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{{Ratings}}
{{Status|Canon}}
{{Era|FOR|TF|H1|H2|H3}}
[[File:H2A - Grunt on Shade.jpg|thumb|300px|An [[Unggoy Minor]] manning a {{Pattern|Eeo'Pimu|Shade}} on [[Installation 05]].]]
{{Ship
'''Shades''', more formally designated by the [[Covenant]] as '''Gun Pods''' and by the [[United Nations Space Command]] as '''Anti-Infantry Stationary Guns''', are a series of standardised defensive turret emplacements used by the Covenant and its [[Covenant remnants|remnants]]. They consist of manned stationary gun turrets that are easily air-deployable via [[dropship]] and are extremely varied in design - with dozens of [[design pattern]] variations to account for ever-changing battlefield needs and the ergonomic requirements of the Covenant's client species.{{Ref/Book|Id=Enc22|Enc22|Page=302-303}} Shade variants vary in shape and role, but are similar enough in function and purpose to be grouped into the same category.{{Ref/Site|Id=universe|URL=https://www.halowaypoint.com/en-us/universe/weapons/shade|Site=Halo Waypoint|Page=Shade Turret|D=30|M=09|Y=2016}}{{Ref/Book|EVG|Page=171}}
|image=[[Image:Halo 3 Shade.jpg|300px]]
|name=Shade
|manufacturer=Covenant
|line=
|model=*[[Halo 3]]:Type-26 ASG
|class=Stationary Turret
|length=
*Halo: CE: 4.4 meters (14.4 feet)
*Halo 2: 2.6 meters (8.5 feet)
|width=
*Halo: CE: 3.1 meters (10.2 feet)
|height=
*Halo: CE: 3.2 meters (10.5 feet)
|mass=
|max accel=N/A (Stationary)
|max speed space=
|max speed air=
|engine=N/A (Stationary)
|slipspace drive=
|slipspace speed=
|poweroutput=
|power=
|shield gen=
|hull=
|sensor=
|target=
|navigation=
|avionics=
|countermeasures=
|armament=
*Halo: CE
**[[Plasma Cannon]]s (3)
*Halo 2 & 3
**[[Class-2 Energy]] (2)
***[[Plasma Cannon]]s (2)
|complement=
|crew=*1 Gunner
|skeleton=
|passengers=
|capacity=
|consumables=
|othersystems=
|firstuse=
|role=Anti-Infantry
|era=Halo, Halo 2, Halo 3
|affiliation=[[Covenant]]
}}


The '''Shade''' is the [[Covenant]]'s standard stationary gun turret and anti-infantry weapons platform.
Shade turrets were once exclusively designed and manufactured by the [[Assembly Forges]] of [[High Charity]]. After the holy city [[Fall of High Charity|fell]] to the [[Flood]] and was later [[Raid on High Charity|destroyed]] by [[John-117]], [[Achoem Weapons]]—based in [[Tolvuus]], [[Sanghelios]]—maintains the long-standing tradition of manufacturing the Shade turret.{{Ref/Reuse|universe}}


== Overview ==
==Design details==
===Design details and operation===
[[File:HCE-T29ShadeASG-Screen.jpg|thumb|250px|A pair of {{Pattern|Mamua'uda|Shade}}s operated by [[Unggoy]] on [[Installation 04]].]]
The Shades serve as the Covenant's primary stationary gun turrets and are commonly operated by [[Unggoy]]. Virtually all models of the Shade offer a wide field of fire by virtue of their mobile turret chassis nestled on a 360-degree traversal anti-gravity mount. The Covenant use this to their advantage and place Shades at strategic points where they can do the most damage, often around their outposts or [[Military base|bases]]; more permanent facilities are usually also equipped with heavier {{Pattern|Kewu Umppi'pa'|citadel turret}}s. Though most of the Shade models fill an anti-infantry role, anti-vehicle and anti-air variants of the Shade turrets also exist.


