UNSC
Some
factions want glory, others seek conquest, others still desire to fulfill baser
needs, like a primordial desire to fight or eat. The UNSC fights for the most
basic right, the right to exist.
The
United Nations Space Command is the military branch of the United Earth
Government, and entrusted with preventing humanity’s fall in a universe of
hostile aliens. To ensure this the UNSC brings everything to bear it possibly
can, ranging from the simple marine to devastating MAC cannons. Most famously
they bring into battle their own unique brand of supersoldiers known as the
Spartans after the Ancient Greek City state’s elite soldiers.
The
UNSC has just barely survived the dual Covenant incursion and the Flood
infestation, and starts off in this tournament
on desperate straits. They now stand at a crossroads, for failure will result
in the elimination of the faction from this tournament and a death kneel to
humanity within their universe, yet success would result in them reaching
levels not seen since their ancient most ancestors reached the starts . With
great success the Mantle will one day be firmly theirs.
=====RECONNAISANCE======
=====INFANTY=====
Name: UNSC MARINE
Weapon Type:
Various
Armor Type: Light Armor
Mobility: 4
Training: 4
Max Range: Sniper
rifle
Preferred Range: Assault Rifle
Classification:
Standard Grunt
--Basic Description:
"They're the best
of the best, but they're only human."
The Marine Corps are the standard infantry of the UNSC and
the most common unit. Within this category falls many specialties such sniper
classes, heavy assault, and anti-armor. Only the ODST and the Hellbringers have
their own separate profiles.
(There. All the Halo Music you could want).
--Loadout:
- Ranged: Variations of Marines will be
covered in special. Below are only
the average marine profiles.
Standard Marines have
one of the following:
--MA5C Individual
Combat Weapon System (MA5C Assault Rifle):
The MA5C Assault Rifle is an
air-cooled, gas-operated, magazine fed weapon designed for automatic fire. The
rifle typically fires armor piercing titanium jacket rounds designed to
penetrate through thick elite armor, though the wounds they leave are smaller
than normal rounds (thus less bleedout). However there does exist a rare
variant for shredder rounds, which lack the same armor piercing capabilities
but do far more damage.
The rifle can be
equipped with different mods, such as a flashlight, grenade launcher and
suppressor. It is a very durable rifle,
extraordinarily difficult to jam, with automatic fire and a 32 round clip, with
marines generally carrying 352 rounds or 11 magazines on their person . It has
regular assault rifle range, and can be fired with some accuracy up to 300
meters. Its recommended use is in small bursts, as firing it fully automatic
significantly decreases accuracy and eats through that 32 round clip easily.
OR!
--BR55HB SR Battle
Rifle:
The BR55HB SR is a select-fire rifle that has been in service for
over 27 years. The UNSC employs the Battle Rifle as a medium-range marksman
rifle, fulfilling the niche between Assaults Rifle and sniper rifle. It has
around a 500-900 m total range, 36 rounds per clip, 144 rounds or 4 magazines
generally carried on each marine (though of course they could carry more).
Rifle is generally fired in three round bursts with semi-armor piercing rounds.
This rifle has higher accuracy and does more damage than the above rifle, yet
harder to use in close quarters and the magazine is at risk of being depleted
quicker.
--Sidearm: M6G Personal Defense Weapon System (M6G
Magnam Sidearm):
The M6G sidearm is a semi-automatic, recoil-operated,
magazine-fed, large caliber handgun and typical infantry sidearm. It fired high velocity semi-armor piercing
ammunition and had a 8 round clip size, with 5 magazines generally carried.
-M9 High-Explosive
Dual-Purpose grenade :
Typically two of these are carried by marines. They
have a built in safety that stops the grenade from firing until after it hits a
surface. The kill radius is 4.8 meters
(meaning everything within that unarmored is probably going to die) with a 15
meter causality radius (not guaranteed deaths, but wounds from shrapnel).
- Melee: Combat Knife :
The UNSC's multi-purpose combat knife has a 20 centimetres
(7.9 in) blade made of high carbon steel, and is 43.3 centimetres (1 ft 5.0 in)
when sheathed. All UNSC troops are issued a combat knife for field and utility
uses, as well as a backup weapon for desperate close combat situations.
Sometimes these are mounted on rifles to serve as bayonets.
- Defense: UNSC Marine Corps Battle Dress Uniform:
CH252 Helmet :
The helmet can be outfitted with a heads-up display eyepiece or ballistic
goggles that can be polarized either orange or black, as well as a boom
microphone and a tactical flashlight. The helmet can be fitted with accessories
including holographic text-displaying eyepieces and recorders. Marines also
carry a neural interface which projects HUD data directly into their retina. Some
carry gas masks. Given that they were called “pasta shells” I am not sure that
the marines had a high opinion of them.
M52B Body Armor:
Worn by UNSC Marines, the M52B Body Armor consists of olive-green armor plating
over combat fatigues. The body armor is worn like a vest over the torso, and
seemingly consists of two parts. A number of ammunition pockets, holsters, and
other features can be attached to the armor.
The M52B armor is extremely resilient towards traditional
ballistic weaponry. This being said it can be easily damaged by plasma
weaponry. The armor consists of several layers, some of which include a
ballistic shock-absorbing gel layer and a heat reduction gel layer to help
reduce velocity and felt shock from ballistics, shrapnel, and explosives as
well as reducing the burn caused by plasma once it reaches flesh. This heat
reduction layer also reduces the chance of the plasma penetrating by
counter-acting and dissipating the heat, effectively disarming the blast. While
this armor protects the wearer from harm caused by weaponry it also has
temperature-regulation units integrated into it to keep the wearer at optimum
performance while eliminating the need to change depending on the environment.
This also reduces the enemies ability to track soldiers via thermal energy as
it is mostly hidden beneath this armor.
In addition to this, protective plating usually covers the
forearms and lower legs too.
The VZG7 boots
appear to be standard lace-up combat boots covered in varying types of armor.
Each pair of boots, with armor plating, weighs about 8.1 pounds. The armor
attached to the VZG7 boots covers the upper part of the shin from all sides.
The boot itself is covered in lighter armor plating.
Finally they can change their fatigues to match whatever
environment they are in, giving them camouflage.
-Special: Variants, Cyclops
I am going to split up the variations between the various
infantry types likely to use them.
Assault forces who were forced into close quarters would
often use
-- M7/Caseless
Submachine Gun :
M7/Caseless Submachine Gun is a fully automatic UNSC
submachine gun that fires from a 60-round magazine which is placed horizontally
on the left side of the weapon. It can fire 15 rounds per second at ranges of
about 50 meters. The SMG can also be affixed with a suppressor, flashlight,
reflex sight, and smart-link scope.It has a greater clip size then most assault
rifles and is a reliable close quarters weapon, however the damage it causes
are low compared to most guns and it has low accuracy past its range.
Caseless ammunition:
The SMG uses 5x23mm caseless ammunition, a radically different kind of
ammunition than the kind found in other UNSC weapons. This ammunition is
classified as "caseless," meaning it does not have a metallic casing
that holds together the bullet, propellant, and primer. Instead of using this
casing, the round uses a combustible adhesive to seal these components
together. Because the adhesive and propellant are both vaporized when fired,
there is no need to eject spent casings.
This feature is very beneficial. In addition to increasing
fire rate by removing the extraction and ejection phases of the weapon's cycle,
it reduces friction inside the magazine, one of the main causes of jamming in
weapons. This is also conducive to dual-wielding, since the user need not
concern themselves with hot brass expelled from the weapon held in the left
hand. The projectile itself is jacketed in metal (usually a copper alloy in
standard military ammunition) to aid in penetration of the target. Caseless
rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition
to be stored in a smaller space.
--The M45 Tactical
Shotgun
is a special-purpose weapon used in any situation where the range
of engagement is close and limited and when over-penetration is not desirable,
but maximum stopping power is required. Like the M90 Close Assault Weapon
System, the M45 is a pump-action, magazine-fed (dual tubular, non-detachable
type) weapon that uses 8 gauge magnum (3.75”) ammunition. It features an
adjustable stock, however this is purely cosmetic.
Snipers primarily tend to use the
--Sniper Rifle System 99 Anti-Matériel :
The SRS99 is a semi-automatic, gas-operated rifle that fires
14.5x114mm ammunition from a four-round detachable box magazine. Its bullets
are extremely powerful, able to tear through heavy armor and Covenant energy
shields easily, to the point where it can even destroy light vehicles.
Finally there is the heavy support types, which carries around the
--M41
Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon :
These rockets
carry around 2 round clips and the ability to lock onto vehicles. They are of
course designated as anti-armor, though occasionally used as anti-infantry due
to their huge shrapnel damage, and can take out certain light vehicles of the
Covenant in a single hit!
Sometimes the following is used in place of BMR
M395 Designated
Marksman Rifle-
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. It is an evolution of the M392 DMR changes include a
thumbhole stock, a longer barrel, an added muzzle break, and absence of a
flashlight attached to the barrel. It holds 14 rounds per magazine.
