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Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

UNSCDF CLASSIFICATION DIRECTIVE – EYES ONLY

Classification is placed on transmissions sent and received by UNSC


personnel in order to determine the extent of restriction that is to be
placed on the information contained in the transmission. There are several
classifications to transmissions, which include:

Classification: NA: These transmissions are completely unrestricted. They are


available for any person to see them who wishes to, and is accessable to/by
civillians

Classification: Restricted (BGX Directive): This classification is used


mostly by the UNSC military when officers wish to communicate with one
another. The information can have varying degrees of importance, which can
also be determined by the transmission's Encryption Code.

Classification: Classified (BGX Directive): This classification is also used


by military personnel to communicate with one another. More specifically, it
is used when one commander wishes to communicate with as many UNSC ships as
they can within range while still maintaining a level of secrecy.

Classification: SECRET (BGX Directive): This classification is for a higher-


level of secrecy. It is designed to be used exclusively when ship captains
communicate with one another, or when high-ranking military officials wish to
communicate with lower ranking ship commanders.

Classification: EYES ONLY TOP SECRET (SECTION III X-RAY DIRECTIVE): This
classification is of the highest known level of secrecy. It is used
exclusively by members of ONI, section three. No one is authorized to view
the information on the file except the sender and the recipient.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Welcome to the SPARTAN II Training Program!


This manual was designed from the ground up to assist you in you military vitae as a
SPARTAN. As a SPARTAN, you carry special responsibilities dependant upon you from the
UNSC. We ARE proud of you! Although you have been chosen to be a SPARTAN candidate, of
which pertains specific responsibilities, we are confident that you will succeed in you career,
and beyond!

United Nations Space Command (UNSC) History


The United Nations Space Command was formed by the United Nations during the
Interplanetary War. After the eventual UNSC victory, overpopulation on Earth became a
major issue in the early 22nd century. This issue was resolved and disaster averted by
colonizing and building vast cities on other planets in the Orion Arm of the galaxy, the Inner
Colonies and later the Outer Colonies.

The UNSCs defensive military force is the UNSC Defense Force (UNSCDF) consisting of the
UNSC Army, the UNSC Air Force, the UNSC Marine Corps and the UNSC Navy.

The UNSC is run by the UNSC Security Committee, under the jurisdiction of the Security
Council and is Earth's main military force, most recently fighting the Covenant. The Navy
houses the divisions of UNSC Marines (including the special forces branch of the UNSC
Marines known as Orbital Drop Shock Troopers more commonly known as ODSTs or
"Helljumpers"), Office of Naval Intelligence (ONI), and the Fleet. The UNSC was originally
designed to keep the peace, order, and control, thus serving as an executive governmental
branch between neighboring planets and star systems. When certain rebellious factions
began to rise in the late 2510s, the UNSC was forced to police its colonies tirelessly to keep
privateers and pirates from raiding the colonies and any UNSC ships.

The Unified Earth Government and the United Nations still exist and operate the UNSC. It
acts as a democratic world government, where all the participant nations share the same
legal system as the UNSC and act as smaller parts of the greater whole.

It should be noted that the UEG's specific functions, legal makeup and legal boundaries as
they relate to the CAA.

The UNSC has its roots in World War II, which would form its parent organization, the United
Nations. The UNSC was actually formed and fashioned as the result of a series of brutal
conflicts across the Solar System and Humanity's space confines between 2160 and 2164,
most prominently among them the Jovian Moons Campaign, The Rain Forest Wars, and a
series of battles on Mars. The United Nations Space Command, as organized and
orchestrated as it seems is actually an emergency military government formed in such
strifes. These encounters were centered, around UN clashes with dissident political
movements, the most important of which were the "Koslovics" and the "Frieden". More
specifically, the Frieden movement was a fascist organization based on the Jovian Moons,
though they received backing from some corporations operating in the United German
Republic on Earth, while their ideological opponents, the Koslovics, formed a Marxist-Leninist
group centered around the leadership of Vladimir Koslov.

The war began with an attack on UN Colonial Advisors on the moon of Io, one of the moons
of Jupiter, but would spread to Mars and parts of South America in the Rain Forest Wars.
These events culminated in a UN buildup in the 2160s, which would result in the second of
the great reforms, the first being from the league of nations into the UN. The second
reformed the UN from a largely diplomatic organization to a permanent United Earth
Government as an ultimate power to lead the human race by 2170.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

The four-year long war put the spotlight on problems facing the overpopulated planet, and
the Rain Forest Wars also exacerbated the problems relating to food distribution. The
ensuing famine and societal problems related to the post-war population boom providing the
spark to change the political nature of governance on Earth and elsewhere, leading to the
political system seen in the period of the Halo game series. These pressures also helped
make space colonization seem more attractive in later centuries, as the UN government
would sign off on a colony ship program that was revealed in 2310 to ease the burden on the
ailing home world. This would not have been possible without the invention of the Slipspace
Shaw-Fujikawa drive in the late 2200's, which allowed the ships to travel far greater
distances than ever before.

It took 52 years before the first colony ship, the Odyssey, was launched, and what became
the so-called Inner Colonies were not fully colonized until the end of the 24th century. The
apex of UNSC colonization would come in 2492, when more than 800 worlds were under
human control and were at various stages of development. By this time, a ring of Outer
Colonies was providing the United Nations with the raw materials that made the macro-
economy work; the political power, however, remained with the before mentioned Inner
Colonies. The massive difference in wealth distribution and political power, which became a
hallmark of humanity by this period, led to new threats of secession from the outer ring.
Fearing the consequences of the breakup of the interstellar empire and seeing the benefits
of avoiding all-out war to defend their hold on the colonies, the UNSC would embark on the
predecessors to the SPARTAN-II program in 2491, beginning with the ORION Project.

2525 marked an important turning point in human history; it would mark the beginning of
the great technological advancement, the unification of a divided and fractured human race,
and the first contact of humanity and an extra-terrestrial intelligence, the Covenant. It would
also see a majority of the UNSC's 800 colony worlds glassed, and billions of colonists and
military personnel slaughtered by orbital plasma bombardment and planetary invasion. Thus
began the Human-Covenant War with the First Battle of Harvest, although most of the colony
worlds were not glassed in their entirety during the war.

Stemming from the chance encounter of Human and Covenant forces at Harvest, the first
contact made between humanity and the Covenant involved the ship Minor Transgression,
and was less peaceful than the second contact made between the two factions. A less
aggressive meeting between representatives of the two factions took place on the fields of
Harvest, but the peaceful meeting soon turned into a blood bath, with the Covenant claiming
the planet for the numerous "Forerunner relics" present, slaughtering most of the colony's
population.

