Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Classification: EYES ONLY TOP SECRET (SECTION III X-RAY DIRECTIVE): This
classification is of the highest known level of secrecy. It is used
exclusively by members of ONI, section three. No one is authorized to view
the information on the file except the sender and the recipient.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
The UNSCs defensive military force is the UNSC Defense Force (UNSCDF) consisting of the
UNSC Army, the UNSC Air Force, the UNSC Marine Corps and the UNSC Navy.
The UNSC is run by the UNSC Security Committee, under the jurisdiction of the Security
Council and is Earth's main military force, most recently fighting the Covenant. The Navy
houses the divisions of UNSC Marines (including the special forces branch of the UNSC
Marines known as Orbital Drop Shock Troopers more commonly known as ODSTs or
"Helljumpers"), Office of Naval Intelligence (ONI), and the Fleet. The UNSC was originally
designed to keep the peace, order, and control, thus serving as an executive governmental
branch between neighboring planets and star systems. When certain rebellious factions
began to rise in the late 2510s, the UNSC was forced to police its colonies tirelessly to keep
privateers and pirates from raiding the colonies and any UNSC ships.
The Unified Earth Government and the United Nations still exist and operate the UNSC. It
acts as a democratic world government, where all the participant nations share the same
legal system as the UNSC and act as smaller parts of the greater whole.
It should be noted that the UEG's specific functions, legal makeup and legal boundaries as
they relate to the CAA.
The UNSC has its roots in World War II, which would form its parent organization, the United
Nations. The UNSC was actually formed and fashioned as the result of a series of brutal
conflicts across the Solar System and Humanity's space confines between 2160 and 2164,
most prominently among them the Jovian Moons Campaign, The Rain Forest Wars, and a
series of battles on Mars. The United Nations Space Command, as organized and
orchestrated as it seems is actually an emergency military government formed in such
strifes. These encounters were centered, around UN clashes with dissident political
movements, the most important of which were the "Koslovics" and the "Frieden". More
specifically, the Frieden movement was a fascist organization based on the Jovian Moons,
though they received backing from some corporations operating in the United German
Republic on Earth, while their ideological opponents, the Koslovics, formed a Marxist-Leninist
group centered around the leadership of Vladimir Koslov.
The war began with an attack on UN Colonial Advisors on the moon of Io, one of the moons
of Jupiter, but would spread to Mars and parts of South America in the Rain Forest Wars.
These events culminated in a UN buildup in the 2160s, which would result in the second of
the great reforms, the first being from the league of nations into the UN. The second
reformed the UN from a largely diplomatic organization to a permanent United Earth
Government as an ultimate power to lead the human race by 2170.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
The four-year long war put the spotlight on problems facing the overpopulated planet, and
the Rain Forest Wars also exacerbated the problems relating to food distribution. The
ensuing famine and societal problems related to the post-war population boom providing the
spark to change the political nature of governance on Earth and elsewhere, leading to the
political system seen in the period of the Halo game series. These pressures also helped
make space colonization seem more attractive in later centuries, as the UN government
would sign off on a colony ship program that was revealed in 2310 to ease the burden on the
ailing home world. This would not have been possible without the invention of the Slipspace
Shaw-Fujikawa drive in the late 2200's, which allowed the ships to travel far greater
distances than ever before.
It took 52 years before the first colony ship, the Odyssey, was launched, and what became
the so-called Inner Colonies were not fully colonized until the end of the 24th century. The
apex of UNSC colonization would come in 2492, when more than 800 worlds were under
human control and were at various stages of development. By this time, a ring of Outer
Colonies was providing the United Nations with the raw materials that made the macro-
economy work; the political power, however, remained with the before mentioned Inner
Colonies. The massive difference in wealth distribution and political power, which became a
hallmark of humanity by this period, led to new threats of secession from the outer ring.
Fearing the consequences of the breakup of the interstellar empire and seeing the benefits
of avoiding all-out war to defend their hold on the colonies, the UNSC would embark on the
predecessors to the SPARTAN-II program in 2491, beginning with the ORION Project.