Cyclops:
These
one-man operated power suits, running off of a nuclear energy supply, could run
for long periods doing menial tasks such as construction, transportation,
terraforming and dock work. However, Cyclopes have been fielded in combat
situations repairing damaged vehicles and, even more rarely, engaging in the
destruction of enemy materiel and fortifications. They wield powerful
jackhammers and gauntlets, and serve as an emergency but powerful close range
variant occasionally used by the marines. Their melee weapons are strong enough to rip off certain grades of starship armor. It was apparently agile enough to jump short distances, and was useful in the repair of vehicles and buildings.
--Additional Factors:
- Role: Basic
Grunt
- In terms of training and physical factors, the marines of
the UNSC are roughly the same to the marines of the 21st century.
Though trained to be disciplined, they are given to fear and confusion unlike
the Spartans, and may even retreat if getting overrun.
- The Marines are now an equal opportunity employer, meaning
female and male marines can be found equally from within its ranks.
- Most of the vehicles seen in this preview are operated by
marines.
Name: Hellbringers
Weapon Type: Flemthrower
Armor Type: Body
armor
Mobility: 4 (tank)
Training:
4.5
Max Range: 100m
Preferred Range:
Pistol
Classification:
Close quarters infantry.
--Basic Description:
The Hellbringers are an anti-infantry unit equipped with NA4
Flamethrowers, carrying a potent chemical mix in a tank that is spewed through
a gun onto the target. A variety of mixtures have been created for work in
various atmospheric and gravitational conditions, but they all work similarly
in that they set almost everything on fire.
Hellbringers aren't particularly common in the UNSC's
arsenal, as they are usually only called in to deal with the most firmly
entrenched enemies, like the Flood, which means that they also take many
casualties themselves.
--Loadout:
- Ranged: NA4 Flamethrower:
Similar in function and use to its later successor, the
M7057 Defoliant Projector, the NA4 was much larger and bulkier and, rather than
attaching its fuel tank to the frame of the projector, the tank was carried on
the back of the user, allowing greater capacity. In addition, the weapon used a
large range of flammable defoliants, to compensate for the variety of
atmospheric and gravitational conditions it could be used in.
M301 40mm Grenade
Launcher : was used by the Hellbringers to primarily fire flash bangs,
though frag grenades could be used too.
- Melee: Combat Knife.
- Defense:
Not much is known about the armor of the Hellbringer, only
that it is thicker than the Marine armor as dictated by the need to get close.
Obviously the tanks on their backs are weak spots.
-Special:
--Additional Factors:
--Fear Factor:
These troops invoke a lot of fear in their enemies thanks to the weapon they
carry.
- Dedicated
Pyromaniacs: The Hellbringers are thought to be insane by the rest of their
marine comrades, and rightfully so, for they genuinely like watching the world
burn.
======Elites======
Orbital Drop Shock
Troopers
Weapon Type: Various
Armor type: Body Armor
Max Range: Sniper
Proffered Range: Assault Rifle
Mobility: 5.5
Training : 6
CLASSIFICATION: Shock Troopers
Basic Description:
The ODST or “Helljumpers” are a group of elite marines who are deployed for
special operations and assaults. They are dropped in from orbit, allowing them
to directly appear on the the battlefield or infiltrate behind enemy lines.
LOADOUT
-Ranged Weapons:
Generally they carry
can carry any of the weapons of the
Marines (see Marine profile). However in addition to that, they would have some
specialist weapons.
--M90 Shotguns:
M90 Shotgun is a pump-action, magazine-fed, dual tubular
non-detachable type weapon. The Weapon System Technologies DTM series shotgun
is the most common shotgun employed by UNSC Special Forces, law enforcement
agencies, and sportsmen. This powerful shotgun fires Soellkraft 8-guage shells,
which are so incredibly destructive that they are banned around the world
today. These shotgun shells can kill a shielded elite instantly. It has an 8
round magazine.
--M6C/SOCOM:
The M6C/SOCOM variant is a special issued handgun to the UNSC's
special operations units. The M6C/SOCOM variant has an integrated sound
suppressor, and muzzle brake. It is the secondary weapon of special forces
Orbital Drop Shock Troopers and is used in operations that rely on stealth
rather than direct engagements. It has a 12 round magazine with typically 5
magazines carried.
-Melee: Combat Knife
Like the Marines the ODST carry combat knives however they
are much more skilled with them thanks to training.
-Defense: ODST Battle
Uniform :
The Battle Uniform of
the ODST was a huge improvement over the uniform of the marines, notably
incorporating titanium and ceramic plating. The armor provides numerous
advantages in the field, including ballistic protection, temperature control,
as well as thermal insulation against extreme temperatures experienced during
atmospheric entry and thermal protection from Covenant energy weapons. Te BDU
excels at providing more protection against small arms fire than other infantry
body armor, and also excels at allowing a trooper to conduct Military
Operations in Urban Terrain without the slightest chance of being detected in
dark locations. The BDU's stealth capability is partly thanks to its black and
gray camouflage patterns on the legs, boots, gloves, chest, helmet and undersuit
- these urban camouflage patterns are optional; without the camouflage panels,
the BDU is black. Despite the armor's obvious advantage over standard infantry
armor, it is still vulnerable to Covenant energy weapons, larger armor piercing
rounds, as well as large explosive devices.
There exist three variants of the armor depending on the
required use:
-Close Quarters: While
designated as a CQB suit, this variant is also issued to demolition experts in
the field. This BDU is specifically designed to aid an ODST in CQB type combat
conditions. The standard left pauldron is replaced with a longer two piece
ballistic plate, which aids in protecting the trooper's upper body while in a
firing stance, and also to reduce severe injury from plasma-based weaponry. The
helmet is also issued with an optics device that aids the user in relaying
images and video to teammates or command.
-Sharpshooter: The
Sharpshooter BDU is issued to sniper experts in the field. This BDU is designed
to give an ODST sharpshooter more freedom in combat - the standard right
pauldron is removed, allowing the sniper to aim better and move his arm more
freely with a sniper rifle, while the standard left pauldron is replaced with a
larger plate to protect the sniper's arm from counterattacks. The Sharpshooter
variant is also issued with an optics device attached to the helmet, while the
Oracle scope on the SRS99 can uplink to the user's HUD.
-Recon: The
Reconnaissance BDU is a specialized Office of Naval Intelligence variant of the
ODST Armor. The armor is only issued to ONI reconnaissance agents for high risk
operations. The undersuit is the same as the standard ODST armor. However, the
chest plate is replaced with a specialized one, to provide stealth capabilities
with little or no loss of endurance, specifically by reducing its IR signature
and reflective surfaces. The torso part of the armor also varies from the
standard version, having a green, translucent orb in the center. There are no
shoulder plates issued with this variant, which allows more freedom of the arm
movement.
-Special : Visual
Intelligence System, Reconnaissance, Drop Pods
--The VISR, an
integrated data management system, also provides navigational data, various
points of interest in the area, and other important functions. It also includes
low-light vision enhancement systems with this raising the brightness of the surrounding
area on the user's Heads-Up-Display during night time operations. The VISRs low
light vision enhancement also links with the users neural interface to provide
Friend or Foe designation by searching for IFF Transponders on friendly or
enemy infantry.
-The ODST are infamous for their tendency to arrive via via
the Single Occupant Exoatmospheric Insertion Vehicle, or drop pod, directly
into the fight. This device can be deployed over nearly every terrain, and
contains excess ammunition, supplies, and can function as a mini-bunker if need
be.
Additional Factors:
-ODST performed a wide variety of actions, including counter
terrorism, unconventional warfare, direct assaults, reconnaissance and
personnel capture.
-Sometimes Drop Pods do fail, resulting in causalities.
-Training: Potential
ODSTs are selected because of their performance in their chosen MOS; every ODST
candidate is a veteran from another Special Operations outfit and therefore has
already gone through at least two layers of screening and months of intense
training — not counting the years of training received before volunteering for
the ODSTs. There are no age or gender restrictions — as long as the candidate
meets the physical and mental requirements they are guaranteed the opportunity
to try out for the ODSTs. Once in the ODSTs, a candidate's training continues -
its entrance requirements serve as a third layer of screening upon two more,
where applicants would have theoretically failed to pass. Candidates would,
therefore, already have extensive experience in conducting the types of
high-risk missions that the Orbital Drop Shock Troopers typically perform.
- Morale improves among Marines when ODST fight alongside
them.
The Spartan Programs II
and III:
* Specifics regarding
each will be detailed in the Special section
Weapon Type: Various
Armor Type: Power Armor
Max Range: Sniper
Proffered Range:
Assault Rifle
Mobility: 7-8
(jetpacks included)
Training : 8 III (8.5 II)
Classification: Shock Troops
Basic Description:
The Spartan IIs are the elite super soldiers
LOADOUT
-Ranged Weapons:
Generally they can get request any weapon from the marine
,ODST, or hellbringer profiles. However in addition to that they have some
“Spartan Centric” weapons that is seen wielded by either them, the IIIs or the IVs. Note it is possible for
Marines/ODST to use most of these weapons, it’s just that Spartans are the ones
often seen wielding them.
-Asymmetric Recoilless
Carbine-920 :
The Asymmetric Recoilless Carbine-920, also known as the
ARC-920 or simply the Railgun, is a compact-channel linear accelerator that
fires a high-explosive round at incredible speed, delivering both kinetic and
explosive force to both hard and soft targets alike. This often kills in one
shot, which is good since each magazine only carries one shot. It lacks a zoom
unfortunately, so it’s a mid-range weapon. Its classified as anti-vehicle.
