Real World

Halo 4 Interactive Guide

From Halopedia, the Halo wiki

Opening screen of the site.

Halo 4 Interactive Guide was a promotional website for Halo 4. It was launched in late October, 2012, and was hosted on Halo Waypoint's website. The information was later moved onto Halo Waypoint itself under the name Halo 4 Intel.

Basics[edit]

Game Modes[edit]

  • Campaign: Four years after the end of the Covenant War, Cortana has awoken the legendary Master Chief within the battered and stranded remains of the UNSC Forward Unto Dawn. In front of them looms Requiem, a Forerunner world unlike any other, home to a power far greater than anything humanity has ever faced before. The Chief must now fight his way through enemies, both new and familiar, to uncover secrets one hundred thousand years old.
  • War Games: This unparalleled, revolutionary battle simulation system is where Spartans go to hone their skills in competitive combat. Through the dual purposing of holographic technology and vast pneumatic riser fields, the War Games facility is transformed into a hyper-realistic battlefield, simulating both real and hypothetical combat arenas. Moderated by the War Games AI, Spartans engage in a variety of classic and new gametypes.
  • Spartan Ops: The designation "Spartan Ops" has been given to any and all on-record missions conducted by Spartans of the UNSC Infinity. For longtime Halo fans, however, Spartan Ops represents a watershed moment of immersive, story-driven cooperative gameplay delivered in addictive, bite-sized episodic pieces. Spartan Ops episodes run the course of a season, providing epic gameplay experiences driven by the powerful stories of the Spartans aboard Infinity, as they encounter the hostile alien world of Requiem.
  • Forge: Forge is a game mode which offers players the ability to edit multiplayer maps Through a powerful toolset, players can add, remove, and move around map objects such as weapons, vehicles, power-ups, and props. Players can even modify some of the structures found on the map, with a handful of maps allowing an extreme level of modification within large open spaces. In Halo 4, Forge is introducing several new features, such as the real time highlighting and labeling of objects, the ability to lock, duplicate, and magnetically link objects together, and the option to change player traits in a given location on a map.
  • Theater: Through Halo 4's Theater mode, players have the ability to rewatch their competitive War Games experiences from any angle, as well as capture screenshots and video clips of their matches. Over Xbox LIVE, players cam then exchange screenshots and video clips with each other. displaying their combat legacy for all to see.

Career[edit]

  • Challenges: Halo 4 players can take part in Challenges, specifically crafted objectives within the game, to gain bonus experience points (XP) which can be used to advance their Spartan Rank. Challenges can occur on both a daily and a weekly cadence, spanning Campaign, Spartan Ops, and War Games modes. Additional Challenges will be offered through Waypoint outside of this scheduled cadence. Challenges will vary from time to time, but current progress can be observed under Career > Challenges within the Start menu.
  • Commendations: Throughout the course of playing Halo 4, players are rewarded as they accomplish various tasks in the game such as the effective use of a particular weapon or the neutralization of a specific enemy type. These awards accumulate as they are accomplished, eventually rewarding the player with a Commendation. The type of Commendations available to players may vary, but one's current progress can be observed under Career > Commendations within the Start menu.
  • Specializations: During their career as a Spartan, players are offered Specializations though a variety of channels, allowing them to enlist in specific rank paths that come with armor sets, mods, emblems, and a variety of other components. Once a player has advanced through the standard fifty (50) rank levels allotted to Spartans, they will have access to a selection of Specializations. These paths are composed of ten rank levels each, with the player, once opting for the Specialization, must advance through in order to improve their rank and before being allowed to enlist in a separate Specialization.
  • Service Record: Through both War Games and Spartan Ops, personnel can effectively rank up, unlocking items, such as armor kits, components, and skins, for use within their custom loadouts. What's more, Spartans earn points while ranking up that they can use to purchase items to improve their combat performance and abilities in the field.

Customize[edit]

  • Loadouts: Protocol mandates that Spartans are fully equipped prior to engaging in live combat. When building a Loadout, Spartans are required to carry one Primary Weapon, such as a rifle, one Secondary Weapon, such as a pistol, and a grenade. Spartans can also choose among a selection of Armor Abilities, Tactical Packages, and Support Upgrades to customize their functionality and augment their overall performance in the field.
  • Armor Customization: As personnel within the UNSC's Spartan branch advance in rank, they earn a wide selection of armor sets and individual pieces, which they can mix and match to reflect their personal tastes. In addition, they can outfit their armor with alternate skins to elaborate their field presence and identity. Some of the rarest armor sets and components can only be recieved upo completion of specific in-game Commendations, Challenges, or other Waypoint goals.

Settings[edit]

  • Network: Halo 4 can be played locally on a single Xbox 360, though System Link with other Xbox 360 consoles, or on Xbox LIVE. Network Status can also help indicate the general network conditions the player will encounter on Xbox LIVE, rated relatively against average residential connections.

Story[edit]

Characters[edit]

Meet Fireteam Majestic[edit]

Composed of five SPARTAN-IV soldiers, Fireteam Majestic play an extremely important role in the events of Halo 4.
You can learn more about Fireteam Majestic and everything Halo 4 in the all-new Halo 4: The Essential Visual Guide which is available in stores now.

Locations[edit]

CLASS: Charon (Light Frigate)
REGISTRY: FFG-201
SUBLIGHT CONFIGURATION: Naoto Technologies: V4/L-DFR
TRANSLIGHT CONFIGURATION: Series IV CODEN/SFTE - Main
PRIMARY ARMAMENT: Mark II, Light Coil - 83B6R3/MAC
SECONDARY ARMAMENT: M58 Archer Missle Delivery System (50 pods)
TERTIARY ARMAMENT: M870 Rampart 50mm Point Defence Guns (4 guns)
QUATERNARY ARMAMENT: M4093 Hyperion Nuclear Delivery System (3 silos)

Classical light frigate design, the UNSC Forward Unto Dawn is the most renowned for its service on the frontlines in defense of Earth and its pursuit of Covenant forces through the Forerunner portal at Voi. There the Dawn fought alongside a renegade Sangheili fleet and defeated the Covenant, ultimately bringing an end to the war. Unfortunately, upon its return to Earth, the ship was rent in two while passing through a collapsing slipspace portal, sending the fore of the vessel back to Earth, while the aft section, containing the Master Chief and Cortana, absently floated in uncharted spece for years.

CLASS: Infinity
REGISTRY: INF-101
SUBLIGHT CONFIGURATION: XR2 Boglin Fields: S81/X-DFR
TRANSLIGHT CONFIGURATION: Mark X Macedon/Z-PROTOTYPE #78720HDS
PRIMARY ARMAMENT: CR-08, Series-8 MAC
SECONDARY ARMAMENT: M42 aRCHER (350 pods X 24 missiles)
TERTIARY ARMAMENT: M75 Rapier (250 pods x 30 missiles)
QUATERNARY ARMAMENT: M96 Howler (500 pods x 20 missiles)
QUINARY ARMAMENT: M965 Fortress 70mm Point Defence Network (830 guns)

A warship unparalleled in human innovation, the UNSC Infinity is easily the largest and most powerful vessel ever employed by Earth. Although it was originally designed to contend with the Covenant, the war's end recommissioned Infinity for peaceful exploration and research-until it discovered the Forerunner world of Requiem and was mercilessly pulled into the maw of the planet. Now, the fate of Infinity and its crew is inexorably tied to that of the Master Chief, as the ending of a 100,000-year story finally takes shape.

A fortress world once held by Warrior-Servants, Requiem was a critical site during the Forerunner campaign against the Flood. While the Forerunners maintain a variety of shield world facilities across the galaxy, Requiem is easily one of the most resilient, composed of a series of concentric planetary bodies enclosed within each other beneath a vast armored surface. Home to the Promethean class of Warrior-Servants as a centralized hub for all Forerunner warring efforts, Requiem was sealed up during the course of the Flood War, though the events around this dark mystery remain hidden.

Primer[edit]

Enemies[edit]

Covenant[edit]

SPECIES: Unggoy
HOMEWORLD: Balaho
AVERAGE HEIGHT: 4 ft 6.5in-5 ft 7in (138.4 cm-167 cm)
AVERAGE WEIGHT: 248.3 lbs-260.1 lbs (112.6 kg-118 kg)

Augmenting many individual Unggoy detachments is the battle-hardened Grunt Heavy class. Typically found with full-face protective rebreathers, enhanced optical sensors, and ultra-dense battle harnesses, this class is composed of experienced and formidable Unggoy warriors who are capable in a variety of combat. Perhaps most noticeable of Grunt Heavy class is their favoring of the brutal Fuel Rod Cannon, making encounters with even just one potentially dangerous.

