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xHAMR
Vice Captain

Eloquent Informer

6,300 Points
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  • Autobiographer 200
PostPosted: Sun Oct 29, 2006 5:38 pm




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Grab something and get back into the fight, soldier!



HUMAN WEAPONS
:




MA5B Assault Rifle:

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MA5B Cut-Away

Official Designation: MA5B-ICWS (Individual Combat Weapon System) Assualt Rifle
Projectile Type: M-118 7.62x51mm FMJ-AP rounds
Damage: Medium
Range: Short-Medium
Accuracy: Low
Rate of Fire: High
Autofire Capability: Full Auto
Magazine Capacity: 60 Rounds/Magazine
Ammunition (Standard Equipment): 600 - 10 max extra clips
Scope: No


MA5C Assault Rifle:

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Official Designation: MA5C-ICWS (Individual Combat Weapon System) Assualt Rifle
Projectile Type: M-118 7.62x51mm FMJ-AP rounds
Damage: Medium
Range: Short-Medium
Accuracy: -
Rate of Fire: High, 750 – 900 rnds/min
Autofire Capability: Continuous
Magazine Capacity: 32 Rounds/Magazine


MA5K Carbine:

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Official Designation: MA5K-Carbine
Ammunition Type: M-118 7.62x51mm FMJ-AP rounds
Damage: Moderate-Low
Range: Short-Medium
Accuracy: Low
Rate of Fire: Moderate
Autofire Capability: Semi/Auto Fire
Magazine Capacity: 22 Rounds
Ammunition (Standard Equipment): 154 - 6 Max Extra Clips (1 loaded)
Scope: No


MA5K Assault Rifle (Variant Model):

MA5K Cut-Away

Official Designation: MA5K-ICWS (Individual Combat Weapon System)
Assault Rifle
Projectile Type: M-118 7.62x51mm FMJ-AP rounds
Damage: Moderate-Low
Range: Close Combat-Moderate
Accuracy: Low
Rate of Fire: Moderate
Autofire Capability: Semi/Full Auto Fire, 10 rps
Magazine Capacity: 40 Rounds/Magazine
Ammunition (Standard Equipment): 350 - 15 Max Extra Clips
Scope: No



MA6B Pulse Action Assault Rifle*:


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Official Designation: MA6B
Projectile Type: 10MM Shreader rounds
Damage: Medium-Armor percing
Range: Short-Medium (x5 Magnification Scope)
Accuracy: Medium (With Scope: High)
Rate of Fire: Medium
Autofire Capability: Continuous/20 round burst (with selection on)
Magazine Capacity: 60 Rounds per Magazine (Capable of housing 2 Magazines)
Ammunition (Standard Equipment): 200 (Max of 7 Magazines)
Reload Speed: Slow-Fast (Double housing takes time to Reload)
Melee Damage: Medium-Heavy (Metal butt casing avalable)
Scope: x5

[Only avalable for some NPC's and Moderators.]


MA6K MPA Assault Rifle (Variant Model):

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Official Designation: MA6K
Projectile Type: 10MM Shredder rounds
Damage: Medium
Range: Medium
Accuracy: Medium
Rate of Fire: Medium
Autofire Capability: Continuous
Magazine Capacity: 60 Rounds per Magazine
Ammunition (Standard Equipment): 180 (Max of 5 Magazines)
Reload Speed: Fast
Melee Damage: Medium
Scope: 2x


BR55 Battle Rifle:

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Official Designation: BR55 Rifle
Projectile Type: 9.5MM X-HP-SAP
Damage: Medium
Range: Medium (With Scope: High)
Accuracy: Medium (With Scope: High)
Rate of Fire: Medium
Autofire Capability: Short Bursts
Magazine Capacity: 36 Bullets
Ammunition (Standard Equipment): 108 (3 Magazines)
Scope: 2X Trijicon ACOG-style


BR55HB SR Battle Rifle:

