Feb 9, 2016 6:11:24 GMT 10 |
Post by Spartan 999 on Feb 9, 2016 6:11:24 GMT 10
Name: Eliksni ((See here for more.))
Alliances: Varies (Primarily Kig-Yar and those who will hire them)
Technological Achievement Tier: Tier 3 (Formerly Tier 2)
Homeworld: Unknown
Appearance & Biology:
In essence, the Eliksni appear as four-armed humanoids with spider-like traits. Their skin is leathery, dry, and ranges from dull grey to dull brown in color. They have large two-toed feet, three fingers (one a thumb) on each of their four hands, small mandibles in front of their mouths, and four eyes that almost glow a blue-white color. On their heads and backs, they grow stiff bristle-like hair, though most of the higher-ranking Eliksni keep the hairs cut short.
The Eliksni are a hardy species, and can survive in a wide range of environments without heavy armor or complex modifications to their physiology. Their blood color is reddish purple. Fatal damage to an Eliksni's head usually results in a white gaseous substance stored within their skulls to escape, producing a hissing-shriek sound; it's unknown exactly what purpose the substance is used for, but it seems to be critical to their normal physiological functions. This substance is also released normally upon death, albeit much slower and usually through the mouth. It also may be tied to their eyes and why they seem to stop glowing after an Eliksni dies.
The Eliksni are able to see into the infrared range, and have excellent night vision and depth perception. The younger ones are generally stronger than humans, with Captains on par with most Sangheili, and larger specimens approaching the strength of a Hunter, if not exceeding them. Eliksni are fairly nimble as well, and are skilled climbers and sharpshooters. They also seem to possess regenerative capabilities to a degree, as evidenced by the way promoted Dregs are permitted to regrow their arms; though their natural ability may be enhanced or boosted in some way by a Servitor during said arm regrowth.
It seems that the older an Eliksni gets, the larger and stronger they grow. The tallest Eliksni have reportedly grown to somewhere around the 12'-14' range, though it's still relatively uncertain if the numbers are exaggerated, or if they can grow even larger than that. In contrast, the smallest Eliksni that can be qualified as adults are usually about 6' 6” when standing at their full height.
Culture: Reduced to drifting nomadic groups after the destruction of their civilization, the Eliksni have primarily become scavengers and raiders to survive. Their society is divided into a number of Houses, many of which compete against the others and rarely cooperate. As relative strangers in the current wider galactic picture, most Houses are willing to (at least begrudgingly) cooperate with other species, and they are often found as hired goons, working with the Kig-Yar or other scavenger and pirate types, and the like.
Each House is ruled by a triumvirate of sorts. Kells command a House politically and ensures there is no infighting. Prime Servitors are exalted and worshiped as machine gods of sorts, and provide a supply of newly-created servitors which monitor and oversee the Eliksni's tech and navigational capabilities, among other things. Archons serve as both high priests and chief engineers of a House, mediating between the Kell and the Prime Servitor in addition to overseeing maintenance of the House's machines.
Below the upper echelon of House leadership are the Barons and Captains and the individual crews they command. Captains are Eliksni who have managed to gather a following of a number of Vandals and Dregs, who serve as the Captain's crew, commanding respect through brute force. Most Captains swear fealty to a certain House, but some operate independently. A step above Captains in rank are the Barons, who possess multiple Skiffs and possibly a Ketch, as well as lead a crew.
The majority of Fallen Houses consist of Vandals and Dregs. Vandals serve as both seasoned infantry and skilled workers. They aspire to become Captains and one day lead crews of their own. Dregs are the lowest class in Fallen society. Docked of their lower pair of arms in a ritual of humiliation and obedience, Dregs zealously fill the roles of shock troops and menial laborers in crews. The life expectancy of a Dreg is notoriously short, but those few who survive to be promoted to Vandals are permitted to regrow their arms.
History: It's unknown exactly what happened in the past, but several hundred years ago, the Eliksni seem to have suffered a catastrophe that destroyed their former civilization, an event called the “Whirlwind”. In the aftermath of the devastation and the destruction of their homeworld, they fell to infighting and civil war over what remained of their civilization's ruins, which only served to muddle and confuse whatever accounts of the Whirlwind that may have existed.