SPECIES: Kig-Yar
HOMEWORLD: Eayn
AVERAGE HEIGHT: 6 ft 2in-6 ft 8in (190 cm-203 cm)
AVERAGE WEIGHT: 195 lbs-206 lbs (88 kg-93 kg)

Easily the most common among the current Kig-Yar population, Storm Jackals represent the tip of the spear of the Covenant military body. Despite being lightly armored, this role is equipped with personal energy shields which provide resilient yet versatile cover whenever needed. Storm Jackals, as indicated by their name, are generally deployed in 'storm' or assault formations alongside other troops, though they can be splintered off into groups for other specialized roles.

SPECIES: Kig-Yar
HOMEWORLD: Eayn
AVERAGE HEIGHT: 6 ft 2in-6 ft 8in (190 cm-203 cm)
AVERAGE WEIGHT: 195 lbs-206 lbs (88 kg-93 kg)

The Jackal Ranger is yet another component of the Covenant's impressive extra-vehicular activity combat arm, used within infantry-based engagements in space and, to a lesser extent, within environments which require high mobility across vertical terrain. Jackal Rangers are sealed inside heavily armored EVA-enabled suits and their armaments can vary based on operation, though they generally use marksmen weapons such as the Covenant Carbine and are comprehensively trained in mid-range to long-range combat.

SPECIES: Kig-Yar
HOMEWORLD: Eayn
AVERAGE HEIGHT: 6 ft 2in-6 ft 8in (190 cm-203 cm)
AVERAGE WEIGHT: 195 lbs-206 lbs (88 kg-93 kg)

In the centuries-old tradition of Covenant military, the role of Jackal Sniper is one that is viewed critical during most groundside engagements. Genetically, Kig-Yar are already born with innate abilities that benefit scouts and snipers. Nevertheless, this class is still outfitted with moderate armor and an ocular enhancement helmet which is smart-linked to their marksmen weapon of choice. The vision optimization employed here allows them to sight and target enemies at extreme distances with either the Beam Rifle or Covenant Carbine.

SPECIES: Kig-Yar
HOMEWORLD: Eayn
AVERAGE HEIGHT: 6 ft 2in-6 ft 8in (190 cm-203 cm)
AVERAGE WEIGHT: 195 lbs-206 lbs (88 kg-93 kg)

Generally operating in a support role amongst Kig-Yar trackers and scouts, the Jackal Heavy class is the most experienced and skilled of their species. Utilizing impressive armor which showcases their station, intimidates enemies and provides excellent protection, these troopers are typically deployed with Needlers and personal energy shields, allowing them to provide substantial opposition for any foes who encounter them. The combination of speed, agility, resistance, and firepower make the Jackal Heavy class a force to be reckoned with.

SPECIES: Mgalekgolo
HOMEWORLD: Te
AVERAGE HEIGHT: 12 ft 1in-12 ft 3in (368.7 cm-373.4 cm)
AVERAGE WEIGHT: 10,500 lbs (4,800 kg)

Mgalekgolo variations have been encountered in a variety of carapaces, though most are too similar for outsiders to make a distinction. Massive in size, imposing in power, and brutally violent in combat, the Hunter usually represents the Covenant's last resort option-a pair of living mobile armored units which can engage a large number of enemy infantry and vehicles. The Hinter is usually equipped with a destructive Assault Cannon and an enormous arm-fused shield which is believed to be composed of the same raw materials as he battleplates on Covenant capital ships.

SPECIES: Sangheili
HOMEWORLD: Sanghelios
AVERAGE HEIGHT: 7 ft 4in-8 ft 6in (223–259 cm)
AVERAGE WEIGHT: 307-393 lbs (139–178 kg)

An overwhelming number of Sangheili troops currently fall within the Storm Elite class; they are effectively the iron heart of the Covenant. Despite their substantial numbers, Storm Elites can still lead smaller detachments of Unggoy and Kig-Yar, and are in turn lead by Elite Commanders and even Zealots. Although a Storm Elite's armor is simple and sleek, it is more than competent for combat purposes and is typically used in conjunction with a Storm Rifle, or in some rare cases, a Covenant Carbine.

SPECIES: Sangheili
HOMEWORLD: Sanghelios
AVERAGE HEIGHT: 7 ft 4in-8 ft 6in (223–259 cm)
AVERAGE WEIGHT: 307-393 lbs (139–178 kg)

Optimized to engage in combat operations within exotic environments such as space. radioactive sites and other hazardous locations, Elite Rangers have been employed by the Covenant since its very inception. The Elite Ranger role operates similar to that of the Elite Storm, despite requiring the use of extra-vehicular activity equipment, marginally heavier armor and gravity-mitigating thruster packs. The vast majority of military ops deploying Elite Rangers are EVA-only engagements, however some Ranger squads are deployed to terrestrial sites where their thruster packs provide a unique advantage against their enemies.

SPECIES: Sangheili
HOMEWORLD: Sanghelios
AVERAGE HEIGHT: 7 ft 4in-8 ft 6in (223–259 cm)
AVERAGE WEIGHT: 307-393 lbs (139–178 kg)

The most common Covenant leaders on the battlefield are Elite Commanders, operating in tandem with local Sangheili, Kig-Yar and Unggoy combat squads. These battle-hardened soldiers, most who've served within the Covenant for decades, provide essential strategic and tactical prowess in the battlefield. Traditionally, Elite Commanders wear heavier, more elaborate armor sets displaying their heritage of skill and honor, wielding weapons like the Concussion Rifle or the Covenant Carbine.

SPECIES: Sangheili
HOMEWORLD: Sanghelios
AVERAGE HEIGHT: 7 ft 4in-8 ft 6in (223–259 cm)
AVERAGE WEIGHT: 307-393 lbs (139–178 kg)

A collection of the most experienced and seasoned Sangheili troops from the previous war now comprise the Elite Warrior class, what is effectively and elevated role of nobility within the Covenant military body. Utilizing powerfully reinforced combat harnesses and typically armed with the devastating Fuel Rod Cannon, Elite Warriors are one of the most intimidating Covenant units currently in operation, violently engaging any enemies with unhinged ferocity and brilliant strategy.

Promethean[edit]

War Games[edit]

Gametypes[edit]

  • Slayer: The standard Slayer experience of past Halo titles now returns with a variety of new features that span across the entire War Games experience. These features include a new scoring system which separates individual and team performance, a substantial medal set, improvements to the multiplayer HUD, the SITREC (Situational Record) Replay and a dynamic ordnance drop system. The newly introduced Infinity Slayer variant now allows Spartans to earn points during the course of a match which can eventually be leveraged to call in ordnance from overhead. Ordnance drops within Infinity Slayer consist of three selectable but randomly generated weapons or power-ups, the latter which can alter a Spartan’s speed, shielding or ability to issue damage.
  • Regicide: The Spartan in first place is the King. As the King racks up kills, their bounty increases, thereby increasing the points other Spartans gain from killing the King. All other Spartans’ heads-up displays and motion sensors give away the King’s location at all times during the match, aggressively focusing combat wherever the point leader happens to be.
  • Capture the Flag: Played with up to four teams, each of which has their own Flag. The goal of each team is to steal an enemy team’s Flag, while protecting their own. Once a team has grabbed a Flag, they must return it to their own capture point to score. Flag carriers are only able to use a Magnum or the Flag itself as a weapon.
  • Dominion: Teams are pitted against each other to capture, fortify, and resupply bases to win. After infiltrating a base, a player can capture it for their team, whether it is a neutral base or a base previously claimed by the enemy. When a team has held a base for long enough, it will automatically fortify, defending itself with turret emplacements and energy shields. Holding a base earns teams points for each resupply, and provides teams with heavy ordnance drops and vehicles each supply cycle.
  • Flood: Within this War Games simulation, the deadly parasite has returned—a group of Spartans have been transformed into incredibly fast and deadly Flood combat forms. As the Flood, players are forced to destroy uninfected Spartans, converting them into Flood combat form allies. As an uninfected Spartan, the player’s goal is to survive the seemingly never-ending Flood onslaught, staving off transformation into the parasite.
  • Extraction: In the game type Extraction, Spartan teams are tasked with the retrieval of assets from various sites using prototype translocation technology. Once a team has found a viable site, they must initiate the extraction process with a quantum marker and its spherical translocation beacon. As the extraction process occurs, teams must defend their beacon in order to prevent others from converting the existing extraction process into their own favor.
  • King of the Hill: Reminiscent of schoolyard skirmishes, the War Games competition known as King of the Hill pits up to eight teams against each other in a struggle to hold a specific territory. While this is a classic game type, its most recent iteration offers a variety of new scoring methods, including a focus on individual performance in addition to the team’s collective effort.
  • Oddball: With up to eight teams in combat, the goal of the War Games simulation called Oddball is to hold onto the ball the longest. While holding the ball, a player or team will gain points, but the player holding the ball is unable to defend themselves with their weapon. Players are also able throw the ball or use it as a weapon for close-range melee attacks.