2525 marked an important turning point in human history; it would mark the beginning of
the great technological advancement, the unification of a divided and fractured human race,
and the first contact of humanity and an extra-terrestrial intelligence, the Covenant. It would
also see a majority of the UNSC's 800 colony worlds glassed, and billions of colonists and
military personnel slaughtered by orbital plasma bombardment and planetary invasion. Thus
began the Human-Covenant War with the First Battle of Harvest, although most of the colony
worlds were not glassed in their entirety during the war.
Stemming from the chance encounter of Human and Covenant forces at Harvest, the first
contact made between humanity and the Covenant involved the ship Minor Transgression,
and was less peaceful than the second contact made between the two factions. A less
aggressive meeting between representatives of the two factions took place on the fields of
Harvest, but the peaceful meeting soon turned into a blood bath, with the Covenant claiming
the planet for the numerous "Forerunner relics" present, slaughtering most of the colony's
population.
On April 20, a scout ship, Argo, was sent to investigate the cessation of communications
between Harvest and the rest of the UNSC. Before being destroyed by Covenant forces, it
discovered that everything on the planet had been completely incinerated, and the surface
covered by fields of magma, leaving nothing alive. Soon after the Heracles battle group,
consisting of the frigates Arabia and Vostok and the destroyer Heracles was sent to find out
what had happened. On October 7, the battle group dropped out of Slipspace and to
Harvest. In orbit around the remains of the colony world was a single alien ship which
proceeded to attack the battle group, destroying all the ships except one. Intercepted
communications identify the enemy as the Covenant, a caste-driven, theological
organization made up of several alien species. The message "Your destruction is the will of
the gods... and we are their instrument" was broadcast in perfect English. (SECRET – BGX
Directive)
Since the later Second Battle of Harvest in 2531, where a huge human Fleet led by Vice
Admiral Preston Cole barely won against a smaller covenant fleet in a symbolic "victory" for
humanity, the humans' grip on their territories declined significantly in the course of their
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
struggle. Of the more than 800 colony worlds, the Covenant had managed to capture the
majority, if not all of the Outer Colonies, and a portion of the Inner Colonies. By 2552, the
UNSC Navy, Marine Corps, Army, Air Force and Militia, outnumbered and out-gunned, had
managed to slow down the Covenant's inexorable progress through former human space,
but the situation was dire. In desperation, HIGHCOM ordered a high-risk Op, sending the
SPARTAN-II super soldiers, the best soldiers ever fielded by humanity, to insert into Covenant
space, capture a high-ranking Prophet, and return to UNSC space in an attempt to ransom
for a truce. Before the operation began, the Covenant found and destroyed the planet
Reach, killing most of the Spartans and a large portion of the UNSCDF, inadvertently
stopping the operation and rendering most of the Spartans missing in action.
A single ship, the Pillar of Autumn managed to escape the planet, with two SPARTANs on
board, Linda and the Master Chief. This ship follows co-ordinates derived by the AI Cortana
to a Ring-world known as Halo. There the Master Chief destroys a large Covenant fleet and
the ringworld itself. After hijacking a Covenant Flagship known as Ascendant Justice, the
Spartan reunites with the remaining survivors from Halo and the destruction of Reach and
planned Operation: FIRST STRIKE on an amassing force of Covenant ships, one of the most
successful UNSC operations against the Covenant in the entire war.
UNSC Weapondry
The UNSC have a wide variety of weapons in their arsenal which all have their own
strengths, weaknesses and unique capabilities. These weapons, for the most part, are
mostly projectile and they mirror common 21st century weaponry, and are based on ballistic
capabilities and explosive munitions. They range from standard sidearms, to large anti-
infantry and vehicle rocket launchers; these weapons are usually extremely resilient to wear
and tear and unlike their Covenant counterparts their ammunition stores can be replaced
when low. These weapons rely on their penetrating power to do damage to the intended
target, and as such Covenant Energy Shields have drastically reduced their effectiveness.
