recursal/Fanatic-Fandom huggingface dataset:
Ranged Carrier Form

The **Ranged Carrier Form** otherwise known as either the **Ranged Combat Carrier Form** or **Infected Blind Wolves** are Combat Carrier Forms spawned from an infected Blind Wolf. These relatively rare Flood types are only found in None Left Behind, The Commander and The Commander: Evolved.

## Overview and Background

As their hosts are from non-sentient Blind Wolves, these Combat Forms aren't intelligent enough to use weapons. Instead, the Flood mutates the physiology of the Blind Wolves to erect multiple spines, of which the Combat Form could fire at an alarming rate.

It is possible that the design of the Ranged Carrier Forms may have influenced the future Gravemind to construct his Pure Ranged Forms out of this design during the Flood assault on Earth and the Battle of the Lesser Ark.

## Gameplay Information

### General

Ranged Carrier Forms prefer to attack its enemies from afar. Once they have detected the enemy, they will relentlessly pelt them with spines with moderate accuracy.

These spines are constructed from scavenged bone and biomatter, and the force it has been shot out retains enough kinetic energy to puncture even MJOLNIR armor from a SPARTAN. If these spines were shot out, the Ranged Carrier Form would then charge at the player and explode, showering him with several Infection Forms. Alternatively, they would explode if the player kills it before it does its suicide run.

### Strategy

Like the Pure Ranged Forms from Halo 3, the Ranged Carrier Form is an annoying enemy to fight on higher difficulties. Although they are weak, they always come in a pack like its host's species. Fortunately, these Flood types are less accurate than their Pure Form brethren in Halo 3, allowing some leeway for the player to evade their shots and go in for the kill.

Explosive weapons and close combat weapons are very effective against them. Conventional projectiles or Covenant energy weapons are less efficient since the Ranged Combat Carrier Forms are resilient (not immune) to headshots. This is because the Infection Form erupts from the Blind Wolf's mouth and their top jaw offers considerable protection, forcing players to be more strategic and precise with their aiming should they choose to fight them this way. Although they will try to suicide run in a kamikaze attack, the Ranged Carrier Form doesn't have any other melee attacks and they are more of a nuisance than other Flood forms.

## Trivia

* They are a direct reference to the Pure Ranged Forms from Halo 3 in both appearance and function.
Energy Sword Hilt

The Energy Sword Hilt, otherwise known as the Sword AA (armour ability), is the only Covenant armour ability in *SPV3.3*. Equipping this armour ability allows players to use to the powerful Energy Sword in combat.

## Overview & Background

The Energy Sword Hilt is an active armour ability that gifts the player the fabled Energy Sword to wield. When it is equipped, pressing the armour ability button (default Q) ignites the sword, but the players guns will remain in their possession, granting the player 3 weapons. In Campaign, this white and turquoise blue armour ability is rare, but being given a powerful third weapon is a boon if one runs out of ammunition.

It first appeared in *SPV3.2*, exclusively in the missions The Commander and The Commander: Evolved, where the player controls Thel 'Vadamee. However, it can never be found in the field as it is permanently equipped from the start of both missions, and it can't be swapped.

In *SPV3.3*, CMT created a field pickup icon for the ability for its appearance in Firefight, but it was also made available in The Maw, for the Master Chief to use. It appears at the start of level, and also at the Pillar Of Autumn's bridge, as an alternative to the torch, so as to help navigate through the dark corridors of the mission and help combat the hordes of Flood.

## Gameplay Information

### Advantages

* Grants the player the Energy Sword, easily one of the most powerful and lethal weapons in the game.
* Gives the player a third weapon for all intents and purposes.
* The Energy Sword can act as a temporary light source.

### Disadvantages

* It is a rare armour ability, only available in a few levels.
* Having this armour ability kneecaps the player from other armour abilities that maybe more useful in certain situations.

## Developer Information

Masterz1337, *SPV3*'s lead developer, detested the inclusion of the Energy Sword in official *Halo* games. When attempting to include the weapon in the mod, along with a playable Elite, he saw it as a challenge to do it "right" in his eyes and to balance the weapon more "fairly" in gameplay. Having it appear solely as an armour ability, as opposed to being retrievable from the field, kept the sword elusive, making sure it didn't "distract" too much from the gun sandbox of *Halo*.

## Trivia

* This is one of the most useful armour abilities in the game, due to giving the player access to the Energy Sword.
* Since *SPV3.3*'s release, Masterz1337 has said that he almost regretted making Energy Sword Hilt available in The Maw.
* SPARTAN May-017 is the only playable character who never has access to this armour ability. Ironically, she is the only SPARTAN seen to be wielding the sword in cutscenes and the mission thumbnails in the game menus.
Impaler

The **Impaler**, also known as the **Binary Needler**, is a cut weapon from Halo SPV3.

## Overview & Background

The Impaler is a needle based rifle that if a headshot is performed on an enemy, any grenades that are dropped would explode.

## Gameplay Information

Since the Impaler was unfinished when cut, it has temporary textures and a working double zoom. The Ammunition type were blue needles called Heavy Needles.

## Developer Information

The functionality of this weapon was transferred to the Sentinel Sniper Beam.

