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Halo: Galaxy

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40px-Terminal.png This article, Halo: Galaxy, was written by Rotaretilbo. Please do not edit this fiction without the writer's permission.

Halo: Galaxy is a Massively Multiplayer Online First Person Shooter being designed by Rotaretilbo. Many of the game mechanics are loosely based on Planetside, one of only several MMOFPS games. The game is set in the Halo universe.

Game Mechanics

Basics

The idea of the game is galactic conquest. Each player selects a faction, race, and then class upon signing up. Each faction is trying to control all the planets on the map (excluding enemy Havens).

Weapons

Weapons are an important aspect of any shooter. In Halo Galaxy, each of the three factions will have a semi-unique set of weapons. Players will be able to alter their weapons with modifications, for a price. Weapons are stored in slots on a character's body. Slots are determined by body size and armor. Ammunition differs from weapon to weapon.

Armor

Different races wear different armor, and different armor has different advantages. Heavier armor might limit mobility, while lighter armor doesn't offer as much protection. Some armor offer special abilities like active camouflage or personal shields.

Health

Players will have a set amount of health. Health will be represented by a series of small bars on the HUD. Health will vary between races, and will be genetically alterable.

Rounds

The game is played in rounds. Rounds begin with the UNSC controlling fourteen planets, and the two Covenant factions controlling seven apiece. A round ends when one of the three factions controls these twenty-six planets.

Character Customization

When a player creates a character, the player can customize that player much to their liking. Customizable attributes include height, weight, skin color/tone, eye color, hair (if applicable) color, facial layout, character name, and character nickname.

Character Nickname

A character’s nickname is chosen first by the player. Nicknames are similar to screen names. Nicknames are free for the player to decide, as long as they don’t conflict with nickname profanity filter.

Character Name

A character’s name is canonically derived. Players are given the option to choose it or to have the game choose for them. Player-chosen names have to be approved by moderators. Because of this, when a player first creates a character, they are assigned a number while going through basic training. They cannot complete basic and receive their first promotion until their name is approved. Canon name formats vary between races.

Environment

HaloGalaxyMap02

Planets provide the basis around which the game is played. Galactic conquest requires galaxies to conquer, no? The game provides thirty-five "planets." Not all of them are planets, but they are the only land worth fighting over in this particular stretch of the universe.

Haven

A haven is a faction's home world. A haven can never be attacked by the enemies, and is the faction's sanctuary. A haven is comprised of four cities, each with a spaceport. The haven harbors player housing. The haven is also the main area for questing and one of the main areas for mini games.

Player Housing

When a player dies, the player has several respawn options: fireteam leader (unless the player is ranked above a fireteam leader), any hospital on the planet where the player died, the warship the player's unit is assigned to, and the player's house. A player's house is almost a mini game in and of itself. Players can decorate their house with furnishings, display awards they've received, and store weapons they aren't carrying with them or ammunition.

Virtual Reality Training Simulator

In the training simulator, players can fight each other, units can scrimmage each other, and players can practice alone.

Major Planet

Every faction has two major planets that border the faction's haven. In order to leave a haven, one must pass through a major planet first. Major planets usually contain between three and seven cities, each connecting with a spaceport. Dotted across a major planet are also bases and outposts.

Minor Planet

Minor planets are planets that don't border a haven, but still start under a faction's control. Minor planets usually have between two and five cities, as well as military bases and outposts.

Installation

The Arrays

Arrays are rings. There are seven in total. At the beginning of a round, none are visible on the map. Installations have to be discovered by players roaming the vast reaches of space without warping between positions. When a faction discovers an Installation, it appears only on that faction's map until other factions discover it. The Arrays carry the unique ability to reset the round. However, the Index, which is necessary for this option to be utilized, is not available unless the Flood controls thirteen non-Installation planets. As more Installations are discovered, Flood outbreaks become more common. The Flood are always present on the Arrays and outbreaks may be caused by Flood obtaining ships that are present at Arrays.

The Shields

Shield Worlds are artificial planets. There are seven Shield Worlds among the regular planets. If the Arrays are activated, players can find refuge in the Shield Worlds.

The Ark

The Ark is a unique Installation located outside of the galaxy perpendicular with the core. It can only be reached by flying straight up for a long long time, or by constructing a Dreadnought and placing it on a Portal Pedestal. The Ark can activate the Arrays without the Index. It is also outside of their blast radius.

Portal Pedestal

These lead to the Ark when activated. There are three total, located on each Haven. They cannot be accessed unless a Dreadnought has already been obtained.

Dreadnought

The Dreadnought is a Forerunner ship that can be built by assembling specific Forerunner artifacts. These artifacts are randomly hidden across the universe (there are 343 locations they might be, but only 7 artifacts). The Dreadnought is the key to activating a Portal Pedestal, and are also virtually indestructible.

City

Every planet has several cities (ranging from two to seven). A city is an area with NPCs, non-essential buildings, military head quarters, and a space elevator. Cities are where players can pick up bounty quests on local team killers or rebellious NPCs, gamble for money at casinos, or grab a drink at the bar. Cities are also the key to gaining resource bonuses from planets. When a city comes under attack, most civilians (controlled by NPCs) will run to bomb shelters. If the conquerors do not execute these civilians, they will take up arms and make a weak attack to try and retake the city. Buildings in a city are destructible, but the conquering force has to rebuild them for a price. High ranking officers can customize cities with new buildings, as well, but this also costs money. Cities also provide economic bonuses to the controlling faction.

Space Elevator

Every city is connected to a spaceport, and that connection is a space elevator. The elevator rises straight up into space, and has two air-tight compartments for players to ride up to spaceports on. Space elevators are extremely resilient, but also extremely expensive to rebuild. Destroying them is not advisable, since it come out of the conquering faction’s pocket.

Military District

The military district is where the main military force within a city resides. Buildings ranging from head quarters to gun shops dot the military district. The city's NPC garrison also is contained within the military district, so patrols are usually a lot heavier here. There is also always a base present in the military district, which dictates who has technical ownership of the city (and thus benefits from bonuses provided by the city).

Residential District

The residential district is the main hang out for NPC civilians, and is also where bomb shelters are located.

Shopping District

The mall provides both a unique urban battlefield, and a place to buy non-essential items, like furnishing for a player's house or paint jobs for a fireteam’s vehicle. Things bought for a player’s house are shipped to the player’s house, which is located on the corresponding haven.

Power Station

The power station provides electricity for the city. Without one, the city will be without light, automated defenses, or door locks. The power station is normally also heavily guarded by the city's garrison, because it is such a vital part of the city. The base in the military district runs off of its own generator and is unaffected by power outage.

Hospital

When a player is wounded, the player can go to a hospital to get healed quickly. Players respawning in cities also respawn in the hospital. The hospital provides an interesting battlefield, as well.

Casino

A casino is a place where players can gamble for more money. Casinos are only present in UNSC cities.

Bar

A player can grab a drink, or pick up a bounty on a local team killer or NPC. Bars are also where drinking contests are held.

Base

Bases are scattered on every planet, and control of them is the main goal of any faction. There are several different things found in bases.

Control Room

When an attacking faction captures a control room and has more soldiers in a base than the defender, the base belongs to the attacker.

Generator

The generator powers the bases lights, locks, and automated defenses, and is thus a prime target when an attacker is taking a base.

Armory

An armory allows a player to obtain weapons and equipment.

Ground Vehicle Bay

A ground vehicle bay allows a player to obtain a ground vehicle.

Gunship Hangar

A gunship hangar allows a player to obtain assault aircraft.

Dropship Hanger

A dropship hangar allows a player to obtain support aircraft.

Primary Hangar

A primary hangar allows a player to obtain assault and support aircraft.

Medical Bay

A player can heal here (in case a medic is not present). Medical bays also serve as spawn points for Unggoy and Kig-Yar.

Recruitment Center

A player can request transfer into a certain unit or change of class here.

Outpost

Outposts are small towers near bases and cities. Outposts are usually merely multilevel buildings, with the control room located on the top story. They normally only have a medical bay and armory, though some have a dropship or gunship hangar on top.

Spaceport

Spaceports are always at the end of space elevators, and always directly above a city. Spaceports are always single story, with the control room in the middle. All around the side are docking bays (where certain players can obtain starships) and fighter bays (which work like major hangars). Spaceports also have armories and medical bays. Spaceports are important, because they fuel space battles, due to the fact that ships can be spawned at spaceports (the only other alternative is spawning them at another planet and flying them all the way to the planet under attack, which takes time). Space ports aren’t nearly as costly to build as space elevators, but are just as resilient. Of course, the weapons employed in a space battle are much stronger than those in a ground battle.

Day-Night Cycle

Each planet will operate on a different day-night cycle, depending on the distance from the sun, diameter of the planet, and spin speed.

Landscapes

Players will encounter all sorts of environments as they fight in the three-way war. From dense jungles, to snowy plains, to vast space installations, players will fight in almost every environment imaginable.