-M247H Heavy Machine
Gun :
The M247H is an air-cooled, gas-operated, electrically fired,
linkless-fed weapon. It can be used in both anti-personnel and anti-vehicle
roles. It is most often seen mounted on stationary tripods and used as a
defensive weapon, but can also be carried by those strong enough to efficiently
operate it. Some Spartans, like Jorge of Noble Team, are known to carry this
around as a personnel weapon.
-The M739 Light
Machine Gun
is used in protracted engagements where sustained or
suppressive fire is required. It can fire faster than some machine guns, has 72
rounds per gun, and is meant for close quarters.
-M6 Grindell/Galilean
Nonlinear Rifle (Spartan Laser):
The M6 Spartan Laser is a man-portable,
shoulder-fired, directed energy weapon used by the UNSC. When the trigger is
pulled, a red targeting laser is painted on-target accompanied by an audible
whine as the weapon cycles up. The Spartan Laser will then charge for
approximately two-three seconds before discharging the main laser. As the
Spartan Laser charges, the charging tone gets noticeably louder and increases
in pitch until the laser is fired. The firing sequence can be aborted without
discharging the battery as long as the weapon is not actually fired; for
example, if the target moves out of sight or the operator needs to displace.
The laser is capable of penetrating several enemies or vehicles, and has a
small blast radius, injuring targets within two meters of the point of impact
and toppling light vehicles.
-Melee: Combat Knife
In addition to combat knifes Spartans are martial arts
masters, combining that with superior strength and reflexes to dominate most
foes, even highly trained ones like elites/ODST.
-Defense: MJOLNIR Powered Assault Armor/Mark VI
For these battles I will assume the latest and most fleshed
out version of the MJOLNIR Armor, the Mark IV, for all Spartans. This is in
part due to laziness, however the differences between armor aren’t notable
enough to do full profiles on all armor variants.
The MJOLNIR Mark VI is capable of taking full advantage of
the physical capabilities of a SPARTAN-II. The suit is constructed in
overlapping layers. It is a sealed system, capable of Extra-Vehicular Activity
and operations in toxic atmosphere. It is hardened against electromagnetic
pulses and radiation, and has filters that are completely effective at removing
toxins and bacteria from local atmosphere.
It comes with the following features
- Helmet: The
MJOLNIR Helmet is one of the most vital aspects to the MJOLNIR system. It is
made of Titanium and contains key features like a Heads Up Display that links
to the brain and hands, and can identify equipment and display information
about it when it is picked up by the wearer. Another feature is the direct
neural interface system which connects to a SPARTAN-IIs neural implants. Two
core processor chips are implanted into the subjects skull in the rear of the
head. This is essentially comparable to an on board computer using parts of the
human brain for processing - when the connector at the rear of the subjects
head and receptors in the brain link to the helmets on board sensors it creates
the neural link needed to move the MJOLNIR suit. The helmet also contains other
equipment to protect and aid the user in hostile conditions. This includes:
filters to remove toxins from the atmosphere, a supply to provide air to the
wearer during EVA, thermal and motion sensors, communications, solar-powered
lighting, and imaging and video gear. The helmet also contains the A.I housing,
where a ship-borne A.I chip is inserted, located on the back of the helmet.
- Titanium Alloy
Outer Shell: The outer shell of the MJOLNIR armor is comprised of a fairly
thick titanium alloy. This plating covers the chest, arms, hip, legs, calves,
feet and hands. This alloy is very resilient, can take significant punishment,
and is nearly impervious to small arms fire. While enough shots from armor
piercing rounds will breach the outer shell, the suit can take a few glancing
blows from them without compromising the armor. The outer shell of the all
MJOLNIR suits is covered with a refractive coating to help disperse the heat
experienced from Covenant energy weapons. However one or two direct hits from
any Plasma weapon will compromise the armor plating.
-Titanium
Nanocomposite Bodysuit: Sandwiched between the external armor and the
internal padding is a thick black armored bodysuit. This suit has numerous
functions, small but vital to the safety and survival of the wearer. The
bodysuit is made of a titanium-based material, making it very strong and yet
very flexible. It also serves as another layer of protection against ballistics
attacks and is coated with a heat resistant material to disperse heat from
Plasma weapons.
-Hydrostatic Gel:
Underneath the armored bodysuit is a gel-filled layer, this gel layer regulates
the temperature of the suit and can re actively change its density to conform
to the wearer's shape - the temperature inside the suit is controlled by the
moisture absorbing cloth suit underneath the hydrostatic layer. The hydrostatic
gel layer can also be pressurized to various levels to potentially save the
wearers life should the wearer be subjected to high G forces or a high velocity
impact; however, over pressurizing this layer can cause nitrogen embolisms.
-Reactive Metal
Liquid Crystal Layer: Sandwiched between the external armor and the
internal padding, the liquid crystal layer of the suit is split into two
sections that forms the inner structure of the suit. The first layer contains
the Reactive Metal Liquid Crystal this reactive metal increases the strength,
reaction time, mobility, speed, and all around physical performance of the
SPARTAN-II. The section layer supports suit's Artificial intelligence, knitted
together at a molecular level and fitted in between the outer plates and the
inner padding. This type of computer memory is usually outfitted on a warship
and as such this layer accounts for over eighty percent of the MJOLNIR armor's
cost of construction and materials.
-Magnetic Weapon
Holder Strips: Available on the Mk. IV, Mk. V, and Mk. VI the magnetic
strips are very small yet powerful magnets place on the legs, waist, and back
of the suit and is used to hold any equipment with a magnetic property. The
suit also contains an electromagnetic system on the boots of the MJOLNIR suit
that allow its wearer to stay attached to a metal surface in Zero G
environments and can be toggled on or off by the wearer.
-Shields: First
used on the Mk. V, and later refined on the Mk. VI, the energy shield device is
reverse engineered from Covenant technology. Begun in 2532 forty scientists and
technicians would spend the next 20 years attempting to make some use of the
technology. For decades the attempts at cracking their technology had met with
failure after failure, some had given up and others in the scientific community
believed the energy shield technology could never be cracked. However at some
point before 2552 a breakthrough was made and for the first time the UNSC had
successfully cracked and improved upon the technology.
-Pressure Seal:
The Pressure Seal is a vital component to the MJOLNIR system, it keeps the
system airtight, underwater or in space. The seal is very strong and will only
break under extreme pressure, such as in a high velocity impact or when the
Hydrostatic Gel has been over pressurized.
-Automatic Biofoam
Injectors: Introduced on the Mk. VI models Biofoam injectors is an integral
part of the systems ability to keep a SPARTAN-II functioning in battle. Biofoam
is a medical gel that is used to fill and seal a wound automatically, it is also
used to treat any infection that could occur as a result of the wound. The
process of injecting, or applying the gel to a wound,however it is extremely
painful and is only a temporary solution; medical attention must be sought soon
after to ensure survivability.
-Fusion Reactor:
The fusion reactor is the most essential part of the MJOLNIR System, as it
provides power to all equipment on the MJOLNIR armor - the reactor is built
into the suit and allows for nearly unlimited movement. The fusion reactor in all
versions of the MJOLNIR armor are half the size of a normal fusion pack that
conventional marines carry around.
-Force-Multiplying
Circuits: Located throughout the armor, these systems boost the force
applied by the user. They make hand-to-hand combat easier, but also make the
armor difficult to adjust to; a slight motion can be translated into a
potentially harmful one if not conducted correctly. For this reason it is only
possible for Spartans to use this armor, as their strengthened bodies are able to
withstand the increased power and speed of movement, which, in un-augmented
human bodies, results in broken bones or death, due to spasms caused by the
pain of broken bones.
-Reactive Circuits:
Reactive Circuits are systems installed directly linked to the Spartan Neural
Interface. They amplify the wearer's reaction time by connecting directly to
the thoughts of the wearer, making it much easier to control and allowing for
the soldier to be both more efficient and have a higher survival rate in
combat.
-Power Supply Control
Unit: The Power Supply Control Unit controls the power supply of the armor.
-Special : Armor
Abilities, Augmentations:
Armor Abilities:
The following Armor abilities have been known to be
periodically used by Spartans:
- Jetpacks: Allows
user to fly through the air for a limited amount of time.
- Thruster Pack:
allows the user to evade fire far better than before, charge easier.
- Hologram:
Creates a Hologram that runs forward from a deployed position, attracts enemy
fire.
- Active Camouflage:
Cloaks the user for a little bit.
- Bubble Shield :
Deploys a bubble shield around the person that stops all projectiles from
breaching until shield is overwhelmed, though charging melee enemies can still
get through.
--Spartan II
Augmentations
Spartans endured
rigorous and brutal augmentations, often killing many of them, but these ended
up resulting in superhuman capabilities. Spartans could run at an average speed
of 32.4 mph, lift three times their body weight and overpower even Hunters,
have a reaction time equaling 20 milleseconds (normal humans have 215), see
normal actions in slow motion and possess peak human senses, including the
ability to see in the dark. They are far
more physically durable then regular humans, able to only stagger from blows
that would kill normal humans.
