recursal/Fanatic-Fandom huggingface dataset:
Rocket Warthog

## M12A1 Light Anti-Armour Vehicle

The **M12A1 Light Anti-Armour Vehicle** (M12A1 LAAV), commonly known as the **Rocket Warthog**, is a variant of the UNSC M12 FAV Warthog.

## Overview and Background

The M12A1 LAAV variant of the Warthog is equipped with an M39 102mm Shaped Charge-High Explosive Rocket Turret as its main armament; a triple-barreled variant of the M41 Rocket Launcher attached to a modified turret body with a targeting assist computer affixed on top, all of which is mounted on the tray at the rear of the vehicle.

The M39 fires 3 102mm High-Explosive Anti-Tank Rockets (the same ammunition used by the Rocket Launcher) semi-automatically before initiating a four-second reload cycle, during which the Warthog and its occupants are vulnerable to counterattack. Each fired rocket is extremely destructive individually, capable of instantly killing infantry caught in the explosive blast and destroying most vehicles in one or more direct hits.

However, the slow flight speed of the rockets makes the Rocket Turret ineffective when used against fast-moving or distant targets such, meaning that the rocket turret is generally deployed as either an anti-infantry or anti-tank weapon.

## Gameplay Information

### Advantages

* The Rockets fired from the turret can do major damage to vehicles and enemies.
* One can 'rapid-fire' all three rockets in quick succession to deal tremendous damage against heavy armor.

### Disadvantages

* Rockets travel slower than chain gun fire and gauss rounds.
* Can cause self-damage to the player if used close to enemies.
* Rockets are unable to lock-on to enemy aircraft.

## Trivia

* The Rocket Hog was first only playable in the multiplayer of Halo PC

## Gallery

Rocket Hog turret reticle.Firing the turret.Ditto.
Gauss Warthog

## M12G1 Light Anti-Armour Vehicle

The **M12G1 Light Anti-Armour Vehicle (M12G1 LAAV)**, commonly known as the **Gauss Warthog**, is a variant of the UNSC M12 FAV Warthog.

## Overview and Background

The M12G1 LAAV variant of the Warthog is equipped with an M68 Asynchronous Linear-Induction Motor Gauss Cannon as its main armament; a small-scale Magnetic Accelerator Cannon mounted on the tray at the rear of the vehicle.

The M68 launches 25×130mm slugs at an extremely high velocity, generating immense kinetic energy when fired and giving each shot exceptional armour penetration ability. This means that the Gauss Cannon is primarily deployed as an anti-vehicle weapon, as the high-damage and high-speed projectiles can destroy fast-moving, lightly armoured vehicles in as little as two shots.

While this extreme firepower can also kill most types of infantry units instantly, the recharge delay between shots and the inability to eliminate more than one target per shot makes it ineffective against large groups of infantry.

## Gameplay Information

### Advantages

#### General

* High precision makes the Gauss Warthog incredibly accurate to the point of reliably taking down aircraft.
* Gauss Rounds destroy vehicles very quickly.
* Gauss Rounds are lethal against infantry.

### Disadvantages

#### General

* Marines that are positioned unto the Gauss Cannon miss at times.
* Slow firing speed makes it unsuitable against large groups of enemies such as the Flood.

## Trivia

* In Halo SPV3, the Gauss Hog is differentiated by having a black overcoat, whereas mainline Halo games is only differentiated by its gun turret.
	+ It is similar to the overcoat of the Rocket Warthog, albeit the Rocket Hog has an additional yellow warning decals.

## Gallery

Gauss Hog turret reticle.Firing the turret.
Energy Discharge

ENERGY DISCHARGE is an armour upgrade in *SPV3.3* Firefight. This maroon coloured upgrade grants a longer usage time for an equipped active armour ability.

## Overview & Background

ENERGY DISCHARGE is a passive upgrade that increases the usage time of an equipped armour ability by draining the battery at a slightly slower rate. It affects active abilities such as SPRINT, VISR or the Energy Sword Hilt.

As such, it it considered to be a very useful upgrade, as it could potentially save the player from using up a precious life, depending on the armour ability equipped. It works very efficiently when used in conjunction with the ENERGY RECHARGE upgrade.

## Trivia

* ENERGY DISCHARGE, due to the name and field icon, often confuses players into thinking it helps reduce the overheating of Covenant energy weapons. However, this is not the case.
* In tandem with ENERGY RECHARGE, it is considered to be one of the best armour upgrades in Firefight.
Energy Recharge

ENERGY RECHARGE is an armour upgrade in *SPV3.3* Firefight. This light blue upgrade increases the recharge rate of an armour ability's battery.

## Overview & Background

ENERGY RECHARGE is a passive upgrade that speeds up the battery recharge time of an equipped armour ability. It effectively allows players to use their abilities sooner than normal after the battery has been depleted. It affects active abilities such as SPEED BOOSTER, the Energy Sword Hilt and VISR.

This upgrade could be a potential life saver in dire situations, making it one of the best upgrades Firefight has to offer. Its effects are enhanced if the ENERGY DISCHARGE upgrade is also equipped. In conjunction with each other, these two abilities are incredibly effective at buffing the player, depending slightly on which armour ability is in use.