## Trivia

* May have been inspired by the Needle Rifle in Halo Reach
* In appearance, it looked like a mix between the Promethean Binary Rifle and the Needle Rifle

## Gallery

Concept Art of the Impaler/Binary RifleWhen picked upThe zoom, is able to double zoom
SPARTAN-II

The **SPARTAN-IIs** or otherwise called as **Demons** by the Covenant, are the United Nations Space Command most feared and elite soldiers ever fielded on the battlefield. Augmented superhumans, these supersoldiers were originally meant to quell the Insurrection from the Outer Colonies, but the arrival of the Covenant has made these men and women legends to both the UNSC and the Covenant.

## Overview and Background

The SPARTAN-IIs were the second generation of supersoldiers conducted under Project: ORION. These supersoldiers were to be picked as candidates by the UEG and promptly abducted by ONI agents when they were still children. The children were promptly flesh-cloned to prevent any suspicions among the colonisers, with the clones dying of sudden deaths owed by cloning complications.

The children would then be inducted, indoctrinated, trained and augmented to be able to use the future MJOLNIR power armor. Not all candidates succeed with an alarming number of them being permanently crippled, with some even dying from the invasive surgeries.

Nevertheless, those that succeed found themselves to be beyond human limits. Stronger, faster and more durable than even trained ODSTs, these children would grow to become the last shield protecting humanity from total extinction in the Human-Covenant War.

## Known SPARTANs

 May-017
 Firefight SPARTAN-II

## Gameplay Information

### General

The two known SPARTAN-IIs, John and May, are the primary playable characters of Halo SPV3. As such, these two handle the same gameplay-wise. As the player character, the SPARTANs have energy shields that are roughly equivalent to an Elite minor or major, this means that the player could take some damage before needing to fallback. As energy shields are vulnerable to plasma weapons, caution must be taken on higher difficulties as they could easily strip the shields in a few shots.

The player also is bound by health. There is only so much the player could take before succumbing to his/her injuries. Unlike Thel 'Vadamee, whose health automatically heals to full once his energy shields have fully recovered, the player character must either find Health Kits or a Health Regen armor ability to fully or partially recover his/her health respectively.

Fortunately, unlike Thel 'Vadamee, the player could use almost all weapons and vehicles in the game, as they are not restricted by strict religious dogma.

## Trivia

* It is highly likely that May-017 wore what seems to be a modified Mark VI power armour.
* The Firefight SPARTAN has greater jumping capabilities that John-117 and May-017. However, he can't pilot vehicles like they can.
Covenant Supply Case

*Looking for the Resupply Canister, the UNSC's equivalent of the Covenant supply case?*

The **Covenant Supply Case** has appeared throughout Halo SPV3 as a device that stored the weapons for Covenant encampments. It can hold four hand-held sized weapons, or two larger weapons. It has been speculated that it also acts as a device to recharge plasma based weaponry, as all weapons found in it have been fully charged, but this may just be circumstantial. Further evidence for it just being circumstancial is that the Covenant Charging Stations charge all plasma based weaponry.

## Function

These crates are used by the Covenant much like the Gun Shelves in the armory in the Pillar of Autumn. On Installation 04, the more prepared Covenant have these crates locked from human activities. Although in some areas, such as those deep in Covenant areas, some of these containers are left open. They carry any Covenant weapon and it is widely thought that the Covenant have a recharge device on these crates making them essential for operations. Although Covenant Charging Stations are more convenient. Others think that they are simply used to supply Covenant ground forces with weaponry. The crates are nearly identical to the early Covenant Communication Nodes, and are possibly modified Supply Cases.

Common weapons held by Covenant Weapon Holders include, but are not limited to: Plasma Rifles, Brute Plasma Rifles, Shredders, Particle Carbines, Plasma Pistols, Brute Shots, and Needlers.

## Trivia

* In *Halo: Combat Evolved*, the supply cases could not be moved, as they are considered scenery objects. If a player rammed into it with a Warthog or threw grenades at it, it would stay in place, unmoved. They can be moved, however, if you make them as vehicles in *Halo Custom Edition*. Also, they do not hold weapons in *Halo CE*.
* They can have differet colors, although it is unkown if this is significant or not
Health Kit

The **health kit** (or health pack) is a first aid kit containing the standard combat wound treatment, which is used by all UNSC combat personnel, ranging from Marines to even Spartans. Each health kit contains an amount of biofoam, a stitch kit, polypseudomorphine, self-adhering antiseptic battle dressings, and other useful field dressing components.

Health kits are standard requirements aboard many UNSC ships for medical events. Health kits are often seen on corridor walls at regular intervals. There are also two health kits located in a Pelican. Both of them are on each side of the door to the cockpit. They seem to be more rectangular in shape than regular health kits and are inaccessible to the player.

## Overview & Background

Health Kits are containers or a small metal case that contain first-aid kits and other healing solvents meant to medicate and heal wounds caused by Covenant weapons. As the UEG have to deal with the largely plasma-based Covenant weaponry, the UNSC had adapted to use various pain medications, anti-burn gels and bandages among with other medical appliances to deal with cauterizing effects of Covenant weapons.

A Health Kit is enough to heal to full health of anyone, including a SPARTAN. Vehicles such as the Warthog contains up to two Health Kits as standard-issue field equipment. These Health Kits are enough to fully heal an entire Warthog crew, making them crucial in the survivability of the UNSC's forces.

## Gameplay

The health kits are present in Halo SPV3. The health kit would refill the player's health, but would have no effect on their shields.

## Usage

In *Halo SPV3*, health kits are best used after combat. There are two reasons for this.

* Your characters shields may be down, so the regenerated health may be lost again.
* The white flash caused by picking one of these up will blind you for a period of about 1–2 seconds. This gives opponents a chance to attack.