On April 20, a scout ship, Argo, was sent to investigate the cessation of communications
between Harvest and the rest of the UNSC. Before being destroyed by Covenant forces, it
discovered that everything on the planet had been completely incinerated, and the surface
covered by fields of magma, leaving nothing alive. Soon after the Heracles battle group,
consisting of the frigates Arabia and Vostok and the destroyer Heracles was sent to find out
what had happened. On October 7, the battle group dropped out of Slipspace and to
Harvest. In orbit around the remains of the colony world was a single alien ship which
proceeded to attack the battle group, destroying all the ships except one. Intercepted
communications identify the enemy as the Covenant, a caste-driven, theological
organization made up of several alien species. The message "Your destruction is the will of
the gods... and we are their instrument" was broadcast in perfect English. (SECRET – BGX
Directive)

Since the later Second Battle of Harvest in 2531, where a huge human Fleet led by Vice
Admiral Preston Cole barely won against a smaller covenant fleet in a symbolic "victory" for
humanity, the humans' grip on their territories declined significantly in the course of their
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

struggle. Of the more than 800 colony worlds, the Covenant had managed to capture the
majority, if not all of the Outer Colonies, and a portion of the Inner Colonies. By 2552, the
UNSC Navy, Marine Corps, Army, Air Force and Militia, outnumbered and out-gunned, had
managed to slow down the Covenant's inexorable progress through former human space,
but the situation was dire. In desperation, HIGHCOM ordered a high-risk Op, sending the
SPARTAN-II super soldiers, the best soldiers ever fielded by humanity, to insert into Covenant
space, capture a high-ranking Prophet, and return to UNSC space in an attempt to ransom
for a truce. Before the operation began, the Covenant found and destroyed the planet
Reach, killing most of the Spartans and a large portion of the UNSCDF, inadvertently
stopping the operation and rendering most of the Spartans missing in action.

A single ship, the Pillar of Autumn managed to escape the planet, with two SPARTANs on
board, Linda and the Master Chief. This ship follows co-ordinates derived by the AI Cortana
to a Ring-world known as Halo. There the Master Chief destroys a large Covenant fleet and
the ringworld itself. After hijacking a Covenant Flagship known as Ascendant Justice, the
Spartan reunites with the remaining survivors from Halo and the destruction of Reach and
planned Operation: FIRST STRIKE on an amassing force of Covenant ships, one of the most
successful UNSC operations against the Covenant in the entire war.

Unified Earth Government or United Naval Special Warfare (NAVSPECWAR)


Nations Project ORION (UNSCOR)
Colonial Administration Authority Project SPARTAN-I (UNSCSI)
Central Command (CENTCOM) Project SPARTAN-II (UNSCSII)
United Nations Space Command Defense Beta-5 Division (UNSCB5D)
Force Project SPARTAN-III (UNSCSIII)
High Command (HIGHCOM) Signal Corps (UNSCSC)
UNSC Security Committee UNSC Marine Corps
UNSC Security Council UNSC Marine Infantry (UNSCMI)
Administrative UNSC Marine Aviation (UNSCMA)
Personnel Command (PERSCOM) UNSC Marine Logistics (UNSCML)
Navigation Command (NAVCOM) UNSC Marine Military Police (UNSCMMP)
UNSC Astrophysics UNSC Marine Special Operations
UNSC Medical Corps (MEDCORPS) (UNSCMSO)
UNSC Engineering Corps (ENGCORP) Orbital Drop Shock Troopers (ODST)
UNSC Logistical Corps UNSC Army
UNSC Test and Evaluation Corps UNSC Army Infantry (UNSCAI)
(UNSCTEC) UNSC Colonial Militia (UNSCCM)
UNSC Ordnance Committee (UNSCOC) UNSC Army Air Force (UNSCAAF)
Uniformed Services (UNSCUS) Other
UNSC Navy UNSC Symphony Orchestra
Fleet Command (FLEETCOM) Commerce
Office of Naval Intelligence (ONI) Department of Commercial Shipping
Office of Investigations (OI)
Prowler Corps (UNSCPC)
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

UNSC Weapondry
The UNSC have a wide variety of weapons in their arsenal which all have their own
strengths, weaknesses and unique capabilities. These weapons, for the most part, are
mostly projectile and they mirror common 21st century weaponry, and are based on ballistic
capabilities and explosive munitions. They range from standard sidearms, to large anti-
infantry and vehicle rocket launchers; these weapons are usually extremely resilient to wear
and tear and unlike their Covenant counterparts their ammunition stores can be replaced
when low. These weapons rely on their penetrating power to do damage to the intended
target, and as such Covenant Energy Shields have drastically reduced their effectiveness.

Contents
1. 1 UNSC Weaponry - Covenant perspective
2. 2 Munition-based/Ballistic weaponry
2.1 BR55 Battle Rifle Series
2.1.1 BR55 Battle Rifle
2.1.2 BR55HB SR Battle Rifle
2.2 MA5 Assault Rifle Series
2.2.1 MA5B Assault Rifle
2.2.2 MA5C ICWS Assault Rifle
2.3 M6 Magnum Sidearm Series
2.3.1 M6D Magnum Sidearm
2.3.2 M6C Magnum Sidearm
2.3.3 M6G Magnum Sidearm
2.4 M7 Submachine Gun
2.4.1 M7/Caseless Submachine Gun
2.5 DTM Shotgun Series
2.5.1 M90 Shotgun
2.5.2 M90A Shotgun
2.6 S2 AM Sniper Rifle Series
2.6.1 SRS99C-S2 AM Sniper Rifle
2.6.2 SRS99C-S2 AMB Sniper Rifle
2.6.3 SRS99D-S2 AM Sniper Rifle
3. 3 Non-munition Based
3.1 M9 HE-DP Grenade
3.2 M7057/Defoliant Projector (Flamethrower)
3.3 Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle
3.4 Explosive Weapons Launcher
3.4.1 M19 SSM Rocket Launcher
3.4.2 M41 SSR MAV/AW (Rocket Launcher)
3.6 Machine Gun Turret
3.6.1 M247 General Purpose Machine Gun
3.6.2 AIE-486H Heavy Machine Gun
4. 4 Vehicle Mounted
4.1 M41 Light Anti-Aircraft Gun
4.2 M68 Gauss Cannon
4.3 102mm SC-HE Rocket Turret

UNSC Weapondry – Covenant Perspective


Considered primitive by the Covenant, the UNSC weaponry is described by the Covenant
Elite force as mostly chemical and projectile, and some of them effective. For the Covenant,
human weapons are inferior to those energy based weapons used by them. They take to
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

analysis every single UNSC weapon at the Report on the Atrocity at Halo written by the
Supreme Commander (a.k.a. The Heretic or The Arbiter) to the High Prophet of Truth.
BR55
This gas-operated, magazine fed bullpup UNSC rifle is used as a Medium to Long range
automatic rifle that has a selective of a three 9.5mm round burst from 36-round magazine
and utilizes a linked optical scope with 2x magnification capabilities. When hit, though, you
will unscope, making being concealed that much more of an advantage. At the rear end of
the railing, there is a digital ammo counter to allow the shooter to know when they should
reload. It is very accurate, and its relatively high rate of fire makes it a useful all-around
infantry weapon. First implemented as a prototype in 2525, the BR55 has since become the
staple mid-range rifle for the UNSC. It shoots in bursts of three shots therefore making it
extremely useful as an anti-infantry weapon and is capable of killing a fully shielded
SPARTAN II with four well placed bursts to the head. This is known as four-shotting or fore-
shotting. This weapon's accuracy and range make it extremely capable of dispatching
unshielded opponents from a distance. The spread of the burst makes it imperative to fire at
the target's center of mass, which will often result in at least one hit to the head. A skilled
shooter can take advantage of the rifles scope to kill an opponent at a distance with some
accuracy. It is, overall, an all purpose weapon, putting aside the fact that it cannot penetrate
most types of armor.

BR55HB SR Battle Rifle


This variant of the BR55 has a 36 round magazine and has the same capabilities as its
predecessor, with a longer barrel for increased range and accuracy as well as an additional
trigger guard on its titanium alloy design. This weapon, like its predecessor, features a 2X
scope.

