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Da Races.

Posted by Da Golden ThroneFor group 0
Da Golden Throne
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Thu 13 Apr 2017
at 22:35
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Da Races

Here is the list of races in my game. Note not all of them are playable. The current list of races are from the genres, Mass Effect, Halo, Destiny, and Warhammer 40k. Players will not be allowed to create their own races.  But "maybe" I will allow races from other genres. I have also stated each race using the Dark Heresy RPG system. These stats serve no real purpose but to show the comparative difference between each race. The stats include the following; Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, and Fellowship(aka Charisma concerning other races.). All the stats will have numbers ranging from 00 to 100, 20+ being and average Joe, 30+ being a fit or experienced veteran, and 40+ being superhuman. Note that the stats are based off the races having a military profession.

Choosing a race does not force you into their affiliated faction, nor does it force you to start with their style of technology. However if you wish to play an odd character, you must get my permission first.

Each race has an availability of either average, rare, very rare, or nope. If their average then anyone can take them. If they are rare then I will only allow a couple in a group of players, and very rares only allow one in a group. This is less to do with a races power and more do to in universe story. This is also to stop players from all taking the same thing. Also nope means nope.

A character that uses biotic, psychic, of the Traveler's power of Light will always be considered rare and in some cases very rare or even nope. For example a player who wishes to give their turrian character biotic powers will become rare and a player who wishes to make their Astartes a psycher will become very rare.

Ultimately, rarity will determine which player group you will be placed in.
Last I will only give a short, brief description of each race. This is because I am lazy. Also because most players in my game will probably know everything there is to know about the races they choose. If you want to know more look it up.

Citadel and Alliance

Human
Game Origin: Yes
Availability: Average
Homeworld: Earth
Citizenship: Alliance/Citadel
WS BS S T Ag Int Per Wil Fel
35 35 33 33 33 35 30 35 38
Description:
So you want to play a human. That's nice. What? Were you expecting an in detail description of what humans are. You should know already, you are one.
Pros & Cons:
Humans tend to be the norm of this universe with no real advantages or disadvantages. They are gentic diverse making them more suseptable to genetic augmentation then other races. Other than that they tend to be either loved or hated by the other races, there is no real middle ground concerning humans.

Turrian
Game Origins: Mass Effect
Availability: Average
Homeworld: Palaven
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
30 40 33 35 30 33 35 33 39
Description:
Turrian's are a militaristic race that favor discipline and loyalty above all else. All Turrian's have served at some time in their life. They also tend to have a natural talent when it comes to firearms.
Pros & Cons:
Turrian's have leather harden skin that makes them more resistent to radiation than most other races. Other then that they are pretty much equal to humans in terms of physical and mental ability.

Asari
Game Origins: Mass Effect
Availability: Rare
Homeworld: Thesia
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
32 32 30 30 45 40 38 45 40
Description:
Asari are an adroginous all female race with blue skin and scalp crests instead of hair. Other than that they look human. (Or at least by human eyes.)
Pros & Cons:
All Asari are natural biotics and thus have access to powers beyond a normal person. However, these natural biotics and the personality of the Asari themselves make them suseptible to falling to the ruinous powers and becoming psychers. They also really hate warp travel.

Krogan
Game Origins: Mass Effect
Availability: Rare
Homeworld: Tachunka
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
40 30 45 48 20 30 30 36 28
Description:
Large, hulking space dinosaurs that are as good at dishing out damage as they are taking it.  To play a Krogan is play the juggernaut.
Pros:
Krogan have superhuman strength, toughness, redundant organs, and a healing factor. They also have an ability called blood rage which when a Krogan takes enough damage (determined by the GM) they go in a state of rage that makes them feel no pain allowing them to shrug off more damage and perform acts of obscene strength.
Cons:
Krogan large size and weight make their reflexes suck. Meaning they are easy to hit.

Salarian
Game Origins: Mass Effect
Availability:  Average
Homeworld: Sur'Kesh
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
30 33 30 28 47 48 43 30 35
Description:
Salarian's are a lanky, frog faced amphibious people. Despite their heritage they are actually warm blooded. They move fast, think fast, and to everyone else annoyance, talk fast.
Pros:
Salarian's have genious intallect and a photographic memory. They have heighten reflexis, and do to being amphibious can breath underwater.
Cons:
Salarian's are a short live species, around 40 years. They are also easy to succumb to mental distress like fear.

