Mmmm, this is something very cool from TeamXbox. Read it. Love it.
Master Chief Known only by his rank, this genetically-altered super soldier was born for battle, bred for war, and is humanity's last hope for survival in the face of the deadly Covenant onslaught. A product of the secret SPARTAN-II project, the Master Chief is the ultimate soldier, trained from an early age in weapons, tactics and command. He is augmented with a neural interface that connects him to his MJOLNIR MARK VI battle armor – giving him superhuman strength, stamina and the ability to interface directly with AI (artificial intelligence). A master of all weapons, human and Covenant, and adept pilot of all vehicles, from Warthogs to Banshees. Master Chief single-handedly fought off the Covenant and destroyed the alien ring construct Halo, he now must race to his greatest battle—to save Earth. Cortana The brains to complement Master Chief's brawn, Cortana was downloaded into Master Chief's MJOLNIR battle armor during the space battle leading up to the events on the Halo ringworld. Designed in conjunction with the SPARTAN-II project and adept in tactical matters, decoding enemy transmissions, operation of machinery and computer equipment among other useful skills. Underneath a sardonic sense of humor, Cortana is fiercely protective of Master Chief and has proved to be an invaluable resource in his battles against the Covenant. Sgt. Johnson Sgt. A.J. Johnson combines the best qualities in a leader of combat troops: courage, resourcefulness, concern for his men … and a colorful gift for cursing in a dozen different languages. He leads from the front and has earned the unquestioned loyalty of his troops. Sgt. Johnson has served in the Corps for most of his adult life and has seen action on dozens of worlds. He first fought the Covenant with the Master Chief before the fall of Reach and was instrumental in rallying the troops on Halo. During the battle on the alien ringworld, he accompanied Commander Keyes on his ill-fated mission to capture a Covenant arms cache, where the team was attacked by the Flood. Johnson managed to escape and has since rejoined the forces of Earth. ODSTs
The toughest of the tough, the "Orbital Drop Shock Troopers" (ODST), also known as "Hell-Jumpers" are an all-volunteer outfit called upon for difficult incursions into hard to reach locations. They have a reputation for being a little unhinged, but then again, one would have to be somewhat crazy to strap into a HEV (human entry vehicle) and be shot into space from an orbiting starship, burning through the atmosphere to a hostile environment below. UNSC Marines Marines are the backbone of the UNSC's ground forces. Dropping into hostile territory, securing beachheads and taking the fight to the enemy, the Marines live up to their credo: "First to Fight." Unfortunately due to the tenacity and power of the Covenant forces, this also means "First to Die." UNSC Marines are equipped for battle with helmet mounted tactical displays, lightweight armor and a cache of gear and supplies. Marines are expert with a number of different weapons and are skilled operators of the UNSC land based vehicles. The squads of Marines who fought alongside Master Chief during the battle on the Halo ring construct were instrumental in achieving victory and the troops tasked with defending the cities of Earth will have a chance to prove themselves once again.
Much more to come....
The mysterious Prophets are the religious leaders of the Covenant and the driving force behind their never-ending quest to wipe out humanity. Brutes
Little is known about the Brutes, a race that has been identified as a recent addition to the Covenant collective. From their muscular ape-like appearance, it is clear that the Brutes are warriors and should be regarded with extreme caution on the battlefield. The Brute weapons allow them to strike at targets from a distance yet also come equipped with a fearsome blade for up-close melee confrontations. Elites
Tough, fearless and relentless – the Elites are the iron heart of the Covenant military. Standing over 8' tall and far stronger than any normal human, a single Elite can decimate an entire squad of Marines. Elites are equipped with full-body energy shielding and are proficient with any weapon in the Covenant arsenal. Jackals
With superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They are unpredictable in combat and utterly ferocious, though they lack the toughness of the Grunts and the daring and skill of Elites. Jackals often wield energy shields to compensate for their physical weakness; a well positioned Jackal can hold his own against several Marines. Grunts
Dull-witted but thick-skinned creatures, the Grunts are essentially Covenant cannon fodder, bred to hurl themselves at an enemy in overwhelming numbers. Standing roughly 5' tall, they are relatively weak and tend to travel in packs sticking close to more powerful allies. Individually they are easy to defeat, but in groups they can overwhelm careless Marines. Their armor provides protection against attack as well as allowing them to live outside of their native environment and atmosphere.
Next up are the vehicles...
The standard mode of transportation for all UNSC armed forces, the Warthog is a fast, maneuverable and light reconnaissance vehicle that packs a punch via a mounted chain gun or rocket launcher. Transports up to three soldiers into battle or out of harm's way quickly.
New feature : an "e-brake" allowing driver to perform tight turns to avoid sticky situations.
M808B Scorpion MBT
The Scorpion Main Battle tank is primarily intended as an anti-vehicle platform, though its secondary 7.62mm gun makes it an efficient anti-personnel option. The primary 90mm cannon packs a serious punch and ceramic-titanium armor makes it almost invulnerable to small arms fire. The MBT has a single pilot cockpit, but in emergencies can transport four additional infantrymen on "jumpseat" platforms.