MA5 Assault Rifle Series


MA5B Assault Rifle
This infantry service rifle is a staple of the UNSC forces and an often familiar and welcome
sight to servicemen when in use. Its magazine allows it to carry 60 rounds of 7.62X51mm
tungsten ammunition. It can fire at fully automatic, although with a highly notable decrease
in accuracy after more than a few seconds of fire (causing the rifle to be useless in longer
ranges). Short bursts are required to produce any sort of accuracy. This has led to its
eventual diminished distribution in favor of the more accurate BR55 Battle Rifle. It houses a
magnetic digital compass that focuses on the largest body in-system for a constant guide as
well as a digital readout of the current ammunition amount. This weapon is useful for
dispatching enemies at close range, and with sustained fire it can take down a fully shielded
opponent, however its questionable accuracy makes this an unfavorable choice, and not
very useful at any range other than close, where a shotgun will often see you through in
much better condition. However a soldier who is skilled can dispatch enemy infantry at
farther ranges with short controlled bursts of three or four rounds.

MA5C ICWS Assault Rifle


This updated version of the MA5B houses a 32 round magazine of 7.62mm x 51 FMJ (Full
Metal Jacket) rounds with more power, range, and accuracy then its older variant due to
improved rifling twist. This, when fired in short bursts rather than fully automatic fire, allows
it to be both extremely powerful and accurate at medium to close range. It can be fitted with
various attachments including a flashlight, and retains the digital readout and compass in its
design. Though it lacks the intimidating grumble of the MA5B, the higher-pitched clapping
sound of the MA5C firing is misleading of its actual stopping power.

M6 Magnum Series
M6D Magnum Sidearm
A small handgun with surprising effectiveness, it was used by the crew of the Pillar of
Autumn during their battle with the Covenant on Installation 04. Its KFA-2 2X electronic
scope allows this deceptively small weapon to become effective at medium to long ranges. It
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

fires 12.7x40mm M225 SAPHE (Semi Armor Piercing, High Explosive) Rounds that can easily
penetrate and kill almost any unshielded target. It uses a magazine of 12 rounds and can
fire semi or full automatic. Nicknamed a "Handcannon" for its immense power, it can
eliminate a fully shielded SPARTAN II in three to four shots. Its bullets will penetrate a target
and explode violently, scrambling their internal organs and often causing fatal damage. This
weapon is effective against mainly infantry and some light vehicles, as its explosive rounds
do high damage to metal plating and internal structures.
It is best used against grunts (one shot near the head will kill), but it will usually take an
entire magazine to penetrate an Elite’s/Brute’s shields and kill it.

M6C Magnum Sidearm


The M6C Magnum Sidearm is an oversize single-handed, dual wieldable UNSC pistol, firing
12.7x40 M228 SAPHP (Semi-Armor Piercing-High Penetration) rounds from a 12-round
magazine. Fired accurately in semi-automatic mode, it can be a powerful anti-personnel
weapon. It is notable for its penetration against body armor, killing most unshielded targets,
even Elites, in a single head shot. This gun is a stripped down version of the M6D and its lack
of an electronic scope, HE ammunition, and selective fire considerably diminish its
usefulness as a sidearm.

M6G Magnum Sidearm


The M6G Magnum is a semi-automatic, recoil-operated, magazine-fed, dual wieldable,
magnum caliber handgun. It shares the explosive rounds of the M6D but has a much more
shallow magazine of 8 rounds as well as a diminished rate of fire. Although it lacks the linked
electronic scope of the M6D, its lighter weight allows it to be dual-wielded like its cousin, the
M6C. It has short-medium range and accuracy despite its lack of a scope, which is replaced
by an unusable laser sight. It can be used highly effectively with a steady hand and a quick
eye to take down a shielded opponent with four or five shots.

M7/Caseless Submachine Gun


The M7/Caseless Submachine Gun is a fully automatic, gas-operated, magazine fed, dual-
wieldable, short range sidearm. It can be duel-wielded, making it that much more deadly
and penetrating. The SMG fires sustained bursts of 5x23mm Caseless FMJ (Full Metal Jacket)
rounds from a 60-round magazine at a velocity of 427 m/sec (1300 ft/sec) with an extremely
high rate of fire. This high rate of fire combined with the weapon's relatively low weight
leads to tremendous recoil and forces the barrel steadily upward after continuous fire.
Therefore, careful moderation of aim is required to maintain accuracy. It also sports a
telescoping stock and fore-grip. This weapon's spread and recoil make it unfavorable for
anything but close-range combat. It also depletes its ammunition quickly. Although the
ammunition depletes quickly, dual-wielding makes for an effective CQC weapon. The M7 is
very deadly at close range because of the amount of lead it puts out into an enemy in a
short period of time.

DTM Shotgun Series


M90 Shotgun
The M90 is one of the oldest UNSC weapons, but its design has yet to be superseded by
anything more effective. It has incredible stopping power and is peerless as an extreme
close range (5-10m) weapon. It is a pump action shotgun, carrying up to twelve 8 gauge
magnum (3.5") shells at a time with strong recoil. It is devastating at close range and in
confined quarters, although it is ineffective at any real distance. It is unusual in that it is
reloaded in the top. Three variants of this weapon exist, the MK I, II, and A variant. The first
two differ only in their stopping power, while the third has a reduced number of shells. There
is also a civilian DTM variant without the pistol grip that is very popular with local law
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

enforcement officers. While powerful, this weapon's short range makes it only truly useful for
specific situations and encounters.
These shotguns are very effective against the Hunters (from behind) and the flood,
especially the carrier forms, which makes them die and explode in a single shot.

M90A Shotgun
This variant of the M90 Shotgun has a lower ammo capacity of 6 shells, but a tighter choke
than its M90 variant, making it slightly more effective at mid-range combat than its
predecessor and breaking it from its specialist restriction.

S2 AM Sniper Rifle Series


SRS99C-S2 AM Sniper Rifle
This Anti-Material Sniper Rifle has one of the most advanced ammunition types available to
the UNSC. It is a gas-operated fed weapon. It fires 14.5mm Armor Piercing, Fin Stabilized,
Discarding Sabot (AP-FS-DS) rounds, making it very powerful. These rounds are large in both
length and width, and are equipped with four symmetrical fins on the sides of the round,
stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3% at
maximum range. These sabots are used to fill in the gap in the barrel to make a plug and are
ripped off of the projectile before entering the actual target. This weapon utilizes a smart-
linked electronic Oracle N-variant scope attached with two levels of magnification, that
allows magnification from 2x up to 10x. It has high penetration, said to penetrate "13 feet of
meat and bone." However, its clean pass through a soft target leads it to be useless against
Flood, which do not rely on internal organ systems as Human and Covenant do. It is highly
effective against energy shielding, completely draining a SPARTAN-II's shield in one shot,
killing them if shot in the head. It has a separate AMB variant that uses a slightly different
scope and rebuilt grip. Ammunition for the Sniper Rifle is rare so you should conserve it
carefully, making every shot count. It is very slow to reload so you should at least have 2
bullets available at all times.

SRS99C-S2 AMB Sniper Rifle


It is an upgrade of the standard SRS99C, featuring a new scope and a better designed
handle.

SRS99D-S2 AM Sniper Rifle


This variant of the S2 AM Sniper Rifle has an infrared/topographical scope attachment. It
uses the same stabilized fin rounds but has increased penetration power, while a slower rate
of fire and higher recoil. It also possesses a built-in iron sight.