Quarian
Game Origins: Mass Effect
Availability:  Average
Homeworld: Rannoch
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
30 35 30 26 35 40 37 35 30
Description:
Quarians are a humanoid-ish race that are always covered in an environmental suit while in public. Their facial appearance is elf-like, and they only have three fingers per hand.
Pros:
Quarians are a tech savvy race that are good at learning new tech and also good at making the worst salvage usable. Their like a race of McGeivers.
Cons:
Quarians have a weakened immune system that makes them susceptible to diseases and will usually suffer some kind ailment from any injury.

Volus
Game Origins: Mass Effect
Availability:  Average
Homeworld: Irune
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
21 32 27 25 30 36 42 33 54
Description:
Like Quarians, Volus are a humanoid race that are always found in an environmental suit. Unlike Quarians they are quite short.
Pros:
Everyone likes Volus. They have this uncanny knack for making friendships with almost any race, making them excellent merchants. Also, like Quarians (man they have a lot of similarities), Volus are tech savvies.
Cons:
Don't lose the suit. Volus suits are rather durable but if one suffers serious damage the Volus inside will suffer a worst fate. For when a Volus' flesh is exposed to the atmosphere their skin will literately start splitting, ouch.

Hanar
Game Origins: Mass Effect
Availability:  Rare
Homeworld: Kahje
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
20 25 22 23 20 35 30 25 30
Description:
Your a pink walking jellyfish. Nough said.
Pros:
You have multiple limbs so you can use multiple weapons. Also, being amphibious you can breath underwater and your such a good swimmer that you would have an agility score of 70 while under water. The Drell also hold loyalty to the Hanar.
Cons:
Your rather weak so you can only use pistols or small close combat weapons. Also most races tend to disrespect the Hanar accept the Drell.

Drell
Game Origins: Mass Effect
Availability:  Rare
Homeworld: Kahje
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
35 35 36 33 42 35 42 37 25
Description:
Drell are reptile-humanoid race that were saved by the Hanar and now live amongst them.
Pros:
Drell have slightly denser muscle tissue than humans giving them wiry strength and agility. They also have a photographic memory.
Cons:
Memory recall; drell photographic memories are so strong that if needed to recall something  they will remember every detail, the down side is that a drell will occasionally confuse this with reality which is not good in certain situations.

Elcor
Game Origins: Mass Effect
Availability: Very Rare
Homeworld: Dekunna
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
25 22 52 60 11 31 28 25 25
Description:
Elcor are a large bulky race. They stand and move akin to gorillas, using all four of their limbs to get around.  Thay are also nearly emotionless and must express their emotions with words.
Pros:
Elcor are incredibly strong with very few races being able to withstand their crushing embrace. Their durability is even greater, making them nearly impervious to small arms fire. They are nicknamed living tanks.
Cons:
Elcor make Krogan appear fast. Duck, dodge and dive is not part of their vocabulary. An Elcor's massive, heavy frame also makes falling suck for them. For even a short fall could cause serious injury if not death. The last thing is that Elcor can't use conventional firearms, however they solved this problem by simply mounting vehicle armaments onto their backs. Like said before, they are living tanks.

Geth
Game Origins: Mass Effect
Availability:  Average
Homeworld: Rannoch
Citizenship: Citadel
WS BS S T Ag Int Per Wil Fel
35 35 ** ** ** 50 40 50 20
Description:
The Geth are a synthetic race that were created by the Quarians. They were once a collective of intelligence but have become full A.I. do to the exploits of Shepard.
Pros:
You are a robot, which means Geth have advantages like not eating, sleeping, can't get sick, etc. A Geth can also choose his frame type. Meaning a Geth can have a large, durable juggernaut frame or a smaller, more agile infiltrator frame among choices.
Cons:
Being a synthetic means Geth can't obtain biotic or psychic powers, it is possible to gain the Traveler's power of light though. Geth are also susceptible to EMP weaponry.

Demiurge (aka The Squats)
Game Origins: Warhammer 40k
Availability:  Average
Homeworld: Karak Ankor
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
35 35 35 42 22 37 31 45 40
Description:
They are a short humanoid race whose stubbornness knows no equal. Their skin color ranges from pail to stone grey and their hair black to white based on age. Their most prominent feature on male Demiurge are their beards, which grow full at a young age of 12 years standard earth calendar. They were uplifted by humanity and accepted into the Alliance.
Pros:
A Demiurge's physiology makes them highly resilient to the effects of biotic and psychic powers, as well as powers of light gifted by the traveler. They are also incredibly resilient to alcohol and can even chug Krogan Ryncol, a drink known to be lethal to all but Krogan.
Cons:
Their physiology makes them unable to gain biotic or psychic powers, but gaining the Traveler's power of light is possible.
Note:
For all you warhammer fans that know better, I know that the Demiurge and Squats are two different races from 40k. I'm mainly using the Squats background but I simply find the name Squats to be silly and prefer to call them something else. So I used the Demiurge name since they are also a dwarf race with similar ideologies.