Factions

UNSC

Branches
  • Marine Corps: The marine is the basic infantry class. Marines have access to nearly every weapon, and all ground-based vehicles.
  • Orbital Drop Shock Troopers: The ODST is a fast-attack paradrop class. Orbital Drop Shock Troopers have access to almost every weapon marines do, as well as all ground-based vehicles. The only major difference is that Orbital Drop Shock Troopers get to the surface in drop pods while marines ride in dropships.
  • Navy: The crewman is a versatile class, ranging from serving as corpsmen and engineers on the ground with marines and Orbital Drop Shock Troopers to crewing warships. Crewmen have little weapon access, but they have access to most equipment, aerial vehicles, and are the only class to crew warships.
  • Air Force: The airman is a useful class. Airman have access to all aerial vehicles and have more weapon access than the Navy (though only slightly).
  • BETA 5: The BETA 5 class is a stealth class. BETA 5s have access to all weapons but are limited to light vehicles. BETA 5 are limited to 5% of the overall UNSC population.
  • NAVY SPECIAL WEAPONS: The NAVY SPECIAL WEAPONS class is only accessible by moderators. The class has access to all UNSC weapons and vehicles, and includes MJOLNIR armor.
Classes
Marine Corps
  • Assault: The basic infantryman, assault focuses on weapons.
  • Recon: The sniper, recon focuses on light and ranged weapons, demolitions, and stealth.
  • Engineer: The engineer, engineer focuses on CQC weapons, demolitions, and repair.
  • Medic: The medic, medic focuses on basic weapons and medical supplies.
  • Anti-Vehicle: The AT guy, anti-vehicle focuses on rocket launchers and AT mines.
  • Support: The machine gunner, support focuses on heavy weapons.
  • Driver: Can drive a Mongoose, Warthog, Cougar, Wolverine, or Doozy and use CQC weapons.
  • Tanker: Can drive a Scorpion or Rhino and use CQC weapons.
  • Pilot: Can fly a Pelican and use CQC weapons.
Orbital Drop Shock Troopers
  • Assault: The basic infantryman, assault focuses on weapons.
  • Recon: The sniper, recon focuses on light and ranged weapons, demolitions, and stealth.
  • Engineer: The engineer, engineer focuses on CQC weapons, demolitions, and repair.
  • Medic: The medic, medic focuses on basic weapons and medical supplies.
  • Anti-Vehicle: The AT guy, anti-vehicle focuses on rocket launchers and AT mines.
  • Support: The machine gunner, support focuses on heavy weapons.
  • Driver: Can drive a Mongoose, Warthog, Cougar, or Wolverine and use CQC weapons.
  • Tanker: Can drive a Scorpion, Rhino, or Elephant and use CQC weapons.
Navy
  • Crewman: Can crew starships and use a sidearm.
  • Corpsman: Can carry all forms of medical supplies and use a sidearm.
  • Mechanic: Can build or repair and use a sidearm.
  • Pelican Pilot: Can fly a Pelican or Bumblebee and use a sidearm.
  • Albatross Pilot: Can fly an Albatross or Bumblebee and use a sidearm.
  • Longsword Pilot: Can fly a Longsword or Bumblebee and use a sidearm.
Air Force
  • Pelican Pilot: Can fly a Pelican or Bumblebee and use a sidearm.
  • Albatross Pilot: Can fly an Albatross or Bumblebee and use a sidearm.
  • Longsword Pilot: Can fly a Longsword or Bumblebee and use a sidearm.
  • Shortsword Pilot: Can fly a Shortsword or Bumblebee and use a sidearm.
  • Sparrowhawk Pilot: Can fly a Sparrowhawk or Bumblebee and use a sidearm.
  • Hornet Pilot: Can fly a Hornet or Bumblebee and use a sidearm.
BETA 5
  • Assault: The basic infantryman, assault focuses on weapons.
  • Recon: The sniper, recon focuses on light and ranged weapons, demolitions, and stealth.
  • Engineer: The engineer, engineer focuses on CQC weapons, demolitions, and repair.
  • Medic: The medic, medic focuses on basic weapons and medical supplies.
  • Anti-Vehicle: The AT guy, anti-vehicle focuses on rocket launchers and AT mines.
  • Support: The machine gunner, support focuses on heavy weapons.
Note: No matter the specialty, BETA 5s can drive/pilot light UNSC vehicles.
NAVY SPECIAL WEAPONS
  • Assault: The basic infantryman, assault focuses on weapons.
  • Recon: The sniper, recon focuses on light and ranged weapons, demolitions, and stealth.
  • Engineer: The engineer, engineer focuses on CQC weapons, demolitions, and repair.
  • Medic: The medic, medic focuses on basic weapons and medical supplies.
  • Anti-Vehicle: The AT guy, anti-vehicle focuses on rocket launchers and AT mines.
  • Support: The machine gunner, support focuses on heavy weapons.
Note: No matter the specialty, NAVY SPECIAL WEAPONSs can drive/pilot all UNSC vehicles.
Weapons
  • M6C: The M6C is the basic pistol for Marine Corps, ODST, and BETA 5 classes, and defaults in their kits; it can also be used by all other UNSC classes. It has a relatively large clip for a pistol, and deals a small amount of damage; it can be dual wielded.
  • M6D: The M6D is the basic pistol for Navy, Air Force, and NAVY SPECIAL WEAPONS classes, and defaults in their kits; it is also available to all other UNSC classes. It has a smaller clip compared to the M6C, but packs much more punch and is more accurate; it cannot be dual wielded like the M6C can.
  • M6G: The M6G is available to all UNSC classes. It is about as powerful as the M6D, but lacks the scope and rate of fire; it can be dual wielded.
  • MA5B: The MA5B is the basic assault rifle for Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes, and defaults in their kits.
  • MA5C: The MA5C is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a smaller clip than the MA5B, but has a longer range and deals more damage.
  • MA5K: The MA5K is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a smaller clip than the MA5B, though not as small as the MA5C, deals less damage than both, but has a longer range than both.
  • BR55: The BR55 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONSs classes. It has a smaller clip than the MA5K, but has a longer range and a small scope.
  • M7: The M7 is available to all UNSC classes. It is very similar to the MA5B, except that it fires faster, can be dual wielded, is smaller, and does less damage.
  • M247: The M247 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a large clip, fires very quickly, and deals a significant amount of damage, but is not very accurate.
  • M90: The M90 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a relatively large clip for a shotgun, and deals plenty of damage.
  • M7057: The M7057 is available to Marine Corps, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a decent sized clip and deals decent damage, which continues to burn the affected player.
  • SRS99C: The SRS99C is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It has a small clip, but has a longer range and deals good damage.
  • SRS99D: The SRS99D is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It is more powerful than SRS99C, but also has more recoil.
  • SRS99C-S2: The SRS99C-S2 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It deals more damage than the SRS99C at the price of range.
  • SRS99D-S2: The SRS99D-S2 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It is more powerful than SRS99C-S2, but also has more recoil.
  • M19A Jackhammer: The Jackhammer is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It is an anti-vehicle weapon.
  • M19B Anaconda: The Anaconda is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It deals less damage than the Jackhammer, but its rocket flies perfectly straight, unlike that of the Jackhammer. It can also lock onto aerial targets.
  • M41 SPNKr: The M19 is available to Marine Corps, ODST, BETA 5, and NAVY SPECIAL WEAPONS classes. It is compatible with Jackhammer and Anaconda missiles.
  • M6: The M6 is available to the BETA 5 and NAVY SPECIAL WEAPONS classes. It is an anti-vehicle weapon.
Equipment
  • Combat Knife
    • Melee
    • All UNSC classes
    • Stabbed or thrown
    • Steel blade
  • M9 Frag
    • Demolitions
    • All UNSC classes
    • Thrown
    • Fragmentation grenade
  • Smoke
    • Demolitions
    • All UNSC classes
    • Thrown
    • Smoke grenade
  • Flash-Bang
    • Demolitions
    • All UNSC classes
    • Thrown
    • Flash-bang grenade
  • C12
    • Demolitions
    • Marine Corps Engineer, Navy Mechanic, BETA 5 Engineer, BETA 5 Recon, NAVY SPECIAL WEAPONS Engineer, and NAVY SPECIAL WEAPONS Recon
    • Triggered
    • Shaped charge
  • M383C
    • Demolitions
    • Navy Mechanic, BETA 5 Engineer, BETA 5 Recon, NAVY SPECIAL WEAPONS Engineer, and NAVY SPECIAL WEAPONS Recon
    • Triggered
    • Shaped charge
  • Lotus
    • Mine
    • Marine Corps Engineer, Navy Mechanic, BETA 5 Engineer, and NAVY SPECIAL WEAPONS Engineer
    • Pressure
    • Anti-tank mine
  • Asteroidea
    • Mine
    • Marine Corps Engineer, Marine Corps Recon, Orbital Drop Shock Troopers Engineer, Orbital Drop Shock Troopers Recon, Navy Mechanic, BETA 5 Engineer, BETA 5 Recon, NAVY SPECIAL WEAPONS Engineer, and NAVY SPECIAL WEAPONS Recon
    • Proximity
    • Anti-personnel mine
  • Antlion
    • Mine
    • Navy Mechanic, BETA 5 Engineer, BETA 5 Recon, NAVY SPECIAL WEAPONS Engineer, and NAVY SPECIAL WEAPONS Recon