Maps[edit]

  • Outcast: Set in a desert cliff environment, Outcast is a fortified network of rebel facilities hidden in one of Talitsa's remote and hard scrabble territories. This is why you can expect the medium-sized labyrinthine map to be a treasure-chest of explosive, four wheel (and flying)-fueled battle.
  • Perdition: New Carthage has always been a shining example of a healthy, growing colony -but hidden below the sky-high city of Pilvrosis this dangerous secret: one of the reactors is failing, the entire city is now under evacuation.
  • Daybreak: Operation: DAYBREAK is a cluster of research facilities residing in the scenic highlands on the planet Oban. The map itself is comprised of two such UNSC facilities opposing each other in this large asymmetrical map.
  • Landfall: The world of Tribute is now a graveyard, but its capital was once a bright beacon of commerce among the inner colonies. Fight in the corridors and courtyards of Casbah'sport authority buildings, but don't stand still too long.
  • Skyline: The rooftop terrain on this new space tether construction site is an ideal training environment for close-quarters infantry combat. This map, perched high above the sights of reconstruction in Cascade's capital city, is small and symmetrical, perfect for Regicide with a mixture of high and low spaces and plenty of cover.
  • Monolith: This monument and many like it were built by the Forerunners after their final victory over the ancient humans. This small map has central man-cannons, short corridors, almost no cover, and open sightlines which make the location great for a mixture of close and mid-range battle.
  • Shatter: This large, symmetrical map is a playground for the Warthog and Mantis - its open pathways make it easy to get around, whether on foot or in vehicles.
  • Harvest: Harvest is a canon concept brought to life – the doomed agricultural planet where humans first made contact with the Covenant. A small to mid-size map, Harvest is ideal for Capture the Flag.
  • Haven: Resting high above Requiem's surface, harmonic-resonance platforms appear to facilitate the monitoring and management of the shield world's solar preservation system. These elaborate machines enable artificial planets to support their immense populations of indigenous life.
  • Adrift: Although this CAA mining vessel was refitted as an ordnance transport, damage sustained during the Battle of Kholo has condemned it to an inescapable slide down the gravity well of a gas giant. On board, its automated systems continue unabated, their operations executed in eerie futility as they drift ever-closer to destruction.
  • Longbow: The frigid climate and unique gravitational conditions of Concord's northern polar region provide an optimal perch for Longbow Station's channel-based mass drivers. Before the Covenant War, the UEG launched deep space monitoring relays from here in an effort to study far-flung star systems.
  • Solace: According to data retrieved from these installations, Forerunner stellar engineers, colloquially dubbed 'plasma jockeys,' were capable of suspending the perilous death of certain stars. Due to the tremendous volumes of energy involved in this process, such endeavours were rarely entertained, much less executed.
  • Abandon: On the remote world of Erebus VII, at the very edge of human-occupied space, an ONI research facility which was once teaming with researchers now lies eerily vacant. Although the hostility of this world had been initially considered by its team, leaders, it is tragically clear that a great many 'things' had simply not been taken into account.
  • Exile: Miraculously, the survivors of the UNSC Diadochi's violent crash managed to not only recover provisions from the vessel's debris field, but also use it as a makeshift shelter for several years. When rescue and recovery teams finally arrived, they were surprised to discovered a healthy, burgeoning community thriving within the ship's remains.
  • Meltdown: While most Forerunner technology appears to support safe usage over immense passages of time, the failure of specific systems can cause a cascading effect which dramatically impacts a site's foundation composition. This frigid moon's icy conditions once served to control a Forerunner reactor's intense heat, but those days are now long gone.
  • Vortex: The Forerunner structures which occupy Requiem's equatorial caverns appear to generate power by harnessing its violent squalls. Onsite personnel believe that a full understanding of such technology would offer the UEG substantial amounts of affordable, clean energy. Nevertheless, its internal mechanisms remain enigmatic.
  • Ragnarok: Some scientists believe that the Forerunners placed spire beacons within deep chasms to protect them from offworld debris and other external threats, while others believe they used the steep environment's natural harmonics to amplify signals when firing deep info space.
  • Impact: This observation outpost was established to examine the site of a spectacularly violent meteor collision recorded by an ONI patrol drone in 2547. When researchers first arrived, they were startled to find a non-native fragment of the imparting agent has actually survived and was of unknown alien origin. More recently, interest in the site has grown as the fragment has proven to have originated from long before the earliest of known Forerunner artifacts.
  • Ravine: When ONI dispatched its first expeditionary group to this sector, it was believed that these impressive citadels were individual constructs strategically organised to protect this portion of Requiem. Teams on the ground now believe that they are actually the ramparts and battlements of an impossibly large structure below the surface of the sea.
  • Complex: With the presence of numerous hostile entities on Requiem, ONI rigidly enforces a 'Persistent Field Resilience' mandate requiring that all science detachments (1) maintain onsite weapon caches, (2) optimize the site's layout to meet ONI specs for defensive emergencies, and (3) retain an escort of well-trained military personnel.
  • Erosion: With hundreds of human colonies now razed in the wake of the Covenant War, the UNSC has dispatched large numbers of advanced pioneer groups to survey potential new worlds. The discovery of Eudemon X49-05 was considered lucky, but concerns remain about the moon's structural integrity.

Weapons[edit]

Covenant Weapons[edit]

DESIGNATION: T-25 Directed Energy Pistol
MANUFACTURER: Iruiru Armory
AMMUNITION TYPE: Superheated Plasma
AMMUNITION SIZE: N/A

The T-25 Plasma Pistol is the standard sidearm for most Covenant infantry. Typically used as a semi-automatic, directed energy pistol, this weapon’s scaled burst functionality allows it to fire an overcharged collection of plasma, temporarily incapacitating the power systems on both armor and vehicles.

DESIGNATION: T-33 Guided Munitions Launcher
MANUFACTURER: Lodam Armory
AMMUNITION TYPE: Crystalline Shards
AMMUNITION SIZE: 4.8mm - 6.3mm

The T-33 Needler is a compact, fully automatic guided munitions launcher that breaks off shards of chemically-charged crystalline. The shards home-in on sighted targets with specific heat signatures, impaling the targets just prior to simultaneously and violently detonating.

DESIGNATION: T-55 DIRECTED ENERGY RIFLE/ADVANCED
MANUFACTURER: LODAM ARMORY
AMMUNITION TYPE: SUPERHEATED PLASMA
AMMUNITION SIZE: N/A

THE T-55 STORM RIFLE IS THE EVOLUTION OF THE STANDARD PLASMA RIFLE AND SERVED VARIOUS INFANTRY DURING THE VIOLENT SANGHEILI CIVIL CONFLICTS THAT FOLLOWED THE COVENANT WAR. THE WEAPON NOW INCLUDES A MODULAR COIL SET, A HIGH-MOUNTED COOLING SHROUD, AND AN EXTENDED BARREL, ALL CONTRIBUTING TO GREATER OVERALL PERFORMANCE IN THE FIELD THAN ITS PREDECESSOR.

