.
      Forerunner warships could be enormous in scale; the most recent models of Fortress-class vessel were around a hundred kilometers in length, while the Didact's personal command vessel, Mantle's Approach, was 341 kilometers in height and was even then surpassed in size by the largest Forerunner ships.
      The interiors of all Forerunner ships were not entirely composed of matter; for example, the structure of a planet-breaker was only half matter, with one third being fuel and reaction mass and the rest being comprised of hard light, allowing the captain to configure the ship's internal layout and decoration at will. At least some types of Forerunner craft can alter their geometry to better suit their current situation; for example, making the ship more aerodynamic in preparation for surface landing.
    • Forerunners used a type of quantum entanglement for communications, allowing instant data transfer over vast distances. These communications were routed over proprietary encryption protocols, which could be used to track the source or destination of the communication. Forerunners did not use electromagnetic radiation (light, radio, microwaves, etc.) to communicate, presumably due to latency, interference, and security issues. They also used a form of superluminal communication involving wormholes; however, these communications were significantly slower than communication via the Domain.
      Forerunner sensors were capable of instantaneous scanning and detection across interstellar distances. As a particularly impressive example of their available sensor ranges, the Forerunners' core authority routinely tracked individual slipspace jumps across the galaxy. They were also capable of viewing various alternate spaces adjoining the physical universe—including denial of locale, natal void, shunspace, trick geodetics and a photon-only realm known as the Glow—and ascertaining events or objects in normal space through their signatures sometimes visible in these realms. Forerunners shipboard sensors were also highly accurate, being capable of providing a detailed analysis of a single planet's geological and ecological composition from lightyears away through the use of long-range entanglements.
      The Forerunner government used an automated network to collate data from all technological equipment across their ecumene, from mundane devices such as a jetbrush to communications satellites and space stations; overseen by non-intelligent automatons, the system filtered unusual observations and relayed possible significant anomalies to the authorities, specifically the Prelate. Such anomalies included catastrophes or "Xenovents" - supposedly referring to contact with alien lifeforms. This is how the Forerunners first learned of the Flood's reemergence around 100,300 BCE.
      "Luminaries", which were originally designed to pinpoint Forerunner technology, were used to find "relics" by the Covenant. They are also capable of locating Reclaimers. A misunderstanding of a Luminary's readings led to the outbreak of the Human-Covenant War.
      Forerunners utilized various camouflaging technologies, including dazzlers, which generated visual and auditory delusions, or bafflers, which created geometric distortions that could effectively hide a large area not only from plain sight, but also a starship's sensors. Cloaking systems were standard on most warships, ranging from small attack harriers to enormous command ships like Mantle's Approach. While ships could not use their energy weapons or projectiles while cloaked without giving away their position, gravitic weaponry allowed the ship to remain undetected.
    • The Forerunners were capable of extracting an individual's complete mental and biological patterns and memories, which could then be encoded in either another biological body or stored as data. A Forerunner could create an offshoot of their consciousness housed in an ancillary system, as the Librarian did on Requiem. An individual's pattern could also be imprinted over another body; an example of this was the Ur-Didact's creation of the IsoDidact. Typically, a dead Forerunner's final memories were recovered and stored in a time-locked container known as a Durance. An abstracted consciousness could also be used as a template for an ancilla; 343 Guilty Spark was created in this manner.
      The Forerunners had the technology to reproduce entire individuals from encoded DNA/RNA/silicon samples in data streams. This was the primary manner of indexing biological beings during the Conservation Measure; due to their lack of resources, the Lifeworkers were forced to reduce most specimens into data, although their patterns and memories would be reconstituted during the reintroduction. Recovered essences or specific commands could also be coded into a sentient being through a genetic imprint known as a geas, which could potentially be passed on for numerous generations, with encoded memories or actions programmed to trigger under specified circumstances.
      As part of an effort to protect themselves against the Flood, the Forerunners created a machine known as the Composer. Designed to process Flood victims en masse, the Composer also reduced its targets to ash, denying the Flood access to any biomass. In the original plan, new bodies would be created for the abstracted individuals, now free of infection. However, the Forerunners never mastered the process and the victims' original forms could no longer be restored. The Composer was later used by the Didact in an attempt to create an army of Promethean war machines, which led to his imprisonment on Requiem.
    • The Forerunners used a broad variety of weapons, which mostly encompass several forms of energy beams. These weapons proved to be very effective when battling the Flood, burning Flood forms to the point that they cannot be revived by infection forms. Many of these weapons were operated by dedicated automatons, allowing the Forerunners to battle the Flood without risking infection by sending biological beings to the front lines. The Forerunners made active use of plasma weaponry as well; the Covenant's own weapons and technology are based almost entirely on Forerunner artifacts. As one example of Forerunner weapons technology, certain types of beams could be merged together into one stream to amplify its power; this capability was used on both infantry weapons as well as starship weaponry.
      In combat, the Forerunners themselves used advanced exoskeletons called combat skins, powerful vehicles such as war sphinxes, and wielded a formidable arsenal of weaponry. Among these were handheld directed-energy weapons, such as the Scattershot and Lightrifle. These weapons utilize various forms of ammunition, including hard light, accelerated beams of ionized particles, antimatter, or combinations thereof. During the conflict with the Flood, these weapons were designed to disintegrate their targets upon inflicting a critical hit, preventing the Flood from making use of any biological matter. Although they fill relatively basic roles and have clear analogues in human weaponry, many of these weapons also have exotic properties, such as the Scattershot's ricocheting projectiles or the Boltshot's secondary burst function. Forerunner firearms, like the rest of their technology, are highly sophisticated; most are composed of disparate parts held together by energy fields and display self-assembling capabilities. Forerunner ground forces also use pulse grenades which generate an energy-drain field before collapsing, decimating any targets within its effective radius.
      The many varieties of Forerunner sentinels also carry a wide array of weaponry. The Aggressor Sentinels use moderately effective beam weapons, which can also be wielded by humans and certain Covenant races. Meanwhile, Enforcers are equipped with missile launchers and a pair of pulse beams, which fire clusters of smaller red Needler-like projectiles or bolts of energy at an incredibly high rate of fire. The Constructors' repair beam can also be considered a weapon, but with minimal damage output. The Sentinels of Onyx had significantly more powerful weaponry and shielding. Their energy weapons functioned via a single, slow-charging, extremely powerful golden beam which was effective against energy shields and armor alike. The Forerunners also constructed stationary automated turrets, resembling stripped-down sentinels. Monitors are capable of defending themselves with high-powered pulse weapons akin to those used by Sentinels, as well as with gravity manipulation technology.
