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Halo
Guide/vehicles
The Human and Covenant forces have each bought their own vehicles to
Halo. Here is a somewhat comprehensive rundown on the vehicles Master
Chief will encounter throughout the struggle on the ringworld.
Note: Most Covenant vehicles are destroyable in campaign mode - this is
not so in multiplayer.
| Warthog | Scorpion | Pelican
Dropship | Lifepod | Longsword
Fighter | Halcyon class warship |
| Ghost | Banshee | Shade
Stationary Gun | Wraith | Covenant
Dropship | Covenant Cruiser |
-Human Vehicles-
Human vehicles are heavily armored and armed with powerful solid-state
weaponry. No Human vehicles can be destroyed in game, with the exception
of scripted Dropship crashes and such. Unlike most Covenant vehicles,
Human vehicles can often be manned by several people, providing unique
possibilities in battle. Remember, the craft may be nearly invincible,
but you (and your passengers) are not, despite what the manual claims.
Hits will drain your shields and health, just like on foot, so try and
dodge enemy fire, or destroy its source as fast as possible.
-M12
LRV 'Warthog'
Crew: 1 driver + 1 passenger (plus 1 more in rear)
Armament: M41 LAAG
The M12 light reconnaissance vehicle, or Warthog, is the standard vehicle
of the UEG armed forces. It is fast and maneuverable, but prone to rollovers
during hard cornering. A three-barreled machine-gun is mounted in the
rear of the vehicle. Armed passengers significantly increase the unit's
anti-infantry capacity.
Notes: The Warthog is a four-wheel drive vehicle good for scouting and
light-medium assaults, proficient at defending itself and more vulnerable
allies if necessary. It is armed with an M41 LAAG, and is quite adept
at running down fleeing enemies. The Master Chief is able to take the
wheel of the trusty Warthog in many missions, as well as multiplayer.
In addition to the driver, the Warthog can carry two passengers, one manning
the turret in the rear of the vehicle, the other riding shotgun.
-view
full strategy-
-M808B Scorpion MBT
Crew: 1 cyborg + 4 passengers
Armament: 90mm HV (High velocity)
Secondary: Coaxial 7.62mm AP-T (Armor Piercing, Tracer)
The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform,
but it also has very high anti-infantry capabilities. Its ceramic-titanium
armor makes it nearly invulnerable to small arms fire, but its deep dead-zone,
or the area within which fire from the tank's guns cannot hit targets,
puts it at risk from enemy anti-tank infantry. Up to four soldiers may
ride on (and fire from) the Scorpion's track pods. Riding on a tank is
always hazardous and should be done only when the advantages outweigh
the risks.
Notes: Good for heavy assaults, the Scorpion is capable of holding its
own in med-long range combat without trouble. Its cannon will flip a Warthog
or Ghost with a glancing hit, and does enough splash damage to send that
sniper hiding behind that rock flying sky-high. While the cannon takes
some time to reload after each shot, it is also armed with a coaxial AR
turret, useful between cannon rounds. It's carrier capabilities allow
support from allies (disregard what the description says - this is what
makes the Scorpion competent in anti-infantry and close-range combat.
Just remember to bail if you see a rocket heading your way). Bare in mind
the Scorpion is a slow beast, so don't rely on its speed to run down fleeing
assailants or escape from a hostile zone. The Master Chief is able to
take control of the Scorpion in Assault on the Control Room and in multiplayer.
-view
full strategy-
-Pelican Dropship
Crew: 1 pilot + 8 passengers
The Pelican Dropship is the primary squad conveyance vehicle for deployment
of ground troops from the Pillar of Autumn. Capable of multiple atmospheric
departures and re-entries, the Pelican carries a Warthog reconnaisance
vehicle secured to its underpinnings. With cargo capacity for a completely
armed full squad of Marines, the Pelican is capable of deploying enough
ordnance and personnel to take over a landing zone in one drop.
Notes: The workhorse aircraft, the UNSC forces use Pelican Dropships to
swiftly transport troops and supplies to and from the battlefield. Pelicans
are well armored and maneuverable, but lack armament and rely on Longsword
escorts and the skill of their pilots to avoid threats. The Pelican is
capable of carrying vehicles by attaching them to the craft - this capability
is well-exercised in many missions. They also appear capable of FTL travel.
While not controllable in multiplayer, the Pelican plays a heavy role
in the campaign on Halo, ferrying the Master Chief from one battlefield
to the next.
-Escape Lifepod
Crew: 1 pilot + 10 passengers
Notes: Lifepods are designed to safely transport staff and soldiers from
an endangered ship, should the need arise. They are unarmed and vulnerable
to fire. The Lifepods feature heavily in the first two levels.
-Longsword Fighter
Crew: 2 pilots + Electronics operators
Notes: The space superiority fighters sent by the UNSC to escort the Pillar
of Autumn on its mission. Longsword fighters are fast, maneuverable, and
presumably capable of FTL travel. They have a primary crew of two, and
are used to defend UNSC craft and installations from Covenant assaults,
as well as perform escort duties and bombing runs. They are armed with
heavy weapons such as bombs and missiles. In the game, Longsword fighters
sadly cannot be controlled (they look kind of like cool swooping grey
hawks of death, and seem faster and stronger than Banshees), but can be
seen escorting the PoA in the introductory sequence, and feature at the
end of the campaign.
-Halcyon class Warship
Notes: Halcyon class Warships are the smallest cruisers in the UNSC fleet,
sturdy, though somewhat underpowered (and seemingly underrated). Though
rather ineffective in assaults compared to their larger brethren, shipboard
AIs such as Cortana are able to increase their proficiency in combat.