DESIGNATION: T-51 CARBINE
MANUFACTURER: IRUIRU ARMORY
AMMUNITION TYPE: CASELESS RADIOACTIVE ROUND
AMMUNITION SIZE: 8.7 X 60MM

THE T-51 CARBINE IS A RECOIL-OPERATED, SEMI-AUTOMATIC, CHARGER-FED MARKSMAN RIFLE CAPABLE OF FIRING BALLISTIC ROUNDS AT SIGNIFICANT RANGE. IT IS SOMEWHAT UNIQUE AMONG COVENANT WEAPONS IN THAT IT IS NOT DEPENDENT ON SUPERHEATED PLASMA OR OTHER ENERGY-BASED MATERIAL, BUT RATHER FIRES RADIOACTIVELY CHARGED BALLISTIC PROJECTILES.

DESIGNATION: T-27 SPECIAL APPLICATION SNIPER RIFLE
MANUFACTURER: MERCHANTS OF QIKOST
AMMUNITION TYPE: IONIZED PARTICLES
AMMUNITION SIZE: N/A

THE T-27 PARTICLE BEAM RIFLE IS NOW THE COVENANT’S PRIMARY LONG-RANGE SPECIAL APPLICATION WEAPON, USED ALMOST EXCLUSIVELY BY SCOUTING PERSONNEL AND DESIGNATED MARKSMEN. THROUGH THE IONIZATION OF HYDROGEN GAS AND THE USE OF A LINEAR ACCELERATOR, A POWERFUL BEAM IS EMITTED AT HYPERVELOCITY SPEEDS, LETHALLY STRIKING ENEMY TARGETS.

DESIGNATION: T-55 ANTI-INFANTRY STATIONARY GUN
MANUFACTURER: ACHOEM WEAPONS
AMMUNITION TYPE: SUPERHEATED PLASMA
AMMUNITION SIZE: N/A

THE T-55 SHADE IS THE MOST RECENT ADDITION IN A LONG AND DIVERSE SERIES OF POWERFUL, ANTI-INFANTRY WEAPON EMPLACEMENTS. SHADES ARE DESIGNED TO REPEATEDLY VOLLEY BOLTS OF SUPERHEATED PLASMA, A BARRAGE EASILY CAPABLE OF TAKING DOWN ENEMY PERSONNEL AND LIGHTLY ARMORED VEHICLES.

DESIGNATION: T-50 DIRECTED ENERGY WEAPON/HEAVY
MANUFACTURER: MERCHANTS OF QIKOST
AMMUNITION TYPE: EXPLOSIVE PLASMA
AMMUNITION SIZE: N/A

THE T-50 CONCUSSION RIFLE IS A SHORT-RANGE ANTI-MATERIEL WEAPON WHICH LAUNCHES BURSTS OF EXPLOSIVELY CHARGED PLASMA MUCH LIKE OTHER MORTAR WEAPONS. UPON IMPACT, THE PLASMA EXPLODES CONCUSSIVELY, THREATENING OPPOSING INFANTRY, EQUIPMENT AND EVEN LIGHT-ARMORED VEHICLES.

DESIGNATION: T-33 LIGHT ANTI-ARMOR WEAPON
MANUFACTURER: MERCHANTS OF QIKOST
AMMUNITION TYPE: FUEL ROD
AMMUNITION SIZE: 38MM

THE T-33 FUEL ROD CANNON IS A SHOULDER-MOUNTED BALLISTIC WEAPON THAT LAUNCHES EXTREMELY VOLATILE 38MM FUEL RODS AT ENEMY TARGETS, DETONATING ON CONTACT. THE RESULT IS EXTRAORDINARILY EFFECTIVE AGAINST ARMOR, THOUGH IT CAN BE USED RATHER VICIOUSLY AGAINST INFANTRY AND OTHER SOFT TARGETS.

DESIGNATION: T-1 ENERGY WEAPON/SWORD
MANUFACTURER: MERCHANTS OF QIKOST
AMMUNITION TYPE: SHAPED PLASMA
AMMUNITION SIZE: N/A

THE T-1 ENERGY SWORD, EXCLUSIVELY WIELDED BY SANGHEILI, IS A CLOSE-ENGAGEMENT WEAPON INTENDED TO EXPRESS ITS OWNER’S PERSONAL SKILL, CLERICAL HONOR, AND COMBAT VIABILITY. THE BLADE IS COMPOSED OF SUPERHEATED PLASMA AND FOLDED AGAINST MAGNETIC LINES EXTENDING FROM ITS HILT, EFFECTIVELY CREATING A RAZOR-SHARP MARTIAL WEAPON WITH LETHAL FUNCTIONALITY.

DESIGNATION: T-2 ENERGY WEAPON/HAMMER
MANUFACTURER: RECOVERED FROM FIELD (ORIGINALLY SACRED PROMISSORY)
AMMUNITION TYPE: ELECTROMAGNETIC ENERGY
AMMUNITION SIZE: N/A

THE T-2 GRAVITY HAMMER, THOUGH RARELY ENCOUNTERED IN RECENT YEARS, IS A POWERFUL CLOSE-RANGE WEAPON HAILING FROM THE TOTEMISTIC TRADITIONS OF THE PREVIOUS COVENANT SPECIES KNOWN AS THE JIRALHANAE. THIS HAMMER MAINTAINS A SHOCK-FIELD-GENERATING GRAVITY DRIVE THAT INCREASES DAMAGE ON IMPACT AND CAN MANIPULATE LOCALIZED ENERGY FIELDS.

DESIGNATION: T-52 DIRECTED ENERGY SUPPORT WEAPON
MANUFACTURER: ACHOEM WEAPONS
AMMUNITION TYPE: SUPERHEATED PLASMA
AMMUNITION SIZE: N/A

THE T-52 PLASMA CANNON IS A FULLY AUTOMATIC DIRECTED-ENERGY WEAPON, TYPICALLY MOUNTED ON A GRAVITY-SYNCHED FULCRUM TRIPOD WITH THE CAPACITY FOR A FULL RANGE OF FIRE. A CAPABLE OPERATOR CAN EVEN DECOUPLE THE CANNON FROM THE MOUNT AND CARRY IT INTO COMBAT.

DESIGNATION: T-1 ANTIPERSONNEL GRENADE
MANUFACTURER: IRUIRU ARMORY
FILLER TYPE: LATENT PLASMA
FILLER VOLUME: 9.3OZ (263.7G)

THE T-1 PLASMA GRENADE IS THE COVENANT'S PRIMARY EXPLOSIVE, WHICH, WHEN TRIGGERED, BECOMES ENGULFED IN LATENT PLASMA, ALLOWING IT TO CLING TO SPECIFIC HEAT SIGNATURES BEFORE VIOLENTLY EXPLODING ON A TIMED FUSE. THIS GRENADE IS PARTICULARLY USEFUL AGAINST VEHICLES, AS TARGETS WITH LARGER SILHOUETTES ARE MORE SUSCEPTIBLE TO THE EXPLOSIVE’S ADHESIVE PROPERTIES.

UNSC Weapons[edit]

DESIGNATION: MA5D INDIVIDUAL COMBAT WEAPON SYSTEM
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M118 FMJ-AP
AMMUNITION SIZE: 7.62 X 51MM

THE MA5D ICWS IS AN EXCEPTIONALLY RESILIENT GAS-OPERATED, MAGAZINE-FED, AUTOMATIC RIFLE DESIGNED TO EXECUTE CLOSE-QUARTERS COMBAT WITH LETHAL EFFICIENCY, REGARDLESS OF HOSTILE COUNTER-OP ENVIRONMENTAL CONDITIONS OR DURATION OF USE IN THE FIELD.

DESIGNATION: BR85 HEAVY-BARREL SERVICE RIFLE
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M634 X-HP-SAP
AMMUNITION SIZE: 9.5 X 40MM

THE BR85HB SERVICE RIFLE IS A GAS-OPERATED, MAGAZINE-FED, SEMI-AUTOMATIC RIFLE OPTIMIZED FOR THREE-ROUND BURST FIRING, AND PROVEN TO BE AN EXTRAORDINARILY VERSATILE WEAPON AT A WIDE VARIETY OF RANGES IN THE HANDS OF A CAPABLE MARKSMAN.

DESIGNATION: M395 DESIGNATED MARKSMAN RIFLE
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M118 FMJ-AP
AMMUNITION SIZE: 7.62 X 51MM

THE M395 DMR IS A GAS-OPERATED MAGAZINE-FED MARKSMAN RIFLE THAT MAINTAINS A SMART-LINKED, TELESCOPIC, RAIL-MOUNTED SIGHT FOR SCOUT PERSONNEL. THIS RIFLE FAVORS MID-RANGE TO LONG-RANGE COMBAT, OFFERING IMPRESSIVE STOPPING POWER.

