Factions: Enemies (Basic NPCs)

The Mad Queen

Memento Mori. Unus Anus


The Enclave is a secretive political, scientific, and militaristic organization that is descended directly from members of the pre-War United States government, and claims to be the legally-sanctioned continuation of the government, while also styling themselves and their overall demeanor as such.

The Enclave is comprised of (mostly) descendants of top-tier officials of the government (including the final president of the United States before the Great War according to the Fallout Bibles), elite members of various branches of the United States' military, as well as a few others such as those who had considerable ties and/or sway with powerful corporations that retreated to the Poseidon Energy Oil Rig.

The Enclave takes pride in being the last known concentrated bastion of pure, unmutated humanity, aside from the unopened Vaults, and being the most technologically advanced faction in the wasteland. Because of the effects of radiation and the Forced Evolutionary Virus on the people of the Wasteland, most members of the Enclave generally do not consider them to be completely human anymore, often attacking them on sight.

They, as well as other mutated creatures, like the various generations of super mutants and ghouls, are considered to be abominations that are, at best, to be used as conscripted assets or slaves, and at worst, eradicated so that "true humanity" could take its place as the "real" nation of America.

Enclave soldiers: Elite soldiers armed with a variety of plasma weapons and advance power armor.





Eyebot: Small floating robot equipped with a radio and a small laser weapon.



Sentry bot: Heavily armored robot armed with a laser gatling gun and a missile launcher.



Vertibird: Advance flying vehicle used for transportation armed with a laser gatling gun and missiles.

Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury).

By 2287, a unique large group of super mutants are found in The Commonwealth; they are experiments of The Institute.

Average super mutants stand approximately 10.4 feet tall (although they typically stand with hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more.

While they will not normally die due to the normal effects of aging, super mutants are prone to senility, leading to tendencies to engage in near-psychotic, aggressive attacks against other humans and other creatures. As super mutants created by the modified strain of FEV age, they grow consistently larger and stronger, eventually reaching heights of up to 2 stories.

The Commonwealth mutants seem to show more intelligence (with the exception of the behemoth) than their Capital Wasteland counterparts. As they shout out slightly more intelligent battle cries and taunts. They seem to use better tactics, especially with higher ranking mutants. However, even though they are more intelligent than Vault 87 counterparts.

Super Mutant

The most common and weakest variety of super mutant. They carry a pipe or board weapon and drop minimal loot on death. They can usually be taken down with minimal effort. They can often be found amongst more powerful varieties of super mutant such as a skirmisher.

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Super Mutant Suicider

A super mutant that will run at the player with a beeping mini nuke in its arm. It will then detonate itself while in close proximity, killing its enemy and itself in a fiery, nuclear explosion. Shooting the mini nuke in the suicider's hand or targeting the right arm in V.A.T.S. will cause the mutant to explode prematurely, killing it instantly. As a result, shooting the bomb from afar is one of the most effective ways to dispatch of them. The suicider can be detected before it is seen by listening for the beeping of its mini nuke.

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Super Mutant Skirmisher

Super mutant skirmishers are significantly tougher than regular super mutants, taking more damage and usually carrying more powerful weapons such as rifles and missile launchers.

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Super Mutant Brute

Super mutant brutes are a significant step up from skirmishers. Brutes, much like their namesake, take even more damage to put down and are far stronger than their brothers.

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Super Mutant enforcer

The super mutant enforcer is significantly stronger than the brute and is more likely to be more heavily armored than the others

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Super Mutant Butcher

Super mutant butchers appear more often at higher levels. They are normally heavily armored and often use heavy weapons and they are much stronger than the enforcer.

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Super Mutant Master

A force to be reckoned with, super mutant masters have an extremely high hit point pool and superior damage resistance compared to their weaker brethren. They are generally equipped with heavy weapons such as the missile launcher or minigun. They can be generally found in locations with a large mutant concentration, an example being Big John's salvage.

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Super Mutant Overlord

A super mutant overlord is stronger than most mutants. They may be seen traveling in pairs.