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Reverse Angle

Official Designation: BR55HB SR
Projectile Type: 9.5MM X-HP-SAP
Damage: Medium
Range: Medium (With Scope: High)
Accuracy: Medium (With Scope: High)
Rate of Fire: Medium
Autofire Capability: Short Bursts
Magazine Capacity: 36 Rounds/Magazine
Ammunition (Standard Equipment): 144 (4 Magazines)
Scope: 2X Trijicon ACOG-style



M6D-Pistol:

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M6D Pistol Cut-Away

Official Designation: M6D-HE Pistol
Projectile Type: M-225 12.7x40mm SAP-HP rounds
Damage: Medium
Range: Close to Medium Long
Accuracy: Medium to High
Rate of Fire: Low
Autofire Capability: Manual
Magazine Capacity: 12 rounds
Ammunition (Standard Equipment): 120 (10 Magazines)
Scope: x2



M6C-Pistol:

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Official Designation: M6C Magnum Sidearm
Projectile Type: 12.7MM Semi, Armor Piercing
Damage: Medium
Range: Close
Accuracy: Medium
Rate of Fire: Medium
Autofire Capability: Manual
Magazine Capacity: 12 Bullets
Ammunition (Standard Equipment): 48 (4 Magazines)


M6G Personal Defense Weapon System:

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Official Designation: M6G
Projectile Type: 12.7MM Semi, Armor Piercing, High Explosive
Damage: Medium
Range: Close to Medium
Accuracy: Medium
Rate of Fire: Medium, Semi-automatic
Autofire Capability: Manual
Magazine Capacity: 8 Rounds/Magazine
Ammunition (Standard Equipment): 40 (5 Magazines)




Caseless C7/SMG:

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Official Designation: M7/Caseless SMG
Projectile Type: 5mmx23 Caseless
Damage: Low
Range: Close
Accuracy: Low
Rate of Fire: Fast, 900 rnds/min
Autofire Capability: Continuous Fire
Magazine Capacity: 60 Rounds/Magazine
Ammunition (Standard Equipment): 180 (3 Magazines)



M90A-CAWS Shotgun:

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M90 Shotgun Cut-Away

Official Designation: M90A CAWS
Projectile Type: 8-Gauge Magnum(3.5")
Damage: High
Range: Very Close
Accuracy: Low
Rate of Fire: Slow, Pump-action
Autofire Capability: Manual
Magazine Capacity: 6 Shells
Ammunition (Standard Equipment): 30 Shells




SRS99C:

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SRS99C Sniper Rifle Cut-Away

Official Designation: Sniper Rifle System 99C-S2 AMB
Projectile Type: 14.5MM Armor-Piercing, Fin-Stabilized Discarding Sabot
Damge: Very High
Range: Very Long (With Scope)
Accuracy: Very High (With Scope)
Rate of Fire: Low
Autofire Capability: Manual
Magazine Capacity: 4 Bullets
Ammunition (Standard Equipment): 20 (5 Magazines)
Scope: 5x, 10x


SRS99D:

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Sniper Rifle Manufacturing
Reverse Angle

Official Designation: Sniper Rifle System 99D-S2 AM
Projectile Type: 14.5MM Armor-Piercing, Fin-Stabilized Discarding Sabot
Damge: Very High
Range: Very Long (With Scope)
Accuracy: Very High (With Scope)
Rate of Fire: Low
Autofire Capability: Manual
Magazine Capacity: 4 Bullets
Ammunition (Standard Equipment): 20 (5 Magazines)
Scope: 5x, 10x



78D-SM Long Gun*:

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Official Designation: 78D- Sniper Modified Long Gun
Projectile Type: 15MM Shreader cased Flunker Specials (Armor Peircing)
Duel Weild: Possible
Damge: Extremely Heavy
Range: Very Long (With Scope)
Rate of Fire: Medium
Autofire Capability: User Selectable (Manual, x2, x3, x4 ,x5)
Magazine Capacity: 35 Rounds Per Magazine (Double housing avalable)
Ammunition (Standard Equipment): 100 Rounds (Max 3 Magazines)
Reload Speed: Slow-Fast (Double Housing reload takes time to load)
Melee Attack: Heavy (Metal Shock-absorber Butt upgrade avalible)
Scope: x5, x10, x20




