Editing Cut Halo: Reach vehicles

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==Human vehicles==
==Human vehicles==
===Armoured personnel carrier===
===Armoured personnel carrier===
One vehicle intended for inclusion in ''Reach'' was an armoured personnel carrier (APC), with various files and concepts alternately labelling it the "Wolverine" and "Kodiak". An early model of the APC was recovered by the [[Digsite]] project as an "APC Mobile Station" in the files for the cut map [[Cut Halo: Reach levels#Farm|Farm]], consisting of a very basic blockout with no textures, UVs, or weapons. The model recovered has a turret ring and cupola identically sized to support the [[M247T machine gun]] and [[M512 smooth-bore high-velocity cannon|M512 SBHV cannon]] from the [[Scorpion]] tank, and as such was restored to functionality by the Digsite team as a playable vehicle. Due to the extremely early nature of Farm - essentially built in the ''[[Halo 3]]'' engine - the vehicle was restored to functionality in ''Halo 3''. However, one intended part of the ''Reach'' design was the inclusion of lockdown bracings on the vehicle; functionality for this is retained in the ''Reach'' engine but not the ''Halo 3'' engine, meaning that Digsite's restoration of the vehicle does not include this feature. The early design appears to have been based on real-world vehicles like the French [[Wikipedia:AMX-10 RC|AMX-10 RC]] and American [[Wikipedia:M1128 mobile gun system|mobile gun system]], despite its in-game name referring to it as a personnel carrier.{{Ref/Site|Id=DeepDive|URL=https://www.halowaypoint.com/news/digsite-deep-dive|Site=Halo Waypoint|Page=Digsite Deep-Dive|D=21|M=06|Y=2024}}
Labelled in file uploads as the "Wolverine" and "Kodiak" at different stages, various concept images released by [[Isaac Hannaford]] indicate that at some point in the development of ''Reach'' an APC was planned for inclusion in the game.{{Ref/Site|URL=https://www.artstation.com/artwork/armored-personnel-carrier-60d7fce3-4900-41d2-88d8-c589cf476aaa|Site=ArtStation|Page=Armored personnel carrier|D=11|M=9|Y=2021}} Few details are known of this vehicle, and it is likely it was never realised in 3D or in-engine prototyping. The vehicle notable bears an extremely heavy resemblance to the [https://avp.fandom.com/wiki/M577_Armored_Personnel_Carrier M577 APC] from the film ''[[Wikipedia:Aliens (film)|Aliens]]'' - one of [[List of references to Aliens in the Halo series|many inspirations]] taken from the ''Alien'' franchise as a whole.


Later concept art by [[Isaac Hannaford]] showcases an evolution of the blockout model's rather simplistic design into a design more consistent with ''Halo''{{'}}s visual style, notably bearing an extremely heavy resemblance to the [https://avp.fandom.com/wiki/M577_Armored_Personnel_Carrier M577 APC] from the film ''[[Wikipedia:Aliens (film)|Aliens]]'' - one of [[List of references to Aliens in the Halo series|many inspirations]] taken from the ''Alien'' franchise as a whole. In Hannaford's concepts, the vehicle gets renamed from Wolverine to Kodiak in the later illustrations' filenames, and is shown bearing a number of various artillery and cannon mount options.{{Ref/Site|URL=https://www.artstation.com/artwork/armored-personnel-carrier-60d7fce3-4900-41d2-88d8-c589cf476aaa|Site=ArtStation|Page=Armored personnel carrier|D=11|M=9|Y=2021}}
The release of ''[[Halo Wars]]'' in [[2009]] saw the introduction of the [[M9 Wolverine]] - an anti-air tank employed by the UNSC. It is likely that this spurred the change of the APC's name from Wolverine to Kodiak. The release of ''[[Halo Wars 2]]'' in [[2017]] saw the introduction of the [[M400 Kodiak]] - a self-propelled artillery vehicle bearing little resemblance to the planned ''Reach'' vehicle.


