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==Info on Covenant Vehicles== ===Covenant Land Vehicles=== '''Ghost:''' A light recon vehicle, akin to a Imperial Bike. Fast, quiet and maneuverable. Comes with two Plasma Cannons that does as much damage as a Heavy Bolter (Fluff wise). However it is weak and vulnerable. '''Wraith:''' Covenant MBT, but functions more akin to a Mobile Artillery, can come equipped with shields that gives it 4+ invulnerable save. Has a unique special ability called "Scorched" which allows the Wraith to shoot out a flaming sticky plasma gel that ignores cover saves. Main disadvantage however is that like all Covenant vehicles, it is based on quantity rather than quality, thus is weaker then most WH40K tanks and artillery. *'''Anti-Air Wraith:''' This specially modified Wraith has their Heavy Plasma Mortar replaced by two Heavy Fuel Rod Cannons that can home in and destroy almost any enemy aircraft with relative ease, however the Covenant can also re-purpose the Fuel Rods for anti-vehicle, causing immense damage to any light to medium tanks. Just like most Vehicles from the Covenant, they have a vast practicality use for each one, earning them the nickname of Jack-of-all-Trades and Master-of-None. [[File:Tumblr_mdodsnzlwL1rxhpbzo1_500.jpg|200px|thumb|left|Covenant Locust in action]] '''Locust:''' Covenant Mining vehicle converted into a anti-building and anti-tank weapon. Automatically comes with a very strong energy shield that gives it 2+ invulnerable save for a single glancing or penetrating hit each phase. Armed with a single but very powerful Mining Laser that gives it very high damage against tanks, heavy tanks and mechs. Has a special ability called "Overdrive" which sacrifices its shield strength but improve its strength, Ap and damage values by 1. Main disadvantage is that it cannot fire on the move, making it vulnerable to flanking. '''Spectre:''' A covenant light troop transport, armed with a plasma cannon, has mostly similar stats of a Imperial Tauros, although the main difference is that the Spectre contains a boost function like most Covenant vehicles, enabling it to move faster then normal and can enable re-rolls. '''Revenant:''' Medium anti-heavy infantry vehicle from the Covenant. Combines the speed of a Spectre with the firepower of a AT gun. Armed with a plasma mortar, that although slow, once it hits a target, does as much damage as a plasma-cannon. However they are as vulnerable as a Spectre or Ghost. '''Shadow:''' Covenant troop transport that is often nicknamed "The Covenant Bus", can carry up to 12 models, slower than WH40K skimmer counterparts but is much tougher and its equipped with a Heavy Plasma Cannon, dealing massive damage over a short time. '''Umbra:''' The Umbra is a more heavy-duty cousin of the Shadow. Bigger and housing up to 20 passengers, the Umbra is also far better protected, having an amoured enclosed space to protect the troops at the cost of a slower top speed. Like its lighter cousin, the Umbra is only armed with a single Heavy Plasma Cannon '''Chopper:''' A Brute made vehicle, it is primitive, crude, but incredibly effective, have mostly the same stats as a Ghost but is slower, comes with two light anti-vehicle cannons and has a special ability called "Charged" which can instantly destroys lighter vehicles, and heavily damage tanks. '''Prowler:''' The Brutes version of the Covenant main-line Spectre and Imperium Tauros, like anything made from the Brutes they are crude, primitive and brutish in both design and affect. Shaped like a angler fish for psychological warfare, they have similar stats as the Spectre, but has more armor on both the front, left and right sides, however they are slow and sluggish compared to other Race's reconnaissance vehicles. '''Goblin:''' After decades of research in secrecy and rumored technological heresy, a group of lowly Unggoys have developed a diminutive bipedal walker that, under the supervision and approval of the Great Heirarchs have become the Covenant's key answer to the Tau Crisis Battle Suits which was plaguing Covenant logistics with their heavy armaments and quick speed. Named the Goblin due to their small size of a walker, these machines are not to be underestimated as their duty as an anti-walker has befallen countless Tau weapons of war that took it for granted. The Goblin is armed with a Heavy Needler, an EMP Pulse and a Power Fist which makes this one of the best anti-vehicle unit in the Covenant as well as an in built grenade launcher and Shardstorm Launcher for anti-infantry purposes. Additionally, the Goblin can be retrofitted with a modified and miniaturized Focus Cannon found typically on larger Covenant walkers and a Plasmablaster Launcher which replaces the Shardstorm Launcher's Needles