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User:MLG Cheehwawa - Wikipedia, the free encyclopedia

User:MLG Cheehwawa

From Wikipedia, the free encyclopedia

Halo: Infinity is a hypothetical future Halo game, brainchild of MLG Cheehwawa of Bungie.net. It will be a Massive Multiplayer Online (MMO) First Person Shooter, for the Xbox 360 and PC, with cross-platform support.

Contents

[edit] Story

[edit] Summary

ONI's Project led by Colonel James Ackerson is called Project RAT RACE. ONI has recently found new Planet - near Gamma Halo, Installation 07 - riddled with Forerunner installations, and it's currently believed to be an Ancient Forerunner Military-based Planet. The Covenant have also recently discovered this world, and a new battle begins, one for a wealth in freshly discovered Forerunner technology.

Roughly Seven thousand of the UNSC's toughest Marines are "recruited" into RAT RACE, and become the next batch of Spartans - The Delta group of Spartan-III. A new, more drastic approach to transforming normal humans into Spartans are on the horizon, now that their primary subjects are grown adults.

Before they are given their MJOLNIR, the Marines must train against vicious Covenant Prisoners and then learn to master the lower quality SPI Mk II armor, as a transition to the more powerful MJOLNIR.

Millions of the Alien Juggernaut followed the Humans to Gamma Halo, and the more you kill, the higher you will rank. The same is true if you choose to play on the Covenant side.

If you play on the human side, you build your character from the ground up - Race, gender, hair, eyes, nose, etc. and then choose to either join OPERATION: TURN TIDE and become a Spartan-IV super soldier, or continue training as a Marine. The more Covenant you kill, the quicker you will rank up.

If you play on th covenant side, you choose you race first, then build them from the ground up - Skin color, eye color, hair color and style (if Brute), textures, height, weight, etc. and then start slaughtering humans to rank up.

[edit] Locations

  • Gamma Halo: Halo Installation 07. This was the third Halo found by ONI Operatives, on the far edges of the Orion arm of the Milky Way Galaxy. This Halo has environmental makeup very similar to a hybrid of Alpha and Delta Halo, with the futuristic and technologically cold blue hue of Instalation 04, and the lush overgrown wild feel of Installation 05.
  • Parnassus: This is the Habitable Moon orbiting the massive Jovian planet Delphi. This Moon is slightly smaller than Earth, with a far greater spin, so the gravity is roughly equal to that on Earth.
  • Delphi: The Gast Giant by Gamma Halo, this Planet is nearly twice the size of Jupiter. There are a multitude of Gas Mining Facilities over this world that are accesible by the player, but beware of the Flood.
  • Logos: Parnassus' Moon, it is about the size of the human moon. Recent studies have discovered that it is honeycombed with more Forerunner technology, a major piece of this technology is an unfathomably large teleportation grid, one that reaches to three locations on Parnassus, and in exit in the Gas Mine Fields over Delphi as well.
  • The Maelstrom: This is a large battle command station similar to the Unyielding Hierophant, accesible and semi-destructable by the player. The inhabiting Covenant may rebuild the Maelstrom if it is destroyed.

[edit] Environment

Environments vary greatly, from vast desert plains, to brutally cold arctic locations, to lush forest locations. Many variations of environment, like Earth has. Also, the Forerunner structures will be similar to ones found in the two Halo games before it, the crisp futuristic ones from Alpha Halo, and the Egyptian-esque ones from Delta Halo.

[edit] Time and Weather

Time and weather is all real-time, transitioning according to the time and weather at the server you are situated in. In a similar fashion to the new game Crysis the weather will be totally random, from the ordinary afternoon mist to colossal blizzards and or torrential tidal waves.


[edit] Gameplay

[edit] Summary

Halo Infinity's gameplay is unique, and sets it apart from other MMOFPS games. It blends elements from Classic Halo, and RPG games into one exciting package.

