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PostPosted: Thu Oct 28, 2010 11:04 pm 
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Halo: Combat Evolved Vehicles


One of the most important factors which distinguish the Halo World from other Games is the superb fleet of supported vehicles, and it is famous for integrating these powerful fun-to-drive vehicles with the on-foot action. Although since the original release some other PC shooters have also integrated vehicles more or less successfully, still nothing compares to the potential variation which Halo offers.

UNSC Vehicles
UNSC vehicles do not take suffer damage and because humans do not possess hover technology, all their ground vehicles are wheeled or tracked.



The M12 Force Application Vehicle, is a United Nations Space Command ground vehicle, with Warthog, (or simply the Hog) being the colloquial name for the M12 vehicle. Resembling a dune-buggy with machine gun mount on a roll bar, being the standard vehicle of the UEG armed forces, it is fast and manoeuvrable, but prone to roll-overs during hard cornering.

The M12 FAV Warthog is the UNSC's primary ground vehicle, used for its scouting and reconnaissance capacity, or as an integral part of a mechanized infantry unit; the M12 has been a part of the UNSC's armoured vehicle fleet for fifty years, and is the most recognizable vehicle in their arsenal. It is a highly mobile, all-wheel-drive, all-wheel-steering, ICE-powered vehicle equipped with a manual transmission. Massive disc brakes and its automatic braking systems allow the vehicle to come to a near immediate, but controlled stop should the driver be ejected, or choose to leave the vehicle. The Warthog's tires have moved away from previous inert-gas pocket inflation with equally burst-proof single unit nanotube skeletons. They provide the buoyancy and ride of gas-pocket tires, but are almost indestructible. The relatively massive tires are a joint project between Michelin-Vance and AMG.

The M12's design places it into the Jeep family of vehicles; it has no doors and has a total seating of two or three. The M12's description as a reconnaissance vehicle is, at best, an understatement; the M12 has both offensive and defensive capabilities. The M12 can be configured to become a troop carrier, armament carrier, ambulance, reconnaissance vehicle, or communications vehicle. All M12-based vehicles are designed to travel both on and off-road, in all weather conditions.

The Warthog can carry anywhere from 2-5 passengers along with a driver depending on the model. The gunnery position can hold a .50cal (12.7mm) Mini gun designed for anti-air and infantry suppression, a 25mm Gauss gun of moderate anti-armour capabilities, a 30mm anti-armour gun, a 50mm slug thrower anti-infantry gun, a 3 barrelled rocket launcher, and a MRLS system. The most common versions of the Warthog use either the 30mm anti-armour gun or the .50cal Mini gun. The Warthog passenger seat rides shotgun, being able to use whatever weapons they currently have on them to attack enemies. This is somewhat ineffective, as it is often difficult to aim in a moving Warthog, though experienced drivers can line up shots for the passenger and gunner. The driver has no armaments other than the bumper of the Warthog, which can be very effective as it kills any enemy on foot instantly. Experienced players however, can dodge a Warthog attack effectively.

The M12 and all of its variants are issued with a variety of features, including four-wheel drive, independent suspension on all wheels, emergency brakes, radar, flood lights, and a winch. It is powered by a forward-housed low-profile hydrogen I/C plant. The hydrogen fuel is burned at very high temperature with a synthetic carbon/silicon catalyst to achieve even better fuel consumption. It weighs about 3.5 tons.

The M12 is the workhorse of light infantry ground vehicles, is adaptable to almost any situation, and is arguably the most customizable vehicle in the military fleet, similar to the older Jeeps used in the 20th century. It is able to reach top speeds of 125km/h (78 MPH) and, more importantly, swings around rapidly to allow the gunner a better angle on a prospective target. The mounted M41 chain gun can cut down heavily armoured infantry within seconds, this also applies to shielded infantry as well. With enough controlled fire from the 12.7X99mm armour-piercing rounds, the M41 can easily rip through the armour of a Covenant Ghost and destroy it. The Warthog's titanium armour, though light, is tough enough to take at least one fragmentation grenade and keep rolling and can withstand small amounts of energy weapon fire. It also makes for an impervious scout and transportation vehicle, able to make a smooth getaway or rapid infiltration if needed.