A new feature included in Halo SPV3 is that each Warthog holds two health kits. This can be used to heal the player and any passenger in the vehicle by pressing Q (or whiever button the player has assigned). Once both health kits are used, no more are respawned so if the player needs to be healed, it is best to find a health kit or aqquire another Warthog that has a health kit or two in it.

## Trivia

* Health Kits fills up a players health at full at the expanse of being immobile and unable to be controlled by the player, whereas the Health Regen can be equipped anywhere and slowly heals up the player, but does not fill to full.
Marvin Mobuto

**Staff Sergeant Marvin Mobuto** was a UNSC Marine non-commissioned officer and was the first Reclaimer chosen by 343 Guilty Spark to light the Halo Array, during the Battle of Installation 04.

## Biography

Staff Sergeant Mobuto participated in the Fall of Reach and was on the UNSC *Pillar of Autumn* when it made a blind Slipspace jump to escape from Reach. He was involved with the Battle of New Alexander, where he seen Brutes rip people apart. He participated in the defense of the *Autumn* and was evacuated before the craft crash landed onto the Halo.

### A Reclaimer

While on the ring, Mobuto was somehow detached from his squad and was contacted by 343 Guilty Spark, who used Halo's teleportation grid to transport them both to the Library, much like he did with John-117. Instructed to retrieve the Activation Index, Mobuto fought valiantly through hordes of Flood Combat Forms, Carrier Forms, Combat Carrier Forms, and Infection Forms. He surprisingly managed to survive until he was in sight of the Index. However, with little experience against the enemy and standard, UNSC-issued ballistic body armor as protection (which 343 Guilty Spark referred to as "insufficient armor"), Mobuto eventually succumbed to the Flood's might. His body was completely thrashed and mangled to the point where even the Flood Infection Forms could not make use of it.

John-117 found what was left of Mobuto's body in the Library during his mission to collect the Index. John discovered Mobuto's identity through his Datapad and paid his respects to the Marine. He was surprised at how far Mobuto had managed to get, as he himself had been pushed to the limit to get as far as he had even with his augmentations and MJOLNIR body armor. Mobuto's determination inspired the SPARTAN to continue through the Flood-infested halls and complete his mission.

## Trivia

* Near his corpse is a damaged ODST helmet. Despite it being unclear how and why it's there, it can be presumed that he came by an abandoned ODST helmet and decided to wear it to keep the "puss" out of his mouth.
* Marvin Motubo's datapads can be found in The Library.

## Gallery

The remains of Motubo's coprse along with his final datapad, a medkit, and a rocket launcher
M41 Rocket Launcher

## M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon

Covenant

* Hunter Fuel Rod 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 **M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon**, commonly referred to as the **Rocket Launcher** or the **SPNKr Rocket Launcher**, is a UNSC heavy-ordnance weapon.

## Overview & Background

The M41 SSR fires 102mm HEAT shaped charge rockets. The launcher sports a 2x scope and can fire rockets over long distances with devastating accuracy, although its altitude decreases over longer distances.

When reloaded, the barrels are removed and two pre-loaded barrels are then inserted back into the unit. With this mechanism, a Marine can greatly reduce the weight he has to carry without throwing the weapon away like some contemporary disposable rocket launchers.

## Gameplay Information

### Advantages

* Effective against groups of infantry, heavy infantry, and vehicles.
* Incredible damage against shields.
* Extremely long and linear range, allowing one to theoretically hit opposing (but stationary) targets at long range in contrast to its counterparts which are dictated by gravity, which causes them to arc and fall to the ground, limiting their range.
* Can kill multiple enemies and even vehicles.

### Disadvantages

* Self-lethal at close range.
* Ammunition is relatively uncommon.
* Very low ammo count, requiring reloads every two shots.
* Slow reloading.
* Large weapon profile restricts field of view.

## Trivia

* The M41 SSR is essentially a Halo universe copy of the SPNKR-X17/18 SSM Launcher (Lazyboy) from Bungie's *Marathon* trilogy. The word "SPNKR" is an abbreviation of the word *Spanker* and serves as an inside joke for both fans and Bungie staff of the older series.
* The *Halo PC* manual falsely states that the M41, which it misnames as the "M19 SSM Rocket Launcher," has 8x magnification even though in-game only 2x is available.
The Henry Stickmin Collection Developer Commentary

**The Henry Stickmin Collection Developer Commentary** (en español, *El Comentario del Desarrollador de La Colección Henry Stickmin*) es un comentario en dos partes sobre la colección Henry Stickmin, creada por Marcus Bromander. En esas dos partes, PuffballsUnited (Marcus Bromander) hablaba de las múltiples referencias, a la vez que desmentía teorías creadas por los fans y confirmaba otras, también ahí respondía preguntas que le daban los fans en su chat de Twitch. La primera parte se transmitió en Twitch el 30 de diciembre de 2020 y la segunda el 1 de enero de 2021. Ambas partes de los comentarios del desarrollador también se subieron a YouTube.

La primera parte habla de los primeros cinco juegos de la saga (Robando el Banco, Escapando de la Prisión, Robando el Diamante, Infiltrándose en la Aeronave y Huyendo del Complejo), y la segunda parte se habla de Completando la Misión.