## Trivia

* ENERGY RECHARGE, due to its name and field icon, often confuses players into thinking it shortens the time it takes for a Covenant energy weapon to recharge at a Covenant Charging Station. However, this is not the case.
* In tandem with ENERGY DISCHARGE, it is considered to be one of the best armour upgrades in Firefight.
Control Room

**Installation 04's Control Room** was the site that controlled all of the Installation's operations.

## Description

*“Unfortunately, my usefulness to this particular endeavor has come to an end. Protocol does not allow units with my classification to...perform a task as important as the reunification of the Index with the Core. That final step is reserved for you, Reclaimer.”*— 343 Guilty Spark
The Control Room is located in a subterranean level below the surface
 of Installation 04. The facility was built directly into a giant artificial cavern and protected by several sets of massive, presumed blast-proof, doors.

Inside there is a large circular bridge that lacks supports. The
bridge ends in a circular walkway. Both the bridge and walkway are made out of a reflective metal. In the center of the walkway there is a hologram of Threshold, Basis, and the ring between the two. On the outside of the walkway there is a model of the Halo ring itself. The model displayed a detailed map of the terrain and slowly rotated.

There is a single computer terminal in the room where the Index
 can be inserted to activate the rings. The terminal also reported the weather, rate of spin, information on the machines keeping the ring running, and information on the outbreak of the Flood.

## History

For thousands of years, the ring and it's control room were completely derelict. In 2552, after the UNSC ship *Pillar of Autumn* crashed landed on the ring, Covenant scouts came across the control room, presumably through use of the Silent Cartographer.

When the Master Chief John-117 came across the control room, he integrated Cortana into the interface. Absorbing the wealth of knowledge, she informed him of a terrible secret and sent John after Captain Keyes and his squad who were going after a Covenant weapons cache.

Later, Halo's Monitor, 343 Guilty Spark, brought John back to the
 control room in order to activate the ring. When he learned what the ring's true function was, John yanked Cortana out of the panel and raced
 to stop the activation process.

## Trivia

* It has been noted that when viewed from the top, the main console room resembles the Marathon logo.
Clay

#### Clay(Stone Age)

Clay is a type of fine-grained natural soil material containing clay minerals. Clays develop plasticity when wet, due to a molecular film of water surrounding the clay particles, but become hard, brittle and non–plastic upon drying or firing.

Terrain: Coastal lines

Effect: +$500 to revenue and +0.2 to Management when gathering Natural Resources

Prerequisite: Mine on the same hex
M7 Submachine Gun

* M7
* M7/S
* Amped M7

## M7 Caseless Submachine Gun

Covenant

* Plasma Rifle
* Brute Plasma Rifle

Medium-Range

* UNSC
	+ BR54HB Battle Rifle
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
* Covenant
	+ Void's Tear
	+ Needler
	+ Hunter Fuel Rod Cannon
	+ Hunter Beam Cannon
	+ Brute Shot

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **M7 Caseless Submachine Gun**, more simply known as the **SMG**, is a close-range UNSC infantry weapon.

## Overview & Background

Like the Halo 1 Assault Rifle, it's an inaccurate, yet effective bullet hose, with a 60-round clip able to be discharged in 4 seconds flat. The weapon is effective against Grunts, Brutes, and Elites, although on higher difficulties, Brutes and Elites often require a combination of melee or grenades to be easily taken down.

## M7/S Submachine Gun

The M7/S is virtually identical to the standard M7, but features a suppressor and a 2x zoom. The Suppressed SMG produces no noise that can be heard by its targets, although AI can react to the impact of shots if the user misses. The 2x scope does not affect the guns accuracy, but it is useful for observing enemies from afar, and taking down lighter units such as Grunts when fired in bursts.

## Amped M7 Submachine Gun

The Amped M7 Submachine Gun is a variant of the SMG found only in the campaign of Lumoria. The Amped M7 provides an extended magazine, allowing the SMG to have an enormous ammo pool of 90 rounds. Moreover, the Amped SMG also has an extended maximum ammo count beyond 660 rounds, with the weapon maxing at 900 rounds. This makes the SMG more powerful than the standard, at the cost of depleting ammunition even faster.

## Gameplay Information

### Advantages

#### General

* High rate of fire
* Fast melee
* Quick reload

#### M7/S

* Silencer is useful for taking out enemies without them noticing
* Scope slightly increases accuracy.

#### Amped M7

* Extremely large ammo pool
* Absurd rate of fire which could chew through shields and armor with ease.

### Disadvantages

#### General

* Low accuracy
* Has kickback
* Low Damage

#### M7/S

* Attachments cause the weapon to take up more of the player's view
* Operates in a pseudo burst-fire

#### Amped M7

* Burns through ammo extremely fast
* Bullets deal less damage per shot.

## Developer Information

Despite complaints, the Halo 1 Assault Rifle was deemed to be near perfect. In terms of damage and rate of fire, the SMG is identical to that of the H1 AR. However, the accuracy was slightly increased, as a way to compensate for the kickback that every iteration of the weapon has had.

As it is a smaller and lighter weapon by design, the animations that reflect that ended up giving it a quicker melee and reload than the standard H1 AR, which compliments its close quarters functionality.

## Trivia

* The standard SMG has green lights, while the suppressed version has red.

## Gallery

Normal SMG's first person view.First person view of the Amped M7.Suppressed SMG.Suppressed SMG's scope.
Radar

**Radar** or otherwise known as the **Radar Enhancer** is an uncommon armour ability found in a few levels like 343 Guilty Spark and The Maw.

## Overview & Background

This yellow armour ability turns the motion tracker in a SPARTAN's or Marine's HUD into a miniaturised radar signal, hence the name. While it does not increase its range, the point of Radar is that it could pick up the signals of stealth enemies and even stationary targets for 80 seconds.

What this allows is that it prevents the player from being ambushed by enemies hiding within a corner or behind an object.