The Shade is a [[Covenant]] stationary gun turret and anti-infantry or anti- air weapons platform, manned in third person like a vehicle. It consists of a sturdy base and a floating, mobile, turret-like seat with control systems for its "nozzle". It first appeared in [[Halo: Combat Evolved]]. In [[Halo 2]], the Shade was mostly protected with [[energy shield]]s at the front of it, similar to a [[Jackal]]'s. A similar gun to the Shade can be found as a defensive weapon on [[Spirit]] and [[Phantom]] dropships. In [[Halo 3]], the Shade's shield is replaced with real physical armor, the base is now firmer, and the Shade has a much bulkier reinforced forefront to protect the gunner.
Anti-infantry Shade guns fire bolts of slow moving, high-powered plasma encased in magnetic fields. The accuracy of a Shade's weapon is fairly low, as the bolts of plasma fired can hit anywhere within the aiming reticle. The anti-infantry Shade is effective against most infantry. However, due to their high intelligence, [[Sangheili]] will often find cover and escape the Shade's range of fire. On this same note, the bolts fired lack the required punch to damage [[Mgalekgolo]], whose armor and combat shield can withstand most Covenant and UNSC small firearms, causing the plasma bolts to have little to no effect on them. It has shown good defense against light vehicles such as the [[Ghost]], and in desperate situations, can serve as anti-aircraft defense, requiring only a few direct hits to destroy a [[Banshee]].


The first known encounter with Shades was in [[2535]] during the [[Battle of Jericho VII]].
==Variants==
===Covenant Shade===
Categorising the vast array of Shade [[design pattern]] variants has proven a challenge for [[Office of Naval Intelligence]] analysts, due to the Covenant's disregard for standardised doctrine. For thousands of years at the empire's height, fleets were simply provisioned with "Shades", with chassis and armaments styles that would be unrecognisable to a modern observer. ONI [[Type classification system|type-classifications]] group Shades by the year in which they were first encountered - by contrast, the Covenant's methodology for Shade deployments was ultimately decided by the aesthetic whims of the [[San'Shyuum]] official in charge of supplying a given military unit.{{Ref/Reuse|universe}}


== Operation ==
*'''[[Type-25 Shade]]''' - a rarely-seen variant of Shade, and considered by the [[Office of Naval Intelligence]] to be a slightly newer variation of the ''Murien''-pattern [[heavy plasma cannon]] installed on the {{Pattern|Dextro Xur|Spirit}} dropship.{{Ref/Site|URL=https://www.halowaypoint.com/en-us/universe/vehicles/spirit|Site=Halo Waypoint|Page=Spirit|D=01|M=11|Y=2020}}
*'''{{Pattern|Bmur'resh|Shade}}''' - a variant based on the ''Eeo'Pimu''-pattern, designed by the [[Sangheili]] in the [[Post-Covenant War conflicts|post-war era]] without the restrictions upon firepower imposed by the [[San'Shyuum]].{{Ref/Reuse|Enc22}}
*'''{{Pattern|Eeo'Pimu|Shade}}''' - a lightweight and portable Shade variant developed for [[Covenant Special Operations]] units and [[Covenant fleet|fleets]] serving directly under [[Hierarchs]].{{Ref/Reuse|Enc22}}
*'''{{Pattern|Mamua'uda|Shade}}''' - one of the oldest Shade variants in use, and one especially prized by Covenant commanders due to its antiquity.{{Ref/Reuse|Enc22}}
*'''{{Pattern|Preksheda|Shade}}''' - the most common Shade used during the [[Human-Covenant War]]. The ''Preksheda'' is a modular and extremely versatile Shade variant, with alternate weapons fittings including anti-armour [[fuel rod cannon]]s and anti-air rapid-fire plasma cannons.{{Ref/Reuse|Enc22}}
*'''{{Pattern|Rizsheda|Shade}}''' - an alternate variation on the ''Preksheda'', with more focus on gunner protection - though not as commonly used.{{Ref/Reuse|Enc22}}
*'''{{Pattern|Sho'riru|Shade}}''' - a post-war variant most predominantly used by [[Jul 'Mdama's Covenant]], prized for its extraordinary rate of fire and considered to be without equal.{{Ref/Reuse|Enc22}}
<gallery class="center">
File:H5G - Shade render.png|''Bmur'resh''-pattern Shade
File:H2 - T27 Shade ASG.png|''Eeo'pimu''-pattern Shade
File:HCEA-T29ShadeASG.png|''Mamua'uda''-pattern Shade
File:T26 ASG.png|''Preksheda''-pattern Shade
File:H3 ShadeTurret Crop.png|''Rizsheda''-pattern Shade
File:H4 ShadeTurret Crop.png|''Sho'riru''-pattern Shade
</gallery>