Due in part to its speed, the M12 is prone to roll over. It is vital that the driver can get in and out of dangerous situations without flipping the hard-to-right vehicle. The open nature of the Warthog always puts its driver and passengers at risk as a good marksman can easily take down the driver or passengers of the M12. A well thrown frag grenade can flip a Warthog, which will knock the driver and passenger out of the vehicle. Although the armour of the M12 is tough, a couple of direct hits from grenades or a well placed rocket will destroy it immediately. Covenant energy weapons are the biggest threat to the Warthog; a short burst from a Banshee's light plasma cannons is deadly, able to melt and punch through the armour with ease. The Warthog is also vulnerable to the Banshee's Fuel Rod Gun which can reduce the vehicle to twisted charred metal with one strike. Infantry plasma weapons can inflict moderate damage, and, like all vehicles, is rendered temporarily or permanently inoperable by a hit from an overcharged Plasma Pistol. The M41 LAAG is prone to overheating, which requires the person operating the weapon to use it in short bursts. Failing to operate the weapon carefully will leave the operator vulnerable as they wait for the machine gun to cool down. It should also be noted that the M41 LAAG has a blind spot, a space of approximately 6 feet behind and to the sides of the vehicle where the gunner cannot shoot because the M41 LAAG cannot aim that low. this is more of a boarding technique than a tactic, because it is very difficult to stay in that spot even if the vehicle is stationary.

  • Do not slow down when driving the Warthog. A slow Warthog can become an easy prey to hijacking and can be quickly destroyed with explosives.
  • Always remind the gunner to focus on the enemy vehicle's gunner instead of the driver. This will eliminate any counter-offensive and make it easier to eliminate the enemy vehicle.
  • The M12 is very versatile vehicle; it can evade explosives rounds fired by the enemy if the driver is experienced with the vehicle (using the hand-brake) and the terrain (avoiding locked-on missiles with a scenery object). For example, an experienced driver could avoid a grenade explosion by skidding around the grenade instead of going straight over it.
  • The Warthog is not the best vehicle to engage head on with a tank. Should the players find it necessary to remove the threat, it is advised to utilise an anti-armour Warthog instead of the anti-infantry Warthog. Additionally, flanking the tank as to diverting its attention would provide a window of opportunity for the anti-armour Warthog to destroy the tank.
  • Unless absolutely necessary, do not use the turret without a driver. A gunner in a stationary Warthog is easily exposed to attacks than those in a moving Warthog; one such instance is that a gunner can be quickly eliminated by a sniper fire. It is reasonable in a Gauss turret due to its lethal power, but change positions often or the player could be easily overwhelmed.
  • It is very tempting to splatter enemies with the Warthog. However, do not attempt to do so as the Warthog would be more likely be susceptible to a Plasma Grenade stick. In some cases, the Warthog could fall prey to a heavily-armed opponent.
  • Warthog can be used as effective entrance jammers. Additionally, it is often recommended for the driver to drive the Warthog in an irregular behaviour when circling around an enemy base.
  • In most maps, for example "Blood Gulch", the map has some road like trenches in it, driving on these is highly recommended as this makes flipping less likely and the sides give the player some cover from enemy attack.



The Scorpion Tank is a heavily armed human vehicle so named for its shape, with its main gun resembling a scorpion's stinger. The tank can hold a total of 6 people: a driver, a gunner, and 4 passengers on the track pods. The driver only drives the tank. The tank commander is also the gunner and controls both the 105mm main gun and the .50cal coaxially-mounted machine gun. The 105mm cannon can fire both HEAT and Sabot type ammunition depending on the target. Given that the tank uses an auto-loader and has a small turret the reload time is ~4 seconds per shot. This gun will destroy any Covenant unit in one shot, with the exception of the Covenant Wraith tank, which requires two shots. The .50cal machine gun is quite powerful and capable of tearing through most ground forces quickly. Because it is coaxially mounted it is also highly accurate (The game incorrectly portrays the gun as inaccurate, this is a major disadvantage, but with its infinite ammo and zero cool down time, the gun can just be fired at all times to pin down enemy units in between bursts from the main cannon.) Passengers of the Scorpion tank can fire whatever weapons they are carrying in the same fashion as the Warthog, but are much more exposed to danger than Warthog passengers.

The Scorpion weighs 66 tons and moves fairly rapidly; its top speed is between 30-40 mph. It has several layers of armour that cover it; however, it has a "dead zone" immediately adjacent to itself, where it cannot fire without injuring its occupants.

Covenant Vehicles
Land based Covenant vehicles, unlike humans', are capable of hovering and are less prone to uneven terrain, and all appear to run on the 'Boosted Gravity Propulsion Drive'. All Covenant vehicles have signature purple sheens.