## Enlaces externos

* Parte 1 (Youtube)
* Parte 2 (Youtube)

## Curiosidades

* La popular teoría de los fans de que Ellie Rose y Jacob Rose están relacionados se demostró que es falsa en la Parte 1.
* Varias referencias de nombres de algunos personajes se revelan en este comentario. Dos ejemplos incluyen que el nombre de Charles Calvin que es una referencia al personaje de Santa Clause, Charlie Calvin, y que su apellido se origino debido a un fanfic, y Terrence Suave es una referencia a Master Of Disguise.
* PuffballsUnited también confirmó que Oldmin sobrevivió en la opción Bala de Cañón en Infiltrándose en la Aeronave al inicio de las rutas Cazarrecompensas Implacable y Ejecutivo Promovido Rápidamente.
Cluster Grenade

## Type-5 Antipersonnel Cluster Grenade

Covenant

* Fuel Rod Cannon
* Plasma Grenade
* Gravity Grenade
* Needle Grenade

The **Type-5 Antipersonnel Cluster Grenade**, more commonly known as the **Cluster Grenade**, is a Brute-manufactured grenade.

## Overview & Background

The Cluster Grenade is a relatively simple weapon by design; it consists of six tubes of radioactive incendiary gel, scavenged from the remains of Hunter Assault Cannons, fastened to one end of a short metal pole wrapped in a leather grip. When primed, the incendiary gel of the fuel rod "bomblet" at the tip of the grenade reaches critical mass and the magnetic field containing the gel is disengaged, allowing the bomblet to immediately undergo a nuclear fission detonation upon impact with any object, surface or target. This initial blast disintegrates the metal base holding the other five bomblets of the Cluster Grenade together, scattering them as they also reach critical mass without disengaging their own magnetic containment fields. This means that the dispersed bomblets will not explode on contact with a surface or target, but will do so once their individual magnetic fields have dissipated roughly 1 second after coming to rest.

## Gameplay Information

### Advantages

* Excellent at taking down shields.
* Capable of killing small groups of enemies.

### Disadvantages

* Higher ranks of enemies are a bit more resistant to the blast.
* The player can cause self harm by throwing too close.
* Explosive clumps spread differently all the time.
* Explosives from both the primary detonation and its bomblets are the weakest of the grenades, meaning it is ill-advisable against high-ranked enemies and vehicles.

## Trivia

* The Cluster Grenade is SPV3's obvious spiritual successor to Halo 3's Brute Spike Grenade. Both are explosives used almost exclusively by Brutes, both are stick grenades and both discharges secondary damage. The main difference, however, is that the Spike Grenade could stick on any surface while the Cluster Grenade explodes on impact; as well as the fact that the Spike Grenade discharges flechettes or 'spikes' while the Cluster Grenades releases bomblets.
* The Cluster Grenade closely resembles the *Stielhandgranate -* a grenade consisting of an explosive affixed to a short pole - which was used by German infantry during World Wars I and II.
	+ It specifically resembles a *Geballte Ladung* or"Bundle Charge", wherein multiple grenades (their sticks and charges removed) were strapped to a complete *Stielhandgranate* to create an improvised Anti-Tank/Anti-Building explosive.

* The scattering nature of the Cluster Grenade's bomblets is reminiscent to the Incineration Cannon's projectiles from *Halo 4*.

## Gallery

Cluster Grenade smoke trail.Cluster Grenade explosion.Cluster Grenade bomblets.
Sentinel Boltshot

Covenant

* Plasma Rifle
* Brute Plasma Rifle
* Spiker

Forerunner

* Sentinel Beam

Medium Range

* UNSC
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
	+ Golden Gun
* Covenant
	+ Void's Tear
	+ Hunter Beam Cannon
	+ Hunter Fuel Rod Cannon
* Forerunner
	+ Incineration 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 Sentinel Boltshot is the rifle-sized Sentinel variant of the more common Z-110 Boltshot pistol used by the Prometheans. It is a weapon for Halo Firefight.

## Overview & Background

A Firefight exclusive weapon.

The Sentinel Boltshot is the particle carbine of the Sentinel armory. Unlike the Z-110 Boltshot which is smaller and is less accurate, the Sentinel Boltshot sacrifices its smaller size for a more consistent firing rate and a longer range. Moreover, instead of the ionized jacketed anti-matter rounds, the Sentinel Boltshot uses the same energy as normal Sentinel Beams, albeit, in a pulse rather than a beam.

Like its Promethean counterpart, the Sentinel Boltshot has two firing modes. When firing as per-normal, the Boltshot shoots out a accurate, consistent and long-range purple beam of energy. This makes the weapon surprisingly good at making consistent headshots at considerable distances. When charged, its charged shot turns it into a powerful shotgun, like the Promethean Boltshot, making it great against swarms of enemies or a powerful foe.

What this creates is a weapon that is good for both short to long range without needing the hassle of quickly overheating the weapon in the process. Compared to the Sentinel Beam, the Boltshot has a slower rate of fire, but it drains energy at a much slower rate, making the conservation of ammo more efficient for the Boltshot than any other Forerunner weapons.

## Gameplay Information

### Advantages

* Primary fire consists of accurate, consistent shots, allowing one to quickfire like the Particle Carbine.
	+ Its energy shots drains energy shields at a frightening rate.
* Secondary charged shot is a powerful shotgun-like blast, capable of killing multiple enemies or a single powerful opponent.
* All in all, the Boltshot is a very versatile weapon capable at both close and long range combat.
* Good at ammo conservation.

### Disadvantages

* Since it lacks a scope, the Boltshot is difficult to snipe enemies from long distances despite its incredible accuracy.
* Its semi-automatic nature makes it poor against enemies with weapons that has a high rate of fire.
* Charged shot takes time, making the player vulnerable from enemy counterfire.

