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{{Era|HCW}}
{{Status|Canon}}
{{Cleanup}}
{{Unit infobox
{{Covenant Rank Infobox
|variant=Cov
|image = [[File:ReachRedShell.jpg|250px]]
|image = [[File:H3ODST DroneMajor 1.jpg|300px]]
|name = Yanme'e Major
|name = Yanme'e Major
|species = [[Yanme'e]]
|species = [[Yanme'e]]
|weapons = *[[Needler]]
|affiliation=[[Covenant]] <br> [[Jul 'Mdama's Covenant]]
*[[Plasma Pistol]]
|branch=
*[[Brute Plasma Rifle]]
|mission=Soldiers, commanding soldiers
|equipment = None
|equipment=
|vehicles = None
|notable=
|missions = Various
|role = Soldiers, Commanding Minor Drones
|affiliation = *[[Covenant Empire]]
*[[Covenant Loyalists]]
}}
}}
{{Quote|Drones aren’t brave; they’re just incapable of feeling fear.|[[Bungie.net]] description.{{Ref/Site|Id=BnetH3|URL=http://www.bungie.net:80/Stats/GameStatsCampaignHalo3.aspx?gameid=20779|Site=Bungie.net ''Halo 3'' description|Page=Halo 3 Stats|D=01|M=3|Y=2009}}}}
'''Major''' is a high attainable caste and infantry [[rank]] for [[Yanme'e]] serving in the [[Covenant]]'s [[Covenant military|military]].{{Ref/Reuse|BnetH3}}


Yanme'e '''Majors''' are a high [[Yanme'e]] caste and infantry [[rank]].<ref name="Firefight">'''[[Halo 3: ODST]]''', ''[[Firefight]]''</ref>
==Overview==
As is standard within the Covenant ranking system, Yanme'e Majors outrank only [[Yanme'e Minor]]s. They sometimes exhibit morphological differences from their Minor and [[Yanme'e Pupa|Pupal]] cousins with the presence of three small protrusions on the head{{Ref/Game|Id=HR|HR|Yanme'e Major in-game model}} - though not all individuals have these.{{Ref/Game|Id=ODST|H3ODST|Yanme'e Major in-game model}} They may also have longer wings and fly faster than their lower-ranked brethren.{{Ref/Reuse|HR}}


==Description==
Following the [[Human-Covenant War]] many Yanme'e of this rank were employed by [[Jul 'Mdama's Covenant]] during the [[Battle of Installation 03]].{{Ref/Game|HSS}}
Yanme'e Majors are differentiated from lower ranks by their crimson shells, and frequently possess energy shields. They have longer wings and can fly faster than [[Drone Minor]]s. They usually have [[Needlers]] as their weapons in the games.<ref name="ODST">'''Halo 3: ODST''', campaign level, ''[[Data Hive (Level)|Data Hive]]''</ref>


Due to the difference in mentality of Drones compared to other species, it is possible that Drones become a Major once they have reached a certain age by which point they will have a certain amount of experience, meaning less experienced Drones can follow them, rather than due to distinguished service or bravery as seen in other major creatures such as [[Unggoy]] and [[Kig-yar]]. This is similar to how older insects in sociable colonies take on different roles, such as from scout to guard.[[File:DroneRedLeader.jpg|right|thumb|200px|A Yanme'e Major in the [[New Mombasa Data Center]].]]
==Equipment==
[[File:HR DroneMajor 2.jpg|250px|thumb|A Drone Major in ''Halo: Reach''.]]
Yanme'e Majors can typically be distinguished by the presence of a light-blue exoskeleton{{Ref/Reuse|ODST}} or a dark brown exoskeleton, with a red tint.{{Ref/Reuse|HR}} Like Minors, they are typically equipped with [[Type-25 plasma pistol]]s and [[Type-33 needler]]s.{{ref/Reuse|ODST}} Like all Yanme'e, Majors are equipped with [[Gravitics|anti-gravity technology]] that is attached to their wings that allow them to fly freely.{{Ref/Book|ENC|158}}
 
Some Majors deployed may also display no outward differences from their Minor brethren, keeping the same light-green colouration.{{Ref/Game|H3}}
 