The Shade gun fires two (three in Halo: Combat Evolved) slow moving, high powered bolts of plasma encased in magnetic fields. The accuracy of a Shade's weapon is fairly low, as the bolts of plasma fired can hit anywhere within the aiming reticule. Since it is designed with infantry combat in mind it is highly effective against [[Grunts]] and [[Jackals]], and has exhibited limited effectiveness against [[Elites]] (especially at dropping their shields). But due to their intelligence Elites can often find cover and escape the Shade's field of fire. Its shots lack the required punch to damage [[Hunters]], whose [[armor]] and combat shield are immune to it. It is also fairly ineffective against the [[Flood]], like most other plasma based weaponry.
===Banished Shade===
A number of Shade offshoots have been designed for use by the [[Banished]].
*'''[[Bolroci Workshop Shade]]''' - a shade highly based on the {{Pattern|Preksheda|Shade|}} design, though with [[energy shielding]] installed for gunner protection.
*'''[[Banished Shade|Shade (Halo Wars 2)]]''' - an unidentified model used by Banished forces [[Second Ark Conflict|occupying]] the [[Installation 00|Ark]].
<gallery class="center">
File:HINF ShadeTurret Crop.png|[[Bolroci Workshop Shade]]
File:HW2 Artwork ShadeDrop.jpg|[[Banished Shade|Unidentified model]]
</gallery>


The Shade offers a wide field of fire and a 360 degree traversable mount. It is highly effective at combating light infantry, has shown a good ability against light vehicles such as the [[Ghost]] and in desperate situations can serve as anti-aircraft defense (a few direct hits is all it needs to destroy a [[Banshee]]).
==In-game==
The Shade was first seen in the E3 demo atop a {{Pattern|Wuzum|Spectre}} and made its first gameplay appearance in ''Halo: Combat Evolved''<nowiki />'s level, [[The Truth and Reconciliation]].  The campaign version of the gun is almost twice as fast as the multiplayer version.


== Models ==
In ''Halo 3'', the Shade's aiming reticule was similar to a [[Needler]]'s, except with a circle of lines at the center. The Shade was in multiplayer only in ''[[Halo 3 Epsilon]]'', as it was removed from the final version, even in [[Forge]]. Shades were later made available, free of modding, on some Forge maps.
There are 3 models encountered so far in the Halo universe


=== Shade ([[Halo: Combat Evolved]]) ===
Neither the [[Power Drain]] nor an overcharged [[Plasma Pistol]] shot can disable the Shade's firing mechanisms, though either of these will temporarily disable its ability to rotate, this applies to all EMP weapons.
[[Image:Shade.jpg|250px|thumb|right|Shade in Halo: Combat Evolved]]
The shade first appeared in Halo: CE, and was mostly feared because of its devastating anti-infantry bolts. But however, there were many weaknesses:
*It is possible to snipe a Shade gunner off its turret, but one must aim above the center (which the red reticule usually denotes) and at the user itself, since the Shade protects the user.
*It is also possible to [[melee]] attack a foe off of a Shade.
*The gunner is highly exposed atop the Shade, with cover only available via the gun mechanism itself. This leaves the operator open to flanking maneuvers and attacks from multiple angles. This poses a serious disadvantage to the gunner.
*The turret is not permanently fixed to the ground, supposedly for movement/deployment purposes. As such, explosives are an ideal way of uprooting the Shade and ensuring it is subsequently out of action. If the Shade is turned over, then it is possible to flip it back upright.
*Some players have been known to melee and grenade these weapons along with them to give them a powerful weapon/shield because the shade is indestructible.
*Also used as a turret for the [[DX-class Dropship|Spirit dropship]].


=== Shade ([[Halo 2]]) ===
The Shade makes an appearance in ''[[Halo Wars]]'' and is identical to the Type-29 Shade from ''Halo: Combat Evolved''. Anti-air and anti-vehicle variants of the Type-26 Shade are also introduced in ''Halo: Reach''.
[[Image:John plasma turret.png|thumb|left|Shade in Halo 2]]
The Shade returned in Halo 2, where it is referred to as the Shielded Plasma Turret. It fires slow moving, red plasma bolts that do a large amount of damage. To protect the gunner, this turret is equipped with an energy shield, similar to the [[Jackal Personal Arm Shield]]. If you want a more detailed look, start the [[campaign]] level [[Delta Halo (Level)|Delta Halo]] or while playing the campaign level [[Great Journey (Level)|Great Journey]] when you are in the [[Banshee]] shooting enemies and turrets down, as well as when inside the control room when there are [[Jiralhanae|Brutes]] manning them. This is the best protected turret.