  • Server: Each server cluster will hold 5,000 people - 2,500 Human, 2,500 Covenant - At a time, like the game Huxley.
  • Gameplay: Infinitys fast paced gameplay is linked with its expansive environments, great room for improvement and huge user support, to form a very addicting gameplay formula.
  • Vehicles: Infinity incorporates many unique vehicles into gameplay, many of which have been used in prior Halo games, along with a new batch of exclusives.
  • Weapons: Infinity incorporates many weapons, from the Halo novels, to Halo games, to Halo concepts, to new weapons. The weapons are all carfeully balanced, and allow for near-infinite user improvement, similar to the weapons system in Halo: Combat Evolved.
  • Artificial Intelligence: Infinitys artificial intelligence play a greater role in combat that most MMO games. The life-like AI will consistently evolve to match the players' skills, and can bolster the ranks of a team, Covenant or human, if they are short members. Additionally, there will be "Hero" characters, and Flood and Sentinel AI on the map that will attack both sides indiscriminately.
  • Spawning: Spawning in this game would be up to the player, via menu. Choose preferred spawn location, after dying. "At nearest base", "At last visited base", "Near closest ally", or "Near largest group of allies." This would stop the annoyance of dying, then constantly spawning out of the action.


[edit] Experience Points

[edit] Gaining Points

  • +1 Normal Kill, Beat Down Kill, Boarded vehicle
  • +2 Splatter Kill, Assassination Kill, End Someone's Spree, Stop someone's Chain Kill
  • +3 Headshot Kill, Stick Kill, Double Kill
  • +4 Triple Kill
  • +5 Killtacular, Killing Spree
  • +6 Kill Frenzy, Running Riot
  • +7 Killtrocity, Rampage
  • +8 Killamanjaro, Berserker Medal
  • +9 Overkill
  • +10

[edit] Losing Points

  • -1 Fall to Death
  • -2 Kill Teammate with Explosive
  • -3 Kill Teammate with Vehicle
  • -4 Kill Teammate with projectile or plasma weapon
  • -5 Commit suicide
  • -6
  • -7
  • -8
  • -9
  • -10

[edit] Movement and Aiming

Movement in Infinity is similar to other first-person shooters, allowing the player to move forwards, backwards, and strafe left and right independently of their aim. On the Xbox 360, moving and aiming are separated between the two joysticks; and on the PC, between the mouse and the keyboard.

Infinity also allows the player to crouch and jump, although jumping from a high ledge will often result in death, unless your player model protects against this. Damage from falling can be reduced or negated entirely with a well-timed crouch.

[edit] Damage System

  • Health: The player in Infinity has visible, self-regenerating health. Running completely out of health will result in death, but having lower health does not impede player actions. Players can only run out of health if their energy shields are down.
  • Shields: Many player models carry some sort of shield which protects the body from damage. The shield will decrease in strength every time it is hit by a weapon, and will fail after taking enough hits, but will quickly regenerate if it is not hit for a period of time.

[edit] Communication

The mic system is an open mic, players within a certain distance will be able to hear you. Additionally,there will be multiple chat zones - 13 to be exact - per team, for the whole team in that area to talk at once.

  • 01. Parnassus octant 1
  • 02. Parnassus octant 2
  • 03. Parnassus octant 3
  • 04. Parnassus octant 4
  • 05. Parnassus octant 5
  • 06. Parnassus octant 6
  • 07. Parnassus octant 7
  • 08. Parnassus octant 8
  • 09. Maelstrom bow
  • 10. Maelstrom stern
  • 11. Mining Facility
  • 12. Logos North Half
  • 13. Logos South Half

[edit] Powerups

There are three types of powerups available in Infinity:

  • Adrenaline: Increases the maximum abount of health the player has, for a short period of time. Melees and Player run speed will also be effective during this time.
  • Active Camouflage: Drastically reduces the player's visibility for approximately 120 seconds, making all but a faint outline of him transparent. This effect is reduced if the player is hit by weapons fire or if he or she fires a weapon. The player looks very similar to the Predator from the movies.
  • Overshield: An enhanced, non-regenerating energy shield which is three times the strength of the normal one, only possible to pick up this module if the player model has an onboard energy shield. The overshield functions on top of the regular shield - when it is active, the normal shield does not take damage. The overshield is reduced only when the player is hit. One fully charged Plasma Pistol shot can weaken the Overshield entirely.