Non-Munition Based
M9 HE-DP Grenade
Also known as the Fragmentation Grenade, or Frag Grenade for short, this explosive device
functions as a fast way to clear infantry, packed with high explosives it is an anti-personnel
weapon that can introduce chaos and carnage to even the most well-drilled group of
infantry, and is also highly effective against vehicles. The explosive charge inside bursts the
grenade's metal shell apart and sends many small metal fragments flying at high speed,
causing damage to energy shields, armor, and flesh in a ten meter (30ft) radius. This device
seems to house a safety feature in it that will not allow it to explode before making contact
with a hard surface, removing the threat of detonation while still in the user's hand. The
name M9 HE-DP, (High Explosive, Dual-Purpose), is generically applied to several variants of
this grenade, however the desired explosive result remains the same. A good tactic, is when
you need to recharge your shields or when facing strong enemies is to use a couple. Firstly
soften up a few assailants with the grenade, then follow up with a burst of automatic fire, or
when you are in a hasty retreat, throw one at the ground while backpedaling or before
turning to run. The enemy then should be in for a nasty surprise or deterred from giving
chase.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

M7057/Defoliant Projector (Flamethrower)


The M7057/DP is a standard chemical flamethrower, which projects and ignites a stream of a
volatile, semi-liquid fuel. Flamethrowers are cumbersome and relatively difficult to use
(psychologically as well as mechanically, especially when the explosive fuel is located on the
weapon itself). Referring to the M7057/DP as a weapon is a bit of a misnomer as the "DP" in
its nomenclature indicate that it is a defoliant projector—to be used to rapidly clear away
heavy foliage for in-theater construction projects and to destroy new or persistent growth
from emplacements and/or hardened military assets. It is a great weapon for exterminating
clumps of enemies.

Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle (Spartan Laser)


The M6 Spartan Laser is a shoulder-mounted direct energy weapon used by the UNSC that
can somewhat be considered a sniper weapon because of its scope and long range distance.
It fires an extremely powerful red laser capable of destroying vehicles and infantry with one
accurate strike (varying with difficulty setting). When the trigger is pulled, a red sighting
laser is projected on-target. The Spartan Laser will then charge for three seconds before
firing its powerful and destructive burst. It is capable of passing through multiple targets and
reaches great lengths. The Spartan Laser is the most expensive weapon to produce currently
known. It costs 218,000.00 cR, more than the cost of four fully armed Warthogs, 129 MA5B
Assault Rifles, or over 7,200 M9 Fragmentation Grenades. Its heavy weight, expensive cost,
and difficult aiming system make it useful only for special missions. You can only use the
Spartan Laser 5 times per charge(uses up 20 battery units per shot).

Explosive Weapons
M19SSM Rocket Launcher
The SSM Rocket Launcher is extremely simple in design and purpose; nicknamed the
"SPNKr", it fires HEAT (High Explosive Anti-Tank) missiles accurately at extreme range. Man-
portable, shoulder-fired with an electronic scope with single 2X level of magnification, it is
effective at most ranges. It houses a dual-barrel design that allows two consecutive rockets
to be fired before reloading is necessary. Unlike most rocket launchers, this feature greatly
reduces the amount of waste normally generated by fully disposable rocket launchers. Fires
102mm shaped-charge, high explosive rockets. It is most effective against Light Vehicles,
Infantry, and Heavy Vehicles. Its lack of a tracking ability makes it only useful to specialists
and must be well-aimed prior to launch. A variant of the model exists that sports a lock-on
capability, allowing this weapon to become a "fire and forget" device. Its rockets have a
large blast radius and can be devastating when used against groups of assailants.

M41SSR MAV/AW
This variant of the M19 sports a smaller rocket in exchange for a higher range and rate of
fire. However, it does not possess the lock-on feature, as above.

LAU-65D/SGM-151
The LAU-65D/SGM-151, also known as the Missile Pod, is a Command infantry weapon. It is a
missile-launching weapon, holding up to eight small high explosive missiles. Its extreme size
and weight means only a Spartan can operate it free of its tripod (although this generally
slows them down). Additionally, it can fire faster than the standard Rocket Launcher,
somewhat decreasing its weakness against infantry. Its lock on ability makes it highly
effective against vehicles, but its small damage radius makes it less effective against
infantry.

Anti Personnel Turrents


M247 General Purpose Machine Gun
The turret is a high powered shaded,.30 Caliber machine gun found in two variants -
portable and fixed. The gun emplacements are mounted in various positions throughout the
Campaign game and appear in a number of different locations on the multiplayer maps.
While using the turret you are totally exposed to the enemy fire and therefore you will
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

become a good target that all commanders will order neutralized immediately. With a fixed
field of fire, the effectiveness of the turret depends on the direction your enemies are
approaching from. Its "unlimited" ammunition and high rate of fire makes it convenient for
thinning out advancing forces, it will cause the drivers of vehicles no small amount of
anguish.

AIE-486H Heavy Machine Gun


The AIE-486H Heavy Machine Gun is a standard 7.62 X 51mm caliber Gatling-style heavy
weapon in use by the UNSC for offensive and defensive purposes. It can be mounted on a
tripod, vehicle, or detached and carried for use as a mobile weapon. It has a capacity of 200
rounds when detached, and takes a few seconds to reach its highest rate of fire. The weapon
is heavy, however, requiring at least two marines for transport on foot, or a single SPARTAN-
II or Elite soldier (although this slows them down.) Useful for thinning out hapless infantry
and can be used against light to medium armored vehicles. Although you may be
recommended to not use it for use of finesse, it is always general safety before improved
impressions in the military. Remember: You live comes first!

Vehicle Mounted Heavy Weapons


M41 Light Anti-Air Gun
The M41 LAAG is a three-barreled, electric-powered, link-less drum fed machine gun. The
M41 LAAG fires 12.7x99mm rounds and has fully automatic fire, capable of firing from 450
up to 550 rounds per minute, it also has notable penetration power. This turret has been
devastatingly effective in countless deployments against other vehicles and, in particular,
against infantry. The M41 LAAG can be found on the M12 Warthog LRV and the M313
ELEPHANT HRV Behemoth Class TT.

M68 GAUSS Cannon


The M68 Gauss Cannon of the M12G1 Warthog LAAV (light anti-armor vehicle) fires 25mm
projectiles. Its asynchronous linear induction motor produces a bipolar magnetic field to fire
the projectiles at hyper-sonic velocity. It's design closely mimics the Magnetic Accelerator
Cannon (MAC) gun, found on UNSC Warships and on the Orbital Defense Platforms defending
colony worlds, though obviously on a lesser scale. Though firing single rounds, it can
penetrate armor and can even stop tanks, but the Gauss Cannon's small area of effect
makes it unsuitable against large groups of enemy infantry. Individually as long as you fire
accurately would usually take 1 shot to kill. However it is primarily designed to be used
against armor and is relatively successful in doing so.

