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Post by Perfect Chaos Zero on Nov 18, 2007 22:46:47 GMT -5
Name: Pelagia Height: 70m Length: 75m Mass: 45,000t Description: Difficult to tell from the picture alone, but it looks to be a huge water buffalo or something like. Its belly, and most of its back, are unarmored.....like Hydrus, it prefers to dwell in the water in order to better protect its vulnerable belly, but it can venture on land if need be, and with considerably less difficulty than Hydrus. - Attacks - Electric Bursts: Like Basaran, Pelagia can unleash up to four bursts of electricity at a time from between his horns. - Powers - Armor: Not really a 'power' per se, but Pelagia's armor is extremely strong and durable, resistant to all but the most devastating attacks. It affords ample protection and can add to the damage dealt in hand-to-hand combat. Light of Heaven: Through their connection with the ancient god known as Dormin, the Colossi have a limited ability to manipulate light, and the sky from which it comes. They can focus and channel a brilliant beam of sunlight - parting the clouds if necessary - to blind opponents; or summon mystical storm clouds to completely smother the sky. Finally, a side note: for those familiar with him from the game...here, attacking the stone ornaments on Pelagia's crown will not force him to move in any direction. I mean, the only thing keeping him from being pathetically easy to kill in that case is the rules of the Arena: and here in the Arena, little humans are not allowed to take on Colossus-size monsters, so that gameplay mechanic is a total wash.
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Post by Perfect Chaos Zero on Nov 18, 2007 23:19:33 GMT -5
Name: Phalanx Length: 150m Mass: 30,000t Description: A huge...uh...flying serpent, kinda, thing. Almost its entire back is unarmored, and the air bladders on its underside are quite viable targets. - Attacks - Phalanx has no outstanding attacks or weapons. - Powers - Flight: With the aid of both numerous pairs of wings and three air bladders, Phalanx can sail through the sky at speed roughly equal to that of Avion - and in an emergency, can expel air through his dorsal vents for an extra burst of speed, though this will leave him somewhat vulnerable as his bladders refill and restore his buoyancy. Burrowing: If his flight becomes particularly hampered, Phalanx can take to the ground just as well. He can't burrow as quickly or efficiently as Dirge, but he tends to do so mostly to hide until he can safely return to the skies. Self-Repairing Bladders: Phalanx's air bladders can gradually heal themselves if ruptured, but his flight will be notably hampered while this takes place - and should all three bladders be ruptured, Phalanx will be forced to fly quite low to the ground with only his wings to keep him aloft, becoming a much easier target. As well, his bladders are the only part of him that can heal themselves in the midst of battle. Armor: Not really a 'power' per se, but Phalanx's armor is extremely strong and durable, resistant to all but the most devastating attacks. It affords ample protection and can add to the damage dealt in hand-to-hand combat. Light of Heaven: Through their connection with the ancient god known as Dormin, the Colossi have a limited ability to manipulate light, and the sky from which it comes. They can focus and channel a brilliant beam of sunlight - parting the clouds if necessary - to blind opponents; or summon mystical storm clouds to completely smother the sky. Finally...I'm not sure if Phalanx's self-healing bladders count as full-fledged regeneration. If so, I'll probably have to reserve him for Enhanced or Honor matches(or any other venue where regen is permitted).
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Post by Perfect Chaos Zero on Nov 29, 2007 20:04:47 GMT -5
Name: Cenobia Height: 10m Length: 12m Mass: 5000t Description: A similar creature to Celosia, except its tusks form more of a mask covering its lower jaw, and it is decidedly more canine in appearance. Also, its feet end in more of hooves than claws. - Attacks - Cenobia has no outstanding attacks or weapons, though its smaller size makes it considerably faster and a more difficult target than most of the other Colossi. - Powers - Armor: Not really a 'power' per se, but Cenobia's armor is extremely strong and durable, resistant to all but the most devastating attacks. It affords ample protection and can add to the damage dealt in hand-to-hand combat. ...But the mass of Cenobia's armor, in accord with Cenobia itself, is considerably less than that of the bigger Colossi, thus the armor can be more easily damaged. Light of Heaven: Through their connection with the ancient god known as Dormin, the Colossi have a limited ability to manipulate light, and the sky from which it comes. They can focus and channel a brilliant beam of sunlight - parting the clouds if necessary - to blind opponents; or summon mystical storm clouds to completely smother the sky. Finally, a side note: Cenobia and Celosia are not meant to be scaled to the size of the rest of the Colossi or other similar-size creatures; so I ask that their size not exceed 1/4th of their opponent's in matches where they must be sized up. If this is in defiance of the rules...well, then I suppose I'll have to remove them from my roster, otherwise they'll basically just be clones of Quadratus.