    • Proximity
    • Anti-personnel mine
  • Wrench
    • Repair
    • Marine Corps Engineer, Orbital Drop Shock Troopers Engineer, Navy Mechanic, BETA 5 Engineer, and NAVY SPECIAL WEAPONS Engineer
  • Monkey Wrench
    • Repair
    • Marine Corps Engineer, Navy Mechanic, BETA 5 Engineer, and NAVY SPECIAL WEAPONS Engineer
  • Arc Welder
    • Repair
    • Navy Mechanic, BETA 5 Engineer, and NAVY SPECIAL WEAPONS Engineer
  • Biofoam Canister
    • First Aid
    • Marine Corps Medic, Orbital Drop Shock Troopers Medic, Navy Corpsman, all , BETA 5 classes, and all NAVY SPECIAL WEAPONS classes
  • Medic Pack
    • First Aid
    • Marine Corps Medic, Navy Corpsman, BETA 5 Medic, and NAVY SPECIAL WEAPONS Medic
  • Defibrillators
    • First Aid
    • Navy Corpsman, BETA 5 Medic, and NAVY SPECIAL WEAPONS Medic
Armor
  • Black-Ops Suit
    • Marine Corps Recon
    • Full body
    • Zero protection
    • Difficult to see; EVA capable
  • Jumpsuit
    • all Navy and Air Force classes
    • Everything below neck
    • Zero protection
    • No special
  • Kevlar Armor
    • all Marine Corps classes
    • Everything below neck
    • Low protection
    • No special
  • Advanced Kevlar Armor
    • all Marine Corps classes (except Marine Corps Recon)
    • Everything below neck
    • Medium protection
    • No special
  • Helmet
    • all Marine Corps classes
    • Head
    • Low protection
    • No special
  • Helmet with Uplink Reticule
    • all Marine Corps classes
    • Head
    • Medium protection
    • No special
  • Extra-Vehicular Activity Helmet
    • all Marine Corps classes
    • Head
    • Medium protection
    • EVA capable
  • ODST Armor
    • all Orbital Drop Shock Troopers classes
    • Full body
    • Medium protection
    • EVA capable
  • Experimental Infiltration Armor
    • Marine Corps Recon and Orbital Drop Shock Troopers Recon
    • Full body
    • Low protection
    • Limited active camouflage
  • Extra-Vehicular Activity Suit
    • all Marine Corps, Navy, and Air Force classes
    • Full body
    • Low protection
    • EVA capable
  • Semi-Powered Infiltration Armor Mk.I
    • all BETA 5 classes
    • Full body
    • Low protection
    • Increase speed and strength; EVA capable; full active camouflage
  • Semi-Powered Infiltration Armor Mk.II
    • all BETA 5 classes
    • Full body
    • Medium protection
    • Increase speed and strength; EVA capable; full active camouflage
  • MJOLNIR Armor Mk.IV
    • all NAVY SPECIAL WEAPONS classes
    • Full body
    • High protection
    • Increase speed and strength; EVA capable
  • MJOLNIR Armor Mk.V
    • all NAVY SPECIAL WEAPONS classes
    • Full body
    • High protection
    • Increase speed and strength; shielding; EVA capable
  • MJOLNIR Armor Mk.VI
    • all NAVY SPECIAL WEAPONS classes
    • Full body
    • High protection
    • Increase speed and strength; improved shielding; EVA capable
Vehicles
Ground
  • M247 Mongoose
    • All Terrain Vehicle
    • Two Positions
      • Driver
      • Armed Passenger
    • Fast Speed
    • Light Armor
  • M12 Warthog
    • Light Reconnaissance Vehicle
    • Three Positions
      • Driver
      • Armed Passenger
      • Gunner w/ M41 Light Anti-Aircraft Gun
    • Fast Speed
    • Medium Armor
  • M12A1 Warthog
    • Light Anti-Armor Vehicle
    • Three Positions
      • Driver
      • Armed Passenger
      • Gunner w/ 102mm SC-HE Rocket Turret
    • Fast Speed
    • Medium Armor
  • M12G1 Warthog
    • Light Anti-Armor Vehicle
    • Three Positions
      • Driver
      • Armed Passenger
      • Gunner w/ M68 Gauss Cannon
    • Fast Speed
    • Medium Armor
  • M864A Warthog
    • Armored Personnel Carrier
    • Four Positions
      • Driver
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Fast Speed
    • Medium Armor
  • M831 Troop Transport Warthog
    • Light Personnel Carrier
    • Five Positions
      • Driver
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Fast Speed
    • Medium Armor
  • Cougar
    • Armored Fighting Vehicle
    • One Position
      • Driver w/ 70mm Smooth Bore Gun
    • Medium Speed
    • Medium Armor
  • MAA-9 Wolverine
    • Self-Propelled Anti-Air
    • One Position
      • Driver w/ Anaconda Missile System
    • Medium Speed
    • Medium Armor
  • Cobra
    • Self-Propelled Multiple Launch Rocket System
    • One Position
      • Driver w/ MLRS
    • Medium Speed
    • Medium Armor
  • M808B Scorpion
    • Main Battle Tank
    • Six Positions
      • Driver w/ 90mm High Velocity Gun
      • Gunner w/ Coaxial AP-T 7.62mm Machine Gun
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Medium Speed
    • Heavy Armor
  • M808C Grizzly
    • Main Battle Tank
    • Six Positions
      • Driver w/ twin 90mm High Velocity Guns
      • Gunner w/ Coaxial M7057 Defoliant Projector
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Medium Speed
    • Heavy Armor
  • Rhino
    • Self-Propelled Artillery
    • Six Positions
      • Driver w/ 110mm High Velocity Gun
      • Gunner w/ Coaxial AP-T 7.62mm Machine Gun
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Slow Speed
    • Heavy Armor
  • Behemoth-class Troop Transport
    • Troop Transport
    • Three Positions + Free-Movement Compartment
      • Driver
      • Gunner w/ Coaxial M41 Light Anti-Aircraft Gun
      • Gunner w/ Coaxial M41 Light Anti-Aircraft Gun
      • Room for one Scorpion or the equivalent in smaller vehicles and personnel
    • Very Slow Speed
    • Very Heavy Armor
Aerial
  • D77-TC Pelican
    • Dropship / Gunship
    • Eleven Positions
      • Pilot w/ ANVIL-II Missile Pods
      • Chin Gunner w/ 70mm Chain Gun
      • Rear Gunner w/ M247 General Purpose Machine Gun
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
    • Fast Speed
    • Medium Armor
  • C709 Longsword
    • Interceptor
    • Four Positions
      • Pilot w/ 110mm Rotary Guns & ASGM-10 Missiles
      • Gunner w/ 120mm Ventral Guns
      • Passenger
      • Passenger
    • Fast Speed
    • Medium Armor
  • Shortsword
    • Strike Fighter
    • One Position
      • Pilot w/ 100mm Rotary Guns and ANVIL-II Missile Pods & ASGM-10 Missiles
    • Fast Speed
    • Light Armor
  • Vulture
    • Gunship (Rotary Wing)
    • Five Position
      • Pilot w/ ANVIL-II Missile Pods
      • Forward Right Gunner w/ 100mm Chain Gun
      • Forward Left Gunner w/ 100mm Chain Gun
      • Rear Right Gunner w/ 50mm Chain Gun
      • Rear Left Gunner w/ 50mm Chain Gun
    • Medium Speed
    • Medium Armor
  • Sparrowhawk
    • Close Air Support (Rotary Wing)
    • Three Positions
      • Pilot w/ 80mm Rotary Gun & Scorpion Missiles
      • Right Gunner w/ 100mm Chain Gun
      • Left Gunner w/ 100mm Chain Gun
    • Medium Speed
    • Light Armor
  • Hornet
    • VSTOL Fighter
    • Three Positions
      • Pilot w/ 50mm Rotary Gun & ANVIL-II Missile Pods
      • Armed Passenger
      • Armed Passenger
    • Medium Speed
    • Light Armor
  • Albatross
    • Heavy Dropship
    • One Position + Free-Movement Compartment
      • Pilot
      • Room for four Scorpions or the equivalent of smaller vehicles and personnel
    • Slow Speed
    • Heavy Armor
Space
  • Freighter
    • Archer Missile Pod: Five
    • 50mm Point Defense Autocannon: Two
    • Hangar: One
    • Very Small Size
    • Fast Speed
    • Light Armor
    • Supplies
  • Prowler
    • Pulse Laser: Four
    • HORNET Mines: Ten
    • Hangar: One
    • Very Small Size
    • Fast Speed
    • Light Armor
    • Active Camouflage
  • Frigate
    • Magnetic Accelerator Canon: One
    • Archer Missile Pod: Thirty
    • SHIVA Missile: Three
    • 50mm Point Defense Autocannon: Eight
    • Hangar: One
    • Small Size
    • Fast Speed
    • Light Armor
  • Destroyer
    • Magnetic Accelerator Canon: Two
    • Archer Missile Pod: Twenty-Five
    • SHIVA Missile: Three
    • 50mm Point Defense Autocannon: Eight
    • Hangar: One
    • Small Size
    • Fast Speed
    • Medium Armor
  • Light Cruiser
    • Magnetic Accelerator Canon: One
    • Archer Missile Pod: Twenty-Five
    • SHIVA Missile: Three
    • 50mm Point Defense Autocannon: Sixteen
    • Hangar: Two
    • Medium Size
    • Medium Speed
    • Medium Armor
  • Heavy Cruiser
    • Magnetic Accelerator Canon: Two
    • Archer Missile Pod: Thirty
    • SHIVA Missile: Three
    • 50mm Point Defense Autocannon: Sixteen
    • Hangar: Two
    • Medium Size
    • Slow Speed
    • Heavy Armor
  • Carrier
    • Magnetic Accelerator Canon: One
    • Archer Missile Pod: Twenty
    • SHIVA Missile: One
    • 50mm Point Defense Autocannon: Twenty
    • Hangar: Ten
    • Large Size
    • Medium Speed
    • Medium Armor
  • Super Carrier
    • Magnetic Accelerator Canon: Two
    • Archer Missile Pod: Twenty
    • SHIVA Missile: Two
    • 50mm Point Defense Autocannon: Twenty
    • Hangar: Fifteen
    • Very Large Size
    • Medium Speed
    • Medium Armor
Rank System

The rank system of the UNSC is based around both kills and needs. Ranks are broken into fields of responsibility. Within these fields of responsibility, players rank up via kills. Players can rank into the next field of responsibility when a position opens up.