Ghosts are lightweight one passenger reconnaissance and rapid attack vehicles. It is the only vehicle with the same movement options as those of the normal player: side strafing. The Ghost is equipped with twin plasma cannons that are similar to the Covenant plasma rifle, though with increased damage, faster rate of fire, unlimited ammo, and no cool-down time. This, combined with the Ghost's ability to move quickly and over many obstacles, make it the most manoeuvrable vehicle in the game, although the Ghost can be easily destroyed by any explosive fire, grenades, or a few shotgun blasts.

The fact that the Type-32 RAV can be deployed quickly and in greater numbers on the field than the Wraith makes them advantageous as the first attack crafts to be deployed on the field during an operation. Their flexible role allows the Type-32 RAV great tactical flexibility for Covenant ground force commanders as fast, hard-hitting vehicles that can destroy enemy infantry formations, serve as reconnaissance and scout crafts on human battlefields. The Class-2 Energy Weapon System against lightly armoured infantry is extremely lethal, only requiring one direct hit in order to kill a target. Heavily armoured infantry can only sustain a few direct hits before serious injuries are inflicted. The plasma cannons are also extremely effective at destroying vehicles as the heat of the plasma and kinetic force is able to melt through most light and medium class arm or with ease. The Type-32s boosted gravity propulsion drive allows the ghost to increase its top speed, allowing for periods of greater velocity. This allows Ghost pilots to enter and leave combat zones rapidly, kill enemies by running them down, and evade more durable foes.

The Type-32s primary weakness is its light armour and exposed cockpit, most anti-armour weapons can easily punch through the armour of the Ghost and destroy it. If the plasma containment vessel of the Ghost is damaged, or breached, a chain reaction can start which will result in the destruction of the vehicle, anything within a certain radius of the Ghost as the vehicle is destroyed by the resulting explosion and the subsequent release of the over five-thousand degree Plasma will be incinerated instantly. Anything just outside of the blast radius can also sustain injures by debris ejected from the explosion. The boost propulsion system of the Ghost greatly increases its speed, but because this function diverts energy from weapon and steering systems, the Ghost is much less manoeuvrable and cannot fire while boosting. The Class 2 weapon system only has a 150┬░ vertical firing range, meaning that the Ghost has a harder time engaging targets at an elevated angle. The Ghost is also very ineffective in close quarters, due to its blind spot, which makes it vulnerable to return fire. Despite its apparent simplicity and grace, the Ghost requires a skilled driver to handle it properly and uneven or broken terrain makes the ghost extremely difficult to pilot.

  • Ghosts work well in pairs, by working together two Ghosts can split an opponent's fire, allowing at least one to survive and overrun your attacker. In team games, Ghost convoys working with Wraiths are extremely effective, balancing the Wraith's slow movement and rate of fire.
  • The Ghost is at its best on smooth terrain and when there is little room for foot opponents to evade, splattering is easy. It is best to try and flee from tougher opponents with heavier weapons.
  • The Ghost's speed and size also makes it's an ideal recon or distraction vehicle. A skilled ghost pilot can be able to survey the outside of a base (Or map dependent, inside) in order to figure out a better method for attack. It also serves well as a flag escort or even to antagonize during an attempt at the flag.
  • If you are attempting to splatter someone with a Ghost, do not boost until you are about two Scorpion's length away from them. Any farther and they will have time to either jump, or worse, stick you with a grenade or hijack you.
  • The best way to take a Ghost from a foe is to trick it. Dodge a Ghost and it may boost into the wall, while it backs out it can be easily boarded from behind.
  • On enclosed areas like the basement floor on Isolation, it is easy to splatter unexpected opponents, since there is little room to avoid the wide vehicle.
  • When driving a Ghost and entering a Man Cannon, just as the nose of the Ghost touches the Cannon, activate the boost. The ensuing acceleration will propel the Ghost and player across the entire map, though the Ghost often explodes upon impact.

Banshees are one passenger airborne ground assault vehicles with high manoeuvrability and fair speed. Named for the characteristic wail of its engines, it is similar to the Ghost, except that its flying lends it more of an attack role as it can evade most fire with its speed and flying abilities. In addition to its twin plasma cannons, the Banshee also sports the Hunter's fuel rod cannon, (which has infinite ammunition) but a four second cool-down time, similar to the Scorpion's main cannon. Fuel rod cannons projectiles travel in a parabolic arc, and as such aim adjustments must be made. It can be argued that the Banshee is unbalanced due to its ability to fly, and its powerful weapons, making defeat only possible by skilled players, or anyone with a Scorpion, LAAG, or another Banshee. The Banshee is often the vehicle of choice for NOOBS.