The Kodiak was prototyped in-engine in some form{{Ref/Twitter|game_fabricator|706185956693450752|Marcus Lehto|Quote=I wish we still had some old Reach builds with the Kodiak!|D=25|M=10|Y=2021}}, with code referencing the Wolverine as a vehicle physics model remaining in the files of ''Reach''.{{Ref/Note|In ''Halo'', vehicles are separated by their physics type with models such as "Human Jeep Type" representing the Warthog, Mongoose and Spade physics or the "Alien Scout Type" representing the Wraith, Ghost and Revenant. The Wolverine APC is its own physics model.}} The vehicle operates in a similar manner to other human vehicles such as the Warthog and Mongoose, though has an additional deployed state. A model for the Kodiak was later recovered and restored for in-game use by the [[Digsite]] asset recovery project; the vehicle has a lockdown similar to the Kodiak SPG from ''Halo Wars 2'', which is used to deploy the turret on the back. The model as-present only exists in a low-poly, untextured state.{{Ref/Site|Id=Discoveries|URL=https://www.halowaypoint.com/news/digsite-discoveries|Site=Halo Waypoint|Page=Digsite Discoveries|D=18|M=07|Y=2023}}
The Kodiak was prototyped in-engine in some form{{Ref/Twitter|game_fabricator|706185956693450752|Marcus Lehto|Quote=I wish we still had some old Reach builds with the Kodiak!|D=25|M=10|Y=2021}}, with code referencing the Wolverine as a vehicle physics model remaining in the files of ''Reach''.{{Ref/Note|In ''Halo'', vehicles are separated by their physics type with models such as "Human Jeep Type" representing the Warthog, Mongoose and Spade physics or the "Alien Scout Type" representing the Wraith, Ghost and Revenant. The Wolverine APC is its own physics model.}} Tthe vehicle operates in a similar manner to other human vehicles such as the Warthog and Mongoose, though has an additional deployed state.
 
The release of ''[[Halo Wars]]'' in [[2009]] saw the introduction of the [[M9 Wolverine]] - an anti-air tank employed by the UNSC. It is likely that this spurred the change of the APC's name from Wolverine to Kodiak. The release of ''[[Halo Wars 2]]'' in [[2017]] saw the introduction of the [[M400 Kodiak]] - a self-propelled artillery vehicle bearing little resemblance to the planned ''Reach'' vehicle. ''Halo Wars 2'' also introduced two new APCs; the [[M650 Mastodon]] and [[M88 Bison]], both heavily visually inspired by the ''Reach'' APC's concept design.
<gallery>
<gallery>
File:HR Farm APC Blockout.jpg|A blockout for the original Wolverine APC, as it was found on the early Farm map.
File:HR_WolverineAPC_Concept_1.jpg|Early concept art of the APC, when it was still known as the Wolverine.
File:H3 Digsite APCRestoration Screenshot 1.jpg|A screenshot of the Digsite restoration for the Farm APC, in ''Halo 3''{{'}}s engine.
File:HR_WolverineAPC_Concept_2.jpg|Later concept art of the Wolverine.
File:H3 Digsite APCRestoration Screenshot 2.jpg|A screenshot of the Digsite restoration for the Farm APC, in ''Halo 3''{{'}}s engine.
File:HR_KodiakAPC_Concept_1.jpg|Concept art of the APC, re-named the Kodiak.
File:HR WolverineAPC Concept 1.jpg|Early concept art of the APC, when it was still known as the Wolverine.
File:HR_KodiakAPC_Concept_2.jpg|Finalised concept art of the Kodiak.
File:HR WolverineAPC Concept 2.jpg|Later concept art of the Wolverine.
File:HR KodiakAPC Concept 1.jpg|Concept art of the APC, re-named the Kodiak.
File:HR KodiakAPC Concept 2.jpg|Finalised concept art of the Kodiak.
File:HR WolverineAPC Model.jpg|The raw model for the APC.
File:HR WolverineAPC InGame.jpg|The APC restored to in-game functionality in ''Reach''.
</gallery>
</gallery>