## Gameplay Information

### Advantage

* Allows a player to identify stealth enemies and stationary targets for 80 seconds.
* Lasts forever with no time limit unlike other enemy identification armour abilities like VISR and Thermal Vision.

### Disadvantage

* Does not let the player tell whether the enemy is below or above them.
* Does not highlight targets in person.

## Trivia

* The Radar ability is like a more helpful version of *Halo 3*'s Radar Jammer equipment.
* This, along with Health Regen, is one of the few passive armour abilities.
* Radar first appears in the level 343 Guilty Spark, at the Pelican wreckage at the start of the mission. If equipped, one is able to see many friendly units outside the games boundaries on the motion sensor. These are Flood Combat Forms. In *Halo: Combat Evolved*, this was done to give players a false sense of security and lead into the Flood's iconic surprise introduction.
* Radar, along with Thermal Vision, are the only armour abilities that are Campaign exclusive. They are absent from Firefight.
Undiminished Entelechy

The ***Undiminished Entelechy*** was a *CCS*-class Battlecruiser which was part of the Fleet of Particular Justice, along with its sister ship, the *Purity of Spirit*. It took part in the Battle of Installation 04, but was destroyed in the battle.

## Operational History

### Fleet of Particular Justice

The *Undiminished Entelechy* and *Purity of Spirit* were two of the very first ships to be assigned to the Fleet of Particular Justice, under the command of Thel 'Vadamee. The two ships remained in the fleet throughout their operational history.

### Battle of Installation 0

*Main article: Battle of Installation 04*
During the Battle of Installation 04, the *Undiminished Entelechy* and the *Purity of Spirit* were ordered to scout the surface of Alpha Halo in advance. In doing, the *Undiminished Entelechy* picked up many valuable Forerunner artifacts. Later in the battle, the escaped Flood managed to board the vessel, and Thel 'Vadamee subsequently ordered the vessel to be destroyed. It crashed upon the ring shortly before the ring was destroyed. It, and its treasure trove of Forerunner artifacts, passed out of memory and records of both the UNSC and Covenant, eclipsed by Halo's destruction. The ship's wreckage was swallowed by plant growth which was stimulated by fail-safe mechanisms in the ring.
Covenant Battle Network

*“I've hacked into the Covenant battlenet. They're actually broadcasting tactical data on unencrypted channels. We should show them*
who they're dealing with.”*— Cortana to John-117.*
The **Covenant Battle Network**, or **BattleNet**, is the term for Covenant communication systems maintained to allow instantaneous contact between units, vessels and planets. It is the equivalent to the human COM system.

## Overview

Covenant Battle Network channels are sometimes broadcast on the same frequencies as the COM, but to date, there is no explanation why; given the fact that this would broadcast the communications of both sides and potentially give plenty of battleplans. The BattleNet can be isolated for deep space broadcast, as well as inter-ship and between units. It should also be noted that the BattleNet was broadcast over all of Installation 04 and by monitoring it, Cortana was able to discern Covenant activity over the ring. In the original Halo, Cortana used John 117's in-suit communications array to access the BattleNet. BattleNet channels are also commonly unencrypted, likely because the Covenant did not believe humans posed a threat and thought that their extinction was imminent and unavoidable.

The BattleNet is standard equipment aboard all Covenant vessels, but ground communication is best made using Uplink Crates.

The Covenant inter-ship BattleNet has a curious feature: a system
 of communicating orders throughout the Covenant fleet. Transmissions carry embedded sub communiques containing orders for ships to various jumps, rendezvous and tasks. The efficient system allows orders to
circulate more quickly throughout the Covenant.

However, it seems to have poor counter-intrusion security as AIs like Cortana seem to have no problem in hacking it, although Cortana's function is to get into networks undetected.

The first time that the BattleNet was mentioned is on level Halo of Halo SPV3.

Cortana accesses the BattleNet several times over the game in order to gain intelligence. Some of the things she is able to find out provide needed answers like some of the answers about what Halo is. Also, Cortana uses it find the *Pillar of Autumn* in order to destroy Halo, but when she does she says she's going to search "what's left" of it, indicating that all of the chaos threw the BattleNet into serious disarray.

## Trivia

* The Covenant BattleNet shares its name with Blizzard Entertainment's Battle.Net, an online gaming server.
* In the Original Halo CE, Cortana would access the Battlenet automatically. However, in SPV3, it can only be access when playing on Legendary or higher and activating both Covenant Communication Nodes. Doing this will reveal dropships throughout the game.
Earpiece

## Auricular

El **Auricular** es un objeto aparece en *Infiltrándose en la Aeronave* como uno de los 3 objetos que el Gobierno le da a escoger a Henry Stickmin para entrar a la Aeronave de los Toppats en la pantalla de inicio del juego. Cuando Henry escoge el objeto, se iniciará el camino de Investigador Privado Respaldado por el Gobierno que traerá consigo mismo el final con el mismo nombre.
Pelican

## Dropship "Pelican" 77-Troop Carrier

### Engine unit(s)

Two main engines housed in middle section of ship, ten maneuvering thrusters housed in four vector pylons.

### Armament

* One chin-mounted auto-cannon in either 40 or 70mm caliber
* Two ANVIL-II ASM Pods (eight missiles each)
* One rear-mounted auto-cannon in either 40 or 70mm caliber

### Crew

1 Pilot
1 Co-Pilot
1 Crew Chief

### Passengers

Ten seats in internal bay amidships fifteen people standing and sitting

### Cargo Capacity

70 tons on hoist(anything over 35 tons slows speed considerably).