Super Mutant Primus

The primus can seen with big groups of super mutants, most commonly at big outposts of super mutants. They use missile launcher, super sledges or even Fat Man (which launches Mini-Nukes)

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Super Mutant Warlord

The third strongest super mutant, the warlord is very dangerous as he is much stronger than most of his brethren. Their extremely high hitpoints means that they can withstand multiple head or limb shots from extremely powerful weapons like Gauss Rifles without being crippled.

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Behemoth

Behemoths are the most powerful super mutants by far. However, even when compared to other super mutants, they are incredibly stupid. Despite this they are an enormous threat as they throw large boulders and use a massive fire hydrant as a bat to attack anything that comes close. A behemoth can usually be found near Sunshine Tidings co-op, at a power station to the west of Natick Banks, and south of Walden Pond.

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Glowing Behemoth

A Behemoth full of radiation.

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Epic Behemoth

Epic behemoths are an immensely powerful variation of average super mutant behemoths, and, to some extent, are more clever in combat. They tend to appear in forest areas, which they may use to their advantage by hiding behind trees. They also will block their face with their hand quite often, especially when being meleed, allowing for a chance to get in several hits. They are more upright than many standard behemoths in appearance, and although they are quicker, they use similar fighting techniques, such as smashing, knocking their enemy down and hurling boulders. Aside from being able to sustain more damage, they can be crippled if low on health, and will slunk to the ground on their side, where they can be finished off.

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Ancient Behemoth

These behemoths are the toughest and oldest mutants found in the Commonwealth. They are most likely some of the first FEV experiments that the Institute conducted and have grown over the decades into ancient behemoths.

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Mutant Hounds

These are dogs that have suffered major mutation from being exposed to the Forced Evolutionary Virus. Usually they are accompanying super mutants. They were likely created in the FEV lab of the Institute, along with the super mutants that are seen throughout the Commonwealth.

Mutant hounds are usually two times bigger than normal stray dogs. In addition, their hair has turned gray or is completely missing. The modification imposed on their bodies is similar to the one the super mutants went through when they were humans: increase of muscle mass, depigmentation of the skin to a greenish color and complete loss of body hair.

The intelligence of mutant hounds seem affected too in the same way that a super mutant's is from the Forced Evolutionary Virus. This leads to thinking that these dogs were exposed to FEV as experiments inside the FEV lab of The Institute along with humans. They appear not to be in any way linked to the Master, as he was evolving only humans for his army. Super mutants seem to understand mutant hounds like no other in the Massachusetts Wasteland. Their vocal chords have evolved to create a very deep and low howl that they use to alert their nearby brethren.

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HK Ariel: The term HK-Aerial refers to a variety of Skynet's large airborne VTOL-capable Non-Humanoid Hunter Killers. Featuring a devastating array of under-slung and wing-mounted lasers, missiles, and plasma cannons, the HK-Aerial is fearsome and terrifying to behold. One of the most notable models is the "Dragon"

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(HK Ariel Dragon)

HK Tank The term HK-Tank refers to a wide variety of Skynet's ground-based combat Hunter-Killer vehicle. Developed from the original T-1, the HK-Tank is several stories tall and vaguely humanoid in overall shape, possessing a rotating, conning tower-like "head", two steel "arms" equipped with twin-barreled directional plasma cannons, and two "legs" consisting of massive individual tank treads. While formidably armed, the HK-Tank can be easily destroyed by a well-placed demolition charge.

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T-600 model: The Terminator, Series T-600 (sometimes T-600 Model or 600 Series) is a Terminator series mass-produced by Skynet starting in 2016. The Series 600 Terminators serve as early Infiltrators featuring titanium alloy endoskeletons which were sometimes covered in rubber skin. As a result of their rubber skin covering, Resistance fighters could easily spot the T-600s in the field.

Standing almost six feet tall and weighing almost 800 lbs, the T-600's endoskeleton is very powerful and can lift objects almost five times its own weight or punch through concrete and metal with no damage to its reinforced servos.