==== Shade Turret on Shadows ====
*In [[Forge/Halo: Reach|Halo: Reach's Forge]], the shade turret is the only Covenant vehicle that can be colored based on the team, only changing the base of the turret
In Halo 2, the turret on the [[Shadow]] is very similar in appearance to the Shade in Halo: Combat Evolved. The plasma bolts it fires are more similar to those fired by the Halo 2 Shade. It should be noted, that these turrets seem more powerful than the standard shade in Halo 2, and also offers more protection.
===Campaign tactics===
*Heavy weapons, vehicles or grenades are perfect to destroy Shades.
*In ''Halo Combat Evolved'', if you get close to a Shade and try to push it, the operator can turn the turret and splatter you with the gun.
**You can also force them to dismount by using explosives to cause the turret to flip.
*In ''Halo 3: ODST'', Automags and snipers ''can'' be used to kill the gunner if no heavy weapons can be found.
*Ramming it with any vehicle at speed is an instant kill except in ''Halo: Combat Evolved'' and ''Halo Wars''.
**Warthogs and Choppers can ram the turret without injuring the drivers, while Ghosts have a risk of damaging the drivers when ramming.
*In ''Halo 3'' if you shoot a Shade from a distance and in the middle between the two pieces that jut out, the operator might jump out, making them an easier target.
*In ''Halo 3'', if the player stand right in front of the turret, in between the guns, the operator will not turn the turret to make the player slide in front of it, making you a harder target.
*In ''Halo: Reach'', enemies on Legendary can fire the Shade turret at an extreme rate.
*In ''Halo: Reach'', if the player get close to the turret, the operator will jump out of it.
*In ''Halo: Spartan Assault'' and ''Halo: Spartan Strike'' when a Shade reaches 66% damage, the enemy will dismount from it.
**Note that you cannot score a double kill when you destroy the Shade Turret along with a mounted gunner.


<br clear=all>
==Gallery==
<gallery>
File:HCE Shade.png|A ''Mamua'uda''-pattern Shade in ''Halo: Combat Evolved''.
File:H2-T27ShadeASG.png|An ''Eeo'pimu''-pattern Shade in ''Halo 2''.
File:HTMCC-H3-Generalshadewalker.jpg|A [[Cut Halo 3 vehicles|cut]] mobile Shade for ''Halo 3''.
File:Type26 ASG.png|The ''Rizsheda''-patttern Shade in ''Halo 3''.
File:HW shadeturret.jpg|''Mamua'uda''-pattern Shade in ''Halo Wars''
File:T26 ASG.png|The standard variant of the ''Preksheda''-pattern Shade in ''Halo: Reach''.
File:AA Shade.png|The AA variant of the ''Preksheda''-pattern Shade in ''Halo: Reach''.
File:Fuel rod Shade.png|The fuel rod variant of the ''Preksheda''-pattern Shade in ''Halo: Reach''.
File:HCEA-T29ShadeASG.png|A ''Mamua'uda''-pattern Shade in ''Halo: Combat Evolved Anniversary''.
File:H4-T55ShadeASG.png|A ''Sho'riru''-pattern Shade in ''Halo 4''.
File:Halo 5 Anti-air shade.png| A fuel rod variant of the ''Bmur'resh''-pattern Shade in ''Halo 5: Guardians''.
File:HINF ShadeTurret.jpg|A Bolroci Workshop Shade in ''Halo Infinite''.
</gallery>


=== Shade ([[Halo 3]]) ===
==List of appearances==
{{Col-begin}}
{{Col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo 3]]''
*''[[Halo Wars]]''
*''[[Halo 3: ODST]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Palace Hotel]]''
*''[[Halo: Reach]]''
{{Col-2}}
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo 2: Anniversary]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo 5: Guardians]]''
*''[[Halo Wars 2]]''
*''[[Halo: Legacy of Onyx]]'' {{Mo}}
*''[[Halo Infinite]]''
{{col-end}}
==Sources==
{{Ref/Sources}}