## Usage

### Affiliation

United Nations Space Command

The Dropship 77-Troop Carrier, abbreviated D77-TC, or more commonly known as the Pelican, is an extremely versatile aircraft used by the UNSC. Used mainly for medium-lift operations of various personnel, vehicles and equipment, it can also be used as a powerful support gunship.

## Overview & Background

The D77-TC Pelican is mainly used for the rapid insertion and extraction of ground troops. They may deliver vehicles and vital equipment to the battlefield when required. The D77-TC has been in service for over fifty years, and is the primary tactical support aircraft of the UNSC.

The Pelican is a multi-role aircraft; it is fully capable of atmospheric flight and can land almost anywhere without difficulty. The Pelican is also capable of limited spaceflight, which the UNSC uses as a primary method of delivering troops to the surface from orbit. Standard armament consists of one Class III externally powered projectile weapon at the bow of the craft, and another one at the rear, in the extended crew area.

## Known Pelicans in Halo SPV3

* Echo 419
* Echo 136
* Echo 205
* Echo 206
* Victor 933
* Bravo 022

## Gameplay Information

Generally the D77 can not be piloted or operated by the player, but often delivers ordnance during battle or is the starting point for the mission.

### Advantages

* If outfitted with the missile pods, the Pelican can easily destroy groups of enemies and vehicles. Which will save the player ammo and time.

### Disadvantages

* While the missile pods are useful to clear out enemies, if the player stands too close to an enemy, they will be killed by friendly fire, even though the enemy is already dead.

## Trivia

* The Pelican, along with the Longsword, are the only UNSC vehicles that can't be piloted during gameplay.
* The Pelican shows clear inspiration from the *UD-4L Cheyenne* dropship from the movie *Aliens*, which inspired Halo in many ways.
Motion Tracker Enhancer

The **Motion Tracker Enhancer** was an equipment powerup that was present in Halo SPV3. It was relatively rare, with the first of these found near the beginning of Halo. It resembled a green Health Kit and was largely replaced by Radar in SPV3.2.

## Overview & Background

The Motion Tracker Enhancer allows the player to track stealthed enemies and enemies/allies that are standing still. Like Radar, the Motion Tracker Enhancer does not differentiate whether the entity is above or below ground, only that it tracks the location of the target. Unlike Radar, however, the Motion Tracker Enhancer only lasts for 80 seconds and cannot be restocked.

## Gameplay Information

### Advantage

* Allows a player to identify stealth enemies and stationary targets for 80 seconds.

### Disadvantage

* Does not let the player tell whether the enemy is below or above them.
* Does not highlight targets in person.
* Lasts for only 80 seconds.
* Pretty rare powerup.

## Trivia

* The Motion Tracker Enhancer was replaced by Radar as Radar does everything the Motion Tracker Enhancer claims to do but with the added benefit of being an unlimited passive armor ability.
Hunter Cannon

**Hunter Cannon** could refer to:

* **Hunter Beam Cannon** - The Hunter Cannon utilised by Hunter Minors.
* **Hunter Fuel Rod Cannon** - The Hunter Cannon utilised by Hunter Majors.
* **Hunter Shade Cannon** - The Hunter Cannon utilised by Spec-Ops Hunters.
* **Hunter Anti-Personnel Shade Cannon** - The Hunter Cannon utilised by Hunter Ultras.

*This is a disambiguation* *page - a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.*
Shield Booster

Shield Booster is an armour upgrade in SPV3.3 Firefight. This salmon/maroon coloured upgrade slowly gives the player a limited Overshield.

## Overview & Background

Shield Booster is a defensive upgrade that is considered as one of, if not, THE best armour upgrade in Firefight. This is because it slowly gives the player an Overshield that recharges overtime and has unlimited uses. Ergo, it makes the player far more tankier than usual, allowing them to survive at even the most extreme battles.

## Trivia

* Shield Booster is one of the best defensive upgrades in the entire game and its play style is reminiscent of the Juggernaut game mode in mainstream Halo games.
* In order to balance this upgrade with the actual Overshield, Shield Booster only grants the player a 2x shield overlay rather than the 3x overlay of the Overshield.
	+ Also, if this ability is equipped and the players shields are above the normal limit, an Overshield powerup can't be picked up.
Victor 933

***Victor 933*** was a United Nations Space Command Pelican dropship attached to UNSC Pillar of Autumn in 2552.

## Battle of Installation 04

*Main article: Battle of Installation 04*
When the *Autumn* was shot down over Installation 04, Victor 933 escaped intact and was used by the Marines of Alpha Base as transport.It was sent out with Second Squad and Captain Jacob Keyes in hopes of finding a Covenant weapons cache. Twelve hours after the last transmission from the Pelican, John-117 was dropped into the swamp byEcho 419 and found the wreckage of Victor 933. Victor 933's crew apparently escaped the wreck and the unknown hostiles that had downed the Pelican.

Victor 933 was destroyed when Installation 04 was destroyed.
Golden Gun

Covenant

* Plasma Pistol
* Brute Plasma Pistol
* Piercer

The **M6Z Pistol**, otherwise known as the **Golden Gun**, is a unique weapon exclusive only for *Halo SPV3.3* Firefight.

## Overview & Background

As its name implies, the Golden Gun is a gold-plated variant of the M6G Pistol that is chambered to only fire one single round per shot before needing to reload. Despite this, the golden bullet it fires is made up of classified materials that could pierce anything, even tank armor. The Golden Gun is therefore an incredibly powerful sidearm only limited by its ammunition quantity.