## Trivia

* It is unknown what type of Sentinel carries this weapon, but seeing as how it looks similar to the Sentinel Light Rifle in terms of coloration, it can be assumed that it is wielded by Golden Sentinels.

## Gallery

First person view.Sentinel Boltshot being fired.Sentinel Boltshot charging up.Sentinel Boltshot firing its charged shot.Note the range and accuracy of the Boltshot.
Seeker of Truth

***Seeker of Truth*** was a *CAS*-class Assault Carrier and Flagship of the Covenant Fleet of Particular Justice. The Supreme Commander of the Fleet commandeered the Flagship during the Fall of Reach and chased UNSC *Pillar of Autumn* to Installation 04 at the end of the battle.

## Known Crew

* Thel 'Vadamee - Supreme Commander of the Fleet of Particular Justice
* Vrag 'Qualomee - Elite Minor
* Zark 'Moramee - Elite Honor Guard Ultra
* Vaz 'Dokam - Elite Ultra
* Tsek Vadum - Elite Honor Guard Ultra
* Prophet of Stewardship
Speed Booster

Speed Booster is a white and aquamarine blue armour ability produced by the UNSC for units such as Spartans. Speed Booster allows the user to move with a burst of speed whilst allowing one to fire.

## Overview & Background

Speed Booster should NOT be confused with the Sprint armour ability. Although they perform similarly on paper, the major difference is that Speed Booster allows the player to fire on the move. Moreover, Speed Booster recharged much faster than Sprint.

To balance this, Speed Booster last less than Sprint as well as the fact that you are unable to have the SPARTAN Charge ability from Sprint. It is, for all intents and purposes, the polar opposite of Sprint. It is also the only armour ability to be Firefight exclusive.

## Gameplay Information

### Advantages

* Can be used to bypass an overwhelming amount of enemies or to cover more ground in a shorter amount of time if a vehicle is absent.
* Can fire you weapon whilst on the move.
* Recharge faster than Sprint.

### Disadvantages

* You do not have the SPARTAN Charge from Sprint.
* Last a even shorter period of time than Sprint.
* Firefight exclusive.

## Trivia

* Speed Booster is the only armour ability that is exclusive to Firefight.

## Gallery

Effects of Speed Booster, note the Sentinel Suppressor being fired.
Granada Pegajosa

* ReD (Remasterizado)
* ReD (Original)

La **Granada Pegajosa** es una opción u explosivo visto en *Robando el Diamante*, específicamente durante la ruta Intruso en un Scooter.

## Robando el Diamante

Tras el asesinato del oficial de policía Johnny Panzer en una persecución policial, Rupert Price alerta el suceso por radio.

Un helicóptero con Samuel Mundy a bordo es llevado a la escena, lo que lleva a Henry Stickmin a responder rápidamente. De alguna manera, Henry consigue la granada pegajosa y trata de lanzarla para deshacerse del helicóptero, pero se queda atascada en su mano, explotando y destruyendo el Scooter de Henry, obviamente también a él mismo.

## Mensaje de Falla

*Siempre me pregunté cómo funcionan esas cosas.*

## Trivia

### Referencias

* Es una referencia a las granadas pegajosas de plasma en *Halo 3*.
M310 Grenade Launcher

Covenant

* Brute Shot
* Hunter Fuel Rod 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 **M310 Grenade Launcher** or simply known as the **Grenade Launcher**, is a single shot grenade launching system that was the predecessor to the M319 Grenade Launcher. It was used extensively in Lumoria against raiding Covenant forces.

## Overview & Background

The M310 Grenade Launcher is a Break-action, breech-loading grenade launcher used by the United Nations Space Command as the primary antipersonnel weapon against the Covenant. The Grenade Launcher fires a single 40mm grenade which could bounce on the first impact before detonating on the second. This - like the M9 Fragmentation Grenade - allows the user to fire and hit targets at an awkward angle.

Like its successor, the M310 Grenade Launcher has two firing modes: the first mode is a normal direct fire where the user launches the grenade as per normal. The second turns the grenade into a proximity mine; with a prolonged squeeze on the trigger, the user could delay the grenade's detonation timer and extend it, creating a trap in intense firefights.

In contrast to the Brute Shot, the Grenade Launcher is much more powerful, although it cannot rapid-fire like the Brute Shot and its grenades do not detonate on impact.

## Gameplay Information

#### Advantages

* The Grenade Launcher could propel its projectile at an unorthodox angle and hit targets behind cover.
* The Grenade Launcher can reliably clear a crowd and become a replacement for the Frag Grenade.
* Unlike the Grenade Launcher attachments found on the Battle Rifle and the Assault Rifle, the player could fire both the Grenade Launcher *and* throw their own grenades at the same time.
* The grenades can be turned into a mine, servicing a nasty trap for unsuspecting enemies.

#### Disadvantage

* The Grenade Launcher is a single shot, making it a poor weapon in enclosed spaces and close-quarters firefights, the chances of injuring or killing either yourself or an ally is high.
* Poor aiming would make the Grenade Launcher backfire literally as the projectile could ricochet back at the user.
* The Grenade Launcher is useless against aircraft.

## Trivia

* Unlike its successor, the M310 Grenade Launcher's grenades could not EMP a vehicle.
* The grenade is actually bigger than the barrel when fired.