Training: Since
the age of 6 the Spartan Children were drained in every academic subject,
martial arts, combat training, survival training and everything they needed to
become the perfect warrior. For that reason Spartans are often far smarter than
the average warrior.
--Spartan III
Augmentations: Project: CHRYSANTHEMUM
-In general this project gave all the same augmentations as
the Spartan II, minus the intense training and to a slightly lesser extent. The
Spartan IIIS were conceived as suicide troopers, to be sent in to kill as many
as possible before dying.
Additional Factors:
- Rarity: For the
tournament there are only 33 Spartan IIs and 300 Spartan IIIs. The Spartan IIIS
will have a miniscule reinforcement rate, while the IIs will have none at
all.
- I have been asked to emphasize that the Spartan IIs are
FAR better then the IIS, who were conceived as expendable shock troops. Whereas
IIIs would get shot down in a battle against significant numbers of Covenant
Troops, IIs could take down entire platoons before going down.
- Moral Boosters:
The Morale of marines surge when Spartans are deployed.
-Spartan Signals:
The Spartans have their own verbal and sign language for communication among
each other.
- Spartans are skilled and trained to figure out enemy
weapons and use them if need be.
- Skilled vehicle operators
=======HEROES=======
Master Chief Petty Officer John 117
Height: 6’10
(without armor), 7 ‘2 in armor
Weight: 400 lbs (without armor) , 1000 lbs (in
armor)
Age: 41
Type of Hero Bonus:
Morale/Mass Destruction
Classification: The CHIEF!!!!
John-117, known affectionately by his rank the Master Chief,
is the star of the Halo franchise and the greatest Spartan to even live. His
feats are legendary and through his key actions victory was achieved against
both the Covenant and the Flood.
Loadout
Ranged:
For Ranged, the Master Chief may take any weapon in any of
the profiles shown thus far. He is most often seen with the basic assault rifle
though.
Melee: In addition
to being a melee master who killed 5 heavily trained ODST at the age of 14, the
Master Chief will have
Type-1 Energy
Weapon/Sword : Though a covenant weapon, MC has wielded this often in
promos and trailers that I decided to give it to him. The Type-1 Energy
Weapon/Sword consists of a curved hilt, which houses an energy storage and
generation device, as well as the blade projector; that forms a composition of
two highly magnetic polar points that shape and hold a partially ionized, free
moving electron based gas into a blade-like form , stabilized by two small
magnetic field generators built into the handle of the weapon — this forms and
contains the oval shaped, ionized blades for which the weapon is recognized.
Defense: Mjolnir
power armor (see Spartan profile)
Special: Cortana,
extreme augmentations
John has the A.I. Cortana
built not just into his suit but his very body via the neural interface, and
she actually has control over his organs,
assuch is his trust for her. This would correlate into being able to
take more blows, for she could stop the Heart from pumping too much blood to a
critically wounded area. She can also hack computers, including enemy
technology, can run military hardware by herself,, once again including enemy technology (Hell she can even do this with the technology of the FORERUNNERS!) , can make up to 100s of limited clones of
herself and is capable of advanced planning.She is a extremely powerful A.I., able to run entire military fleets by herself and is a boon to the entire army.
He is also at the peak even for Spartans, having all the
Spartan Augmentations but capable of running up to speeds of a cheetah.
Additional
Factors:
- Massive Morale
Bonus: Even Spartans hold the Master
Chief in total awe, and his mere presence inspires ordinary marines to fight
against terrible odds to victory.
- Experienced: For the past 20 years of his life, he has
been fighting almost non-stop against the alien covenant and the flood.
-Genuine Hero: In
battle John sometimes takes the time to stop and apply medical aid to marines,
and will save them whenever he can.
-Type A Personality:
- Spartans are
skilled and trained to figure out enemy weapons and use them if need be.
-Skilled Vehicle
operator
Sergeant Major Avery Johnson
Height:6’2
Weight: 230?
Age: 68
Type of Hero Bonus:
Morale/Destruction
Classification: Morale
Sergeant Major Avery
Johnson is inarguably the first hero of the Covenant-human war, fighting in it
from beginning to end. He is also one of the last surviving participants of
Project Orion, or the Spartan 1 program.
Loadout
Ranged: Anything
from the marine/Spartan profiles. Also one specific sniper rifle:
M99 Special
Application Scoped Rifle :
Essentially a sniper version of the Warthog Gauss Cannon,
this semi-automatic 10 round machine is very powerful and can travel at speeds
of 15,000 meters per second. The
5.4mm/.21 caliber round is very small in comparison to most standard firearms
of the era, but using the Gauss technology, the small rounds have the ability
to rip targets apart, even through office buildings. This is due to the high
force imparted on the round. The round creates shockwaves as it passes through
the target. In the case of material targets, this is a minor explosion. In the
case of personnel targets, it simultaneously rips apart and pulverizes the body
around the impact area. Even hits in an extremity can be deadly. The M99 is
also used with a portable computer to provide the ballistic calculations
necessary to engage long range targets.
Melee: Combat Knife
Johnson is pretty
proficient in close quarters combat, and benefits years of experience,
training, and Spartan Augmentations.
Defense: See
Marine profile
Special:
Projection Orion Augmentations:
Augmentations to the SPARTAN-I soldiers include muscular
enhancement injections, pulmonary respiratory enhancements, retina-inversion
injections, and cochlea enhancement tuning. In addition to the physical
enhancements, mental augmentations were performed to enhance brain functions including
enhanced learning capabilities to allow a subject to learn at a faster and
higher rate and enhanced motor skills to improve body movements.
Additional Factors:
- Major Morale Boost:
Whether it’s through his jokes or just his presence, Johnson usually succeeds
in boosting morale.
- 40 years of
experience:
-“Gun-Ho”
personality: Johnson seems to live for the fight, and does extremely well
in battle.
NOBLE TEAM
Height: Various
Weight: Various
Age: Various
Type of Hero Bonus:
Spec Ops/Heavy Assault
Classification: Heavy assault Team
Noble Team refers to a team of Spartans that
are used to secure high priority targets and sent in on some of the most
dangerous missions. The current composition is one Spartan II and 5 Spartan
III. The members are, in order from Noble 1-6 : Commander Carter-A259,
Lieutenant Commander Catherin-B320, Warrant Officer Jun-A266, Warrant Officer
Emile-A239, Chief Warrant Officer
Jorge-052, Lieutenant Spartan-B312 (Noble 6).
Loadout
Ranged: Various
Despite the ability to reacquisition any weapon they want,
the members are known for generally fielding a specific few weapons. All weapon
descriptions can be found in the ODST, Marine or Spartan profiles.
Carter: DMR
Kat: Usually uses
the M6 Magnum Sidearm and the Assault Rifle.
Jun: Sniper Rifle
System 99 Anti-Matériel
Emile: M45 Tactical Shotgun and Kukri Knife (melee)
Jorge: M247H
Heavy Machine Gun
Noble Six: Assault Rifle
Melee: Combat
Knives, Kukri (Emile)
Kukri: Nepalese knife with an inwardly
curved edge, used as both a tool and as a weapon. The kukri is effective as
both a chopping and a slashing weapon. In combat, it is used in two different
styles: stabbing with the point, slashing or chopping with the edge. Because
the blade bends towards the opponent, the user need not angle the wrist, which
makes the kukri more comfortable as a stabbing weapon than other
straight-bladed knives. Its heavy blade enables the user to inflict deep wounds
and to cut through muscle and bone.
Defense: Mjolnir
Power Armor (see Spartan profile)
Special:
Augmentations, armor abilities (see Spartan Profile)
Additional Factors:
- Noble Team is the best known Spartan team, and employed in
operations where just one Spartan isn’t enough.
Personalities:
-- Carter : cool
under pressure, natural born leader, focuses on adaptability/flexibility.
-- Kat: inspired
tactician, second in command, great hacker, curious
--Jun:
Rationalist, thoughtful, rock-solid under pressure, possible PTSD
sufferer.
-- Emile:
Extremely aggressive, bold, detail oriented, not very social.
-- Jorge: Spartan
II, very empathetic, 30 years of action, vocal
--Noble Six:
“Hyper-lethal vector” (only other person to achieve this rating was MC), maybe
a little psychotic, lone wolf tendencies, skilled assassin.
- As Spartans, they are skilled at adapting to use enemy
weapons and even vehicles.
Important Characters:
-Catherine Halsey: The Chief Scientist of the UNSC, this is the
character responsible for creating the Spartan II program and leading to the
creation of all those afterwards. She is one of the most intelligent beings in
the UNSC, and will be somewhat responsible for their scientific advancements.
-Miranda Keyes:
The Commander of the UNSC for this battle, she has been known to at times fight
alongside her troops.
-Franklin Mendez:
The trainer of the Spartan Programs and a legendary soldier.
=====LIGHT CALVARY=======
M12 Force Application Vehicle (Warthog)
Type of Armor: Titanium
Weapon Type:
Variable
Speed: 78MPH
Calvary Purpose: The
M12 can be configured to become a troop carrier, armament carrier, ambulance,
reconnaissance vehicle, or communications vehicle.
