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The Cha-Khund



Cha-khund[]

Edit



The Cha-khund (Tauron, Ferus' 'Servire, translated to "Wild simian"[1]), known by humans as Cha-khund, are the newest members of the Taurons.

They are a large, bipedal, ape-like species from the homeworld of the Cha-khund.

They are one of the newer species to the Covenant and are the only race that has obtained very close to equal status to that of one of the founding "clients" of the Covenant pact, the Sangheili. They have an incredible natural resilience to damage due to their tough hides, which easily make up for their lack of energy shields, and use a number of weapons and vehicles based upon their pre-Covenant technology.


This technology, though primitive compared to other Covenant weapons, is nonetheless extremely lethal, with most Brute-developed weapons having blades attached to them. In addition to their standard form of combat, Brutes will sometimes go "berserk" and try to kill anyone or anything in their path. This shows the aggressive nature of the Brute, and the little tolerance they have when they are cornered. Brutes have their own ranks going up to War Chieftains who usually wield plasma cannons, fuel rod guns, or Chieftains who usually wield gravity hammers. The Jiralhanae always work in packs of 3-8 when possible. They took over their role as personal bodyguards of the Prophets and also now make up most of the Covenant military.



The Cha-khund were the second Taurons species encountered by the humans following the Kig-yar raid on the freighter They were also the first Taurons species encountered by the Harvest Colonial Militia. The Cha-khund have a profound hatred of theSarhenghelli Cha-Khund, unmatched by any other feud within the



Taurons, fired by the Cha-khund's natural aggressive nature and the Sangheili's attitudes of superiority.

The Cha-Khund civilization,is a simian based society.The Cha-Khund have developed a civilization,similar to other humanoid civilizations.near by.They have motor cars,along speeder bikes,flying aircraft and interstellar space craft-mainly influenced by visitting otherworldly travellers.


A few other primates, such as the Barbary Ape, have the word ape in their common names (usually to indicate lack of a tail), but they are not regarded as true apes.

Except for gorillas and humans, all true apes are agile climbers of trees. They are best described as omnivorous, their diet consisting of fruit, including grass seeds, and in most cases other animals, either hunted or scavenged, along with anything else available and easily digested. They are native to Africa and Asia, although humans have spread to all parts of the world. A group of apes is called a shrewdness.All the apes are generally thought of as highly intelligent, and scientific study has broadly confirmed that they perform outstandingly well on a wide range of cognitive tests - though again there is relatively little data on gibbon cognition.

have shown that in their natural environments, the different apes show sharply varying social structure: gibbons are monogamous, territorial pair-bonders, orangutans are solitary, gorillas live in small troops with a single adult male leader, while chimpanzees live in larger troops with Bonobos exhibiting promiscuous sexual behaviour. Their diets also vary; gorillas are foliovores while the others are all primarily frugivores, although the Common Chimpanzee does some hunting for meat. Foraging behaviour is correspondingly variable.



As a language

The Mangani language is described by Burroughs as made up largely of grunts and growls representing nouns and various basic concepts. The bestial quality of the speech, however, does not come through in the rather large lexicon of Mangani words Burroughs actually provides.


http://www.pjfarmer.com/woldnewton/Mangani.pdf Article under construction

The Gorillas Includes general overview of Gorilla characters and their societal charateristics in general The Gorilla soldier from Planet of the Apes represents the ultimate emobyment of brutish strength and naked agression. The gorilla sitting perched on his horse roams the vast wilderness of the world in search of treason to punish and cultures to conquer. The Gorillas are not as independent in thought as the chimps or orgautauns. Powerful charismatic gorilla leaders are always to be found and they are the heart of Gorilla power among the apes .

A silverback is an adult male gorilla, typically more than 12 years of age and named for the distinctive patch of silver hair on his back. A silverback gorilla has large canine teeth that come with maturity. Blackbacks are sexually mature males of up to 11 years of age.

Males will slowly begin to leave their original troop when they are about 11 years old, traveling alone or with a group of other males for 2–5 years before being able to attract females to form a new group and start breeding. While infant gorillas normally stay with their mother for 3–4 years, silverbacks will care for weaned young orphans, though never to the extent of carrying the little gorillas. If challenged by a younger or even by an outsider male, a silverback will scream, beat his chest, break branches, bare his teeth, then charge forward. Sometimes a younger male in the group can take over leadership from an old male. If the leader is killed by disease, accident, fighting or poachers, the group will split up, as the animals disperse to look for a new protective male. Occasionally, a group may be taken over in its entirety by another male. There is a strong risk that the new male will kill the infants of the dead silverback.


Intelligence

Gorillas are closely related to humans and are considered highly intelligent


A silverback gorilla portrait

Silverbacks are the strong, dominant troop leaders. Each typically leads a troop (group size ranges from 5 to 30) and is in the center of the troop's attention, making all the decisions, mediating conflicts, determining the movements of the group, leading the others to feeding sites and taking responsibility for the safety and well-being of the troop. Blackbacks may serve as backup protection.


The Chimpanzees Includes general overview of Chimpanzee characters and their societal characteristics in general;The chimpanzees in future ape society by and large are at the lower rungs of the socioeconomic ladder. While they are often in important positions such as researchers, doctors, and archaeologists, they have no real say in political matters of Ape society. In politics it seems the Orangautaun's govern, and the Gorillas enforce the laws. The chimps are used as taxpayers and subjects of their own goverment and little more.


Anatomical differences between the Common Chimpanzee and the Bonobo are slight, but in sexual and social behaviour there are marked differences. The Common Chimpanzee has an omnivorous diet, a troop hunting culture based on beta males led by an alpha male, and highly complex social relationships.

The Bonobo, on the other hand, has a mostly frugivorous diet and an egalitarian, nonviolent, matriarchal, sexually receptive behaviour.[10] The exposed skin of the face, hands and feet varies from pink to very dark in both species, but is generally lighter in younger individuals, darkening as maturity is reached.


Aggression

Chimps are highly territorial and are known to kill other chimps.[32] Chimpanzees also engage in targeted hunting of lower order primates such as the red colobus and bush babies,[34][35] and use the meat from these kills as a "social tool" within their community

The Oragatauns

Includes general overview of Orangautaun characters and their societal characteristics in general The Oragautan's act as the chief council and law makers among Ape Society. They are often deep in thought contemplating social implications of policies, as well as trying to create cohesion within the Gorilla, Chimpanzee, and Oragutan subgroups of society. After the great nuclear nightmare and Ape uprising that ended Man's dominance on Earth, primates of all sorts; "the Apes" established their own order of society. The orangutans are two species of great apes. Known for their intelligence, they live in trees and are the largest living arboreal animal. They have longer arms than other great apes, and their hair is typically reddish-brown, instead of the brown or black hair typical of other great . An orangutan's standing height averages from 4 to 5 feet (1.2 to 1.5m) and weighs between 73 to 180 lbs (33 to 82 kg).[3] Males can weigh up to 250 lbs (113 kg) or more.[6] Orangutan hands are similar to humans hands; they have four long fingers and an opposable thumb. Their feet have four long toes and an opposable big toe. Orangutans can grasp things with both their hands and their feet. The largest males have an arm span of about 7.5 ft (2.3 m).

Orangutans are the most arboreal of the great apes, spending nearly all of their time in the trees. Every night they fashion sleeping nests from branches and foliage. They are more solitary than other apes; males and females generally come together only to mate. Mothers stay with their babies for six or seven years. There is significant sexual dimorphism: females can grow to around 4 ft 2 in or 127 centimetres and weigh around 100 lbs or 45 kg, while flanged adult males can reach 5 ft 9 in or 175 centimetres in height and weigh over 260 lbs or 118 kg.[9]

The arms of orangutans are twice as long as their legs. Much of the arm's length has to do with the length of the radius and the ulna rather than the humerus. Their fingers and toes are curved, allowing them to better grip onto branches. Orangutans have less restriction in the movements of their legs than humans and other primates, due to the lack of a hip joint ligament which keeps the femur held into the pelvis. Unlike gorillas and chimpanzees, orangutans are not true knuckle-walkers, and are instead fist-walkers Much like Man's civilization of the 1800's, the Apes have feudal societies composed mostly of farmers and craftsman. Science is just beginning to take hold as superstitution, tradition, and religion collectively work to limit progress. The Apes have different suborders within their ranks such as the Gorillias, the Chimpanzees, and the Oragataun's. The Gorillias are pretty much delegated to roles as soldiers and protectors because of their great physical strength. Oragautan's dwell among the realms of the judges, politicians, and rulers of this new world. Chimpanzees are largely workers and on occasion scientists and doctors. The Oragauantans as politicians work with the Gorilla army to maintain order and keep the secrets of Man's former glory and the Apes former slave status from the masses they lead. rangutan administrators and politicians ruling over the other apes and treating humans as vermin.Primerily,this is represented by Doctor Zaius-keeper of the faith,who knows the real truth about ape society and mankinds past..See Dr.Zaius.

Small communities surrounded by vast untamed wilderness surround the Ape City capital. Beyond that wilderness lies the Forbidden Zone where artifacts and secrets from the past remain hidden. Living in ignorance of their past, the Apes in general believe themselves to be Man's superior by design and by history. Humans do not fit within the Ape Society except as zoo animals are kept around to marvel at or experiment on. Humans are herded and used for target practice. Only in the very last Apes film does the Ape saga hint at a future in which Apes and Man may exist as equals.

In the future, Ape science consists largely of technologies learned or stolen from their former human masters. Gunpowder and repeating rifles, coupled with domesticated horses, roads, and agricultural technology are in essence all the Apes have acheived. Absent from their world are domesticated pets such as dogs and cats since plague had long killed them all off. In their place the Apes keep humans around.

The great acheivements of the Apes lie in their social cohesiveness. Despite animosity between gorillas, chimps, and orgauatans, the Apes have managed to create an ordered world without murder. Only at the end of the last Apes film has an Ape killed another; when Gorilla Aldo kills leader Ceasar's son to further his coup for power. But ordered peace has a price as science and knowledge are held back and actively discouraged in many instances for the good of "the faith" or to prevent "chaos."



Cha-khund[]

Edit



rThe Cha-khund (Latin, Ferus' 'Servire, translated to "Wild Slave"[1]), known by humansas Cha-khund, are the newest members of the Taurons They are a large, bipedal, ape-like species from the homeworld of the Cha-khund.




The Cha-khund were the second Taurons species encountered by the humans following the Kig-yar raid on the freighter They were also the first Taurons species encountered by the Harvest Colonial Militia. The Cha-khund have a profound hatred of theSangheili, unmatched by any other feud within the Taurons, fired by the Cha-khund's natural aggressive nature and the Sangheili's attitudes of superiority.