The T-600 Series is capable of running at a constant speed of almost 60 km/h (37 mp/h), with short bursts of up to 75 km/h (46 mp/h). However, these bursts of speed tax the servos and the joints of the leg assemblies. They are also vulnerable to EMP blasts and as they have not encountered magic before could be considered vulnerable to it too.

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T-700 model: The T-700 is a Terminator series which served as the stepping stone between the T-600 and T-800 Terminator. The T-700 is the first generation of the Series 800 Terminator, individual Terminators within the series are often referred to as the T-700s.

The Series 700 Terminators are structurally identical to their Infiltrator cousins but are built solely for combat as they have a more durable endoskeleton and have a CPU less advanced than the Series 800. Units of the 700 Series are also entirely reliant on Skynet for command and control functions as they lack the ability for independent thought. They are vulnerable to EMP blasts and as they have not encountered magic before could be considered vulnerable to it too.

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T-800 model: The Cyberdyne Systems Series 800 Terminator, or 800 Series, is a type of Terminator mass-produced by Skynet. Individual Terminator within the series is often referred to as T-800. The T-800 Terminator was Skynet's first cybernetic organism, with living tissue over a hyperalloy endoskeleton. This made it Skynet's first successful Infiltrator unit, capable of infiltrating the Resistance.

In alternate timelines, versions of this model were sent back in time to kill Sarah Connor and protect John Connor. It is equipped with an advanced CPU, a Neural Net Processor or "learning computer".

The metal endoskeleton of the T-800 is a microprocessor controlled fully armoured hyper-alloy combat chassis and is constructed with frictionless bearings in its joints, and a servo-actuated control system. Its limbs are controlled by axial drive motors and clavicular trailing links, allowing the T-800s to maneuver faster than the Series 600 Terminators, as bursts of speed of up to 22 mph no longer threatened the joint assemblies.

The T-800 was also 20% lighter and 40% stronger than the T-600. The armoured frame is capable of withstanding most small arms fire and is able to survive being set with no degradation of capabilities.

They are somewhat vulnerable to EMP blasts and as they have not encountered magic before could be considered vulnerable to it too.

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(The T-800 model sent to protect John Connor after sustaining damage)

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(A T-800 model without the living tissue)

T-1000 Model: "T-1000, advanced prototype. A mimetic poly-alloy. Liquid metal."

-T-800, about the T-1000

The T-1000 Advanced Prototype is a Terminator series produced by Skynet in 2029. The 1000 Series Terminator is fully autonomous and unlike previous Infiltrator models that used rubber skin — and then finally living tissue over a metallic endoskeleton, the T-1000 is entirely made of a liquid metal called "mimetic polyalloy", meaning it can reform into any shape it touches of the approximate size, thus calling it a "shape-changer". It can impersonate other people as well as morph it's arms into blades.

A T-1000 features a liquid molecular brain gathered by mimetic polyalloy. The molecular brain grants the T-1000 advanced reasoning capabilities, emotions such as humor, and even self-awareness. As a result, a T-1000 can make its own decisions contrary to that of Skynet. In order to protect itself from its own creation, Skynet did not mass produce the T-1000. Later, Skynet discontinued T-1000 for this reason.

One of the fundamental prime directives of the T-1000 was "recovery of essence" as the more it lost, the less effective it became. The default command in the mimetic polyalloy's molecular memory was to find the main mass and rejoin it. Each molecule had a range of 14 km. If a piece of mimetic polyalloy was out of range from the main body of superfluid, it could mimic something locally as camouflage (for example, a rock or a piece of pipe) until the T-1000 came back into range again and detected it. The T-1000 is able to use a small part of its body as tracking device.

As this trait was encoded at a very basic level, this emergency camouflage programming would manifest itself as a malfunction or glitch when a T-1000 was critically damaged. The T-1000 that fought with Sarah Connor displayed this glitch in the steel mill. Having been frozen and shattered, the T-1000 began to mimic floor coverings and other objects it came into physical contact with due to its molecules undergoing self-preservation.