Eventually, the Houses managed to establish a tenuous peace between them and departed from their nigh-uninhabitable worlds and systems. They remained on the fringes of the neutral and underground galactic society for decades, though some were recruited by the Covenant during their crusade against humanity in a similar manner to the Kig-Yar. With the Human-Covenant War now ended, many Houses have pushed forward and emerged into greater prominence in the galactic community. Many seek Forerunner ruins in the hopes that it will help them achieve the level of civilization they had before and even beyond it, while others just want the shiny new tech to help them become even better at raiding and plundering.
Military Classing/Ranks:
~Dreg: The lowest-ranking class of Eliksni warrior, they cling to the bottom rung of Eliksni society. Less disciplined than Vandals or Captains, they often give away their position with their chattering. Because of their low rank, Dregs have had their lower set of arms cut off as part of a ritual of humiliation and obedience. Dregs seek to prove their worth through selfless aggression, and this suicidal bravery is fueled by ambition and shame; only a few will survive to gain promotion and regrow their limbs. It's not unheard of for higher-ranking Fallen to be demoted to Dregs if they have failed their superiors in some way, if they are not killed outright. Dregs are typically lightly armed, generally with shock daggers, shock pistols, and shock grenades, though some rarely use shrapnel launchers.
~Vandal: Superior to Dregs, but subordinate to Captains, Vandals are savage pirates that take pride in every place they pillage and every body they drop. Soldiers, brawlers, assassins, and scouts, Vandals serve many roles within a Fallen crew. And whether from distance or up close and personal, they are seasoned, efficient killers, with an arsenal of weaponry and tech to match their bloodlust. They're typically armed with shock rifles, wire rifles, shrapnel launchers, and shock swords. Many often use a form of active camouflage.
~Captain: The highest standard rank of Eliksni, Captains typically carry themselves with an air of superiority and nobility. They command a crew of lesser-ranked Fallen, and a Skiff or equivalently-sized vessel, though a rare few control a Ketch--generally the ones that don't swear loyalty to a House, otherwise they'd most likely be promoted to Baron. Captains usually wield shrapnel launchers, shock swords, shock rifles, and rarely a scorch cannon, and are equipped with an Eliksni energy shield. Captains also possess a Blink device. A rare few also utilize active camouflage.
~Baron: A step above Captains, in a given House a Baron is subservient only to the Archon, Kell, and Prime Servitor, though stronger Barons are of course seen as more important. Apart from that, Barons usually just appear as slightly larger Captains, albeit with better equipment that's often decorated in some way. They command multiple Skiffs at least, and most own a Ketch or two, perhaps more. Their Eliksni-type energy shields are also stronger than Captains, and their Blink devices are more efficient. Sometimes, Barons possess a Repulse Device.
~Kell: The political leaders of a House, Kells ensure that the rank and file are operating efficiently together; without the Kell, a House is vulnerable to infighting as the Barons compete with one another to become the new Kell. The physically biggest and strongest amongst the Eliksni, Kells are rarely found below 10' tall. Their armor is thick and ornate, equipped with the best energy shields, Blink devices, and other assorted equipment. A Kell's weapons are personalized and enhanced in some way, and they are often seen wielding shrapnel launchers, scorch cannons, and large shock swords. Kells are almost always equipped with Repulse devices.
~Archon: The intermediaries between the Kell and the Prime Servitor, Archons act as the high priests and protectors of the Prime Servitor. If the Archon dies, the Prime becomes vulnerable to attack. While usually only marginally smaller than a Kell, Archons are still some of the biggest and strongest Eliksni around. Their armor, while mostly practical, is more ceremonial-looking than a Kell's. Their equipment, from energy shields to Blink and Repulse devices, are some of the best one can find amongst the Eliksni. They generally wield shrapnel launchers, scorch cannons, large shock swords, and such.
Offensive Technology/Weapons:
~Shock Dagger: The shock dagger is a deadly combination of stun gun and knife. Composed of a lightweight metal and powered by a small arc charge, the shock dagger is capable of cutting through armor and delivering a staggering jolt of electricity. Eliksni use them for every purpose imaginable, from light metalwork to hand-to-hand combat.
~Shock Sword: The shock sword is a full-length edged weapon that gathers electrical energy from a system of shock cores and charging caps in the hilt, which converts the entire length of the blade into a plasma cutting torch. While not as powerful as an energy sword, they nonetheless can deal an impressive amount of damage. Not to mention, a shock sword can be used to parry an energy sword when activated.