## Gameplay Information

A Firefight-only weapon.

It is a one-shot weapon dealing an absurd amount of damage. In fact, any enemy or vehicle hit by this pistol instantly dies upon contact, making the Golden Gun the most powerful weapon in terms of per-shot basis in the entire game. Since it is modeled after the M6G Pistol, the Golden Gun's accuracy and range is overall the same.

In order to balance such an awesome gun, the Golden Gun is a relatively late-game reward for Firefight and its single-round chambered ammunition makes it only applicable against high profile targets rather than a horde of enemies. Moreover, it lacks the scope of the M6G, making it more suitable for close range due to its more limited ammo pool.

Captain Keyes wields a Golden Gun in Firefight as a Hero Unit.

### Advantages

* Single handily *the most* powerful weapon in the game in terms of damage-per-shot, easily taking down the toughest enemies in the game in a single round.
* Reasonably accurate and reliable, allowing the player to be flexible in all ranges.

### Disadvantages

* Single round means that the Golden Gun is limited to high-ranked enemies rather than a swarm of them.
* Relatively late-game weapon in Firefight.
* Lacks the scope of the M6G, limiting its potential range.

## Developer Information

Goldeneye, move over. James Bond isn't the only man with the golden gun. The Golden Gun behaves exactly as you remember it N64 fans, and will be available in Firefight as an unlockable weapon when we release it later this year.

## Trivia

* The weapon is an obvious homage of the same weapon from the original N64 Golden Eye game.

## Gallery

Golden Gun in first-person.Golden Gun being fired.
Flood Dispersal Pod

A **Flood Dispersal Pod** otherwise known as a dispersal pod or spore capsule is a form of Flood superstructure meant to disperse Flood Super Cells from orbit in a more efficient form.

In essence, they are akin to the UNSC's SOEIVs or the Covenant's Orbital Insertion Pods. In practice, they are pretty much an airborne Flood Growth Pod that could spawn either Combat Forms, Combat Carrier Forms, Carrier Forms or Infection Forms.

## Overview and Background

Made from hardened Flood biomass to shape the pod and protect the occupant from the stresses of orbital deployment, Flood Dispersal Pods are the Flood's primary form of transporting FSC from planetary orbit in order to spread infection on a galactic scale. The pod expels an exhaust of Flood biomatter and it is possible that the pod is capable of limited self-propulsion, expelling gases from the rear and adjusting the stream of exhaust with its tentacles.

## Gameplay Information

### General

Flood Dispersal Pods are exclusive only in Firefight, where it is the primary mode of spawning Flood troops within game modes that support Flood combat. Each Pod is capable of spawning several units of the same type, which could easily overwhelm even a max-upgraded defense. These pods cannot be shot from the sky and act as a means of spawning in the same way as the Phantom for the Covenant.

## Trivia

* They are basically the same as the ones from Halo 3, albeit here it spawns up to several units rather than two or three.
Super Brute Form

The **Super Brute Form** is a cut Flood Form from Halo SPV3.

## Gameplay Information

It was a harder version of the Brute Form. Similar examples to harder versions of standard forms would be the ODST and Elite Major Forms.

## Developer Information

It was mainly cut due to what was considered a "super goofy running animation." and this form was replaced by the Elite Form that carriers Infection Forms inside.
Overshield

An **Overshield** is a form of cuboid Covenant-developed technology that strengthens the energy shielding system of the user. It can be acquired for the players shields if one picks up the Overshield powerup.

## Overview & Background

The overshield technology is developed by the Covenant to enhance their Sangheili warriors' personal shielding system. The overshield can be used by anyone utilizing a personal shielding system such as a SPARTAN in MJOLNIR Armor or Sangheili with a Combat Harness.

In *Halo: Combat Evolved*, the overshield boosts the player's shields to 300%. The player's normal shield does not take damage until the overshield is completely depleted (although any damage overlapping from something destroying the overshield (i.e. a grenade's explosion) will also do damage to the player's normal shield).

## Gameplay Information

### Advantages

* Useful and recommended when attacking Hunters or a large group of enemies with higher ranked units.
* Can allow the player to take a lot more damage and escape out of tricky situations.

### Disadvantages

* Can still be depleted by an Overcharged shot from a Plasma Pistol.

## Trivia

* The Overshield shares some resemblance to the Reflex Enhancement powerup, with the only difference being the shape. The Overshield is cuboid whilst the Reflex Enhancement is a trapezoid.
* In Firefight, the Shield Booster armour upgrade adds a slow charging overshield buff to the players normal shields, maxing out at 200%. If this is equipped, players can only pick up the Overshield powerup if their shields are depleted.
* If the Mantis Skull is found and picked up in Assault On The Control Room, the unfinished Mantis vehicle appears as an enemy. If they are destroyed, each one will drop an Overshield powerup. The reason for this is unknown.
* In Campaign, if the Meat Bag Skull is turned on, the Overshield powerup is the only means of recharging your shields.

## Gallery

Effects of the Overshield.Thel with Overshield in the Commander: Evolved.
Nuclear Failsafe Reactor

Nuclear Failsafe Reactor is an armour upgrade in *SPV3.3* Firefight. This golden-brown upgrade is a novelty upgrade that turns the player into a miniature nuclear bomb upon death.

## Overview & Background

Nuclear Failsafe Reactor is a joke upgrade. One design to give the enemy one final statement after death. Upon death, the player's body explodes with the force of a miniature nuclear warhead or a large conventional bomb. The blast radius is big enough to kill almost anything within the Firefight maps.