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These Cybermen were originally a wholly organic species of humanoids who arose on Earth's former twin planet, Mondas. Mondas drifted into the outer solar system to become an orphan planet. The Mondasians adapted by turning themselves into cyborgs and eventually all of the Mondasians underwent forced cyber-conversion. Although Mondas was destroyed, the Cybermen continued to be a threat.

The Cybermen took it as their primary aim to conquer the universe, converting where possible to boost their numbers. Fear of such conversion was prevalent on many worlds and so the Cybermen came to be objects of terror.

They are more advanced then their Lumic counterparts, having demonstrated that they are capable of fast-travel spaceflight and Time Travel. The Mondas Cybermen have constantly upgraded themselves in order to advance their species and "keep up" with technology at the time. In the year 2526, the human race and the Cybermen began the Cyber-war across the universe.

These Cybermen are vulnerable to gold and share all vulnerabilities to their Lumic counterparts, minus the emotional inhibitors. They also fight with hand-held energy weapons, rather than arm attachments but also have Cybermats at their disposal.

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(Standard Cyberman units)

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(Cyberleader)

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(Cybercontroller)



These Cybermen originated in another universe, where they were created by John Lumic, the owner of Cybus Industries. His Cybermen believed that all of humanity must be "upgraded" to cyber-form so that information would never be lost and that the humans' physical and emotional weaknesses were abolished. Cyber-conversion involves removing the brain of the subject painfully and placing it within a suit of armour. Once complete, the new Cybermen had a special implant that prevented them from feeling emotions.

The cyber-suit was constructed from bulletproof steel (which was later improved). This exo-structure appeared thicker and heavier than that of the Cybermen of Mondas . A chest plate with the Cybus Industries logo housed a "heart of steel" and the emotional inhibitor chip. The brain was contained within the head. Artificially-grown nervous tissue was threaded throughout the body so the Cyberman responded like a fully biological organism. Without a brain inserted, the cyber-suit was a robot. Even when disembodied, the various parts of the suit – arm, head and torso – had sufficient processing capacity to pursue and attack a human target.

The Cybermen have rank, with Cyber-leaders being marked with black handles. The original Cyber controller, John Lumic himself. may have died but the Cybermen can appoint a new Cyber controller if a suitable one is found.

While at the end of the Battle of Canary Wharf, these Cybermen were defeated by being pulled into "the void", a space between "Pete's World", the parallel world where the Lumic Cybermen originated and the Earth-One of the Whoverse/Doctor Who universe, with an infinite number of universes in the Multiverse other versions of the Lumic Cybermen continue to exist and pose a threat to all human life in that universe.

The Cybermen are capable of delivering fatal electric shocks by touching their victims and later models were equipped with energy weapons attached to their right arms, capable of killing unarmoured human beings in one hit. As seen during the Battle of Canary Wharf, the Cybermen are also capable of wielding other weapons.

Other Cyberman units include the Cybermats and the drones, Cybermats are small cyborgs who act as scouts. They can drain electrical energy and store it for later use and can deliver fatal electrical shocks.

Cyberman drones are Cyberman units that did not undergo the full conversion. During the Battle of Canary Wharf, the Cybermen used this method as a quick way of developing troops due to heavy losses. One notable drone (Lisa Hallett) was only partially converted into a drone and rescued by Ianto Jones of Torchwood but after her emotional inhibitors were accidently activated she was killed by the Torchwood team. While most drones will have undergone the full conversion, it is similar to that of the Mondas cybermen rather than the Lumic versions in which the Cybermen upgrade a body rather than transplant a brain.

If the implants are disrupted, the Cybermen enter into a traumatic state caused by the pain of the conversion. This inevitably results in an agonising death from the emotional overload. They are also vulnerable to EMP blasts and as they have not encountered magic before it can be assumed that they may be vulnerable to it too. As seen during the Battle of Canary Wharf, the Cybermen are also vulnerable to high-powered energy weapons

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(cybermat)

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(standard Cybermen units)

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(Lisa Hallett)

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(cyberleader)

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(the original, cyber controller John Lumic after being upgraded)



Sontarans: The Sontarans are a warrior race that reproduce by cloning. Due to the high gravity of the moon of Sontar that they were first created on, the Sontarans have great strength and resilience in lower gravity environments like Earth or Gallifrey. Sontarans can live into their eighties, but their war-like culture meant that they were unlikely to do so.