==Gameplay==
Yanme'e Majors are more skilled in combat than [[Drone Minors|Yanme'e Minors]] and often wield [[Needlers]] or {{Pattern|Kewu R'shi'k|plasma rifle}}s. On [[Easy]] and [[Normal]] difficulties, they do not use the Needler's super-combine ability. However, on [[Heroic]] and [[Legendary]] difficulties, it is recommended the player takes cover frequently to regain lost stamina as Yanme'e Majors do use the Needler's super-combine ability.{{Ref/Reuse|ODST}}
 
Yanme'e Majors normally command a group of six to ten Yanme'e Minors. Some strategies are to stick one of the Yanme'e in the group with a {{Pattern|Anskum|plasma grenade}}, bombard them with Needler or dual-wielded {{Pattern|Okarda'phaa|plasma rifle}} fire. As with all enemies who move in groups, super-combining Needler rounds will produce an explosion that will most likely kill multiple Yanme'e in the group. One can also use ballistic fire, but some Yanme'e Majors have shields, especially in the presence of [[Engineers]], hence making ballistic fire ineffective to a certain extent. Using [[Noob Combo]] is a good tactic. Yanme'e Majors also land on the ground much less often than their Minor brethren, making them less vulnerable to melee attacks.{{Ref/Reuse|ODST}}


In ''[[Halo: Reach]]'', however, they are represented differently, with a more unique appearance. This may suggest that the Major is actually a caste that one must be born into in order to be able to hold the rank, or it might still be representative of biological growth that allows them to be promoted. The appearance of the [[Yanme'e Ultra]] is even more drastically unique.
In ''[[Halo: Reach]]'', however, they are represented differently, with a more unique appearance. This may suggest that the Major is actually a caste that one must be born into in order to be able to hold the rank, or it might still be representative of biological growth that allows them to be promoted. The appearance of the [[Yanme'e Ultra]] is even more drastically unique.


==Combat==
===Counter tactics===
Yanme'e Majors are more skilled in combat than [[Drone Minors|Yanme'e Minors]] and often wield [[Needlers]] or [[Brute Plasma Rifles]]. On [[Easy]] and [[Normal]] difficulties, they do not use the Needler's super-combine ability. However, on [[Heroic]] and [[Legendary]] difficulties, it is recommended the player takes cover frequently to regain lost stamina as Yanme'e Majors do use the Needler's super-combine ability.<ref name="Firefight"/><ref name="ODST"/>
*Using the '[[Noob Combo]]' (A [[Plasma Pistol]] and a [[Pistol]]) can take down Yanme'e Majors easily. It is recommended that you kill them first, then use an [[SMG]] to kill the rest of the pack.
*Supercombining [[Needler]] rounds on Yanme'e Majors is an effective tactic and you can also strip them of ammo after you kill them—they often carry [[Needlers]].
*Yanme'e Majors (as well as most Yanme'e) seem to have an uncanny ability to fly towards and attack when the player's [[Stamina]] is low, thereby heightening the chance for a kill and most likely stripping away some precious, much-needed [[Health]]. If this happens, use an [[SMG]] to gun them down.
*On [[Legendary]] difficulty in [[Firefight]], the Yanme'e Majors can easily strip a player's armor with a few {{Pattern|Kewu R'shi'k|plasma rifle}} shots. They also have high accuracy when flying and moving. {{Pattern|Kewu R'shi'k|plasma rifle}} wielding Yanme'e should be killed at range with pistols.
*In a swarm, Yanme'e can be overwhelming and it is advised to use a {{Pattern|Kewu R'shi'k|plasma rifle}}, [[SMG]] or [[Paegaas Workshop Spiker]] against these enemies. These weapons have a high rate of fire and deliver staggering amounts of damage to unshielded organic targets.
*Making use of one of the mounted turrets littered about is another way to deal with these foes; however, it can be a double-edged sword as carrying the turret reduces the player's movement speed and maneuverability.