with homing Plasma Grenades. It is armed with a powerful jump pack that enables the machine to traverse anywhere and have a special ability called "Needle Barrage" which allows the Goblin to fire a barrage of Needles from its Shardstorm Launcher on eight specific targets; main downfalls include its relatively weak shields on the canopy, making it vulnerable to Artillery. ===Covenant Air Vehicles=== '''Banshee:''' Main Covenant scout plane, weak and vulnerable but comes in obscene numbers and speed, as well as being able to be produced cheaply and quickly. Armed with two Light Plasma Cannons and a single Fuel Rod Cannon for added anti-tank damage. If equipped with vehicular energy shielding they are decent at resisting hits. '''Vampire:''' Covenant anti-air vehicle, armed with one Heavy Needler Cannon, Stasis cannon and two medium plasma cannons. Slow, but dangerous to all air vehicles, its Needler Cannon does obscene damage and almost never misses, furthermore its special ability called "Stasis" uses its stasis beam to both trap and drain Enemy air vehicles until it blows up, dealing massive damage to any units below. Main disadvantage is that it can only target one enemy at a time.[[File:HW_Covenant_Vampire_S.jpg|200px|thumb|right|Covenant Vampire with early prototypes.]] '''Phantom:''' Heavy Covenant troop transport that can carry over 16 models as well as a tank or artillery such as the Wraith. Armed with three Plasma Cannons (one heavy and two light) that does massive damage, but is also very vulnerable to enemy aircraft. '''Spirit:''' A light Covenant troop transport, although its large cargo hold causes it to be classified as a Super-Heavy, only equipped with one Heavy Plasma Cannon, but could carry more then double the troops as a Phantom as well as a tank or artillery. ===Covenant Drop Pods=== '''Single-Occupant Insertion Pod:''' A light and small orbital drop pod meant to carry one Covenant individual, most notably a Sangheili into the midst of battle. Its small size and usage of one unit means these pods can be launched into orbit without any noticeable trace, making it useful during stealth approach. Furthermore, its small size means that it is much more cheaper then conventional multi-occupant drop pods. Like most drop pods is has the Deep Strike special rules. '''Multiple-Occupant Insertion Pod:''' A much more larger orbital drop pod meant to ferry a entire lance or group of Covenant units into the battle, usually has the capacity to house 5 or more models of any unit type making it akin to a Space Marine drop pod. Like most drop pods, it has the Deep Strike special rules, however these drop pods are split into three identifiable classes. The lack of any armament means that it has little tactical use after deploying its cargo. *'''Individual Breaching Carapace:''' The Covenant's mainstay conventional multi-occupant insertion pod and the most common type, its use of a gravitational rocket propellant located at the bottom of the pod makes for a much safer journey then that of other drop pods, preventing unwanted casualties. Is capable of carrying 5 models. *'''Squad Breaching Carapace:''' Similar to the Individual Breaching Carapace although only able to house only 3 models at a time. They are much more smaller in regard and thus, only used when trying to achieve a tactical advantage. *'''Mass Deployment Carapace:''' The largest of the multi-occupant drop pod family and the most valuable, being only used to overwhelm the enemy by sheer force of numbers, surprise and shock. These drop pods are fitted with an advance form of gravitational rockets, allowing it to re-embark and be a reusable source of troop deployment. Its large housing space allows it to carry up to 15-20 models at once, making it highly valuable in the battlefield. ===Covenant Apocalypse Units=== '''Khantolekgolo Behemoths:''' These giant Lekgolo behemoths are one of the largest of them all. Quaking and shattering the very ground they walk, and standing tall enough to dwarf a Warhound-Class Titan. If it was not for their organic origins, they would have been mistaken as Titans by the Imperium. Armed with a enormous version of an Assault Cannon, once fired it can create explosions that would vaporize and raze entire fortresses, and in some cases turning an entire Imperial Knight into molten slag. They are a threat that can not be ignored by the Imperium, and are often first to be targeted. '''Scarab:''' A Covenant Super-Heavy Battle Tank, often confused as a Titan; since it borderlines on what the Imperium would consider as a Super-Heavy and a Titan. It has two different models. *'''Deutoros Scarab:''' The first and most common model of Scarabs. Unlike conventional pilots, these beasts are controlled by an entire hive of Lekgolo worms, creating