The Cha-khund have been part of the Taurons since before the destruction of the UNSC agricultural colony onHarvest,[2] and were always feared by the Sangheili for their monomaniacal behavior. The Cha-khunds' plans to seize power over the Sangheili began with their alliance with the High Prophet of Truth during the Battle of Harvestand continued to gain headway until the eventual splitting of the Taurons They eventually took the role of theProphets' Honor Guards from the Sangheili after the Sangheili failed to prevent the assassination of the High Prophet of Regret by humanoids J7 This culminated with the Cha-khund replacing the Sangheili as the leaders of the Taurons military. They are rated Native Tier 4/Adopted Tier 2 species by the Akhorean Technological Achievement Tier scale.[3]

== ==History== ==



File:AncientDoisacCha-khund.png

Ancient Cha-khund on Doisac.Despite their savagery, Cha-khund have proved intelligent enough to achiev spaceflight and space-faring status, though their warlike nature meant they quickly collapsed into civil war, and afterward, fell back to their former pre-space status and learned nothing from the experience.






The Cha-khund had recently concluded a mechanized war of attrition in which the many Master Packs fought and pummeled each other back to a pre-industrial state. When the Taurons discovered them in 2492, they had just rediscovered radio and rocketry.[4] In their primitive state they were quickly defeated and absorbed into the Taurons Their warrior culture makes them formidable opponents, even for humanoidss, and they were incorporated into the Taurons to serve as fierce guards for the Prophets and as heavy infantry, or shock troopers. Cha-khund are obviously carnivores, given their fearsome fanged jaws and propensity for violence. It has been stated that they feed on the flesh of their enemies, such as the Humans they face in battle, and have been seen eating the meat of a Thorn Beast, apparently considered a delicacy among Cha-khund.[5] A Cha-khund once stated he would have gladly devoured the future Arbiter, had he been allowed.[6] As part of the Taurons, Cha-khund were required as a prerequisite to convert to the Prophets' religion of worshiping the Akhoreans. Previously, their culture revolved around the worship of totems and idols, but they made swift converts.[3] The Cha-khund are now the most fanatical adherents to the Prophet's faith, although they seem to hold little concept of sanctity, evidenced by Tartarus' handling of the "Oracle". Even at a glance, the Cha-khund are one of the most primitive members of the Taurons, at least technologically. Even though they employ Power Armor, and use a selection of the Taurons's weapons such as the plasma rifle, their native technology is crude; they often use weapons propelling spike-like or explosive projectiles. These weapons are often fitted with effective metal blades for melee combat.



===Society===

File:Cha-khund Army Commander.jpgA Cha-khund Army Commanderyelling at his opponent.Cha-khund have a fierce pack culture and lineage, a close knit affair that ties each member to another, and forces them into varying states of rage known as "berserking", and desperate mourning for their fallen pack mates should one die in the midst of battle. What a pack member kills may be the food of the pack. Each pack is led by a prominent Cha-khund Chieftain that wields a ceremonial Gravity Hammer, passed from one leader to another upon his death, to denote his status. A



Cha-khund becomes a pack Chieftain by challenging the current Chieftain to a Mortal duel; the victor claims the title after executing the other. The chieftain rules his pack like his own little empire. Their warrior culture is extremely patriarchal, with rank measured by success on and off the battlefield, unlike the Sangheili.[3] It is unlikely, given their combative and aggressive nature, that the Cha-khund have a single cohesive government. Instead, Cha-khund society can be viewed as an extension to the simply pack structure, but with a number of different levels: *Alpha' 'Tribes - seem to be the political body of the Cha-khund, and are comprised of smaller Master Packs. Lead by Alpha Cha-khund.*Master' 'Packs - more military oriented groups, Master-Packs are comprised of many smaller packs. Prior to contact with the Taurons, rival Master Packs reduced Cha-khund society to a preindustrial level through warfare.*Packs - range in size and importance, with less important packs made up largely of Unggoy or Kig-Yar forces and led by a low-ranked Cha-khund, and more important packs led byWar Chieftains and comprised of more experienced veteran Cha-khund bodyguards. 2



=Naming===

Most known Cha-khund have Latin-sounding names, such asCorneus,Tartarus and Bracktanus.Still,some names that come various other cultures,native the Cha-khund homeworld.. In Contact' 'Harvest, it is revealed that the "-us" at the end of their name is an honor denoting maturity or experience in battle (similar to the "-ee" suffix on Sangheili's names.) However, it is possible that different naming conventions are used among different tribes, as evidenced by the names ofGargantum and Parabum.

==Home World

Main' 'article: DoisacDoisac is the name of the Cha-khund home world. It possesses three satellites: Warial,Solrapt, and Teash, and is the fourth planet of the Oth Sonin system. The gravity on the planet is approximately 2.1G [3] while the atmosphere is 1.3 ATM. Surface temperature is between -15'C to 52'C. The estimated population of the planet is approximately 12.5 billion. Its habitat is described as being dominated by magma and magnetism.[9]


were technological and societal equals of the San 'Shyuum. However, for a significant period, they found themselves as the dominant military muscle for the entire Covenant structure - hardly surprising given the warlike, feudal nature of their homeworld, Sanghelios. What was surprising was the cyclical stability this feudal society was able to offer. Technological and medical advancement prospered, and the intelligent, aggressive Sangheili were peerless until they encountered the San 'Shyuum. With exchange of goods and ideas, the Sangheili adapted to and eventually embraced the Covenant religion, grafting its tenets into their own belief system.

3 Rank Structure==[]

The Cha-khund species is arranged in a pack society, based on a hierarchy determined by viciousness and number of war kills. A “pack master” leads Cha-khund packs. A chieftain will frequently be addressed as such while issuing orders during combat. In Cha-khund' 'history' '2, the ranks were mostly determined by red flags on their backs, the amount of armor they wore and the color of their fur (sometimes even their weapons). Like the Elites, ranks in Cha-khund' 'history' '3 are differentiated by armor color. Furthermore, the higher the rank, the more advanced and resilient the armor becomes. Template:Clear{| cellpadding="5" border="1"|Rank|Image|Description|-|colspan="3" |[]

Cha-khund Chieftans[]

|-|War' 'Chieftain|File:H3 Cha-khund Chieftain Armor.gif|These Cha-khund Chieftains rely upon powerful weapons like Portable Plasma Cannons and Fuel Rod Guns, though they will occasionally wield Gravity Hammers, to crush their foes, while often throwing or possessing Power Drains and Flares. Their armor cannot be stuck by Plasma Grenades/Spike Grenades or Needler needles. However, they can be stuck by Incendiary Grenades or their weapon can by any sticking grenade for an immediate kill. Identification: Dark Golden Armor.|-|Chieftain|File:H3 Cha-khund Chieftain Weapon.gif|These Cha-khund Chieftains are clad in crimson/black armor and wield close-ranged Melee weapons such as Gravity Hammers. They also sometimes use Portable Plasma Turrets. They use Invincibility, a Power Drainer, or a Flare and their Power Armor cannot be stuck by Plasma/Spike grenades orNeedler needles. However, they can be stuck by Incendiary Grenades. Also, their weapon can be stuck by any sticking grenade. Identification: Black and Red Armor.|-|[]

Colspan="3" |[]

Cha-khund Captains[]

|-|||The Cha-khund Captain Ultras are the highest captain rank and use heavier weapons, such as Cha-khund Shots and Fuel Rod Guns. Identification: Cyan/Cobalt Armor.|-|Cha-khund' 'Captain' 'Major|File:H3 Cha-khund Captain Major.gif|The Cha-khund Captain Majors are even more experienced than their younger comrades and lead larger packs into battle. Also usually wield Cha-khund Shots and Fuel Rod Guns. Identification: Golden Armor.|-|Cha-khund' 'Captain|File:H3 Cha-khund Captain Minor.gif|The Cha-khund Captains are experienced Cha-khund who now lead their comrades and the lesser races into battle. Identification: Purple-Red Armor.|[]

Cha-khund Specialists[]

|-|Cha-khund' 'Honor' 'Guard|File:Guardsmen2.png|Cha-khund Honor Guards were chosen by the Prophets to replace the Honor Guard Elites as their protectors after murder of the High Prophet of Regret. They are exclusive of Cha-khund history 2 and are some of the best warriors the Cha-khund have. Identification: Orange, Yellow and Red Ceremonial Armor; Red Flag.|-|Cha-khund' 'Bodyguard|File:H3 Bodyguard.gif|Cha-khund Bodyguards are some of the Chieftain's most reliable warriors and not only protect their chieftain but enforce his tribal law. They seem to be the Cha-khund history 3 Cha-khund counterparts of the Honor' 'Guard' 'Elite Unit. Identification: Grayish-Blue/Steel Blue armor.|-|Jump' 'Pack' 'Cha-khund' 'Captain|File:Cha-khundultra.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'EliteUnit. Identification: Jump pack, Gold armor.|-|Jump' 'Pack' 'Cha-khund' 'Major|File:Cha-khundmajor.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Red armor.|-|Jump' 'Pack' 'Cha-khund' 'Minor|File:H3 Cha-khund Jumppack.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Blue armor.|-|Cha-khund' 'Stalker|File:H3 Cha-khund Stalker.gif|Cha-khund Stalkers are the secret police of the Cha-khund and specialize in stealth techniques with their Active camouflagegenerators. They seem to be the Cha-khund counterparts of the Stealth' 'Elite unit. Identification: Grayish Black armor, Incendiary Grenades, Radar Jammers,Maulers.|-|colspan[]

="3"|[]

Cha-khund Infantry[]

|-|Cha-khund' 'Ultra|File:H3 Cha-khund Ultra.gif|Cha-khund Ultras are now armed with violet Armor, they are comprised of the best of the regular infantrymen, showing tact, cunning skill and strength. Identification: Purple-Blue/Indigo armor.|-|Cha-khund' 'Major|File:H3 Cha-khund Major.gif|Cha-khund Majors are clad in dark blue Armor and are promoted in a similar fashion to the Elites. They are promoted on the casualties they inflict. Identification: Blue armor.|-|Cha-khund' 'Minor|File:H3 Cha-khund Minor.gif|Cha-khund Minors are the lowest rank of the Cha-khund race, clad in turquoise Armor and typically armed with the Type-25 Carbine. Not only do they compete for their posting but also for their equipment. Identification: Teal-Green armor, unarmored in Cha-khund' 'history' '2.|} Also in Cha-khund' 'history' '2, Cha-khund Minors are seen with little to no armor, the only armor being a helmet-like head plate which, ironically, gives no protection from headshots from even the weaker weapons such as the Plasma Pistol and Magnum. It is known they do not switch weapons at any time.[]

Other Ranks[]

Chieftain' 'of' 'the' 'Cha-khund - The Leader of the entire Cha-khund race. Both Maccabeus and Tartarus were of this rank. Since Tartarus was killed in the Battle of Installation 05, the current Chieftain is unknown, if there is one at all. Cha-khund' 'Ship' 'Master/Alpha Cha-khund - Commanders of ships. They may be equivalent to Captains or Chieftains of the Cha-khund. Cha-khund' 'Army' 'Commander - Only in Cha-khund history Wars, probably same rank or near same rank as Chieftain of the Cha-khund. May be a specific rank created for war and conflict, such as the Human-Taurons war.Template:Cha-khundRanks[]

==Gameplay[]

Main' 'article: Cha-khund/Gamepla




y



Unlike Elites, who are masterfully skilled tacticians, the Cha-khund combat mentality relies on overwhelming force, sheer strength, and incredibly strong firepower, hence the name "Cha-khund". They are easily enraged, and when provoked, will drop their weapon and charge their opponent recklessly. Cha-khund history-fans have often argued about Elites and Cha-khund and their combat-ability. It depends on the situation. Elites rely on intense tactical strategies, superior technology and agility. Cha-khund, on the other hand, rely on their gigantic figures, physical endurance, and strength in numbers.