DESIGNATION: M6H PERSONAL DEFENSE WEAPON SYSTEM
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M225 SAP-HE
AMMUNITION SIZE: 12.7 X 40MM

THE M6H MAGNUM IS A SEMI-AUTOMATIC, RECOIL-OPERATED, MAGAZINE-FED HANDGUN AND THE STANDARD PERSONAL SIDEARM OF ALL BRANCHES OF THE UNSC POST-2555. THIS WEAPON IS SURPRISINGLY EFFECTIVE AT REASONABLY LONG DISTANCES, PROVING ITS UNIVERSAL VALUE IN THE FIELD.

DESIGNATION: SNIPER RIFLE SYSTEM 99-SERIES 5 ANTI-MATERIEL
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M232 APFSDS
AMMUNITION SIZE: 14.5 X 114MM

THE SRS99-S5 AM IS A GAS-OPERATED, MAGAZINE-FED, SEMI-AUTOMATIC SNIPER RIFLE WITH EXCEPTIONAL ACCURACY AND THE ABILITY TO SIMULTANEOUSLY BREACH BOTH ENERGY-SHIELDING AND HIGH-DENSITY ARMOR, MAKING IMMEDIATE KILLS NEARLY EFFORTLESS WHEN THIS WEAPON IS PROPERLY UTILIZED.

DESIGNATION: ASYMMETRIC RECOILLESS CARBINE-920
MANUFACTURER: ACHERON SECURITY
AMMUNITION TYPE: M645 FTP-HE
AMMUNITION SIZE: 16MM X 65MM

THE ARC-920 RAILGUN IS A COMPACT-CHANNEL LINEAR ACCELERATOR THAT FIRES A HIGH-EXPLOSIVE ROUND AT INCREDIBLE SPEED, DELIVERING KINETIC AND EXPLOSIVE FORCE TO BOTH HARD AND SOFT TARGETS ALIKE. THE BRUTAL COMBINATION OF ACCURACY, SPEED, AND FIREPOWER MAKE THE RAILGUN EXTREMELY CAPABLE AT ELIMINATING LARGE, WELL-ARMORED ENEMY PERSONNEL.

DESIGNATION: M739 LIGHT MACHINE GUN
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M118 FMJ-AP
AMMUNITION SIZE: 7.62 X 51MM

THE M739 LMG, OR SAW (SQUAD AUTOMATIC WEAPON), IS A GAS-OPERATED, DRUM-FED, FULLY AUTOMATIC MACHINE GUN THAT PROVIDES INCREDIBLE, SUSTAINED FIRE IN THE FIELD, AND IS CAPABLE OF SUPPRESSING EVEN THE MOST HEAVILY ARMORED OF INFANTRY TARGETS.

DESIGNATION: M363 REMOTE PROJECTILE DETONATOR
MANUFACTURER: ACHERON SECURITY
AMMUNITION TYPE: M9030 HEI/RD
AMMUNITION SIZE: 12CM

THE M363 RPD IS A LOW-PROFILE SINGLE-SHOT WEAPON THAT LAUNCHES A MAGNETICALLY LATCHED EXPLOSIVE, WHICH THE OPERATOR CAN REMOTELY DETONATE WHEN AT A SAFE DISTANCE. ALTHOUGH PREVIOUSLY MANUFACTURED IN LOW QUANTITIES, THIS WEAPON’S SIZE AND EASE-OF-TRANSPORTABILITY HAS MADE IT UBIQUITOUS IN THE YEARS WHICH FOLLOWED THE COVENANT WAR.

DESIGNATION: M45D TACTICAL SHOTGUN
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M296 SC
AMMUNITION SIZE: 8 GAUGE

M45D TACTICAL SHOTGUN IS A PUMP-ACTION WEAPON WHICH FIRES 8-GAUGE CARTRIDGES WITH RUTHLESS PROFICIENCY, MAKING IT THE UNSC’S MOST EFFECTIVE AND USEFUL CLOSE QUARTERS ARM, PARTICULARLY DURING URBAN ENGAGEMENTS AND BOARDING ACTIONS.

DESIGNATION: M41 SSR MEDIUM ANTI-VEHICLE/ASSAULT WEAPON
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M19 SSM
AMMUNITION SIZE: 102MM ROCKET

THE M41 SSR MAV/AW IS A PORTABLE, TWIN-TUBE, SHOULDER-FIRED ROCKET LAUNCHER, CAPABLE OF FIRING TWO 102MM ROCKETS WITH INCREDIBLY DESTRUCTIVE POTENCY. IT IS EASILY ONE OF THE MOST PERVASIVE EXPLOSIVE WEAPONS WITHIN THE UNSC'S ARSENAL, LARGELY DUE TO ITS TRANSPORTABILITY AND FIREPOWER.

DESIGNATION: WEAPON/ANTI-VEHICLE M6 GRINDELL/GALILEIAN NONLINEAR RIFLE
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: BATTERY CELL
AMMUNITION SIZE: N/A

THE M6 G/GNR IS A SEMI-AUTOMATIC, SHOULDER-FIRED, SMART-LINKED NONLINEAR RIFLE THAT PROJECTS A SUPERHEATED BEAM OF ENERGY WHICH IS UNDENIABLY EFFECTIVE AT DESTROYING BOTH ENEMY PERSONNEL AND VEHICLES. DESIGN FOR THIS WEAPON OCCURRED IN PARALLEL WITH THE GUNGNIR-CLASS OF MJOLNIR GEN1 ARMOR, RESULTING IN THE INFORMAL NAME ‘SPARTAN LASER.’

DESIGNATION: H-295 FORWARD OBSERVER MODULE
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: N/A
AMMUNITION SIZE: N/A

THE H-295 TARGET DESIGNATOR IS A SECURE-LINKED, FORWARD OBSERVER MODULE THAT CAN PERFORM FIRING ACQUISITIONS ON ANY SELECTED TARGETS, CALLING IN CLOSE-FIRE SUPPORT. THIS SUPPORT CAN COME IN A VARIETY OF FORMS DEPENDING ON THE AREA OF OPERATION AND THE PROXIMITY OF THE TARGET.

DESIGNATION: M247 HEAVY MACHINE GUN
MANUFACTURER: MISRIAH ARMORY
AMMUNITION TYPE: M340 HVE
AMMUNITION SIZE: 12.7 X 99MM

THE M247 HEAVY MACHINE GUN IS AN AIR-COOLED, GAS-OPERATED, DRUM-FED AUTOMATIC WEAPON WHICH IS PRIMARILY USED FROM A FULL-RANGE, TRIPOD-MOUNTED POSITION, ALTHOUGH IT CAN BE REMOVED FROM ITS MOUNT AND HEFTED INTO BATTLE IF THE OPERATOR IS PHYSICALLY CAPABLE.

DESIGNATION: M9 HIGH-EXPLOSIVE DUAL-PURPOSE GRENADE
MANUFACTURER: MISRIAH ARMORY
FILLER TYPE: COML
FILLER VOLUME: 6.7OZ (190G)

THE M9 FRAGMENTATION GRENADE IS A STANDARD, HIGH-EXPLOSIVE, DUAL-PURPOSE GRENADE THAT IS EXTREMELY EFFECTIVE AGAINST PERSONNEL, PARTICULARLY THOSE WHO ARE DUG-IN OR FIXED BEHIND COVER, DUE TO ITS ABILITY TO RICOCHET AROUND CORNERS.

Forerunner Weapons[edit]

DESIGNATION: Z-110 DIRECTED ENERGY PISTOL/EXOTIC
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: IONIZED PARTICLES
AMMUNITION SIZE: N/A

THE Z-110 BOLTSHOT IS A CLOSE-RANGE PARTICLE DILATOR DESIGNED FOR PRECISION-BASED INFANTRY COMBAT AGAINST ORGANIC MATERIAL. THE FORERUNNERS BEGAN USING WEAPONS LIKE THESE TOWARD THE END OF THE FIRST CENTURY OF THEIR PRODIGIOUS CONFLICT WITH THE FLOOD, AND CONTINUED TO DO SO TILL ITS CONCLUSION TWO HUNDRED YEARS LATER.