The Pillar of Autumn is an older Halcyon class, and is the vessel
in which the Master Chief arrives at Halo on (well, sort of). You get
to amble around the PoA in a few levels.
-Covenant Vehicles-
Covenant vehicles are fast, powerful, and well
armored, and provide support to their foot troops. They tend to be controlled
by Elites, though the lowly Grunt is capable of manning the Shade. Unlike
Human vehicles, their Covenant counterparts are often not indestructible,
so if you're in one, keep an eye on the armor meter during combat. Covenant
craft tend to rely on speed as defense, and will fall quickly to solid
shooting. A good thing to remember is that most Covenant vehicles can
only be destroyed when manned (except for Wraiths), so don't worry if
that a grenade lands near that parked Ghost you were heading for. :)
-Ghost
Crew: 1 pilot
Armament: 2x Light Plasma Cannons
The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle.
It is equipped with two of what are now accepted as the standard light
vehicle mounted weapons: a directed energy weapon capable of projecting
a bolt of super-heated plasma in the 100-250kW range. While the vehicle
is fast and maneuverable, the driver is virtually unprotected.
Notes: With purple clearly the latest craze wherever the Covenant come
from, don't expect a potent camouflage effect with this craft. It is,
however, fast, quiet, and well-armed for its size. Its plasma weaponry
will paralyze the craft's targets, and it is an effective fast-attack/light
combat craft in multiplayer. In multiplayer, it is also an efficient roadkiller
and tank hunter. Just watch the armor meter when engaging heavily-armed
hostiles. The Master Chief can pilot the Ghost in Assault on the Control
Room and Two Betrayals, as well as in multiplayer.
-view
full strategy-
-Banshee
Crew: 1 pilot
Armament: 2x Light Plasma Cannons
Secondary: 2x Fuel Rod Cannons
The Banshee is the Covenant's standard ground assault aircraft. It is
very fast, extremely maneuverable and capable of hovering. It has two
weapon pods mounted to either side of the fuselage. Both of these pods
contain a light plasma cannon and a Fuel Rod cannon. Though small arms
fire may disrupt of disable the pilot, only heavy weapons are capable
of inflicting damage or destroying the vehicle.
Notes: The Banshee is a good craft; fast enough, excellent turning, well
armed, and it makes cool whhhhooosh sounds and leaves vapour trails when
you turn at full speed. It's plasma cannons are essentially airborne Plasma
Rifles that don't overheat (useful on Elites and such), and its Fuel Rod
gun makes it a competent anti-vehicle attacker. However, it has low armor,
and is particularly vulnerable to rockets and close-range Shotgun blasts.
Its air speed is approximately equal to the Ghost's, without being slowed
by intervening terrain. The Master Chief can fly the Banshee in Assault
on the Control Room, Two Betrayals, and a super-fast invincible version
in Keyes.
-view
full strategy-
-Shade Stationary Gun
Crew: 1 operator
Armament: Light Anti-Infantry Plasma Gun
Although the Shade appears to be a light anti-vehicle weapon, the Covenant
uses it almost exclusively for the anti-infantry role. The operator sits
directly behind the gun and an armored control suite, but relies entirely
on infantry support for protection to the sides and rear.
Notes: The Covenant uses Shades to protect their ground forces, which
are typically deployed in strategic locations, such as hills and cliffs.
Grunts tend to man these turrets, though Elites are capable of operating
them, should the need arise. The plasma weapon fires three shots simultaneously,
and is capable of inflicting heavy damage to both infantry and vehicles.
One thing to remember with Shades is that, while the turret itself is
indestructible, the operator isn't. The Master Chief can operate the Shade
in many missions.
-view
full strategy-
-Wraith
Crew: 1 driver
Armament: Plasma Mortar
Notes: The Wraith is used by the Covenant as a long-range weapons platform,
bombarding enemies with weapons fire from extreme ranges. It is heavily
armored, requiring tremendous amounts of firepower to destroy, and shoots
powerful blasts of plasma into the air, dealing heavy damage to anything
it falls upon. Much like the Ghost, the Wraith is capable of strafing,
though it moves more slowly. The Master Chief cannot control the Wraith,
and faces the vehicle in several missions.
-view
full strategy-
-Covenant Dropship
Crew: 1 pilot + 8 passengers
Armament: Light Anti-Infantry Plasma Gun
Notes: The Covenant rely on their Dropships to transport vehicles and
troops into the heat of battle. A total of ten Covenant troops can be
carried in the two side pods of the craft, and small vehicles such as
Ghosts can be suspended in an energy field projected between the two sections.
The design is efficient, with the craft able to deploy its load and depart
in less than half a minute, though the nature of the deployment means
the transportees can be shot at when the side pod doors are opened. The
Master Chief cannot fly Dropships, nor does he have access to weapons
powerful enough to punch through their armor.
-view
full strategy-
-Covenant Cruiser
Notes: The Covenant arrived on Halo in these ships. They are extremely
tough, well-armed, are crewed by great numbers of troops, and are faster
than comparable Human ships. Covenant Cruisers deploy Gravity Lifts to
provide a means of transportation between the ship and the ground (these
Lifts also allow the Master Chief to enter the ship, provided he can eliminate
any enemies guarding them). The Master Chief battles it out inside the
Covenant Cruiser the Truth and Reconciliation in both Truth and
Reconciliation (the level) and Keyes.
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