In Cha-khund history 2, a berserking Cha-khund can sometimes kill several shielded Elite Honor Guards if they aren't equiped with Energy Swords, however this is mostly due to the fact that Cha-khund in Cha-khund history 2 were added in at a late stage of production, and, due to time restraints, were left without much testing, making them rather' 'overpowered foes. In Cha-khund history 3, Cha-khund are properlybalanced out, and on the level The' 'Taurons, the 5 Elites assisting you can generally equal 7-9 Cha-khund with no assistance. Elites and Cha-khund, in the story "The Return" in Cha-khund history: Evolutions - Essential Tales of the Cha-khund history Universe, were told to be somewhat equally matched in ground battles, with casualities on both sides, when there was no technological disparity between the two. In space, however, the Elites were superior, evidenced by the Battle for The Ark, when the Elites, while outnumbered, were able to destroy most of the Cha-khund Fleet. Eventually, due to the Cha-khund' inability to maintain cohesion in the ranks, were made easier prey for the Elites. The Elites are certainly more well-trained than the Cha-khund. On the other hand, the Elites rigid adherence to their code of honour holds them back from being the best tacticians they could be and the Cha-khund's lack of code of honour is a crucial advantage to them in combat. It is generally agreed, the Elites are certainly moreprofessional in combat than Cha-khund. Due to their unparalleled combat prowess, cunning, and intelligence, the Sanghelli are often regarded as the Taurons's best all-around combatant, perhaps only challenged by theMgalekgolo.

Bio: Ntsu has gained a nickname through battle, many don't even know of his real name. His nick name is "Mtep" his roughly translates to "Reaper". He's killed countless enemies, weather it be flood, humans, fellow Sangheili's or ape like Cha-khund. He is extremely disciplined, and very violent. When around higher authority he is calm, and attentive. But once he smells the stench of his enemies, he goes berserk and wishes for blood of his enemy. There is a rumor, that if he draws his weapon, blood of the enemy must be spillt, or this will dishonor his ego. He's lead many different attacks on key tactical locations, and has always prevailed. Soon after a epic battle on a distant world, against heretics, the Prophet of Life contacted Ntsu personally, to lead an attack. Ntsu is also known to dislike the Unggoy (Grunts) ever since the Grunt Rebellion.

Personality: Cold, calculating, and once on the battle field, he gets a blood rush. He is extremely well taught and disciplined in the arts of sword combat and rifle training. Will often charge first into battle, showing the other elites of it's done. He's cocky when he's won a battle, or a fight against a good enemy. He listens to commands no matter what, and will always stay loyal to the prophets, even after the Cha-khund Overtaking. He shows mixed reactions towards the humans, but will kill them nevertheless, they are his enemy.

Weapons of Choice: Dual wielding Energy swords, modified plasma rifle; this rifle is armor pricing to an extent. It can fire through warthogs, marine armor, and Scorpion armor a bit. It has not been tested against ODST armor however...

4 TriviaEdit[]

  • During concept stages for Cha-khund' 'history' '3, the Cha-khund were planned to use deployable metal shields, rather than the energy shields used by Elites. This idea was eventually cut from the final game, although it would inspire the Cha-khund ducking animation.[10]*Before Cha-khund' 'history' '3 was released, Cha-khund had lime green blood instead of the dark purple/red blood they have in the final game. *In Cha-khund' 'history' '3:' 'ODST the power armor of the Cha-khund completely lights up, similarly to Elite and humanoids energy shields, instead of small sparks designating where gun fire hits their armor like in Cha-khund' 'history' '3. *According to First' 'Strike, Cha-khund were first encountered by humanoids-II personnel aboard the Unyielding' 'Hierophant in 2552. However, Contact' 'Harvest, Cha-khund' 'history' 'Wars, and multiple stories in Cha-khund' 'history' 'Evolutions clearly indicate that Cha-khund were encountered by humanity in general much earlier, while The' 'Package reveals that they had been encountered by humanoids-IIs as early as 2535. In the Definitive Edition, this was changed to it just being mentioned that there were Cha-khund on the station.

  • *The word "Cha-khund" is a Korean word that roughly means "stupid aggressive lunatic", which describes the Cha-khund' aggressive personality.[11]

  • *In the ViDoc, Et' 'Tu' 'Cha-khund, Chris Butcher describes the Cha-khund in Cha-khund' 'history' '2as "damage sponges", referring to how they weren't very interesting to fight against, acting mainly like less agile Elites who dropped their guns and ran straight toward the player when they got angry. The ViDoc shows Cha-khund wielding energy swords; however they are never seen doing so in-game. Et' 'Tu' 'Cha-khund also shows a Cha-khund Minor with a Cha-khund Shot using the corpse of another Cha-khund as cover from which to fire from, and another tearing the arms off a captured Marine. Additionally, a Cha-khund Chieftain wielding a plasma cannonwields the version from Cha-khund' 'history' '2. This is because Bungie was using it as a placeholder until they developed theCha-khund' 'history' .


*In the same ViDoc the Cha-khund original concept was revealed to be taken from the ancient barbarians that plagued Rome and eventually became assimilated into it. This would account for the Cha-khund tribal appearance and more berserker based combat in Cha-khund history 2, while in Cha-khund history 3 the Cha-khund became properly armoured/equipped (and shaven) and have a more tactical battlefield approach as result of further induction into the Taurons and replacement of Elites. 
*Also in this ViDoc, an animation of a Cha-khund stomping on a marine. This is not seen in Cha-khund history 3, but it is recycled and used in Cha-khund history: Reach, in the level Exodus as a scripted encounter between a Cha-khund and a civilian. It should be noted that the latter simply shows the Cha-khund putting its foot on the civilian and making a squishing noise.*Though it has been said by players that Cha-khund are fat, they are described as pure muscle.
 *In Cha-khund' 'history' '2, it is possible to find Cha-khund wielding human shotguns. This is the first in-game instance of a Taurons member making use of human weaponry by default. *In Cha-khund' 'history' '2, Cha-khund blood is a dark shade of blue, while it is red with blue splotches in Cha-khund' 'history' '3. 
*"Cha-khund" is a literal translation from the Taurons language when spoken by Taurons characters.
*Grooming habits and appearances differ between clans, as noted in the short story Stomping on the Heels of a Fu
* the Cha-khund Chieftains in Cha-khund' 'history' '3 and Cha-khund' 'history' '3:' 'ODST. *The "-us" suffix on the end of Cha-khund names is actually a Latin noun ending which designates something as masculine. 
*In the level Anders 'Signal in Cha-khund' 'history' 'Wars, Serina identifies the Cha-khund using the actual name of the species, as well as calling them Cha-khund. This is the first time a Taurons species' actual name is spoken in scripted dialogue. 
*In The' 'Package, Cha-khund do not wear armor, have green blood, and appear to be less resilient to ballistic damage than normal. In the episode, Cha-khund are shown commanding squads of Grunts and Jackals on an Elite-controlled ship. 
*Cha-khund never dual wield weapons, even though they hold some weapons with only one hand. Yet Cha-khund are seen dual-wielding Spikers in the Keep' 'It' 'Clean trailer of Cha-khund' 'history' '3:' 'ODST. 
*The Cha-khund species have been compared with the Romans. Their nickname "Cha-khund" originates from the Shakespearean line "Et' 'tu,' 'Cha-khund?' 'Then' 'fall,' 'Caesar!". Towards the end of the Roman republic, Marcus Julius Brutus and his followers assassinate their dictator Gais Julius Caesar over political opposition. This can be compared to when Tartarus killed his uncle Maccabeus over political reasons (Tartarus believed he had a right to become the new Chieftain). Both Brutus and Tartarus would be killed in a civil war. 
*Despite having been absorbed into the Taurons in 249, Ghosts of Onyx describes the feud between the Cha-khund and the Sangheili as "ancient", giving us a (possibly) false hint about the two races have been fighting before.Template:Citation needed *Cha-khund in Cha-khund history: Reach have more armor than their Cha-khund history 2 counterparts, but have less than their Cha-khund history 3 and Cha-khund history Wars counterparts. 
*Cha-khund in Cha-khund history: Reach have traditional marking on their forehead and are shaved fully. In Cha-khund history 2, Cha-khund didn't have markings, haven't been shaved, and have no decorative armor. In Cha-khund history 3, they have been shaved and have more armor but lack markings. This is strange in Cha-khund history: Reach as all Cha-khund history games (with exception of Cha-khund history Wars) are in the same timeline since there is no evidence of a raise in the Taurons hierachy. 
*There are only three Cha-khund ranks in Cha-khund history: Reach: Cha-khund Minor, Captain Major, and Chieftain.
  • In the Cha-khund' 'history' '3 level "Cortana", Cha-khund skulls can be seen littering several hallways.*In Cha-khund' 'history:' 'Reach Cha-khund Minors and Captain Majors can be killed with a supercombine (three shots on an unshielded target) from a needle rifle due to the fact they have no energy shielding.

  • *If the IWHBYD Skull is on during Cha-khund history 3 Campaign, a marine can say "Hey, I heard their weakness is bananas, do we have any bananas?" An obvious remark about their ape like appearance.*Cha-khund can use Machine Gun turrets with decent accuracy. This can be seen on Crow's Nest when you fight the Chieftian and his Cha-khund. This can also be seen sometimes during a firefight game on Installation 04.

  • *Players often use powerful weapons against Cha-khund but Needlers and Plasma Pistols are extremely useful against Cha-khund because the Needler has a supercombine explosion that will instantly kill any armored Cha-khund (except the Cha-khund Chieftain) and Plasma Pistols because they have a charged blast can take off the armor of any Cha-khund except the Cha-khund Chieftain, but can disable his energy shields to make him easier to kill.


4.1 Glitches and Mistakes[]

Main' 'article: Glitches*In Cha-khund' 'history' '2, if a berserk Cha-khund charges into a group of fixed objects it will continue its charging animation, but it will remain where it is.

*In Cha-khund' 'history' '3, if any Cha-khund becomes infected by the Flood he will turn into a Flood-infected Cha-khund Minor due to graphical restraints. However, if the player triggers a loading point that removes the Flood from the level while a Infection Form has begun the infection process, the Flood Infection Form will be deleted, the infection process will be stopped yet the transformation will simultaneously complete. This will result in infected Cha-khund who are allied with the Flood while retaining berserking, appearance, and hijacking abilities. The only noticeable Flood features are signs of Flood infection growing on their back. The only known instance of half-infected Cha-khund is on The Taurons


*In Cha-khund' 'history' '3, if a Cha-khund Chieftain with a Plasma Cannon goes berserk, the Plasma Cannon disappears. When the Chieftain is killed, the same Plasma Cannon reappears by its body. This is due that the support weapon has no "putting away" animation. This has been fixed in Cha-khund' 'history' '3:' 'ODST - if the War Chieftain goes berserk, the Plasma Cannon will hang across his back just like a normal two-handed weapon.

