Kez'katu-pattern Phantom: Difference between revisions

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The role of the Phantom is to transport squads of Covenant troops to a combat zone with speed and efficiency. It is capable of carrying [[Grunts]], [[Jackals]], [[Brutes]] and [[Elites]], it can also carry a couple of [[Hunters]]. They have been known to carry two manned [[Ghosts]] or a single [[Wraith]] tank into the battlefield for deployment. Phantoms were seen transporting units throughout the Covenant's invasion of [[Earth]], and have become, increasingly, a hindrance to the [[UNSC]] Special Forces as they attempted to repel the Covenant from [[New Mombasa]]. Their use across [[Installation 05|Delta Halo]] was also particularly devastating, especially to units which were not equipped with anti-vehicle weapons.
The role of the Phantom is to transport squads of Covenant troops to a combat zone with speed and efficiency. It is capable of carrying [[Grunts]], [[Jackals]], [[Brutes]] and [[Elites]], it can also carry a couple of [[Hunters]]. They have been known to carry two manned [[Ghosts]] or a single [[Wraith]] tank into the battlefield for deployment. Phantoms were seen transporting units throughout the Covenant's invasion of [[Earth]], and have become, increasingly, a hindrance to the [[UNSC]] Special Forces as they attempted to repel the Covenant from [[New Mombasa]]. Their use across [[Installation 05|Delta Halo]] was also particularly devastating, especially to units which were not equipped with anti-vehicle weapons.
[[Image:Phant.jpg|left|thumb|184px|Two Phantoms at the Heretic base]]
[[Image:Phant.jpg|left|thumb|184px|Two Phantoms at the Heretic base]]
Possessing three rapid firing plasma cannons makes the Phantom a much more challenging adversary than the Spirit, however, using a turret, vehicle, or rocket launcher will destroy the turrets. It is fairly vulnerable to fire from the [[Rocket Launcher]] however, and a single blast from a [[Scorpion Tank]] to the underside of the Phantom can easily neutralize its offensive capabilities, reducing it to little more than an aerial APC. Unfortunately, its hull is heavily reinforced making it almost invulnerable to small arms fire. In Halo 2 the Phantom is invincible and cannot be destroyed.  In [[Halo 3]], the Phantom is destructible and now only has one cannon located on the front of the vehicle. Most other changes are superficial, including some new color schemes.
Possessing three rapid firing plasma cannons makes the Phantom a much more challenging adversary than the Spirit, however, using a turret, vehicle, or rocket launcher will destroy the turrets. It is fairly vulnerable to fire from the [[Rocket Launcher]] however, and a single blast from a [[Scorpion Tank]] to the underside of the Phantom can easily neutralize its offensive capabilities, reducing it to little more than an aerial APC. Unfortunately, its hull is heavily reinforced making it almost invulnerable to small arms fire. In Halo 2 the Phantom is invincible and cannot be destroyed.  In [[Halo 3]], the Phantom is destructible and now has only one cannon located on the front of the vehicle and two portable [[plasma cannons]] on the sides. Most other changes are superficial, including some new color schemes.


== Character Compatibility ==
== Character Compatibility ==

Revision as of 01:37, November 11, 2007

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Template:Ship The Type-52 Troop Carrier, otherwise known as the Covenant Phantom, is a much more formidable dropship than the previously seen Spirit. It boasts three plasma cannons, (one in Halo 3) and can literally drop its occupants to the ground without having to land, with the aid of a miniature gravity lift. It also ferries vehicles such as the Wraith, Spectre and Ghost to their intended dropzones. The Phantom is far sturdier and more heavily armed than the Spirit dropship. It made its debut in Halo 2.

Operation

The Phantom can be considered the Covenant's equivalent of the Pelican class human dropship, more so than the Spirit. Each Phantom boasts superior firepower and the capability of reaching greater speeds and maneuverability than its sister vessel. The Phantom class dropship appears to have replaced the original Spirit dropship which was seen in Halo: Combat Evolved, a dropship of tuning fork-shaped design which contained 4-6 troops in each of its two "prongs".

Phantom seen leaving a Covenant fleet around High Charity.

The Phantom is a substantial improvement from the original dropship, with a much sleeker and more robust design accompanying much higher offensive capabilities. Equipped with three Plasma Cannon positions formed in a triangular shape along the underside of the dropship, it produces a formidable firebase against ground troops and has exhibited some capability in engaging aircraft.

The Phantom crew consists of a pilot, co-pilot, a navigator, and an operations officer who is in charge of the three defensive plasma turrets. It deploys troops through a hole on its underbelly. This is a grav lift similar to that seen on the Truth and Reconciliation only on a much smaller scale. It is capable of dropping off and picking up via this lift. This means that the troop compliment of each Phantom is unknown, sometimes as many as 16 Covenant soldiers can disembark from a Phantom.

Phantom in Combat

Phantom dropping a Spectre

The role of the Phantom is to transport squads of Covenant troops to a combat zone with speed and efficiency. It is capable of carrying Grunts, Jackals, Brutes and Elites, it can also carry a couple of Hunters. They have been known to carry two manned Ghosts or a single Wraith tank into the battlefield for deployment. Phantoms were seen transporting units throughout the Covenant's invasion of Earth, and have become, increasingly, a hindrance to the UNSC Special Forces as they attempted to repel the Covenant from New Mombasa. Their use across Delta Halo was also particularly devastating, especially to units which were not equipped with anti-vehicle weapons.