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</gallery>
</gallery>


===Pegasus===
===Early Sabre===
Early in the development process, some revisions of the [[FSS-1000 Sabre]] were mocked up by [[Isaac Hannaford]] in 3D for implementation in-game. This early version was ultimately scrapped as this initial pass did not have a strong enough visual silhouette from the player camera perspective.{{Ref/Site|URL=https://www.artstation.com/artwork/P6n3L|Site=ArtStation|Page=Sabre first round
Early in the development process, some revisions of the [[FSS-1000 Sabre]] were mocked up by [[Isaac Hannaford]] in 3D for implementation in-game. This early version was ultimately scrapped as this initial pass did not have a strong enough visual silhouette from the player camera perspective.{{Ref/Site|URL=https://www.artstation.com/artwork/P6n3L|Site=ArtStation|Page=Sabre first round
|Quote=we mocked this up in 3d and it didn't get the parallax I wanted it to from the players perspective so I decided to redo it and build it myself to ensure my goals for the fighter were met.|D=26|M=01|Y=2021}} At this stage in development, the fighter had the nickname of "Pegasus", and went through numerous concept revisions.{{Ref/Reuse|Discoveries}} The fighter was eventully made canon in a [[Canon Fodder]] as the [[S-930 Pegasus|S-930 Strike Fighter]].{{Ref/Site|Id=CFDigsite|URL=https://www.halowaypoint.com/news/canon-fodder-digsite-dissection|Site=Halo Waypoint|Page=Canon Fodder - Digsite Dissection|D=31|M=07|Y=2023}}
|Quote=we mocked this up in 3d and it didn't get the parallax I wanted it to from the players perspective so I decided to redo it and build it myself to ensure my goals for the fighter were met.|D=26|M=01|Y=2021}}
<gallery>
<gallery>
File:H2 StrikeFighter Concept 2.png|A sketch of the scrapped ''[[Halo 2]]'' "Strike Fighter," the Sabre's conceptual precursor.
File:HR_Sabre_Concept_1.jpg|An early concept of the Sabre for ''[[Halo Reach]]''.
File:HR Sabre Concept 5.jpg|Early Sabre concept designs.
File:HR_Sabre_Concept_2.jpg|Several early conceptual explorations of the Sabre.
File:HR StrikeFighter Concept 1.jpg|Concepts for this iteration.
File:HR StrikeFighter Concept 1.jpg|Concepts for this iteration.
File:HR StrikeFighter Concept 2.jpg|Concepts for this iteration.
File:HR StrikeFighter Concept 2.jpg|Concepts for this iteration.
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File:HR_SpaceBattle_Concept.jpg|The early Sabre 3D model can be seen in this concept piece.
File:HR_SpaceBattle_Concept.jpg|The early Sabre 3D model can be seen in this concept piece.
File:HTMCC HR Achievement I'mSorryDave.png|[[Achievements (Halo: The Master Chief Collection)|Achievement]] art for the [[I'm Sorry, Dave]] achievement, showing this Sabre revision in concept.
File:HTMCC HR Achievement I'mSorryDave.png|[[Achievements (Halo: The Master Chief Collection)|Achievement]] art for the [[I'm Sorry, Dave]] achievement, showing this Sabre revision in concept.
File:HR Digsite Pegasus 1.jpg|One of the several Pegasus models recovered by the Digsite team.
File:HR Digsite Pegasus 2.jpg|One of the several Pegasus models recovered by the Digsite team.
</gallery>
</gallery>


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Once notable vehicle heavily prototyped in-engine was a UNSC watercraft, a small attack boat capable of seating a driver, a passenger and a gunner on an [[M41 Vulcan]] - akin to the [[Warthog]]. Early campaign [[Cut Halo: Reach levels|level layouts]] by [[Marcus Lehto]] indicated an [[Cut Halo: Reach levels#Mission 3 - Boat level|intent for the fourth level]] of the game to be a "covert [[Wikipedia:United States Navy SEALs|SEAL]]-esque boat attack at night", with the goal of sinking a ship.{{Ref/Twitter|Id=Levels|game_fabricator|1035367310725279744|Marcus Lehto|Quote=This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality.|D=11|M=9|Y=2021}}
Once notable vehicle heavily prototyped in-engine was a UNSC watercraft, a small attack boat capable of seating a driver, a passenger and a gunner on an [[M41 Vulcan]] - akin to the [[Warthog]]. Early campaign [[Cut Halo: Reach levels|level layouts]] by [[Marcus Lehto]] indicated an [[Cut Halo: Reach levels#Mission 3 - Boat level|intent for the fourth level]] of the game to be a "covert [[Wikipedia:United States Navy SEALs|SEAL]]-esque boat attack at night", with the goal of sinking a ship.{{Ref/Twitter|Id=Levels|game_fabricator|1035367310725279744|Marcus Lehto|Quote=This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality.|D=11|M=9|Y=2021}}