## Gallery

Grenade Launcher.Grenade Launcher being fired.Grenade Launcher reload animation.Ditto.The Grenade Launcher's grenade. Note how substantially large it is.The grenade being inserted during the reload animation. Notice how small it is in contrast to being fired.Grenade Launcher being primed for delayed explosion.The primed grenade mine waiting to explode beneath the Shadow.The primed grenade exploding.
Carol Rawley

*"You know our motto: we deliver." - Carol Rawley*

Carol Rawley (Call Sign: Foe Hammer) was the pilot of Pelican Echo 419 on the UNSC Pillar of Autumn.

## Biography

### Battle of Installation 04

*Main article: Battle of Installation 04*
Not long after the UNSC *Pillar of Autumn* made a blind jump to the Threshold system, Covenant forces descended once again upon the ship. Foe Hammer escaped in the ensuing battle, and descended to the surface of Installation 04, where many United Nations Space Command forces had landed. While everyone else was escaping in lifeboats, she decided to lead the rest of the pilots and take their Pelicans down feeling that they would be useful. There, she helped John-117 and Cortana pick up scattered Marines and get them out of the battlefield and back to Alpha Base. She and Frye assisted John-117 and Cortana many times through the Battle of Installation 04, including inserting them to rescue Captain Keyes in a raid on the *Truth and Reconciliation* and sending reinforcements when needed, landing them and a squad of Marines on a beach to take the Silent Cartographer, ferrying them to the Control Room, and then taking them to the Flood Containment Facility.

Unlike most UNSC forces on Halo, Foe Hammer managed to survive the Flood outbreak by remaining airborne. However, she was shot down and killed by two Covenant Banshees when she attempted to pick up John-117 and escape Installation 04 minutes before the *Autumn* exploded and destroyed Halo.

## Personality

Foe Hammer was considered one of the best crewmen of the UNSC *Pillar of Autumn*. Fear was never expressed in her voice, and she was considered to have had the efficiency to get the job done. Foe Hammer put soldiers down on landing zones filled with hostile forces without hesitation, took heavy fire, ignored the odds and the consequences, and did not panic.

## Firefight

In Firefight, Foe Hammer is a hero unit that will be spawned after the player completes all ten waves as a reward. As a hero unit, she cannot die but can be downed and must be needed to be revived. Foe Hammer is considered as the 'glass cannon' class of heroes. Although a bit tougher than Jacob Keyes, she is still lacking in comparison to other units. What she makes up for fragility is through awesome firepower, as she, like some Pilots, are armed with a M310 Grenade Launcher, dealing lethal splash damage against hordes of infantry and higher ranked enemies. However, she still shares the same A.I. as a normal Marine and may accidentally harm herself by firing too close.

## Trivia

* The call sign "Foe Hammer" comes from the fourteenth level of Marathon Infinity. "Foe Hammer" is also a literal translation of the name of Gandalf's sword, Glamdring in J.R.R Tolkein's *The Lord of the Rings* legendarium, as well as the name of the dragon-slaying arrow in Stephen King's book *The Eyes of the Dragon*. Her callsign is commonly written as "Foehammer" by fans.
Balho

**Balho** was a Grunt Minor who served on the CSS Undinished Entelechy and participated during the Battle of Installation 04.

## Biography

Balho was a part of the Covenant force sent to secure the control room. During this task, the group he was in was attacked by humans. After taking cover from behind a rock, he flees to a nearby metal building where there are more Sangheili and Unggoy. They assist him with killing the human who ran to the door. After this, they go through more rooms and Balho was then ordered (presumably by an Elite) to stand guard. More humans arrive and he sticks a Plasma Grenade onto a human, who then runs towards the other grunts and explodes, killing Bahlo's "new friends." He then flees to another room and finds a Shade turret and operates it to fire upon the humans. A frag grenade was tossed towards him that then causes him to hide in a corner.

## Personality

Balho seems to enjoy snow, especially "red snow." He gets scared of larger groups of humans and "Demon flares."

## Trivia

* His datapads can be found in Assault on the Control Room.
Sentinel Railgun

Covenant

* Particle Carbine

Forerunner

* Sentinel Sniper Beam

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 Sentinel Railgun is a long-ranged Forerunner weapon for Halo Firefight suited against heavily shielded opponents from long-range.

## Overview & Background

A Firefight exclusive weapon.

The Sentinel Railgun can be considered as the rough analogue of the M393 Designated Marksman Rifle or the Particle Carbine. It is a relatively unique long-ranged weapon, given its mode of firing. The Railgun could only be fired via a charged shot, trying to fire without it being fully charged would cancel the shot.

Once fired, it launches a jacketed anti-matter projectile at such awesome speeds it could punch through shield, armor and bone in a clean shot. Any enemy hit by the Railgun would usually die from the impact, but if they survive, the anti-matter annihilation would light them on fire, immolating them in the process.

It is a very powerful and accurate weapon, although it lacks a scope, one could strike enemies at incredible distances if aimed right. Just don't use the weapon at close range as the charge-up time would be detrimental in CQC firefights, moreover, it uses up a lot of energy (10 each specifically) limiting the weapon to a total of 10 shots.

## Gameplay Information

### Advantages

* An accurate weapon, allowing you to hit at long range despite the lack of scope.
* High damage weapon, full charge could take down a fully-shielded Elite.
* Leaves a pool of fire like the Flamethrower, damaging any enemy that cross over the area.
	+ Enemies who survive the full charge shot would take additional incendiary damage.
	+ Fire could cook grenades.