102mm SC-HE Rocket Turret


The 102mm SC-HE Rocket Turret is a triple-barreled weapon firing similar HEAT missiles to
that of the M19 and M41 SSM. It gives UNSC personnel a high degree of anti-armor capacity,
with the ability to fire three HEAT rockets at any target. This makes it not only extremely
efficient as an anti-armor weapon, but is good at dealing with large groups of enemy
personnel as well. It is mounted on the M12A1 Warthog, but has been replaced by the M68
Gauss Cannon and so it is a rare variant. However, the UNSC ceased to continue to
manufacture such Warthogs because of its high cost and relatively low effectiveness. The
reloading of all three rockets takes around 3-5 seconds, which allows the enemy to return
fire. The Rocket Turret was also discontinued because of its inaccuracy. Even when not
moving, the large aiming reticule for the turret makes the rocket inaccurate and the gunner
cannot control where the rocket is going, thus making it’s only use as a suppressive weapon,
than an offensive/defensive weapon.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

UNSC Vehicular Catalogue


M12 Warthog LRV
Weight: 3 tonnes (3.25 tons)
Length: 6.1 meters (20 feet.)
Height: 3.2 meters (10.5 feet)
Width: 3 meters (9.75 feet)
Power plant: 12.0 L liquid-cooled hydrogen-injected ICE
Range: 790 kilometers (490 miles)
Main armament: M41 12.7mm LAAG (M12 LRV version)
Main armament: M68 25mm Gauss Cannon (M12G LAAV version)
Unit Replacement Cost: cR. 52000.00

DESCRIPTION: The M12 is primarily used in a scouting capacity, or as an integral part of a


mechanized infantry unit. In the case of the LRV and LAAV variants it can hold three
soldiers including the gunner. The mounted weapon includes a battery for short term
operation separated from the vehicle, but normally operates on the vehicle’s power supply.
The vehicle is powered by a 12 liter hydrogen-injected ICE and can reach speeds up to 125
kph (78 mph).
A number of variants of the Warthog are in service with UNSC forces, including the M831 TT
(which eliminates the support weapon in favor of four side-facing passenger seats), the
M864 A (with an enclosed passenger compartment and treads in place of wheels), and the
M914 RV(equipped with a towing winch and a heavy duty motor and gear system).
FIELD USE: The Hog is a huge, unwieldy, difficult to steer death trap – until you learn how
to drive it properly. With proper application of the hand, or “e-brake” the Hog can actually
turn on a dime. Massive disc brakes allow the thing to come to a near immediate halt from
its top speed of 78mph, and more importantly, swing around rapidly to allow a gunner a
better angle on a prospective target.
In combat it is vital that driver and gunner are copasetic. If the wheelman knows where his
turret-firing buddy needs to aim, the results are almost always destructive and impressive.
The gun itself is simple to use, but presents challenges when being pushed to the limits on a
busy battlefield. This movement and unpredictability can be lessened with good driving.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Evasive maneuvers are if anything, more important than offensive attack. It is vital that a
driver can get in and out of dangerous situations without flipping the heavy and hard-to-
right Hog. A Spartan can pretty much right an upturned Warthog, but that puts the drivers
and passengers in a very dangerous situation while trying to rectify a messy crash.
The Warthog’s ostensible scouting and personnel transport purpose should not be ignored in
favor of its offensive capabilities. As a matter of fact, for objective based missions, it should
be noted that a fast moving Hog with a good driver and a gunner, is the perfect getaway
vehicle.
Knowing when to get out is just as important as knowing when to get in. The Hog’s
automatic braking systems will bring the vehicle to a sudden, but controlled stop should the
driver be ejected, or choose to leave the vehicle. Since there are no doors, you can hop over
the sills and take advantage of the vehicle’s momentum to give you a running start when
making the transition from vehicle to on-foot maneuvers.

M274 ULATV “Mongoose”


Top speed: 60 mph / 96 kph
Mpg: Between 45 and 65 (depending on load)
Power plant: 1000cc liquid-cooled, longitudinally mounted, four-stroke, hydrogen-
injected ICE
Weight: 896 lbs / 406 kg

DESCRIPTION: The M274 Ultra-light All-terrain Vehicle provides an alternate means of


transporting messages, documents, and light cargo between units. It may also be used to
transport forward observers, reconnaissance personnel and sniper teams. Its proven
versatility has made it a vital asset to field commanders when used as an alternate means of
communication.

FIELD USE: Despite its size and limited offensive capabilities, the Mongoose is instrumental
in many quick-striking strategies. It is decidedly difficult to damage in battle because of its
speed and maneuverability delivered by its forgiving suspension and E-brake. Coupled with
its speed, the capability to power-slide through turns gives the Mongoose unparalleled
maneuverability on the battlefield. Drivers familiar with the M12 LRV Warthog should be able
to easily transition into the Mongoose once they become familiar with its speed.
While susceptible to small-arms fire, the Mongoose is generally too quick to be affected by
it. The Mongoose’s biggest foe on the battlefield will likely be the Spartan Laser. The Laser’s
three second warm-up can make all the difference between a kill and a wasted shot,
however. Specifically on big, hilly terrains like those found on Valhalla, the three seconds can
give you enough time to over a hill, behind a base or behind cover of some other sort. The
emergency brake on the Mongoose also helps you evade the Spartan Laser, if you’re able to
time it properly. If they don’t see it coming, a slide in one direction or the other can help to
evade the blast. As soon as you see the little red beam following you (and if you’re near
enough, you’ll hear the weapon heating up), it’s wise to count off a second and then swerve
the hell out of way to make as difficult a target as possible.
The Mongoose’s primary use is as an objective ferry. While you can use it to branch out
quickly and gain control of key areas, ultimately the brass believes that the Mongoose’s
most appealing trait is its ability to carry the driver and a passenger holding an objective. A
driver and passenger can go from base to base or two assailants can grab a Mongoose
laying around at the enemy base to transport the flag back to their home base.

M808 Main Battle Tank


Top Speed: 15 mph/ 36 kph
Mpg: Between 50 and 75 (depending on load)
Power Plant: 2000cc liquid cooled, longitudinally mounted, four-stroke, hydrogen
injected ICE
Weight: 4402 lbs/ 2202kg
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

DESCRIPTION: Its main function is to provide anti-vehicular support. The Scorpion is


equipped with two weapon systems. It has a short-to-medium-range coaxial machine gun
and an extremely powerful main cannon. While the main cannon can only shoot one round
every three to four seconds, the machine gun has unlimited ammunition and can fire even
when the cannon is reloading. The Scorpion's chassis is covered with heavy titanium-
ceramic armor plating, making it mostly immune to small-arms fire; however, it's still
possible for anti-tank infantry weapons to inflict severe damage on the vehicle, even
destroying it.

FIELD USE: The Scorpion has a blind spot around it because the turret is mounted far back
and elevated on a pedestal. The tank houses an interesting track assembly, made of four
tread assemblies, with two on each flank of the vehicle, front-to-back. This makes the
Scorpion a rather broad target and presumably easy to spot from the air; on the other hand
it does give the tank better traction on rough ground.
Although it has been said numerous times to be a main battle tank, it seems to have been
designed as a lighter armored vehicle. Unlike modern MBT's, which commonly carry crews of
four or more, the Scorpion has a small crew of only one or two, with room for additional
passengers on the outside. It may be that advances in tank technology have allowed for
smaller crews in MBT's.
Any marines sitting on the tread covers of the Scorpion will be vulnerable to small-arms fire,
and any explosions that occur near the tank may kill all the crew sitting on the tread covers,
while leaving crew members relatively unscathed. Its cannon, a 90mm piece, also appears
weak when compared to modern MBT armaments: the M1 Abrams tank, for example, can
mount either a 105mm or 120mm cannon. Alternatively, the 90mm cannon could be the
"light" variant of the M808, while a 105mm cannon can be mounted for greater offensive
power, an incident which has indeed been recorded.
The Scorpion's light and crew-efficient design could be a response to the requirements of a
tank used by the UNSC Marines; a heavy tank would prove useless in their mobile warfare
style and be difficult to drop close to or into combat zones. With a "light" version of the
MBTs, Marines can react in a quick and efficient manner. Marines can sometimes hitch a ride
on the sides of the Scorpion, employing small arms to serve as a sort of point-defense
system to stave off enemy infantry. The real weakness of the Scorpion is that it is quite slow
and, if enemies are too close to the tank, the driver is unable to get a clear shot. It is also
difficult to fatally run an enemy over due to the slow acceleration and low maximum speed
of the Scorpion. As such, the anti-infantry defenses of the tank rely largely on passengers
and the coaxial machine gun.