The boat was conceived by [[Isaac Hannaford]]{{Ref/Site|URL=http://www.isaachannaford.com/2011/02/halo-reach-boat-and-pioneer-offroad.html|Site=Isaac Hannaford's Blog|Page=Halo Reach boat and the Pioneer offroad vehicle|Quote=The boat would have been great, and some of the test were promising, but it never quite made it.  You should have seen it jump the waves though...  Awsome!|D=11|M=9|Y=2021}}{{Ref/Site|URL=https://www.artstation.com/artwork/98ZxQ|Site=ArtStation|Page=Assorted Vehicle designs for Halo: REACH|D=11|M=9|Y=2021}}, and prototyped extensively in-engine resulting in the development of water-wake technology later re-used for the jet-wash effects on the [[Series 8 jetpack|jetpack]].{{Ref/Twitter|stepscot|1035516267808010240|Steve Scott|Quote=The sweet water wake tech we developed for the shelved boat prototype came back as ground-aware jet wash on the jetpack. Working with Baldwin on that feature was a highlight of that development cycle for me|D=11|M=9|Y=2021}} Ultimately, the boat was cut entirely, though the boat's removal was credited in allowing the level [[New Alexandria]] to be fully-developed and make it into the final game.{{Ref/Twitter|sam_arguez|1035374911248728064|Sam Arguez|Quote=We may have lost the boat, but in doing so we made room for that cool Falcon rooftop mission by @dmiller360 [Dan Miller] . Man, I should go play Reach again...|D=11|M=9|Y=2021}} A small amount of footage of the boat prototype was later shown at PAX 2010 in a demo reel of cut content; showcasing the boat riding on the waves and driven in a third-person view.{{Ref/YouTube|Id=PAX10|pZs8ryXP4kE|Halo|PAX 2010: Bungie Halo: Reach Panel (Part 3)}}
The boat was concepted by [[Isaac Hannaford]]{{Ref/Site|URL=http://www.isaachannaford.com/2011/02/halo-reach-boat-and-pioneer-offroad.html|Site=Isaac Hannaford's Blog|Page=Halo Reach boat and the Pioneer offroad vehicle|Quote=The boat would have been great, and some of the test were promising, but it never quite made it.  You should have seen it jump the waves though...  Awsome!|D=11|M=9|Y=2021}}{{Ref/Site|URL=https://www.artstation.com/artwork/98ZxQ|Site=ArtStation|Page=Assorted Vehicle designs for Halo: REACH|D=11|M=9|Y=2021}}, and prototyped extensively in-engine resulting in the development of water-wake technology later re-used for the jet-wash effects on the [[Series 8 jetpack|jetpack]].{{Ref/Twitter|stepscot|1035516267808010240|Steve Scott|Quote=The sweet water wake tech we developed for the shelved boat prototype came back as ground-aware jet wash on the jetpack. Working with Baldwin on that feature was a highlight of that development cycle for me|D=11|M=9|Y=2021}} Ultimately, the boat was cut entirely, though the boat's removal was credited in allowing the level [[New Alexandria]] to be fully-developed and make it into the final game.{{Ref/Twitter|sam_arguez|1035374911248728064|Sam Arguez|Quote=We may have lost the boat, but in doing so we made room for that cool Falcon rooftop mission by @dmiller360 [Dan Miller] . Man, I should go play Reach again...|D=11|M=9|Y=2021}} A small amount of footage of the boat prototype was later shown at PAX 2010 in a demo reel of cut content; showcasing the boat riding on the waves and driven in a third-person view.{{Ref/YouTube|Id=PAX10|pZs8ryXP4kE|Halo|PAX 2010: Bungie Halo: Reach Panel (Part 3)}}