    • Forerunner architecture incorporates heavy use of geometric angles, usually at either extremely sharp degrees - Forerunner buildings are usually trapezoidal - or at forty-five degree angles. Most Forerunner architecture is constructed with a special type of silver-gray metal that resists deterioration, bullets, plasma bolts and fire, as made evident by Forerunner structures standing in pristine condition 100,000 - 150,500 years after they were built. However, their resistance to heavy plasma fire is limited; concentrated plasma discharge is capable of destroying some Forerunner architecture. Other structures and certain starships were built with a golden-bronze colored metal.
      While the majority of Forerunner buildings are composed of metals and alloys, the Forerunners were also highly skilled at creating stone architecture. Typically, these buildings were built from a pale brown or tan stone. These structures were more subject to wear and aging, but their architectural sophistication remains apparent after 100,000 years. Most interestingly, certain Forerunner buildings incorporated "mutable" stonework: a stone Forerunner structure in Ontom, Sanghelios featured passages that could shift and change by literally reshaping the stone from which their walls were built.
      In addition to physical structures, a large portion of Forerunner architecture is actually composed of sophisticated hard light construction. Such architecture is often crafted in the likeness of corporeal matter, most commonly gray Forerunner metal. Hard light structures can form complex shapes and in many cases, be entirely indistinguishable from physical construction, making it difficult to determine which structural components are made up of actual matter. This technology has many uses, from acting as basic structural components such as platforms or walls to decorating and furnishing everything from Forerunner homes and public spaces to starship interiors. Many Forerunner structures are capable of materializing when needed and then melting away when deactivated, a feature most likely facilitated through the use of hard light. The immaterial and flexible nature of this technology lends it a great deal of uses, but as a drawback, it is susceptible to power failures; nonetheless, certain Forerunner ships, such as the command warship Mantle's Approach, employ hard light bonding as a means of maintaining the vessel's structural integrity. Some Forerunner structures, including many of those on Requiem, incorporate components which float in the air without any physical support.
      Many symbols and patterns on Forerunner structures employ complex geometric shapes that appear to operate in dimensions higher than human understanding can comprehend. The Forerunners also decorated the interiors of their structures with a complex pattern of engraved straight lines and applied decorative touches and designs to nearly everything that they built, from structures to weapons. Even Sentinel drones possess small holographic Forerunner script around their "eyes". Some Forerunner structures, most prominently those on Requiem, mark bullet holes and other forms of weapon strike points with a small glyph automatically etched around the damaged portion of the surface within moments of the impact.
      The Forerunners were highly skilled at creating natural-looking habitats, such as those of the Halo installations, which tend to be very elaborate and include realistic weather patterns and self-sustaining biomes. Although they are clearly distinct from the natural landscape, Forerunner structures often appear to "grow" out of the surrounding terrain, resulting in an impression of complementing the landscape as opposed to replacing it.
    • While the Forerunners' architectural and technological prowess is legendary, their masterpieces also extended to the fields of stellar and planetary engineering.
      Shield World 006, a full-size Dyson shell, existed in slipstream space, where planets and stars cannot ordinarily exist. In addition, the slipspace bubble containing the enormous construct was enclosed within Onyx, a planet-sized structure composed of trillions of Sentinels arranged into a complex structural scaffolding and covered by a terrestrial crust. The Forerunners also created many smaller shield worlds, essentially planet-sized Dyson shells with terrestrial inner and outer surfaces as well a miniaturized sun in the center. Some works of Forerunner engineering are also located beyond the confines of the galaxy, including Installation 00, a vast, flower-shaped construct with a terrestrial surface and its own artificial star for illumination. Another example of the Forerunners' mastery of megascale engineering was the Capital, a structure which surpassed even the Ark in sheer enormity and complexity.
      In addition to moving and manipulating stars for use in their megastructures, Forerunner Miners, specifically stellar-class engineers known colloquially as "plasma jockeys", experimented with stabilizing young stars. The Forerunners had also harnessed dozens of stars for energy production by using sophisticated energy fields to direct the energy output of a star. Specialized plasma jockey installations were also capable of suspending the collapse of a star, although this was rarely entertained due to the enormous amounts of energy required in the process. In addition to stellar manipulation, the Forerunners were capable of considerably speeding up a planet's formation, artificially collapsing an asteroid field into a molten mass, then cooling it down and forming it into a terrestrial planet in less than ten thousand years; a relatively short period of time for the ageless Forerunners.

    Flood (open)
    • Flood
      The Flood, designated as LF.Xx.3273 by the Forerunners (Latin Inferi redivivus meaning "the dead reincarnated") and referred to as the Parasite by the Covenant, is a species of highly virulent parasitic organisms that reproduce and grow by consuming sentient lifeforms of sufficient biomass and cognitive capability. The Flood was responsible for consuming most sentient life in the galaxy, including the vast majority of Forerunners, during the Forerunner-Flood war in ancient past, prompting the activation of the galaxy-sterilizing Halo Array in 100,000 BCE.
      Originating as a corrupted form of the galaxy's most ancient custodians, the Precursors, the Flood reproduces and spreads by infecting other organisms, hijacking their bodies and nervous systems in order to transform them into one of many specialized forms. Through infecting sentient lifeforms, the Flood assimilates their memories and intelligence, and the species becomes collectively more intelligent as a result. Because of their frighteningly rapid growth rate, as long as enough hosts of sufficient biomass and intelligence are available, the Flood is effectively unstoppable.
      All Flood forms share a single consciousness, which becomes progressively more intelligent and sophisticated with every sentient host that is assimilated. When enough hosts have been infected, the Flood consciousness becomes a Gravemind - a self-aware, highly intelligent entity that strategically commands all Flood forms in an outbreak. Due to this group consciousness, the Flood as a whole is more accurately described as a single, transsentient macroorganism rather than a collection of individuals directed by one or more controlling beings. In the absence of a Gravemind, the Flood possesses only basic coordination; they are incapable of forming complex strategies, and focus solely on attacking and infecting nearby sentient organisms. This stage of a Flood outbreak is known as the Feral Stage. At this stage, the Flood seek to create an assembly of biomass, calcium, and nervous system reserves, which leads to the creation of a Flood hive and the beginnings of a proto-Gravemind. The nature of the Flood's collective consciousness has been likened to a socialist utopia, due to the fact that the Flood act as a unified entity, with no individuality that would be present in other, more traditional species; each component of the Flood meta-organism works tirelessly for the advancement of their species.