Marine Corps
  • Private
  • Private First Class
  • Lance Corporal
  • Corporal
  • Sergeant
  • Staff Sergeant
  • Gunnery Sergeant
  • Master Sergeant
  • First Sergeant
  • Master Gunnery Sergeant
  • Sergeant Major
  • Second Lieutenant
  • First Lieutenant
  • Captain
  • Major
  • Lieutenant Colonel
  • Colonel
  • Brigadier General
  • Major General
  • Lieutenant General
  • General
Orbital Drop Shock Troopers
  • Private
  • Private First Class
  • Lance Corporal
  • Corporal
  • Sergeant
  • Staff Sergeant
  • Gunnery Sergeant
  • Master Sergeant
  • First Sergeant
  • Master Gunnery Sergeant
  • Sergeant Major
  • Second Lieutenant
  • First Lieutenant
  • Captain
  • Major
  • Lieutenant Colonel
  • Colonel
  • Brigadier General
  • Major General
  • Lieutenant General
  • General
Navy
  • Crewman Recruit
  • Crewman Apprentice
  • Crewman
  • Petty Officer Third Class
  • Petty Officer Second Class
  • Petty Officer First Class
  • Chief Petty Officer
  • Senior Chief Petty Officer
  • Master Chief Petty Officer
  • Ensign
  • Lieutenant, Junior Grade
  • Lieutenant
  • Lieutenant Commander
  • Commander
  • Captain
  • Rear Admiral
  • Rear Admiral
  • Vice Admiral
  • Admiral
  • Fleet Admiral
Air Force
  • Airman Basic
  • Airman
  • Airman First Class
  • Senior Airman
  • Staff Sergeant
  • Technical Sergeant
  • Master Sergeant
  • First Sergeant
  • Senior Master Sergeant
  • Chief Master Sergeant
  • Command Chief Master Sergeant
  • Second Lieutenant
  • First Lieutenant
  • Captain
  • Major
  • Lieutenant Colonel
  • Colonel
  • Brigadier General
  • Major General
  • Lieutenant General
  • General
  • General of the Air Force
BETA 5
  • Petty Officer Third Class
  • Petty Officer Second Class
  • Petty Officer First Class
  • Chief Petty Officer
NAVY SPECIAL WEAPONS
  • Petty Officer Third Class
  • Petty Officer Second Class
  • Petty Officer First Class
  • Chief Petty Officer
  • Senior Chief Petty Officer
  • Master Chief Petty Officer
Military Structure
Marine Corps (Ground)
  • Fireteam
    • Lance Corporal, Corporal, or Sergeant
    • 5 Marines
  • Squad
    • Corporal, Sergeant, or Staff Sergeant
    • 2 Fireteams (10 Marines)
  • Platoon
    • Second Lieutenant or First Lieutenant
    • 3 Squads (30 Marines)
  • Company
    • Captain or Major
    • 4 Platoons (120 Marines)
  • Battalion
    • Lieutenant Colonel
    • 3 Companies (360 Marines)
  • Regiment
    • Colonel
    • 2 Battalions (720 Marines)
  • Brigade
    • Brigadier General
    • 2 Regiments (1440 Marines)
  • Division
    • Major General
    • 2 Brigades (2880 Marines)
  • Corps
    • Lieutenant General
    • 2 Divisions (5760 Marines)
  • Army
    • General
    • 2 Corps (11520 Marines)
  • Army Group
    • General
    • 2 Armies (23040 Marines)
Note: Navy ground personnel are integrated with Marine Corps ground
Marine Corps (Aerial)
  • Section
    • Lance Corporal
    • 2 Aircraft
  • Flight
    • Corporal
    • 2 Sections (4 Aircraft)
  • Squadron
    • Sergeant
    • 4 Flights (16 Aircraft)
  • Group
    • Staff Sergeant
    • 3 Squadrons (48 Aircraft)
  • Wing
    • Gunnery Sergeant
    • 2 Groups (96 Aircraft)
  • Command
    • Master Sergeant or First Sergeant
    • 2 Wings (192 Aircraft)
  • Major Command
    • Master Gunnery Sergeant or Sergeant Major
    • 2 Commands (384 Aircraft)
Orbital Drop Shock Troopers
  • Fireteam
    • Lance Corporal, Corporal, or Sergeant
    • 5 Orbital Drop Shock Troopers
  • Squad
    • Corporal, Sergeant, or Staff Sergeant
    • 2 Fireteams (10 Orbital Drop Shock Troopers)
  • Platoon
    • Second Lieutenant or First Lieutenant
    • 3 Squads (30 Orbital Drop Shock Troopers)
  • Company
    • Captain or Major
    • 4 Platoons (120 Orbital Drop Shock Troopers)
  • Battalion
    • Lieutenant Colonel
    • 3 Companies (360 Orbital Drop Shock Troopers)
  • Regiment
    • Colonel
    • 2 Battalions (720 Orbital Drop Shock Troopers)
  • Brigade
    • Brigadier General
    • 2 Regiments (1440 Orbital Drop Shock Troopers)
  • Division
    • Major General
    • 2 Brigades (2880 Orbital Drop Shock Troopers)
  • Corps
    • Lieutenant General
    • 2 Divisions (5760 Orbital Drop Shock Troopers)
  • Army
    • General
    • 2 Corps (11520 Orbital Drop Shock Troopers)
  • Army Group
    • General
    • 2 Armies (23040 Orbital Drop Shock Troopers)
Note: Navy Ground personnel are integrated with Orbital Drop Shock Troopers
Navy (Space)
  • Task Element
    • Ensign to Captain
    • 1 Warship
  • Flotilla
    • Rear Admiral (lower)
    • 5 Task Elements (5 Warships)
  • Squadron
    • Rear Admiral (upper)
    • 2 Flotillas (10 Warships)
  • Battle Group
    • Vice Admiral
    • 2 Squadrons (20 Warships)
  • Task Force
    • Admiral
    • 2 Battle Groups (40 Warships)
  • Fleet
    • Fleet Admiral
    • 2 Task Forces (80 Warships)
Navy (Aerial)
  • Section
    • Ensign or Lieutenant, Junior Grade
    • 2 Aircraft
  • Flight
    • Lieutenant
    • 2 Sections (4 Aircraft)
  • Squadron
    • Lieutenant Commander
    • 4 Flights (16 Aircraft)
  • Group
    • Commander
    • 3 Squadrons (48 Aircraft)
  • Wing
    • Captain
    • 2 Groups (96 Aircraft)
  • Command
    • Rear Admiral
    • 2 Wings (192 Aircraft)
  • Major Command
    • Vice Admiral or Admiral
    • 2 Commands (384 Aircraft)
BETA 5
  • Team
    • Petty Officer Second Class
    • 5 BETA 5s
  • Platoon
    • Petty Officer First Class
    • 3 Teams (15 BETA 5s)
  • Company
    • Chief Petty Officer
    • 20 Platoons (300 BETA 5s)
NAVY SPECIAL WEAPONS
  • Team
    • Chief Petty Officer
    • 5 NAVY SPECIAL WEAPONSs
  • Platoon
    • Senior Chief Petty Officer
    • 3 Teams (15 NAVY SPECIAL WEAPONSs)
  • Company
    • Master Chief Petty Officer
    • 5 Platoons (75 NAVY SPECIAL WEAPONSs)

Covenant Separatists

After learning of the Jiralhanae’s betrayal, the Sangheili have broken off with the Unggoy and the Lekgolo to form their own Covenant.

Battle Point System

The Covenant economy is not monetary based. As such, the Covenant deals in respect and rank, called battle points. Players receive one battle point per enemy kill, as well as large battle point bonuses for ranking up, killing large numbers of enemies without dying, dueling friendlies in the virtual simulator, and other such things. Battle points can also be given out for special accomplishments by the highest ranking officers of the Covenant military. Covenant weapons all have battle point values. A Covenant player can take as many of anything desired by asserting battle points. If a player, for example, takes a Plasma Rifle, which might cost 1000 battle points, the player loses 1000 battle points. However, if the player discards of the Plasma Rifle for any reason, the player gains those battle points back.