[edit] Controls

The default controls have been carefully crafted, blending the fast-paced shooter feel of Halo, and the convenience needed for an ongoing MMO game. Each button will also be able to be individually mapped by players.

  • Left Thumbstick: Move, crouch (click)
  • Right Thumbstick: Move, zoom (click)
  • Right Trigger: Shoot, Shoot right (dual wielding)
  • Right Bumper: Reload, general Action
  • Left Trigger: Throw grenade, Shoot left (dual wielding)
  • Left Bumper: Cycle grenades, Pick up/Reload dual wield weapon
  • A: Jump
  • B: Melee
  • X: Physical actions: Hold to sprint, Tap to enter cover
  • Y: Hold for menu, Flashlight, Nightvision, Thermal vision, Silencer (when applicable)
  • Dpad Up: Wield a weapon
  • Dpad Left: Wield a weapon
  • Dpad Right: Wield a weapon
  • Dpad Down: Put away all weapons (Run faster, use fists for quicker melee)
  • Start: Pause and Unpause the game
  • Back: Opens up command menu. From here, you see a real-time sattelite map of a 14km zone of the map you traverse.

Zoom in by clicking the Left Thumbstick, Zoom out by clicking the Right Thumbstick. Scroll left with Dpad Left to view the current team (Covenant vs Human) battle gauges, and your individual player statistics Scroll right with Dpad Right to view the current objectives (from NPC HighCom) you and your 2,500-person team need to accomplish next

[edit] NPCs

[edit] High Command

Intelligence agents, in the form of Prophets for the Covenant, or ONI agents for the Humans will aid you while playing. Intelligence agents like Oosoona (Covenant) or Spooks (ONI) can be found on the field, higher intelligence will manifest themselves within the game's plot, issueing the objectives to relevant fireteams. You can viw those by holding back on the controller, to enter the battle planner on your HUD.

[edit] Allies

[edit] Infantry

Artificially controlled infantry will be encountered on both sides, human and covenant. Additionally, Flood will run rampant in locations if set free, and Sentinal varients will follow to try and sterilize the contamination...and you.

[edit] Cavalry

Artificially controlled cavalry troops will occasionaly use vehicles, thus becoming the cavalry. Artificial intelligence in vehicles will flock together when necessary, using group tactics to overcome an enemy with numbers.

[edit] Artillery

Artillery-launching locations will be placed in tactical locations, totally destructable. Destructive things like the covenant mortar launcher in the Halo 2 E3 demo, which can destroy a building in a matter of shots. Though, calling in air strikes would be a viable solution to one of these, rendering it obsolete.

UNSC

Covenant

[edit] Enemies

The Flood: A species of virulent, parasitic organisms that thrive by consuming other sentient life of sufficient biomass. If a player is killed by Flood, his former body will be taken over, in real time, and join their legions. Flood bodies can be revived by a lone infection form if the body is not destroyed. The parasitic Flood are encountered in 3 forms:

  • Infection forms
  • Marine Combat Forms
  • Spartan Combat Forms
  • Elite Combat Forms
  • Brute Combat Forms
  • Former marine Carrier Form
  • Former spartan Carrier Form
  • Former Elite Carrier Form
  • Former Brute Carrier Form
  • Jackal Carrier Form
  • Grunt Carrier Form
  • Flood Juggernaut
  • Brain forms
  • Minor Gravemind forms

Forerunner Sentinels: Part of Gamma Halo's defense system, the Sentinels are hovering robotic drones, and will attack Flood, Covenant, and Humans. There are many varients of the protective Sentinels.

Creatures:

[edit] Heroes

[edit] UNSC


[edit] Covenant

[edit] Human Ranks

As long as you have been granted armor, you may remove it, customize it, or swap it. You can also constantly edit your player's appearance (hair, eyes, facial hair, build, scars, tatoos) but none of the permenant features (face-look, height, etc.) may be changed after your identity has been established.

Upon reaching the a rank, the player may choose to choose a less effective set of armor issued at an earlier date, if he or she prefers that armor.