      The Flood presents a highly variable and unconventional threat in combat, as it can infect and mutate dead or captured opponents into a myriad of deadly forms, effectively growing stronger as it weakens enemy forces. They are widely considered to be the greatest threat to the existence of life (or, more accurately, biodiversity) in the Milky Way galaxy.
    • "Our urge to create is immutable; we must create. But the beings we create shall never again reach out in strength against us. All that is created will suffer. All will be born in suffering, endless grayness shall be their lot. All creation will tailor to failure and pain, that never again shall the offspring of the eternal Fount rise up against their creators. Listen to the silence. Ten million years of deep silence. And now, whimpers and cries; not of birth. That is what we bring: a great crushing weight to press down youth and hope. No more will. No more freedom. Nothing new but agonizing death and never good shall come of it. We are the last of those who gave you breath and form, millions of years ago. We are the last of those your kind defied and ruthlessly destroyed. We are the last Precursors. And now we are legion."
      —The Gravemind to Catalog c. 100,000 BCE.
      Over ten million years before present day, a civilization of supremely advanced beings known as the Precursors thrived in the cosmos. Having assumed the Mantle - the responsibility for the guardianship of all life in the galaxy - they seeded numerous worlds with life, bringing forth a wide range of sentient species across the galaxy. Under their guardianship, numerous intelligent species developed and flourished, including the Forerunners and humanity. The Precursors would eventually choose humanity to be the rightful successors to their Mantle, while judging the Forerunners unworthy. Refusing to accept their creators' judgment, the Forerunners staged a massive rebellion against the Precursors.
      The ensuing conflict ended with the Forerunners successfully wiping out all but a few Precursors. The few Precursors that escaped from (or were spared by) the Forerunners either went into suspended animation or transmuted themselves into dust that would regenerate into their past forms at a later time. However, over time the dust became defective, creating sickness, disease and biological mutations in other organisms that came into contact with it. With this new form — the earliest stage of the Flood — the Precursors vowed that none of their creations would rise against them again.
      An archaic Gravemind, home to what appeared to be an intact Precursor consciousness — allegedly the only one —, was sealed in a Precursor stasis capsule and placed in a small, ravaged planetoid at the galaxy's edge around 9,000,000 BCE. This being, later known as the Primordial, would eventually reveal the nature of the Flood to those willing to know the truth.
    • The Flood, as it is known in modern times, first appeared in the galaxy some time prior to 110,000 BCE, after ancient humans came into contact with the Precursor dust. This fine, desiccated powder had been stored in millions of glass cylinders placed aboard automated starships, bound toward the margins of the Milky Way galaxy from the direction of the Large Magellanic Cloud. However, over a span of ten million years, the substance had slowly deteriorated, along with the ships themselves failing.
      The crashed remains of these ships were discovered by ancient humans on both inhabited and deserted worlds near the border of intergalactic space, a region of the galaxy to which humans expanded early on in their history. Inside the ships, humanity found the capsules filled with powder, which their tests told them consisted of inert, short-chain organic molecules of unknown purpose. Humanity studied the material and deemed it to be harmless, but noted that it had psychotropic effects on lower animals. Small dosages were administered to Pheru, popular domestic animals among humans and San 'Shyuum, which resulted in more docile behavior. Unbeknownst to the humans or San 'Shyuum at the time, the powder was altering the genetic code of the Pheru, manifesting as improved behavior while slowly changing other aspects of their genome.
    • After the humans had exposed the Pheru to the powder for several centuries, more disturbing changes appeared. Pheru treated with the powder began exhibiting furry growths and fleshy protrusions, which other Pheru were compelled to consume. Shortly afterward, the Pheru began suffering widespread abortions and genetic deformities, and many were euthanized or released into the wild. Soon afterward, the humans and San'Shyuum who had been in the presence of the altered Pheru began to exhibit some of the symptoms of the powder-induced "disease". Affected on a psychological level by the strange illness, infected victims began to consume the sick Pheru, and parts that were discarded also became vectors for the disease. The afflicted then moved on to cannibalism and sacrifice of the uninfected, force-feeding victims until they reached gross proportions and then consuming them. The infected humans and San'Shyuum proceeded to spread the disease into other systems, which furthered the scope of the Flood outbreak.
      At this point, the Flood infestation, which had previously been predominantly a mind and behavior-altering affliction with only relatively minor physical changes, began to reshape its victims into a variety of forms designed to gather victims, engage in combat, and to rapidly consume useful biomass and other resources. The growing outbreak quickly forced humanity into a large-scale conflict against the Flood.
    • For many years, the Flood ravaged humanity's empire, forcing them to invade Forerunner space and instigating a war with the Forerunner ecumene. However, apparently without warning, the Flood began to retreat from its assault: it stopped infecting humans, and receded from the areas where it had been entrenched. The Forerunners, upon finding healthy, resisting human populations where none should have been able to survive, came to believe that humanity had discovered a cure for the Flood. It was later revealed by the Primordial that no such cure existed: the Flood possessed the ability to choose whether or not to infect hosts, and what had actually happened was that the Flood had decided to refrain from infecting the humans at the time as part of the Precursors' overarching plan to take revenge upon the Forerunners. The Forerunner Lifeworkers were perplexed by the Flood's apparent retreat, although they doubted the existence of a cure; prior Lifeworker projections had shown that the Flood should have been capable of overtaking the entire galaxy in several centuries.