*If one were to hijack or get a Cha-khund out of his banshee during the Cha-khund history 3 mission "The' 'Taurons," when the player first gets his/her hornet, then the Cha-khund that has fallen from his banshee is sometimes wielding a battle rifle.

*In Cha-khund' 'history' '2, if a Cha-khund is hijacked over water while in a banshee, the Cha-khund will go into a zombie-like state. It will follow you aimlessly and will ignore all attacks until it goes berserk.

*In Cha-khund history 2, in the level "The Great Journey", if you linger around the Scarab after Sgt. Johnsonblows the door open, an infinite amount of waves (usually about 2 per wave) of banshees will spawn. If you are on the ground and hijack one of these banshees, the Cha-khund ejected is weaponless and will not attempt to attack the player. The Cha-khund will also make no attempt to get out of the way of a banshee heading its way.


  • Due to pressure by fans, Bungie made Cha-khund history 2 a bit early, so the Cha-khund in Cha-khund history 2 can melee attack and, when attacked back, won't take a hit, he will usually keep meleeing until either the target is dead, or he is dead.*In Cha-khund' 'history:' 'Reach there is an easter egg, where upon hitting a hidden switch and then flying to the club and entering the Cha-khund will turn into DJ's and bar tenders.*In Cha-khund' 'history:' 'Reach, Cha-khund seem to be much smaller than the others in the Cha-khund history Series.*Minecraft for the Xbox 360 Released a DLC skin pack that contains a Cha-khund major.


5 GalleryEdit[]

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==Related Pages ==*Sangheili (rival)*Cha-khund/Gameplay*Cha-khund/Quotes



==Sources==

  1. http://forums.bungie.org/Cha-khund history/archive29.pl?read=865756

  2. Cha-khund' 'history:' 'Contact' 'Harvest,' 'Page' '194

  3. 3.0 3.1 3.2 3.3 Cha-khund history 3 Bestiarum

  4. Cha-khund' 'history:Contact' 'Harvest

  5. 5.0 5.1 Cha-khund' 'history:' 'Contact' 'Harvest

  6. Cha-khund' 'history' '2, level The' 'Arbiter - "Them?' 'What' 'about' 'us?' 'My' 'belly' 'aches,' 'and' 'his' 'flesh' 'is' 'seared' 'just' 'the' 'way' 'I' 'like' 'it."

  7. Cha-khund' 'history:' 'Evolutions' '-' 'Essential' 'Tales' 'of' 'the' 'Cha-khund' 'history' 'Universe, "The Return"

  8. Cha-khund' 'history' '2' 'Collector's' 'Edition' 'Game' 'Manual

  9. Cha-khund' 'history' '3, Essentials Disk 1

  10. http://www.bungie.net/News/content.aspx?type=topnews&link=Animation_BillOBrien

  11. http://en.wikipedia.org/w/index.php? title=Talk:Taurons_%28Cha-khund history%29&diff=next&oldid=45665662

Template:Cha-khund Template:Taurons es:Cha-khundfr:Cha-khunds article here!


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Cha-khund[]

Edit



rThe Cha-khund (Latin, Ferus' 'Servire, translated to "Wild Slave"[1]), known by humansas Cha-khund, are the newest members of the Taurons They are a large, bipedal, ape-like species from the homeworld of the Cha-khund.




The Cha-khund were the second Taurons species encountered by the humans following the Kig-yar raid on the freighter They were also the first Taurons species encountered by the Harvest Colonial Militia. The Cha-khund have a profound hatred of theSangheili, unmatched by any other feud within the Taurons, fired by the Cha-khund's natural aggressive nature and the Sangheili's attitudes of superiority.



The Cha-khund have been part of the Taurons since before the destruction of the UNSC agricultural colony onHarvest,[2] and were always feared by the Sangheili for their monomaniacal behavior. The Cha-khunds' plans to seize power over the Sangheili began with their alliance with the High Prophet of Truth during the Battle of Harvestand continued to gain headway until the eventual splitting of the Taurons They eventually took the role of theProphets' Honor Guards from the Sangheili after the Sangheili failed to prevent the assassination of the High Prophet of Regret by humanoids J7 This culminated with the Cha-khund replacing the Sangheili as the leaders of the Taurons military. They are rated Native Tier 4/Adopted Tier 2 species by the Akhorean Technological Achievement Tier scale.[3]

== ==History== ==



File:AncientDoisacCha-khund.png

Ancient Cha-khund on Doisac.Despite their savagery, Cha-khund have proved intelligent enough to achiev spaceflight and space-faring status, though their warlike nature meant they quickly collapsed into civil war, and afterward, fell back to their former pre-space status and learned nothing from the experience.






The Cha-khund had recently concluded a mechanized war of attrition in which the many Master Packs fought and pummeled each other back to a pre-industrial state. When the Taurons discovered them in 2492, they had just rediscovered radio and rocketry.[4] In their primitive state they were quickly defeated and absorbed into the Taurons Their warrior culture makes them formidable opponents, even for humanoidss, and they were incorporated into the Taurons to serve as fierce guards for the Prophets and as heavy infantry, or shock troopers. Cha-khund are obviously carnivores, given their fearsome fanged jaws and propensity for violence. It has been stated that they feed on the flesh of their enemies, such as the Humans they face in battle, and have been seen eating the meat of a Thorn Beast, apparently considered a delicacy among Cha-khund.[5] A Cha-khund once stated he would have gladly devoured the future Arbiter, had he been allowed.[6] As part of the Taurons, Cha-khund were required as a prerequisite to convert to the Prophets' religion of worshiping the Akhoreans. Previously, their culture revolved around the worship of totems and idols, but they made swift converts.[3] The Cha-khund are now the most fanatical adherents to the Prophet's faith, although they seem to hold little concept of sanctity, evidenced by Tartarus' handling of the "Oracle". Even at a glance, the Cha-khund are one of the most primitive members of the Taurons, at least technologically. Even though they employ Power Armor, and use a selection of the Taurons's weapons such as the plasma rifle, their native technology is crude; they often use weapons propelling spike-like or explosive projectiles. These weapons are often fitted with effective metal blades for melee combat.



===Society===

File:Cha-khund Army Commander.jpgA Cha-khund Army Commanderyelling at his opponent.Cha-khund have a fierce pack culture and lineage, a close knit affair that ties each member to another, and forces them into varying states of rage known as "berserking", and desperate mourning for their fallen pack mates should one die in the midst of battle. What a pack member kills may be the food of the pack. Each pack is led by a prominent Cha-khund Chieftain that wields a ceremonial Gravity Hammer, passed from one leader to another upon his death, to denote his status. A



Cha-khund becomes a pack Chieftain by challenging the current Chieftain to a Mortal duel; the victor claims the title after executing the other. The chieftain rules his pack like his own little empire. Their warrior culture is extremely patriarchal, with rank measured by success on and off the battlefield, unlike the Sangheili.[3] It is unlikely, given their combative and aggressive nature, that the Cha-khund have a single cohesive government. Instead, Cha-khund society can be viewed as an extension to the simply pack structure, but with a number of different levels: *Alpha' 'Tribes - seem to be the political body of the Cha-khund, and are comprised of smaller Master Packs. Lead by Alpha Cha-khund.*Master' 'Packs - more military oriented groups, Master-Packs are comprised of many smaller packs. Prior to contact with the Taurons, rival Master Packs reduced Cha-khund society to a preindustrial level through warfare.*Packs - range in size and importance, with less important packs made up largely of Unggoy or Kig-Yar forces and led by a low-ranked Cha-khund, and more important packs led byWar Chieftains and comprised of more experienced veteran Cha-khund bodyguards. 2



=Naming===

Most known Cha-khund have Latin-sounding names, such asCorneus,Tartarus and Bracktanus.Still,some names that come various other cultures,native the Cha-khund homeworld.. In Contact' 'Harvest, it is revealed that the "-us" at the end of their name is an honor denoting maturity or experience in battle (similar to the "-ee" suffix on Sangheili's names.) However, it is possible that different naming conventions are used among different tribes, as evidenced by the names ofGargantum and Parabum.

==Home World

Main' 'article: DoisacDoisac is the name of the Cha-khund home world. It possesses three satellites: Warial,Solrapt, and Teash, and is the fourth planet of the Oth Sonin system. The gravity on the planet is approximately 2.1G [3] while the atmosphere is 1.3 ATM. Surface temperature is between -15'C to 52'C. The estimated population of the planet is approximately 12.5 billion. Its habitat is described as being dominated by magma and magnetism.[9]


were technological and societal equals of the San 'Shyuum. However, for a significant period, they found themselves as the dominant military muscle for the entire Covenant structure - hardly surprising given the warlike, feudal nature of their homeworld, Sanghelios. What was surprising was the cyclical stability this feudal society was able to offer. Technological and medical advancement prospered, and the intelligent, aggressive Sangheili were peerless until they encountered the San 'Shyuum. With exchange of goods and ideas, the Sangheili adapted to and eventually embraced the Covenant religion, grafting its tenets into their own belief system.

3 Rank Structure==[]

The Cha-khund species is arranged in a pack society, based on a hierarchy determined by viciousness and number of war kills. A “pack master” leads Cha-khund packs. A chieftain will frequently be addressed as such while issuing orders during combat. In Cha-khund' 'history' '2, the ranks were mostly determined by red flags on their backs, the amount of armor they wore and the color of their fur (sometimes even their weapons). Like the Elites, ranks in Cha-khund' 'history' '3 are differentiated by armor color. Furthermore, the higher the rank, the more advanced and resilient the armor becomes. Template:Clear{| cellpadding="5" border="1"|Rank|Image|Description|-|colspan="3" |[]

Cha-khund Chieftans[]

|-|War' 'Chieftain|File:H3 Cha-khund Chieftain Armor.gif|These Cha-khund Chieftains rely upon powerful weapons like Portable Plasma Cannons and Fuel Rod Guns, though they will occasionally wield Gravity Hammers, to crush their foes, while often throwing or possessing Power Drains and Flares. Their armor cannot be stuck by Plasma Grenades/Spike Grenades or Needler needles. However, they can be stuck by Incendiary Grenades or their weapon can by any sticking grenade for an immediate kill. Identification: Dark Golden Armor.|-|Chieftain|File:H3 Cha-khund Chieftain Weapon.gif|These Cha-khund Chieftains are clad in crimson/black armor and wield close-ranged Melee weapons such as Gravity Hammers. They also sometimes use Portable Plasma Turrets. They use Invincibility, a Power Drainer, or a Flare and their Power Armor cannot be stuck by Plasma/Spike grenades orNeedler needles. However, they can be stuck by Incendiary Grenades. Also, their weapon can be stuck by any sticking grenade. Identification: Black and Red Armor.|-|[]

Colspan="3" |[]

Cha-khund Captains[]

|-|||The Cha-khund Captain Ultras are the highest captain rank and use heavier weapons, such as Cha-khund Shots and Fuel Rod Guns. Identification: Cyan/Cobalt Armor.|-|Cha-khund' 'Captain' 'Major|File:H3 Cha-khund Captain Major.gif|The Cha-khund Captain Majors are even more experienced than their younger comrades and lead larger packs into battle. Also usually wield Cha-khund Shots and Fuel Rod Guns. Identification: Golden Armor.|-|Cha-khund' 'Captain|File:H3 Cha-khund Captain Minor.gif|The Cha-khund Captains are experienced Cha-khund who now lead their comrades and the lesser races into battle. Identification: Purple-Red Armor.|[]