=== Type-26 ASG ===
{{Covenant heavy weapons}}
[[Image:Shade_turrets01.png|right|thumb|179px|Shade in use by an Elite Minor.]]
[[Category:Covenant weapons]]
In Halo 3, the Shade now has a model name, which is '''Type-26 ASG'''. It is often operated by the [[Grunt]] race, specifically the green-armored [[Gunner Grunt|Grunt Heavies]]. The Shade, once again, is elevated on a small gravity lift, and so has a full 360 degree field of view. The Shade is seen in the Halo 3 campaign missions [[The Ark]], [[Tsavo Highway]], and [[The Covenant (Level)|The Covenant ]]. The Shade was in multiplayer only in [[Halo 3 Epsilon]]. As it was removed from the final version, even in [[Forge]]. This is most likely because of its weak durability, allowing very few player to be able to use it and you can only place movable objects in Forge. Sometimes the Shade is known as the ball turret.
[[Category:Artillery]]
<ref>http://www.360wtf.com/2007/08/20/360wtf-exclusive-over-20-leaked-halo-3-epsilon-images/</ref>
[[Category:Plasma weapons]]
 
== Advantages ==
As with its [[human]] counterpart, the [[AIE-486H HMG]], the Shade is very effective against both enemy ground forces and light vehicles. Some of its advantages over the HMG are that the plasma bolts are accurate and effective at longer distances and it is easier to see where your shots are actually going than it is with the HMG’s tracer rounds. In a multi-player game a well-placed observer can help you place hits from the other side of some of the largest maps such as [[Coagulation]]. The Shade is also capable of rotating 360 degrees so that you can fire on enemies trying to sneak up behind you. It is also strong enough to withstand a direct hit from a Wraith’s mortar (only if the gunner on it has strong shields or health).
 
Below, you can see the number of hits you need to make a kill with the Shade. Targets used were on foot and the location on the body where they were hit showed no apparent barring on how many hits it took to kill them. (A normally shielded target took the same number of hits to kill when shot in the legs as when shot in the head) In the case of the [[Overshield]], the target had one at full charge.
 
''(Note: This test was performed with the Shade in Halo 2, but damage caused by the 3 models of Shade are roughly the same, so this can also be an estimation of the damage the other models cause)''
 
*Unshielded Target: 2 shots for a kill
*Normal Shielding Target: 6 shots for a kill
*Overshielded Target: 13-14 shots for a kill
 
== Disadvantages ==
As with the HMG, when you are using the Shade you are extremely exposed to enemy fire and become a target that any good commander will want to eliminate immediately. A single hit by a [[rocket]] or well placed [[plasma grenade]] will destroy the turret, as will a direct hit from a [[M68 Gauss Cannon]] or the main cannon of a [[Scorpion Tank]]. In addition, while it is capable of withstanding a direct hit from a [[Wraith]], it will still completely deplete your shields. While it is useful against enemies in light vehicles, this is not a weapon to use when faced with an enemy tank; you will be dead long before the tank is. You are also vulnerable to snipers and scoped weapons. Also, as is the case with the HMG, you are unprotected from the rear, although this is lessened by the ability to completely rotate the turret. It is advisable to have a teammate nearby to help cover you when you are using a turret. Also in Halo 3 the Shade has an extremely slow rate of turn, which means it is best to have a friendly covering you.
 
== Recommended Tactics ==
=== When using a turret ===
* Buddy Up. While this is good advice in a general situation, here it is very true as your rear is completely unprotected. Having a teammate nearby to cover your blind side greatly improves your effectiveness.
* Know when to bail out. If you see an enemy tank turning its gun towards you it is typically a good idea to find some better cover until it moves on.
* Hiding behind the turret is a very good strategy, since the turret has shields.
 
=== When facing a turret ===
*Find an explosive to throw at them. A tank, rocket, or Gauss round will do the trick. If you are close by and on foot, try sticking them with a [[plasma grenade]].
*Find a scoped weapon. A [[Battle Rifle]], [[Covenant Carbine]], [[Sniper Rifle]], or [[Beam Rifle]] will let you take them out with head shots from farther out then they can see you. Of course, if they have a teammate guiding their fire then it would be advisable to eliminate the spotter first and then the gunner.
*For the Shade in Halo Combat Evolved, you can simply walk right in front of the turret at point blank range, the gunner AI will usually just stare at you until you move back into range. However, when manned by a player online, this tactic is useless as they can fire at point blank  range.
*Keep circling the turret until you find a part where the gunner's body is more exposed then open fire.
*A fully charged [[Plasma Pistol]] bolt can prevent the turret from turning. Take advantage of that.
*Don't charge at it openly as it can bottleneck you on certain locales, utilize explosives such as Plasma Grenades, Frag Grenades, Spike Grenades, or any other small-brow explosion.
 