Yanme'e Majors normally command a group of six to ten Yanme'e Minors. Some strategies are to stick one of the Yanme'e in the group with a [[Plasma Grenade]], bombard them with Needler or dual-wielded [[Plasma Rifle]] fire. As with all enemies who move in groups, super-combining Needler rounds will produce an explosion that will most likely kill multiple Yanme'e in the group. One can also use ballistic fire, but some Yanme'e Majors have shields, especially in the presence of [[Engineers]], hence making ballistic fire ineffective to a certain extent. Using [[Noob Combo]] is a good tactic. Yanme'e Majors also land on the ground much less often than their Minor brethren, making them less vulnerable to melee attacks.<ref name="Firefight"/><ref name="ODST"/>
==Production notes==
The Yanme'e encountered in ''[[Halo 3]]'' are split into Minor and Major ranks. However, outside of this name difference, the Majors exhibit no different behaviour from their Minor cousins, inheriting the exact same AI, model, textures, colouration and statistics. The Major description on Bungie.net was later reused for the Leader class of Yanme'e enemies (consisting of the [[Yanme'e Captain|Captain]] and [[Yanme'e Captain Major|Captain Major]]) in ''[[Halo 3: ODST]]'', while Majors were given a blue colouration.


==Counter tactics==
==Gallery==
*Using the '[[Noob Combo]]' (A [[Plasma Pistol]] and a [[Pistol]]) can take down Yanme'e Majors easily. It is recommended that you kill them first, then use a [[SMG]] to kill the rest of the pack.
<gallery>
*Supercombining [[Needler]] rounds on Yanme'e Majors is an effective tactic and you can also strip them of ammo after you kill them -- they often carry [[Needlers]].
File:H3ODST DroneMajor 2.jpg|A Major in ''Halo 3: ODST''.
*Yanme'e Majors (as well as most Yanme'e) seem to have an uncanny ability to fly towards and attack when the player's [[Stamina]] is low, thereby heightening the chance for a kill and most likely stripping away some precious, much-needed [[Health]]. If this happens, use a [[SMG]] to gun them down.
File:H3ODST DroneMajor 3.jpg|A Major in ''Halo 3: ODST''.
*On [[Legendary]] difficulty in [[Firefight]], the Yanme'e Majors can easily strip a player's armor with a few [[Brute Plasma Rifle]] shots. They also have high accuracy when flying and moving. [[Brute Plasma Rifle]] wielding Yanme'e should be killed at range with pistols.
File:H3ODST DroneMajor 4.jpg|A Major in ''Halo 3: ODST''.
*In a swarm, Yanme'e can be overwhelming and it is advised to use a [[Brute Plasma Rifle]], [[SMG]] or [[Spiker]] against these enemies. These weapons have a high rate of fire and deliver staggering amounts of damage to unshielded organic targets.
File:HR DroneMajor 1.jpg|A Yanme'e Major in ''[[Halo: Reach]]''.
*Making use of one of the mounted turrets littered about is another way to deal with these foes; however, it can be a double-edged sword as carrying the turret reduces the player's movement speed and maneuverability.
File:HR Sinoviet Drones.jpg|Several Yanme'e Majors in the [[SinoViet Center]], with other Yanme'e ranks.
</gallery>


==List of appearances==
==List of appearances==
*''[[Halo 3: ODST]]'' {{1st}}
*''[[Halo 3: ODST]]'' {{1st}}
*''[[Halo: Reach]]''
*''[[Halo: Reach]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo Mythos]]''


==Sources==
==Sources==
<references/>
{{Ref/Sources}}


{{Drone Ranks}}
{{Drone Ranks}}
[[Category:Covenant ranks]]
[[Category:Covenant ranks]]
[[Category:Yanme'e]]

Latest revision as of 14:56, September 10, 2023

Yanme'e Major
H3ODST DroneMajor 1.jpg

Function:

Soldiers, commanding soldiers

Species:

Yanme'e

Affiliation:

Covenant
Jul 'Mdama's Covenant

 

"Drones aren’t brave; they’re just incapable of feeling fear."
Bungie.net description.[1]

Major is a high attainable caste and infantry rank for Yanme'e serving in the Covenant's military.[1]

Overview[edit]

As is standard within the Covenant ranking system, Yanme'e Majors outrank only Yanme'e Minors. They sometimes exhibit morphological differences from their Minor and Pupal cousins with the presence of three small protrusions on the head[2] - though not all individuals have these.[3] They may also have longer wings and fly faster than their lower-ranked brethren.[2]

Following the Human-Covenant War many Yanme'e of this rank were employed by Jul 'Mdama's Covenant during the Battle of Installation 03.[4]

Equipment[edit]

A Drone Major in Halo: Reach.