Classification: All-terrain vehicle
Basic Description: The
M12 FAV Warthog is the UNSC's primary ground vehicle, used for its scouting and
reconnaissance capacity, or as an integral part of a mechanized infantry unit;
the M12 has been a part of the UNSC's armored vehicle fleet for fifty years,
and is the most recognizable vehicle in their arsenal. All designs can carry up
to 3-4 people ; either a driver, passenger and
gunner OR 1 driver/3 passengers.
LOADOUT:
Armament: (see Special)
Defense: Titanium
hull
Special: Variations:
Since there is no set
version of the Warthog, I will detail their variations.
-Light Reconnaissance
Vehicle: Carries a Machine Gun that can fire up to 550 armor piercing
rounds per minute.
- M12A1 Light
Anti-Armor Vehicle : The M12A1 is equipped with a mounted 102mm SC-HE
Rocket Turret which fires three 102mm rocket projectiles and requires four
seconds to reload when the magazine was depleted.
- M12G1:
The
M12G1 LAAV is one of the UNSC's few dedicated anti-armor vehicles, designed to
quickly and efficiently defeat lightly armored vehicles such as Chopper"
and "Ghost". The Gauss 'Hog is almost exactly the same in every
detail to the standard M12 "Warthog" FAV except that it is equipped
with a mounted M68 Gauss Cannon which fires 25mm hypersonic speed projectiles
by asynchronous magnetic acceleration in the base of the cannon. It takes about
a half a second to recharge between cannon shots.
- M12R Light
Anti-Aircraft Vehicle: The M12R LAAV is designed to quickly and efficiently
defeat lightly armored vehicles such as Type-48 LAGC "Revenant" and
Type-32 RAV "Ghost". The Rocket 'Hog is almost exactly the same in
every detail to the standard M12 "Warthog" FAV except that it is
equipped with a mounted M79 MLRS which fires six 65mm rockets per volley every
two to three seconds. Its rockets are capable of locking onto aircraft only,
and can fire 6 of them before having to reload.
-M831 Troop
Transport: The M831 is first and foremost a transport used to quickly ferry
troops from one location to another. While obviously an important piece of UNSC
field equipment, the M831 is rarely committed to combat because of its equally
obvious lack of weaponry, with the rear bed of the vehicle featuring an
expanded seating compartment. In its most common and optimal configuration the
M831 has a transport capacity of four passengers, though with others it is
possible to seat up to ten.
While uncommon in this role, the M831 can be used for
offensive purposes. When properly armed the vehicle's crew and passengers can
cover nearly all angles of fire at a given time, giving it a type of lethality
not see in other Warthog variants.
Additional Factors:
- can travel 490 miles before needing to refuel.
- Role: Light reconnaissance, hit and run, mechanized
infantry.
-Weakness: can
roll over if caught on a sharp turn, driver/passenger side exposed.
=======ARMOR=======
M808 Main Battle Tank
(Scorpion)
Weapon Type: Cannon/Machine Gun
Armor Type: Ceramic-Titanium
Speed: 33mph
Classification: Tank
Basic Description: The
M808 Main Battle Tank, commonly known as the Scorpion, is the most common
armored fighting vehicle employed by the UNSC during the Human-Covenant war,
where it is used in operations requiring heavy firepower or an anti-vehicular
platform. Combining firepower, resiliency and mobility, the Scorpion has proven
itself formidable and earned the respect of friend and foe alike.
LOADOUT:
Armament :
-M512 Smooth Bore
High Velocity Cannon : The M512 90mm SBHVC is the primary weapon of the
M808B Main Battle Tank, and is mounted on the rear of the tank's chassis. The
weapon's design remains for the most part unchanged from 20th century tanks, the
90mm cannon is mounted in a fully traversing turret weapon mount, this allows
the cannon to rotate 360 degrees and to move -10 to approximately +60 traverse.
A gyroscope is used to stabilize the cannon, allowing it to be effectively
aimed and fired at the "short halt" or on the move. In Halo it can
take out all but the strongest covenant vehicles in a single shot. It can hold canister shots that would be
devastating against infantry units.
- M247T Medium
Machine Gun : Machine Gun that fires armor piercing rounds.
Defense: Titanium Hull
Ceramic-Titanium armoring makes it almost invulnerable to
small-arms fire and easily shrugs off normal ballistic and plasma weapons,
while anti-mine software and electronics provide additional protection
Special: M850 Grizzly Main Battle Tank, M-145D
Mobile Artillery Assault Platform (MAAP) (special Variants)
The Grizzly is
protected by thick armor plating which allows it to survive even the fiercest
attacks and features dual M310 120mm Smooth-Bore High-Velocity Cannons mounted
in its turret. These cannons can easily punch a hole through almost any
Covenant vehicle and fire S1 canister shells to decimate infantry formations. A
co-axially mounted M247T Medium Machine Gun gives it additional firepower. This
version was far rarer though due to its cost.
The M-145D Mobile Artillery Assault Platform (MAAP) was a
successful attempt by the UNSC to incorporate plasma weaponry. The centerpiece
of the Rhino is its experimental 320mm main cannon codenamed "Zeus."
Based on technology recovered following the Liberation of Harvest, the cannon
harnesses and directs plasma energy in a manner similar to other Plasma
weaponry. However in order to fire its Zeus cannon the Rhino must be engaged in
lockdown mode, rendering the vehicle immobile. It is for this reason that the
Rhino features an unorthodox orientation for its six tread tracks and is much
wider than the Scorpion or even Grizzly tanks.
Both versions cost a lot to make, and thus were rare.
Additional Factors:
- Up to 4 infantry
can ride along its side.
-Range: 750 kilometers.
Special Purpose-42
Main Battle Tank (Cobra)
Weapon Type: Rail
Gun
Armor Type: Ceramic Titanium
Speed: 34 mph
Classification: Siege Tank rip-off (*anti-armor vehicle*)
Basic Description: Unlike
many UNSC vehicles, the Cobra fills two distinct roles as both mobile
anti-vehicle platform and self-propelled artillery piece. For speed and
mobility it utilizes six rugged all-terrain wheels, which makes it highly
maneuverable if not particularly fast. Specialized armor plates deflect
projectiles and absorb explosive rounds.
LOADOUT:
Armament:
Mobile Mode: M66 30mm
Light Rail Guns: These weapons fire high-density slugs at such velocity
that they easily penetrate Covenant heavy armor. The rail guns fire
intermittently, not in a single burst, as the energy required to accelerate the
slugs to the speeds required to pierce the heaviest armor can only be managed
for one of the cannons at a time. However if the gunner of the tank decides to
synchronize both guns, there are few vehicles that it won’t pierce.
Lockdown Mode: M98 105mm Light Rail Gun: When deployed in lockdown
mode, the Cobra stows away the M66 guns, secures its treads into a stationary
position and deploys the M98 105mm Light Rail Gun. The M98 can fire a solid
slug or explosive artillery shell at supersonic velocities over very long
ranges. It is ideal for use against heavily fortified structures and can destroy
enemy vehicles with ease, more than making up for the loss of mobility.
Defense: Presumably the same armor as the tank
Special: Can switch
from mobile mode to siege and back again.
Additional Factors:
-Rarity. Thanks
to its costs there were few such vehicles fielded.
- Railguns eventually after long battles wear themselves
down.
- Cannot move in siege mode.
Weapon Type: Missiles:
Armor Type: Titanium
Speed: 40mph
Classification: Anti-Air
Basic Description:
The Wolverine is the
UNSC’s anti-aircraft tank, mounted with a rocket system and grenade launchers. Though
effective it suffers from being too costly .
LOADOUT:
Armament
M260 Multiple Launch
Rocket System is a missile launcher mounted on the M9 Main Anti-Aircraft
Tank. The MLRS consists of two separate four-tube rocket pods which can be
rearmed by the Wolverine's mechanical reloading system. While its Argent V
missiles are particularly useful against airborne vehicles, the weapon is
equally deadly against ground targets.
It also has a X5M11
Heavy Grenade Launcher mounted on its side to defend from infantry attacks.
Defense: Titanium Hull
Special:
Additional Factors:
-Vulnerable to
heavy vehicles/anti-vehicle infantry.
- Takes a while
to reposition turrets from air to ground.
Weapon Type: Various
Armor Type: Titanium, Shielding
Speed: Slow
Classification: Armored assault Walker
Basic Description:
LOADOUT:
Armament:
Missiles and Machine Gun:
The weapon pods contain a machine gun on the right pod and a
five-shot rocket launcher on the left pod although these can be replaced with other weapons. In
addition it can use a powerful melee “stomp” attack.
Defense: Titanium, Shielding:
In addition to its hull, the Walker has a energy shield
similar to the Mjolnir power armor that must first be delpleted to harm the
vehicle.
Special:
Additional Factors:
- Can easily be outmaneuvered, as its attacks, except for
the stomp, are all one directional.