~Shock Pistol: The shock pistol is a simple but deadly weapon, and a mainstay of the Eliksni arsenal. Primarily utilized by the lower ranking members of a given Fallen crew, Shock Pistols discharge small but fast-moving bolts of plasma.
~Shock Rifle: Although based on the same technology as other Eliksni plasma weaponry, this rifle has a distinct advantage: the projectiles it fires track unerringly to the target. The exact mechanism behind this is unclear, but the rifle seems to steer a given slow-moving molten projectile down an artificial field line.
~Shrapnel Launcher: The shrapnel launcher is a simple, effective, robust weapons system that Eliksni can build without risking vital resources. The weapon fires loose-forged canisters of explosives and shrapnel down electromagnetic rails embedded in the barrel, resulting in a few superheated spikes (which are on fire) being launched at a target with each trigger pull. Captains often favor this weapon for its intimidating presence.
~Wire Rifle: The Wire Rifle utilizes shock cores to charge thin wires of an exotic metal, converting them into electrical-infused molten shards with an extraordinary muzzle velocity. The sniper rifle of the Eliksni arsenal, they are favored by Vandals, especially Stealth ones.
~Scorch Cannons: The scorch cannon acts as the Eliksni rocket launcher, with a ten round magazine as a standard. It shoots an explosive round, the detonation of which can be delayed, turning the projectiles into sticky bombs as they adhere to almost any surface, almost like a plasma grenade; an adhered projectile singes and burns whatever it's attached to. Once that happens, the round's explosion is compressed, resulting in the detonation getting bigger as time goes on. A user can manually detonate a round after sticking it to something, or just wait until it fully destabilizes and explodes on its own.
~Shock Grenade: The shock grenade is a simple, effective Eliksni weapon. The core of the device is a shock core encased in an induction motor. Once activated, an electrical arc charge builds in the core until it reaches critical mass, starting a chain reaction that ends with a devastating explosion. It's quite effective against energy shields, vehicles, and electronics not hardened to withstand EMP's. However, shock grenades are also fairly unstable, so there is an element of risk in their use.
~Web Mine: The Eliksni have a variety of tricks up their many sleeves. The web mine is a proximity or impact triggered snare device that releases a tangle of "heavy" energy, causing spatial disruption within its sphere of influence (which is an approximately ten meter wide sphere). The web mine's triggering mechanism ejects the physical mine into the air where it detonates its "Web" field. The triggering mechanism and mine can both be destroyed with focused fire.
~Repulse Device: Creates a repulsive shockwave from the user's position, using a similar mechanism to the gravity hammer. Often used by the user activating it, then stomping on the ground.
Defensive Technology/Armor:
~Eliksni Armor: Durable, hardy, with rugged electronics like sensory and comm equipment built into it, Eliksni armor is made to be reliable and practical in many environments. Almost all types of armor also feature respirators built-in, and it wouldn't take long for one to hook up a separate device with a helmet that doesn't possess respiratory equipment. That being said, most armor isn't sealed, as an Eliksni is actually able to survive in hard vacuum provided they have a supply of air.
~Eliksni Energy Shield: Unlike Covenant and UNSC energy shielding, Eliksni energy shields have more of an egg shape that completely encase the user. They generally stop objects moving above a certain speed, allow the user to shoot and strike from inside the 'bubble'. Eliksni-type energy shields are usually stronger, if less versatile, than the other types of energy shielding available.
~Blink Device: Taking a couple seconds to activate and achieve the short teleportation, the Blink device generally moves the user several meters away, with roughly 12-16 as the maximum distance.
~Active Camouflage: Similar to the Covenant's active camouflage, if slightly worse, the Eliksni's version of it nonetheless has an advantage in that it actually obscures infrared lighting around the user (making thermal imaging more difficult to detect them) and doesn't momentarily disengage when the user fires a weapon or is struck by something.
Other:
~Shank: Shanks, small flying drones, are the bulldogs of the Eliksni. Small and tough enough to go where Dregs won't fit, they scout, keep watch, and patrol. Walkers deploy Shanks from internal bays for tactical support and field repairs. There are three main variants of Shank after the standard type with the shock pistol: the Repeater Shank, equipped to shoot much faster, the Exploder Shank, acting as a suicide bomb, and the Tracer Shank, acting as a sniper variant with a slightly-miniaturized wire rifle.