AV-14 Attack VTOL “Hornet”


Top Speed: 10 mph (200 mph – Space)
Mpg: Dependant on source of fuel (varies in emergencies)
Power Plant: Will run on any liquid in emergency
Weight: 20,000 lbs (10,000 kilos)

DESCRIPTION: The Hornet consists of a one-man cockpit, which makes up most of its mass,
and a rear section extending a meter, or so, backward. From the top of this rear section are
a set of wings with what appear to be jet engines/turbo fans at the ends, providing the
Hornet's main source of propulsion. It also seems to possess TADS [Target Acquisition and
Designation System] gear on the nose similar to 21st Century attack helicopters such as the
AH-64 Apache. On each side of the cockpit is a jump-seat extending backward that double
as a landing skid, which allows up to 2 Spartans to fire from the sides (the vehicle can
actually carry four regular Marines [3]). It's slightly longer in length than the Covenant
Banshee, and its wingspan is larger as well.[4] Unlike the Banshee, the Hornet can remain
stationary in the air, but it lacks the evasive maneuvers of the Banshee and cannot train its
weapons on targets.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Hornet Vs. Banshee


The Hornet is commonly said to be far superior to its Covenant counterpart, the Banshee. In
many ways, this is true. For example:
A Hornet's rotary chain guns are more effective against vehicles, and often personnel than a
Banshee's plasma cannons. Hornets can hover, as well drive backwards, while Banshees are
always moving forward slightly.
Banshees cannot turn quickly, while Hornets can.
If a Banshee is being fired at from the rear, it is an easy target Hornets can carry
passengers, and are much harder to hijack than Banshees.
Hornets are more durable than Banshees, offering the pilot more protection.
Hornet's missiles have lock-on capabilities while the Fuel Rod Gun on the Banshee does not.

However, Banshees do have some advantages over the Hornet:


A Banshee has evasive rolls and flips to avoid enemy fire. Lacking these, Hornets are easier
targets.
Hornets lack a boost, which can propel the Banshee across a map very quickly, or flee a
battle.
A Banshee's ordnance can inflict more damage to a vehicle than the Hornet's rockets
Hornets are said to have 'fiddly' controls and for this reason many players prefer a banshee
to a hornet
If the glass hood of the Hornet is damaged, then the pilot is extremely vulnerable to sniper
fire.
A rather easy shot to the head from such a weapon could finish off a distracted pilot with
ease.
A Banshee, in comparison, is exceedingly difficult to damage with a sniper rifle, unless you
shoot them from the back, thereby shooting the legs of the user.
The Banshee's armor is slightly stronger than the Hornet's, wheras the Hornet merely
provided better protection for the pilot.

Strategies for pilots


The Hornet can only take so much damage before going down.
Three missiles from a Missile Pod will take one out. Therefore, if you hear that awful beeping
sound signaling that you are being tracked or the charging red-line sight of the laser, it is
key to monitor how much shield power you have before making the decision to stay flying,
or to drop out of the air. If you are at full shields' power, stay airborne and try to avoid the
missile. If you are at about half of the normal shields' power, jump if you are over your base
or a friendly area, but not if you are over an enemy base or behind enemy lines.
If your shields are down, jump out quickly, no matter where you are, as you have a higher
chance of survival on the ground than in the air.
One blast from a Spartan Laser will also take a Hornet out, unless it narrowly misses, in
which it will only inflict heavy damage. If you happen to see someone charging a laser at
you, then jump out of the Hornet quickly. If you can, take out the laser, then get back in the
Hornet.
It is best to give your Marine allies a heavy weapon like a Rocket Launcher, it assist in
destroying nearby infantry/vehicles that are often not in your sight.
The Hornet sometimes can be used as a transport vehicle to lay siege on enemy bases or
strategic points, or to a heavy weaponry spawn. While it is not overly recommended due to
the small field of view, a passenger with a Spartan Laser or Rocket Launcher could easily
replace the lack of missiles on the snow-Hornet. Even so, the fact that any would-be
passengers are incredibly vulnerable to even small arms fire, this is not a recommended
tactic.
Like the Mongoose, the Hornet can be used for rapid relocation of a sniper or platform to fire
from as it can go as high as some unreachable structures, and also serves an excellent
objective item-holding carrier, being a more durable and harder to hit target than a
Mongoose or a Warthog.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Do not engage Warthogs with the Hornet unless you have a range advantage, or the
element of surprise. The Warthog's turret can easily rip an overzealous Hornet to shreds.
However, attacking a Wraith while in a Hornet is recommended, as the Wraith's arcing shot
make it difficult to line up with a flying target and hit. Wraith mortars rarely hit a Hornet, but
if there is someone on the Wraith's secondary turret, try to fight and fall back if your shields
get low, as it can rip up a Hornet like a Warthog's turret, if you are not careful.
Skilled pilots may decide to use the Hornet much like the Pelican, in that you could use the
Hornet to drop off team mates near strategic locations. Be wary if using this tactic near
enemy bases, as you are more than guaranteed to get shot at and possibly defeated. If you
have passengers hitching a ride be sure you rotate a 360 degree field of fire for your
passengers.

Behemoth-class Troop Transport


Top Speed: 2.2 mph
Mpg: 100 mpg – dependant on resources
Power Plant: ICE/natural resources
Weight: 100,000/50,000 kg
DESCRIPTION: The Elephant is a mobile command base and repair vehicle. It can hold as
many soldiers as you want to ride in it, and a optional vehicle in its forward hold. It is armed
with a forward M41 LAAG on the top right, and a AIE-486H Heavy Machine Gun on the mid
left. It is a three storied vehicle with the bottom story locale that opens out into the rear
cargo tray, the second story, a walkway around the cargo ramp and leads onto the driver's
cabin then a small, elevated third story where the M41 LAAG is assembled. It features a
crane, numerous firing ports and elevated positions for defending it. It has four tracks set up
on each side of the chassis. Its chassis is as high as they are wide, providing stability.
FIELD USE: All modifications have been taken into accout during the production of this
vehicle, thus, no requests have been made to upgrade the design of the Behemoth Class
Troop Transport.