Contents
1. 1 UNSC Weaponry - Covenant perspective
2. 2 Munition-based/Ballistic weaponry
2.1 BR55 Battle Rifle Series
2.1.1 BR55 Battle Rifle
2.1.2 BR55HB SR Battle Rifle
2.2 MA5 Assault Rifle Series
2.2.1 MA5B Assault Rifle
2.2.2 MA5C ICWS Assault Rifle
2.3 M6 Magnum Sidearm Series
2.3.1 M6D Magnum Sidearm
2.3.2 M6C Magnum Sidearm
2.3.3 M6G Magnum Sidearm
2.4 M7 Submachine Gun
2.4.1 M7/Caseless Submachine Gun
2.5 DTM Shotgun Series
2.5.1 M90 Shotgun
2.5.2 M90A Shotgun
2.6 S2 AM Sniper Rifle Series
2.6.1 SRS99C-S2 AM Sniper Rifle
2.6.2 SRS99C-S2 AMB Sniper Rifle
2.6.3 SRS99D-S2 AM Sniper Rifle
3. 3 Non-munition Based
3.1 M9 HE-DP Grenade
3.2 M7057/Defoliant Projector (Flamethrower)
3.3 Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle
3.4 Explosive Weapons Launcher
3.4.1 M19 SSM Rocket Launcher
3.4.2 M41 SSR MAV/AW (Rocket Launcher)
3.6 Machine Gun Turret
3.6.1 M247 General Purpose Machine Gun
3.6.2 AIE-486H Heavy Machine Gun
4. 4 Vehicle Mounted
4.1 M41 Light Anti-Aircraft Gun
4.2 M68 Gauss Cannon
4.3 102mm SC-HE Rocket Turret
analysis every single UNSC weapon at the Report on the Atrocity at Halo written by the
Supreme Commander (a.k.a. The Heretic or The Arbiter) to the High Prophet of Truth.
BR55
This gas-operated, magazine fed bullpup UNSC rifle is used as a Medium to Long range
automatic rifle that has a selective of a three 9.5mm round burst from 36-round magazine
and utilizes a linked optical scope with 2x magnification capabilities. When hit, though, you
will unscope, making being concealed that much more of an advantage. At the rear end of
the railing, there is a digital ammo counter to allow the shooter to know when they should
reload. It is very accurate, and its relatively high rate of fire makes it a useful all-around
infantry weapon. First implemented as a prototype in 2525, the BR55 has since become the
staple mid-range rifle for the UNSC. It shoots in bursts of three shots therefore making it
extremely useful as an anti-infantry weapon and is capable of killing a fully shielded
SPARTAN II with four well placed bursts to the head. This is known as four-shotting or fore-
shotting. This weapon's accuracy and range make it extremely capable of dispatching
unshielded opponents from a distance. The spread of the burst makes it imperative to fire at
the target's center of mass, which will often result in at least one hit to the head. A skilled
shooter can take advantage of the rifles scope to kill an opponent at a distance with some
accuracy. It is, overall, an all purpose weapon, putting aside the fact that it cannot penetrate
most types of armor.
M6 Magnum Series
M6D Magnum Sidearm
A small handgun with surprising effectiveness, it was used by the crew of the Pillar of
Autumn during their battle with the Covenant on Installation 04. Its KFA-2 2X electronic
scope allows this deceptively small weapon to become effective at medium to long ranges. It
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
fires 12.7x40mm M225 SAPHE (Semi Armor Piercing, High Explosive) Rounds that can easily
penetrate and kill almost any unshielded target. It uses a magazine of 12 rounds and can
fire semi or full automatic. Nicknamed a "Handcannon" for its immense power, it can
eliminate a fully shielded SPARTAN II in three to four shots. Its bullets will penetrate a target
and explode violently, scrambling their internal organs and often causing fatal damage. This
weapon is effective against mainly infantry and some light vehicles, as its explosive rounds
do high damage to metal plating and internal structures.