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Post by Perfect Chaos Zero on Nov 29, 2007 20:12:15 GMT -5
Name: Argus Height: 70m Mass: 40,000t Description: Essentially the same creature as Valus and Barba, except most of his upper body, from his chest to his back, is unarmored. - Attacks - Cleaver: Argus carries a short stone cleaver-type blade as a weapon. It was constructed with great care to the fact that Argus would continually swing the weapon with all its considerable strength, and so it will not break under even the most severe stress. - Powers - Armor: Not really a 'power' per se, but Argus' armor is extremely strong and durable, resistant to all but the most devastating attacks. It affords ample protection and can add to the damage dealt in hand-to-hand combat. Light of Heaven: Through their connection with the ancient god known as Dormin, the Colossi have a limited ability to manipulate light, and the sky from which it comes. They can focus and channel a brilliant beam of sunlight - parting the clouds if necessary - to blind opponents; or summon mystical storm clouds to completely smother the sky.
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Post by Perfect Chaos Zero on Nov 29, 2007 21:07:05 GMT -5
Here we are, the last of the Colossi. --- Name: Malus Height: 120m Mass: 65,000t Description: An absolutely towering humanoid monster. Its entire lower body is encased in a huge stone-metal "robe" of sorts, and most of its torso is armored, save for a small exposed portion in the back. Its hands are also uncovered, as are its shoulders and a portion of the back of its head...but beyond those, it is quite well-protected. - Attacks - Fireballs: Malus' gauntlets are enchanted, enabling him to launch potent explosive fireballs from his hands at will. Their power isn't too great - slightly less than, say, a single burst of MOGUERA's plasma lasers - but he can launch them from both hands, and at a fair rate of fire. They also have a limited homing capability to track distant targets, but can still be evaded by a quick enough target. Dual Fireball: At times when a great burst of power is needed, Malus can forge power from both gauntlets into a single powerful blast, nearly equal to one of Gamera's fireballs. Burning Touch: Malus can gradually vent power from his gauntlets as well, superheating his hands in the process. He can use this to further the damage of hand-to-hand attacks, or simply grapple and burn a vulnerable portion of his enemy - or even dig his claws into them and channel his energy right through their body, burning their insides. Fire Shield: By channeling power into his hands and then waving them through the air, Malus can produce a short-range shield of mystical fire. Its duration is limited, and it can't cover his whole body, but it can block most energy-based attacks, and of course will burn anything that tries a physical attack. - Powers - Armor: Not really a 'power' per se, but Malus' armor is extremely strong and durable, resistant to all but the most devastating attacks. It affords ample protection and can add to the damage dealt in hand-to-hand combat. ...Though, due to his sheer size, and the amount of armor required to give him protection, he is quite slow and ungraceful, and his movement is somewhat hindered by the robe he wears. Light of Heaven: Through their connection with the ancient god known as Dormin, the Colossi have a limited ability to manipulate light, and the sky from which it comes. They can focus and channel a brilliant beam of sunlight - parting the clouds if necessary - to blind opponents; or summon mystical storm clouds to completely smother the sky
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Post by Perfect Chaos Zero on Jan 19, 2008 23:22:44 GMT -5
Alright, now, here's a(somewhat) original creation, inspired in part by Halo 3. I shall, sometime, try to come up with a Covenant counterpart for this one(I'm envisioning a vastly-improved Scarab or something like)...but that may or may not depend on whether I can try to draw at least a sketch of my vision. I wanted to try making a sketch of this one, but sadly, art was one of the classes I never did well in...
Anyway, without further ado...oh, wait, I suppose I should throw this out here:
*WARNING: HALO 3 SPOILERS BELOW. IF YOU HAVE NOT PLAYED HALO 3, READ AT OWN EXPENSE. YOU HAVE BEEN WARNED.*
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Name: M501T "Bronto" GAV(Giant Assault Vehicle)
Height: 60 feet Length: 100 feet Mass: 500 tons
(Note: The Bronto and its accessories can be scaled up or down as necessary.)
Description/Background: The UNSC's answer to the Covenant Scarab. It was not finished in time to aid the defense of Earth against what was supposed to be the Covenant's final assault, that led the way to the Ark and ultimately the destruction of the Flood and dissolution of the Covenant...but it has since been completed, and just as well. The Covenant have reorganized themselves after their last nigh-crippling defeat at Installation 00, and are vengeful and merciless as ever as they seek to wipe out the human race once and for all. Even with the aid of their former foes, the Elites, the humans are quite hard-pressed to defend themselves...with the Master Chief long gone, and Earth being the last remaining rock to their name in the galaxy, mankind has no choice but to pull out the big guns.