[edit] Marines

  • Lieutenant General: 2,000 points
  • Major General: 1,300 points
  • Brigadier General: 900 points
  • Colonel: 750 points
  • Lieutenant Colonel: 700 points
  • Major: 650 points
  • Captain: 600 points
  • First Lieutenant: 550 points
  • Second Lieutenant: 500 points
  • Sergeant Major: 400 points
  • Master Gunnery Sergeant: 360 points
  • First Sergeant: 320 points
  • Master Sergeant: 280 points
  • Gunnery Sergeant: 240 points
  • Staff Sergeant: 200 points
  • Sergeant: 160 points / SPI Mark I
  • Corporal: 120 points
  • Lance Corporal: 80 points
  • Private First Class: 40 points / ODST armor
  • Private: 10 points
  • Recruit: Entry level

[edit] Spartans

[edit] Covenant Ranks

As long as you have been granted armor, you may remove it, customize it, or swap it. You can also constantly edit your player's appearance (hair, eyes, facial hair, build, scars, tatoos) but none of the permenant features (face-look, height, etc.) may be changed after your identity has been established.

Upon reaching the a rank, the player may choose to choose a less effective set of armor issued at an earlier date, if he or she prefers that armor.

The Covenant listed all gain the armor upgrade corresponding their rank. Any additional armor system listed is a bonus.

[edit] Elites

  • Imperial Admiral 3,100 points, Heretic Leader Armor
  • Arbiter 2,900, Heretic Elite Armor
  • Honor Guard Councillor 2,500 points
  • Councillor 2,100 points
  • Supreme Commander 1,700 points
  • Fleet Master 1,500 points
  • Ship Master 1,400 points
  • Field Master 1,300 points
  • Zealot 1,200 points
  • Ultra Honor Guard 1,000 points
  • Ultra Elite 800 kills
  • Elite Honor Guard 680 kills
  • Oossoona 580 kills
  • Special Operations Commander 480 kills
  • Special Operations Officer 400 kills
  • Special Operations Major 320 kills
  • Special Operations Elite 240 kills
  • Stealth Elite 160 kills
  • Ranger Elite 80 kills
  • Major Elite 40 points
  • Minor Elite Entry level

[edit] Brutes

[edit] Grunts

  • Ultra Grunt 540 points, bonus Heretic Armor
  • Captain 420 points
  • Ranger Grunt 340 points
  • Special Operations Grunts Major 320 points
  • Special Operations Grunts Minor 300 points
  • Gunner Grunts 140 points
  • Major Grunts 80 points
  • Minor Grunt Entry Level

[edit] Hunters

  • Ultra 1,000 points / Fuel Rod Gun or Particle Beam Rifle (Scope: 10x 20x) White, Energy Shield, bonus Heretic Armor
  • Berserker 880 points / Two Shields, Crimson
  • Captain 700 points / Fuel Rod Gun, Red
  • Special Operations Officer 600 points / Particle Beam Rifle (Scope: 10x 20x) Black
  • Special Operations Major 580 points / Fuel Rod Gun, Black
  • Special Operations Minor 560 points / Fuel Rod Cannon, Black
  • Sweeper 440 points / Plasma Thrower, Dark Purple
  • Pinscer 340 points / Two Mechanical Clamps, Dark Purple
  • Flux 240 points / Two Heavy Needlers, Dark Purple
  • Shocktroop 160 points / One FRG, One FRC, Dark Purple
  • Major 80 points / Fuel Rod Gun, Dark Blue
  • Minor Entry level / Fuel Rod Cannon, Light Blue

[edit] Jackals

  • Ultra Jackal 600 points, Gain bonus Heretic Armor
  • Field Commander 510 points
  • Captain 440 points
  • Phalanx Commander 370 points
  • Ranger Jackal 300 points
  • Special Operations Commander 230 points
  • Special Operations Officer 200 points
  • Special Operations Major 170 points
  • Sniper 110 points
  • Scout 90 points
  • Jackal Major 40 points
  • Jackal Minor Entry Level

[edit] Human Armor

All will be ranked from 1-10, 1 being the lowest, 10 being maxed out. If rated 0, that means they dont have anything applicable in that aspect. After earning the Combat Skin, you will be able to swim at 6 speed no matter what armor you are wearing - Even if that armor did not allow you to swim before.