It is best used against grunts (one shot near the head will kill), but it will usually take an
entire magazine to penetrate an Elite’s/Brute’s shields and kill it.
enforcement officers. While powerful, this weapon's short range makes it only truly useful for
specific situations and encounters.
These shotguns are very effective against the Hunters (from behind) and the flood,
especially the carrier forms, which makes them die and explode in a single shot.
M90A Shotgun
This variant of the M90 Shotgun has a lower ammo capacity of 6 shells, but a tighter choke
than its M90 variant, making it slightly more effective at mid-range combat than its
predecessor and breaking it from its specialist restriction.
Non-Munition Based
M9 HE-DP Grenade
Also known as the Fragmentation Grenade, or Frag Grenade for short, this explosive device
functions as a fast way to clear infantry, packed with high explosives it is an anti-personnel
weapon that can introduce chaos and carnage to even the most well-drilled group of
infantry, and is also highly effective against vehicles. The explosive charge inside bursts the
grenade's metal shell apart and sends many small metal fragments flying at high speed,
causing damage to energy shields, armor, and flesh in a ten meter (30ft) radius. This device
seems to house a safety feature in it that will not allow it to explode before making contact
with a hard surface, removing the threat of detonation while still in the user's hand. The
name M9 HE-DP, (High Explosive, Dual-Purpose), is generically applied to several variants of
this grenade, however the desired explosive result remains the same. A good tactic, is when
you need to recharge your shields or when facing strong enemies is to use a couple. Firstly
soften up a few assailants with the grenade, then follow up with a burst of automatic fire, or
when you are in a hasty retreat, throw one at the ground while backpedaling or before
turning to run. The enemy then should be in for a nasty surprise or deterred from giving
chase.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Explosive Weapons
M19SSM Rocket Launcher
The SSM Rocket Launcher is extremely simple in design and purpose; nicknamed the
"SPNKr", it fires HEAT (High Explosive Anti-Tank) missiles accurately at extreme range. Man-
portable, shoulder-fired with an electronic scope with single 2X level of magnification, it is
effective at most ranges. It houses a dual-barrel design that allows two consecutive rockets
to be fired before reloading is necessary. Unlike most rocket launchers, this feature greatly
reduces the amount of waste normally generated by fully disposable rocket launchers. Fires
102mm shaped-charge, high explosive rockets. It is most effective against Light Vehicles,
Infantry, and Heavy Vehicles. Its lack of a tracking ability makes it only useful to specialists
and must be well-aimed prior to launch. A variant of the model exists that sports a lock-on
capability, allowing this weapon to become a "fire and forget" device. Its rockets have a
large blast radius and can be devastating when used against groups of assailants.
M41SSR MAV/AW
This variant of the M19 sports a smaller rocket in exchange for a higher range and rate of
fire. However, it does not possess the lock-on feature, as above.
LAU-65D/SGM-151
The LAU-65D/SGM-151, also known as the Missile Pod, is a Command infantry weapon. It is a
missile-launching weapon, holding up to eight small high explosive missiles. Its extreme size
and weight means only a Spartan can operate it free of its tripod (although this generally
slows them down). Additionally, it can fire faster than the standard Rocket Launcher,
somewhat decreasing its weakness against infantry. Its lock on ability makes it highly
effective against vehicles, but its small damage radius makes it less effective against
infantry.
become a good target that all commanders will order neutralized immediately. With a fixed
field of fire, the effectiveness of the turret depends on the direction your enemies are
approaching from. Its "unlimited" ammunition and high rate of fire makes it convenient for
thinning out advancing forces, it will cause the drivers of vehicles no small amount of
anguish.
Evasive maneuvers are if anything, more important than offensive attack. It is vital that a
driver can get in and out of dangerous situations without flipping the heavy and hard-to-
right Hog. A Spartan can pretty much right an upturned Warthog, but that puts the drivers
and passengers in a very dangerous situation while trying to rectify a messy crash.