File:Phant.jpg
Two Phantoms at the Heretic base

Possessing three rapid firing plasma cannons makes the Phantom a much more challenging adversary than the Spirit, however, using a turret, vehicle, or rocket launcher will destroy the turrets. It is fairly vulnerable to fire from the Rocket Launcher however, and a single blast from a Scorpion Tank to the underside of the Phantom can easily neutralize its offensive capabilities, reducing it to little more than an aerial APC. Unfortunately, its hull is heavily reinforced making it almost invulnerable to small arms fire. In Halo 2 the Phantom is invincible and cannot be destroyed. In Halo 3, the Phantom is destructible and now has only one cannon located on the front of the vehicle and two portable plasma cannons on the sides. Most other changes are superficial, including some new color schemes.

Character Compatibility

Appearances

The Phantom in Halo 3

File:Separatist Phantom.jpg
The Separatist Phantom

The Phantom is featured in Halo 3. It was seen in the Halo 3 Announcement Trailer and the Halo 3 E3 2007 Trailer. This version seems to show very similar dimensions to that of Halo 2. However, Covenant troops are now also dispatched via exits on either side of the vehicle, which have platforms with Plasma Cannons for support. There is however, only a single Plasma Cannon on the underside of the vehicle. It seems that it has become more like the Spirit. There are also several major graphical improvements to this version.

The Halo 3 Phantom is also now destructible, being vulnerable to Fuel Rod Cannons and at least AIE-486H Heavy Machine Gun rounds (believed to be 7.62 mm or larger), though according to a Bungie podcast it may be vulnerable to as little as a melee attack, though in the final game they're very durable, able to take up to four shots from a scorpion tank. Separatist Phantoms are now painted in UNSC Gun Metal Green to distinguish themselves from the purple/blue Loyalist Phantoms, to show their newly found alliance to the Humans and the UNSC.

The Separatist Phantom also seems to have active camouflage, this can be seen in The Covenant, during the Hornet fight and after the Flood comes.

Trivia

  • In the E3 2003 Preview, the Phantom does not have a gravity lift and the troops are instead dropped off from the back. The Phantom is also capable of carrying a Spectre or a Wraith by using hooks located under its "belly".
  • It was noticeable that the Brute Chieftain Tartarus spent most of his time pursuing the Arbiter in a Phantom throughout Halo 2. The ship's ability to travel through space making it invaluable to the Covenant's strike teams when engaging the Heretics and Flood as they sought to uncover the mysteries of Halo.
  • Also in the Halo 3 E3 trailer, it seems to be a dark blue or a sea blue color.
  • In Halo 2, the Phantoms are not destructible, however one may destroy the three plasma turrets on the underside, as well as the "eyes."
  • In Halo 3, the Phantoms are destructible.
  • In Halo 3, the Phantoms used by the Arbiter and his Elites vanish right after taking off in the level "The Covenant." This might indicate that the Phantoms have technology on board capable of cloaking the entire ships. The player can also enter this Phantom and walk around but will fall to their death as the ship disappears.
  • Like said above you can enter that phantom but their is a way to operate a turret and turn invisible with it. It is that make sure you have a firebomb Grenade (you can get one from the top of the tower from a brute or someone else) anyway the way to do it is when you are on the phantom aim your fire bomb grenade at the left elite turret (you will need to kill him, Sadly) for some reason its harder on the right side. when that happens hold RB And walk towards the turret (if you do it right the turret won't be destroyed.)you will board the turret and turn invisible with it but it will stop before the boost but when you get off the boost will happen and you will fall in to the ocean. (notice: Do this before the phantom turns invisible)
  • In Halo 3, you can board the phantoms on the misson The Covenant the first part you get a hornet you can do it to an enemy phantom (easier with a green Phantom) Green:First take out one of the Anti air wraiths guarding the structure were johnsons suppose to be (with a hornet) when you take out one AA wraith a phantom (green) will appear. Now all you need to do is Ram your hornet's left side into the right wall and get out (It takes Practice) Don't worry about the Phantoms moving it will stay still. Now your in don't go near the walls or the turret platforms you'll slide right through. (yes, there is a way to operate the side turrets. jump towards one of the platform turrets and Hold RB while jumping. when you do it you should be on the turrets and it will be like a plasma cannon. (it will say PRESS B TO DETATTATCH PLAMSA CANNON) you can deattatch the turret but you will slide through the platforms (And yes, you will die if you are above the cliffs.) Purple: This one is harder, Because the Phantom moves around all over the place (the phantoms on The Covenant misson also)So yeah get a hornet go to the Purple Phantom When you board the Phantom you won't stay on it long because it will move all over the place causing you to slide through the walls. Yes You can Get on the turrets but is extremely hard Because like I said it moves all over the place.

See Also

  • Pelican - The UNSC equivalent of the Phantom

Template:CovenantShips

Template:Covenant Vehicles