The Bronto is, of course, roughly designed after the ancient dinosaur from which it borrows its name, although its neck and mouth are shorter and broader than that of its namesake. Scavenged from the remains of several defunct Scarabs and modified to suit their new purpose, extremely powerful and durable hydraulic actuators and shock absorbers power the beast's massive legs and grant it a surprising amount of mobility and dexterity; it can step around and over obstacles in its path just as easily as it can stomp right through them. Powered by an efficient dual fusion reactor engine and controlled by a starship-grade AI to minimize the danger to a human crew, this behemoth is nearly a match for a Covenant warship, and can walk through all but the most stubborn ground encampments.
- Weapons -
Mini-MAC: Deep in the belly of the beast, running from near the base of its tail up to its gullet and carefully constructed around its main engine, is the Bronto's big stick - a miniature Magnetic Accelerator Cannon, of the same type normally seen on UNSC warships. Powerful enough to propel a ten-ton ferric tungsten shell up to 25,000 meters per second, even the mighty Scarab can't stand up to this monster's bark.....but, of course, it has its drawbacks. One: the Bronto can only carry two shots for this insanely powerful gun. Two: the gun is so big and so powerful, foot anchors must be deployed in stable ground before the firing sequence can initiate, or the recoil will heavily damage if not outright tear the tank to pieces. And three: the Bronto will be vulnerable for a moment while its armor plates remain open to vent excess heat, and its specially-designed underlayers of EMP-absorbent armor must work overtime to neutralize the rampant magnetism from a weapon that relies on superconducting coils to generate its devastating power.
Archer Pods: On the Bronto's port and starboard sides are two batteries of Archer anti-armor missiles. Capable of blowing a hole in the hull of a Covenant warship(as long as the shields are down), these warheads can wreak serious havoc on just about anything in the field. The batteries carry sixteen missiles each, with one complete reload's worth in reserve, making for a capacity of sixty-four rounds. The pods have a limited field of maneuverability to aim, and can be either dumb- or smart-fired - dumb-fire being a straight trajectory shot, smart-fire using the missile's target-acquisition systems in sync with the Bronto's own targeting computer to guide the projectile to its target, adjusting the position of the battery itself if necessary before firing.
Scorpion Launchers: Concealed within overlaying plates of armor on the joints of the Bronto's knees and fore-hips are retractable turrets that fire Scorpion anti-tank rockets. Loaded with eight rockets each, they can fire up to forty-eight shots. When extended, the turrets can rotate a full 360 degrees, but the joints in which they are set will lose a measure of flexibility. When the plates of armor are fully withdrawn, the knee turrets can elevate within ninety degrees, while the hip turrets can only elevate within fifty. The rockets are unguided, relying on the Bronto's targeting computer to find things for them to blow up.
50mm Autocannons: Mounted on several hardpoints along the sides of its segmented tail in the rear, and its neck and mouth in the front, are 50mm heavy machine guns on self-targeting armatures. The self-targeting systems can be overtaken by the more efficient main computer if necessary, but as they're mostly for point defense against infantry and light armor, and of little use against anything Scarab-sized, they're usually good enough left to their own means.
Belly Bay: On the occasion that a person does need to board the Bronto, for inspections or otherwise, a ramp comes down leading up to a small hangar capable of holding either a single Scorpion tank, or two Warthogs side-by-side...and the two lift platforms leading up to the remaining interior sections of the craft can each(barely) hold a Mongoose ATV.
Now, one might think 'Well, this doesn't mean jack in a fight against another monster where you won't have support units...' Guess again. State-of-the-art sensor panels designed to register the treads of either a Scorpion or Warthog have been installed in the floor of the bay; and in the absence of Marines or other personnel to directly operate the vehicles, microwave signals can be issued by the Bronto's computer to remotely power-on and interface with the vehicles' systems...including, yes, weapons. Through the power relays linking the guns' operating mechanisms to the main controls of the vehicles, the Bronto can effectively 'trick' the Warthog or Scorpion's turret controls into registering that the trigger is actually being pulled by a Marine.
The only downside: this remote control only works as long as the vehicle(s) remain directly on the sensor panels. Locking mechanisms are deployed to keep them in place, of course, but once the vehicles are taken off the sensor grid, they are entirely in the hands of whoever removed them. And of course, there's always the chance of a lucky heavy shot from enemy forces making it into the open bay and hitting the vehicle...
- Accessories -
EMP Resistance: The Bronto is hardened against electromagnetism and other forms of electrical disturbance that might mess with its systems. For that matter, its armor is also designed to resist any wayward surges of electricity itself that might overload its systems...but, unfortunately, nothing can be done about any breach inflicted in its armor apart from just making sure the exposed area doesn't get hit.