~Servitor: Servitors are large, spherical flying machines used by the Eliksni, roughly ~6' wide as a standard, and are living relics of the once-mighty Eliksni civilization. Packed with ultra-sophisticated machinery, they process matter and energy into useful substances. In battle they support the Fallen with defensive systems (a field that enhances an Eliksni's natural regeneration, allowing them to heal quicker and survive longer) and their own powerful energy weapons, which take the form of large singular explosive bolts of purple energy. Outside, they anchor Eliksni comms and provide vital technological acumen. The Servitors themselves can Blink, and are very durable and fire their energy weapon from their central eye, which also serves as a weak point.
Servitors have complex relationships with each other and with their Eliksni crews. Above standard Servitors are more powerful Servitors known as High Servitors, and above them are Prime Servitors, the highest form of Servitor known. Prime Servitors take the place of a religious leader among the Fallen, with each Fallen House having their own Prime Servitor. Servitors are attached to a Prime, a massive Servitor which exists in somewhat-unclear symbiosis with an Eliksni Archon. The Archon conveys the Kell's wishes to the Prime Servitor, and exerts some measure of control. Recent developments suggest that Prime Servitors are more than a focus of worship and logistical activity--they play a key role in Eliksni star flight.
(Standard Servitor)
(A Prime Servitor)
Vehicles:
~Walker: Eliksni Walkers are mobile gun platforms deployed in offensive and defensive roles alike. Though their insect-like design gives them an eerie, almost lifelike quality, these heavily-armored monstrosities are purely robotic, though they are crewed by two pilots. Their advanced tracking systems can account for multiple targets as their forward repeaters and massive main gun sweep the battlefield for threats. Mine dispensers provide close defense against dismounted infantry, and an on-board Shank foundry produces armed repair drones.
The Eliksni Walker is equipped with an impressive armament, making use of a chin-mounted machine gun for anti-personnel purposes while its main gun is a powerful top-mounted swiveling cannon that fires high-velocity rounds with explosive force. The cannon has a laser-sight that shows where it is aiming, and its rounds have a high blast radius. Mounted on its main gun turret is a missile pod launcher that fires laser-guided high-explosive missiles. It also can emit an area-of-effect repulse attack, which it uses every time it gets back up, or an enemy gets too close. They are capable of being deployed via Fallen Skiffs by low-altitude drops, and can deploy Fallen Shanks and bouncing mines.
Walkers are immediate and deadly threats, having ended the lives of many foes. Eliksni do not hesitate to deploy them to provide overwatch for their salvage and extraction crews. Walkers are also commonly used as blocking forces to guard key assets. However, Walkers can be beaten by focusing fire on the legs, overloading the Walker and rendering its armored core briefly vulnerable. When the Walker stumbles, its opponents should focus all available firepower on the exposed components beneath the neck plating.
~Pike: The Pike is a single-occupant hovercraft-like vehicle, and can be compared to the Covenant Ghost, though they're faster and more agile than a typical Ghost. A Pike looks and sounds like rusted junk but moves like a shark. Lightning crackles in the engine, which can accelerate to fantastic speed. Twin-mounted plasma gun can be used to mow down infantry. This, with their boost and quick-strafe capabilities, make them a nimble and highly maneuverable weapon in a fight. The Eliksni deploy Pikes as high-speed harassers and patrol vehicles.
A variant of the Pike, called the Heavy Pike, is an Eliksni combat and demolitions vehicle. Unlike the standard assault Pike, the weightier Heavy Pikes are equipped with high-caliber twin-nose cannons and dual expel ports to either side that launch explosive devices.
(Standard Pike)
(Heavy Pike)
Vessels:
~Skiff: Slipping out of stealth only to offload a crew of Eliksni, the Skiff is rarely seen. On the other hand, its rumbling, booming arrival is difficult to miss - as are the weapons it uses to support its troop deployments. The Skiff is a troop carrier utilized by the Eliksni. Launched from much larger vessels, the Skiff is capable of rapidly deploying infantry and armor, such as the Eliksni Walker, into combat zones. They do, however, have limited armament (comprised of twin heavy plasma cannons and heavy shock grenades), and as such is used as temporary air support while offloading troops and vehicles. Skiffs possess active camouflage systems, and a limited slipspace drive that they can use it to appear within atmosphere.
~Ketch: Ketches are massive starships used by the Eliksni that are capable of interstellar travel. Able to hold hundreds of Eliksni crew members, many Skiffs and vehicles, each Ketch has significance and is a symbol of power and control for the one who commands it.