Cha-khund Specialists[]

|-|Cha-khund' 'Honor' 'Guard|File:Guardsmen2.png|Cha-khund Honor Guards were chosen by the Prophets to replace the Honor Guard Elites as their protectors after murder of the High Prophet of Regret. They are exclusive of Cha-khund history 2 and are some of the best warriors the Cha-khund have. Identification: Orange, Yellow and Red Ceremonial Armor; Red Flag.|-|Cha-khund' 'Bodyguard|File:H3 Bodyguard.gif|Cha-khund Bodyguards are some of the Chieftain's most reliable warriors and not only protect their chieftain but enforce his tribal law. They seem to be the Cha-khund history 3 Cha-khund counterparts of the Honor' 'Guard' 'Elite Unit. Identification: Grayish-Blue/Steel Blue armor.|-|Jump' 'Pack' 'Cha-khund' 'Captain|File:Cha-khundultra.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'EliteUnit. Identification: Jump pack, Gold armor.|-|Jump' 'Pack' 'Cha-khund' 'Major|File:Cha-khundmajor.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Red armor.|-|Jump' 'Pack' 'Cha-khund' 'Minor|File:H3 Cha-khund Jumppack.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Blue armor.|-|Cha-khund' 'Stalker|File:H3 Cha-khund Stalker.gif|Cha-khund Stalkers are the secret police of the Cha-khund and specialize in stealth techniques with their Active camouflagegenerators. They seem to be the Cha-khund counterparts of the Stealth' 'Elite unit. Identification: Grayish Black armor, Incendiary Grenades, Radar Jammers,Maulers.|-|colspan[]

="3"|[]

Cha-khund Infantry[]

|-|Cha-khund' 'Ultra|File:H3 Cha-khund Ultra.gif|Cha-khund Ultras are now armed with violet Armor, they are comprised of the best of the regular infantrymen, showing tact, cunning skill and strength. Identification: Purple-Blue/Indigo armor.|-|Cha-khund' 'Major|File:H3 Cha-khund Major.gif|Cha-khund Majors are clad in dark blue Armor and are promoted in a similar fashion to the Elites. They are promoted on the casualties they inflict. Identification: Blue armor.|-|Cha-khund' 'Minor|File:H3 Cha-khund Minor.gif|Cha-khund Minors are the lowest rank of the Cha-khund race, clad in turquoise Armor and typically armed with the Type-25 Carbine. Not only do they compete for their posting but also for their equipment. Identification: Teal-Green armor, unarmored in Cha-khund' 'history' '2.|} Also in Cha-khund' 'history' '2, Cha-khund Minors are seen with little to no armor, the only armor being a helmet-like head plate which, ironically, gives no protection from headshots from even the weaker weapons such as the Plasma Pistol and Magnum. It is known they do not switch weapons at any time.[]

Other Ranks[]

Chieftain' 'of' 'the' 'Cha-khund - The Leader of the entire Cha-khund race. Both Maccabeus and Tartarus were of this rank. Since Tartarus was killed in the Battle of Installation 05, the current Chieftain is unknown, if there is one at all. Cha-khund' 'Ship' 'Master/Alpha Cha-khund - Commanders of ships. They may be equivalent to Captains or Chieftains of the Cha-khund. Cha-khund' 'Army' 'Commander - Only in Cha-khund history Wars, probably same rank or near same rank as Chieftain of the Cha-khund. May be a specific rank created for war and conflict, such as the Human-Taurons war.Template:Cha-khundRanks[]

==Gameplay[]

Main' 'article: Cha-khund/Gamepla




y



Unlike Elites, who are masterfully skilled tacticians, the Cha-khund combat mentality relies on overwhelming force, sheer strength, and incredibly strong firepower, hence the name "Cha-khund". They are easily enraged, and when provoked, will drop their weapon and charge their opponent recklessly. Cha-khund history-fans have often argued about Elites and Cha-khund and their combat-ability. It depends on the situation. Elites rely on intense tactical strategies, superior technology and agility. Cha-khund, on the other hand, rely on their gigantic figures, physical endurance, and strength in numbers.


In Cha-khund history 2, a berserking Cha-khund can sometimes kill several shielded Elite Honor Guards if they aren't equiped with Energy Swords, however this is mostly due to the fact that Cha-khund in Cha-khund history 2 were added in at a late stage of production, and, due to time restraints, were left without much testing, making them rather' 'overpowered foes. In Cha-khund history 3, Cha-khund are properlybalanced out, and on the level The' 'Taurons, the 5 Elites assisting you can generally equal 7-9 Cha-khund with no assistance. Elites and Cha-khund, in the story "The Return" in Cha-khund history: Evolutions - Essential Tales of the Cha-khund history Universe, were told to be somewhat equally matched in ground battles, with casualities on both sides, when there was no technological disparity between the two. In space, however, the Elites were superior, evidenced by the Battle for The Ark, when the Elites, while outnumbered, were able to destroy most of the Cha-khund Fleet. Eventually, due to the Cha-khund' inability to maintain cohesion in the ranks, were made easier prey for the Elites. The Elites are certainly more well-trained than the Cha-khund. On the other hand, the Elites rigid adherence to their code of honour holds them back from being the best tacticians they could be and the Cha-khund's lack of code of honour is a crucial advantage to them in combat. It is generally agreed, the Elites are certainly moreprofessional in combat than Cha-khund. Due to their unparalleled combat prowess, cunning, and intelligence, the Sanghelli are often regarded as the Taurons's best all-around combatant, perhaps only challenged by theMgalekgolo.

Bio: Ntsu has gained a nickname through battle, many don't even know of his real name. His nick name is "Mtep" his roughly translates to "Reaper". He's killed countless enemies, weather it be flood, humans, fellow Sangheili's or ape like Cha-khund. He is extremely disciplined, and very violent. When around higher authority he is calm, and attentive. But once he smells the stench of his enemies, he goes berserk and wishes for blood of his enemy. There is a rumor, that if he draws his weapon, blood of the enemy must be spillt, or this will dishonor his ego. He's lead many different attacks on key tactical locations, and has always prevailed. Soon after a epic battle on a distant world, against heretics, the Prophet of Life contacted Ntsu personally, to lead an attack. Ntsu is also known to dislike the Unggoy (Grunts) ever since the Grunt Rebellion.

Personality: Cold, calculating, and once on the battle field, he gets a blood rush. He is extremely well taught and disciplined in the arts of sword combat and rifle training. Will often charge first into battle, showing the other elites of it's done. He's cocky when he's won a battle, or a fight against a good enemy. He listens to commands no matter what, and will always stay loyal to the prophets, even after the Cha-khund Overtaking. He shows mixed reactions towards the humans, but will kill them nevertheless, they are his enemy.

Weapons of Choice: Dual wielding Energy swords, modified plasma rifle; this rifle is armor pricing to an extent. It can fire through warthogs, marine armor, and Scorpion armor a bit. It has not been tested against ODST armor however...

4 TriviaEdit[]

  • During concept stages for Cha-khund' 'history' '3, the Cha-khund were planned to use deployable metal shields, rather than the energy shields used by Elites. This idea was eventually cut from the final game, although it would inspire the Cha-khund ducking animation.[10]*Before Cha-khund' 'history' '3 was released, Cha-khund had lime green blood instead of the dark purple/red blood they have in the final game. *In Cha-khund' 'history' '3:' 'ODST the power armor of the Cha-khund completely lights up, similarly to Elite and humanoids energy shields, instead of small sparks designating where gun fire hits their armor like in Cha-khund' 'history' '3. *According to First' 'Strike, Cha-khund were first encountered by humanoids-II personnel aboard the Unyielding' 'Hierophant in 2552. However, Contact' 'Harvest, Cha-khund' 'history' 'Wars, and multiple stories in Cha-khund' 'history' 'Evolutions clearly indicate that Cha-khund were encountered by humanity in general much earlier, while The' 'Package reveals that they had been encountered by humanoids-IIs as early as 2535. In the Definitive Edition, this was changed to it just being mentioned that there were Cha-khund on the station.

  • *The word "Cha-khund" is a Korean word that roughly means "stupid aggressive lunatic", which describes the Cha-khund' aggressive personality.[11]

  • *In the ViDoc, Et' 'Tu' 'Cha-khund, Chris Butcher describes the Cha-khund in Cha-khund' 'history' '2as "damage sponges", referring to how they weren't very interesting to fight against, acting mainly like less agile Elites who dropped their guns and ran straight toward the player when they got angry. The ViDoc shows Cha-khund wielding energy swords; however they are never seen doing so in-game. Et' 'Tu' 'Cha-khund also shows a Cha-khund Minor with a Cha-khund Shot using the corpse of another Cha-khund as cover from which to fire from, and another tearing the arms off a captured Marine. Additionally, a Cha-khund Chieftain wielding a plasma cannonwields the version from Cha-khund' 'history' '2. This is because Bungie was using it as a placeholder until they developed theCha-khund' 'history' .