an unnerving and almost natural or animalistic behavior to a otherwise mechanical machine. Is armed with a Heavy Focus Cannon that does considerable damage to anything, other Titans included. Further armed with a single Heavy Anti-Air Cannon that also does serious damage to any enemy aircraft, three Light Plasma Cannons for anti-infantry. Main disadvantage is that is has a very weak backspot, making it very vulnerable at the rear. Despite being smaller than the Protos Scarab, the Deutoros Scarab is a far more resilient vehicle. This can be attributed to its differing design with stronger better armored legs, a decentralized piloting system that makes it more difficult to slay the drivers and its unconventional piloting system allowing it to be better armored. *'''Protos Scarab:''' The second and less common model is the Protos model. Far more ancient and archaic then the newer Deutoros equivalent, this ancient excavator is still a wrecking behemoth when used in the right hands. At around 50 meters high, the Protos Scarab is both larger and more powerful then the Deutoros Scarab, unlike its more common cousin the Protos scarab is piloted in a conventional sense then the usual Lekgolo hive, armed with two medium Anti-Air turrets that does serious damage to enemy aircraft, and the same Super-Heavy Focus Cannon as their smaller brethren. These monsters are only used in the most heated engagements in the Covenant front line. However unlike their Deutoros cousin, the Protos Scarab is more vulnerable to boarding and retaliation due to its dependence on an actual crew. '''Sumda'te Scarab:''' Another separate variant of the Scarab family known formally as the Type-36 Scarab, these beasts are armed with a specialized Class-4 Plasma Cannon which are analogous to those fitted on a Type-27 Mantis, allowing it to be a threat to most aerial vehicles, capable in vaporizing entire swarms of fighters and even damaging a Tau Manta in the appropriate distance. However its overspecialization causes this Scarab to be particularly vulnerable to other Titans and its lack of close range weaponry makes it an Achilles heel against smaller and more numerous vehicles. [[File:Super_Scarab.png|240px|thumb|left|A Super-Scarab under construction.]] '''Super-Scarab:''' The Covenants answer to an Imperial Titan, these living legends are so large that it needs to be constructed on land then the usual orbital drops used by its smaller cousins. Although armed with a single Focus Cannon; its power is unmatched and so far remains the most powerful Covenant land-based weaponry known by Imperial records, able to tune its intensity that could rival even a star-based Energy Projector from a Covenant ship they are a force to be reckoned with. Could carry troops of up to 50, and is fast and mobile for something its size. Furthermore it has none of its disadvantages of its smaller brethren. '''Draugr:''' A Covenant Land Battleship. The Draugr is a mobile fortress that is roughly analogous to the Imperium's and Squat's Leviathans, Cyclops and Capitol Imperialis. At 168 meters long, these juggernauts are used in the most extreme of battlefields; often being deployed on planetary sieges. Armed with five Boring Lasers with one of the most powerful ground-based energy shields the Imperium has faced, the Draugr is a formidable ground asset that even Titan legions have trouble facing. This is further compounded with its large complement of a hundred Covenant troops plus an additional complement of several Scarabs acting as support units. '''Harvester:''' A Covenant Walking Colossal dwarfing even a Imperium Imperator-Class Titan. Similar to the much smaller Scarab, these towering monsters are piloted by a Lekgolo hive on a massive scale, so much so that it is given an entirely different class called a "Sbaolekgolo Colony". Only Armed with a Single but heavily specialized Ultraheavy Plasma Drill that could eat its way through a mountain, let alone a Titan. Does less damage then the Super-Scarab but is compensated for its quicker recovery. '''Kraken:''' A Covenant Ultra-Heavy Siege Tower, the Kraken is aptly named due to its close resemblance of the legendary sea monster of ancient Terran myths. This towering monstrosity boast a large complement of housing space large enough to fit a few Phantoms and over 250 troops for potential boarding. Additionally, its three large legs are powerful enough to crush mountains and toss smaller Titans into oblivion, creating a large blast template whenever it lands its feet. Its ability to hover for a limited time further increases its mobility and enables it to deep strike into enemy territory. However despite these advantages, the Kraken's long range weaponry is pitifully weak for a Titan-class unit, carrying only a few dozen Shade turrets