They are a somewhat advanced war-like race, capable of teleportation and spaceflight amongst other things with most if not all of their technology focused on war, most notably with the Rutans who they have been at war with for a over a millennia. Sontaran soldiers fight with laser rifles but are proficient in other weapons.

They absorb energy via the probic vent on the back of their necks. This vent is also their crucial weakness, as any sudden blow to the vent would stun them. The penetration of a sharp object into the vent would kill them. Tampering with the energy source could also lead to a reversal effect that could destroy a Sontaran from the inside out. During the 2009 invasion, Sontarans were shown to be hurt by conventional weapons as platoons were killed by UNIT soldiers.

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(Sontaran flagship)

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(one-manned Sontaran ship)



The Rutan Host/Rutans: In their natural forms, the Rutans are shaped somewhat like jellyfish, with a green glowing body and many light-green tendrils. They are amphibious and could cling to sheer, vertical surfaces. They had considerable mobility out of the water, despite their shape. Rutans can see, even without visible eyes, but their vision is limited. They speak by forming vocal apparatuses which gave them a harsh, tinny voice. Rutans reproduce by binary fission, with two identical Rutans being produced.

Rutans are formidable fighters, even when they do not have weapons. Rutans can generate lethal biolelectrical shocks to defend themselves and seem to be able to absorb electrical energy directly for sustenance. They can also use this energy to produce a force field to absorb energy from weapons, though this required great effort. Though they prefer colder environments Rutans can survive almost anywhere, including the vacuum of space. The Seventh Doctor described the Rutans as "infinitely adaptable"

Rutans never refer to themselves as individuals, preferring the first person plurals "we", "us" and "our(s)". They also have no individual names. The Rutan hive mind is coordinated by a Queen who lives on Ruta III. Without her control the Host would fall apart. They are able to operate independently, but they do not see individuals as important and all individual desires were subsumed by the general desire to win the war with the "Sontaran rabble".

Rutans use shapeshifting technology to adapt to alien environments and infiltrate alien cultures; they are consummate spies. A Rutan usually kills specific individuals and then impersonates them. The Rutan needs to know the form very well, usually after a careful study and dissection.

The Rutan Host has unknown types of technology, though they are apparently less advanced than the Sontarans. Rutan spaceships are crystalline in structure and look like glowing balls of fire. These ships can control the weather to a degree.

As the Rutans have never encountered magic before, they could be considered weak to it. Ruta III is an icy planet, making the Rutans vulnerable to heat and fire. The Rutans can also be hurt by conventional weapon (Leela, a companion of the 4th Doctor killed a wounded Rutan scout with an improvised 18th century mortar)

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Sycorax: The Sycorax are a superstitious race of warriors and intergalactic plunderers who are known for enslaving species. They canlive up to four hundred years, are organised into the Sycorax empire, divided into large tribes. Sycorax have pride, honour, and some respect for the rules of war, leadership was earned by trials of strength and combat. They wear skull-helmets to impress their enemies, and red-robes as a sign of leadership. They often trophies of body parts such as bones, skin or hair from conquered races.

Many tribes left their home region in their asteroid ships to explore space, to conquer and enslave other planets, expanding the empire. One notable tribe is the Halvinor tribe, who attempted to enslave the Earth in 2006.

Despite being spacefaring, many Sycorax rely on simple weapons, such as swords and knives, generally adorned with trophies but some Sycorax (most notably tribe leaders) carry energy whips capable of destroying the flesh in a human body, leaving only the bones. They can detect energy, are capable of teleportation (they were both able to locate and teleport the TARDIS to their ship) and mind control.