M41 SSR MAV/AW Rocket Launcher:

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M19 SSM Rocket Launcher Cut-Away
Rocket Firing

Official Designation: M41 SSR MAV/AW
Projectiles: 102MM Shaped-Charge, High-Explosive Tracking Rockets,
Anaconda surface-to-air missiles
Damage: Very High
Range: Long
Accuracy: High
Rate of Fire: Low
Autofire Capability: Manual
Magazine Capacity: 2 Rockets
Ammunition (Standard Equipment): 8 (4 Magazines)
Scope: 2x



LAU-65D/SGM-151:

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Reverse Angle
Missile Firing
Missile Pod Mounted

Projectiles: Guided Missiles
Damage: Medium to High
Range: Long
Accuracy: High (Homing)
Rate of Fire: Medium
Autofire Capability: Manual
Magazine Capacity: 8 Guided Missiles/Charger


AIE-486H Heavy Machine Gun:

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Damage: High
Range: Close to Medium
Accuracy: Medium
Rate of Fire: High
Autofire Capability: Fully Automatic
Ammunition (Standard Equipment): Mounted - Unlimited, Unmounted - 200




M7057/Defoliant Projector:

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Official Designation: M7057/DP (Flamethrower)
Cartridge: Pyrosene-V
Range: Close
Magazine Capacity: 9/3 second bursts




Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle (W/AV M6 G/GNR):

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Schematics
Test Firing

Official Designation: M6 G/GNR
Projectiles: Laser Beam
Damage: Very High
Range: Long
Accuracy: Very High
Rate of Fire: Semi-Automatic
Magazine Capacity: 5 Shots/Charges


RPGL-98D Grenade Launcher*:




M9 HE DP Fragmentation Grenade:

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Killing Radius: 5 meters
Damage: High
Range: Long
Ammunition (Standard Equipment): 2 Grenades
Casualty Radius: 15 meters


Anti-Personel/Vehicle Trip Mine:

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Trip Mine - Activated

Damage: High
Range: Est. 2 ft.
Effect: Being drawn to nearby motion of enemies and allies alike.



LAAG Warthog Chain gun (Detached)**:




AP (anti-personnel) turret:

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Projectiles: 30 Caliber
Damage: Medium
Range: Long (Less Effective With Distance)
Accuracy: Medium
Rate Of Fire: High
Autofire Capability: Continuous Fire
Ammunition: 500 rounds per ammo drum.
Attachments: 25mm Grenade Launcher



SR-Guided Missile Launcher:

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Projectiles: ASR-GAM
Damage: High
Range: Far
Accuracy: High
Rate of Fire: Medium



Other Human Weapons:


Missile Variants:


Advanced Short Range (Ground-to-Air) Guided Missiles are yet another variant put to use in the fight against Covenant air superiority, the latest version to be precise.
ASR-GAM 10X

Archer Missile Pods are used to fire Archer missles from UNSC capital ships. They can fire at very high rates and are armed with varying payload yields.

The Anvil-II ASM (Air-to-Surface Missiles) are normally mounted via rocket pods on Pelican dropships or SkyHawk atmospheric jump-jets for clearing groung targets and dropzones of enemies.

Anaconda SAM (Surface-to-Air Missles) are used by ground troops on airbourne targets. They have multiple tracking systems to stay locked on as long as possible.

Ardent V SSM (Surface-to-Surface Missiles) can be used to destroy both surface, and airbourne targets. Ardent V missile racks can be mounted to vehicles, thus allowing a greater range.

ASGM-10 (Air-to-Surface Guided Missiles) are used mainly aboard small fightercraft such as the Longsword Interceptor. They yield a high explosive payload and can cause serious structural damage to unshielded targets.


Nuclear Weaponry:


A Fury TAC-nuke is more or less a nuclear grenade. The Fury is about the size and shape of a football and can be thrown by a Spartan because they are strong enough to hold one with one hand. It has a blast radius of about 1.2 km.