Weapon Type: Concentrated EMP
Armor Type: Titanium
Speed: 40mph
Classification: Electronics
Dsiable vehicle
Basic Description:
The Gremlin was designed originally as a test bed for
creating a directed EMP with pinpoint accuracy without the use of weapons of
mass destruction. While the technology to produce an EMP of non-nuclear origin
had already been created, using it with the level of precision required had
never been done prior to the Gremlin's creation
LOADOUT:
Armament : X23
NNEMP Cannon
The X23 NNEMP Cannon is an experimental Electromagnetic
Pulse (EMP) weapon mounted on Gremlin Combat Support Vehicles. This type of
weapon was first produced by the UNSC during the early days of the Insurrection
and produces an EMP of non-nuclear origin, directing it with pinpoint accuracy
and foregoing the use of weapons of mass destruction to achieve the same
result. Though initially meant to combat rebellious human factions, the device
proved equally capable of disabling nearly any Covenant vehicle and computer
system.
Defense: Titanium
Hull
Special:
Additional Factors:
- Is not effective against units not wielding electricity.
- Rarity: Once again the high costs ensures that this
vehicle is a rare sight on the field.
Weapon Type: MAC cannon, Rocket turret
Armor Type: Titanium Hull
Speed: Slow
Classification: Mobile Command Center
Basic Description:
The Mammoth is the largest land vehicle of the UNSC known so
far, quadrupling the size of the Elephant in length, and can carry multiple
Warthogs and Mongooses. The Mammoth has six heavy duty wheels, a cargo door
below its main control, and sports two winches among other practical loops and
hooks on its front for multiples uses.
LOADOUT:
Armament:
At its top it had a series of Rocket turrets each capable of
firing multiple rounds, and one giant MAC (Magnetic Accelerator Cannon ) cannon.
It has a single massive mac cannon that, while it takes a while to charge, can
pretty much blow up whatever it hits in a single hit with a 65 Kiloton
blast.
Defense: Titanium Hull
Special: Transport:
- Can carry
multiple warthogs and mongooses, as well as presumably many marines.
Additional
Factors:
- Mobile Command
Center: This building functions as a mobile fortress for command, and
carries all the equipment they need to issue orders. Given this and their mass
size and cost there are only going to be a few of these vehicles however.
Probably Single Digit numbers.
========AIR COMBAT==========
Type of Aircraft: Gunship
Fighter or Bomber? : Bomber
Weapon Type: Missile Launcher, Machine Guns
Armor Type: Titanium Hull
Classification: Heavy
Gunship
Basic Description:
The Vulture is one of
the UNSC's most powerful units. Basically a highly armed flying assault tank
packed to the brim with weapons, the Vulture is the largest aircraft fielded by
the UNSC. It is designed to deliver massive damage to enemy ground troops after
air superiority has been achieved. It is slow moving but carries an impressive
armament of two twin-autocannons and rocket silos that can be used to deliver a
devastating barrage to enemies in a wide area.
Loadout:
Armament: A-74 Vertical Missile Launcher (16 missiles), 4
Autocannons (Advanced machine Guns)
Defense: Titanium A-battle plate
Titanium-A armor is the most common form of battle plating
used by the UNSC on its warships. It is composed of high-grade Titanium-50 that
is specially strengthened at the molecular level, which implies alloying with
other elements. It is usually greyish in color.
Titanium-A has numerous uses throughout the UNSC due largely
to titanium being lightweight and extremely strong, with a high tolerance to
heat. It took a new found importance after the beginning of the Human-Covenant
War: To contend with the Covenant's plasma weaponry, Humans needed armor that
would withstand the heat of the directed plasma. Despite its strength and
resistance to heat, however, the Titanium-A plating is usually boiled away
within seconds, and does not effectively dissipate the plasma.
*This will pretty much be the armor for all aircraft.
Special:
Additional Factors:
- Highly Trained
pilots
- Limited anti-air capabilities, should be escorted
- Rare unit
Type of
Aircraft: Aircraft
Fighter or Bomber?
: Bomber
Weapon Type: Various
Armor Type: Titanium
Classification: Multipurpose Bomber
Basic Description:
The AV-14 is a
vertical takeoff and landing vehicle (VTOL) that has been in service since the
Insurrection, at least as early as 2524. It serves as the UNSC's primary
assault, search and reconnaissance, and close air support aircraft.
Loadout:
Armament:
The AV-14 Hornet is armed with both anti-infantry and
anti-vehicle weapon systems. The AV-14 Hornet can be configured with one of two
anti-infantry systems. The first configuration contains two triple-barreled,
fire-linked rotary cannons. These are located on either side above the cockpit
on the leading edges of the wing. The guns fire synchronously, and can be
elevated and depressed to a small degree, without affecting the flight pattern
of the Hornet. The second is a single, nose-mounted GUA-23/AW/Linkless Feed
Autocannon that fires .50 BMG ammunition. The anti-vehicle system is composed
of two Class-2 Guided Munition Launch Systems that are mounted on the ventral
surface of the aircraft's landing skids. When triggered, each pod fires a
single missile. Like the LAU-65D/SGM-151 missile system, the Class-2 GMLS is
capable of achieving a target lock. In addition the Hornet can be armed with
two chaff pods to counter radar-guided missiles.
Defense: Titanium Hull plating
Special:
Additional Factors:
-Passengers can ride along the side, though this is risky.
Type of
Aircraft: Airplane
Fighter or Bomber?
: Bomber
Weapon Type: Bombs
Armor Type: Titanium
Classification: Long Range Bomber
Basic Description:
The
Shortsword is the UNSC’s main bomber, with a multitude of bombs. It features
elongated primary wings as well as smaller wings attached to a large boom
apparatus at the rear of the fuselage. A large air intake is mounted on the
dorsal surface of each wing; pronged structures, possibly ailerons, are located
at the rear tip of each wing.
Loadout:
Armament:
Three Types of Bombs:
-Traditional High
Explosive carpet Bombing
- Cyro Bombing:
Freezes a enemy in place, presumably deadly.
- Disruption Bombing:
Disrupts enemy equipment presumably with EMP blasts.
Defense: Titanium Hull
Special:
Additional Factors:
- Requires fighter
escort
Type of Aircraft: Airplane
Fighter or Bomber?
: Both
Weapon Type: Machine Guns, Various
Armor Type: Titanium Hull
Classification: Air Superiority fighter
Basic Description:
The GA-TL1 Longsword
is designed primarily as a fighter, though it can also be used for
interception, suppression, bombing, or direct attack. There are a number of
variants of the craft, with some variants measuring 64 meters (210 feet) long
and 75 meters (246 feet) wide, though some are considerably smaller. All
Longswords feature a crew of four: a pilot, a copilot, a navigator, and a
systems operator; the crew may be assisted by an onboard artificial
intelligence.
Loadout:
Armament:
The standard armament of the GA-TL1 is the M9109 50mm
cannon. Some variants are armed with 110mm rotary cannons or a turreted 120mm
ventral gun that can be retracted into the hull, though the latter is likely a
secondary weapon. The Longsword can also accommodate any of several of
supplementary weapon systems, including four ASGM-10 missiles, a variety of
bombs, Moray space mines, or even a single Shiva-class nuclear missile; when
remotely piloted, the Longsword itself can be used as a delivery system for the
Shiva warhead. For this tournament they will only have 2 nuclear missiles.
Defense: Titanium A hull
Special:
Additional Factors:
- The speed of this vehicle is very fast, and can be assumed
to be on par or above modern day jets.
Type of Aircraft: Airplane
Fighter or Bomber? : Both
Weapon Type: Machine Guns (primarily)
Armor Type: Titanium Hull
Classification: Multi-purpose fighter
Basic Description:
The F-41 Broadsword
is a versatile and well-armed A/X strike fighter typically used to engage equal
or superior enemy craft in low- to zero-gravity conditions. As its kind has few
equals within humanity's known arsenal, the Broadsword was designed to address
the incredible speed and firepower displayed by a variety of Covenant fighters.
Loadout:
Armament:
The Broadsword is equipped with two M1075 ASW/AC 35mm MLA
cannons and two M6088 ST/MMP missile pods. It can also be equipped with an
excavation-grade HAVOK tactical nuclear weapon
Defense: Titanium Hull, Energy Shielding(must be
destroyed first, recharges when completed)
Special:
Additional Factors:
- The newest, best and one of the rarest fighters in the
UNSC arsenal.
Rare Units:
Below are units that, while they will appear, are far less
common then the profiles above.
AV-22 Sparrowhawks:
The AV-22 is a formidable air-to-ground anti-tank aerodyne that is used to hunt tanks and support ground advances. Rather than using thrust-vectoring jets like most UNSC aircraft, the AV-22 makes use of two ducted fans to provide lift and thrust; these ducted fans give the Sparrowhawk impressive speed and maneuverability, as well as making the Sparrowawk sound similar to traditional helicopters such as the UH-144 Falcon.
The AV-22 is a formidable air-to-ground anti-tank aerodyne that is used to hunt tanks and support ground advances. Rather than using thrust-vectoring jets like most UNSC aircraft, the AV-22 makes use of two ducted fans to provide lift and thrust; these ducted fans give the Sparrowhawk impressive speed and maneuverability, as well as making the Sparrowawk sound similar to traditional helicopters such as the UH-144 Falcon.