DESIGNATION: Z-130 DIRECTED ENERGY AUTOMATIC WEAPON
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: LIGHT MASS
AMMUNITION SIZE: N/A

THE Z-130 SUPPRESSOR LEVERAGES A CLASSIC COIL SET ARCHITECTURE, ACCELERATING CHARGED BOLTS OF HARD LIGHT ENERGY AT HIGH SPEEDS TOWARD ENEMY PERSONNEL. THIS WEAPON EVENTUALLY PROVED TO BE AN INTEGRAL PART OF THE FORERUNNERS ARSENAL WHEN BATTLING THE FLOOD BUT REMAINS INCREDIBLY USEFUL AGAINST ANY AND ALL ORGANIC MATERIAL.

DESIGNATION: Z-180 CLOSE COMBAT RIFLE/ASYMMETRIC ENGAGEMENT MITIGATOR
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: IONIZED PARTICLES
AMMUNITION SIZE: N/A

THE Z-180 SCATTERSHOT IS A PROMINENT FORERUNNER CHANNEL WEAPON THAT WAS USED FOR CLOSE-RANGE DEFENSE TOWARD THE END OF THEIR WAR WITH THE FLOOD. WHILE PRACTICALLY UNSTOPPABLE UP CLOSE, THE MOST REMARKABLE ATTRIBUTE OF THE SCATTERSHOT IS ITS SCHISMATIC DISPERSAL EFFECT, DROWNING CONFINED HARD-SURFACED INTERIORS WITH BRUTAL, RICOCHETING BEAMS OF ENERGY.

DESIGNATION: Z-250 DIRECTED ENERGY ENGAGEMENT WEAPON
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: LIGHT MASS
AMMUNITION SIZE: N/A

THE Z-250 LIGHTRIFLE WAS ORIGINALLY DESIGNED TO ACHIEVE PRECISION-BASED SNIPING WITH LIGHT-MASS COMPONENTIAL PARTICLE ACCELERATION. THE OVERALL EFFECT OF THE WEAPON IS IMPRESSIVE, ACCURATELY FIRING A COLLECTION OF HARD LIGHT PARTICLES TOWARD A TARGET AT INCREDIBLE SPEED.

DESIGNATION: Z-750 SPECIAL APPLICATION SNIPER RIFLE
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: IONIZED PARTICLES
AMMUNITION SIZE: N/A

THE Z-750 BINARY RIFLE LEVERAGES THE POWER OF TWIN, CORE-MOUNTED PARTICLE ACCELERATORS, OFFERING THE ABILITY TO NEUTRALIZE MOST ENEMIES, EVEN THOSE OF CONSIDERABLE MASS, WITH A SINGLE SHOT. THE BINARY RIFLE WAS SPECIFICALLY DESIGNED TO DEAL WITH THE THREAT OF THE FLOOD, ALLOWING INFANTRY TO SNIPE AT EXTREME RANGES WITH UNPARALLELED ACCURACY AND STOPPING POWER.

DESIGNATION: WEAPON/ANTI-MATERIEL Z-390 HIGH-EXPLOSIVE MUNITIONS RIFLE
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: IONIZED PARTICLES
AMMUNITION SIZE: N/A

THE Z-390 INCINERATION CANNON IS A SHOULDER-MOUNTED MUNITIONS LAUNCHER THAT FIRES A HIGH CONCENTRATION OF EXPLOSIVE PARTICLES ALONG MULTIPLE STREAMS, TYPICALLY GENERATING OBLITERATIVE RESULTS. SUCH A WEAPON IS EQUALLY EFFECTIVE AGAINST SINGLE ENEMY COMBATANTS AND VEHICLES.

DESIGNATION: Z-040 ATTENUATION FIELD GENERATOR/LOCALIZED
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN
AMMUNITION TYPE: IONIZATION PULSE
AMMUNITION SIZE: N/A

THE Z-040 PULSE GRENADE IS A FIELD-GENERATING ATTENUATION DEVICE USED TO DAMAGE ANY TARGETS WHICH FALL WITHIN ITS IONIZATION RADIUS, EVENTUALLY COLLAPSING IN A VIOLENT AND DEADLY PULSE OF ENERGY. THIS DEVICE APPEARS TO HAVE BEEN USED TO CLEAR LOCATIONS WHERE THE FLOOD HAD SUFFICIENT ROOM TO GATHER, ORGANIZE, AND GROW, SUCH AS THE VAST REDOUBTS FORMED DURING THE PARASITE’S COORDINATED STAGE.

Vehicles[edit]

UNSC Vehicles[edit]

DESIGNATION: M808 Main Battle Tank
MANUFACTURER: Acheron Security
CREW CAPACITY: 1 operator + 1 gunner + 4 passengers
PRIMARY ARMAMENT: Primary Cannon [M512 SBHVC]
SECONDARY ARMAMENT: Machine Gun [M247 MMG]

The M808 Scorpion is easily the UNSC's most prominent main battle tank, offering impressive firepower and effective anti-infantry suppression as well as substantial resiliency and maneuverability in the field. The Scorpion is usually deployed during asymmetric ground assaults within escort convoys, or in any circumstance that requires heavy and mobile armor.

DESIGNATION: Dropship 79 Heavy - Troop Carrier
MANUFACTURER: Misriah Armory
CREW CAPACITY: 3 Crew + 10-14 passengers
PRIMARY ARMAMENT: Autocannon [GAU/53 70mm MBHRC] (2)

The D79 Pelican dropship is the primary method of troop and equipment deployment within the UNSC. With a relatively proficient armament, reasonable armor, and the capacity to effect transit both in and out of atmosphere, the Pelican is an incredibly versatile asset in almost every theater of war. Some D79 units have been upgraded to include a far more superior armament, utilized as heavy gunships rather than troop carriers.

Covenant Vehicles[edit]

DESIGNATION: T-32 RAPID ATTACK VEHICLE
MANUFACTURER: LODAM ARMORY
CREW CAPACITY: 1 OPERATOR
ARMAMENT: PLASMA CANNON [T-32 DEW/L] (2)

THE T-32 GHOST IS THE COVENANT'S DOMINANT, SINGLE-MANNED SCOUTING VEHICLE USED FOR EVERYTHING FROM DEEP RECONNAISSANCE AND REMOTE PATROL TO ASSAULT RUNS AND CONVOY ESCORT. A TESTAMENT TO ITS FIELD EFFECTIVENESS, THE T-32 HAS REMAINED LARGELY UNCHANGED FOR CENTURIES, UTILIZING A SINGLE-MOUNT REAR-POSITIONED SEAT, TWIN-LINKED PLASMA CANNONS, AND EXCELLENT MOBILITY, REGARDLESS OF THE TERRAIN IT FINDS ITSELF DEPLOYED IN.

DESIGNATION: T-26 ASSAULT GUN CARRIAGE
MANUFACTURER: LODAM ARMORY
CREW CAPACITY: 1 OPERATOR + 1 GUNNER
PRIMARY ARMAMENT: HEAVY PLASMA MORTAR [T-26 35CM DEM]
SECONDARY ARMAMENT: PLASMA CANNON [T-26 DEWE]

THE T-26 WRAITH IS A LARGE, HEAVILY ARMORED COVENANT MORTAR TANK DESIGNED TO ASSAULT ENEMY FORTIFICATIONS WITH UNRELENTING BRUTALITY WHILE MAINTAINING RELATIVE SAFETY DUE TO ITS ANTI-INFANTRY PLASMA CANNON. POWERED BY A BOOSTED GRAVITY DRIVE, THE VEHICLE IS CAPABLE OF CHARGING FORWARD IN IMPRESSIVE BURSTS OF SPEED. THE WRAITH'S PRIMARY WEAPON IS ITS HEAVY PLASMA MORTAR, WHICH LOBS HIGHLY EXPLOSIVE, CONCENTRATED PLASMA IN A PARABOLIC ARC, RESOLVING MOST HUMAN BATTLE TANKS’ PROBLEMATIC LINE OF SIGHT REQUIREMENT.