Species
  • Unggoy: The Unggoy are the backbone of the Separatist military. Unggoy are smaller than humans, but about as strong. Unggoy can wield many of the Covenant weapons, and operate a few of the Covenant vehicles.
  • Huragok: This species is not actually a selectable species, but is rather an NPC controlled species. Huragok will repair any damaged vehicle nearby, and follow the commands of Sangheili.
  • Lekgolo: Lekgolo are large and strong, and are more like walking tanks than creatures. When a player selects a Lekgolo, the player can either be automatically assigned a partner, or request a friend as a partner. Lekgolo get attack and health bonuses for being near their partner, and even more so for being near their dead partner. Lekgolo cannot operate vehicles, nor use weapons other than their fuel rod gun and shield. Lekgolo are limited to 15% of the overall Separatist population.
  • Sangheili: The Sangheili are the highest species on the Separatist heirarchy. Sangheili can wield almost every Covenant weapon, operate every Covenant vehicle, and use most of the equipment. The Sangheili are limited to 25% of the overall Separatist population.
Classes
Unggoy
  • Fodder: The basic infantry class, fodder have access to basic weaponry.
  • Stealth Fodder: The advanced infantry class, stealth fodder have access to all Grunt-friendly weapons and Grunt-friendly vehicles, but have weaker armor. Stealth fodder is limited to 30% of the Unggoy overall population.
  • Ghost Apprentice: Can pilot a Ghost and use small arms.
Lekgolo
  • Behemoth: The only Lekgolo class, behemoths fight in pairs and can use the basic or modified fuel rod cannons, as well as their thick shield. Behemoths cannot operate vehicles.
Sangheili
  • Infantry: The main Sangheili class, infantry focuses on weapons.
  • Special Operations: The special operations class is much like infantry, except that it has *cess to active camouflage, but is limited to 30% of the overall Sangheili population.
  • Combat Medic: Combat medic focuses on medical supplies and basic weapons.
  • Ranger: Can utilize jet packs and use basic weapons.
  • Ghost Pilot: Can pilot a Ghost and use small arms / sword.
  • Spectre Pilot: Can pilot a Spectre and use small arms / sword.
  • Shadow Pilot: Can pilot a Shadow and use small arms / sword.
  • Wraith Pilot: Can pilot either Wraith and use small arms / sword.
  • Banshee Flyer: Can pilot a Banshee and use small arms / sword.
  • Spirit Flyer: Can pilot a Spirit and use small arms / sword.
  • Seraph Flyer: Can pilot a Seraph and use small arms / sword.
  • Crewman: Can crew warships and use small arms / sword.
  • Honor Guard: Is only accessible by moderators; has access to all Separatist weapons and vehicles, and includes ornamental armor.
Weapons
  • Type-25 Directed Energy Pistol: The Plasma Pistol is the basic pistol for all Unggoy and Sangheili classes, and defaults in their inventory. It is run on a battery, and deals a small amount of damage but can be charged to do more damage; it can be dual wielded.
  • Type-25 Directed Energy Rifle: The Plasma Rifle is the basic assault rifle for Infantry, Special Operations, and Ranger classes, and defaults in their inventory; it can also be used by Unggoy classes of high rank. It is run on a battery, and deals a decent amount of damage; it can be dual wielded.
  • Type-33 Guided Munitions Launcher: The Needler is available to Fodder, Stealth Fodder, Infantry, Special Operations, and Ranger classes. It has reloadable ammo, and fires exploding rounds; it can be dual wielded.
  • Type-51 Carbine: The Carbine is available to Infantry and Special Operations classes. It has reloadable ammo, and a scope.
  • Type-50 Sniper Rifle System: The Particle Beam Rifle is available to the Special Operations class. It is run on a battery, and deals massive damage.
  • Type-33 Light Anti-Armor Weapon: The Fuel Rod Gun is the only weapon used by the Behemoth class, and defaults in their inventory; it is also available to Stealth Fodder and Special Operations classes. It has reloadable ammo, and deals massive, explosive damage.
  • Type-1 Energy Sword: The Energy Sword is available to all Sangheili classes of high rank. The sword is an instant kill, but runs on a battery.
  • Honor Guard Pike: An ornamental weapon that defaults in the Honor Guard’s inventory. The pike deals instant death and never runs out of ammo.
Equipment
  • Energy Cutlass
    • Melee
    • All Unggoy and Sangheili classes
    • Stabbed or thrown
    • Unknown alloy blade
  • Energy Garrote
    • Melee
    • Special Operations
    • Strangle
    • Wire
  • Type-1 Plasma Grenade
    • Demolitions
    • All classes
    • Thrown
    • Antipersonnel grenade
  • Anti-Matter Charge
    • Demolitions
    • Special Operations
    • Triggered
    • Shaped charge
  • Deployable Cover
    • Portable
    • Fodder, Stealth Fodder
    • Placed
    • Portable shield
  • Type-52 Automatic Plasma Cannon
    • Portable
    • Fodder and Stealth Fodder
    • Placed
    • Portable turret
  • Medical Wrap
    • First Aid
    • Fodder, Stealth Fodder, and all Sangheili classes
  • Medical Kit
    • First Aid
    • All Sangheili classes
  • Life Injector
    • First Aid
    • Combat Medic
Armor
  • Unggoy Armor
    • Fodder and Ghost Apprentice
    • Full body
    • Low protection
    • EVA capable
  • Unggoy Stealth Armor
    • Stealth Fodder
    • Full body
    • Low protection
    • Active camouflage; EVA capable
  • Lekgolo Armor
    • Behemoth
    • Full body
    • High protection
    • Virtually indestructible
  • Sangheili Armor
    • all Sangheili classes (except Special Operations, Ranger, and Honor Guard)
    • Full body
    • Medium protection
    • Shielding
  • Sangheili Special Operations Armor
    • Special Operations
    • Full body
    • Medium protection
    • Shielding; active camouflage
  • Sangheili Ranger Armor
    • Ranger
    • Full body
    • Medium protection
    • Shielding; jetpacks; EVA capable
  • Sangheili Honor Guard Armor
    • Honor Guard
    • Full body
    • Medium protection
    • Improved shielding
Note: Armor varies as rank increases
Vehicles
Ground
  • Type-32 Ghost
    • Rapid Assault Vehicle
    • One Position
      • Pilot w/ Type-52 Automatic Plasma Cannons
    • Fast Speed
    • Light Armor
  • Spectre
    • Infantry Fighting Vehicle
    • Four Positions
      • Driver
      • Gunner w/ Type-26 ASG
      • Armed Passenger
      • Armed Passenger
    • Fast Speed
    • Medium Armor
  • Shadow
    • Armored Personnel Carrier
    • Eight Positions
      • Driver
      • Gunner w/ Type-26 ASG
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
      • Armed Passenger
    • Medium Speed
    • Medium Armor
  • Type-25 Wraith
    • Main Battle Tank
    • Two Positions
      • Pilot w/ Plasma Mortar
      • Gunner w/ Type-26 ASG
    • Medium Speed
    • Heavy Armor
  • Type-52 Wraith
    • Anti-Aircraft Artillery
    • Two Positions
      • Pilot w/ Fuel Rod Flak Cannons
      • Gunner w/ Type-26 ASG
    • Medium Speed
    • Medium Armor
  • Type-47 Scarab
    • Ultra Heavy Assault Platform
    • One Position + Free Space
      • Controller w/ <alienantieverythingcannon>
    • Slow Speed
    • Very Heavy Armor
Aerial
  • DX-class Spirit
    • Dropship
    • Ten Positions + Two Light Vehicle Positions
      • Pilot
      • Rear Gunner w/ Type-26 ASG
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
    • Fast Speed
    • Medium Armor
  • Seraph
    • Interceptor
    • One Position
      • Pilot w/ Plasma Mortar & Type-26 ASGs
    • Fast Speed
    • Medium Armor
  • Type-26 Banshee
    • Ground Support Aircraft
    • One Position
      • Pilot w/ Type-52 Automatic Plasma Cannon & Fuel Rod Gun
    • Medium Speed
    • Light Armor
Space
  • Stealth Ship
    • Five Slots
    • Torpedo Limit of Zero
    • Hangar Limit of One
    • Very Small Size
    • Fast Speed
    • Light Armor
    • Active Camouflage
  • Frigate
    • Ten Slots
    • Torpedo Limit of One
    • Hangar Limit of One
    • Small Size
    • Fast Speed
    • Light Armor
  • Destroyer
    • Ten Slots
    • Torpedo Limit of Two
    • Hangar Limit of One
    • Small Size
    • Fast Speed
    • Medium Armor
  • Light Cruiser
    • Fifteen Slots
    • Torpedo Limit of Two
    • Hangar Limit of Two
    • Medium Size
    • Medium Speed
    • Medium Armor
  • Heavy Cruiser
    • Fifteen Slots
    • Torpedo Limit of Three
    • Hangar Limit of Two
    • Medium Size
    • Slow Speed
    • Heavy Armor
  • Battle Cruiser
    • Twenty Slots
    • Torpedo Limit of Three
    • Hangar Limit of Two
    • Large Size
    • Fast Speed
    • Heavy Armor
  • Carrier
    • Fifteen Slots
    • Torpedo Limit of Two
    • No Hangar Limit
    • Medium Size
    • Medium Speed
    • Medium Armor
  • Super Carrier
    • Twenty-Five Slots
    • Torpedo Limit of Three
    • No Hangar Limit
    • Very Large Size
    • Medium Speed
    • Medium Armor
Rank System

The rank system of the Covenant is based entirely on kills. The more kills a player has, the higher that player’s rank is. With rank comes better armor, more battle points, etc.