The VTOL's primary armament is a nose-mounted M6
Grindell/Galilean Nonlinear Cannon, an upgraded version of the M6 "Spartan
Laser".It is also outfitted with a pair of twin-linked GUA-23/AW/Linkless
Feed Autocannons on either side of the fuselage; these autocannons fire 30mm
rounds and are capable of neutralizing infantry and light vehicles with ease.
This armament, combined with the VTOL's impressive speed and maneuverability,
allows the Hawk to engage Covenant Banshees on more than equal terms and to
pursue fleeing dropships or engage them as they approach; even a pair of
Sparrowhawks can destroy a Vampire atmospheric fighter - the bane of the AV-14
- with minimal attrition.
Gunship 79 Heavy
Troop Carrier/Mobile (Pelican Variant)
In addition to the standard dropship model, a more heavily armed gunship model called the Gunship 79 Heavy Troop Carrier/Mobile Armory, is also used. This version has only one nose-mounted autocannon, with the second being replaced by an M6 Grindell/Galilean Nonlinear Cannon, a larger version of the infantry-issued "Spartan laser".Its dorsal surface features a large turret-mounted cannon similar to that of a bomber, controlled through the gunner seat. A manned lateral rail turret is externally mounted on each side of the fuselage
In addition to the standard dropship model, a more heavily armed gunship model called the Gunship 79 Heavy Troop Carrier/Mobile Armory, is also used. This version has only one nose-mounted autocannon, with the second being replaced by an M6 Grindell/Galilean Nonlinear Cannon, a larger version of the infantry-issued "Spartan laser".Its dorsal surface features a large turret-mounted cannon similar to that of a bomber, controlled through the gunner seat. A manned lateral rail turret is externally mounted on each side of the fuselage
The SkyHawk
is a supersonic VTOL-capable jumpjet that can execute quick turns at high speeds. The fighter bears a very strong resemblance to the AV-22 Sparrowhawk, though it lacks the Sparrowhawk's twin tail. It is armed with four 50mm cannons that flank the cockpit, as well as Scorpion anti-tank missiles.
is a supersonic VTOL-capable jumpjet that can execute quick turns at high speeds. The fighter bears a very strong resemblance to the AV-22 Sparrowhawk, though it lacks the Sparrowhawk's twin tail. It is armed with four 50mm cannons that flank the cockpit, as well as Scorpion anti-tank missiles.
The UH-144 Falcon
is a versatile, tilt- and transverse-rotor, multi-purpose utility helicopter. Two Falcons can transport a fully-equipped fireteam faster than any other previous system, and can provide overwhelming fire support in most weather conditions.
is a versatile, tilt- and transverse-rotor, multi-purpose utility helicopter. Two Falcons can transport a fully-equipped fireteam faster than any other previous system, and can provide overwhelming fire support in most weather conditions.
In the campaign, the aircraft's crew consists of one pilot,
two crewmen who may serve as door gunners, and three passengers. However, in
multiplayer, there is only room for one pilot and two gunners
======MISC AIR======
Type of Aircraft: Gunship
Purpose of Aircraft: Rapid insertion, dropship, Resupply
Classification: Troop
Carrier
Basic Description:
The D77-TC Pelican, formally known as the Dropship 77-Troop
Carrier and commonly known as the Pelican, is an extremely versatile
space-to-ground capable craft used by the United Nations Space Command, mainly
for the pickup and transportation of personnel, vehicles and equipment, as well
as a powerful gunship.
Loadout:
Armament:
Pelican armament offers a lot of customization
Single or twin-linked nose-mounted projectile weapons: M370
autocannon (standard), 40mm chain gun, large-caliber rotary machine gun
Two ANVIL-II Air-to-Surface Missile pods (eight missiles
each) (optional)
One internally mounted AIE-486H Heavy Machine Gun or M247
General Purpose Machine Gun (optional)
One optional 25mm Grenade Launcher
Defense: Light Titanium Hull
- Also hardened against an EMP
Special/ Detailed
Purpose: Transport
The Pelican is capable of carrying up to seventy tons of
passengers and cargo using a combination of internal and external methods. The
main compartment of the Pelican is sometimes called the "blood tray”.
Optimally, the "blood tray" has enough compartment space for ten
seated people, but can hold five additional standing people, though the Pelican
can carry many more passengers if necessary. However, this increased payload
capacity is sometimes due to internal modification. For example, the
SPARTAN-IIs were assigned a specialized Pelican that was able to hold an entire
team of twenty-five, as well as fitting cutting gear to board a Covenant
warship. It can also carry a troop deployment pod, battle tank, warthog, or a
number of supply canisters.
Additional Factors:
-This is a logistical vehicle, allowing units to resupply in
the field.
Type of Aircraft:
Drop Pod
Purpose of Aircraft: Fast Deployment
Classification: 1 man Drop Pod
Basic Description:
The SOEIV is an
angular pod which vary in size. Within it is a crash seat, communications gear,
numerous equipment racks, and a rudimentary control system and a single entry
and escape hatch. There is a braking chute system on the pod's top to slow it
down and a reinforced impact plating on the bottom of it to absorb crash impact.
In spite of the pod's apparent size, there is not much room to move around, as
most of the bulk is reserved for heat shielding, electronics, and equipment
storage.To allow re-entry from high orbit or insertion from deep space, the top
of the SOEIV possesses a rocket thruster that also serves as a maneuvering aid
during the drop
Loadout:
Armament: None
Defense: Speed/ Titanium Hull
Special/ Detailed
Purpose: To deploy troops (mostly ODSTS) quickly to the combat area,
Variants:
There are two known variants that I could find. One is a
drop pod big enough to deploy entire squads, which is slowly replacing the
singular version. The Second is a specialized stealth drop pod for
reconnaissance insertions.
Additional Factors:
- Drop pods sometimes but rarely fail, resulting in its occupant’s
death
-Whether this can be deployed depends on whether the UNSC
has control of the skies.
Drop Ships and
Detection
ARGUS drones are
small, disc-like, one meter wide unmanned aerial vehicles equipped with ARGUS
detection systems, which stay aloft by a single shrouded rotor. They are also
equipped with targeting computers and one or more Lancet micro-missiles. Their
function was to detect and occasionally destroy explosives on motorways and in
buildings.
The D82-EST Darter
has been in service since at least 2531. It is a vital part of the UNSC's logistical operations, capable of deploying personnel, vehicles parts, weapons, and supplies form rations and medical kits to any ground side base. It serves as both an atmospheric and exoatmospheric vehicle capable of delivering troops and supplies wherever needed once a supply pad has been constructed.
has been in service since at least 2531. It is a vital part of the UNSC's logistical operations, capable of deploying personnel, vehicles parts, weapons, and supplies form rations and medical kits to any ground side base. It serves as both an atmospheric and exoatmospheric vehicle capable of delivering troops and supplies wherever needed once a supply pad has been constructed.
The D96-TCE Albatross
has been in service since at least 2517. It is a vital part of the UNSC's logistical operations, capable of deploying personnel, vehicles, weapons, and supplies deep behind enemy lines. It serves as both an atmospheric and exoatmospheric vehicle capable of delivering troops and supplies wherever needed once a landing zone has been secured. Although the Albatross typically possesses no armament, its nimble maneuverability and heavily armored, expansive cargo bay allow it to transport troops, weapons, vehicles, and other supplies safely.
has been in service since at least 2517. It is a vital part of the UNSC's logistical operations, capable of deploying personnel, vehicles, weapons, and supplies deep behind enemy lines. It serves as both an atmospheric and exoatmospheric vehicle capable of delivering troops and supplies wherever needed once a landing zone has been secured. Although the Albatross typically possesses no armament, its nimble maneuverability and heavily armored, expansive cargo bay allow it to transport troops, weapons, vehicles, and other supplies safely.
The F99 UCAV jetserves as unmanned aerial reconnaissance over unfamiliar areas.
===========SUPPORT==============
Armor Type: Titanium
Type of Support: Transport
Classification: Mass Transport
What Bonus do they
give?: Easy Transport of supplies to front.
Designed and
manufactured by JOTUN Heavy Industries, the Elephants were initially used in
the utility and farming industries during the early colonial expansion periods.
After several decades serving in the civilian market, JOTUN was contracted by
the UNSC to develop the Elephants and build them as armored repair and recovery
vehicles. As time has progressed, the Elephant has been modified into several
variants and upgrades, though the Elephant's versatility remain unchanged. The
vehicle is a three-level vehicle with the bottom level, the respawn locale that
opens out into the rear cargo tray, the second level, a walkway around the
cargo ramp and leads onto the driver's cabin then a small, elevated third level
where the primary armament is assembled
Loadout:
Armament : Turrets
The Elephant features
three M41 machine gun turrets located on the top deck and with the option to include a higher caliber M247 machine gun. It also features a crane, numerous firing
ports and elevated positions for defending it. Its chassis is also as wide as
they are high, providing stability.
Defense: Titanium Chasis (thickened)
Special/Detailed
Purpose: Transport
The Elephant can transport numerous vehicles to the front, including
warthogs, mongooses, and personnel. It can presumably be used to transport
numerous troops.
Additional Factors:
- Large and Bulky, these vehicles are at risk of being outmaneuvered.
It would require an escort.