to defend itself from smaller air units and ground units, forcing the Kraken in a very dangerous CQC range to effectively combat other Titans. This weakness is further compounded for its relatively unprotected and hollow mid section, which means any well placed shot from a rival Titan may effectively destroy the majority of the Kraken's troops. The Kraken's specialized role makes it highly effective against fortified positions but exceedingly poor within large open spaces. '''Lich:''' The only Covenant Air Titan, same size as a Scarab but is armed with four heavy Plasma Cannons and a giant Electrical Impulse Cannon which like the Vampire has a massive EMP strike on any vehicle. Each vehicle hit by the EMP Laser has to wait 8 turns, heavily armored and share no vulnerability at the rear. Could carry over 40 troops but is slow, cumbersome and expensive to produce. Acts as a Support Titan. ===Covenant Fortifications=== '''Mantis:''' The Mantis is the largest and most powerful Anti-Aircraft Cannon produced by the Covenant Empire. The sheer size of the Mantis means that only certain areas is doable enough to support the structure and only the largest of Covenant landcraft is able to support it such as the Scarab. As the Mantis is designated towards aircraft and low-orbiting spacecraft, it is thus, incredibly effective at destroying anything from Thunderhawks to even light Corvettes. '''Tyrant:''' One of the most oft-used triple A pieces the Covenant use is the Type-38 Tyrant. The giant cannon fires powerful plasma bolts in three round bursts that are powerful and long-ranged enough for it to even be capable of acting as ground to space defences. The Tyrant is not only an artillery piece; it is also a fortification unto itself with multiple levels and cover for the troops stationed there. The Tyrant is powered by a pinch fusion reactor that gives it practically unlimited ammunition. The cost of this is that if the reactor core is destroyed, the artillery will explode. '''Weevil:''' The Weevil is the heaviest artillery piece in the Covenant that can lob plasma over impressive distances. The differences between it and the Tyrant are only in the gun, they are both built on the same chassis design. Unlike the Tyrant it can only be used for ground engagements but is still capable of devastating anything that is in its range. '''Deployable Watchtower:''' One of the staple of any temporary fortification built by the Covenant is the deployable watchtower. It can be placed and carried by any phantom or spirit and provides high ground for snipers and troops equipped with heavy weapons. '''Deployable Energy Shield:''' A deployable energy shield covers a wide area in a spherical bubble that helps protects Covenant infantry and vehicles from artillery barrages, orbital bombardment and aircraft assaults. These fortifications is incredibly mobile and can be carried by either a phantom or spirit. '''Plasma Turret:''' A more permanent fortification is the automated plasma turret that comes in small, medium and large sizes. Each size is tougher and has more firepower than the last. It is also a modular piece of defense that can be outfitted against infantry, vehicle, and aircraft as needed. '''Shrike Turret:''' The Shrike Turret is a medium, automated anti-aerospace weapon emplacement system utilized at sites of significant strategic importance. Shrike Turrets are larger and more powerful than normal Shades that is armed with two high-powered plasma cannons. Shrike Turrets unlike conventional Covenant military assets is actually controlled by an A.I., although these artificial intelligence is relatively 'feral' and simple-minded, which is sanctioned and approved by the upper echelons of the Covenant. '''Mega Turret:''' A giant, static turret used by both Banished and Covenant forces. These behemoths act as defensive artillery by lobbing giant and devastating Plasma Torpedoes that can destroy super-heavy vehicles or a large platoon of infantry in a single shot. They can switch into two firing modes, "Lingering Death" which ignores cover and creates an area denial affect that lasts two turns, reducing infantry to ash and "Compound Detonators" which creates a high strength explosion that can turn even the strongest vehicles inside out. '''Covenant Command Base:''' Though a Covenant invasion will usually prefer to eliminate targets by glassing the area, digging up artifacts and then moving on there are sometimes situations where the Covenant will wish to stay in an area for a prolonged period of time. The Command Base is built for these purposes, it is equipped with communications equipment, weapon and ammunition stockpiles, barracks, a war room and even a teleporter so that leaders can be rapidly reinforced in combat. '''Temporary