Unggoy
  • Minor
  • Major
  • Ultra
Lekgolo
  • Minor
  • Major
Sangheili (Ground/Aerial)
  • Minor
  • Major
  • Ultra
  • Zealot
  • Field Master
  • Supreme Commander
Sangheili (Space)
  • Minor
  • Major
  • Ultra
  • Ship Master
  • Fleet Master
  • Imperial Admiral
Honor Guard
  • Minor
  • Major
  • Ultra
  • Arbiter
Military Structure
Ground
  • File
    • Ultra Unggoy
    • 5 Unggoys
  • Lance
    • Minor or Major Sangheili
    • 2 Files (10 Unggoys and 1 Sangheili)
  • Battle Group
    • Ultra Sangheili
    • 5 Lances (50 Unggoys and 6 Sangheilis)
  • Warrior Crèche
    • Zealot Sangheili
    • 100 Sangheilis
  • Legion
    • Field Master Sangheili
    • 25 Battle Groups (1250 Unggoys and 151 Sangheilis)
  • Army
    • Supreme Commander Sangheili
    • 10 Legions (12500 Unggoys and 1511 Sangheilis)
  • Bond Brothers
    • N/A
    • 2 Lekgolos
Aerial
  • Flight
    • Major Sangheili
    • 4 Aircraft
  • Squadron
    • Ultra Sangheili
    • 4 Flights (16 Aircraft)
  • Wing
    • Zealot Sangheili
    • 6 Squadrons (96 Aircraft)
  • Command
    • Field Master Sangheili
    • 2 Wings (192 Aircraft)
  • Major Command
    • Supreme Commander Sangheili
    • 4 Wings (384 Aircraft)
Space
  • Task Element
    • Ship Master
    • 1 Warship
  • Battle Group
    • Fleet Master
    • 2 Squadrons (20 Warships)
  • Fleet
    • Supreme Commander
    • 2 Task Forces (80 Warships)
  • Combined Fleet
    • Imperial Admiral
    • 2 Fleets (160 Warships)
Honor Guard
  • Unit
    • Major Honor Guard
    • 5 Honor Guards
  • Troop
    • Ultra Honor Guard
    • 3 Units (15 Honor Guards)
  • Garrison
    • Arbiter
    • 10 Troops (150 Honor Guards)

Covenant Loyalists

Battle Point System

The Covenant economy is not monetary based. As such, the Covenant deals in respect and rank, called battle points. Players receive one battle point per enemy kill, as well as large battle point bonuses for ranking up, killing large numbers of enemies without dying, dueling friendlies in the virtual simulator, and other such things. Battle points can also be given out for special accomplishments by the highest ranking officers of the Covenant military. Covenant weapons all have battle point values. A Covenant player can take as many of anything desired by asserting battle points. If a player, for example, takes a Plasma Rifle, which might cost 1000 battle points, the player loses 1000 battle points. However, when the Plasma Rifle’s battery or the player dies, or if the player discards of the Plasma Rifle for any reason, the player gains those battle points back.

Species
  • Unggoy: The Unggoy was the backbone of the Covenant infantry, until the Sangheili broke off and took much of the Unggoy with them. The Unggoy is still around, and still serving as cannon fodder, but they aren’t nearly as numerous as the Separatists’ Unggoy.
  • Kig-Yar: The Kig-Yar were privateers hired by the Covenant as mercenaries. Slowly, over time, they were absorbed into the Covenant hierarchy alongside the Unggoy. The Kig-Yar are great snipers. However, they are still treated as fodder like the Unggoy.
  • Yanme’e: The Yanme’e are an insect-like species with the ability of flight, which makes them very unique. They are also skilled in building and repairing ships, and don’t need to wear any armor because their natural exoskeleton is plenty dense.
  • Jiralhanae: The Jiralhanae are the <alienspecies8>’ new chosen, and are the pride and strength of the Covenant. They are a fierce, aggressive race, and are known for their strength and savagery. The Jiralhanae are limited to 25% of the overall Loyalist population.
Classes
Unggoy
  • Fodder: The basic infantry class, fodder have access to basic weaponry.
  • Stealth Fodder: The advanced infantry class, stealth fodder have access to all Grunt-friendly weapons and Grunt-friendly vehicles, but have weaker armor. Stealth fodder is limited to 30% of the Unggoy overall population.
  • Ghost Apprentice: Can pilot a Ghost and use small arms.
Kig-Yar
  • Support: The basic class for Kig-Yar, support have access to light weapons and special shields.
  • Marksman: The marksman can carry either carbines or sniper rifles. However, the marksman does not carry the trademark shield.
Yanme’e
  • Flyer: The only class for Yanme’e, flyers can use light weapons and have the unique ability of flight.
Jiralhanae
  • Infantry: The main Jiralhanae class, infantry focuses on weapons.
  • Stalker: The special operations class is much like infantry, except that it has access to active camouflage, but is limited to 30% of the overall Jiralhanae population.
  • Jumppack: Can utilize jet packs and use basic weapons.
  • Ghost Pilot: Can pilot a Ghost and use small arms / hammer.
  • Chopper Pilot: Can pilot a Chopper and use small arms / hammer.
  • Prowler Pilot: Can pilot a Prowler and use small arms / hammer.
  • Wraith Pilot: Can pilot either Wraith and use small arms / hammer.
  • Banshee Flyer: Can pilot a Banshee and use small arms / hammer.
  • Phantom Flyer: Can pilot a Phantom and use small arms / hammer.
  • Seraph Flyer: Can pilot a Seraph and use small arms / hammer.
  • Crewman: Can crew warships and use small arms / hammer.
  • Alpha Male: Is only accessible by moderators; has access to all Loyalist weapons and vehicles, and includes ornamental armor.
Weapons
  • Type-25 Directed Energy Pistol: The Plasma Pistol is the basic pistol for all Unggoy, Kig-Yar, Yanme’e, and Jiralhanae classes, and defaults in their inventory. It is run on a battery, and deals a small amount of damage but can be charged to do more damage; it can be dual wielded.
  • Type-25 Directed Energy Rifle: The Plasma Rifle is available to the all Unggoy of high rank and Infantry classes. It is run on a battery, and deals a decent amount of damage; it can be dual wielded.
  • Type-33 Guided Munitions Launcher: The Needler is available to Fodder, Stealth Fodder, Support, Marksman, and Flyer classes. It has reloadable ammo, and fires exploding rounds; it can be dual wielded.
  • Type-25 Carbine: The Spiker is the basic assault rifle for all Jiralhanae classes, and defaults in their inventory. It has reloadable ammo; it can be dual wielded.
  • Type-51 Carbine: The Carbine is available to Marksman, Infantry, Special Operations, and Ranger classes. It has reloadable ammo, and a scope.
  • Type-52 Pistol: The Mauler is available to all Jiralhanae classes. It has reloadable ammo; it can be dual wielded.
  • Type-50 Sniper Rifle System: The Particle Beam Rifle is available to Marksman, Infantry, and Special Operations class. It is run on a battery, and deals massive damage.
  • Type-33 Light Anti-Armor Weapon: The Fuel Rod Gun is available to Stealth Fodder, Infantry, and Special Operations classes. It has reloadable ammo, and deals massive, explosive damage.
  • Type-25 Grenade Launcher: The Brute Shot is available to the Infantry class. It has reloadable ammo, and deals minor, explosive damage.
  • Type-2 Energy Weapon: The Gravity Hammer is available to all Jiralhanae classes of high rank. The hammer is an instant kill, but runs on a battery.
Equipment
  • Energy Cutlass
    • Melee
    • All classes
    • Stabbed or thrown
    • Unknown alloy blade
  • Type-1 Plasma
    • Demolitions
    • All classes
    • Thrown
    • Antipersonnel grenade
  • Type-2 Spike
    • Demolitions
    • All classes
    • Thrown
    • Antipersonnel fragmentation grenade
  • Type-3 Firebomb
    • Demolitions
    • All Jiralhanae classes
    • Thrown
    • Antipersonnel/antimatériel incendiary grenade
  • Point Defense Gauntlet
    • Off Hand
    • Support
    • Carried
    • Arm Shield
  • Type-52 Automatic Plasma Cannon
    • Portable
    • Fodder and Stealth Fodder
    • Placed
    • Portable turret
  • Medical Wrap
    • First Aid
    • Fodder, Stealth Fodder, and all Jiralhanae classes
  • Medical Kit
    • First Aid
    • All Jiralhanae classes
Armor
  • Unggoy Armor
    • Fodder and Ghost Apprentice
    • Full body
    • Low protection
    • EVA capable
  • Unggoy Stealth Armor
    • Stealth Fodder
    • Full body
    • Low protection
    • Active camouflage; EVA capable
  • Kig-Yar Armor
    • All Kig-Yar classes
    • Full body
    • Low protection
    • No special
  • Jiralhanae Armor
    • All Jiralhanae classes (except Special Operations, Ranger, and Alpha Male)
    • Full body
    • Medium protection
    • No special
  • Jiralhanae Stalker Armor
    • Special Operations
    • Full body
    • Medium protection
    • Active camouflage
  • Jiralhanae Jumppack Armor
    • Ranger
    • Full body
    • Medium protection
    • Jetpacks
  • Jiralhanae Alpha Male Armor
    • Alpha Male
    • Full body
    • High protection
    • No special
Note: Armor varies as rank increases
Vehicles
Ground
  • Type-32 Ghost
    • Rapid Assault Vehicle
    • One Position
      • Pilot w/ Type-52 Automatic Plasma Cannons
    • Fast Speed
    • Light Armor
  • Type-25 Chopper
    • Rapid Assault Vehicle
    • One Position
      • Pilot w/ 35mm Autocannons
    • Medium Speed
    • Medium Armor
  • Type-52 Prowler
    • Infantry Support Vehicle
    • Four Positions
      • Driver
      • Gunner w/ Type-26 ASG
      • Armed Passenger
      • Armed Passenger
    • Medium Speed
    • Medium Armor
  • Type-25 Wraith
    • Main Battle Tank
    • Two Positions
      • Pilot w/ Plasma Mortar
      • Gunner w/ Type-26 ASG
    • Medium Speed
    • Heavy Armor
  • Type-52 Wraith
    • Anti-Air Artillery
    • Two Positions
      • Pilot w/ Fuel Rod Flak Cannons
      • Gunner w/ Type-26 ASG
    • Medium Speed
    • Medium Armor
  • Type-47 Scarab
    • Ultra HeavyAssault Platform
    • One Position + Free Space
      • Controller w/ <alienantieverythingcannon>
    • Slow Speed
    • Very Heavy Armor
Aerial
  • Seraph
    • Interceptor
    • One Position
      • Pilot w/ Plasma Mortar & Type-26 ASGs
    • Fast Speed
    • Medium Armor
  • Type-26 Banshee
    • Ground Support Aircraft
    • One Position
      • Pilot w/ Type-52 Automatic Plasma Cannon & Fuel Rod Gun
    • Medium Speed
    • Light Armor
  • Type-25 Phantom
    • Troop Carrier
    • Twenty Positions + Two Light Vehicle Positions
      • Pilot
      • Fore Gunner w/ Type-26 ASG
      • Right Gunner w/ Type-52 Automatic Plasma Cannon
      • Left Gunner w/ Type-52 Automatic Plasma Cannon
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
      • Passenger
    • Medium Speed
    • Medium Armor
Space
  • Stealth Ship
    • Five Slots
    • Torpedo Limit of Zero
    • Hangar Limit of One
    • Very Small Size
    • Fast Speed
    • Light Armor
    • Active Camouflage
  • Frigate
    • Ten Slots
    • Torpedo Limit of One
    • Hangar Limit of One
    • Small Size
    • Fast Speed
    • Light Armor
  • Destroyer
    • Ten Slots
    • Torpedo Limit of Two
    • Hangar Limit of One
    • Small Size
    • Fast Speed
    • Medium Armor
  • Light Cruiser
    • Fifteen Slots
    • Torpedo Limit of Two
    • Hangar Limit of Two
    • Medium Size
    • Medium Speed
    • Medium Armor
  • Heavy Cruiser
    • Fifteen Slots
    • Torpedo Limit of Three
    • Hangar Limit of Two
    • Medium Size
    • Slow Speed
    • Heavy Armor
  • Battle Cruiser
    • Twenty Slots
    • Torpedo Limit of Three
    • Hangar Limit of Two
    • Large Size
    • Fast Speed
    • Heavy Armor
  • Carrier
    • Fifteen Slots
    • Torpedo Limit of Two
    • No Hangar Limit
    • Medium Size
    • Medium Speed
    • Medium Armor
  • Super Carrier
    • Twenty-Five Slots
    • Torpedo Limit of Three
    • No Hangar Limit
    • Very Large Size
    • Medium Speed
    • Medium Armor
Rank System