Ratling
Game Origins: Warhammer 40k
Availability:  Rare
Homeworld: Karak Ankor
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
21 43 24 23 44 36 52 30 24
Description:
A sub-race of the Demiurge, Ratlings are an even smaller, furrier version. They are usually treated poorly by their larger cousins due to disloyalty, cowardice, the fact that they usually live a life of thievery, and that they can't withstand booze. However if the pay is good they will fight for anyone.
Pros:
Ratling's have incredible senses and if they can't see you they can probably hear or smell you. This makes them excellent scouts and marksmen. Their small size also makes them good with infiltration and usually cause enemies to underestimate them.
Cons:
Ratlings tend to be treated like children if not detested for their legacy of thievery. Also ratlings have low tolerance when it come to drugs, poisons and alcohol. Meaning even beer can be quite deadly to them.

Ogryn
Game Origins: Warhammer 40k
Availability:  Very Rare
Homeworld: Karak Ankor
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
 32 31 55 52 21 13 18 22 20
Description
10 foot tall giants of solid muscle and little thought. Ogryn are a genetically engineered species that was created to serve as the Demiurge's bodyguards. Despite their low intelligence, Ogryn can follow simple orders to a letter and are deathly loyal to whoever they are charged with.
Pros:
Ogryn strength and durability surpasses that of even the superhuman races such as the Krogan and Astartes.
Cons:
Ogryn intallect ranges from dumb as a rock to small child. Ogryn never get to select their own war-gear but are instead issued custom war-gear meant for their size and to prevent "accidents" to themselves and allies.

Awoken
Game Origins: Destiny
Availability: Rare
Homeworld: The Veil
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
35 35 33 33 33 38 30 38 30
Description:
The Awoken are human's of a mining colony caught in a warp storm located in the sol system's asteroid belt. The survivors of that storm gained a unique blue-grey skin color as well as becoming natural biotics akin to Asari.
Pros & Cons
Similar to Asari, Awoken are all natural biotics but they also share similar weaknesses usually concerning the warp.

Exo
Game Origins: Destiny
Availability: Average
Homeworld: The Traveler, Currently Located on Earth
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
35 35 35 37 30 39 31 35 30
Description:
Exo are a bio-sythetic race that arrived on earth with the coming of the Traveler. Most Exo wish to live in peace with the humans on earth but their are some who are still loyal to the Traveler's will to defeat the darkness of the galaxy.
Pros:
Even though bio-sythetic, Exo benefit from immunities and abilities like other sythetic races.
Cons:
Unlike other synthetics, Exo can't change their core frame, even though they can change limbs. Exo also can never gain biotic or psychic powers. But they can gain the Traveler's power of light.

Spartan
Game Origins: Halo
Availability: Rare
Homeworld: Reach
Citizenship: Alliance
WS BS S T Ag Int Per Wil Fel
45 45 42 42 46 35 45 40 35
Description:
Spartans are genetically engineered super soldiers that were designed to rival the abilities of the super human race known as the Astartes. Spartans are soldiers of the Alliance and will most likely serve in the military until death or forced retirement.
Pros:
Spartans have superhuman abilities as well as having axcess to unique Mjolnir power armor.
Cons:
Spartans are subject to military doctrine and expected to serve the Alliance above all else. Due to their upgrades being incompatible with biotics and due to military selection process no Spartan has ever been a biotic or psycher. Nor has any Spartan been allowed to become a guardian of the Traveler and the Alliance would like to keep it that way.
Notes: Yes I know that Spartans are more of a classification then a race but I decided to separate them from standard humans anyway. Because Reasons!

The Hegemony
Batarian
Game Origins: Mass Effect
Availability:  Average
Homeworld: Khar'Shan
Citizenship: Hegemony
WS BS S T Ag Int Per Wil Fel
35 35 33 33 30 30 40 35 22
Description:
Batarians are a humanoid race with usually brown skin and 4 eyes. They tend to be at odds with other races for their view points of might makes right and their acceptance and use of slavery.
Pros & Cons:
Batarians 4 eyes give them heighten perception and field of view, but other than that are similar to humans.