UNSC MJOLNIR Armor Permutations

MK VI MJOLNIR (Standard): The Mark VI battle armor addresses some of the weaknesses
of the earlier models. The energy shielding system recharges significantly faster and was
notably stronger. The armor plating, while less bulky, is denser, therefore offering as much if
not more protection than previous models. The suit is more streamlined than the Mark V,
eliminating a number of grapple points that an enemy could use in close-quarters battle.
This version of the armor can track the status of two active weapons at the same time, and
also included a visual magnification system, allowing the user to see distant objects with
ease. The armor is also capable of healing minor to moderate injuries over a course of time,
due to an inboard supply of biofoam, which was automatically injects into the wearer's body,
filling and sealing wounds, and numbing the pain. This new capability eliminates the need to
manually apply a medkit or seek a field medic in order to tend to injuries. The biofoam
effectively treats all but the most critical wounds, and its use is capable of stabilizing the
user and allowing him to perform his duties even while injured until such a time as more
extensive medical attention was possible. The suit is capable of automatically increasing the
pressure level of its hydrostatic gel as the user is falling, thus eliminating the possibility of
fall damage. The Mark VI also includes a "lockdown" mode, where the suit retains a rigid
form upon sustaining heavy trauma, most likely to avoid further injury. The armor has a
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

feature that enables the suit to change its density which can be activated by the occupant
and that automatically activates upon the user going unconscious. This prevents SPARTANs
from sinking to the bottom of an ocean and have to walk to shore to get out. The hydrostatic
gel is used, and keeps the suit afloat. This suit of armor is adaptable to all armor types
available to the user, with the exception of Sanghelli, or other extraterrestrial armor.

MK VI MJOLNIR C Variant: The MJOLNIR Mark C variant was developed and tested at UNSC
Beweglichrüstungsysteme facility in Essen, Deutschland (Germany) and Songnam, Hanguk
respectively, integrating both feedback and testing gathered from the Jericho VII theater.
The intent of the MJOLNIR Mark VI Powered Assault Armour/C variant is to improve
survivability in close combat, specifically by looking at alternate methods of K dispersal and
improving joint mobility.

MK VI MJOLNIR V Variant: The MJOLNIR/V variant, was developed and tested at a UNSC
Low/Zero Gravity Testing Facility facility in Lister, Aigburth on Ganymede, integrating
feedback gathered from the Summa Deep Space Incident. The Mjolnir/V variant focuses on
increasing exo-atmospheric endurance and improving mobility in zero gravity without the
original use of back thrusters (in this case, in-built thrusters that do not require extra
equipment to be suited on.)

MK VI MJOLNIR E.O.D Variant: The MJOLNIR/EOD variant was created at UNSC Damascus
Materials Testing Facility facility on Chi Ceti 4. The helmet was designed to channel the
pressure wave of an accidental detonation around the user's head, significantly reducing the
likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons
and chest plate were designed specifically to reduce the number of grabbing edges on the
armor, decreasing the likelihood of dismemberment, and protecting Spartans during
operations involving the handling of explosive ordnance.
[e.g., clearing/planting land mines, demolishing enemy structures/material and, or
planting/defusing bombs]

MK VI MJOLNIR (S) Variant: The MJOLNIR V(m) variant was manufactured in the Misrah
Armory Facility on Mars in 2543, 1 year after the Mark V entered production in 2542. Like the
Mark V, it has been upgraded to be compatible with all current generation MJOLNIR variants.

MK VI MJOLNIR S Variant: The SCOUT and RECON projects were run as parallel projects
intended to develop a single variant of the MJOLNIR Powered Assault Armor with stealth
capabilities and no impact on endurance; however, the SCOUT variant relies heavily on
highly advanced materials, making it much more expensive to develop this variant than the
original Mark VI. It was tested in ONI's Ordnance Testing Facility B5D at Swanbourne, Perth,
in Australia. The results gathered there showed that the SCOUT variant was very effective
when it came down to stealth capabilities, but it never reached the phase of being mass
produced for its SPARTAN-II wearers all because of all the expenses needed for it.
MK VI MJOLNIR (A) Variant: The Mark VI(A) armour was the first of the "privatized"
variants, manufactured by private industrial firms. With the fall of the Outer Colonies, the
UNSC called upon private industry to manufacture classified war material.
MK VI MJOLNIR R Variant: The Recon armor was developed parallel to the Scout Armor in
the B5D Ordnance Testing Facility in Swanbourne, Perth, Western Australia. The main
purpose of the Recon Armor was to create armor with stealth capabilities with little or no
loss of endurance, specifically by reducing its IR signature, reflective surfaces, and
Cherenkov radiation emission.

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
*UNRELATED MJOLNIR ARMOR*
HAYABUSA Powered Assault Armor: The Hayabusa is a powered battle armor system,
similar to the standard Mark VI MJOLNIR, except stemming from Project HAYABUSA as
opposed to Project MJOLNIR. It was developed by RKD, an Earth-based "think tank" in the
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

year 2536, 16 years before the Mark V entered production. It was presented to the UNSC
Ordnance Committee as an answer to the self-contained powered armor problem. Advanced
materials are used in the production of the Hayabusa armor reducing the weight of the
current generation armor by nearly a third (at that time). It is modeled after the Japanese
Samurai armor.

ODST Body Suit: The Body Suit has cooling and heating units that masks the infrared
signature of the wearer, as well as creating a comfortable environment. The body armor,
boots and gloves are fully encased and airtight, making them operable in a vacuum for up to
fifteen minutes when equipped with an additional oxygen tank. The helmet has encrypted
communications gear and a HUD, along with thermal and motion detectors giving the user
an advantage over the standard Marines.
Advantages
The Body Suit is lightweight and offers protection in hard vacuum. It supplies more armor
protection than standard Marine armor, and contains an enhanced communications suite.
Along with the protection and communications gear, the Body Suit provides increased agility
and maneuverability not afforded by standard Marine Armor. The Body Suit's helmet can
withstand several headshots from head shot capable weapons. The armor’s black coloring
gives wearers an advantage at night and in space, as well as providing a psychological
advantage over foes.
Disadvantages
Unfortunately, the suit's general complexity leads to complications. Over prolonged periods
of time the suit will become very uncomfortable to wear, and it is tricky to repair in the field.
Its effectiveness is decreased in desert or arctic environments where harsh light and sparsity
of dark colors make its grey and black camouflage BDUs/armor useless. It is more suited for
night time, urban, and forest operations, which fortunately the ODSTs have seen plenty of.
*UNRELATED MJOLNIR ARMOR*
////////////////////////////////////////////////////////////////////////////////////////////////////////////

Your Role as a SPARTAN


Deep Ground Surveillance (or Long Range Reconnaissance): Patrols in small groups,
in uniform, moderately far behind the enemy lines. While DGS units may direct air or artillery
strikes against enemy positions, they strive to be unobserved, and have only self-defense,
not DA, capability. Groups engaging in surveillance deep behind enemy lines, are commonly
known as "Long Range Reconnaissance Patrols" or LRRP's.
Direct Action: Short-duration strikes and other small-scale offensive actions conducted as a
special operation in hostile, denied, or politically sensitive environments and which employ
specialized military capabilities to seize, destroy, capture, exploit, recover, or damage
designated targets. Direct action differs from conventional offensive actions in the level of
physical and political risk, operational techniques, and the degree of discriminate and
precise use of force to achieve specific objectives.
Unconventional Warfare: Military and paramilitary operations, normally of long duration,
predominantly conducted by indigenous or surrogate forces who are organized, trained,
equipped, supported, and directed in varying degrees by an external source. It includes
guerrilla warfare and other direct offensive, low visibility, covert, or clandestine operations,
as well as the indirect activities of subversion, sabotage, intelligence gathering, and escape
and evasion.
Counter-Terrorism Operations: The response to terrorist threats and/or acts, both real
and imputed, and also intervention of clear and present dangers.
Contraband Operations: Missions undertaking the recapturing of smuggled/stolen goods.
Personnel and Special Equipment Recovery/Capture: The recovery/medical treatment
of friendly personnel in combat environments, as well as the capability of capturing high
valued individuals and any equipment.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

COVENANT BESTIARUM/INTELLIGENCE DATA


The following information has been gleaned from a variety of sources, impartial and
otherwise. Records retrieved from alien systems cannot be verified except by cross-
reference against our own records. The significant system-wide lull in record-keeping for
many of these species invalidates much of the provable veracity of this information. The
following document is as accurate as possible under difficult circumstances but should be
treated as an incomplete investigation only.