(Refer here for pics.)
Alliances: Varies (Primarily Kig-Yar and those who will hire them)
Technological Achievement Tier: Tier 3 (Formerly Tier 2)
Homeworld: Unknown
Appearance & Biology:
In essence, the Eliksni appear as four-armed humanoids with spider-like traits. Their skin is leathery, dry, and ranges from dull grey to dull brown in color. They have large two-toed feet, three fingers (one a thumb) on each of their four hands, small mandibles in front of their mouths, and four eyes that almost glow a blue-white color. On their heads and backs, they grow stiff bristle-like hair, though most of the higher-ranking Eliksni keep the hairs cut short.
The Eliksni are a hardy species, and can survive in a wide range of environments without heavy armor or complex modifications to their physiology. Their blood color is reddish purple. Fatal damage to an Eliksni's head usually results in a white gaseous substance stored within their skulls to escape, producing a hissing-shriek sound; it's unknown exactly what purpose the substance is used for, but it seems to be critical to their normal physiological functions. This substance is also released normally upon death, albeit much slower and usually through the mouth. It also may be tied to their eyes and why they seem to stop glowing after an Eliksni dies.
The Eliksni are able to see into the infrared range, and have excellent night vision and depth perception. The younger ones are generally stronger than humans, with Captains on par with most Sangheili, and larger specimens approaching the strength of a Hunter, if not exceeding them. Eliksni are fairly nimble as well, and are skilled climbers and sharpshooters. They also seem to possess regenerative capabilities to a degree, as evidenced by the way promoted Dregs are permitted to regrow their arms; though their natural ability may be enhanced or boosted in some way by a Servitor during said arm regrowth.
It seems that the older an Eliksni gets, the larger and stronger they grow. The tallest Eliksni have reportedly grown to somewhere around the 12'-14' range, though it's still relatively uncertain if the numbers are exaggerated, or if they can grow even larger than that. In contrast, the smallest Eliksni that can be qualified as adults are usually about 6' 6” when standing at their full height.
Culture: Reduced to drifting nomadic groups after the destruction of their civilization, the Eliksni have primarily become scavengers and raiders to survive. Their society is divided into a number of Houses, many of which compete against the others and rarely cooperate. As relative strangers in the current wider galactic picture, most Houses are willing to (at least begrudgingly) cooperate with other species, and they are often found as hired goons, working with the Kig-Yar or other scavenger and pirate types, and the like.
Each House is ruled by a triumvirate of sorts. Kells command a House politically and ensures there is no infighting. Prime Servitors are exalted and worshiped as machine gods of sorts, and provide a supply of newly-created servitors which monitor and oversee the Eliksni's tech and navigational capabilities, among other things. Archons serve as both high priests and chief engineers of a House, mediating between the Kell and the Prime Servitor in addition to overseeing maintenance of the House's machines.
Below the upper echelon of House leadership are the Barons and Captains and the individual crews they command. Captains are Eliksni who have managed to gather a following of a number of Vandals and Dregs, who serve as the Captain's crew, commanding respect through brute force. Most Captains swear fealty to a certain House, but some operate independently. A step above Captains in rank are the Barons, who possess multiple Skiffs and possibly a Ketch, as well as lead a crew.
The majority of Fallen Houses consist of Vandals and Dregs. Vandals serve as both seasoned infantry and skilled workers. They aspire to become Captains and one day lead crews of their own. Dregs are the lowest class in Fallen society. Docked of their lower pair of arms in a ritual of humiliation and obedience, Dregs zealously fill the roles of shock troops and menial laborers in crews. The life expectancy of a Dreg is notoriously short, but those few who survive to be promoted to Vandals are permitted to regrow their arms.
History: It's unknown exactly what happened in the past, but several hundred years ago, the Eliksni seem to have suffered a catastrophe that destroyed their former civilization, an event called the “Whirlwind”. In the aftermath of the devastation and the destruction of their homeworld, they fell to infighting and civil war over what remained of their civilization's ruins, which only served to muddle and confuse whatever accounts of the Whirlwind that may have existed.