Code for the boat remains in the files of ''Reach''.
Code for the boat remains in the files of ''Reach''.
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===Scarab===
===Scarab===
While the {{Pattern|Deutoros|Scarab}} did ultimately make its way into the final game as a low-poly background entity on the levels [[Tip of the Spear]] and [[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]] (with the latter level also featuring a more detailed, non-interactive setpiece Scarab at one point in the mission), early ideas for the game's campaign were to have the player character able to ''drive'' the Scarab. Early ideas for the level New Alexandria would have seen the player drive the Scarab in the remains of the post-[[glassing]] city. Prototypes for the Scarab were made and the physics involved was described by Chris Ophdal as "sweet", though the Scarab was ultimately considered unsustainable - especially with the high engine cost needed to run the level. Ultimately, the drivable Scarab was scrapped and New Alexandria was transformed into an aerial mission focusing on the [[Falcon]] instead.{{Ref/Site|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|Site=Eurogamer|Page=Tech Interview: Halo: Reach - Page 3|D=11|M=9|Y=2021}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}}
While the {{Pattern|Deutoros|Scarab}} did ultimately make its way into the final game as a low-poly background entity on the levels [[Tip of the Spear]] and [[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]] (with the latter level also featuring a more detailed, non-interactive setpiece Scarab at one point in the mission), early ideas for the game's campaign were to have the player character able to ''drive'' the Scarab. Early ideas for the level New Alexandria would have seen the player drive the Scarab in the remains of the post-[[glassing]] city. Prototypes for the Scarab were made and the physics involved described by Chris Ophdal as "sweet", though the Scarab was ultimately considered unsustainable - especially with the high engine cost needed to run the level. Ultimately, the drivable Scarab was scrapped and New Alexandria was transformed into an aerial mission focusing on the [[Falcon]] instead.{{Ref/Site|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|Site=Eurogamer|Page=Tech Interview: Halo: Reach - Page 3|D=11|M=9|Y=2021}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}}


[[Cut Halo: Reach dialogue|Cut dialogue]] for the missions Tip of the Spear and [[Exodus]] shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in ''Halo 3'' and ''[[Halo 3: ODST]]'', though all were cut.
[[Cut Halo: Reach dialogue|Cut dialogue]] for the missions Tip of the Spear and [[Exodus]] shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in ''Halo 3'' and ''[[Halo 3: ODST]]'', though all were cut.
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===Revenant physics model===
===Revenant physics model===
While the {{Pattern|Rizvum|Revenant}} was ultimately realised in the final game as a fully-fledged vehicle, an unused physics model present in the game files suggests a different originally-intended role for the vehicle. In the final release, the Revenant utilised the "alien scout" physics model, shared with the [[Ghost]] which provides the vehicle with four directions of movement and a front-facing, driver-controlled weapon. The unused Revenant variation in the files acts similarly, though with the exception that the driver-controlled turret has a full 360 degrees of rotation - similar to the turret on the [[Scorpion]] tank. It is unknown why this ultimately went unused.
While the {{Pattern|Rizvum|Revenant}} was ultimately realised in the final game as a fully-fledged vehicle, an unused physics model present in the game files suggests a different originally-intended role for the vehicle. In the final release, the Revenant utilised the "alien scout" physics model, shared with the [[Ghost]] which provides the vehicle with four directions of movement and a front-facing, driver-controlled weapon. The unused Revenant variation in the files acts similarly, though with the exception that the driver-controlled turret has a full 360 degrees of rotation - similar to the turret on the [[Scorpion]] tank. It is unknown as to why this ultimately went unused.