Shiva Nuclear-Tipped Missiles: These long range nuclear weapons are used by UNSC capital ships and Longsword Interceptors. They range in payload, and can be fitted with guidance computers. It should be noted that Covenant capital ship shields have enough power to absorb a full nuclear blast, but if the warhead detonates inside the shield, the effect of the blast is multiplied tremendously.

The NOVA is a special device that uses ten nuclear warheads in a ring formation. Once detonation occurs the lithium-triteride fusion cores combine together and the resulting blast is multiplied hundred-fold. Nick-named "planet-killers", these have enough explosive power to destroy an entire planet.

The HAVOK nuclear warhead is mainly used in missles fired by bombers or cruisers. However, an alternate use is to simply place the warhead on a ground target and detonate it with a remote. It has a thirty-megaton blast.

The FENRIS nuclear warhead is now more often used due to the lack of its more powerful and efficient HAVOK counterparts, suffering from a lower blast yield and radius.

The HORNET nuclear mines are small, egg-shaped, and are placed into exact formations in space and detonated remotely with a thirty-megaton yield and vacuum-enhanced payloads. They are often put into minefields by UNSC prowler ships.


Other Explosives:


Lotus anti-tank mines are used to seed a land area around a defensive position. Although placed in the ground, most Covenant vehicles hover over them. Fortunately, they are activated by motion rather than direct contact, making them effective against both infantry and vehicles.

Moray Space Mines are dropped from the bays of Longsword Interceptors, to mine locations within space from incursion. They use both proximity and remote detonators and have very high explosive payloads.

Antilon Mines are mainly used in an anti-infantry role, as their explosive yield does more damage to unshielded targets. They are capable of both proxmity and manual detonation.

The Type 14 Magnetic/Anti-Tank Mine is used as both a mine and a satchel-charge type bomb. The arming fuse can be set for five, ten, or fifteen seconds, and has massive area of effect damage. The magnetic attachment device ensures that it will attach to a vehicle which passes over it.

C-7 foaming spray is a highly explosive compound that is used in demolitions. It is comprised of various chemicals that react to a signal electro shocks administered through a detonator stick. It is liquid in vacuum, but once contact with a hard surface and oxygen occurs, it becomes a foaming, semi-solid adhesive resin.

C-12 SC's are used mainly for heavy demolitons, and can also be used as weapons. This compound is extremely dangerous, and is very volatile. A small 4x4x4 inch cube can level a 5 story building. It's solid, and shapable into different forms to stick to surfaces better, and is detonated with electro-shock detonator sticks, or remote detonators.

The MAC (Magnetic Accelerator Cannon) is easily one of the UNSC's most effective ship-based weapon against the Covenant. It uses huge magnets to condense a molten sphere of heated feric tungsten projectiles and fires them at high velocity. The 'Super MAC' guns used in Orbital Defense Platforms have the ability to rip most enemy vessels to shreds and can reload rapidly.

MLA autocannons fire 50mm high-explosive shells. They have auto-targeting actuators that can be contolled by computer targeting programs or directly controlled by an AI interface. MLA autocannons are normally mounted on capital ships for close-range picket ship defense as well as close range ship-to-ship combat.

VX 7 Nerve Gas is a highly toxic nerve agent used by the UNSC.

The Marines use Satchel Charges to clear large, reinforced doors or obstacles out of the way, though they are also often used as weapons themselves to dislodge dug-in enemy troops.







VEHICLES
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M274 Ultra-Light All-Terrain Vehicle:

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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.

Front View
Rear View
Top View

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




M12 Warthog LRV:

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The M12 LRV Warthog is the standard light reconnaissance vehicle vehicle of the UNSC 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. The best weapon to give your passenger is the Rocket Launcher. It would allow you to focus on driving, he or she will be taking out any vehicles, and your gunner will be taking out any infantry....Of course, you could be the gunner. In Halo 2, there are two types of 'Hogs. There is the Gauss Worthog and the LAAG Worthog...At least, that's what I call them.