The Warthog’s ostensible scouting and personnel transport purpose should not be ignored in
favor of its offensive capabilities. As a matter of fact, for objective based missions, it should
be noted that a fast moving Hog with a good driver and a gunner, is the perfect getaway
vehicle.
Knowing when to get out is just as important as knowing when to get in. The Hog’s
automatic braking systems will bring the vehicle to a sudden, but controlled stop should the
driver be ejected, or choose to leave the vehicle. Since there are no doors, you can hop over
the sills and take advantage of the vehicle’s momentum to give you a running start when
making the transition from vehicle to on-foot maneuvers.
FIELD USE: Despite its size and limited offensive capabilities, the Mongoose is instrumental
in many quick-striking strategies. It is decidedly difficult to damage in battle because of its
speed and maneuverability delivered by its forgiving suspension and E-brake. Coupled with
its speed, the capability to power-slide through turns gives the Mongoose unparalleled
maneuverability on the battlefield. Drivers familiar with the M12 LRV Warthog should be able
to easily transition into the Mongoose once they become familiar with its speed.
While susceptible to small-arms fire, the Mongoose is generally too quick to be affected by
it. The Mongoose’s biggest foe on the battlefield will likely be the Spartan Laser. The Laser’s
three second warm-up can make all the difference between a kill and a wasted shot,
however. Specifically on big, hilly terrains like those found on Valhalla, the three seconds can
give you enough time to over a hill, behind a base or behind cover of some other sort. The
emergency brake on the Mongoose also helps you evade the Spartan Laser, if you’re able to
time it properly. If they don’t see it coming, a slide in one direction or the other can help to
evade the blast. As soon as you see the little red beam following you (and if you’re near
enough, you’ll hear the weapon heating up), it’s wise to count off a second and then swerve
the hell out of way to make as difficult a target as possible.
The Mongoose’s primary use is as an objective ferry. While you can use it to branch out
quickly and gain control of key areas, ultimately the brass believes that the Mongoose’s
most appealing trait is its ability to carry the driver and a passenger holding an objective. A
driver and passenger can go from base to base or two assailants can grab a Mongoose
laying around at the enemy base to transport the flag back to their home base.
FIELD USE: The Scorpion has a blind spot around it because the turret is mounted far back
and elevated on a pedestal. The tank houses an interesting track assembly, made of four
tread assemblies, with two on each flank of the vehicle, front-to-back. This makes the
Scorpion a rather broad target and presumably easy to spot from the air; on the other hand
it does give the tank better traction on rough ground.
Although it has been said numerous times to be a main battle tank, it seems to have been
designed as a lighter armored vehicle. Unlike modern MBT's, which commonly carry crews of
four or more, the Scorpion has a small crew of only one or two, with room for additional
passengers on the outside. It may be that advances in tank technology have allowed for
smaller crews in MBT's.
Any marines sitting on the tread covers of the Scorpion will be vulnerable to small-arms fire,
and any explosions that occur near the tank may kill all the crew sitting on the tread covers,
while leaving crew members relatively unscathed. Its cannon, a 90mm piece, also appears
weak when compared to modern MBT armaments: the M1 Abrams tank, for example, can
mount either a 105mm or 120mm cannon. Alternatively, the 90mm cannon could be the
"light" variant of the M808, while a 105mm cannon can be mounted for greater offensive
power, an incident which has indeed been recorded.
The Scorpion's light and crew-efficient design could be a response to the requirements of a
tank used by the UNSC Marines; a heavy tank would prove useless in their mobile warfare
style and be difficult to drop close to or into combat zones. With a "light" version of the
MBTs, Marines can react in a quick and efficient manner. Marines can sometimes hitch a ride
on the sides of the Scorpion, employing small arms to serve as a sort of point-defense
system to stave off enemy infantry. The real weakness of the Scorpion is that it is quite slow
and, if enemies are too close to the tank, the driver is unable to get a clear shot. It is also
difficult to fatally run an enemy over due to the slow acceleration and low maximum speed
of the Scorpion. As such, the anti-infantry defenses of the tank rely largely on passengers
and the coaxial machine gun.