## Trivia

* As awesome or hilarious as Nuclear Failsafe Reactor is, as an actual upgrade, it isn't considered the most practical as the person must die for it to be considered 'useful'.
	+ Despite this, it can be seen as useful if one is playing Survival or Squad Survival, as it can clear masses of enemies in a wave if one has lives to spare. In Juggernaut, however, it is pretty much a redundant armour upgrade.
* Nuclear Failsafe Reactor is actually misspelled as "Nucular Failsafe Reactor".

## Gallery

The explosion in the first millisecond.The explosion at its maximum.
Fragmentation Grenade

## M9 High-Explosive Dual-Purpose grenade

### Operation

Detonation timer creates a delayed explosion. Once detonated, a hail of shrapnel is released at supersonic speeds, lacerating and maiming anyone in its blast radius.

### Range

Depends On Throw* Killing radius: 4.8 meters (16 ft)
* Casualty radius: 14.75 meters (49 ft)

## Usage

### Affiliation

United Nations Space Command

The **M9 High-Explosive Dual-Purpose grenade** (abbreviated **M9 HE-DP grenade**), also known as the **Fragmentation grenade**, shortened **Frag grenade**, or simply **Frag**, is a UNSC-issued grenade that functions in a manner very similar to contemporary hand grenades.

## Overview & Background

The M9 High-Explosive Dual-Purpose grenade is the UNSC's primary and only available grenade in the entire Halo franchise. These grenades are simple and identifiable to use. Consisting of nothing more than a metal casing enveloping a container of gunpowder that is primed by a ignition timer, the Fragmentation Grenade offers a cheap and simple way to flush out an enemy or kill them outright.

These grenades work differently from their Covenant counterparts which detonate on impact. As the grenades have a timer, there is a delayed explosion; detonating only when the Frag Grenade uses up its detonation timer in 3-4 seconds. The delayed explosion allows a user to 'grenade bounce' this weapon off objects to hit their target at unorthodox angles. At the start of every level, a player is equipped with 4 grenades, however, once it has been used, you can only stock up to 2 grenades like the rest.

## Gameplay Information

### Advantages

* It is able to bounce off of surfaces, meaning it can reach extra distances or go into hard to hit areas.
* Effective against groups of unshielded infantry.
* Could start with 4 of these grenades, more than any other.

### Disadvantages

* Does not explode upon impact.
* An improper throw could backfire literally; as the grenade could just as easily bounce back towards the user and explode in his/her's face.
* Delayed explosion could allow enemies to safely evade.

## Trivia

* The grenade bears resemblence to the US Army M2 'Pineapple' Grenades used in World War Two and the Vietnam War.
* The M9 High-Explosive Dual-Purpose grenade uses a button or a switch as a timer rather than the safety ring of today's grenades.
Skirmisher

The **T'vaoans**, referred by humans as **Skirmishers**, are a subspecies of the Kig-Yar in the Covenant.

## Overview and Background

Skirmishers are of the same species as the more common, lightly-built Jackals, but they are much faster, stronger, can jump higher and are more agile than any ordinary Kig-Yar. In addition, they sport manes of feathers rather than quills. A Skirmisher's voice is more raspy and guttural - this is because they have an expanded voice chamber in their throat. Skirmishers serve as Covenant shock troopers, while the more lightly built Jackals see deployment as dedicated ranger or sniper units. Even so, Skirmishers can be snipers as well. In engagements prior to 2530, mixed units were more common. However, this changed toward the end of the Human-Covenant war.

The Covenant uses Skirmishers as close-range combatants, attacking in packs and using flanking tactics (as opposed to Jackals, who are often used as defensive and long range combatants and assassins). Physically, they seem to be similar to regular Jackals, though in combat they do not wield large rounded energy shields like the Jackals. High-ranking Skirmishers do wear point defense gauntlets or wrist shields, medium-sized ovular shields strapped on to their wrists, to help them deflect bullets and light plasma fire. Their head shape appears to be more avian than their cousins; their skin tone is noticeably darker and not yellowish. They also run much faster than Jackals and can jump incredible heights. Their eyes are yellow with slotted pupils, as opposed to bulbous and pale. They also seem to have a hybrid mouth that seems to be like a beak at the end.

## Gameplay Information

### General

Although they may appear similar to Jackals, they act much different than them. Skirmishers are fast and strafe to avoid fire. They are usually encountered in small groups or apart of larger squads made up of other species.

### Strategy

Due to their speed and maneuvering, they can be hard to hit, even at close range. Picking them off from a distance or using effective short-range weapons such as the Shotgun or the SMG, are some of the best ways to handle them.

## Trivia

* There are actually black Jackals similar in appearance to Skirmishers in *Halo: Combat Evolved* which also adorned headgear similar to that in *Halo 3* and *Reach*.
* Skirmishers bear a notable physical resemblance to the Dromaeosaurs and velociraptor.
* Higher-ranking Skirmishers fight more efficiently than other Kig-Yar and lower ranking Skirmishers. Tactics utilized include constantly strafing targets, and often alternating use of their two point-defense gauntlets to let the other recharge. These gauntlets, while not nearly as large as those that Jackals wield, are used very effectively by Skirmishers to protect themselves.
Hunter Fuel Rod Cannon

Medium-Range

* UNSC
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
* Covenant
	+ Hunter Beam Cannon

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Hunter Fuel Rod Cannon** or the **Assault Cannon** is one of the four Hunter Cannon variants that is utilized primarily by Hunter Majors.