Notably, early concept explorations for the Revenant did explore the idea of giving the Revenant a fully-operational manned turret, akin to the {{Pattern|Wuzum|Spectre}} or the [[Warthog]]. Although this design was ultimately unused, the concept was [[Cut Halo 4 vehicles|revisited]] in ''[[Halo 4]]'' as the {{Pattern|Phelent|Revenant}}.
Notably, early concept explorations for the Revenant did explore the idea of giving the Revenant a fully-operational manned turret, akin to the {{Pattern|Wuzum|Spectre}} or the [[Warthog]]. Although this design was ultimately unused, the concept was [[Cut Halo 4 vehicles|revisited]] in ''[[Halo 4]]'' as the {{Pattern|Phelent|Revenant}}.
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===Siege engine===
===Siege engine===
<!-- To Do: Investigate Revenant physics model = Siege Engine discussion -->
<!-- To Do: Investigate Revenant physics model = Siege Engine discussion -->
Referred to internally as the "siege engine", little is known of this gargantuan Covenant vehicle's purpose. The vehicle was conceived by Isaac Hannaford, though never progressed past the concept stage.{{Ref/Twitter|Isaac_Hannaford|1375859860202430465|Isaac Hannaford|Quote=Covenant siege engine painted over a beautiful piece by Jamie Jones.|D=28|M=3|Y=2021}} When asked about the vehicle's resemblance to the [https://terminator.fandom.com/wiki/HK-Tank H-K-Tank] from the ''Terminator'' franchise, Hannaford responded that there were "''no coincidences''."{{Ref/Twitter|Isaac_Hannaford|1378916325758693377|Isaac Hannaford|Quote=There are no coincidences :)|D=11|M=9|Y=2021}}
Referred to internally as the "siege engine", little is known of this gargantuan Covenant vehicle's purpose. The vehicle was concepted by Isaac Hannaford, though never progressed past the concept stage.{{Ref/Twitter|Isaac_Hannaford|1375859860202430465|Isaac Hannaford|Quote=Covenant siege engine painted over a beautiful piece by Jamie Jones.|D=28|M=3|Y=2021}} When asked about the vehicle's resemblance to the [https://terminator.fandom.com/wiki/HK-Tank H-K-Tank] from the ''Terminator'' franchise, Hannaford responded that there were "''no coincidences''."{{Ref/Twitter|Isaac_Hannaford|1378916325758693377|Isaac Hannaford|Quote=There are no coincidences :)|D=11|M=9|Y=2021}}


Some concept art for the Tip of the Spear mission indicates that early plans were to have the siege engines be the target of the [[Battle at Szurdok Ridge]]. This early concept may also be depicting what would have been mission nine in Lehto's early campaign level layouts; which list a mission with the following objectives;{{Ref/Reuse|Levels}}
Some concept art for the Tip of the Spear mission indicates that early plans were to have the siege engines be the target of the [[Battle at Szurdok Ridge]]. This early concept may also be depicting what would have been mission nine in Lehto's early campaign level layouts; which list a mission with the following objectives;{{Ref/Reuse|Levels}}
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File:HR_CovenantArmy_Concept_2.jpg|Concept art for a Covenant army, depicting what appear to be siege engines.
File:HR_CovenantArmy_Concept_2.jpg|Concept art for a Covenant army, depicting what appear to be siege engines.
File:HR_WarthogCharge_Concept_1.jpg|Concept art for Tip of the Spear - note the presence of siege engines in the artwork.
File:HR_WarthogCharge_Concept_1.jpg|Concept art for Tip of the Spear - note the presence of siege engines in the artwork.
File:HR EarlyDraugr Blockout Screenshot 1.jpg|An early blockout of the siege engine model.{{Ref/Twitter|Id=DraugrModel1|___Gal4xy___|1590617916432449537|Galaxy|Quote=While going through more BSP's from Halo: Reach, I stumbled upon an early block out version of the mission "Tip Of The Spear", but the thing that took me by surprise was the fact there was a model of the Covenant Siege Engine on the BSP! The Siege Engine has been found!|D=11|M=02|Y=2023}}
File:HR EarlyDraugr Blockout Screenshot 2.jpg|An early blockout of the siege engine model.{{Ref/Reuse|DraugrModel1}}
File:HR EarlyDraugr Blockout Screenshot 3.jpg|An early blockout of the siege engine model, as viewed in first-person.{{Ref/Twitter|Id=DraugrModel2|___Gal4xy___|1610109353755041794|Galaxy|Quote=Damn, the Siege Engine is huge in person!|D=11|M=02|Y=2023}}
</gallery>
</gallery>


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