Strongpoint:''' The Temporary Strongpoint is built whenever the Covenant needs to quickly fortify an important area but does not have the time to erect more permanent fortifications or the need to stay in that area for a prolonged period. The Strongpoint consists of multiple Deployable Watchtowers, deployable cover, emplaced plasma cannons and sometimes a landing pad. '''Covenant Base:''' These permanent networks are built as a main military base to rally behind whenever the Covenant intends to permanently settle an area. They are stocked with enough supplies to withstand a long siege, are incredibly tough, can contain entire platoons, can be used as landing pads for ships and have powerful turrets to support its defenders. Enemies wishing to take this fortress will expect to have to invest considerable resources in its destruction and suffer heavy losses in the process. ===Covenant Star fighters=== [[File:CovenantAirbase.jpg|240px|thumb|right|A Covenant Construction Spire. They are known to build both aerial and space-born Covenant vessels.]] '''Seraph:''' Main star fighter of the Covenant Empire, boasting several pulse lasers and medium plasma cannons, as well as several plasma charges for bombing runs, couples with a relatively strong shields. Usually accompanied with several Space Banshees or three extra Seraphs as wing-mans and scouts. Can enter Slipspace for scouting purposes. '''Space Banshee:''' Just like their aerial cousins, but is much more faster and much more agile. Could also do Slipspace jumps for scouting and reconnaissance purposes. '''Phantom Gunboat:''' A larger and more heavily armored version of their aerial cousins. Armed with six heavy plasma cannons and could carry up to 20 troops and has very decent speeds as well as having a special ability like all Covenant Star fighters to do pinpoint slipspace jumps, making it very independent from its Star-ship. '''Tarasque:''' An out-dated and archaic star fighter that is still being used in limited production in the Covenant Empire. Boasting four Plasma Pulse Lasers and six Plasma Missles, their compact shape and size allow it to suffer the worse of damage. '''Gigas:''' The Gigas-class Fighter Bomber is the oldest archaic star fighter still being used by the Covenant Navy since their time in their home universe, although out-dated they still boast over a dozen Plasma Charges for bombing runs and three Pulse Lasers for both self-defense and anti-infantry. ===Covenant Starships=== '''Brief Summary:''' Covenant starships are generally smaller and more lightly armoured than their Imperial counterparts, but they are armed with arcane plasma weaponry and equipped with powerful energy shielding that makes up for these deficiencies. Their chief advantage, however, lies in their faster-than-light technology. Xenologists and Mechanicus explorators have discovered that the Covenant use a form of FTL travel which operates on principles entirely different from the warp engines employed by nearly all known sentient races in the galaxy. When employing their FTL drives, Covenant ships enter a dimensional subdomain containing a number of non-visible infinitesimal dimensions, which can be manipulated to travel beyond lightspeed. This subdomain is referred to by Covenant personnel as "Slipspace". Xenologists have confirmed that this "Slipspace" is not coterminous with the Warp, making the Covenant one of only a few known races not to employ Warp-based FTL. Covenant FTL technology appears to be safer and more reliable than known Imperial warp technology by several orders of magnitude, and they have used this capability to outmaneuver Imperial battlefleets in several engagements. Despite this, experiments with this technology have not been authorized by any senior member of the Adeptus Mechanicus. Although still smaller then the Imperium, the Covenant have seized a large number of systems and sectors throughout the Orion Arm. Their territory is currently larger than the Tau Empire, and is a definite threat to Imperial space. This being said, their empire in this universe is significantly smaller due to only having what they can spare after sending it through the wormhole. However, it is believed that their size, industry, speed and alien nature will compensate for these deficits, and senior members of the Ordo Xenos and adepts of the Biologis Xenologis have stated that the Imperium should remain wary of aggressive moves. Notably, Covenant naval doctrine disdains the usage of large battleships in favor of carriers, as Covenant admirals apparently believe that strike craft in the end make for superior weapons than any amount of turrets. A theory shared by some Imperial naval strategists, but is [[Heresy|typically considered eccentric at best.]] [[File:Covenant_v_reapers_by_droidsbane-d4zz17v.jpg|550px|thumb|center|Xeno