DESCRIPTION: The Hornet consists of a one-man cockpit, which makes up most of its mass,
and a rear section extending a meter, or so, backward. From the top of this rear section are
a set of wings with what appear to be jet engines/turbo fans at the ends, providing the
Hornet's main source of propulsion. It also seems to possess TADS [Target Acquisition and
Designation System] gear on the nose similar to 21st Century attack helicopters such as the
AH-64 Apache. On each side of the cockpit is a jump-seat extending backward that double
as a landing skid, which allows up to 2 Spartans to fire from the sides (the vehicle can
actually carry four regular Marines [3]). It's slightly longer in length than the Covenant
Banshee, and its wingspan is larger as well.[4] Unlike the Banshee, the Hornet can remain
stationary in the air, but it lacks the evasive maneuvers of the Banshee and cannot train its
weapons on targets.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Do not engage Warthogs with the Hornet unless you have a range advantage, or the
element of surprise. The Warthog's turret can easily rip an overzealous Hornet to shreds.
However, attacking a Wraith while in a Hornet is recommended, as the Wraith's arcing shot
make it difficult to line up with a flying target and hit. Wraith mortars rarely hit a Hornet, but
if there is someone on the Wraith's secondary turret, try to fight and fall back if your shields
get low, as it can rip up a Hornet like a Warthog's turret, if you are not careful.
Skilled pilots may decide to use the Hornet much like the Pelican, in that you could use the
Hornet to drop off team mates near strategic locations. Be wary if using this tactic near
enemy bases, as you are more than guaranteed to get shot at and possibly defeated. If you
have passengers hitching a ride be sure you rotate a 360 degree field of fire for your
passengers.
MK VI MJOLNIR (Standard): The Mark VI battle armor addresses some of the weaknesses
of the earlier models. The energy shielding system recharges significantly faster and was
notably stronger. The armor plating, while less bulky, is denser, therefore offering as much if
not more protection than previous models. The suit is more streamlined than the Mark V,
eliminating a number of grapple points that an enemy could use in close-quarters battle.
This version of the armor can track the status of two active weapons at the same time, and
also included a visual magnification system, allowing the user to see distant objects with
ease. The armor is also capable of healing minor to moderate injuries over a course of time,
due to an inboard supply of biofoam, which was automatically injects into the wearer's body,
filling and sealing wounds, and numbing the pain. This new capability eliminates the need to
manually apply a medkit or seek a field medic in order to tend to injuries. The biofoam
effectively treats all but the most critical wounds, and its use is capable of stabilizing the
user and allowing him to perform his duties even while injured until such a time as more
extensive medical attention was possible. The suit is capable of automatically increasing the
pressure level of its hydrostatic gel as the user is falling, thus eliminating the possibility of
fall damage. The Mark VI also includes a "lockdown" mode, where the suit retains a rigid
form upon sustaining heavy trauma, most likely to avoid further injury. The armor has a
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
feature that enables the suit to change its density which can be activated by the occupant
and that automatically activates upon the user going unconscious. This prevents SPARTANs
from sinking to the bottom of an ocean and have to walk to shore to get out. The hydrostatic
gel is used, and keeps the suit afloat. This suit of armor is adaptable to all armor types
available to the user, with the exception of Sanghelli, or other extraterrestrial armor.
MK VI MJOLNIR C Variant: The MJOLNIR Mark C variant was developed and tested at UNSC
Beweglichrüstungsysteme facility in Essen, Deutschland (Germany) and Songnam, Hanguk
respectively, integrating both feedback and testing gathered from the Jericho VII theater.
The intent of the MJOLNIR Mark VI Powered Assault Armour/C variant is to improve
survivability in close combat, specifically by looking at alternate methods of K dispersal and
improving joint mobility.