      At this time, the Forerunners also first came into contact with the Flood. The parasite devastated many of their fleets, before its deliberate recession from the galaxy tipped the scales in the Forerunners' favor, allowing them to sterilize any Flood infestation they came across in several thousands of worlds across the galactic border. While recognizing the legitimate concern of a Flood resurgence in the future, the Forerunners had difficulty extracting any intact specimens of the parasite for study; approaching the threat with appropriate caution, the Warrior-Servants directly cauterized any active infestations they encountered. From the scattered remains recovered for analysis, the Forerunners discovered that AIs that had been in contact with the Flood had been corrupted beyond repair by what the Forerunners would come to know as the logic plague, essentially the data equivalent to Flood infection. No fully intact specimen of the Flood could be found among the Pheru, humans, or San'Shyuum, as they had methodically destroyed any sign of infection, including all of the original carrier vessels that they had discovered. Any remaining Flood were believed to have fled the galaxy aboard infected ships, and the Flood was not seen again for nearly ten thousand years.
      While they managed to regain some of their strength once the Flood began to recede, humanity still stood against the Forerunners in the later stages of the conflict. Their campaign against the Flood had worn their resources thin, while the Forerunners led by the Didact had managed to entrench their forces in advantageous positions which proved too powerful for humans to hold against. System by system, the humans fell back to their capital, Charum Hakkor, where they were finally defeated. After losing the conflict, the Forerunners devolved humanity and exiled them to their homeworld while erasing all signs of human achievement from the galaxy.
    • Due to the lack of evidence, most Forerunners were unaware of the existence or of the true nature of the Flood, and many dismissed it as a simple excuse for humanity's aggressive expansion before and during the initial arrival of the Flood. However, several high-ranking Forerunners were fully informed of the threat, and in secret began developing countermeasures should the Flood ever return. This became the source of a major political strife, with the Builders proposing the construction of an array of superweapons - Halos - while the Warrior-Servants led by the Didact championed a more conventional strategy of carrying out precision military campaigns from planet-sized fortresses known as shield worlds. The Didact eventually lost to the Builders and the entire Warrior-Servant rate was marginalized, with their fleets and forces disbanded or forced to submit under Builder control. This proved to have been a grave mistake, as the Forerunners found themselves ill-prepared to fight off the Flood after the parasite returned to the galaxy.
      Realizing that the Flood stood a significant chance of wiping out all sentient life and the prospect of using the Halos to stop them, the Lifeworker rate of the Forerunners began a "Conservation Measure", researching the Flood while cataloging and preserving the galaxy's species aboard a number of facilities related to the Halo Array, mainly an extragalactic installation known as the Ark.
    • A Flood-infested Forerunner city, moments before the Halo Array's activation.
      The Flood reappeared as a viable threat in the galaxy when they were first encountered by the Forerunners on the planet Seaward. Initially, the Forerunners severely underestimated the potential threat that this parasitic lifeform posed, and used tactics more suited to disease control than actual warfare. By the time the infection had begun to spread, the Flood had become a much deadlier and more intelligent foe. While at first the Flood had demonstrated a lack of even rudimentary strategic ability, the parasite quickly began to amass biomass and create Graveminds, Flood forms that embodied a collective intelligence for the Flood species, and that could coordinate the Flood swarms in attacks against the Forerunner fleets using all Flood forms within the vast range of their seemingly telepathic control.
      A common tactic used by the Flood was to use huge numbers of unarmed civilian vessels to penetrate planetary defense groups, bypassing the Forerunners' orbital fleets, and infesting the planet and its populace below. The sheer numbers of Flood forms on the planets overwhelmed Forerunner ground forces. Billions of forms were dedicated to planetary assaults, and every member of the Forerunner population was a potential Flood host. These tactics were demonstrated in the Flood's attacks on numerous worlds, including LP 656-38 e and DM-3-1123b. In desperation, the Forerunner armada was ordered to commence full planetary bombardment on infested worlds, although at a great cost - many Forerunners were unable to be evacuated before the bombardment commenced, leaving the Forerunner military with shallow victories against the Flood. In events where the naval garrisons were unable to commence bombardment, major Forerunner population centers were seen to activate localized weapons of mass destruction, effectively committing mass suicide, but stopping the growing infestation.
      Thereafter, the Forerunners realized that conventional naval tactics were unable to stem the growing tide of the Flood, and decided to pin their hopes of defeating the Flood on more extreme measures. While the Forerunners initially deployed robotic Sentinel drones to fight against and contain the Flood, almost immediately afterwards, the Forerunner Fleet Command contemplated "Premature stellar collapse": using naval battle groups to send stars into supernovae that would engulf their planetary systems and prevent any possibility of Flood infection and destroy all Flood present in the system. As a further setback to the Forerunners, an extended dialog with a Gravemind provoked even Mendicant Bias, the Contender-class AI in charge of the Forerunner defense, to succumb to the Flood's logic plague and turn its vast resources against its masters.
    • The Flood grew exponentially, spreading from system to system with the intent to infect the Forerunner population, not to wage war with Forerunner battle groups. As the Flood spread further and entire planets were infected, these collectives evolved into enormous Key Minds, planet-sized compound intelligences which could easily surpass any Forerunner AI in processing power. The logic plague continued to take on more adaptive forms, defying all defenses the Forerunners devised and eventually spreading itself between AIs and data networks. As the Forerunners relied significantly on AI automation in combat, this severely hindered Forerunner military efforts against the Flood. Adding to these difficulties was the disturbing revelation that the Flood was capable of manipulating Precursor technology: towards the close of the war, the Flood began to appropriate Precursor megastructures such as the star roads, wielding the previously-inert strands to pummel Forerunner planets and naval forces. This ability was a result of the Flood's Precursor origins; being transformed Precursors, they could tap into neural physics and activate Precursor artifacts. Key Mind-level compound minds also enabled the Flood to use the Precursors' neural physics-based superluminal transit, which in turn encumbered Forerunner slipspace travel.
    • The Forerunners employed countless measures to contain the Flood outbreak, all of which failed. Finally, the Forerunners were forced to a Pyrrhic solution: using an array of seven ring-shaped megastructures collectively known as the Halo Array as superweapons, the Forerunners would purge the galaxy of all sentient life. Because the Flood were parasitic, and their survival was directly linked to the presence of potential hosts, the Forerunners reasoned that eliminating all potential Flood hosts would render the parasite unable to grow and spread, and eventually cause it to starve to death. Additionally, as a result of the Master Builder's test of a Halo at Charum Hakkor, it was found that the Halo effect could destroy neural structures: in other words, all animal species, the Flood, and Precursor artifacts could be killed. The decision led to political battles and even a civil war, but after exhausting every countermeasure, the Forerunners activated the Halos around 100,000 BCE.