Vorcha
Game Origins: Mass Effect
Availability:  Average
Homeworld: Heshtok
Citizenship: Hegemony
WS BS S T Ag Int Per Wil Fel
33 33 32 36 32 26 25 30 15
Description:
The Vorcha is a lizard-like humanoid species that are known for being violent and even more ugly.
Pros:
Vorcha have an incredible regeneration ability that humbles even the Astartes and Krogan. They can heal almost any wound within minutes and in addition will develop a layer of harden, spiky skin over the wound. They can regenerate an entire limb in a couple of months.
Cons:
No one likes you, not even your own kind. Your regeneration will also not help against brain trauma.

Eliksni (aka the Fallen)
Game Origins: Destiny
Availability:  Average
Homeworld: None
Citizenship: Hegemony
WS BS S T Ag Int Per Wil Fel
40 32 38 35 37 35 40 32 25
Description:
The Fallen, or Eliksni in their native language, are a nomadic race of four-armed bipedal humanoids. The Fallen also have four eyes that glow a bright white-blue when they are alive, but once killed, the light dies out.
Pros:
Eliksni have four arms! Meaning Quad Wielding! Or holding two rifles at once, even though you'll only be able to iron-sight the rifle in the upper arms. Also 4 eyes means better perception.
Cons:
Ether is a substance Eliksni depend on to survive, comparable to oxygen, and which only Servitors can produce. Fallen war cells will usually have combat servitors with them. Lone Fallen usually have in their possession a mini-servitor to provide for them.
Note: A Eliksni' size in strength is dependent on how much Ether they breath daily. However the bigger a player wishes to be, the more Ether thay will need to survive. A player will have enough Ether to be of the Vandal class which is comparative to human size.

Cabal Legionary
Game Origins: Destiny
Availability:  Rare
Homeworld: None
Citizenship: Hegemony
WS BS S T Ag Int Per Wil Fel
40 35 45 45 30 32 20 31 26
Description:
Cabal are a large, rhinoceros-like, bipedal race with thick grey skin, a flat nose, conical teeth, small eyes, and black blood.
Pros:
Legionaries rival a Krogan's strength and durability as well as being highly trained in military doctrine.
Cons:
Cabal tend to have bad eyesight and rely heavy on the sensors of their helmets.

Cabal Psion
Game Origins: Destiny
Availability:  Rare
Homeworld: None
Citizenship: Hegemony
WS BS S T Ag Int Per Wil Fel
30 30 30 30 35 35 35 35 30
Description:
Psions are smaller than other Cabal, and usually serve as pilots and drivers for Cabal vehicles. They are able to harness biotic powers to confront their enemies. They are also used prominently in important Cabal stealth missions.
Pros & Cons:
Psion's are natural biotics as well as they don't suffer from bad eyesight like their larger cousins. Other than that they are comparative to humans.

The Tau Empire
Tau
Game Origins: Warhammer 40k
Availability:  Average
Homeworld: T'au
Citizenship: Tau Empire
WS BS S T Ag Int Per Wil Fel
24 35 30 30 23 41 33 38 48
Description:
The Tau are a young, humanoid and technologically-advanced intelligent race native to the Eastern Fringes of the Milky Way Galaxy who are fighting to expand their interstellar empire and a philosophical concept they call the Greater Good.
Pros:
The main advantage of a Tau is the technology they have access too, which in many ways is considered more advanced than even what the Citadel possess.
Cons:
Tau philosophies go against close combat, thus they never train in it and thus are bad at it.

Kroot
Game Origins: Warhammer 40k
Availability:  Average
Homeworld: Pech
Citizenship: Tau Empire
WS BS S T Ag Int Per Wil Fel
42 33 38 34 36 31 42 35 34
Description:
The Kroot are a species of savage humanoids, their avian ancestry giving them a bird-like beak and long quills protruding from their heads like hair.
Pros & Cons:
You are what you eat. A unique feature of the Kroot is that they evolve by selecting traits of their defeated foes to absorb by eating them. A Kroot who eats an Ork will gain additional muscle mass, if they eat an eldar their reflexes will increase, etc. However this bonus does not stack from the same species and only last for about a day to a week. In addition if they feed too much on the same species they will gain the personality traits of what they eat.