This mind control is somewhat limited as they are only able to control via blood control (using A positive blood in 2006) and are unable to cause the victims of their control to harm themselves or others.

Sycorax can be killed with conventional weapons and their rules of war can also be exploited. If one was to defeat a Sycorax tribal leader in a trial by combat they can cause the entire tribe to retreat (The Doctor used this to defeat the Sycorax in 2006)

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(standard Sycorax warriors)

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(a group of Sycorax females)

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(a Sycorax tribal leader without his helmet)

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(Sycorax ship)



XOF soldiers: Main fighting force armed with body armor ,heavy weapons, and vehicles.

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Sahelanthropus: Large Metal Gear armed with 2 gatling guns, 6 guided missile launchers, 4 surveillance mine launchers, 2 metallic archaea nano-fiber blades, Flamethrower, Rail gun



Tretiji Rebenok/Psycho Mantis: Sahelanthropus's controller, psychic powers



Parasite Unit: Elite soldiers capable of traveling at fast speeds, durability, and armed with heavy machine guns.



Man on Fire:Possesses destructive pyrokinetic powers.





Thraka's forces

Ork Boyz

Ork Boyz: Numerous rank and file Ork warriors which form the core of any Ork army.

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Da ooman base iz got walls an’ fings, see. So, if I’z goes up to da wall, all sneaky-like, and blows it up wiv me bombs, den dere’ll be an ‘ole in da wall wot da ladz can go fru, see. So, when you’z lot ‘ears sumfing go boom, you charge,’ cos dere’ll be an ‘ole in da wall. Unnastand?

Snikskin, Ork Kommando, explaining a plan to a group of other Orks[4a]

Kommandos: Orks fond of sneaky types of warfare, experts in laying ambushes and unsuspected attacks.

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Wot, this? Naw, I've had this fer ages. Of course the paint's still wet, it's me favourite. Sell it to ya if you like. One careful owner.

'Fingaz' Rutzeg, Deathskull Loota[6]

Lootas: Thieving Orks who use stolen weaponry for creation of their fearsome Deffguns and fulfil the role of heavy support on the battlefield.

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Stormboyz: Orks that fancy discipine and, equipped with Rokkit Packs, fulfil the role of jump infantry on the battlefield.

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Nobz: Ruling class of the Ork race. Larger and more aggressive than other Orks they act a squad leaders or fight together in their own mobs.

Meganobz: Ork Nobz who value the thrill of close combat often become meganobs. They are recognised by their bulky armour they wear into battle, which they call Mega Armour, and by a dogged belief of their own invulnerability. Wield Power Klaws and Shootas.

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Cyborks: Nob with crude cybernetics and bionic implants.

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Oddboyz: Types of abnormal, specialist Orks.

Da best shoota I eva made, dat iz. Loadza barrulz, so dat it’s ded shooty. ‘Sept dat wun, ‘cos dat’s da skorcha, dat’s burny insted. Yeah, good an’ propa. An’ da bullitz is ‘splosiv...dey goez boom inna fings wot you’z shootin.’ An’ dat button dere...dat’s da best bit. Wot it duz, see, iz...iz...oh, zog. Nah, its nuffin’ boss. Nah, you’z don’t need ta see wot dat button duz...‘onist. Don’t push it!

Last words of Nazdakka Boomsnik, Renowned Mekboy

Mekboyz: The engineers who build all the gunz, vehicles, and other machinery used by the Orks.

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Weirdboyz: Ork psykers, unique in that they act as psychic sponges, absorbing and channelling the psychic energies of other Orks. Unhinged due to their unpredictable power.

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Right, first I'll take those teef out for yer, dat should help ease da pain in yer leg. Grokkit, hand me that wrench. Now then... Open wide, and say... AAARGH!

Dok Gutslash

Painboyz: Class of Ork Oddboy and are responsible for fixing injuries that the Ork physiology can't deal with, such as totally severed limbs and brain damage. Painboyz use "Stabby Bits" as their medical tools.