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Damaged State
M12 LRV Schematics

M12 Warthog LRV (Light Reconnaissance Vehicle)
Crew: 1 + 1 (+1 in rear)
Weight: 3.25 tons (6,500 pounds)
Armament: 12.7x99mm three-barreled M41 LAAG (Light Anti-Aircraft Gun)


M12G1 Warthog LAAV:

Description: This version of the Warthog replaces the M41 with the M68 Gauss Cannon. The M68 fires 25mm projectiles. Its asynchonous linear induction motor produces a bipolar magnetic field to fire the projectiles at hyper-sonic velocity. It can penetrate armor and can even stop tanks, but its low rate of fire makes it largely unsuitable for sorties against large groups of enemy infantry. It does work quite well against single Covenant soldiers, though.

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M12G1 Warthog LAAV (Light Anti-Armor Vehicle)
Crew: 1 + 1 (+1 in rear)
Weight: 3.25 tons (6,500 pounds)
Armament: 25mm M68 Gauss Cannon


M831 TT Warthog:

Yet another version of the reliable M12 Warthog, replacing the back-mounted turret variants with a roll cage suited for fitting up to three Marine personel or extra equipment into during times of war.

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Side View
Top View
Rear View

M831 LTT (Light Troop Transport)
Crew: 1 + 1 (+3 in the rear)
Weight: 3.25 tons (6,500 pounds)
Armament: None


M12A1 Warthog LAAV:

Description: This Warthog variation comes equipped with a three-barreled 102mm Rocket Launcher. Used primarily as an anti-armor vehicle, this thing can make quite a mess out of tanks and FAV's. Due to its slow reload rate, however, it can be left vulnerable to counter attack.

M12A1 Warthog LAAV (Light Anti-Armor Vehicle)
Crew: 1 + 1 (+1 in rear)
Weight: 3.25 tons (6,500 pounds)
Armament: 102mm SC-HE Rocket Launcher


M12A2 Warthog LAAV:

Description: A slightly different version of the Warthog, this model features a rack of Ardent V Missiles for use against enemy ground targets, but is mostly used against aircraft. This unit's weak point would be that it's highly vulnerable to enemy fire if it's without support vehicles. Against a large infantry group, this vehicle would easily be outmatched.

M12A2 Warthog LAAV (Light Anti-Aircraft Vehicle)
Crew: 1 + 1 (+1 in rear)
Weight: 3.30 tons (6,600 pounds)
Armament: Ardent V SSM Rack


XM12S1 Warthog ESV:

Description: This experimental vehicle uses Covenant-Human hybrid technology to produce shielding over the vehicle’s front windshield and the forward gunner-guard of the vehicle’s main weapon, which is only an M41 LAAG thus far. Complications with the M68's magnetic properties made it unsuitable for this experiment. Full protection over the entire vehicle isn’t possible yet, due to the properties of the shields we have been able to produce. The shield itself won’t grip the surface of any object, so total coverage, especially over the wheels, isn’t possible. Only partial shields can be generated with this technology, which can easily be powered by the Warthog’s new hybrid engine, which was produced from a combined Hydrogen I/C plant and modified engines from captured Ghost vehicles. Covenant plasma weapons only overheat the shielding, and can’t collapse it. These shields have taken the full blast from a 102mm rocket without failing, while the vehicle around the sheilds was partially scared. Proving that the shield can't be deactivated, one test over-heated the shields to the point of melting the barrels of the Warthog's M41. Deactivating these shields on your own is as simple as cutting off the Warthog’s engine. Several advancements are required to produce a fully-shielded vehicle, but this is as far as we can get with what little technology we’ve secured. We may have created our own form of shields for this vehicle, but we’re far from ship-sized shield technology. We lack key components for this vehicle in order to mass-produce it, which is why only six of this model are available as test units within Belfast on VerCrouse.

XM12S1 Warthog ESV (Experimental Shielded Vehicle)
Crew: 1 + 1 (+1 in rear)
Weight: 3.34 tons (6,680 pounds)
Armament: 12.7x99mm three-barreled M41 LAAG






M808B Scorpion MBT (Main Battle Tank):

The M808B 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 outweight the risks. Its special ceramic-titanium armor renders the Scorpion almost invulnerable to the effects of light to medium-heavy weapons. The driver is well protected in the center of the vehicle. It may be slow, but it's an inexorable force in most situations. The only real weakness of this adamantinee weapons platform is that it has a blind spot surrounding it. If enemies are too close to the tank, you won't be able to get a clear shot. As the Scorpion is very slow, it is quite difficult to run enemies over. You need a considerable amount of speed to make a kill...and that's one thing that this tank doesn't have....