The Type-26 Ground Support Aircraft, more commonly known as the Banshee, is the Covenant's standard ground assault aircraft.

The Banshee is a versatile personal aerial assault craft in the Covenant's vehicular arsenal. In most designs, the cowling of the craft are purple in colour and act as an outer 'shell'. It is equipped with two wings which terminate in a propulsion jet and an anti-gravity pod, leaving behind a signature vaporous exhaust trail while flying. The craft is capable of achieving velocity over 100 kilometres per hour (62 mph) and reaching an altitude of 100 - 300 meters. In addition to its versatile design, the Banshee is capable of performing complex manoeuvres, such as aileron rolls and flips.

The Banshee sports two weapon pods attached underneath the fuselage; each pod contains a Class-2 plasma cannon capable of firing in 100-250 kilowatts range and a Class-2 projectile launcher. The plasma cannons, though classified as "light", are deadly to the common infantry; one bolt will instantly kill a lightly armoured target. Heavily armoured targets like the MJOLNIR-equipped SPARTANs can only withstand a few bolts before being killed. A direct hit from the Banshee's fuel rod cannon could instantly blow any infantry target into bits of charred flesh.

The Banshee is one of the most versatile and agile crafts in the Covenant arsenals. In the control of an experienced pilot, they can be extraordinarily difficult to take out, making it an easy way to penetrate enemy lines and disable some of their infantry.

Its twin, rapid fire plasma cannons are exceptionally efficient at taking out individual infantry, and a single fuel rod cannon can make easy work of an entire group of enemy infantry. The boosting capability of the vehicle allows for quick entry and exit from combat situations, or to catch up to a particular target. Boosting and evasive abilities allows a pilot to outpace a homing projectile, or slip away from opposing vehicles and small arms fire. The boosting capability may also be used to ram your opponent to get an easy kill. Utilizing aileron rolls and flips, the Banshee is able to avoid slow moving projectiles at short or long range, while also facilitating quick turns around obstacles or close threats. As a support aircraft, the Banshee is able to pin down enemy forces until ground forces can move in, or destroy light structures that may be obstructing ground forces from advancing.

The Banshee is lightly armoured and, thus, vulnerable to high velocity rounds, explosives, anti-vehicle weaponry, and even moderate small arms fire from human projectile weaponry. The Banshee's low flight ceiling makes it very vulnerable to weapons like the M41 LAAG, which can easily punch through the armour of the Banshee, and injure or kill the pilot. The Banshee is also prone to EMP devices which can disable the craft either temporarily or permanently.

Manoeuvring the Banshee takes a considerable amount of skill to do; an unskilled pilot may crash the banshee into the ground or another oncoming object by accident.

  • Alert your team mates as soon as you spot the enemy Banshee in the air.
  • Splattering with a Banshee is very tempting; however, you can easily be stuck with a grenade, especially in tight quarters or, even worse, be skyjacked.
  • Know when you are taking enough damage; if you suffer too much damage, the Banshee can be disabled and the enemy can use it in their favour.
  • The Banshee can be a big threat if not taken out quickly. To lessen the chance of being blown up, engage the enemy in a hit and run style.
  • The biggest bane of the Banshee is the Spartan Laser. Before charging with a Banshee, ensure that your team is in control of the Spartan Laser.
  • If you boost into a wall while damaged, the Banshee will explode and eject you with downed shields. This is a useful escape if being skyjacked.
  • Trickery can be a weapon that can get you a free Banshee. If you run into a tight corner and distract an enemy Banshee, the pilot may become overconfident and try to splatter you. Funnel it in to a tight area to trap it and possibly skyjack it.
  • Even if the Banshee is destroyed, it still can be deadly. The canopy and the hull can become debris of doom, crushing anyone who is underneath. Be sure the parts are on the ground before you advance.
  • A tactic against tanks using the Banshee is to try to come as close as you can to the tank undetected, and then boost. When right above the target, eject and then you can board the tank.

Harbinge®: A Wise Oracle
Bringer of Wisdom and Real Freedom For All :uk:

- ß╝É╬Ż ¤ä╬┐¤Ź¤äß┐│ ╬Ż╬»╬║╬▒: In hoc signo vinces -

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