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Ork Vehicles

Killa Kan: A large metal can mounted on two piston powered legs is the standard design, although as with anything Ork there is a large degree of variation. They are most often armed with a single heavy weapon welded onto one shoulder and a saw or pincer close combat weapon on the other.

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"Dis isn’t some puny Killa Kan, so get ready ta get krumped, all ya Grots! Dis is no Killa Kan!"

— Ramtusk Wraahr, Deff Dread pilot

Deff Dread: Large Ork combat walker that is essentially a cross between an Ork Killa Kan and a Space Marine Dreadnought. The machine is smaller than an Ork Stompa, but is larger than a Killa Kan.

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Grot Bomm Launcha: Ork artillery vehicle which fires a large, guided missile that is piloted by a single Ork Gretchin. The Gretchin sacrifices himself in order to ensure that the missile successfully reaches its intended target.

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Stompa: A small Ork Gargant, the equivalent of an Imperial Battle Titan of the Warhound or Reaver-class. In true Ork fashion, every Stompa is uniquely different, but equally deadly. The standard Stompa (if such a word can be applied to Orks) generally consist of one arm with some sort of massive hammer or chainsaw or equally suitable smashy-slashy thing, with the other arm consisting of several massive guns and rokkits, with the body festooned with more guns, though not as big as the main gun on the arm

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Warbike: A single seat combat motorcycle, ruggedly built for off-road travel.

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Gargant: Massive Ork walker equipped with a massive amount of weapons and armor.

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"Wot's faster than a Warbuggy, more killy than a Warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out."

— Kog da Flymek, pioneer of the Deffkopta

Deffkopta:Rotary-wing aircraft that is often employed by the Orks.

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Ork fleet

Kill Kroozer: Is as close to a "standard" type of Cruiser as Orks get. Usually based on the hulks of destroyed Imperial and Chaos Cruisers, Kill Kroozers are protected by heavy prow armour and primarily armed with lots of Gunz and Heavy Gunz, with some also adding Torpedo Launchas to their arsenal.

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Rok: Massive hallowed out asteroid outfitted with Ork-made gunz, plasma engines, targeting systems and whatever other large, powerful weapons the Orks can get their green hands on. Main form of attack is to slam into different areas of a world and to act as Ork fortresses.

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Nod Soldiers: Fanatical soldiers equipped with assault rifles and combat armor.

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Confessor: Elite soldiers equipped with black body armour along with a red cloak bearing the Brotherhood's insignia and a tall helmet with four visual receptors. They are armed with an advanced assault rifle and an array of hallucinogenic grenades, which can cause any enemy infantry unit to panic and to start shooting their comrades.

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Saboteur: Recruited from the most brilliant, elite and loyal Nod clerics. They are equipped with state of the art HazMat suits.

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Cyborg Commando: Heavily armored elite unit. Armed with a forward firing plasma cannon that packed a considerable amount of destructive force

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More will be added as the story progresses
 
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Forces of the Dark Lord


Orcs/ Goblin: Weak, cowardly creatures that are half the size of a man. Severely weakened by sunlight. Equipped with durable weapons and armor.


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Morgul Orc: Braver, stronger version of an Or. Found in Minas Morgul.


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Uruk/ Hobgoblin: Breed of Orc bred by Sauron. Stronger than the average Orc and are as tall as a human. Are not weakened by sunlight.


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Black Orc: Elite Uruks who guard the Black Gate.


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Uruk Hai: Special breed of Uruks found in Isengard. Are larger and stronger than Uruks.


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Wargs: Large, wolf like creatures used by Orcs.


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Trolls: Large, dumb creatures used by Orcs. Will turn to stone if touched by sunlight.


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Olog Hai. Special breed of Troll that is immune to sunlight.


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Commanders


Gothmog: One armed Uruk. Lieutenant of the Orc and Uruk armies.


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Lurtz: Large Uruk Hai. Commander of Isengard.


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The Nine: Sauron's greatest servants. Powerful undead wraiths wielding Morgul blades.


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The Witch King of Angmar: Sauron's greatest servant. Powerful undead sorcerer who is immune to normal weapons.


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