Vespid
Game Origins: Warhammer 40k
Availability:  Nope
Homeworld: Vespid
Citizenship: Tau Empire
WS BS S T Ag Int Per Wil Fel
32 34 35 41 62 21 30 20 20
Description:
The Vespid are a unique race of insect-like aliens who are members of the Tau Empire.
Non-playable:
This is because the Tau are secretly mind controlling them threw the language translators they implanted into them.

OTHER NON-FACTION RACES
Yahg
Game Origins: Mass Effect
Availability:  Rare
Homeworld: Parnack
Citizenship: None
WS BS S T Ag Int Per Wil Fel
35 30 45 42 28 42 51 32 15
Description:
The Yahg are large, bipedal, 8 eyed, predatory race with great strenght and endurance. They are a primitive race that have yet to leave their own world and are considered to violent to be uplifted. But their are cases of Yahg being abducted by more advanced races to serve various purposes.
Pros & Cons:
In addition to their physical attributes Yahg possess unrivaled perceptiveness and mental adaptability. They can quickly understand almost any tech and they can easily read the body language on any species, making it almost impossible to lie to them. However due to a Yahgs violent nature and instinct to kill anyone physically weaker than them that does not submit to their authority, being a Yahg in Citadel space is considered illegal.

The Adeptus Astartes
Game Origins: Warhammer 40k
Availability:  Rare
Homeworld: Varies
Citizenship: Themselves
WS BS S T Ag Int Per Wil Fel
45 45 45 45 40 45 40 45 30
Description:
Having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. They are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again.
Pros:
Astartes have so many modifications that I am to lazy to list them all. If you wish to know what is all available you can either look it up yourself of if I have allowed you to play an Astartes just ask me to send you a list of all their upgrades. You do get access to their weapons and power armor.
Cons:
You Rookie!: The major fault is that unlike any other race where I would allow you to play as a veteran of what ever field you want , playing as an Astartes you are a rookie, you've been an Astartes for only a couple of years. If playing a psycher you will be older but still relatively young for an Astartes.
A Little bit of brain surgery: Astartes can not talk about the gene-seed(the source of all their augmentations) ever, only high ranking Astartes have this brain block partially removed and even then they can not talk unless they are in an enclosed room with only other astartes present and only in their ancient Gothic language. This also applies to certain technologies of theirs as well.
This is a psycher only convention: Due to their warp-based history an Astartes that wishes to have powers can only be a psycher and can not gain biotic powers or the Traveler's power of light.
Note: Astartes are not called Spess Marines! They are not marines is Spess! in my universe. Also their are female Astartes in my game. For all those neck beards out there that rage at this. To bad.

Eldar
Game Origins: Warhammer 40k
Availability:  Rare (Average if chosen to not be a psycher)
Homeworld: Craftworlds or Commorragh
Citizenship: Themselves
WS BS S T Ag Int Per Wil Fel
45 45 35 33 55 50 46 44 32
Description:
The Eldar stand taller than a man, with longer limbs and handsome features. Their skin is pale, their ears are pointed and their slanted eyes possess a quality more akin to that of a hunting cat than a man
Pros:
Eldar are incredibly agile and they tend to be amazingly determine when it comes mastering a skill.
Eldar Psychic link: Many Eldar are natural psychers, a player can choose if they wish to be or not. Regardless if their an actual psychic or not, all Eldar share a psychic link. This means an Eldar can seance other eldar, this link is stronger if their related and strongest between twins, triplets, etc.
Cons:
The Eldar psychic link can be annoying if you are currently fighting rival Eldar. This also denies them the ability to be biotics or gain the Traveler's power of light.
Souls to Slanneesh: Eldar fear that in death that there souls will be consumed by the Chaos God Slanneesh so all Eldar have at birth a soul stone implanted on their chest to house their soul upon death. These souls stones are nearly indestructible but are also valued by many who wish to gain profit or favor from them.

Orks
Game Origins: Warhammer 40k
Availability:  Rare
Homeworld: Wat?
Citizenship: WAAAGH!!!
WS BS S T Ag Int Per Wil Fel
45 22 40 47 24 23 21 39 13
Description:
Big, Green, and Mean. Orks are bulky huminoids who love nothing more than a good fight. To them, the idea of peace doesn't exist and violence is a normal form of communication. Even though they are an aggressive race, Orks will work with or for other races if the pay is right. However the right pay is dependent on the current Ork in charge.
Pros & Cons:
Orks are strong, very hard to kill and have an amazing health regen factor. Orks have an uncanny ability to alter any technology to suit them. Orks also grow bigger and stronger the more they fight, this does not happen quickly and most Orks often die young.
Make it Orky: An ork will always take any weapon or device they fine and convert it to make it nice and orky. This will more then likely make the item become something complete different from it intended purpose.
Dakka Dakka: Ork's are horrible aims, firing straight is simply something they don't do. To make up for this almost all their weapons are fully automatic and have an incredible high rate of fire. They are also quite loud.