Marine Armor You may choose from a very wide variety of armor, swapping out sections if you don't like the default. (i.e. Halo 1 helmet amd body, Halo 2 arms, Halo 3 shins, Halo 1 thigh)

  • Health Points: 3
  • Shield strength: 0
  • Ground Speed: 3
  • Swim Speed: 3
  • Jump height: 2
  • Crouch speed: 4
  • Melee: 4
  • Strength: 2
  • Motion sensor: 2

ODST Armor The ODST Helljumper armor is vacuum-safe, and slightly increases your physical abilities. The to swim with infinite air supply and walk freely in outerspace.

  • Health Points: 4
  • Shield strength: 0
  • Ground Speed: 4
  • Swim Speed: 4
  • Jump height: 3
  • Crouch speed: 4
  • Melee: 4
  • Strength: 3
  • Motion sensor: 3

Mjolnir Mark I Marines only, not for Spartans.

  • Health Points: 6
  • Shield strength: 0
  • Ground Speed: 4
  • Swim Speed: 2
  • Jump height: 4
  • Crouch speed: 4
  • Melee: 4
  • Strength: 4
  • Motion sensor: 4

Mjolnir Mark II Marines only, not for Spartans.

  • Health Points: 7
  • Shield strength: 0
  • Ground Speed: 5
  • Swim Speed: 3
  • Jump height: 5
  • Crouch speed: 5
  • Melee: 5
  • Strength: 5
  • Motion sensor: 5
  • Mjolnir Mark III Marines only, not for Spartans.
  • Health Points: 8
  • Shield strength: 0
  • Ground Speed: 6
  • Swim Speed: 4
  • Jump height: 6
  • Crouch speed: 6
  • Melee: 6
  • Strength: 6
  • Motion sensor: 6

SPI Mark I The SPI (Semi Powered Infiltrating) Mark I armor, with a passive camouflage system, increases your physical abilities a little more than the ODST armor.

  • Health Points: 5
  • Shield strength: 0
  • Ground Speed: 5
  • Swim Speed: 5
  • Jump height: 5
  • Crouch speed: 5
  • Melee: 5
  • Strength: 5
  • Motion sensor: 4

SPI Mark II The SPI (Semi Powered Infiltrating) Mark I armor, with a passive camouflage system, increases your physical abilities a little more than.

  • Health Points: 6
  • Shield strength: 0
  • Ground Speed: 6
  • Swim Speed: 5
  • Jump height: 5
  • Crouch speed: 5
  • Melee: 5
  • Strength: 6
  • Motion sensor: 5

SPI Mark III The SPI (Semi Powered Infiltrating) Mark I armor, with a low-grade energy shield system, which can be quick-changed with an active camouflage module.

  • Health Points: 6
  • Shield strength: 3
  • Ground Speed: 6
  • Swim Speed: 3
  • Jump height: 5
  • Crouch speed: 5
  • Melee: 5
  • Strength: 6
  • Motion sensor: 5

Mjolnir Mark IV This suit has a powerful ballistics and plasma deflecting system when compared to the SPI varients.

  • Health Points: 6
  • Shield strength: 0
  • Ground Speed: 6
  • Swim Speed: 0
  • Jump height: 6
  • Crouch speed: 6
  • Melee: 6
  • Strength: 6
  • Motion sensor: 6

Mjolnir Prototype MJOLNIR Mk V Prototype armor, able to accept overshielding and active camouflage modules. This suit has a powerful ballistics and plasma deflecting system, when compared to the SPI varients, and the Mjolnir Mk VI varient.

  • Health Points: 6
  • Shield strength: 5
  • Ground Speed: 6
  • Swim Speed: 3
  • Jump height: 6
  • Crouch speed: 6
  • Melee: 6
  • Strength: 6
  • Motion sensor: 7

Mjolnir Mark V MJOLNIR Mk V armor, able to accept overshielding and active camouflage modules. This suit has a powerful ballistics and plasma deflecting system, when compared to the SPI varients, and the Mjolnir Mk VI varient.