Eventually, the Houses managed to establish a tenuous peace between them and departed from their nigh-uninhabitable worlds and systems. They remained on the fringes of the neutral and underground galactic society for decades, though some were recruited by the Covenant during their crusade against humanity in a similar manner to the Kig-Yar. With the Human-Covenant War now ended, many Houses have pushed forward and emerged into greater prominence in the galactic community. Many seek Forerunner ruins in the hopes that it will help them achieve the level of civilization they had before and even beyond it, while others just want the shiny new tech to help them become even better at raiding and plundering.
Military Classing/Ranks:
~Dreg: The lowest-ranking class of Eliksni warrior, they cling to the bottom rung of Eliksni society. Less disciplined than Vandals or Captains, they often give away their position with their chattering. Because of their low rank, Dregs have had their lower set of arms cut off as part of a ritual of humiliation and obedience. Dregs seek to prove their worth through selfless aggression, and this suicidal bravery is fueled by ambition and shame; only a few will survive to gain promotion and regrow their limbs. It's not unheard of for higher-ranking Fallen to be demoted to Dregs if they have failed their superiors in some way, if they are not killed outright. Dregs are typically lightly armed, generally with shock daggers, shock pistols, and shock grenades, though some rarely use shrapnel launchers.
~Vandal: Superior to Dregs, but subordinate to Captains, Vandals are savage pirates that take pride in every place they pillage and every body they drop. Soldiers, brawlers, assassins, and scouts, Vandals serve many roles within a Fallen crew. And whether from distance or up close and personal, they are seasoned, efficient killers, with an arsenal of weaponry and tech to match their bloodlust. They're typically armed with shock rifles, wire rifles, shrapnel launchers, and shock swords. Many often use a form of active camouflage.
~Captain: The highest standard rank of Eliksni, Captains typically carry themselves with an air of superiority and nobility. They command a crew of lesser-ranked Fallen, and a Skiff or equivalently-sized vessel, though a rare few control a Ketch--generally the ones that don't swear loyalty to a House, otherwise they'd most likely be promoted to Baron. Captains usually wield shrapnel launchers, shock swords, shock rifles, and rarely a scorch cannon, and are equipped with an Eliksni energy shield. Captains also possess a Blink device. A rare few also utilize active camouflage.
~Baron: A step above Captains, in a given House a Baron is subservient only to the Archon, Kell, and Prime Servitor, though stronger Barons are of course seen as more important. Apart from that, Barons usually just appear as slightly larger Captains, albeit with better equipment that's often decorated in some way. They command multiple Skiffs at least, and most own a Ketch or two, perhaps more. Their Eliksni-type energy shields are also stronger than Captains, and their Blink devices are more efficient. Sometimes, Barons possess a Repulse Device.
~Kell: The political leaders of a House, Kells ensure that the rank and file are operating efficiently together; without the Kell, a House is vulnerable to infighting as the Barons compete with one another to become the new Kell. The physically biggest and strongest amongst the Eliksni, Kells are rarely found below 10' tall. Their armor is thick and ornate, equipped with the best energy shields, Blink devices, and other assorted equipment. A Kell's weapons are personalized and enhanced in some way, and they are often seen wielding shrapnel launchers, scorch cannons, and large shock swords. Kells are almost always equipped with Repulse devices.
~Archon: The intermediaries between the Kell and the Prime Servitor, Archons act as the high priests and protectors of the Prime Servitor. If the Archon dies, the Prime becomes vulnerable to attack. While usually only marginally smaller than a Kell, Archons are still some of the biggest and strongest Eliksni around. Their armor, while mostly practical, is more ceremonial-looking than a Kell's. Their equipment, from energy shields to Blink and Repulse devices, are some of the best one can find amongst the Eliksni. They generally wield shrapnel launchers, scorch cannons, large shock swords, and such.
Offensive Technology/Weapons:
~Shock Dagger: The shock dagger is a deadly combination of stun gun and knife. Composed of a lightweight metal and powered by a small arc charge, the shock dagger is capable of cutting through armor and delivering a staggering jolt of electricity. Eliksni use them for every purpose imaginable, from light metalwork to hand-to-hand combat.
~Shock Sword: The shock sword is a full-length edged weapon that gathers electrical energy from a system of shock cores and charging caps in the hilt, which converts the entire length of the blade into a plasma cutting torch. While not as powerful as an energy sword, they nonetheless can deal an impressive amount of damage. Not to mention, a shock sword can be used to parry an energy sword when activated.
~Shock Pistol: The shock pistol is a simple but deadly weapon, and a mainstay of the Eliksni arsenal. Primarily utilized by the lower ranking members of a given Fallen crew, Shock Pistols discharge small but fast-moving bolts of plasma.