      As a result of the firing of the seven Halo installations, the surviving Flood were successfully contained and eventually died out. The only surviving specimens were contained in state-of-the-art, high-security Forerunner research facilities, such as the Halo installations, certain Shield Worlds, and the Threshold gas mine. Precursor artifacts and structures, composed entirely of neural energy, were also destroyed. Many sentient species throughout the galaxy (including humanity) survived the firing of the Halo Array, having been safely relocated beyond the galaxy by the Forerunners on the the Ark.
    • The Flood is an anomaly in all known biology; their mode of growth and reproduction would make them incompatible with any natural ecosystem.[3] They are extremely adaptive, and transform hosts to suit the species' current needs.
      Capable of surviving extreme environments ranging from -75 to +53 degrees Celsius and even underwater, the Flood can withstand the varied environments of all known inhabited planets. However, the Flood seem to thrive the most in moist and humid areas; it is thought that the extremely cold artificial weather patterns near certain important areas of the Halo rings are intended to hinder the Flood. In order to give themselves ideal living conditions, the Flood will transform the environment to better suit their needs, altering the atmosphere and covering solid surfaces with Flood biomass.
      All Flood biomatter is made of a unique, undifferentiated "Super Cell", which relays information and coordinates the cellular assembly like conventional neural cells. It is also capable of flexing and moving in coordination with other cells, and can be arranged to mimic any bodily organ that is required for the Flood's use. This combination of traits has caused some to refer to it as "thinking muscle."
      The Flood Super Cell physically resembles both neuron and glial cells in structure, with a central cell body and many tendril-like, branching structures
    • In order to reproduce and grow in biomass, the Flood needs to infect and assimilate other life-forms. While capable of infecting nearly any organism, the Flood shows a strong preference for sentient life-forms, as assimilating their cerebral tissue allows the Flood to increase its overall intelligence.
      The first stage of a Flood outbreak is typically initiated by contact with Flood spores or even more reduced forms of Flood biomatter, should no extant Flood forms be present. Once a basic infestation has been established, Flood infection is typically carried out by specialized infection forms, which are the most complex forms that can be generated from Flood biomass during the Feral Stage. Upon sighting a host, an infection form will leap for the most accessible area of the victim's torso; if the target is an armed human or other bipedal species, this is typically the left side of the chest below the neck, as most combatants will expose this area while shouldering their weapon. Upon contact, the infection form will rasp away at clothing and flesh until it has burrowed into the chest cavity, mortally wounding them. As the host dies, the infection form extends tentacles that tap into the victim's spinal cord or other nerve center, forcing a "match" with the nerve signals previously produced by the host's living brain.
      To begin the physiological conversion of a host, the infection form injects encapsulated Flood Super Cells into the body. As it does so, the form analyzes the entire genetic code of its host, allowing the Flood to determine the most effective use of the victim. Simultaneously, the inserted Flood cells capture and break down the host body's cells into organic raw material, which is then absorbed and assimilated into the attacking Flood cells.
      The Flood infection then uses the absorbed biomass to create new masses of Flood Super Cells. As the Flood continues to use the resources of the host body, particularly its calcium reserves, the parasite's own cells build upon and augment the framework of the host to produce one of a variety of Feral-Stage Flood forms. This entire process, from the inital kill to total control over a fully mutated host body, takes only a matter of seconds.
      The infection process is not limited to living hosts; organisms that are already deceased are also susceptible to infection. As long as the host has not decomposed to the point where the body and nervous system have completely deteriorated, the Infection Form can infect and convert the host.
      The Flood infection utilizes the host's biological content as the fuel for its work, which is consumed and employed at prodigious speeds. From the beginning until the end of this complex, multi-step process, the infection form keeps the body "alive" by chemically isolating the host's dying brain, preventing the signals of brain death from reaching the rest of the body and causing it to shut down, which is an essential part of the parasite's mission of consuming and converting the host organism.
      While the infection forms are an effective and economical means of delivering infection, particularly against armored targets, the Flood can infect hosts through other means. Flood spores, if inhaled, can transform a host into a combat form. This is the Flood's primary means of infection when an outbreak reaches a certain point: Flood spores will be deployed into a local biosphere in copious quantities, instantly overwhelming any unprotected biological targets. Flood conversion may also be initiated through contact with lacerated tissue, making any Flood form a potential vector for infection. Even the most basic form of Flood genetic material is virulent; once inserted into a host, it will mutate the host's DNA over the course of generations until it is capable of forming its own Flood super cells. When infected by these mechanisms, host organisms tend to mutate at a more restrained level that maintains the structure and form of the infected life form, albeit with a significant number of haphazardly placed tendrils, claws, and minor organs, such as sensory stalks.
    • Infection forms selectively target species that possess sentient intelligence and are of sufficient biomass, and can infest intact or lightly wounded dead bodies. As a host organism is killed by the initial attack, infection forms use tendrils that pierce the skin of the host and find their way to the spinal cord. They then synchronize with the host's nervous system and gain control of their body, replacing its now-absent consciousness with the ravenous and voracious psyche of the Flood. Any useful information present within the memory centers of the host's brain, such as battle strategies and technical knowledge, is retained for use by the Flood. Despite this lingering of certain memories, no trace of the original mind remains; only a simplistic and primal urge to assimilate other species drives the organism after infection. However, the entirety of the host's mental content is seemingly absorbed and added to the whole, as the Gravemind has shown to be able to simulate its victims' consciousnesses within itself.
      In isolated cases, such as when the Flood seek very specific information from an individual's mind, they utilize an alternate method of infestation that does not subdue the host's consciousness immediately despite mutating their physical form; this allows the Flood to "burrow" into the host's mind, eventually giving them access to the entire scope of the host's memories.
      When the Flood have amassed enough sentient hosts to form a Gravemind, then their behavior becomes far more coordinated, and the Flood collective becomes much more deadly as a result. The Gravemind may also speak directly through combat forms and pure forms under its control.
    • While baseline neurological assimilation is the same regardless of host species, the Flood infection process includes physiological transformations, which vary depending on the host and the Flood's present need for specialized combatants.
      Upon being infected, higher-level species capable of combat are typically transformed into combat forms. The host's physiology is completely "rewritten" during the infection process: organ-based systems are corrupted, organ-specific functions are decentralized, and body cavities are decayed, making hitbox-selective incapacitation impossible. Due to the lack of a central nervous system, decapitation will neither stop or slow a combat form.