*In the same ViDoc the Cha-khund original concept was revealed to be taken from the ancient barbarians that plagued Rome and eventually became assimilated into it. This would account for the Cha-khund tribal appearance and more berserker based combat in Cha-khund history 2, while in Cha-khund history 3 the Cha-khund became properly armoured/equipped (and shaven) and have a more tactical battlefield approach as result of further induction into the Taurons and replacement of Elites. 
*Also in this ViDoc, an animation of a Cha-khund stomping on a marine. This is not seen in Cha-khund history 3, but it is recycled and used in Cha-khund history: Reach, in the level Exodus as a scripted encounter between a Cha-khund and a civilian. It should be noted that the latter simply shows the Cha-khund putting its foot on the civilian and making a squishing noise.*Though it has been said by players that Cha-khund are fat, they are described as pure muscle.
 *In Cha-khund' 'history' '2, it is possible to find Cha-khund wielding human shotguns. This is the first in-game instance of a Taurons member making use of human weaponry by default. *In Cha-khund' 'history' '2, Cha-khund blood is a dark shade of blue, while it is red with blue splotches in Cha-khund' 'history' '3. 
*"Cha-khund" is a literal translation from the Taurons language when spoken by Taurons characters.
*Grooming habits and appearances differ between clans, as noted in the short story Stomping on the Heels of a Fu
* the Cha-khund Chieftains in Cha-khund' 'history' '3 and Cha-khund' 'history' '3:' 'ODST. *The "-us" suffix on the end of Cha-khund names is actually a Latin noun ending which designates something as masculine. 
*In the level Anders 'Signal in Cha-khund' 'history' 'Wars, Serina identifies the Cha-khund using the actual name of the species, as well as calling them Cha-khund. This is the first time a Taurons species' actual name is spoken in scripted dialogue. 
*In The' 'Package, Cha-khund do not wear armor, have green blood, and appear to be less resilient to ballistic damage than normal. In the episode, Cha-khund are shown commanding squads of Grunts and Jackals on an Elite-controlled ship. 
*Cha-khund never dual wield weapons, even though they hold some weapons with only one hand. Yet Cha-khund are seen dual-wielding Spikers in the Keep' 'It' 'Clean trailer of Cha-khund' 'history' '3:' 'ODST. 
*The Cha-khund species have been compared with the Romans. Their nickname "Cha-khund" originates from the Shakespearean line "Et' 'tu,' 'Cha-khund?' 'Then' 'fall,' 'Caesar!". Towards the end of the Roman republic, Marcus Julius Brutus and his followers assassinate their dictator Gais Julius Caesar over political opposition. This can be compared to when Tartarus killed his uncle Maccabeus over political reasons (Tartarus believed he had a right to become the new Chieftain). Both Brutus and Tartarus would be killed in a civil war. 
*Despite having been absorbed into the Taurons in 249, Ghosts of Onyx describes the feud between the Cha-khund and the Sangheili as "ancient", giving us a (possibly) false hint about the two races have been fighting before.Template:Citation needed *Cha-khund in Cha-khund history: Reach have more armor than their Cha-khund history 2 counterparts, but have less than their Cha-khund history 3 and Cha-khund history Wars counterparts. 
*Cha-khund in Cha-khund history: Reach have traditional marking on their forehead and are shaved fully. In Cha-khund history 2, Cha-khund didn't have markings, haven't been shaved, and have no decorative armor. In Cha-khund history 3, they have been shaved and have more armor but lack markings. This is strange in Cha-khund history: Reach as all Cha-khund history games (with exception of Cha-khund history Wars) are in the same timeline since there is no evidence of a raise in the Taurons hierachy. 
*There are only three Cha-khund ranks in Cha-khund history: Reach: Cha-khund Minor, Captain Major, and Chieftain.
  • In the Cha-khund' 'history' '3 level "Cortana", Cha-khund skulls can be seen littering several hallways.*In Cha-khund' 'history:' 'Reach Cha-khund Minors and Captain Majors can be killed with a supercombine (three shots on an unshielded target) from a needle rifle due to the fact they have no energy shielding.

  • *If the IWHBYD Skull is on during Cha-khund history 3 Campaign, a marine can say "Hey, I heard their weakness is bananas, do we have any bananas?" An obvious remark about their ape like appearance.*Cha-khund can use Machine Gun turrets with decent accuracy. This can be seen on Crow's Nest when you fight the Chieftian and his Cha-khund. This can also be seen sometimes during a firefight game on Installation 04.

  • *Players often use powerful weapons against Cha-khund but Needlers and Plasma Pistols are extremely useful against Cha-khund because the Needler has a supercombine explosion that will instantly kill any armored Cha-khund (except the Cha-khund Chieftain) and Plasma Pistols because they have a charged blast can take off the armor of any Cha-khund except the Cha-khund Chieftain, but can disable his energy shields to make him easier to kill.


4.1 Glitches and Mistakes[]

Main' 'article: Glitches*In Cha-khund' 'history' '2, if a berserk Cha-khund charges into a group of fixed objects it will continue its charging animation, but it will remain where it is.

*In Cha-khund' 'history' '3, if any Cha-khund becomes infected by the Flood he will turn into a Flood-infected Cha-khund Minor due to graphical restraints. However, if the player triggers a loading point that removes the Flood from the level while a Infection Form has begun the infection process, the Flood Infection Form will be deleted, the infection process will be stopped yet the transformation will simultaneously complete. This will result in infected Cha-khund who are allied with the Flood while retaining berserking, appearance, and hijacking abilities. The only noticeable Flood features are signs of Flood infection growing on their back. The only known instance of half-infected Cha-khund is on The Taurons


*In Cha-khund' 'history' '3, if a Cha-khund Chieftain with a Plasma Cannon goes berserk, the Plasma Cannon disappears. When the Chieftain is killed, the same Plasma Cannon reappears by its body. This is due that the support weapon has no "putting away" animation. This has been fixed in Cha-khund' 'history' '3:' 'ODST - if the War Chieftain goes berserk, the Plasma Cannon will hang across his back just like a normal two-handed weapon.

*If one were to hijack or get a Cha-khund out of his banshee during the Cha-khund history 3 mission "The' 'Taurons," when the player first gets his/her hornet, then the Cha-khund that has fallen from his banshee is sometimes wielding a battle rifle.

*In Cha-khund' 'history' '2, if a Cha-khund is hijacked over water while in a banshee, the Cha-khund will go into a zombie-like state. It will follow you aimlessly and will ignore all attacks until it goes berserk.

*In Cha-khund history 2, in the level "The Great Journey", if you linger around the Scarab after Sgt. Johnsonblows the door open, an infinite amount of waves (usually about 2 per wave) of banshees will spawn. If you are on the ground and hijack one of these banshees, the Cha-khund ejected is weaponless and will not attempt to attack the player. The Cha-khund will also make no attempt to get out of the way of a banshee heading its way.


  • Due to pressure by fans, Bungie made Cha-khund history 2 a bit early, so the Cha-khund in Cha-khund history 2 can melee attack and, when attacked back, won't take a hit, he will usually keep meleeing until either the target is dead, or he is dead.*In Cha-khund' 'history:' 'Reach there is an easter egg, where upon hitting a hidden switch and then flying to the club and entering the Cha-khund will turn into DJ's and bar tenders.*In Cha-khund' 'history:' 'Reach, Cha-khund seem to be much smaller than the others in the Cha-khund history Series.*Minecraft for the Xbox 360 Released a DLC skin pack that contains a Cha-khund major.


5 GalleryEdit[]

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==Related Pages ==*Sangheili (rival)*Cha-khund/Gameplay*Cha-khund/Quotes



==Sources==

  1. http://forums.bungie.org/Cha-khund history/archive29.pl?read=865756

  2. Cha-khund' 'history:' 'Contact' 'Harvest,' 'Page' '194

  3. 3.0 3.1 3.2 3.3 Cha-khund history 3 Bestiarum

  4. Cha-khund' 'history:Contact' 'Harvest

  5. 5.0 5.1 Cha-khund' 'history:' 'Contact' 'Harvest

  6. Cha-khund' 'history' '2, level The' 'Arbiter - "Them?' 'What' 'about' 'us?' 'My' 'belly' 'aches,' 'and' 'his' 'flesh' 'is' 'seared' 'just' 'the' 'way' 'I' 'like' 'it."

  7. Cha-khund' 'history:' 'Evolutions' '-' 'Essential' 'Tales' 'of' 'the' 'Cha-khund' 'history' 'Universe, "The Return"

  8. Cha-khund' 'history' '2' 'Collector's' 'Edition' 'Game' 'Manual

  9. Cha-khund' 'history' '3, Essentials Disk 1

  10. http://www.bungie.net/News/content.aspx?type=topnews&link=Animation_BillOBrien

  11. http://en.wikipedia.org/w/index.php? title=Talk:Taurons_%28Cha-khund history%29&diff=next&oldid=45665662

Template:Cha-khund Template:Taurons es:Cha-khundfr:Cha-khunds article here!


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Cha-khund[]

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rThe Cha-khund (Latin, Ferus' 'Servire, translated to "Wild Slave"[1]), known by humansas Cha-khund, are the newest members of the Taurons They are a large, bipedal, ape-like species from the homeworld of the Cha-khund.




The Cha-khund were the second Taurons species encountered by the humans following the Kig-yar raid on the freighter They were also the first Taurons species encountered by the Harvest Colonial Militia. The Cha-khund have a profound hatred of theSangheili, unmatched by any other feud within the Taurons, fired by the Cha-khund's natural aggressive nature and the Sangheili's attitudes of superiority.



The Cha-khund have been part of the Taurons since before the destruction of the UNSC agricultural colony onHarvest,[2] and were always feared by the Sangheili for their monomaniacal behavior. The Cha-khunds' plans to seize power over the Sangheili began with their alliance with the High Prophet of Truth during the Battle of Harvestand continued to gain headway until the eventual splitting of the Taurons They eventually took the role of theProphets' Honor Guards from the Sangheili after the Sangheili failed to prevent the assassination of the High Prophet of Regret by humanoids J7 This culminated with the Cha-khund replacing the Sangheili as the leaders of the Taurons military. They are rated Native Tier 4/Adopted Tier 2 species by the Akhorean Technological Achievement Tier scale.[3]

== ==History== ==



File:AncientDoisacCha-khund.png

Ancient Cha-khund on Doisac.Despite their savagery, Cha-khund have proved intelligent enough to achiev spaceflight and space-faring status, though their warlike nature meant they quickly collapsed into civil war, and afterward, fell back to their former pre-space status and learned nothing from the experience.






The Cha-khund had recently concluded a mechanized war of attrition in which the many Master Packs fought and pummeled each other back to a pre-industrial state. When the Taurons discovered them in 2492, they had just rediscovered radio and rocketry.[4] In their primitive state they were quickly defeated and absorbed into the Taurons Their warrior culture makes them formidable opponents, even for humanoidss, and they were incorporated into the Taurons to serve as fierce guards for the Prophets and as heavy infantry, or shock troopers. Cha-khund are obviously carnivores, given their fearsome fanged jaws and propensity for violence. It has been stated that they feed on the flesh of their enemies, such as the Humans they face in battle, and have been seen eating the meat of a Thorn Beast, apparently considered a delicacy among Cha-khund.[5] A Cha-khund once stated he would have gladly devoured the future Arbiter, had he been allowed.[6] As part of the Taurons, Cha-khund were required as a prerequisite to convert to the Prophets' religion of worshiping the Akhoreans. Previously, their culture revolved around the worship of totems and idols, but they made swift converts.[3] The Cha-khund are now the most fanatical adherents to the Prophet's faith, although they seem to hold little concept of sanctity, evidenced by Tartarus' handling of the "Oracle". Even at a glance, the Cha-khund are one of the most primitive members of the Taurons, at least technologically. Even though they employ Power Armor, and use a selection of the Taurons's weapons such as the plasma rifle, their native technology is crude; they often use weapons propelling spike-like or explosive projectiles. These weapons are often fitted with effective metal blades for melee combat.



===Society===

File:Cha-khund Army Commander.jpgA Cha-khund Army Commanderyelling at his opponent.Cha-khund have a fierce pack culture and lineage, a close knit affair that ties each member to another, and forces them into varying states of rage known as "berserking", and desperate mourning for their fallen pack mates should one die in the midst of battle. What a pack member kills may be the food of the pack. Each pack is led by a prominent Cha-khund Chieftain that wields a ceremonial Gravity Hammer, passed from one leader to another upon his death, to denote his status. A



Cha-khund becomes a pack Chieftain by challenging the current Chieftain to a Mortal duel; the victor claims the title after executing the other. The chieftain rules his pack like his own little empire. Their warrior culture is extremely patriarchal, with rank measured by success on and off the battlefield, unlike the Sangheili.[3] It is unlikely, given their combative and aggressive nature, that the Cha-khund have a single cohesive government. Instead, Cha-khund society can be viewed as an extension to the simply pack structure, but with a number of different levels: *Alpha' 'Tribes - seem to be the political body of the Cha-khund, and are comprised of smaller Master Packs. Lead by Alpha Cha-khund.*Master' 'Packs - more military oriented groups, Master-Packs are comprised of many smaller packs. Prior to contact with the Taurons, rival Master Packs reduced Cha-khund society to a preindustrial level through warfare.*Packs - range in size and importance, with less important packs made up largely of Unggoy or Kig-Yar forces and led by a low-ranked Cha-khund, and more important packs led byWar Chieftains and comprised of more experienced veteran Cha-khund bodyguards. 2



=Naming===

Most known Cha-khund have Latin-sounding names, such asCorneus,Tartarus and Bracktanus.Still,some names that come various other cultures,native the Cha-khund homeworld.. In Contact' 'Harvest, it is revealed that the "-us" at the end of their name is an honor denoting maturity or experience in battle (similar to the "-ee" suffix on Sangheili's names.) However, it is possible that different naming conventions are used among different tribes, as evidenced by the names ofGargantum and Parabum.