## Overview & Background

Unlike the long beam of the Hunter Beam Cannon, the Hunter Fuel Rod Cannon acts as the Covenant's equivalent of the UNSC's M41 Rocket Launcher. The Hunter Fuel Rod Cannon in contrast to the M41 Rocket Launcher, takes time to fire its explosive incendiary projectile in an arc.

While this makes it difficult to aim at longer ranges, the Hunter Fuel Rod Cannon compensates this by having a larger ammo pool and be able to fire consistently without reloading. Moreover, the Fuel Rod Cannon has a slight arc and would eventually fall to the ground due to gravity.

However, like all Hunter weapons, it cannot be refilled, making these powerful weapons a one-off and situational tool.

## Gameplay Information

### Advantages

* Very effective against vehicles.
* Could fire continuously without needing to reload.
* Can take out an infantry group.
* Has a melee damage bonus due to being heavy.
* Out of all the Hunter weapons, this is by far the most common and most powerful in terms of per-shot basis.

### Disadvantages

* Every shot that is fired from a distance has a certain arc.
* Slow charge period before firing, making the player vulnerable from enemy counter-fire.
* In the hands of a hunter, it can destroy weaker vehicles in one shot, resulting in an instant death for the player.
* Unable to replenish ammo.

## Trivia

* The Hunter Cannon was unusable in every Halo title up until *Halo 5: Guardians*, in which it was added as a multiplayer weapon in the *Anvil's Legacy* update.
* Ammo count on the Hunter Fuel Rod Cannon is visible because of the fuel rod barrel attached to the weapon. If one uses SPRINT while holding it when it has low ammo, when SPRINT is engaged it will appear to have full ammo.
* It seems that leftover fuel cells from the Fuel Rod Cannon have been refashioned as explosive materials that make up the Cluster Grenades.

## Gallery

Fuel Rod about to fire.Hunter firing his Fuel Rod Cannon.Effect of the explosion.
Health Regen

Health Regeneration, abbreviated to Health Regen, is an armour upgrade developed by the UNSC which can be directly integrated into MJOLNIR Armour.

## Overview & Background

An integrated Health system. The Health Regen allows an automated medical system to inject biofoam when it detects serious bodily injuries via a smart-link through the armour. In contrast to a Health Kit, the Health Regen is much more portable and convenient in the middle of a firefight.

While this means that the person carrying the Health Regen has an advantage in long engagements, the armour ability could only work after a long rest of inaction.

In Firefight, Health Regen is present as an armour upgrade, rather than a passive ability. This means it can be equipped while leaving the armour ability slot open for active abilities, such as SPRINT. The upgrade variant in Firefight is superior to the armour ability version as it also restores the health bar to 100%, instead of 67% in Campaign.

## Gameplay Information

### Advantages

* Health Regen will restore up to two-thirds the player's health. This encourages the player to fight more aggressively and to take more risks during combat, as they don't have to rely solely on Health Kits placed in specific areas to recover their health.

### Disadvantages

* Health Regen is incapable of fully restoring the player's health in Campaign, with Health Kits being the only way to do so.
* Health Regen will only activate once the player's energy shields have been fully recharged, effectively increasing the amount of time the player has to stay out of combat to recharge.

## Trivia

* Health Regen imitates the regenerating health system introduced in *Halo 2*. The difference is that in *SPV3* the effects of it are visible, since the health bar is shown on the HUD.
* The Health Regen along with Radar, is one of the few armour abilities that is always used passively and never needs to be manually activated, Q (or whichever key the player assigned) is used for the flashlight.
	+ Despite this, it should be noted that this armour ability is not equipped when starting a level unless if the player chose a loadout with this ability in it.
T-800 Minigun

Covenant

* Hunter Shade Cannon

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The T-800 Minigun is a UNSC man-portable heavy weapon introduced in Halo SPV3.3 in both Lumoria and Firefight.

## Overview & Background

Based upon the same structure as the Flamethrower.

The T-800 Minigun, otherwise known as the Chaingun, is the man-portable version of the M41 Light Anti-Aircraft Gun commonly found mounted on the Chaingun Warthog.

This weapon boast several modification to assist users of these weapons. The drum-fed magazine is fit at the bottom of the weapon, allowing for a more compact size, whilst an ammo indicator helps the gunner to know how much bullets he/she has spent firing on the gun. The Minigun is air-cooled by various heat sinks to enable a consistent firing rate without overheating the gun barrels.

As such, the Minigun boasts a slightly larger ammo pool and a superior firing rate than even the M247 Machine Gun. There is a downside however, the Minigun is a heavier weapon preventing a person from moving when triggering and its ridiculous firing rate drains ammo at a ludicrous amount. Moreover, ammo capacity is restricted to 120 rounds, so the Minigun has less maximum ammo than the Light Machine Gun

## Gameplay Information

### Advantages

* Boasts the largest fire rate out of any weapon, period.
* Compared to the M247 Machine Gun, the Minigun immediately has a fast firing rate without needing to 'charge up'.
	+ Also has a higher ammo count than the M247 Machine Gun.
* One of the best crowd control weapons in the game.
* Can deal heavy damage to light vehicles due to the sheer level of fire power.

### Disadvantages

* Drains ammo at a frightening speed, making it one of the worst weapons when it comes to ammo conservation.
* Max ammo is less than the M247 Machine Gun.
	+ Combine with its rapid ammo consumption, this weapon is only suited for the most extreme of firefights.
* Incredibly inaccurate.
* Unable to move when firing this weapon.