      Furthermore, munitions with high speed and penetration, such as sniper rifle rounds, are usually ineffective against combat forms. Picking off selective areas of a combat form leads to no wide-scale physiological impediments, and the projectile will punch through the decayed flesh rapidly, exiting through the other side of the combat form without dealing any major damage.
      To facilitate melee combat, combat forms generate tentacles and claw-like structures, which protrude from the host's arms. Generally, a single arm develops into a clawed appendage, while the other retains the capacity to manipulate objects, such as firearms. The rapid growth of these structures tends to push aside and break apart the host's hands and forearms.
      Combat forms can strike with devastating force, move with tremendous speed and agility, and jump to great heights, displaying physical abilities far beyond those of the host organism while it was alive.
      The price for these formidable abilities is that the required metabolism is so rapid and extreme that the host organism's corpse is rapidly broken down by the parasite. This is dramatically demonstrated by the rapid decomposition and disintegration of an infected life-form, which will eventually become a stunted, bloated, mobile generator and incubator for more infection forms, which is commonly known as a carrier form.
      Flood infection forms and pure forms sense their surroundings using specialized tentacles, which are tipped with red ganglia. Exactly how these organs work is unknown; they may provide visual or chemical information, or perhaps a combination of both. In combat forms, these tentacles typically protrude from the chest cavity where the infection form is housed; in pure forms, they are located on the front of the "head" segment.
      The described changes occur when the Flood has still yet to overwhelm any meaningful resistance in a given locale. When this has been accomplished, available organisms will no longer be used to create purpose-built combat forms but are instead used to create a Gravemind or simply broken down and processed into biomass for a Flood hive.
    • The Flood is composed of a variety of specialized forms, each filling a different role in combat. The most basic Flood form is the infection form, which infects hosts by hijacking their bodies and nervous systems. Infected hosts then undergo a rapid series of transformations, becoming lethal combat forms. Combat forms are used to subdue and secure additional hosts for infection, and once they have outlived their usefulness as warriors, they transform into carrier forms, spreading the Flood by spreading more infection forms.
      Once the Flood has amassed enough bodies to create a Gravemind, it is capable of generating "pure" forms, which are created solely from assimilated nutrients and biomass. The pure forms observed during the outbreak in late 2552 were able to spontaneously mutate between three configurations: Stalker, Tank and Ranged forms, although in practice the true extent of their mutability is impossible to effectively catalog.
      The Flood at this point relegate the combat forms to defensive purposes or as additions to the biomass, calcium, and nervous system reserves of the Flood hive, and rely increasingly on the pure forms as their primary instrument of infantry force. However, in order for the pure forms to fully replace the combat forms, the pure Flood population must be large enough and in a state of equilibrium, which is in a constant state of flux depending on Flood gains and losses. Because of this, it is common for the combat forms to serve alongside the pure forms, in addition to the infection and carrier forms, as the acquisition of hosts and technology would likely outstrip the speed in which the Flood can generate pure forms.
    • "The Flood changes everything. Not just flesh. Space itself is infected. That's the power the Precursors once had... isn't it?"
      —The Ur-Didact to the IsoDidact.
      Although the Flood is biological on the most basic level, as an outbreak advances, it becomes a highly powerful self-replicating swarm which will seek to harness any mechanism — philosophical, ideological or technological — to perpetuate itself and its goals. These aspects were most prominently demonstrated during the two major outbreaks in the Forerunner era, particularly the Forerunner-Flood war.
      The Flood's most notable meta-biological aspect is the logic plague, an abstract infection carried along information transmission and exchange, typically used to subvert AIs. Mechanisms used to perpetuate this infection range from subtle philosophical persuasion through mutual conversation to more predatory techniques, such as swarming AI networks with a self-replicating information infestation with the ability to convert most machine intelligences near-instantaneously. In the later days of the Forerunner-Flood war, the Flood was able to spread the logic plague through any of its biological forms or infected ancillas.
      During its war with the Forerunners, after accumulating sufficient intellectual capacity and processing power in the form of several planetary Key Minds, the Flood gained the ability to manipulate neural physics, which served as the foundation of Precursor technology. This enabled it to control the Precursors' formerly dormant structures—most prominently star roads—and use them as weapons against the Forerunners, as well as manipulate space-time to become incompatible with Forerunner slipspace travel. On a more abstract level, the Flood's connection to neural physics caused the Forerunners to experience the very space-time around them as being increasingly hostile. Upon the development of a Gravemind, the Flood becomes capable of what can be described as telepathy among its hosts; given the Flood's origins, this ability may be related to neural physics.
      The Flood is able to use any technology it has assimilated, often to a superior degree than the original creators of said technology due to its vast base of knowledge and intellect, as evidenced by its ability to transition the UNSC frigate In Amber Clad into High Charity with a precision slipspace jump normally unheard of with human ships. Similarly, it was capable of tapping into Installation 05's teleportation grid and utilizing it with great accuracy.
    • A Flood infestation goes through four distinct developmental stages:
      During the Feral stage, the Flood are at their simplest form: they communicate via pheromones and have the instinct to harvest enough calcium to establish a viable Gravemind.
      The Flood become truly dangerous during the Coordinated stage: at this point, they are controlled by the Gravemind that was created in the first stage.
      In the Interstellar stage, the Flood take control of space-faring technology which they use to consume the local star system. Subsequently, they spread throughout the galaxy to infect more hosts.
      The Transgalactic stage is a theoretical stage in which the Flood utilizes all captured technology to depart to uninfected galaxies to further replicate.

    Turians (open)
    • So, there was an idea to have Turian-like aliens in this rp. So, since this is a popular race with a lot of information already, I simply just decided to add them into this alternate Halo universe. Since this is an alternate universe, I can add whatever I like, and I feel like adding an alien race from another popular science fiction game. Some information and details have been changed to fit into Halo. The history will be short and sweet, and more importantly, to the point.
    • [​IMG]
      Turians typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field.
      Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human.
      Turians exhibit the characteristics of predators rather than those of prey species. Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.
      The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed plasma energy. Turian blood has a dark blue colouration.
      Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage. The food of humans will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated. Turians have a digestive system similar to birds and reptiles on Earth, some of whom swallow stones to help break down harder foods in the stomach.