~Shock Rifle: Although based on the same technology as other Eliksni plasma weaponry, this rifle has a distinct advantage: the projectiles it fires track unerringly to the target. The exact mechanism behind this is unclear, but the rifle seems to steer a given slow-moving molten projectile down an artificial field line.
~Shrapnel Launcher: The shrapnel launcher is a simple, effective, robust weapons system that Eliksni can build without risking vital resources. The weapon fires loose-forged canisters of explosives and shrapnel down electromagnetic rails embedded in the barrel, resulting in a few superheated spikes (which are on fire) being launched at a target with each trigger pull. Captains often favor this weapon for its intimidating presence.
~Wire Rifle: The Wire Rifle utilizes shock cores to charge thin wires of an exotic metal, converting them into electrical-infused molten shards with an extraordinary muzzle velocity. The sniper rifle of the Eliksni arsenal, they are favored by Vandals, especially Stealth ones.
~Scorch Cannons: The scorch cannon acts as the Eliksni rocket launcher, with a ten round magazine as a standard. It shoots an explosive round, the detonation of which can be delayed, turning the projectiles into sticky bombs as they adhere to almost any surface, almost like a plasma grenade; an adhered projectile singes and burns whatever it's attached to. Once that happens, the round's explosion is compressed, resulting in the detonation getting bigger as time goes on. A user can manually detonate a round after sticking it to something, or just wait until it fully destabilizes and explodes on its own.
~Shock Grenade: The shock grenade is a simple, effective Eliksni weapon. The core of the device is a shock core encased in an induction motor. Once activated, an electrical arc charge builds in the core until it reaches critical mass, starting a chain reaction that ends with a devastating explosion. It's quite effective against energy shields, vehicles, and electronics not hardened to withstand EMP's. However, shock grenades are also fairly unstable, so there is an element of risk in their use.
~Web Mine: The Eliksni have a variety of tricks up their many sleeves. The web mine is a proximity or impact triggered snare device that releases a tangle of "heavy" energy, causing spatial disruption within its sphere of influence (which is an approximately ten meter wide sphere). The web mine's triggering mechanism ejects the physical mine into the air where it detonates its "Web" field. The triggering mechanism and mine can both be destroyed with focused fire.
~Repulse Device: Creates a repulsive shockwave from the user's position, using a similar mechanism to the gravity hammer. Often used by the user activating it, then stomping on the ground.
Defensive Technology/Armor:
~Eliksni Armor: Durable, hardy, with rugged electronics like sensory and comm equipment built into it, Eliksni armor is made to be reliable and practical in many environments. Almost all types of armor also feature respirators built-in, and it wouldn't take long for one to hook up a separate device with a helmet that doesn't possess respiratory equipment. That being said, most armor isn't sealed, as an Eliksni is actually able to survive in hard vacuum provided they have a supply of air.
~Eliksni Energy Shield: Unlike Covenant and UNSC energy shielding, Eliksni energy shields have more of an egg shape that completely encase the user. They generally stop objects moving above a certain speed, allow the user to shoot and strike from inside the 'bubble'. Eliksni-type energy shields are usually stronger, if less versatile, than the other types of energy shielding available.
~Blink Device: Taking a couple seconds to activate and achieve the short teleportation, the Blink device generally moves the user several meters away, with roughly 12-16 as the maximum distance.
~Active Camouflage: Similar to the Covenant's active camouflage, if slightly worse, the Eliksni's version of it nonetheless has an advantage in that it actually obscures infrared lighting around the user (making thermal imaging more difficult to detect them) and doesn't momentarily disengage when the user fires a weapon or is struck by something.
Other:
~Shank: Shanks, small flying drones, are the bulldogs of the Eliksni. Small and tough enough to go where Dregs won't fit, they scout, keep watch, and patrol. Walkers deploy Shanks from internal bays for tactical support and field repairs. There are three main variants of Shank after the standard type with the shock pistol: the Repeater Shank, equipped to shoot much faster, the Exploder Shank, acting as a suicide bomb, and the Tracer Shank, acting as a sniper variant with a slightly-miniaturized wire rifle.