  • Health Points: 7
  • Shield strength: 7
  • Ground Speed: 8
  • Swim Speed: 0
  • Jump height: 7
  • Crouch speed: 7
  • Melee: 7
  • Strength: 8
  • Motion sensor: 8

Mjolnir Mark V.5 MJOLNIR Mk V armor, able to accept overshielding and active camouflage modules. This suit has a powerful ballistics and plasma deflecting system, when compared to the SPI varients, and the Mjolnir Mk VI varient.

  • Health Points: 7
  • Shield strength: 8
  • Ground Speed: 7
  • Swim Speed: 0
  • Jump height: 9
  • Crouch speed: 8
  • Melee: 8
  • Strength: 8
  • Motion sensor: 9

Mjolnir Mark VI MJOLNIR Mk VI armor, able to accept overshielding and active camouflage modules. This suit has a quick-charging energy shield system, and greater jumping capabilities, when compared to the SPI varients, and the early Mjolnir varients.

  • Health Points: 6
  • Shield strength: 8
  • Ground Speed: 8
  • Swim Speed: 0
  • Jump height: 6
  • Crouch speed: 6
  • Melee: 6
  • Strength: 8
  • Motion sensor: 5

Mjolnir Mk VI.5 MJOLNIR Mk VI.5 armor, able to accept overshielding and active camouflage modules. This suit has a powerful ballistics and plasma deflecting system, quick-charging energy shield system, and great jumping capabilities.

  • Health Points: 7
  • Shield strength: 8
  • Ground Speed: 8
  • Swim Speed: 4
  • Jump height: 6
  • Crouch speed: 6
  • Melee: 6
  • Strength: 6
  • Motion sensor: 7

MJOLNIR Mark VII MJOLNIR Mk VII armor, able to accept overshielding and active camouflage modules. This suit has a powerful ballistics and plasma deflecting system, quick-charging energy shield system, and great jumping capabilities.

  • Health Points: 9
  • Shield strength: 8
  • Ground Speed: 9
  • Swim Speed: 5
  • Jump height: 9
  • Crouch speed: 9
  • Melee: 9
  • Strength: 9
  • Motion sensor: 9

Class-7 Forerunner Combat Skin The Class-7 Combat Skin, the model that ONI tried to copy for the MJOLNIR Mk VII. This model is significantly better.

  • Health Points: 10
  • Shield strength: 10
  • Ground Speed: 10
  • Swim Speed: 6
  • Jump height: 10
  • Crouch speed: 10
  • Melee: 10
  • Strength: 10
  • Motion sensor: 10

[edit] Covenant Armor

[edit] Weapons

[edit] Inventory

The player will be able to hold four weapons at a time, one large, two medium, and one sidearm. Additionally, the player will be able to hold up two 10 grenades, two of each type.

[edit] Human

  • XAB "Abbadon" Laser Designator: For artillery strikes
  • Portable .30 Caliber Turret
  • M19 SSM MAV/AW Rocket Launcher Halo CE version, but tracks flying vehicles (Scope: 3x)
  • Spartan Laser (Scope: 2x)
  • M17G handheld Gauss Gun
  • M7057 Flamethrower
  • S3AM Oracle Sniper Rifle: No auto aim, nightvision and thermal vision, rangefinder (Scope: 7x 17x)
  • SRS99C-S2AM Sniper Rifle No auto aim, nightvision, range finder (Scope: 2x 10x)
  • CR77 Combat Rifle Pistol-BR Hybrid, Single shot, Low aim assist, fast ROF (Scope: 3x)
  • BR55 Battle Rifle (Scope: 2x)
  • MA5C Assault Rifle
  • MA5B Assault Rifle
  • M90 Shotgun Halo CE version
  • M7 SMG Quicker ROF, quicker reload (Dual wieldable)
  • M6D Pistol (Scope: 2x)
  • M6C Magnum Pre-patch strength (Dual wieldable)
  • Lotus Anti Tank Mine Come 3 in a bandolier, bandolier takes up a weapon slot
  • Smoke Grenade Can hold two
  • M9 HE-DP Fragmentation Grenade Can hold two, Halo CE version
  • EMP Grenade: Can hold two