### Disadvantages

* A long charge time, making it unsuited for close quarters combat.
* Takes a lot of energy per-shot, limiting its full ammunition to just ten shots.
* Pool of fire is very small, making it situational when it comes to tactics such as grenade cooking.
* Lack of scope can make it difficult to hit enemies at substantial ranges.

## Trivia

* This weapon is an obvious callback to the Railgun in Halo 4 and 5 in terms of function and design.
* It is unknown what type of Sentinel carries this weapon, but seeing as how it looks similar to the Sentinel Beam in terms of coloration, it can be assumed that it is wielded by normal Aggressor Sentinels.

## Gallery

Sentinel Boltshot being charged.Sentinel Boltshot being fired.
Thermal Vision

**THERMAL VISION** is an armour ability found only in Lumoria. This visual equipment can be integrated into the helmets of Orbital Drop Shock Troopers or as an Armour Upgrade Module for MJOLNIR Armour.

## Overview & Background

Similar to the VISR upgrade, the THERMAL VISION is a visual enhancement for a SPARTAN's visor. In contrast to the VISR which highlights FIFO (Friend or Foe) and lights up a darkened environment. THERMAL VISION lights everything up in the infrared red wavelengths.

While this means that both VISR and THERMAL VISION could easily highlight enemies, THERMAL VISION goes one step further and exposes cloaked enemies, particularly Elite Ossoonas, with their thermal imagery, unlike VISR which fails to pick up enemies in Active Camo. This advantage however, comes at the expanse of being unable to highlight equipment which can be easily missed.

## Gameplay Information

### Advantages

* Could easily expose enemies even in stealth.
* Like VISR, enemies are easily highlighted, which can aid in intense firefights.
* Able to 'see' in the dark like VISR.

### Disadvantages

* Unable to identify FIFO unlike VISR, so one must be careful at knowing which body imagery is a human ally.
* Unable to highlight equipment, ammo and weapons.
* Lasts less than VISR.

## Trivia

* THERMAL VISION was created as an answer against stealth elites from the base game.
* The look of THERMAL VISION when is use, is based off the point of view of the alien antagonists of the *Predator* movies.
* THERMAL VISION is one of two armour abilities that are Campaign exclusive, as they don't appear in Firefight. The other ability is RADAR.
* In *SPV3.2* Lumoria, cloaked enemies could have their Active Camouflage disabled if one hacked the local cloaking array in certain areas. In *3.3*, the cloaking arrays were removed, leaving THERMAL VISION as the only means of exposing cloaked enemies.
* If the G-Buffer option in the launcher settings menu is unticked, both VISR and THERMAL VISION will not work. While this deprives players of two very useful armour abilities, it may be necessary if one encounters performance issues, as they are both demanding pieces of software.
* If one presses the armour ability button (default Q) at the exact moment THERMAL VISION's battery is depleted, a minor glitch may occur where it will be permanently active and cannot be turned off. This can only be rectified by equipping another armour ability.

## Gallery

Effects of Thermal Vision.Stealth Elites exposed by Thermal Vision.
Gravity Rifle

The **Gravity Rifle** is a cut rifle from Halo SPV3.

## Gameplay Information

Essentially, it was the Covenant's version of a grenade launcher. It would use the grenades from the player's invetory and each one would give the rifle a different effect. The Frag would impact and explode, the Plasma would stick to enemies, the Cluster would work similar to a Plasma Caster but have instant detonation, and the Gravity would pull enemies along.

## Developer Information

Despite the team really wanting to do it, there wasn't a way to make it work right.

## Trivia

* The Gravity Rifle was also cut from Halo Combat Evolved
Sprint

Sprint is an armour ability produced by the UNSC for units such as SPARTANs. Sprint allows the user to move at an increased speed at the cost of the ability to fire.

## Overview & Background

Sprint is an armour ability that gifts a SPARTAN enhanced endurance and speed. While a SPARTAN is already superhumanly fast and agile, Sprint increases a SPARTAN's speed several fold. Allowing a SPARTAN to swiftly go from point A to point B in short notice.

The catch is that the SPARTAN needs to focus his/her entire focus in controlling their leg muscles. Therefore, the ability to move and fire is rendered unergonomic and impractical in the process.

It should not be confused with Speed Booster, as the main difference between the two is that Sprint gives players the ability to SPARTAN Charge enemies, dealing double damage, causing heavy flinching and sending enemies flying. The Speed Booster, on the other hand, lacks the SPARTAN Charge capability, but allows you to fire you gun.

## Gameplay Information

### Advantages

* Can be used to bypass an overwhelming amount of enemies or to cover more ground in a shorter amount of time if a vehicle is absent.
* Gives the player the SPARTAN Charge capability.
* Lasts longer than Speed Booster.

### Disadvantages

* While Sprint is in effect you the player can't use any weapon or explosives.
* The player is still vulnerable to taking fire from the enemy.

## Trivia

* Sprint is a direct reference to the same armour ability introduced in *Halo: Reach* and *Halo 5: Guardians*, which later became the standard-issue SPARTAN ability in *Halo 5*.
* Whilst the animation of sprinting is done in first person. In third person, the animation is half-finished; the player looks like they are slowly walking at increased speeds.
Incineration Cannon

Covenant

* Hunter Fuel Rod Cannon
* Brute Plasma Pistol

The Incineration Cannon or more formally known as the **Weapon/Anti-Materiel Z-390 High-Explosive Munitions Rifle (W/AM Z-390 HEMR)** is a Forerunner heavy weapon for Halo SPV3.3.