DESIGNATION: T-26 GROUND SUPPORT AIRCRAFT
MANUFACTURER: LODAM ARMORY
CREW CAPACITY: 1 OPERATOR
PRIMARY ARMAMENT: PLASMA CANNON [T-26 DEW/L] (2)
SECONDARY ARMAMENT: FUEL ROD CANNON [T-26 HAAW/M]

THE T-26 BANSHEE CONTINUES TO BE THE COVENANT'S PRIMARY AERIAL-ENGAGEMENT VEHICLE PROVIDING EFFICIENT GROUND SUPPORT FROM ABOVE VIA ITS TWIN-LINKED PLASMA CANNONS AND HEAVY FUEL ROD WEAPON. DESPITE ITS SLIGHT FRAME, THE AIRCRAFT IS SURPRISINGLY RESILIENT IN COMBAT, LARGELY DUE TO ITS INCREDIBLE MANEUVERABILITY IN ATMOSPHERE.

DESIGNATION: T-44 TROOP CARRIER
MANUFACTURER: ACHOEM WEAPONS
CREW CAPACITY: 1 PILOT + 1 WEAPON OFFICER + 20-30 PASSENGERS
PRIMARY ARMAMENT: PLASMA AUTOCANNON [T-44 DEW/M]
SECONDARY ARMAMENT: PLASMA CANNON [T-52 DESW] (2)

THE T-44 PHANTOM IS AN EARLIER VARIANT OF THE NOTABLE LINE OF COVENANT DROPSHIPS. ITS PROMINENCE IS LARGELY ATTRIBUTED TO ITS ARMOR'S RESILIENCY IN BOTH ATMOSPHERIC AND EXOATMOSPHERIC ENVIRONMENTS, ITS EXCEPTIONAL SPEED AND MANEUVERABILITY, AND ITS REASONABLY DISTRIBUTED FIREPOWER. THESE FACTORS MAKE THE PHANTOM ONE OF THE MOST SIGNIFICANT VEHICLES DEPLOYED BY THE COVENANT DURING THE ASSAULT OR OCCUPATION OF A GIVEN SITE.

Armor[edit]

Armor Types[edit]

Armor Abilities[edit]

DESIGNATION: T-3 Refraction Dissonance Modifier/Camouflage
MANUFACTURER: Merchants of Qikost

The T-3 Active Camouflage system, acquired during the early years of the Covenant War, is a refraction dissonance modifier that effectively bends light around the surface of a structure, masking its presence through advanced pattern realignment. Although pervasive among specific Sangheili units, it has seen extensive use among Spartans of all classes.

DESIGNATION: Z-90 PHOTONIC COALESCENCE EMITTER/AEGIS
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN

THE RECENTLY RECOVERED Z-90 HARDLIGHT SHIELD APPEARS TO BE A PHOTON EMITTER THAT CAN FUSE PARTICLES OF LIGHT INTO A RIGID, DISSIPATIVE BARRIER. FOR SPARTANS WHO CHOOSE TO INTEGRATE IT, THE TECHNOLOGY FUNCTIONS AS A FULL-SIZE AEGIS-CLASS, ANTI-PERSONNEL DEFENSIVE SHIELD.

DESIGNATION: Z-5080 SHORT-RANGE SPECTRUM AUGMENTER/VISION
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN

THE Z-5080 VISION MODIFICATION SYSTEM, COLLOQUIALLY REFERRED TO AS “PROMETHEAN VISION,” IS A SHORT-RANGE FULL-SPECTRUM ENHANCEMENT PACKAGE THAT ENABLES USERS TO DETECT SHAPES AND MOVEMENT THROUGH SOLID BARRIERS. COUPLED WITH THE VISR 4.0 TECH SUITE, THIS SOFTWARE IS ONE OF THE MOST FORMIDABLE LEVERAGED BY GEN2 ARMOR SYSTEMS.

DESIGNATION: T-27 RESPONSIVE HOLOGRAPHIC FORM EMULATOR
MANUFACTURER: MATERIALS GROUP

THE T-27 DECOY PACKAGE, REFERRED IN SHORTHAND AS “HOLOGRAM,” IS A RESPONSIVE EMULATOR THAT GENERATES AN EXTREMELY REALISTIC HOLOGRAPHIC COPY OF THE USER'S PHYSICAL FORM AND MOVEMENT. ONCE USED EXCLUSIVELY BY THE COVENANT, THIS DECOY TECHNOLOGY HAS NOW BEEN REVERSE ENGINEERED FOR MJOLNIR ARMOR SYSTEMS, AND IS USED AS A RUSE IN THE FIELD TO TRICK ENEMY INFANTRY AND ARMOR INTO REVEALING THEIR POSITION, THEREBY PLACING THEM AT A DISADVANTAGE.

DESIGNATION: Z-2500 AUTOMATED PROTECTION DRONE
MANUFACTURER: UNKNOWN/FORERUNNER ORIGIN

THE Z-2500 AUTOSENTRY IS AN INTRIGUING COMBAT-CAPABLE DRONE UNIT NOW TYPICALLY DEPLOYED IN A SUPPORT ROLE DURING ENEMY ENGAGEMENTS, AS THE FULL MEASURE OF ITS ORIGINAL USE IS UNKNOWN. OTHER HUMAN-ORIGINATING APD UNITS SIMILAR TO THE Z-2500 HAVE BEEN USED BY THE UNSC FOR YEARS, BUT NONE WITH THIS LEVEL OF MOBILITY, FUNCTIONALITY, AND SUSTAINED POWER.

DESIGNATION: SERIES 12 SINGLE OPERATOR LIFT APPARATUS
MANUFACTURER: LETHBRIDGE INDUSTRIAL

THE S-12 JUMP-JET PACK IS, LIKE THE SYSTEMS WHICH CAME BEFORE IT, A GRAVITY MITIGATION DEVICE LATCHED TO THE BACK OF INFANTRY BDU, ALLOWING PERSONNEL TO TRAVERSE VERTICALLY CHALLENGING TERRAIN AND GENERALLY BE MORE MOBILE IN THE BATTLEFIELD. THE S-12 SERIES WAS DESIGNED WITH SPARTAN-IV ASSETS IN MIND, THOUGH IT CAN BE USED MORE BROADLY.

DESIGNATION: M2705 REGENERATIVE KINETIC DISPERSAL FIELD
MANUFACTURER: ACHERON SECURITY

THE M2705 REGENERATION FIELD PACKAGE IS A KINETIC DISPERSAL SYSTEM WHICH HAS TWO PRIMARY OPERATIONS: THE FIRST BEING A BURST OF SHUNTING ENERGY WHICH FORCES FOF-DESIGNATED ENEMIES AWAY FROM THE USER, THE SECOND BEING A MJOLNIR COMPONENT-STABILIZING SYSTEM WHICH RECHARGES THE LOCAL ALLIES' COMBAT VIABILITY THROUGH THE SHORT-TERM OF REAPPROPRIATION OF SPECIFIC POWER SYSTEMS.

DESIGNATION: M805X FORWARD ACCELERATION SYSTEM/FULCRUM MITIGATING
MANUFACTURER: LETHBRIDGE INDUSTRIAL

THE M805X THRUSTER PACK, SIMILAR TO OTHER EVA-FOCUSED THRUST MODULES, IS A MOVEMENT ACCELERATION SYSTEM THAT MITIGATES THE USER’S NEED FOR A FULCRUM OR PIVOTING ARTICULATION. THIS ABILITY ALLOWS THE USER TO MOVE QUICKLY AND AGGRESSIVELY IN COMBAT, WHETHER CLOSING THE GAP BETWEEN THE USER AND AN ENEMY OR FINDING COVER.