Armor Type: Really none
Type of Support: Light Scout
Classification: Recon vehicle
What Bonus do they
give?: Recon
The Mongoose is one
of the fastest and most maneuverable ground vehicles in the arsenal of the UNSC
Marine Corps. It is a highly effective vehicle for reconnaissance, rapid
transportation, swift tactical versatility, and for shooting between positions.
A smaller cousin to the ubiquitous M831 Troop Transport, the Mongoose is a
small ATV capable of carrying a driver in the middle of the vehicle, and
features a rear platform that can be used to carry one additional passenger.
Loadout:
Armament :
Whatever weapon the passenger carries
The standard UNSC Marine Corps operating protocol in
engagements against Covenant forces is to place a M41 Rocket Launcher-armed
Marine in the passenger position to fire rockets against slow-moving hostile
vehicles, while the driver uses the Mongoose's superior speed to evade enemy
return fire. In a last resort situation, the Mongoose can be used to run over
nearby enemies.
Defense: Driver and passenger unprotected
Special/Detailed
Purpose: Though capable of being
used in combat, historically it seems better suited as a scout.
Additional Factors:
- Max Speed : 60 mph
======DEFENSE=======
Name of Defense: Heavy Machine Gun Turrets
Type: Anti-infantry primarily
Essentially this is the Hevy Machine Gun of the Spartan profile mounted on a tripod so ordinary soldiers can use it.
Name of Defense: Base Turret
Type: All
The Base Turret has three different upgrades, in addition to its main machine gun. These upgrades will add on a pair of 8 MJ LRG Rail Cannons, a Flame Mortar Launcher, or two Surface-to-Air Missile batteries. Upgrading to the dual Rail Guns will give the turret better attacking power against vehicles, the incendiary mortar launcher will give an advantage over infantry, and the missile launchers will be more powerful versus aircraft.
==FACTION LEADER==
Name: Miranda
Keyes
Notable Achievements:
As the daughter of Jacob Keyes and Dr Catherine Halsey,
young Miranda Keyes was born into a life of controversy. She began to walk the
military path despite her mother's wishes when she began to attend the Luna
Officer Candidate school where he father taught.
Her first taste of battle came when the science vessel she
was stationed on an old, unarmed UNSC science vessel, the Hilbert. She rammed
the ship into a covenant destroyer, killing all Covenant units onboard. She was
one of only two crew members to make it to an escape pod.
After that incident, Miranda spent most of her time in the
front lines, playing a crucial advisory role in the coordination of several
major offensive strikes against Covenant targets. This proved invaluable to her
as she quickly rose through the ranks of the UNSC. Throughout her career, she
was forced to confront accusations of nepotism from those who ascribed her
rapid rise in rank to the position and influence of her father, Jacob Keyes.
At one point, Lord Hood personally awarded Miranda the
Silver Star for her expectional battlefield service and bravery; one of the
UNSC's highest award, below only a handful of other accolades.
Personality:
The Good: Keyes
is a brave woman who for years led her men with distinction and for the most
part showed very little concern for her own safety. As when she crashed her
Pelican into the Prophet of Truth's position on Installation 00 in order to
halt the firing of the halos and save Sergeant Johnson. In another feat of
bravery, she ordered her ship to "piggyback" into the slipspace tear
created by the Prophet of Regret's ship.
She's been called the ballsiest officer in the UNSC and
others have called her just plain nuts.
The Bad: Keyes is
not a commander who will spend her men's lives in human wave attacks, and her
refusal to kill Sergeant Johnson during her crashing of Truth's party enables
Truth to activate the Halo array.
Keyes has got morals, and at some point she won't compromise
those morals. While technically good, this is something her foes can use
against her.
Style of Leadership:
Division
Though she certainly has overall command, she also relies on
a number of competent officers and troops.
X-FACTORS:
Adaptive creativity:
60/100--Against the numerically and technologically superior Covenant,
Miranda has been forced to think outside the box. None the less, she seems to
prefer brute force and doing the exact opposite of what her enemies expect.
Intuition: 55/100--Miranda
is a sharp girl, no real future sight on her but she's tough and battle
hardened and is a trained officer who is taught to get into the mind of an
enemy.
Tactics: 56/100--Almost
her entire career, Miranda has been outnumbered and with inferior technology
against a fanatical, theological empire. To the table she brings both her
personal experience and the finest military training the UNSC can provide.
Strategy: 57/100--Miranda
seems to be fairly good with strategy, going right for the heart of the enemy's defenses and forcing them into a defensive position. She fights with a clear
sense of overall strategy and is very goal oriented.
Audacity: 84/100--Miranda
is crazy like a fox on crystal meth. She has no qualms about taking on
impossible odds and overwhelming foes. Her first contact with the enemy had her
using her ship to do a kamikaze attack that she survived by mere luck and
hasn't grown less timid at all. Time and time again she shows no sign of
playing it safe.
Psychological
warfare: 60/100--Her use of Spartans and ODSTS in grand spec ops operations
really gives Miranda a boost here, as she frequently uses special forces
soldiers to sabotage and demoralize her enemies while she fight a head on
battle of pure aggression; weakening enemy forces before her troops ever meet
the enemy in battle.
Intelligence: 57/100--Miranda
excelled at the officers academy on Luna, graduating with high marks. But she
is no superhuman in terms of intelligence.
Experience: 56/100--Miranda
has over a decade of experience against both the covenant and the flood where
she was outnumbered in every case. She has also done battle against the
sentinels and other security forces of the Halo rings.
Leadership: 79/100--Miranda
is respected by her men and she leads by example. She would not give an order
she personally wouldn't give herself. Her boldness but not recklessness has
inspired her troops to emulate such feats of bravery.
Corruption: 34/100--Other
than hating her mother and feeling estranged from her, Keyes is the model of
mental health. She's not a sadist or a psycho and is generally well adjusted in
society.
Morale: 75/100
Morale has certainly been strained by constant fighting, but
the soldiers in this fight are in it for the long haul, and know what is at
stake. Though they don’t fight with enthusiasm
per say, they fight with grim certainty.
Logistics: 60/100:
Have many units dedicated to acquiring supplies
Espionage: 57/100:
Though they can’t really infiltrate, they have several units
dedicated to sabotage.
Discipline: 72/100:
More disciplined then most, as they know what happens if they
fail. Humanity has been pushed to the brink, with its very survival of a
species at stake.
Overall Army
Intimidation:46/100:
The Spartans account for their intimidation here.
MISC:
Reinforcement Rate:
Low
For some odd reason the UNSC only had a populace 39 billion before Covenant War….which
doesn’t make sense, given the amount of worlds they have and current population
growth rates and the fact that other human faction in this tournament have a population
of far more with less planets….. Anyway they now have about 13 Billion or so,
and most of that is fragmented so the UNSC will only be able to spare scant few
for this tournament. The only reason they get a low is because much of the
remaining populace exists in a state of militarization.
Past Opponents:
Insurrectionists, Covenant, Flood
Their first real opponents were the Insurrectionists, who
sought independence from the UNSC and waged multiple Guerrilla style campaigns.
These forces were ill-trained and equipped most of the time, but they still
gave the UNSC plenty of experience.
The Covenant was their next huge foe. A collaboration of
enemy races, they ended up overwhelming the UNSC throughout the majority of the
war, using violent fanatical tactics, terrorism, and brutal unending assaults.
The UNSC eventually did win against the Covenant, though this may be because
the Covenant’s attention was partially occupied by the flood. The Covenant
wielded mostly plasma based weaponry.
More akin to a disease then a army, the Flood were perhaps
the deadliest of the factions the UNSC fought. They mostly wielded infected
forces, which often times outnumbered the UNSC by 20 to 1.
Quantity vs. Quality:
Moderate Quantity leaning:
Unfortunately UNSC army composition is partially motivated
by costs, which is why most of their best units are rare. However quality was
not unknown to them, and the fielded many advanced troops such as the Spartans.
-A.Is: The UNSC often uses A.I.s to enhance their
planning and stratagem. This also accounts for their flexible combat style, as
they can’t afford to overly commit to one.
- Willingness to use
a scorched earth policy in the face of relentless swarmers
- Motivation:
Never Again: The UNSC, at this point in time, has vowed to never again be
caught off-guard by an alien threat. After the horrendous causalities suffered
in the Covenant War they are more wary of aliens, and will sabotage them
whenever they can, including their former allies the Elites. They don’t hate
aliens generally and aren’t ultra-xenophobic like the Imperium, but they have
vowed to never again be caught off-guard.
- Militarized
Populace: For the last 30 years much of the UNSC has been in a state of
militarization, thus cumulating in better production of valuable
equipment/ammo, better overall discipline, and more experienced commanders.
-Auxiliaries/Alliances:
The UNSC is willing to make alliances with former enemy factions, but these are
often strained and temporary things. Given the recent proclamation, the UNSC would
want to hold a position of strength for a more permanent alliance. Also have adopted Covenant Engineers into their military to an extent.
-Technological Gain:
Moderate-High : Though slow, the UNSC
has been re-adapting Covenant technology, and presumably could do so with other
factions.In recent years the UNSC has almost doubled its technology.
- Biological: Low:
Limited to examples such as the Spartan program, presumably slow to produce. However it might be possible to speed this up open acquiring enemy technology.
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