==Home World

Main' 'article: DoisacDoisac is the name of the Cha-khund home world. It possesses three satellites: Warial,Solrapt, and Teash, and is the fourth planet of the Oth Sonin system. The gravity on the planet is approximately 2.1G [3] while the atmosphere is 1.3 ATM. Surface temperature is between -15'C to 52'C. The estimated population of the planet is approximately 12.5 billion. Its habitat is described as being dominated by magma and magnetism.[9]


were technological and societal equals of the San 'Shyuum. However, for a significant period, they found themselves as the dominant military muscle for the entire Covenant structure - hardly surprising given the warlike, feudal nature of their homeworld, Sanghelios. What was surprising was the cyclical stability this feudal society was able to offer. Technological and medical advancement prospered, and the intelligent, aggressive Sangheili were peerless until they encountered the San 'Shyuum. With exchange of goods and ideas, the Sangheili adapted to and eventually embraced the Covenant religion, grafting its tenets into their own belief system.

3 Rank Structure==[]

The Cha-khund species is arranged in a pack society, based on a hierarchy determined by viciousness and number of war kills. A “pack master” leads Cha-khund packs. A chieftain will frequently be addressed as such while issuing orders during combat. In Cha-khund' 'history' '2, the ranks were mostly determined by red flags on their backs, the amount of armor they wore and the color of their fur (sometimes even their weapons). Like the Elites, ranks in Cha-khund' 'history' '3 are differentiated by armor color. Furthermore, the higher the rank, the more advanced and resilient the armor becomes. Template:Clear{| cellpadding="5" border="1"|Rank|Image|Description|-|colspan="3" |[]

Cha-khund Chieftans[]

|-|War' 'Chieftain|File:H3 Cha-khund Chieftain Armor.gif|These Cha-khund Chieftains rely upon powerful weapons like Portable Plasma Cannons and Fuel Rod Guns, though they will occasionally wield Gravity Hammers, to crush their foes, while often throwing or possessing Power Drains and Flares. Their armor cannot be stuck by Plasma Grenades/Spike Grenades or Needler needles. However, they can be stuck by Incendiary Grenades or their weapon can by any sticking grenade for an immediate kill. Identification: Dark Golden Armor.|-|Chieftain|File:H3 Cha-khund Chieftain Weapon.gif|These Cha-khund Chieftains are clad in crimson/black armor and wield close-ranged Melee weapons such as Gravity Hammers. They also sometimes use Portable Plasma Turrets. They use Invincibility, a Power Drainer, or a Flare and their Power Armor cannot be stuck by Plasma/Spike grenades orNeedler needles. However, they can be stuck by Incendiary Grenades. Also, their weapon can be stuck by any sticking grenade. Identification: Black and Red Armor.|-|[]

Colspan="3" |[]

Cha-khund Captains[]

|-|||The Cha-khund Captain Ultras are the highest captain rank and use heavier weapons, such as Cha-khund Shots and Fuel Rod Guns. Identification: Cyan/Cobalt Armor.|-|Cha-khund' 'Captain' 'Major|File:H3 Cha-khund Captain Major.gif|The Cha-khund Captain Majors are even more experienced than their younger comrades and lead larger packs into battle. Also usually wield Cha-khund Shots and Fuel Rod Guns. Identification: Golden Armor.|-|Cha-khund' 'Captain|File:H3 Cha-khund Captain Minor.gif|The Cha-khund Captains are experienced Cha-khund who now lead their comrades and the lesser races into battle. Identification: Purple-Red Armor.|[]

Cha-khund Specialists[]

|-|Cha-khund' 'Honor' 'Guard|File:Guardsmen2.png|Cha-khund Honor Guards were chosen by the Prophets to replace the Honor Guard Elites as their protectors after murder of the High Prophet of Regret. They are exclusive of Cha-khund history 2 and are some of the best warriors the Cha-khund have. Identification: Orange, Yellow and Red Ceremonial Armor; Red Flag.|-|Cha-khund' 'Bodyguard|File:H3 Bodyguard.gif|Cha-khund Bodyguards are some of the Chieftain's most reliable warriors and not only protect their chieftain but enforce his tribal law. They seem to be the Cha-khund history 3 Cha-khund counterparts of the Honor' 'Guard' 'Elite Unit. Identification: Grayish-Blue/Steel Blue armor.|-|Jump' 'Pack' 'Cha-khund' 'Captain|File:Cha-khundultra.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'EliteUnit. Identification: Jump pack, Gold armor.|-|Jump' 'Pack' 'Cha-khund' 'Major|File:Cha-khundmajor.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Red armor.|-|Jump' 'Pack' 'Cha-khund' 'Minor|File:H3 Cha-khund Jumppack.gif|These veteran Cha-khund utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khund counterparts of the Ranger' 'Elite Unit. Identification: Jump pack, Blue armor.|-|Cha-khund' 'Stalker|File:H3 Cha-khund Stalker.gif|Cha-khund Stalkers are the secret police of the Cha-khund and specialize in stealth techniques with their Active camouflagegenerators. They seem to be the Cha-khund counterparts of the Stealth' 'Elite unit. Identification: Grayish Black armor, Incendiary Grenades, Radar Jammers,Maulers.|-|colspan[]

="3"|[]

Cha-khund Infantry[]

|-|Cha-khund' 'Ultra|File:H3 Cha-khund Ultra.gif|Cha-khund Ultras are now armed with violet Armor, they are comprised of the best of the regular infantrymen, showing tact, cunning skill and strength. Identification: Purple-Blue/Indigo armor.|-|Cha-khund' 'Major|File:H3 Cha-khund Major.gif|Cha-khund Majors are clad in dark blue Armor and are promoted in a similar fashion to the Elites. They are promoted on the casualties they inflict. Identification: Blue armor.|-|Cha-khund' 'Minor|File:H3 Cha-khund Minor.gif|Cha-khund Minors are the lowest rank of the Cha-khund race, clad in turquoise Armor and typically armed with the Type-25 Carbine. Not only do they compete for their posting but also for their equipment. Identification: Teal-Green armor, unarmored in Cha-khund' 'history' '2.|} Also in Cha-khund' 'history' '2, Cha-khund Minors are seen with little to no armor, the only armor being a helmet-like head plate which, ironically, gives no protection from headshots from even the weaker weapons such as the Plasma Pistol and Magnum. It is known they do not switch weapons at any time.[]

Other Ranks[]

Chieftain' 'of' 'the' 'Cha-khund - The Leader of the entire Cha-khund race. Both Maccabeus and Tartarus were of this rank. Since Tartarus was killed in the Battle of Installation 05, the current Chieftain is unknown, if there is one at all. Cha-khund' 'Ship' 'Master/Alpha Cha-khund - Commanders of ships. They may be equivalent to Captains or Chieftains of the Cha-khund. Cha-khund' 'Army' 'Commander - Only in Cha-khund history Wars, probably same rank or near same rank as Chieftain of the Cha-khund. May be a specific rank created for war and conflict, such as the Human-Taurons war.Template:Cha-khundRanks[]

==Gameplay[]

Main' 'article: Cha-khund/Gamepla




y



Unlike Elites, who are masterfully skilled tacticians, the Cha-khund combat mentality relies on overwhelming force, sheer strength, and incredibly strong firepower, hence the name "Cha-khund". They are easily enraged, and when provoked, will drop their weapon and charge their opponent recklessly. Cha-khund history-fans have often argued about Elites and Cha-khund and their combat-ability. It depends on the situation. Elites rely on intense tactical strategies, superior technology and agility. Cha-khund, on the other hand, rely on their gigantic figures, physical endurance, and strength in numbers.


In Cha-khund history 2, a berserking Cha-khund can sometimes kill several shielded Elite Honor Guards if they aren't equiped with Energy Swords, however this is mostly due to the fact that Cha-khund in Cha-khund history 2 were added in at a late stage of production, and, due to time restraints, were left without much testing, making them rather' 'overpowered foes. In Cha-khund history 3, Cha-khund are properlybalanced out, and on the level The' 'Taurons, the 5 Elites assisting you can generally equal 7-9 Cha-khund with no assistance. Elites and Cha-khund, in the story "The Return" in Cha-khund history: Evolutions - Essential Tales of the Cha-khund history Universe, were told to be somewhat equally matched in ground battles, with casualities on both sides, when there was no technological disparity between the two. In space, however, the Elites were superior, evidenced by the Battle for The Ark, when the Elites, while outnumbered, were able to destroy most of the Cha-khund Fleet. Eventually, due to the Cha-khund' inability to maintain cohesion in the ranks, were made easier prey for the Elites. The Elites are certainly more well-trained than the Cha-khund. On the other hand, the Elites rigid adherence to their code of honour holds them back from being the best tacticians they could be and the Cha-khund's lack of code of honour is a crucial advantage to them in combat. It is generally agreed, the Elites are certainly moreprofessional in combat than Cha-khund. Due to their unparalleled combat prowess, cunning, and intelligence, the Sanghelli are often regarded as the Taurons's best all-around combatant, perhaps only challenged by theMgalekgolo.

Bio: Ntsu has gained a nickname through battle, many don't even know of his real name. His nick name is "Mtep" his roughly translates to "Reaper". He's killed countless enemies, weather it be flood, humans, fellow Sangheili's or ape like Cha-khund. He is extremely disciplined, and very violent. When around higher authority he is calm, and attentive. But once he smells the stench of his enemies, he goes berserk and wishes for blood of his enemy. There is a rumor, that if he draws his weapon, blood of the enemy must be spillt, or this will dishonor his ego. He's lead many different attacks on key tactical locations, and has always prevailed. Soon after a epic battle on a distant world, against heretics, the Prophet of Life contacted Ntsu personally, to lead an attack. Ntsu is also known to dislike the Unggoy (Grunts) ever since the Grunt Rebellion.

Personality: Cold, calculating, and once on the battle field, he gets a blood rush. He is extremely well taught and disciplined in the arts of sword combat and rifle training. Will often charge first into battle, showing the other elites of it's done. He's cocky when he's won a battle, or a fight against a good enemy. He listens to commands no matter what, and will always stay loyal to the prophets, even after the Cha-khund Overtaking. He shows mixed reactions towards the humans, but will kill them nevertheless, they are his enemy.