==Design==
[[Image:H3 Shade.jpg|right|thumb|300px|The Shade is elegantly designed, as seen in this image.]]
When the Shade was introduced in Halo: CE, it took the shape of a bowl with a gun at its front. This version of the shade was the most vulnerable to enemy fire to the front, as the front wasn't reinforced well. This version of the Shade fires 3 purple plasma shots.
 
In Halo 2, it looked weak, with the bowl shape stripped, and replaced with a shield, very similar to a Jackals', at the front. This way, it's more protected at the front, but much weaker at the sides and back. An enemy could just sneak up at the back and melee the gunner dead, which is one of its weak points.
 
The Shade returned in Halo 3. In contrast to the Shade from [[Halo 2]], the Halo 3 version seems much better defended, with physical armor encompassing the turret's user. While the cannon hovers on a small gravity lift like the Shade from the previous two games, the base is entrenched, and so the device isn't mobile. However, much like the Shade in [[Halo: Combat Evolved]] it is highly vulnerable to grenade or explosive strikes due to its stationary nature.
 
==Comparison==
Here is a table comparison of the different shade versions in the Halo trilogy:
=== Similarities ===
*All 3 are used against [[Vehicles|vehicles]] and personnel.
*All 3 are turrets designed by the [[Covenant]].
*All 3 turrets float on an anti-gravity "cushion" projected by their bases.
*All 3 fire almost equally damaging plasma bolts, though they are different in appearance
*All 3 turrets are extremely vulnerable to explosives
 
=== Differences ===
{| border="1" cellpadding="5" width: 100%; border: 1px solid #999; margin: 0; ont-size: 95%; background-color: #000; ext-align: center; order-collapse: collapse;
|-
| '''Halo: Combat Evolved''' || '''Halo 2''' || '''Halo 3'''
|-
| Protected at all sides with a bowl-like shape || Protected at the front with an energy shield || Superbly reinforced on the front. Sides slightly protected
|-
| Mobile, can be knocked off its base with a melee || Stationary || Stationary, Although the ball can be knocked off.
|-
| Rate of fire (High) || Rate of fire (Low-Medium) || Rate of fire (High)
|-
| Turning speed (Fast) || Turning speed (Medium) || Turning speed (slow)
|}
 
== Character Compatibility ==
 
*[[Elites]]
*[[Brutes]] (Halo 2 and 3 only)
*[[Spartans]]
*[[Grunts]]
*[[Marines]] (Have animation, but not used in-game).
*[[Flood]] [[Human]] [[Combat Form]] ([[Halo_2|Halo 2]] only)
 
== Related Links ==
 
*[[Plasma Cannon]]
{{Clear}}
{{Covenant Vehicles}}
{{Weapons List}}
 
[[Category:Vehicles]]
 
[[Category:The Covenant]]
 
[[Category:Drivable Vehicles]]

Latest revision as of 07:52, July 15, 2024

Shades, more formally designated by the Covenant as Gun Pods and by the United Nations Space Command as Anti-Infantry Stationary Guns, are a series of standardised defensive turret emplacements used by the Covenant and its remnants. They consist of manned stationary gun turrets that are easily air-deployable via dropship and are extremely varied in design - with dozens of design pattern variations to account for ever-changing battlefield needs and the ergonomic requirements of the Covenant's client species.[1] Shade variants vary in shape and role, but are similar enough in function and purpose to be grouped into the same category.[2][3]

Shade turrets were once exclusively designed and manufactured by the Assembly Forges of High Charity. After the holy city fell to the Flood and was later destroyed by John-117, Achoem Weapons—based in Tolvuus, Sanghelios—maintains the long-standing tradition of manufacturing the Shade turret.[2]

Design details[edit]

Design details and operation[edit]

The Shades serve as the Covenant's primary stationary gun turrets and are commonly operated by Unggoy. Virtually all models of the Shade offer a wide field of fire by virtue of their mobile turret chassis nestled on a 360-degree traversal anti-gravity mount. The Covenant use this to their advantage and place Shades at strategic points where they can do the most damage, often around their outposts or bases; more permanent facilities are usually also equipped with heavier Kewu Umppi'pa'-pattern citadel turrets. Though most of the Shade models fill an anti-infantry role, anti-vehicle and anti-air variants of the Shade turrets also exist.