Yanme'e Majors can typically be distinguished by the presence of a light-blue exoskeleton[3] or a dark brown exoskeleton, with a red tint.[2] Like Minors, they are typically equipped with Type-25 plasma pistols and Type-33 needlers.[3] Like all Yanme'e, Majors are equipped with anti-gravity technology that is attached to their wings that allow them to fly freely.[5]

Some Majors deployed may also display no outward differences from their Minor brethren, keeping the same light-green colouration.[6]

Gameplay[edit]

Yanme'e Majors are more skilled in combat than Yanme'e Minors and often wield Needlers or Kewu R'shi'k-pattern plasma rifles. On Easy and Normal difficulties, they do not use the Needler's super-combine ability. However, on Heroic and Legendary difficulties, it is recommended the player takes cover frequently to regain lost stamina as Yanme'e Majors do use the Needler's super-combine ability.[3]

Yanme'e Majors normally command a group of six to ten Yanme'e Minors. Some strategies are to stick one of the Yanme'e in the group with a Anskum-pattern plasma grenade, bombard them with Needler or dual-wielded Okarda'phaa-pattern plasma rifle fire. As with all enemies who move in groups, super-combining Needler rounds will produce an explosion that will most likely kill multiple Yanme'e in the group. One can also use ballistic fire, but some Yanme'e Majors have shields, especially in the presence of Engineers, hence making ballistic fire ineffective to a certain extent. Using Noob Combo is a good tactic. Yanme'e Majors also land on the ground much less often than their Minor brethren, making them less vulnerable to melee attacks.[3]

In Halo: Reach, however, they are represented differently, with a more unique appearance. This may suggest that the Major is actually a caste that one must be born into in order to be able to hold the rank, or it might still be representative of biological growth that allows them to be promoted. The appearance of the Yanme'e Ultra is even more drastically unique.

Counter tactics[edit]

  • Using the 'Noob Combo' (A Plasma Pistol and a Pistol) can take down Yanme'e Majors easily. It is recommended that you kill them first, then use an SMG to kill the rest of the pack.
  • Supercombining Needler rounds on Yanme'e Majors is an effective tactic and you can also strip them of ammo after you kill them—they often carry Needlers.
  • Yanme'e Majors (as well as most Yanme'e) seem to have an uncanny ability to fly towards and attack when the player's Stamina is low, thereby heightening the chance for a kill and most likely stripping away some precious, much-needed Health. If this happens, use an SMG to gun them down.
  • On Legendary difficulty in Firefight, the Yanme'e Majors can easily strip a player's armor with a few Kewu R'shi'k-pattern plasma rifle shots. They also have high accuracy when flying and moving. Kewu R'shi'k-pattern plasma rifle wielding Yanme'e should be killed at range with pistols.
  • In a swarm, Yanme'e can be overwhelming and it is advised to use a Kewu R'shi'k-pattern plasma rifle, SMG or Paegaas Workshop Spiker against these enemies. These weapons have a high rate of fire and deliver staggering amounts of damage to unshielded organic targets.
  • Making use of one of the mounted turrets littered about is another way to deal with these foes; however, it can be a double-edged sword as carrying the turret reduces the player's movement speed and maneuverability.

Production notes[edit]

The Yanme'e encountered in Halo 3 are split into Minor and Major ranks. However, outside of this name difference, the Majors exhibit no different behaviour from their Minor cousins, inheriting the exact same AI, model, textures, colouration and statistics. The Major description on Bungie.net was later reused for the Leader class of Yanme'e enemies (consisting of the Captain and Captain Major) in Halo 3: ODST, while Majors were given a blue colouration.

Gallery[edit]

List of appearances[edit]

Sources[edit]

  1. ^ a b Bungie.net Halo 3 description, Halo 3 Stats (Retrieved on Mar 1, 2009) [archive]
  2. ^ a b c Halo: Reach, Yanme'e Major in-game model
  3. ^ a b c d e Halo 3: ODST, Yanme'e Major in-game model
  4. ^ Halo: Spartan Strike
  5. ^ Halo Encyclopedia (2009 edition), chapter 158
  6. ^ Halo 3