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Side View
Turret
Schematic
Main Control System
Turret Control System

Crew: One Main Gunner and One Support
Weight: 66 tons (132,000 pounds)
Main gun: 90mm HV (High Velocity)
Secondary/coaxial gun: 7.62mm AP-T (Armor Piercing, Tracer)




Behemoth-class Mobile Defense and Recovery Platform:

A new addition to the UNSC ground forces is the Behemoth-Class Mobile Defense and Recovery platform or "Elephant". It can carry over a dozen infantry units, as well as equipment and one Warthog and two mongeese. The Elephant serves as a mobile commander center for UNSC forces in the field, although its slow speed makes it relatively vulnerable.

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Front View
Side View
Top View
Battle System A
Battle System B
Team Variant A
Team Variant B

Crew: Up to 12 Infantry units
Armament: x2 Top-Mounted Heavy Machine Guns
Cargo Capacity: x3 Light Vehicles






AV-14 Attack VTOL:

A new addition to the UNSC air support group, the Hornet provides excellent defense against their Banshee counterparts. It has a pair of strands attached to its sides to hold two infantry units in place as it poses a decent threat to ground-based units as well.

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Top View
Rear View
Pilot
Missile Pods

Crew: 1 Pilot (+2 Side Gunners)
Armament: x2 Missile Pods, x2 Three-barreled Chain Guns





C709 Longsword-Class Interceptor:

The Longsword interceptor is the workhorse of the UNSC Navy. It's main weapons are 110mm rotary cannons for dog fighting in space. This versatile fighter can be armed with an assortment of secondary weapons including mines, ASGM-10 missiles, bombs, and even Shiva nuclear-tipped missiles.

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Crash Site
Bottom View
Top View
Side View
Formation A
Formation B
Combat Image A
Cockpit Image A
Longsword Diagram

Crew: 1 pilot + 1 copilot + 2 flight crew
Weight: 95 tons (190,000 pounds)
Main Armament: 110mm Rotary Cannons
Secondary: ASGM-10 Missiles, Shiva nuclear-tipped missiles, Moray Space Mines





D77H-TCI Pelican:

The D77 and its variants are the workhorse of the UNSC ground forces. A fully loaded Pelican can carry a compliment of 10 fully armed marines or ODSTs as well as a ground vehicle which can be secured aft of the rear bay. The Pelican is capable of carrying a M12 "Warthog" or any of its variants or a M808B Main Battle Tank. Additionally two mongeese can be secured inside the rear bay if there are no occupants. Vehicles cannot be caried during atmospheric re-entry.

The Current Model, the D77H-TCI is an improvement over the older D77-TC, featuring a fully integrated Anvil-II ASM pods as well as an AIE-486 mount in the rear troop bay. This model includes folding jumpseats rather than permanent bucket seats and larger weapons lockers in addition to a more efficient engine design. The Cockpit layout has been changed to allow for more efficient flight control. In a word, the exterior is really the only hint that the D77H-TCI evolved from the D77-TC.

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Rocket Pod Front
Rocket Pod Side
Rocket Pod Firing
Cockpit View
Weapon Systems
Rear Compartment
Rear View
Top View
Pilot
Supply Containers
Pelican Diagram


Crew: 1 pilot + 1 copilot + 1 flight engineer + 12 Marines + 1 rear gunner
Weight: 78 tons (156,000 pounds)
Armament: 70mm "chin gun", and an M247 GP in the back
Secondary: 102mm rocket pods








COVENANT WEAPONS:

Carbine:

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Official Designation: Type-51 Carbine
Ammunition: 8mm x 60 Caseless Energy Projectiles
Damage: Medium (With Scope: High)
Range: Medium (With Scope: High)
Accuracy: High
Rate of Fire: Low
Autofire Capability: Manual
Magazine Capacity: 18 Projectiles
Ammunition (Addtional): 72 (4 Magazines)
Reload Speed: Average
Melee Attack: Average
Scope: 2X