Investigation Status: ON GOING.

Information origins include:


Unsecured alien computer archives (Suspect)
Recorded observations (Variable)
Translated communications (Variable)
Interloped systems (Suspect)
Own archival evidence (Accurate)
Communications from Array Installations (Clear)
Communications from Shields (Clear)
Assumptions from Monitor 343 Guilty Spark (Under Investigation)
Assumptions from Monitor 2401 Penitent Tangent (Clear)
DNA/RNA/Silicon samples have been encoded.

Reproduction of individuals for analysis is prohibited.

What is the Covenant?


The Covenant is a technologically advanced collective of cooperating alien races, which
controls a large portion of the Orion arm of the Milky Way galaxy. Naturally this means that
in relative terms, the Human race is close to their turf. And as humans began to explore
space, it was only a matter of time before our paths crossed.

Originally, the Covenant was a small collection of "client" species, held together by
collective need and complimentary abilities and technologies. As this societal model
succeeded, so too did the reach of the Covenant, and its technology, culture and belief
system began to coalesce into a single hegemonistic culture. It is a culture with a distinct
caste system.

The very name "Covenant," originated with a pact between the two senior species - the
Prophets and the Elites. To follow, is the Covenant Hierarchy.

The Gods?
The Covenant believes that the Forerunners, a long-since vanished and utterly mysterious
civilization, are god-like, but not literally their gods. Rather, the Forerunners represent a
level of being that must be attained, or at least attempted. This belief system is
underpinned by the existence of numerous abandoned Forerunner artifacts, objects and
installations, of which the artificial world Halo, is just one example. The evident technological
perfection of Forerunner objects, and the awesome, and unknowable purpose for which
these artifacts exist, has powered the Covenant theology for millennia.

There's nothing like evidence for the existence of god, than finding his abandoned toys
scattered throughout your backyard. However, the Forerunner technology is as obtuse as it
is arcane. The Covenant can only guess at its true purpose and origin, and much of their
belief system is based on speculation and dogma. That said, they have been able to
incorporate some Forerunner advancements into their weapon and transport technology.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

Prophets (San ‘Shyuum)


The role of the Prophets, for as long as can be recalled, is to archive, explore and locate
Forerunner technology and artifacts. These intelligent, highly evolved beings are physically
weak, hence their need for Elite allies. The pact allows the prophets to advance their search
through conquest and occasionally assimilation of species whose homeworlds or solar
systems contain Forerunner architecture or technology, often unguessed at by the resident
species. Prophet ceremony and purpose is not generally known to the Covenant population,
most of whom simply trust in their wisdom to further the goals and territory of the Covenant.

Elites (Sangheili)
This proud, warlike species is tenacious, aggressive and powerful. Although Elites tend to
hunt in packs, they also excel in individual combat. Covenant military promotion is by merit.
A Covenant soldier must succeed to advance. Success is often measured in scalps. A
Covenant of "Admiral" or equivalent rank, may have personally slaughtered thousands of
individuals.

Rank is indicated by uniform color - purple being that of an Elite foot soldier, red that of a
veteran and so on up the chain of command. A black, or gold-suited Elite is a very dangerous
opponent indeed.

Fast, agile and incredibly strong, Elites augment their natural physical abilities with
advanced weapons and defensive technology. Elites wear full-body energy shields, and
occasionally use light-refracting camouflage against species whose vision makes this
technique effective.

Elites coexist with Prophets uneasily. They need access to the Forerunner technology parsed
and reverse engineered by the Prophets, and certainly demonstrably share some religious
beliefs. But the Elites prefer to demonstrate their faith on the battlefield not the temple.
They have little patience for those who believe that liturgical pomp, rather than conquest, is
what the Gods require.

Brutes (Jiralhanae)
Little is known about these giant fur-covered aliens other than they have strength and agility
comparable to that of Elites, and that their preferred weapon is different to any yet
encountered in Covenant skirmishes. Their political and social status is unknown. We expect
shall update as soon as other information is received.

Hunters (Lekgolo)
This most mysterious of Covenant client species, seem almost barely tolerant of their
Covenant "masters" and remarkably little is known about their civilization, history or even
biology. They work hard in their role as Covenant muscle, and never disobey orders.
However, their commitment to the Covenant religion has always been in question, since
they continue to maintain their ancient cultural traditions.

The massive bulk of a Hunter is impossible to mistake, and the fact that they always hunt in
pairs makes them even more memorable - although few human/Hunter interactions have
ended with anyone left alive to remember anything.

Hunters are dismissive and contemptuous of their foes, and in fact, they will only associate
with Elites, recognizing and respecting perhaps a similar warrior mentality. Hunters are
deployed almost like heavy munitions, and other Covenant will often clear the area of
deployment, since Hunters are unconcerned with collateral damage. Huge impenetrable
shields, powerful Fuel Rod Guns and tactical brilliance are the hallmarks of Hunter combat.

Engineers (Huragok)
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

These creatures are not encountered in Halo, but they play a vital role in the Covenant
hierarchy. While the Prophets guide, direct and manage Forerunner research, it is the
Engineer caste who must excavate, unlock and transport Forerunner artifacts. These
remarkable aliens are patient, almost completely silent and utterly focused on their task and
its religious implications.

Their concentration has been described as "a trance-like reverie" by the few who have
witnessed it. They communicate only with Prophets - a fact that may contribute to the
balance of power between Elites and Prophets - and in fact will usually ignore anything that
is neither a Prophet nor a Forerunner artifact. One observed exception to this fact is a high-
pitched, keening wail that Engineers will emit should Forerunner objects or structures be
threatened.

Jackals (Kig-Yar)
Although technically they exist on the same social strata as Grunts, both species feel that
the other is their lesser. Jackals, while not quite as resilient as Grunts, are certainly faster
and possess far superior senses. This makes them excellent stalkers and snipers, and as
such, they tend to have "better" battlefield positions.

Often described as "birdlike" certainly in terms of their darting, staccato motions, the Jackals
can vary in appearance, sometimes appearing with flat, bone-ridged skulls, or sometimes
with a distinct, Mohawk shaped plumage. It is unclear whether this variance is based on age,
gender or both. Ferocious, unpredictable combatants, the Jackals typically present much
more of a challenge than their grunt cohorts, and should be regarded with caution.

Grunts (Unggoy)
Undoubtedly on the lowest rung of the Covenant hierarchy, the Grunts seem happy with
their lot. Obedient, subservient and perfectly suited to menial and dangerous tasks, the
Grunts make perfect conscripts to the Covenant cause. Although they lack physical prowess,
their pack mentality makes these creatures formidable in numbers. However, should their
pack leader (Grunt or otherwise) be killed or injured, discipline and courage can often fail.

It is of the highest possible conclusion that all information compartmentalized within is of the
highest international security, and thus allows you, the soldier to draw your own conclusions.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

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Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual

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