## Trivia

* The weapon was featured in SPV1 and had the same frame design as Halo CE's flamethrower.
	+ Also features a similar decal to the Flamethrower, except the shark-face decal lacks the flame symbol.
* The T-800 Minigun is a direct reference to the Terminator franchise, specifically, the T-800 wielding the minigun in Terminator 2: Judgement Day.

## Gallery

Chaingun being fired in first-person.Reloading animation.
Chaingun Warthog

## M12 Light Reconnaissance Vehicle

The **M12 Light Reconnaissance Vehicle** (M12 LRV), commonly referred to as the **Chaingun Warthog**, is a variant of the M12 FAV Warthog and the UNSC's most prolific anti-infantry vehicle.

## Overview and Background

The M12 LRV variant of the Warthog is equipped with an M41 Light Anti-Aircraft Gun as its main armament; a triple-barreled, electric-powered, link-less, belt-fed machine gun mounted on the tray at the rear of the vehicle.

The M41 fires 12.7×99mm armour penetrating rounds which, combined with the turret's moderate rate of fire, are capable of eliminating infantry and lightly-armoured targets/vehicles from close to mid-range with ease.

The Chaingun's rate of fire increases the longer it is fired, and with it, the recoil and spread also increase. The near-instant travel speed of the projectiles fired means that the turret maintains its effectiveness when used on rough terrains.

## Gameplay Information

### Advantages

#### General

* Chaingun can quickly take down groups of infantry.
* Bullets fire very rapidly to long distance.
* Excellent against enemy aircraft.

### Disadvantages

#### General

* It takes a lot of shots to actually destroy heavy enemy vehicles such as a Grizzly or a Wraith, in which the player must keep moving.

## Trivia

* This Warthog variation is the first to show that SPV3's warthogs carry two life packs.
* They are by far, one of the most common vehicles in Halo SPV3.2.

## Gallery

Chaingun Hog turret reticle.Firing the turret.
The Library: Evolved

*"Lead the Sentinels and Marines in search of the Index."*

**The Library: Evolved** is a cut reimagining of the seventh mission in *Halo SPV3*. It is listed as SPV3C20\_Evolved, also known as C20\_Evolved.

## Overview & Background

It seems this mission was inspired by Quarantine Zone from *Halo 2*.
Details are sketchy but, apparently, the Master Chief was to team up
with a group of Marines against the Flood and Covenant using a
Sparrowhawk and a Mantis to break into the Library.
 Players would then have to fight through hordes of Flood and groups of
Covenant to advance 2 floors and retrieve the Index, reminicent of the
original Library. 343 Guilty Spark's
 role in the mission is unclear, but given the games narrative, it can
be assumed he would have played a similar part as he did in the original version of the level.

The mission has been officially cancelled by CMT due to Marine
versus Flood combat in *SPV3* being deemed unfit for the modding team's
vision of the level and functionality problems with the Mantis.

## Trivia

* From the level's description, it can be presumed that Marines would be present to assist the Master Chief. It is unknown if they would've been present from the start, dropped off by Pelicians, or have their own checkpoints just as the Covenant does.
* The Mantis, which was to be featured in this level, does still appear in the mod as a Easter egg on Assault on the Control Room.
Fuel Rod Wraith

The Type-45 Anti-Aircraft Artillery(Type-45 AAA), often referred to as the Fuel Rod Wraith, is a specialized anti-aircraft variant of the Wraith and the older predecessor of the Type-52 Anti-Air Wraith.

## Overview & Background

In SPV3.3, the Fuel Rod Wraith is a new type of Wraith that shared similar characteristics as the Anti-Air Wraith pre-SPV3.2. The Fuel Rod Wraith, like most Covenant vehicles with a Fuel Rod weapon like the Fuel Rod Shadow and the Fuel Rod Shade was colored green to denote its radioactive nature.

As an older variant of the Anti-Air Wraith, the Type-45 featured a modified plasma mortar that fired five Fuel Rod shots. This modified mortar is actually a refit of the Class-2 Fuel Rod Projectile Cannon found in the Fuel Rod Shadow. Due to its five-shot burst and its timed-explosive nature, the Fuel Rod Wraith is suitable for low-altitude large aircraft such as Pelicans and Phantoms whilst the modern Type-52 targets high-altitude small aircraft such as Banshees or Sparrowhawks due to the firepower of its Dual Heavy Plasma Cannons.

However, it is also just as effective against ground targets as its rapid-firing Fuel Rods could devestate whole swarms of enemies and it could deal decent damage against enemy vehicles. However, its burstfire nature makes it inadequate against large tank warfare, and it is pound-for-pound weaker than the regular Wraith or the Grizzly in a straight up fight. Moreover, the Fuel Rods are highly inaccurate, making it unsuitable for long-range combat.

## Gameplay Information

### Advantages

* Effective against large low-flying air units such as Pelicans and Phantoms.
* Rapid burstfire of its Fuel Rods makes it dangerous against swarms of infantry and light vehicles.
* In terms of firepower and explosive power, the Fuel Rod Wraith provides a medium between the normal Wraith and the Anti-Air/Anti-Personnel variants.

### Disadvantages

* The fuel rod shots last a certain distance before exploding.
* Burstfire nature limits its full potential especially against rival tanks.
* Fuel rods are notoriously inaccurate, inadvisable against small, flying aircraft.

## Trivia

* The Fuel Rod Wraith is the spiritual successor of the original Anti-Air Wraith pre-SPV3.2.

## Gallery

Fuel Rod Wraith's targeting hud.Fuel Rod Wraith firing.