## Overview & Background

Dropped by the Enforcers, this is the first Forerunner heavy weapon and the only weapon that is dropped by the Enforcer sentinels.

The Incineration Cannon is the primary Forerunner anti-armor/anti-infantry heavy weapon used to desolate large groups of Flood and cleanse the area with the intense heat of its jacketed anti-matter rounds. Launched via a gravitic catapult, these rounds cakes the surrounding area with a pool of matter/anti-matter annihilation, causing damage to whoever walks through it. It also sticks to enemies like the Flamethrower and cause a small explosion upon impact. The Incineration Cannon also has a charged shot, wherein the charged shot leaves a trail of fire before its rounds split into several smaller fireballs if it impacts a target.

The Incineration Cannon's projectile acts similarly to that of the Hunter Fuel Rod Cannon, as the rounds are dictated by gravity and slowly arcs in its trajectory, limiting its full range. The weapon is a deadly anti-infantry weapon in the right hands; wiping out entire groups of infantry in one shot and even damaging vehicles in the process.

## Gameplay Information

### Advantages

* Large ammo pool allows the Incineration Cannon to fire repeatedly in quick succession.
* Creates a small explosion and leaves a pool of incendiary flames, burning anything that crosses its path and cooking grenades from afar.
* Has one of the longest range out of any incendiary weapon.
* Its fire is devastating against all types of enemy infantry, capable of setting fire to anything.
* Charged shot leaves a trail of fire before it splits apart into several fireballs upon impact, similar to the Cluster Grenade.

### Disadvantages

* Drains energy very quick if not careful.
* Projectile has an arc, limiting its range and making aiming more of an estimate than accuracy over long-ranges.
* Unlike the one from Halo 4 and 5, SPV3.3's Incineration Cannon is not great against vehicles.
* Fire could easily burn you and your allies as much as it does the enemy, don't forget the hazard of cooked grenades exploding.

## Trivia

* The Incineration Cannon actually acts like the Fuel Rod Gun from the original Halo CE and Halo PC, just with a more pyrotechnic display.
* It is essentially a napalm cannon by function and behaves similarly to the Flamethrower, making it the third weapon that could leave a pool of fire after the aforementioned Flamethrower and the Brute Plasma Pistol respectively.
* Unlike the Halo 4 and 5 counterparts, the Incineration Cannon in SPV3.3 acts more like an anti-personal weapon than an anti-vehicle weapon.

## Gallery

Incineration Cannon in first-person.Incineration Cannon being fired.Incineration Cannon charging up its charged shot.Charged shot splitting into several fireballs.Ditto.Note the fire trail from the charged shot.Ditto.
The Bridge

Este artículo tiene información fundamental pero aún se encuentra incompleto, Por favor, edita este artículo completando la información que falte. Cualquier aporte será bienvenido.

El tema del siguiente artículo **no es canónico**, significando que los eventos descritos a continuación no sucedieron en el universo oficial de Henry Stickmin.

## Cronología

**The Bridge** (En español, *El Puente*) es una animación corta creada por PuffballsUnited. La animación fue publicado el 26 de Enero, 2009 en el canal oficial de PuffballsUnited.

The Bridge, al igual que Crossing the Pit, fueron quizás unos prototipos para la saga Henry Stickmin.

Se puede ver ver el vídeo aquí.

## Trama

Un stickman caminaba sobre un puente de repente se cayo y también hiso una vuelta, luego llego una nube y llovió un poco pero apareció un rayo y destruyó el puente, luego el stickman fue atropellado por un carro pero el conductor del carro y el carro se cayeron a un hoyo, el carro exploto pero llego un avión y el stickman lo esquivo y el avión se estrello.

## Personajes

* Persona Palo
* Conductor Desconocido
* Piloto Desconocido

## Curiosidades

* Esta fue la primera película de personas palos subida a YouTube por PuffballsUnited.
* Es posible que el piloto que aparece en el video sea una versión temprana de Charles, pero se desconoce si lo es o no.
Bumblebee

## SKT-9 Bumblebee

The **SKT-9 Bumblebee** or more formally known as the **Class-3 Enclosed Heavy Lifeboat, Controlled** is a UNSC escape pod most known for ferrying fleeing naval personnel from Covenant attack on the Pillar of Autumn.

## Overview

As an escape pod, the Bumblebee was meant to survive along with its personnel, the pressures and heat of orbital re-entry. The SKT-9 was designed to ferry up to nine people at a time. It has one pilot seat as well as eight side-facing crash seats. The seats have harnesses to keep people from injury when crash-landing.

As such, control and manoeuvrability of the vehicle was intentionally limited, with the pilot being only able to steer the escape pod to the general direction of safety. The Bumblebee's hull is protected by ablative heat shielding, which protects its crew and passengers from the friction of re-entry speeds, as well as thrusters and air-brakes to slow down during descent; ensuring a safe, albeit, uncomfortable landing.

However, the design of the Bumblebee was not flawless, indeed, if anything, quite a number of personnel died from the impact due to either the air-brakes failing or the pilot being unable to manoeuvre to a safe landing.

## Gameplay Information

The Bumblebee is a non-controllable aerospace vehicle whose sole function in the game is to act as a place for the player to stock up on ammo and health packs. A significant portion of these scattered Bumblebee crash sites did not survive the crash-landing, with only a select handful being able to safely land on Halo.

## Gallery

Bumblebee fleeing the Pillar of Autumn.Bumblebee crash-landing on Halo.