The dropship used to transport troops and vehicles into and out of battle situations. A nose-mounted turret provides some protection against threats but the main purpose of the Pelican is to get in, unload, and get out.
The AP (anti-personnel) turret is a stationary gun emplacement usually placed near defensive positions surrounding bases and fortifications. Capable of spewing out an incredible number of rounds, the AP turret makes quick work of anything foolish enough to get in its path.
The standard reconnaissance and rapid attack vehicle. Two mounted energy cannons fire bolts of superheated plasma that can devastate infantry and quickly take down enemy vehicles.
Recent upgrades: a "boost" feature that moves the vehicle at twice its normal speed; however renders it temporary unable to fire. Banshee
Extremely maneuverable and fast, the Banshee is the Covenant's ground support aircraft. With two mounted plasma cannons and a high speed boost ability (similar to the Ghost), a squadron of Banshees can own the sky and quickly turn the tide in battle.
The Wraith provides the heavy firepower for ground assaults. Its improved armor is impervious to small weapons fire and a devastating plasma based mortar is capable of lobbing destruction onto targets from great distances.
Roughly the Covenant equivalent of the UNSC Pelican, heavily armored and packing substantial firepower, the Phantom excels in air-to-air combat as well as transporting infantry into and out of hot zones.
Sometimes referred to as the Covenant "bus," a heavily armed land-based troop transport vehicle. The plasma turret atop the cargo bay provides ample cover fire as infantry disembark and fortify battlefield positions.
Next up are the weapons...
A UNSC weapon designed to provide soldiers with both stopping power and accuracy on the battlefield. Equipped with a 3x zoom scope, this weapon is great for picking off targets at a distance but also has a three-round burst-fire mode when the action gets up-close and personal.
The "Sub Machine Gun" is another new addition to the UNSC arsenal and is often described as a "bullet hose." As the nickname implies, the SMG is designed to throw out as many bullets as possible and is ideal for close range combat. The SMG is a small weapon that can be dual-wielded by skilled soldiers. When a single SMG is equipped, the stock is extended to provide additional control.
The shotgun is a pump-action magazine-fed weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective at close range and may be used to engage several targets simultaneously at medium and long range.
The S2 AM sniper rifle is a gas-operated magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification – 4x and 8x zoom. It fires 14.5mm armor-piercing fin-stabilized discarding-sabot rounds that can easily penetrate even the toughest materials from a great distance.
A critical piece of equipment for soldiers on the ground, the rocket launcher provides the primary means of combating enemy vehicles. Equipped with a 2x zoom that, when activated, allows the wielder to activate a target lock-on mechanism which tracks moving objects.
The trusty fragmentation grenade is a staple in any soldier's arsenal. Both a versatile and destructive weapon, a grenade can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach.
All my base are belong to n0e
14th February 2004
wow. that rocks. but where's the HFV?
The most powerful melee weapon in the Covenant arsenal, able to take down even the toughest foes with a single well-placed strike. When a target gets within range, the energy sword is capable of unleashing a quick strike attack.
New development : Originally a Covenant-only weapon, Master Chief has familiarized himself with its operation making it a great tactical option when the battle gets up close and personal. Needler
Earning its nickname from the crystalline needle-like projectiles it fires at targets. These mysterious needles will home in on a target and once they have penetrated its outer surface, a secondary explosion will cause internal damage. The Needler can be dual-wielded in the hands of experienced soldiers.
New development: The once-impotent Needler no longer leaves a nasty skin rash – it has been upgraded to extremely dangerous.
The plasma pistol is a semi-automatic directed energy weapon which operates from an unknown power core. When fired at high rates for an extended period of time, the plasma pistol has a tendency to overheat and will cease to fire until it cools down. A secondary charging-fire mode is also available - firing one large bolt that tracks a target and delivers a powerful blast. The plasma pistol can also be dual-wielded and is an excellent secondary weapon for taking down enemy shields.
This directed energy weapon is capable of firing deadly bolts of plasma in either semi-automatic or fully-automatic firing modes. The plasma rifle shares the same unknown battery technology as the plasma pistol and is also prone to overheating if fired continuously for too long. Like the plasma pistol, the rifle can also be dual-wielded, presenting another effective means of quickly bringing down enemy shields.
A new addition to the Covenant arsenal, the carbine is roughly the equivalent of the UNSC battle rifle. Featuring a quick rate of fire and the ability to utilize a scope to zoom in on distant opponents, the carbine is a very formidable weapon in the hands of a skilled soldier.
The plasma grenade is similar to the UNSC frag grenade in that it is a thrown anti-infantry and anti-vehicle weapon. This grenade explodes into a burst of deadly plasma when its three-second fuse expires and it can also be "stuck" to an adversary with a well placed throw.
GuineaPigwow. that rocks. but where's the HFV?
No one is supposed to know about the HFV. No one knows what it looks like, and I doubt most of us will until November 9th. Take what you get. Do NOT complain.
All my base are belong to n0e
14th February 2004
ok, just wondering.. hope its pilotable:)