Grots
Game Origins: Warhammer 40k
Availability:  Rare
Homeworld: Wat?
Citizenship: Slaves to Orks
WS BS S T Ag Int Per Wil Fel
22 33 25 24 21 31 34 23 10
Description:
Grots(or Gretchin) are a smaller humanoid sub race to the orks. Unlike their boisterous bigger cousins, Grots are cowards who prefer underhanded tactics or simply fighting at long range.
Pros:
Gretchin are small, stealthy and can actually shoot straight, making them excellent scouts.
Cons:
Grots are small and squishy, nough said.

The Covenant
As of right now I am not allowing any Covenant races to be playable. This is due to the Covenant war as well as the Covenant are still a highly fanatic faction where none of their races have started to doubt the will of the Prophets, yet. However, be patient for I am planing on making a campaign for Covenant races only in the future.

San'Shyuum (Prophets)
Game Origins: Halo
Availability:  Nope
Homeworld: Unknown
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
20 30 30 30 25 48 32 43 55
Description:
A short, frail looking, yellow skinned race. They are the religious and political leaders of the Covenant. They see themselves as the only one allowed to dictate the use of the ancient technology and thus harbor hatred for any other race that uses it. Thus declaring them heretics.

Sangheili (Elites)
Game Origins: Halo
Availability:  Nope
Homeworld: Sangheilios
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
45 45 42 42 45 35 38 40 31
Description:
Tall, reptilian race who's most notable feature is their four mandible split mouth. They serve as military leaders and powerful elite soldiers.

Jiralhanae (Brutes)
Game Origins: Halo
Availability:  Nope
Homeworld: Diosac
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
42 35 45 44 32 31 33 37 22
Description:
Large and apelike, Brutes serve as front line warriors and secondary leaders if no Elites are present. Thay also hold a grudging rivalry with the Elites.

Mgalekgolo (Hunters)
Game Origins: Halo
Availability:  Nope
Homeworld: Te
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
33 32 55 56 21 30 26 32 21
Description:
Massive, heavy armored warrior packing a powerful plasma weapon and an adamant shield. Hunters are actually a colony of alien worms that form together to make a single intelligence. Hunters serve as living tanks and they're usually found in pairs.

Kig-Yar (Jackals)
Game Origins: Halo
Availability:  Nope
Homeworld: Eayn
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
28 40 30 31 43 38 45 27 23
Description:
A bird like race that had an appearance similar to the Kroot of the Tau empire. The difference being that their eyes are wider and more colorful and their beaks are narrower. Jackals serve as either front line soldiers or scouts and have very good eyesight as well as natural night-vision.

Huragok (Engineers)
Game Origins: Halo
Availability:  Nope
Homeworld: Unknown
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
10 10 20 22 15 100 21 23 50
Description:
They are a squid like race similar to Hanar but they float via air sacs. Their many tentacles are able to split into many fine cilia that are able to dismantle and recreate any machinery regardless of how advanced it is.

Unggoy (Grunts)
Game Origins: Halo
Availability:  Nope
Homeworld: Balaho
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
23 30 22 24 26 28 25 27 29
Description:
Short, reptilian race that serve as front line troops and mostly cannon fodder. Not much of a threat individually but can be quite dangerous in large numbers which they usually have.

Yanme'e (Drones)
Game Origins: Halo
Availability:  Nope
Homeworld: Palamok
Citizenship: Covenant
WS BS S T Ag Int Per Wil Fel
25 30 28 32 44 33 43 25 18
Description:
An insect race that due to their ability to fly and hide in narrow places are usually used as scouts and infiltrators.

Final Note: The Reapers even though considered defeated are still a threat. Other races including the Flood, Prometheans, Hive, Vex, Tyrinids, Necrons, and Warp Deamons have not been encountered enough that they are still considered unknown or simply a myth.
This message was last edited by the GM at 20:10, Sat 14 Aug 2021.
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