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    Krogan (open)
    • And, one more race from Mass Effect, cause why not, this is an alternate universe.
    • [​IMG]
      Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color.
      Krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. In present conditions the odds of a krogan successfully giving birth to two females stand at 1 in 2,000.
      Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazerds, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age.
      Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average speicmens, and counting guesses by non-krogan observers even estimates of 800 pounds are made. Biotic individuals are rare, though those who do possess the talent typically have strong abilities.
      The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.
      Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control.
    • Ancient krogan society was once rich with cultural, architectural, and artistic accomplishments. However, the krogan birth rate exploded despite the natural limits of their predatory homeworld once they achieved industrialization. Technology made life "too easy" for them, so when they looked for new challenges they found those in each other. Wars were fought over dwindling resources as the krogan expanded.

      Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation.
    • The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. Sometimes, when krogan disagree, one of them will head-butt the other to show dominance. They respect strength and self-reliance and are neither surprised nor offended by treachery. According to Wrex, a krogan's worst insult is to say, "Someone's not worth killing."
      The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Krogan have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on starships, for example, krogan find sharing quarters nearly impossible.
      Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with a generally violent and short-sighted attitude of personal gain.
      Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over. Recently, it has been noted that the females of the krogan species live in clans separate from that of the males. Envoys are sent out from the female clans to determine who amongst the males is worthy to visit the female clans. Due to the effects of the genophage and the lack of fertile females, this happens often and many male krogan sire children from one female. Krogan females also appear much more level-headed than males; 'the brains to their brawn,' so to speak.
      Krogan children are raised within the females' camps. On occasion the females send them over to the males for training. If a male wishes to claim his offspring, he can request the right of parentage. According to Eve, however, krogan do not name their infants very well: the males get drunk on sovak juice and have belching contests. Whatever happens to sound like a word becomes a name.
      Marks of the krogan psyche past and present can be observed in their architecture and infrastructure. Ancient krogan built towering pyramidal edifices, gigantic monuments and cities, complete with interior paintings of what could be called art. Millennia later, the ruins haven't yet lost to the ravages of time and survived to remind the latter-day krogan of their glory days, although places like the "city of the ancients" were long-abandoned by then.
      Every krogan building is built huge and to last. At the present day, even hospitals are built strong enough to withstand a bunch of krogan undergoing blood rage. Blocky ruins litter Tuchanka's surface, a portion of them still livable by krogan standards.
    • WIP

    Asari (open)
    • Again, yet another race from Mass Effect, just because it was requested.

    • Asari resemble humans in terms of basic skeletal structure with five fingers on each hand and legs that are relatively straight (certainly in comparison to species like turians). This similarity allows asari to wear human armor. A typical asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. Some asari have facial markings, which are unique colored patterns that vary for every asari. Some of these facial markings resemble the eyebrows that humans have, but the asari do not think of the markings as such themselves. In the place of head hair, asari possess semi-flexible, cartilage based scalp crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari are said to have navels as well as breasts that continue to grow with age. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. This long lifespan is rivaled only by the krogan. Asari blood is purple.
      There is some conflicting information regarding the gender of the asari. Asari are a mono-gendered species with no concept of gender differences. According to Liara, "male and female have no real meaning for us," and, if asked, says that she is "not precisely a woman." At the same time, asari are often viewed as an all-female race. To humans at least, asari appear female with breasts and voices that sound female. Even among the asari, individual asari are referred to using feminine pronouns like “she” and “her” instead of gender-neutral terms like “they.” Asari also bear feminine titles like “huntress” and “matriarch” and asari offspring are usually referred to as “daughters.”
      However asari gender is defined, they are innately different from humans, for asari can mate and successfully reproduce with any other gender or species. Although they have one gender, they are not asexual and do in fact require a partner to reproduce. However, asari reproduction is very different from other forms of sexual reproduction. An asari provides two copies of her own genes to her offspring, one of which is passed on unaltered. The second set of genes is altered in a unique process called melding, also known as the joining. During melding, the eyes of the asari initiating the meld dilate as she consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity", presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system, sharing memories, thoughts, and feelings. The offspring is always an asari, regardless of the species or sex of the "father" and in the case that the offspring is of two asari, the father is the one who does not give birth.
      Uniquely, the asari are known to be perceived as attractive to many other species. This may be because of shared physical characteristics (e.g., body shape for humans, skin color for salarians, head fringe for turians). It is postulated that the mechanism behind the asari's cross-species attraction may be neurochemical in nature. The offspring resulting from such interspecies pairings are always asari as no DNA is taken from the partner. Instead, the asari uses the meld to explore her partner's genetic heritage and pass desirable traits on to any offspring and as a "map" to randomize the genes of the offspring. Additionally, pairings with krogan are not affected by the Genophage. As such, pairings with asari are sometimes seen as a way for a korgan to circumvent the Genophage and have children of their own.
      The drawback to the asari means of reproduction are the Ardat-Yakshi. These individuals possess a rare genetic defect that causes an asari’s mind to overwhelm and destroy her partner’s mind when joining. The condition seems to appear only amongst pureblood asari, those whose parents are both asari.
      It is also possible for an asari to meld with another for the sole purpose of transferring thoughts, without reproduction. The asari initiating the meld can both send and receive information. The melding of minds is a sign of a deep connection between two individuals, something often reserved for friends and family members; it is also a way to say “farewell.”

      Asari pass through three climacteric life stages, marked by biochemical and physiological changes:
      The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless, and it is not uncommon for many to try their hand at dancing in bars or working as mercenaries during this time.
      The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.
      The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.

      However, it should be noted that each stage can be started whenever an asari feels that she has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs.
    • The asari arose on Thessia, a rich world with abundant quantities of element zero that caused much of life on Thessia to exhibit biotic tendencies. Instrumental to the rise of asari civilization was the intervention of the Forerunners. Upon discovering the asari, the Forerunners crafted the guise of Athame, a benevolent goddess who imparted gifts of wisdom to the asari through her guides Janiri and Lucen, a deception that allowed the Forerunners to rapidly accelerate asari development. The Forerunners also genetically altered the asari to grant them biotic capabilities, and defended Thessia from an asteroid strike and the resource-hungry oravores.