The rank system of the Covenant is based entirely on kills. The more kills a player has, the higher that player’s rank is. With rank comes better armor, more battle points, etc.

Unggoy
  • Minor
  • Major
  • Ultra
Kig-Yar
  • Minor
  • Major
Yanme’e
  • Minor
  • Major
Jiralhanae
  • Minor
  • Major
  • Ultra
  • Captain
  • Captain Major
  • Captain Ultra
  • Chieftain
Alpha Male
  • Alpha Minor
  • Alpha Major
  • Alpha Ultra
  • Alpha Chieftain
Military Structure
Ground
  • File
    • Ultra Unggoy
    • 5 Unggoys or 3 Kig-Yars
  • Flight
    • Major Yanme’e
    • 5 Yanme’es
  • Lance
    • Minor or Major Jiralhanae
    • 2 Files (10 Unggoys or 6 Kig-Yars and 1 Jiralhanae)
  • Battle Group
    • Ultra Jiralhanae
    • 5 Lances (50 Unggoys or 30 Kig-Yars and 6 Jiralhanaes)
  • Swarm
    • N/A
    • 10 Flights (50 Yanme'es)
  • Warrior Camp
    • Captain Jiralhanae
    • 100 Jiralhanaes
  • Pack
    • Captain or Captain Major Sangheili
    • 25 Battle Groups (1250 Unggoys or 750 Kig-Yars and 151 Jiralhanaes)
  • Tribe
    • Captain Ultra or Chieftain Jiralhanae
    • 10 Packs (12500 Unggoys or 7500 Kig-Yars and 1511 Jiralhanaes)
Aerial
  • Flight
    • Major Jiralhanae
    • 4 Aircraft
  • Squadron
    • Ultra Jiralhanae
    • 4 Flights (16 Aircraft)
  • Wing
    • Captain or Captain Major Jiralhanae
    • 6 Squadrons (96 Aircraft)
  • Command
    • Captain Ultra Jiralhanae
    • 2 Wings (192 Aircraft)
  • Major Command
    • Chieftain Jiralhanae
    • 4 Wings (384 Aircraft)
Space
  • Task Element
    • Captain
    • 1 Warship
  • Battle Group
    • Captain Major
    • 2 Squadrons (20 Warships)
  • Fleet
    • Captain Ultra
    • 2 Task Forces (80 Warships)
  • Combined Fleet
    • Chieftain
    • 2 Fleets (160 Warships)
Alpha Male
  • Alpha Unit
    • Alpha Major
    • 5 Alpha Males
  • Alpha Pack
    • Alpha Ultra
    • 3 Alpha Units (15 Alpha Males)
  • Alpha Tribe
    • Alpha Chieftain
    • 10 Alpha Packs (150 Alpha Males)

Pirates

Creation and Joining

Pirates are a lot like clans (see below), except that they are not associated with any of the three playable factions. A pirate clan is basically a clan that has succeeded from its home faction(s). Pirate clans can consist of any combination of races. Clan military organization is almost nonexistent. Rather than having complex groups and subgroups, pirate clans have leaders, officers, and regular pirates. Officers are not in charge of a particular group of regular pirates.

Pirate Clan Name

The leadership of a clan may choose their pirate clan's formal name (i.e. Insurrectionists), nickname (i.e. Innies Out), and an unofficial clan name (i.e. Pirates R Awesome). A pirate clan’s formal names may not be the same as another pirate clan’s formal name.

Size

Pirate clans are not limited in any way as to how big they are.

Rank

Pirate clans have only a few basic ranks. The leader of the pirate clan may choose to have up to five regular pirate ranks (which he names), three officer ranks (which he names), and his own rank (which he names).

Special
Colonization

Pirates, due to their nomadic nature, have the ability to colonize uninhabitable planets, moons, and asteroids. This allows them to hide from the three main factions. Colonization may be achieved by building an atmospheric dome on the surface, or by drilling into the surface to create a haven within whatever they are colonizing. Drilling is done by hand by pirates with hand drills and by drill vehicles. Pirate clan leadership may make a model of how they want the place drilled so that pirates will not accidentally drill through and breach the atmosphere.

Lay Low

To members of the three main factions, pirates will appear to be NPCs. However, NPCs rarely carry weapons or act strangely, so pirates will have to be wary of how they act.

Identification

When a pirate kills a member of a main faction, not only can he loot the dead player’s corpse for weapons and ammo, but also for armor and ID card. When wearing a player’s armor and ID card, the pirate will appear to be that player (the pirate must be of the same race as the player). However, the moment that pirate opens fire on friendlies, other players will not be fooled. Also, players on the player’s friends list will see through the pirate’s disguise.

Scrapping and Building

Pirates can scrap vehicles and weapons for materials. They can also use materials to build weapons and vehicles. In this way, they can customize vehicles (such as mounting a laser onto a jeep). Materials are also needed to build the buildings of a colony, and ships.

Map Knowledge

Pirates have knowledge of all the planets that their most recent member from each main faction knew.

Non-Player Characters

NPCs are just civilians that are in cities on planets. They walk around, are afraid when the enemy has come, and might even try to fight back if they home is invaded. NPCs also provide mini-quests.

Clans

Creation and Joining

Clans are an important part of organization. When a player creates an account, the player is assigned a military unit. However, certain users can create clans. A clan is a military unit, but rather than players being automatically assigned, players must request transfer and a leader of the clan must accept the request.

Clan Name

While the leadership of a clan may not choose their clan's formal name (i.e. 1st Battalion 9th Marines), they may choose a nickname (i.e. Walking Death) and an unofficial clan name (i.e. Team Awesome).