~Servitor: Servitors are large, spherical flying machines used by the Eliksni, roughly ~6' wide as a standard, and are living relics of the once-mighty Eliksni civilization. Packed with ultra-sophisticated machinery, they process matter and energy into useful substances. In battle they support the Fallen with defensive systems (a field that enhances an Eliksni's natural regeneration, allowing them to heal quicker and survive longer) and their own powerful energy weapons, which take the form of large singular explosive bolts of purple energy. Outside, they anchor Eliksni comms and provide vital technological acumen. The Servitors themselves can Blink, and are very durable and fire their energy weapon from their central eye, which also serves as a weak point.
Servitors have complex relationships with each other and with their Eliksni crews. Above standard Servitors are more powerful Servitors known as High Servitors, and above them are Prime Servitors, the highest form of Servitor known. Prime Servitors take the place of a religious leader among the Fallen, with each Fallen House having their own Prime Servitor. Servitors are attached to a Prime, a massive Servitor which exists in somewhat-unclear symbiosis with an Eliksni Archon. The Archon conveys the Kell's wishes to the Prime Servitor, and exerts some measure of control. Recent developments suggest that Prime Servitors are more than a focus of worship and logistical activity--they play a key role in Eliksni star flight.
(Standard Servitor)
(A Prime Servitor)
Vehicles:
~Walker: Eliksni Walkers are mobile gun platforms deployed in offensive and defensive roles alike. Though their insect-like design gives them an eerie, almost lifelike quality, these heavily-armored monstrosities are purely robotic, though they are crewed by two pilots. Their advanced tracking systems can account for multiple targets as their forward repeaters and massive main gun sweep the battlefield for threats. Mine dispensers provide close defense against dismounted infantry, and an on-board Shank foundry produces armed repair drones.
The Eliksni Walker is equipped with an impressive armament, making use of a chin-mounted machine gun for anti-personnel purposes while its main gun is a powerful top-mounted swiveling cannon that fires high-velocity rounds with explosive force. The cannon has a laser-sight that shows where it is aiming, and its rounds have a high blast radius. Mounted on its main gun turret is a missile pod launcher that fires laser-guided high-explosive missiles. It also can emit an area-of-effect repulse attack, which it uses every time it gets back up, or an enemy gets too close. They are capable of being deployed via Fallen Skiffs by low-altitude drops, and can deploy Fallen Shanks and bouncing mines.
Walkers are immediate and deadly threats, having ended the lives of many foes. Eliksni do not hesitate to deploy them to provide overwatch for their salvage and extraction crews. Walkers are also commonly used as blocking forces to guard key assets. However, Walkers can be beaten by focusing fire on the legs, overloading the Walker and rendering its armored core briefly vulnerable. When the Walker stumbles, its opponents should focus all available firepower on the exposed components beneath the neck plating.
~Pike: The Pike is a single-occupant hovercraft-like vehicle, and can be compared to the Covenant Ghost, though they're faster and more agile than a typical Ghost. A Pike looks and sounds like rusted junk but moves like a shark. Lightning crackles in the engine, which can accelerate to fantastic speed. Twin-mounted plasma gun can be used to mow down infantry. This, with their boost and quick-strafe capabilities, make them a nimble and highly maneuverable weapon in a fight. The Eliksni deploy Pikes as high-speed harassers and patrol vehicles.
A variant of the Pike, called the Heavy Pike, is an Eliksni combat and demolitions vehicle. Unlike the standard assault Pike, the weightier Heavy Pikes are equipped with high-caliber twin-nose cannons and dual expel ports to either side that launch explosive devices.
(Standard Pike)
(Heavy Pike)
Vessels:
~Skiff: Slipping out of stealth only to offload a crew of Eliksni, the Skiff is rarely seen. On the other hand, its rumbling, booming arrival is difficult to miss - as are the weapons it uses to support its troop deployments. The Skiff is a troop carrier utilized by the Eliksni. Launched from much larger vessels, the Skiff is capable of rapidly deploying infantry and armor, such as the Eliksni Walker, into combat zones. They do, however, have limited armament (comprised of twin heavy plasma cannons and heavy shock grenades), and as such is used as temporary air support while offloading troops and vehicles. Skiffs possess active camouflage systems, and a limited slipspace drive that they can use it to appear within atmosphere.
~Ketch: Ketches are massive starships used by the Eliksni that are capable of interstellar travel. Able to hold hundreds of Eliksni crew members, many Skiffs and vehicles, each Ketch has significance and is a symbol of power and control for the one who commands it.
(Refer here for pics.)