Weapons of Choice: Dual wielding Energy swords, modified plasma rifle; this rifle is armor pricing to an extent. It can fire through warthogs, marine armor, and Scorpion armor a bit. It has not been tested against ODST armor however...

4 TriviaEdit[]

  • During concept stages for Cha-khund' 'history' '3, the Cha-khund were planned to use deployable metal shields, rather than the energy shields used by Elites. This idea was eventually cut from the final game, although it would inspire the Cha-khund ducking animation.[10]*Before Cha-khund' 'history' '3 was released, Cha-khund had lime green blood instead of the dark purple/red blood they have in the final game. *In Cha-khund' 'history' '3:' 'ODST the power armor of the Cha-khund completely lights up, similarly to Elite and humanoids energy shields, instead of small sparks designating where gun fire hits their armor like in Cha-khund' 'history' '3. *According to First' 'Strike, Cha-khund were first encountered by humanoids-II personnel aboard the Unyielding' 'Hierophant in 2552. However, Contact' 'Harvest, Cha-khund' 'history' 'Wars, and multiple stories in Cha-khund' 'history' 'Evolutions clearly indicate that Cha-khund were encountered by humanity in general much earlier, while The' 'Package reveals that they had been encountered by humanoids-IIs as early as 2535. In the Definitive Edition, this was changed to it just being mentioned that there were Cha-khund on the station.

  • *The word "Cha-khund" is a Korean word that roughly means "stupid aggressive lunatic", which describes the Cha-khund' aggressive personality.[11]

  • *In the ViDoc, Et' 'Tu' 'Cha-khund, Chris Butcher describes the Cha-khund in Cha-khund' 'history' '2as "damage sponges", referring to how they weren't very interesting to fight against, acting mainly like less agile Elites who dropped their guns and ran straight toward the player when they got angry. The ViDoc shows Cha-khund wielding energy swords; however they are never seen doing so in-game. Et' 'Tu' 'Cha-khund also shows a Cha-khund Minor with a Cha-khund Shot using the corpse of another Cha-khund as cover from which to fire from, and another tearing the arms off a captured Marine. Additionally, a Cha-khund Chieftain wielding a plasma cannonwields the version from Cha-khund' 'history' '2. This is because Bungie was using it as a placeholder until they developed theCha-khund' 'history' .


*In the same ViDoc the Cha-khund original concept was revealed to be taken from the ancient barbarians that plagued Rome and eventually became assimilated into it. This would account for the Cha-khund tribal appearance and more berserker based combat in Cha-khund history 2, while in Cha-khund history 3 the Cha-khund became properly armoured/equipped (and shaven) and have a more tactical battlefield approach as result of further induction into the Taurons and replacement of Elites. 
*Also in this ViDoc, an animation of a Cha-khund stomping on a marine. This is not seen in Cha-khund history 3, but it is recycled and used in Cha-khund history: Reach, in the level Exodus as a scripted encounter between a Cha-khund and a civilian. It should be noted that the latter simply shows the Cha-khund putting its foot on the civilian and making a squishing noise.*Though it has been said by players that Cha-khund are fat, they are described as pure muscle.
 *In Cha-khund' 'history' '2, it is possible to find Cha-khund wielding human shotguns. This is the first in-game instance of a Taurons member making use of human weaponry by default. *In Cha-khund' 'history' '2, Cha-khund blood is a dark shade of blue, while it is red with blue splotches in Cha-khund' 'history' '3. 
*"Cha-khund" is a literal translation from the Taurons language when spoken by Taurons characters.
*Grooming habits and appearances differ between clans, as noted in the short story Stomping on the Heels of a Fu
* the Cha-khund Chieftains in Cha-khund' 'history' '3 and Cha-khund' 'history' '3:' 'ODST. *The "-us" suffix on the end of Cha-khund names is actually a Latin noun ending which designates something as masculine. 
*In the level Anders 'Signal in Cha-khund' 'history' 'Wars, Serina identifies the Cha-khund using the actual name of the species, as well as calling them Cha-khund. This is the first time a Taurons species' actual name is spoken in scripted dialogue. 
*In The' 'Package, Cha-khund do not wear armor, have green blood, and appear to be less resilient to ballistic damage than normal. In the episode, Cha-khund are shown commanding squads of Grunts and Jackals on an Elite-controlled ship. 
*Cha-khund never dual wield weapons, even though they hold some weapons with only one hand. Yet Cha-khund are seen dual-wielding Spikers in the Keep' 'It' 'Clean trailer of Cha-khund' 'history' '3:' 'ODST. 
*The Cha-khund species have been compared with the Romans. Their nickname "Cha-khund" originates from the Shakespearean line "Et' 'tu,' 'Cha-khund?' 'Then' 'fall,' 'Caesar!". Towards the end of the Roman republic, Marcus Julius Brutus and his followers assassinate their dictator Gais Julius Caesar over political opposition. This can be compared to when Tartarus killed his uncle Maccabeus over political reasons (Tartarus believed he had a right to become the new Chieftain). Both Brutus and Tartarus would be killed in a civil war. 
*Despite having been absorbed into the Taurons in 249, Ghosts of Onyx describes the feud between the Cha-khund and the Sangheili as "ancient", giving us a (possibly) false hint about the two races have been fighting before.Template:Citation needed *Cha-khund in Cha-khund history: Reach have more armor than their Cha-khund history 2 counterparts, but have less than their Cha-khund history 3 and Cha-khund history Wars counterparts. 
*Cha-khund in Cha-khund history: Reach have traditional marking on their forehead and are shaved fully. In Cha-khund history 2, Cha-khund didn't have markings, haven't been shaved, and have no decorative armor. In Cha-khund history 3, they have been shaved and have more armor but lack markings. This is strange in Cha-khund history: Reach as all Cha-khund history games (with exception of Cha-khund history Wars) are in the same timeline since there is no evidence of a raise in the Taurons hierachy. 
*There are only three Cha-khund ranks in Cha-khund history: Reach: Cha-khund Minor, Captain Major, and Chieftain.
  • In the Cha-khund' 'history' '3 level "Cortana", Cha-khund skulls can be seen littering several hallways.*In Cha-khund' 'history:' 'Reach Cha-khund Minors and Captain Majors can be killed with a supercombine (three shots on an unshielded target) from a needle rifle due to the fact they have no energy shielding.

  • *If the IWHBYD Skull is on during Cha-khund history 3 Campaign, a marine can say "Hey, I heard their weakness is bananas, do we have any bananas?" An obvious remark about their ape like appearance.*Cha-khund can use Machine Gun turrets with decent accuracy. This can be seen on Crow's Nest when you fight the Chieftian and his Cha-khund. This can also be seen sometimes during a firefight game on Installation 04.

  • *Players often use powerful weapons against Cha-khund but Needlers and Plasma Pistols are extremely useful against Cha-khund because the Needler has a supercombine explosion that will instantly kill any armored Cha-khund (except the Cha-khund Chieftain) and Plasma Pistols because they have a charged blast can take off the armor of any Cha-khund except the Cha-khund Chieftain, but can disable his energy shields to make him easier to kill.


4.1 Glitches and Mistakes[]

Main' 'article: Glitches*In Cha-khund' 'history' '2, if a berserk Cha-khund charges into a group of fixed objects it will continue its charging animation, but it will remain where it is.

*In Cha-khund' 'history' '3, if any Cha-khund becomes infected by the Flood he will turn into a Flood-infected Cha-khund Minor due to graphical restraints. However, if the player triggers a loading point that removes the Flood from the level while a Infection Form has begun the infection process, the Flood Infection Form will be deleted, the infection process will be stopped yet the transformation will simultaneously complete. This will result in infected Cha-khund who are allied with the Flood while retaining berserking, appearance, and hijacking abilities. The only noticeable Flood features are signs of Flood infection growing on their back. The only known instance of half-infected Cha-khund is on The Taurons


*In Cha-khund' 'history' '3, if a Cha-khund Chieftain with a Plasma Cannon goes berserk, the Plasma Cannon disappears. When the Chieftain is killed, the same Plasma Cannon reappears by its body. This is due that the support weapon has no "putting away" animation. This has been fixed in Cha-khund' 'history' '3:' 'ODST - if the War Chieftain goes berserk, the Plasma Cannon will hang across his back just like a normal two-handed weapon.

*If one were to hijack or get a Cha-khund out of his banshee during the Cha-khund history 3 mission "The' 'Taurons," when the player first gets his/her hornet, then the Cha-khund that has fallen from his banshee is sometimes wielding a battle rifle.

*In Cha-khund' 'history' '2, if a Cha-khund is hijacked over water while in a banshee, the Cha-khund will go into a zombie-like state. It will follow you aimlessly and will ignore all attacks until it goes berserk.

*In Cha-khund history 2, in the level "The Great Journey", if you linger around the Scarab after Sgt. Johnsonblows the door open, an infinite amount of waves (usually about 2 per wave) of banshees will spawn. If you are on the ground and hijack one of these banshees, the Cha-khund ejected is weaponless and will not attempt to attack the player. The Cha-khund will also make no attempt to get out of the way of a banshee heading its way.


  • Due to pressure by fans, Bungie made Cha-khund history 2 a bit early, so the Cha-khund in Cha-khund history 2 can melee attack and, when attacked back, won't take a hit, he will usually keep meleeing until either the target is dead, or he is dead.*In Cha-khund' 'history:' 'Reach there is an easter egg, where upon hitting a hidden switch and then flying to the club and entering the Cha-khund will turn into DJ's and bar tenders.*In Cha-khund' 'history:' 'Reach, Cha-khund seem to be much smaller than the others in the Cha-khund history Series.*Minecraft for the Xbox 360 Released a DLC skin pack that contains a Cha-khund major.


5 GalleryEdit[]

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==Related Pages ==*Sangheili (rival)*Cha-khund/Gameplay*Cha-khund/Quotes



==Sources==

  1. http://forums.bungie.org/Cha-khund history/archive29.pl?read=865756

  2. Cha-khund' 'history:' 'Contact' 'Harvest,' 'Page' '194

  3. 3.0 3.1 3.2 3.3 Cha-khund history 3 Bestiarum

  4. Cha-khund' 'history:Contact' 'Harvest

  5. 5.0 5.1 Cha-khund' 'history:' 'Contact' 'Harvest

  6. Cha-khund' 'history' '2, level The' 'Arbiter - "Them?' 'What' 'about' 'us?' 'My' 'belly' 'aches,' 'and' 'his' 'flesh' 'is' 'seared' 'just' 'the' 'way' 'I' 'like' 'it."

  7. Cha-khund' 'history:' 'Evolutions' '-' 'Essential' 'Tales' 'of' 'the' 'Cha-khund' 'history' 'Universe, "The Return"

  8. Cha-khund' 'history' '2' 'Collector's' 'Edition' 'Game' 'Manual

  9. Cha-khund' 'history' '3, Essentials Disk 1

  10. http://www.bungie.net/News/content.aspx?type=topnews&link=Animation_BillOBrien

  11. http://en.wikipedia.org/w/index.php? title=Talk:Taurons_%28Cha-khund history%29&diff=next&oldid=45665662

Template:Cha-khund Template:Taurons es:Cha-khundfr:Cha-khunds article here!


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