Anti-infantry Shade guns fire bolts of slow moving, high-powered plasma encased in magnetic fields. The accuracy of a Shade's weapon is fairly low, as the bolts of plasma fired can hit anywhere within the aiming reticle. The anti-infantry Shade is effective against most infantry. However, due to their high intelligence, Sangheili will often find cover and escape the Shade's range of fire. On this same note, the bolts fired lack the required punch to damage Mgalekgolo, whose armor and combat shield can withstand most Covenant and UNSC small firearms, causing the plasma bolts to have little to no effect on them. It has shown good defense against light vehicles such as the Ghost, and in desperate situations, can serve as anti-aircraft defense, requiring only a few direct hits to destroy a Banshee.

Variants[edit]

Covenant Shade[edit]

Categorising the vast array of Shade design pattern variants has proven a challenge for Office of Naval Intelligence analysts, due to the Covenant's disregard for standardised doctrine. For thousands of years at the empire's height, fleets were simply provisioned with "Shades", with chassis and armaments styles that would be unrecognisable to a modern observer. ONI type-classifications group Shades by the year in which they were first encountered - by contrast, the Covenant's methodology for Shade deployments was ultimately decided by the aesthetic whims of the San'Shyuum official in charge of supplying a given military unit.[2]

Banished Shade[edit]

A number of Shade offshoots have been designed for use by the Banished.

In-game[edit]

The Shade was first seen in the E3 demo atop a Wuzum-pattern Spectre and made its first gameplay appearance in Halo: Combat Evolved's level, The Truth and Reconciliation. The campaign version of the gun is almost twice as fast as the multiplayer version.

In Halo 3, the Shade's aiming reticule was similar to a Needler's, except with a circle of lines at the center. The Shade was in multiplayer only in Halo 3 Epsilon, as it was removed from the final version, even in Forge. Shades were later made available, free of modding, on some Forge maps.

Neither the Power Drain nor an overcharged Plasma Pistol shot can disable the Shade's firing mechanisms, though either of these will temporarily disable its ability to rotate, this applies to all EMP weapons.

The Shade makes an appearance in Halo Wars and is identical to the Type-29 Shade from Halo: Combat Evolved. Anti-air and anti-vehicle variants of the Type-26 Shade are also introduced in Halo: Reach.

  • In Halo: Reach's Forge, the shade turret is the only Covenant vehicle that can be colored based on the team, only changing the base of the turret

Campaign tactics[edit]

  • Heavy weapons, vehicles or grenades are perfect to destroy Shades.
  • In Halo Combat Evolved, if you get close to a Shade and try to push it, the operator can turn the turret and splatter you with the gun.
    • You can also force them to dismount by using explosives to cause the turret to flip.
  • In Halo 3: ODST, Automags and snipers can be used to kill the gunner if no heavy weapons can be found.
  • Ramming it with any vehicle at speed is an instant kill except in Halo: Combat Evolved and Halo Wars.
    • Warthogs and Choppers can ram the turret without injuring the drivers, while Ghosts have a risk of damaging the drivers when ramming.
  • In Halo 3 if you shoot a Shade from a distance and in the middle between the two pieces that jut out, the operator might jump out, making them an easier target.
  • In Halo 3, if the player stand right in front of the turret, in between the guns, the operator will not turn the turret to make the player slide in front of it, making you a harder target.
  • In Halo: Reach, enemies on Legendary can fire the Shade turret at an extreme rate.
  • In Halo: Reach, if the player get close to the turret, the operator will jump out of it.
  • In Halo: Spartan Assault and Halo: Spartan Strike when a Shade reaches 66% damage, the enemy will dismount from it.
    • Note that you cannot score a double kill when you destroy the Shade Turret along with a mounted gunner.

Gallery[edit]

List of appearances[edit]

Sources[edit]

  1. ^ a b c d e f g Halo Encyclopedia (2022 edition), page 302-303
  2. ^ a b c Halo Waypoint, Shade Turret (Retrieved on Sep 30, 2016) [archive]
  3. ^ Halo: The Essential Visual Guide, page 171
  4. ^ Halo Waypoint, Spirit (Retrieved on Nov 1, 2020) [archive]