[edit] Covenant

  • "Ragnarok" Laser Designator: For artillery strikes
  • Plasma Cannon
  • Fuel Rod Gun Halo CE version
  • Fuel Rod Cannon Halo 2 version
  • Brute Shot Increase damage per shot
  • Particle Beam Rifle No auto aim, thermal vision, range finder (Scope: 5x 10x)
  • Carbine More accurate (Scope: 3x)
  • Needler Shotgun
  • Plasma Rifle Halo CE version
  • Brute Plasma Rifle (Dual wieldable)
  • Brute Spiker (Dual wieldable)
  • Needler Halo 3 version
  • Plasma Pistol Halo CE version (Dual wieldable)
  • Gravity Hammer
  • Honor guard pike
  • Energy Sword Battery, Less Lunge
  • Plasma Sword Infinite, No lunge (Dual wieldable)
  • Energy Garrote

[edit] Forerunner

  • Sentinel Beam Orange, add stun effect
  • Sentinel Beam Blue, add auto aim
  • Sentinel Beam Red (Onyx), balance against Spartan Laser
  • Heavy Needler Handheld Enforcer Needler

[edit] Human Vehicles

[edit] Non Usable Vehicles

  • Cruiser-Carrier
  • UNSC Supercarrier
  • UNSC Carrier
  • Cradle
  • Marathon-class Cruiser
  • Halcyon-class Cruiser
  • UNSC Destroyer
  • Stealth Cruiser
  • UNSC Frigate
  • Mako-class Corvette
  • UNSC Prowler

[edit] Usable Vehicles

[edit] Covenant Vehicles

[edit] Non Usable Vehicles

The Maelstrom

  • Covenant Supercarrier
  • Assault Carrier
  • Covenant Carrier
  • Covenant Supercruiser
  • Covenant Battleship
  • Covenant Flagship
  • Agricultural Support Ship
  • Covenant Cruiser
  • Covenant Light Cruiser
  • Covenant Destroyer
  • Covenant Frigate
  • Covenant Stealth Corvette

[edit] Usable Vehicles

[edit] Bases

A similar system to Crysis' should be adopted, in a sense, for this portion. In order for a steady income of vehicles and weaponry, players will need to capture and control neutral or enemy-controlled supply points. These bases consist of factories and repair and customization locations. Also, for a steady income of NPC's, a team will need plenty of Chiron training zones under their control. In order for air strikes and artillery to work, players must remain in control of air bases. In this sense, players will be totally in control of the outcomes of the game, in an ongoing struggle for victory.

Capital bases contain 2,000 Vehicles, 1,000 NPC's, and an Unlimited amount of "Storage Space" for the 2,500 troops belonging to that city's team (Human or Covenant). Capitol cities cannot be destroyed or taken over, and they are near the size of New Mombasa, but looks much more advanced. There will be 3 Capitol Cities per Team (Human or Covenant). There are local law enforcement agencies there, if you go in looking for trouble, prepare for more than you may be able to handle.

Major bases contain 1,000 Vehicles, 500 NPC's, and enough Cryo Chambers for 600 Players stationed at that base. There will be 13 Major Bases per Team (Human or Covenant).

Air Bases contain 100 Vehicles (Including 2 Skyhawk Jump Jets, or 2 Covenant Scarabs), 300 NPC's, and enough Cryo Chambers for 200 players stationed at that base.

Chiron Training Facilities are used to train you - The Spartan Clones (ala Halo). 150 Vehicles, 600 NPC's, enough Cryo Chambers for 100 Players training there.

Minor Bases contain 700 Vehicles, 300 NPC's, and enough Cryo Chambers for 400 Players stationed at that base.

MAAS Bases (Mobile Airborne Armory Bases) contain 20 Vehicles, 50 NPC's, and enough Cryo Chambers for 350 Players stationed at that Base. The MAAS Stations are Giant Airborne bases, and can be destroyed by an opposing force if the enemy infiltrates the base, and destroys the three fusion core reactors nestled in the Center of the Ship. The ship would then become grounded, and it will be a Stationary base to be reckoned with, and more Vehicles will be shipped to your Troops from HighComm.

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