Support upgrades[edit]

  • Ammo upgrade: THE AMMO UPGRADE OVERRIDES DEFAULT MJOLNIR SAFETY AND CAPACITY PROTOCOLS ALLOWING SPARTANS TO EXCEED SUGGESTED AMMUNITION LOADS IN THE FIELD. THIS UPGRADE IS HIGHLY RECOMMENDED FOR CLOSE-QUARTERS ENGAGEMENT ROLES AND ANY ENCOUNTERS THAT REQUIRE EXCESSIVE AMMUNITION EXPENDITURES.
  • Awareness upgrade: FACILITATING RELATIVELY MINOR ADJUSTMENTS IN AN ARMOR SYSTEM’S HUD-DISTRIBUTED DISPLAY MECHANICS, THE AWARENESS UPGRADE INTEGRATES THE DEFAULT MOTION SENSOR INTO ALL KNOWN SCOPED WEAPON SMART-LINKS, BOTH NATIVE AND EXOTIC. SPARTANS ENGAGING IN LONG-RANGE COMBAT OR SNIPER OPERATIONS OFTEN RELY ON THIS UPGRADE TO PROVIDE THEM WITH BASIC MOTION-SENSOR DATA WHILE SIGHTING AN ENEMY FROM AFAR.
  • Ordnance priority upgrade: PERSONNEL LEVERAGING THE ORDNANCE PRIORITY UPGRADE IN THE FIELD HAVE ACCESS TO A CLASS-D4803 PRIORITY CHANNEL WITH UNSC INFINITY, THANKS TO A SOFTWARE PATCH WHICH ENABLES DIALING COUPLERS AND SATELLITE LINKAGE. SPARTANS OFTEN UTILIZE THIS UPGRADE DURING REQUISITION-DENSE, SUPPORT-HEAVY COMBAT, WHERE ORDNANCE DEPLOYMENT CAN BE SCARCE AND INTERMITTENT.
  • Explosives upgrade: THE ENERGY PLACEMENT DIFFERENTIAL SYSTEMS MANIPULATED BY THE EXPLOSIVES UPGRADE ALLOW ARMOR SOFTWARE TO AUTOMATICALLY TRANSFER CONCUSSIVE ENERGY FROM EXPLOSIONS ENCOUNTERED DURING COMBAT. WHEN USED WITHIN THE CONTEXT MJOLNIR GEN2, THIS UPGRADE PASSIVELY DISPERSES RECEIVING ENERGY, DECREASING DAMAGE FOR THE USER WHILE INCREASING DAMAGE FOR THE TARGETS.
  • Sensor upgrade: ALTHOUGH IT VIOLATES GENERAL UNSC RELAY TRANSMISSION REGULATIONS, THE SENSOR UPGRADE INCREASES BOTH THE RANGE AND SENSITIVITY OF THE STANDARD MOTION SENSOR. AS IT IS MOST FREQUENTLY UTILIZED BY STEALTH OPERATIVES AND INFILTRATION SPECIALISTS, THIS UPGRADE PROVIDES HEIGHTENED LOCATIONAL INTEL OF ALL NEARBY ENEMIES.
  • Stealth upgrade: WHILE THE SOFTWARE CHANGES ARE LARGELY NOMINAL, THE STEALTH UPGRADE ALLOWS USERS TO MOVE SILENTLY DURING COMBAT, LOWERS THEIR VISIBILITY PROFILE ON CERTAIN VISR ENHANCEMENTS (LIKE ‘PROMETHEAN VISION’), AND INCREASING THEIR ABILITY TO EFFECTIVELY KILL ENEMIES FROM BEHIND.
  • Stability upgrade: ALTERNATING MJOLNIR’S DEFAULT KINETIC DAMPENERS, THE STABILITY UPGRADE INCREASES A USER’S AIMING STABILITY WHILE THEY ARE TAKING INCOMING FIRE. THIS UPGRADE IS FAVORED FOR SPARTANS WHO PARTICIPATE IN LATERAL COMBAT MANEUVERS THROUGH ENVIRONMENTS WHICH ARE PARTICULARLY DENSE WITH WEAPON FIRE.
  • Gunner upgrade: SOFTWARE IMPROVEMENTS TO MJOLNIR’S AUTOMATED WEAPON COMMUNICATION NODES ALLOW THE GUNNER UPGRADE TO IMPROVE A VARIETY OF ELEMENTS WHICH FAVOR HEAVY WEAPON SPECIALISTS, SUCH AS INCREASING THE AMOUNT OF TIME A MOUNTED WEAPON TAKES TO OVERHEAT DURING SUSTAINED FIRE OR THE IMPROVING THE GENERAL SPEED AND MOBILITY OF A SPARTAN CARRYING A DETACHED TURRET.
  • Nemesis upgrade: WITHIN THE CONTEXT OF THE WAR GAMES SIMULATION, THE NEMESIS UPGRADE IS A BALANCE-MITIGATION MODULE WHICH OFFSETS OTHER PACKAGES AND UPGRADES BY ALLOWING PERSONNEL TO HONE-IN ON THE LAST ENEMY WHO KILLED THEM. WHILE THIS IS NOT A PRACTICAL SOFTWARE UPGRADE FOR FIELD-USE, THE TENSION IT PRODUCES DURING SIMULATED COMBAT DEMANDS TACTICAL AWARENESS AMONG TARGETED PARTICIPANTS.
  • Drop recon upgrade: THROUGH SUBORBITAL, DRONE-LINKED MONITORING SYSTEMS EMBEDDED IN A SPARTAN’S MJOLNIR SUPPORT SUITE, THE DROP RECON UPGRADE ALLOWS USERS TO KNOW THE TIME AND PLACE OF ORDNANCE DEPLOYMENTS PRIOR TO THE DROPS ACTUALLY OCCURRING. THIS INTEL HAS PROVEN INCREDIBLY VALUABLE IN THE FIELD, ALLOWING OPERATIVES TO GET THE JUMP ON INCOMING FIREPOWER.

Tactical Packages[edit]

Shielding Package
Through a modifying bypass of standard performance regulators, the Shielding Package reinforces personal energy-shield emitters, resulting in a substantially higher shield-recharge rate. After taking damage, Spartans will notice their shields recharging at a quicker speed than others who have not opted for this package in their loadout.[1]
Citation:
{{Ref/Site|URL=http://www.halowaypoint.com/en-us/intel/inteldetail/db61432a-67bf-49c9-ad6b-62c124cfcd54/shielding-package|Site=Halo Waypoint|Page=Halo 4 Interactive Guide - Tactical Packages: Shielding Package|D=30|M=04|Y=2013|LocalArchive=Halo 4 Interactive Guide#Tactical Packages}}
Firepower Package
By alternating redundant magnetic streams at the rear of a Spartan’s armor, the Firepower Package overrides regulated loadout limitations, allowing users to carry two primary weapons simultaneously. For Spartans who prefer heavier or longer-ranged firepower over close-range versatility and speed, this package is typically considered imperative.[2]
Citation:
{{Ref/Site|URL=http://www.halowaypoint.com/en-us/intel/inteldetail/3cfdb799-83f8-40c3-a8eb-f7c907cbfb32/firepower-package|Site=Halo Waypoint|Page=Halo 4 Interactive Guide - Tactical Packages: Firepower Package|D=30|M=04|Y=2013|LocalArchive=Halo 4 Interactive Guide#Tactical Packages}}
AA Efficiency Package
By disabling shortwave system regulators, the AA Efficiency Package generates more power to recharge armor abilities at a faster rate than normal. Interestingly, Spartans involved in asymmetric engagement roles favor this package as an ad hoc combat modifier to give them the advantage in the field, even if it’s only short term.[3]
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Grenadier Package
Restructuring the standard magnetic hardpoints on the Mjolnir GEN2 system, the Grenadier Package increases total grenade capacity for all personnel. Per compatibility regulations, this package extends to both domestic and exotic grenades, including those used by Covenant and Forerunner combatants.[4]
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Resupply Package
Through a software patch to Mjolnir’s magnetic hardpoint configuration, the Resupply Package allows users to retrieve grenades from the armor of fallen soldiers. This particular package is widely used by post-combat recon teams and equipment recovery personnel deployed to enemy-held locations, where the securing of materiel from both allies and foes is not a luxury but a necessity.[5]
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Mobility Package
Within Mjolnir GEN2 architecture, muscle control actuators allow Spartans the freedom of high-intensity mobility without severely damaging their bodies in the process. However, Spartans can use the Mobility Package at their own discretion to modify and bypass these controls, gaining unprecedented sprinting stamina.
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Requisition Package
When it comes to the ordnance versatility in combat, the Requisition Package is incredibly useful. By installing this hardline channel system, a user can request alternate selections of weapons or tools during ordnance drops, offering substantially more choices on the battlefield.[6]
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Fast Track Package
After installing this modular evaluation device, users maintain the Fast Track Package, allowing them to gather and analyze more experiential data from each combat encounter they have. Unsurprisingly, this directly impacts the Spartan's ability to advance in rank, shortening the time in between promotions.[7]
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Wheelman Package
Via a cross-networked driver component fixed to the Mjolnir frame, the Wheelman Package automatically connects the user to machine controller systems, improving the long term durabilty of any vehicle they use in combat, as well as mitigating some of the negative effects encountered with MEP discharges.[8]
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External links[edit]

Archive links to text versions from Halo Waypoint[edit]

Sources[edit]