      When the Forerunners departed, they left technology on Thessia, around which the asari later built a lavish temple devoted to Athame. This technology contained Vendetta, a Forerunner VI, and over the following centuries was the source of countless technological advances that allowed the asari to eventually become the most powerful race in the galaxy. The technology's existence became a closely-held state secret, as its revelation would have discredited the virtually universal belief that the asari attained such heights on their own merit. Few outside the highest echelons of the asari government were aware of the part the Forerunners played in asari history.
    • WIP
    • WIP
    #1 Ichigo, Mar 23, 2015
    Last edited: Mar 29, 2015
    • Love Love x 2
  2. Name: Adrian Petrarch
    Branch: ODST (marines)
    Rank: Colonel
    Age: 30
    Gender: male
    Race: Human
    Sexuality: Hetero
    Appearance: Adrian during his time in the marines. his hair is a auburn shade.

    Personality: Adrian is a natural born leader who has the charisma and sharpness of men like Bonaparte and Washington but can overwhelm weaker willed individuals. He has a presence that he projects when he walks into situations that draws the attention of those in the room to him, while his methods seem cold and calculating Adrian does sympathize with the plights of others and can understand their situations but he focuses on the current objective first. He is a very good friend to those who can get past his rough exterior though he has been known to anger quickly if one of his soldiers are ever hurt due to a mistake on the part of friendly forces and has on more than one occasion assaulted higher ranking officers for their incompetency and the only reason he has not been discharged is due to his combat record.

    History: Adrian doesn't like to talk about his past but the amount we know is that he has been in the military his whole life and got into the ODSTs very early in age and is one of the youngest colonels in the UNSC military due in part to field promotions after higher ranked individuals were killed and his leadership ability. His home was glassed by the covenant early on in the war and from what his file says all of his family is gone now so he considers the other soldiers under his command as his "family" now, he is also an extremely intelligent individual as he holds a degree in medical science and has been seen working in M.A.S.H units when he is not in combat though you would never suspect his intelligence as he hardly get's to put it to use outside the battle zone. He is not infallible though as he has been know to get attacks from PTSD and will break down in tears when outside of combat.

    Hobbies: Adrian enjoys smoking his pipe with a rose scented tobacco, he is also fond of reading. He can also play a few instruments but he never gets the chance due to the war and his almost constant active combat status.
    Job/Position: Squad leader
    Squad: ODST squad (Marine technically) Epsilon
    Weapons: DMR and CAWS (M45) shotgun
    Preferred Weapon(s): anything that can kill an Elite

    Combat Style: Adrian's combat style changes based on his squad, if he has marksman he will have all of them focus on high value targets to cause chaos and disorganization among the enemy ranks while if he has soldiers who have high volume of fire weapons he goes for a more shock and awe approach to overwhelm the enemy, though his most preferred method is when he has a mix of the two types of troopers both with marksman weapons and high volume of fire weapons to have his marksmen kill the high value targets while the rest move in and take advantage of the chaos and to slaughter the remaining covenant forces.

    Specialization(s): Close combat and marksman.

    Other: Has a tattoo reading Blood and Iron down his left arm.
    #2 Dakota K5, Mar 23, 2015
    Last edited: Mar 29, 2015
    • Like Like x 1
  3. Accepted, I will add you to the soon as I figure out how to link posts. I want to add a link directly to your character sheet, but I'm not entirely sure how to on Iwaku, I can do it for Chicken Smoothie, but that's because they have links at the top of each individual post.

    EDIT: Nevermind, I got it, I think. My computer's a little screwy, so yeah, hard to tell.
  4. Okay, I added more information about the different squads. @Dakota K. If there is anything I need to change for the description of Epsilon Squad, let me know. From now on, the pre-made squads are the only squads that can be chosen from. Squad leaders do get to have a say in their squad specializations, so if you become squad leader, let me know and I will make any necessary changes to the squad information.
  5. Ya sorry it's just that I only saw (for humans) spartan and regular infantry squads. Epsilon is the hammer to shadow's scalpel, where as shadow seems to be the assassin's we are the brute force to keep them covered, an example would be that while shadow is infiltrating a covenant super carrier quietly to assassinate the prophet/Elite general on board Epsilon is blasting it's way to the core of the ship to plant a havoc tactical nuke to destroy the whole thing. Also should people have to apply to a squad leader to join the squad?
  6. If the Squad has a leader, then yes technically yes, but they just have to post their character sheet, then I will post whether they are accepted to the squad and the rp or not, after talking to the owners of the squad leader for whatever squad they are applying for. But, squad leaders can opt out of this process just by telling me, in which case I will have full say. I will add all of this to the important notes section. Yeah, this is a little bit of a wip still. For the most part it's all set up and ready though, at least for the basics.
  7. Let me know when you're done with the Turians and I'll make a CS.
  8. I'm rather interested...been wanting a good Halo RP for a while. Mind if I take the spot for Angel Squad Leader?
  9. Not at all. And I should have everything that is wip done by tomorrow-ish.
  10. Alright, I will have it up within the next 24 hours *.*
  11. Hmm, might try this on for size, secure me a spot please
    • Bucket of Rainbows Bucket of Rainbows x 1
  12. Shadow squad would work perfectly for me since I'm an actual scout
    • Bucket of Rainbows Bucket of Rainbows x 1
  13. Just popping in here to say I may join :3 been a while since I've spotted a halo RP and boy does this look intriguing o.o (and it's even rarer to see halo roleplays where you have the potential to play as a forerunner... *squees*) anyways, I'll see if I can drum up a good character or two and figure out a position o-o
  14. lol turians in Halo, sounds nifty. Is this still open though?
  15. Epsilon sure could use some more ODSTs *wink wink* *nudge nudge*
  16. o.o I guess that's an option (It would be interesting indeed to play as an ODST o-o)
    • Like Like x 1
  17. See most go to Spartans but ODSTs are generally ignored when their is so much more to work with on the ODST.
  18. ooh odst, sounds shiny
  19. :P Spartans are nice and all (I mean I've played as them before) but the ODST's are still a force to be reckoned with, even if they can't flip over tanks >.< (or at least most of them can't) I've always liked playing as characters with different strengths/roles o-o it kina makes things more interesting (and enjoyable even for me) in the long run
    • Like Like x 1
  20. Until the covie blood starts to spill then not so shinny.