Plasma Pistol:

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Official Designation: Type-25 DEP
Ammunition: Superheated Plasma
Dual-Wield: Yes
Damage: Low
Range: Close
Accuracy: Medium (Charged: Homing)
Rate of Fire: Low (Charged Shots). Medium (Rapid Single Shots)
Autofire Capability: Manual
Energy Per Round: 0.5% (Charged: 15%)
Ammunition (Max): 100% (200 shots)
Overheating: Average
Melee Attack: Fast

Core power output:
100-150 Kv @ 2-3 dA
Overcharge power output:
1.5 Mv @ 2-3 dA

Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.





Particle Beam Rifle:

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Official Designation: Type-50 SRS
Projectile Type: Accelerated Particle Beams
Damge: Very High
Range: Very Long (With Scope)
Accuracy: Very High (With Scope)
Rate of Fire: Average
Autofire Capability: Manual
Magazine Capacity: 100 Battery Units (10 Shots)
Ammunition (Standard Equipment): 100 Battery Units (10 Shots)
Scope: 5x, 10x




Plasma Rifle:

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Official Designation: Type-25 DER
Ammunition: Superheated Plasma
Dual-Wield: Yes
Damage: Medium
Range: Close
Accuracy: Medium
Rate of Fire: High, 360 - 540 shots/min
Autofire Capability: Continuous Fire
Energy Per Round: 0.5%
Ammunition (Max): 100% (400 shots)
Overheating: After Approximately 6% To 7%
Melee Attack: Fast

Core power output:
100-150 Kv @ 2-3 dA
Rate of Fire:
420 to 600 RD/MIN

Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.






Needler:

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Official Designation: Type-33 GML
Ammunition: Crystalline Projectiles
Dual-Wield: Yes
Damage: Low to High
Range: Long
Accuracy: Homing
Rate of Fire: High, 510 rnds/min
Autofire Capability: Automatic
Magazine Capacity: 19 Needles
Ammunition (Additional): 90 (3 Magazines)
Relaod Speed: Average
Melee Attack: Fast





Brute Spiker:

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Schematic

Official Designation: Type-25 Carbine
Ammunition: Superheated Metal Spikes
Dual-Wield: Yes
Damage: Medium
Range: Close to Medium
Accuracy: Medium
Rate of Fire: 480 Rounds per Minute (High)
Autofire Capability: Continuous Fire
Magazine Capacity: 40 Rounds
Melee Attack: Fast



Brute Mauler:

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Mauler Angles

Official Designation: Type-52 Pistol
Range: Close



Brute Shot:

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Official Designation: Type-25 Grenade Launcher
Ammunition: High Explosive Grenades
Dual-Wield: No
Damage: High
Range: Close, Medium, Long
Accuracy: Medium to High
Rate of Fire: Medium
Autofire Capability: Manual
Ammunition (Additional): 16
Magazine Capacity: 6 Grenades.
Reload Speed: Slow
Melee Attack: Slow



Gravity Hammer:

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Official Designation: Type-2 Energy Weapon
Damage: High
Range: Close Combat
Melee Attack: Slow



Plasma Sword:

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Official Designation: Type-1 Energy Weapon
Damage: High
Range: Close Combat
Melee Attack: Fast



Fuel Rod Cannon:

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Official Designation: Type-33 LAAW
Ammunition: Fuel Rods
Dual-Wield: No
Damage: High
Range: Medium
Accuracy: Medium
Rate of Fire: Medium
Autofire Capability: Manual
Ammunition (Additional): 30 Rods
Magazine Capacity: 5 Rods
Reload Speed: Slow
Melee Attack: Slow




Plasma Turret:

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Ammunition: Superheated Plasma
Damage: Medium
Range: Long
Accuracy: Medium
Rate of Fire: High
Auitofire Capability: Continuous Fire
Ammunition: Unlimited



Plasma Cannon:

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Official Designation: Type-52 Automatic Plasma Cannon
Damage: High
Range: Close to Medium
Accuracy: Medium
Rate of Fire: High
Autofire Capability: Fully Automatic
Ammunition (Standard Equipment): Mounted - Unlimited, Unmounted - 200



Plasma Artillery:

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Damage: Very High
Range: Very Far
Accuracy: High
Rate of Fire: Medium



Plasma Grenade:

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Explosive Power

Official Designation: Type-1 Antipersonnel Plasma Grenade
Killing Radius: 4 meters
Damage: High
Range: Long
Ammunition (Max): 2 Grenades
Casualty Radius: 12 meters



Brute Trip Mine:

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Damage: High (penetrates all armor/shielding)
Range: Close



Spike Grenade:

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Official designation: Type-2 Antipersonnel Fragmentation Grenade
Length (o/a): 91.4 cm (36 in.)
Weight: 1.93 kg (4.25 lbs)
Filler: Unknown
Killing radius: 3 meters (10 ft)
Casualty radius¹: 11 meters (36 ft)



Incindiary Grenade:

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Official designation: Type-3 Antipersonnel/Antimaterial Incindiary Grenade
Length (o/a): 30.5 cm (12 in.)
Weight: 3.6 kg (8 lbs)
Filler: Unknown
Killing radius: 3.4 meters (8 ft)



Power Drainer:

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Power Drainer - Activated

Damage: Explodes upon failure
Range: Close
Effect: Creates a limited field that drains the power from nearby targets and their shields



Radar Jammer:

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Radar Jammer - Activated

Damage: None
Range: Unknown
Effect: Disabling radar and sonar devices with false information



Flare:

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Damage: None
Range: Close
Effect: Blinding of nearby targets, including yourself if you're watching



Regenerator:

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Damage: None
Range: Close
Effect: Continuous regeneration of nearby shields when active



Bubble Shield:

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Damage: Unknown (Doubtful)
Range: Unknown
Effect: Production of a limited shield that cannot be penetrated by high explosive




Portable Gravity Lift:

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Portable Gravity Lift - Activated

Damage: Unknown (Doubtful)
Range: Unknown
Effect: A smaller version of the enemy's Gravity Lift, useful for reaching high vantage points





Covenant:

Banshee Fighter
Wraith Tank
Seraph Fighter
Ghost
Brute Prowler
Brute Chopper
Specter
Shadow
*= Only crewmembers until further notice
**= Spartans only.
PostPosted: Sun May 13, 2007 8:15 pm


:Armor:

M52B Standard Issue Body Armor/VZG7 Armored Boots/CH252 Standard Grade Helmet:

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The M52B standard Issue body armor is strong enough to stop small-arms fire and a rifle round. However it will not protect against a large caliber weapon and its usefulness is slightly decreased in close quarters. The armor is composed of a lightweight ceramic shell on top of layers of Kevlar and titanium-mesh. The result is a sturdy yet light material. It can effectively stop one or two direct plasma bolts before the material begins to melt.
The helmet contains a boom-mounted microphone and a semi-transparent Heads-Up-Display or HUD. This is used to relay important battlefield information as well as to identify friendly units in a hostile environment. The HUD covers both eyes, and has a target reticule to assist with aiming.

SI-ODSTM53 ODST Issue FULL Body Armor/SI-ODST726B ODST Issue Armored Boots/SI-CH252 ODST Issue Armored Helmet:

Armor image

The armor of the Orbital Drop Shock Troopers differs from regular Marines in that it is slightly sturdier and more heat-resistant. It encompasses the entire body and seals to allow operation in a vacuum. The backpack contains enough oxygen to last fifteen minutes without air. The helmet has a projected HUD and an internal communications system.
The same Material used to make the M52B Standard Issue Body armor is used for the ODST Body Armor with a few additional layers of armor. As such it can withstand a higher caliber of bullet than its Standard Issue counterpart. The heat resistance helps both in the HEV insertion and against plasma weapons, making it able to withstand three direct hits, not in the same location of course.

The Hegemon
Vice Captain

Reply
Halo: Operation Shadow King [Old Guild]

 
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