painting (From Ya'gurian decent) depicting a Covenant Assault Fleet destroying an entire La'vesh (Also known as Reapers) tentacle fleet, during a "Holy Conquest".]] [[File:Covenant_ships_over_planet_reach.jpg|270px|thumb|right|''Covenant Fleet of Harmonious Justice'' during the "Damnation of Hyperios"]] '''Covenant Corvettes:''' Covenant corvettes are small and relatively unimpressive ships armed with plasma torpedoes, pulse lasers, and plasma cannons or bombardment mortars, depending on their class. Corvettes are typically employed in supporting Covenant ground forces to achieve some form of aerial superiority. In space, corvettes are used to harass enemy ships when in sufficient numbers and covered by the larger ships in the Covenant Navy. '''Covenant Destroyers:''' Covenant destroyers, like their Imperial counterparts, are typically employed as light escort and reconnaissance vessels. CPV-class heavy destroyers, however, are often used in the vanguard of fleet engagements and glassing operations and are equipped accordingly, with excavation beams, plasma torpedoes, cannons, and bombardment mortars, and pulse laser turrets. '''Covenant Cruisers:''' Covenant cruisers are built in several classes, ranging from CRS-class light cruisers to ORS-class heavy cruisers. They are among the most numerous types of Covenant vessel, and are employed in a variety of roles, from fleet support to long-range reconnaissance and planetary assault. Armament varies depending on class, but Covenant cruisers are typically equipped with plasma torpedoes, beam lasers, plasma lances and cannons, and heavy excavation beams. Their plasma torpedoes have been recorded as impacting with enough force to shatter cities or cause mass extinction events, depending on their size. Their plasma and beam weapons are capable of planetary devastation when employed in sufficient numbers and with sufficient power. [[File:20090306182445!High_Charity_wallpaper.jpg|220px|thumb|left|Pict-capture of Covenant hive-world/mobile space station High Charity, acquired by the Imperial cruiser ''Light of Benevolence '' shortly before it was atomized by a Covenant CSO-class supercarrier. In the foreground, a squadron of "Phantom" type dropships are seen inspecting the cruiser before its sudden demise.]] '''Covenant Carrier:''' The most common type of Covenant capital ship. Two types have thus far been logged by Imperial savants: the DDS-class carrier and the CAS-class assault carrier. These ships are among the most heavily armed vessels in the Covenant fleet. The DDS-class is equipped with plasma torpedoes and turrets and energy projectors, while the CAS-class assault carrier carries a heavy excavation beam, heavy plasma lances, torpedoes, and beam emitters, and 700 pulse lasers. These ships also carry armor and shielding that is much heavier than any other Covenant vessel. On a one-to-one basis, these vessels are typically inferior to their Imperial counterparts, but they are often employed in numbers that no Imperial battlefleet can match. Carriers do not typically engage in ship-to-ship engagements, instead standing off while their strike wings engage the enemy. '''Covenant Supercarrier:''' At 28km long and with an 11km beam, the CSO-class supercarrier is the largest known ship type in the Covenant Navy. These leviathans are equal in size to the mighty ''Gloriana''-class battleships which once led the Legiones Astartes into war during the Great Crusade. Supercarriers are only employed during campaigns with high strategic value, and serve as command and control ships for the Covenant invasion fleet and ground forces. The ship type is, as the name suggests, a carrier for strike craft, though it certainly has teeth of its own. CSO-class supercarriers are armed with plasma torpedoes, energy projectors, plasma turrets and pulse lasers, meaning that they far from helpless despite their designation as a command ship. '''High Charity:''' The Covenant's Holy City and capital. It is a gigantic mobile space station, comparable to the ''Phalanx'' fortress-monastery of the Imperial Fists chapter, but built to a much larger scale. After initial contact in the Scarus Sector, Imperial expeditionary forces have been unable to relocate High Charity due to its mobile nature. During this initial engagement, the Imperial fleet suffered heavy losses from the station's escorting vessels and its own defenses. It is believed that the Covenant defend the station with hundreds of their capital-class vessels, including dozens of the CSO-class supercarriers. Rumors in the Zargos Prime subsector have suggested that the city itself is equipped with Exterminatus-grade munitions capable of cracking a planet in half.
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