Multi-Sensor Array: Well aware of the Covenant's active camouflage gear, the UNSC has equipped the Bronto with not just thermal and infrared(note: I'm not sure if there's any difference between 'thermal' and 'infrared'...) detection, but also radiation, EM, sonar, even reflected light-traces...every conceivable spectrum or method of detection is incorporated into the Bronto's sensor array. Very few enemies can find any way to effectively hide from this behemoth.
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Post by Perfect Chaos Zero on Apr 22, 2008 17:25:27 GMT -5
Name: Ultimate Weapon Height: 90m Length: 120m(tail included) Wingspan: 110m Mass: 65,000t Description: A dragon with a centaur-esque body, and a glowing crimson "heart" of pure Materia situated in its chest. Ordinarily it protects this orb with overlapping sheaths of tough natural armor, but on the occasion that it exposes the orb to unleash its destructive Ultima Beam, there is a chance to directly strike its heart, significantly weakening the beast. Also, a couple of slight physical deviations from the picture: its wings are broader and thinner, shaped more like the wings of Rodan...and the horns protruding from its head are slightly shorter and stouter, though still useful to attack foes in a pinch. - Attacks - Quake: One of many magical powers cultivated by the Ancients and passed on through generations as the power of the Materia...Ultimate Weapon has the power to bend the crust of the Planet itself to its will, to invoke massive earthquakes, create sinkholes of disrupted earth to trap enemies, or cause massive jagged slabs of rock to jut up from underground without warning. Thunderball: Ultimate Weapon forms a crackling orb of pure electrical energy in its claw, then hurls it as a projectile. Upon impact, the orb of electricity diffuses through its target, carrying roughly the same effect as a ten-second discharge of Super MechaGodzilla's shock anchors. Ultimate Weapon can form two Thunderballs at once if it wishes, but cannot merge them into a single, stronger projectile. Shadow Flare: An extremely destructive, nigh-unavoidable attack requiring so much magical power that Ultimate Weapon must refrain from using it more than twice in a single battle. To begin, Weapon spreads and raises its arms, invoking a spell that summons vast amounts of light from the sun itself(ignoring any and all weather conditions) to bathe the area, rendering everything so bright that nothing can be seen. Then, Weapon thrusts its arms toward its foe with one fist resting over the other, invoking a second spell which causes the massive amounts of ambient light to cluster and swarm over the target at speeds far faster than what light normally travels at. Moving so quickly as to be invisible even by light's standards, the victim appears as a black silhouette, blinded and helpless by the storm of light. Finally, moving to a safe distance if necessary, Ultimate Weapon throws its arms apart to invoke the final part of the attack: breaking the atomic bonds of the light clusters surrounding the enemy and causing the entire massive aurora of light to disperse...of course, breaking apart the light clusters results in a massively powerful blast, which is still briefly seen as a dark shadow amidst the haze of light. This attack is extremely powerful, stronger than a full blast of Super MechaGodzilla's plasma grenade...and unless the enemy is not sensitive to light or possesses the ability to physically warp from one spot to another, there is virtually no way to avoid or foil the attack. However, sufficiently strong physical or magical barriers that surround the user can potentially block or lessen the damage, and barriers which reflect energies such as light can reflect the devastating power of the blast right back on Ultimate Weapon, if employed correctly. Ultima Beam: Potentially the most destructive attack at Ultimate Weapon's disposal. The beast withdraws the plates of armor covering its "heart" and focuses its power into the orb, charging and amplifying the energy until it is ready to be unleashed in a beam of raw Planetary energy. When fully charged, the beam's power is roughly equal to Gamera's Mana Beam...but charging to full strength would take well over a minute, and given that Ultimate Weapon's heart is a significant vulnerability when exposed, it won't fully charge the weapon until absolutely certain that its foe is ready to be destroyed. At a regular, battle-efficient charge, its power is more equal to Super MechaGodzilla's mega-buster. - Powers - Flight: In spite of its size and bulk, Ultimate Weapon's wings are remarkably powerful, able to propel it through the sky at speeds up to mach 2. Elemental Resistance: Being a creature birthed by the Planet itself, Weapon is well-resistant to many of its natural elements...extreme temperatures, electricity, and gravity, to name a few. As well, its immune system is well in advance of any other creature native to the Planet, so most toxins, bacteria, and other impurities won't carry as severe an effect against it. Regen: Ultimate Weapon can invoke a spell which enables its body to gradually repair itself. This ability is not constantly active like Godzilla's regen; the spell will expire after a short period of time(say, about two rounds in a match) and must be cast again to continue healing. And it cannot handle extreme damage such as a lost limb.
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