Size

Which military unit a clan is depends on its size. Unlike auto-assigned military units, clan military units are determined by a lower size scale. The leadership of a clan can decide if the clan is going to upgrade to the next level, if the clan qualifies. However, if the leadership does not upgrade the clan, the clan may not exceed the auto-assigned military unit requirement for the next level and will automatically upgrade. All military units under a clan are part of the clan, and are controlled by clan members. The highest ranking officer of a clan can decide which members of the clan have staff roles and which do not, but staffers may not have superiors that are non-staff (i.e. a Squad Leader being staff while a Platoon Leader is not).

Rank

The clan leadership is also in charge of promoting people, though all promotions are run through the server. Regularly, players are promoted as they achieve rank, or as moderators see fit. In clans, the leadership may promote a player when the player's position has changed (i.e, if a Squad Leader (for our purposes, we'll say the player was a Master Gunnery Sergeant) is moved up to Platoon Leader, then the Squad Leader may immediately be promoted to Second Lieutenant). However, if position has not changed, promotions are queries that must be approved by a moderator.

Scrimmages

Each faction’s Haven has a Combat Simulator. Inside, clans may set up scrimmages against any other clan that is in a Combat Simulator, no matter the faction. One clan hosts, and the other clan joins. Scrimmages are always passworded.

Battle System

Galactic War

The idea of the game is to conquer the universe. This, of course, means controlling the 35 planets. Capturing planets goes in 2 stages, and the stages usually overlap.

Space Battle

The first thing a faction has to do to control a planet is attack it from space. This means bringing a fleet to bear, fighting through planetary defenses and enemy fleets, and finally landing troops on the planet. Space battles are fought in a completely 3D space, usually around planets. Warships are large and often slow. Weapons are powerful, but so is hull armor. To add to the confusion and intensity of space battles are single ships, which fight for space superiority on a smaller level all around the massive warships. Once the ground battle has begun, space battles continue. Control of space is extremely important to maintain a ground campaign.

Warship

Warships are a map of their own. Warships range from half a kilometer to five kilometers in length of twisting hallways and rooms. Boarding and capturing warships is quite a lofty goal, and quite a prize. However, sabotaging warships from the inside is usually a more obtainable goal, and still worth the effort.

Spaceport

Spaceports are like floating bases. The main difference, of course, is that spaceports are the spawn points for warships and other aerial ships. Spaceports are also one of the main ways to the surface of a planet. Control of spaceports is key to any space battle.

Planetary Defense

Space Cannons and other such platforms are like warships without main engines. They are obviously much smaller, but pack a massive punch, and pose a huge threat to any invading fleet.

Ground Battle

Ground battles begin when an invading fleet successfully lands troops. The first waves usually come down via dropships or drop pods. The main point of ground battles is to gain control of cities because cities provide factions with economic bonuses such as cheaper costs or improved stats. However, there are also bases and outposts that need to be crushed to ensure full dominance over a planet.

Story Line

As an MMOFPS, the game lacks a true plot other than back-plot, which are the circumstances and settings of the game that occurred prior to the game.

Begin Round

A round begins with the UNSC controlling human colonies and the two Covenant factions splitting a miriad of Covenant colonies. The Installations will start as neutral planets.

Random Events

Random events are just that, random events. Whether natural or not, these things occur at random instances, but may be influenced by the game circumstances. Some random events aren’t random at all, but are means by which one of the main moderators can end the round.

Natural Events

Fire

Fire is a terrible thing. Sometimes, during battle, buildings will catch fire. Fire spreads, and has to be put out by NPC fire fighters. Players can assist fire fighters. If fire is left uncontained, it can devour entire cities.

Meteor Shower

Meteor showers are varied in size and numbers, and strike at complete random, usually without warning. Meteors can strike ships in space, spaceports, and structures/personnel on the ground.

Black Hole

Probably the most feared random event, a black hole takes about a week to fully come to bear. At the beginning of the week, the black hole will be detected moving towards a planet. Over the course of the week, it will move closer and closer to the planet. As it moves closer, more and more of the space around the planet will be unsafe for warships. As the week nears its end, the planet will begin to distort into an egg shape and will stop spinning (Day/Night Cycle will fail). Personnel and buildings on the surface of the planet facing the black hole will be destroyed. At the end of the week, the entire planet will be gone, and the black hole will close. For the rest of the round, this space will act like void space. Black holes are extremely rare.

Flood Outbreak

The Flood is a frightening thing indeed. A Flood outbreak is probably the hardest to contain and completely destroy, and among the most feared. When a Infection Form attacks an unshielded (whether there is a lack of shielding, or the shields are down) player, the player becomes a Flood form (Combat if the player was Human, Sangheili, or Jiralhanae and Carrier Form if the player was Unggoy or Yanme’e; Kig-Yar and Lekgolo cannot be infected, but rather take damage from Infection Forms). An infected player cannot respawn (even if the player tries to log out) until the Flood form dies. Instead, the player watches the Flood form, from a spectator’s point of view. This way, a player on a voice chat like TeamSpeak or Ventrilo can warn friendlies on the same voice chat about Flood movements (known as a weak infection). The Flood does not capture bases. Rather, the Flood seeks to capture players and vehicles, especially vehicles capable of space flight. The overall goal is to get to other planets, infect them, and eventually overrun the universe. A Flood outbreak can only be stopped if every single Flood form is killed, and the Proto-Gravemind (located in an underground chamber not normally accessible to players) is also killed (to stop the flow of Infection Forms).

Unnatural Events

Rebellion

Probably the easiest outbreak to be contained and destroyed, a rebellion is faction specific, though the NPCs are hostile to all players. A rebel force of about 25% the number of players in the server will spawn at the "infected" planet's capital, and will act hostilely to all players. Rebels seek to capture and control the planet of origin and spread to others. As such, they will start by attacking, and potentially capturing all bases on the planet. If they manage to capture all the bases of a planet, they will then move to spaceports, and if successful, potentially spread to other planets. If a rebel ship reaches another colony (belonging to the faction the rebellion is specific to), a group of 25% of the players currently playing when the ship arrives will spawn at the capital. As such, it is imperative for the faction the rebellion is specific to to contain and destroy a rebel outbreak. Rebels normally fight with basic weapons, and sometimes lesser ground vehicles.

Dissenters

Dissenters are the UNSC-specific rebellion.

Sympathizers

Sympathizers are the Covenant Separatist-specific rebellion.

Heretics

Heretics are the Covenant Loyalist-specific rebellion.

Economic Problems

Economic problems are bound to occur during war, and can cripple a faction. Economic problem causes vary between the factions.

Inflation

Inflation is caused when large quantities of money are spent in the UNSC economy. As money is spent, prices increase.

Limited Supplies

The Separatists have a limited amount of supplies, so if too many weapons or vehicles are taken over a short amount of time, the weapon will become unavailable to all players of that faction (unless the player already has the weapon) for a limited time, based on how many of the weapons were used before the limited supply activated.

Quantity Over Quality

The Loyalists have always felt that quantity is better than quality. When large amounts of weapons or vehicles are taken over a short amount of time, stats for these weapons and vehicles will decrease exponentially as helpless Grunts try to keep up with the demand.

End Game Events

Massive Flood Outbreak

This basically entails a Flood Outbreak on every single planet. Players can either activate the Installations or succumb to the infection. Either way, the round ends, usually fairly quickly. When all logged in players are infected or the Arrays are activated, the round ends.

Dark Matter Rift

A dark matter rift takes about two weeks to occur. Over the course of the two weeks, the entire universe will slowly be ripped apart. It will start from a random point on the map, and work its way out, basically dissolving bits of the map over time. Players caught in a dark matter rift’s area of affect will be frozen until the rift has completely engulfed them. During this time, their screen will red out, fade back into view, and maybe black out. Players will take several minutes to die. After two weeks, the entire universe will have been dissolved and the round will reset.

Combinations

Any combination of random events might occur on a planet. Random events may also occur simultaneously on different planets.

End Round

When a round ends, players retain rank, but all planets and money/battle points reset to how they were at the beginning of the round (exception for end game awards).

End Game Awards

Haven Lock

If a faction manages to win by pushing all other factions back to their havens, the round will restart and all players on the winning faction's team will receive a bonus (money/battle points) next round.

Most Valuable Player

The top player from each faction will receive a bonus (money/battle points) next round.

Flood Survivors

If, during a Massive Flood Outbreak, the round ends without the Installations being activated, the last five players alive will receive a bonus (money/battle points) next round.

Reclaimers

If, during a Massive Flood Outbreak, the round ends with the Arrays being activated, the players present in the control room of the activated Installation will receive a bonus (money/battle points) next round.

All Alone

If, during a Massive Flood Outbreak, the round ends with the Arrays being activated, players that were present on the Ark or in a Shield World will receive a bonus (money/battle points) next round.

Out of Range

Players that locate and set foot on the Ark will receive a bonus (money/battle points) next round.

Dread Ship

Players who board a Dreadnought will receive a bonus (money/battle points) next round.

Treasure Hunter

Players who locate an Artifact will receive a bonus (money/battle points) next round.




game concept © of Crazy Donut Productions, 2007 Halo © of Mirosoft Corporation, 2008

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