MK VI MJOLNIR V Variant: The MJOLNIR/V variant, was developed and tested at a UNSC
Low/Zero Gravity Testing Facility facility in Lister, Aigburth on Ganymede, integrating
feedback gathered from the Summa Deep Space Incident. The Mjolnir/V variant focuses on
increasing exo-atmospheric endurance and improving mobility in zero gravity without the
original use of back thrusters (in this case, in-built thrusters that do not require extra
equipment to be suited on.)
MK VI MJOLNIR E.O.D Variant: The MJOLNIR/EOD variant was created at UNSC Damascus
Materials Testing Facility facility on Chi Ceti 4. The helmet was designed to channel the
pressure wave of an accidental detonation around the user's head, significantly reducing the
likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons
and chest plate were designed specifically to reduce the number of grabbing edges on the
armor, decreasing the likelihood of dismemberment, and protecting Spartans during
operations involving the handling of explosive ordnance.
[e.g., clearing/planting land mines, demolishing enemy structures/material and, or
planting/defusing bombs]
MK VI MJOLNIR (S) Variant: The MJOLNIR V(m) variant was manufactured in the Misrah
Armory Facility on Mars in 2543, 1 year after the Mark V entered production in 2542. Like the
Mark V, it has been upgraded to be compatible with all current generation MJOLNIR variants.
MK VI MJOLNIR S Variant: The SCOUT and RECON projects were run as parallel projects
intended to develop a single variant of the MJOLNIR Powered Assault Armor with stealth
capabilities and no impact on endurance; however, the SCOUT variant relies heavily on
highly advanced materials, making it much more expensive to develop this variant than the
original Mark VI. It was tested in ONI's Ordnance Testing Facility B5D at Swanbourne, Perth,
in Australia. The results gathered there showed that the SCOUT variant was very effective
when it came down to stealth capabilities, but it never reached the phase of being mass
produced for its SPARTAN-II wearers all because of all the expenses needed for it.
MK VI MJOLNIR (A) Variant: The Mark VI(A) armour was the first of the "privatized"
variants, manufactured by private industrial firms. With the fall of the Outer Colonies, the
UNSC called upon private industry to manufacture classified war material.
MK VI MJOLNIR R Variant: The Recon armor was developed parallel to the Scout Armor in
the B5D Ordnance Testing Facility in Swanbourne, Perth, Western Australia. The main
purpose of the Recon Armor was to create armor with stealth capabilities with little or no
loss of endurance, specifically by reducing its IR signature, reflective surfaces, and
Cherenkov radiation emission.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
*UNRELATED MJOLNIR ARMOR*
HAYABUSA Powered Assault Armor: The Hayabusa is a powered battle armor system,
similar to the standard Mark VI MJOLNIR, except stemming from Project HAYABUSA as
opposed to Project MJOLNIR. It was developed by RKD, an Earth-based "think tank" in the
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
year 2536, 16 years before the Mark V entered production. It was presented to the UNSC
Ordnance Committee as an answer to the self-contained powered armor problem. Advanced
materials are used in the production of the Hayabusa armor reducing the weight of the
current generation armor by nearly a third (at that time). It is modeled after the Japanese
Samurai armor.
ODST Body Suit: The Body Suit has cooling and heating units that masks the infrared
signature of the wearer, as well as creating a comfortable environment. The body armor,
boots and gloves are fully encased and airtight, making them operable in a vacuum for up to
fifteen minutes when equipped with an additional oxygen tank. The helmet has encrypted
communications gear and a HUD, along with thermal and motion detectors giving the user
an advantage over the standard Marines.
Advantages
The Body Suit is lightweight and offers protection in hard vacuum. It supplies more armor
protection than standard Marine armor, and contains an enhanced communications suite.
Along with the protection and communications gear, the Body Suit provides increased agility
and maneuverability not afforded by standard Marine Armor. The Body Suit's helmet can
withstand several headshots from head shot capable weapons. The armor’s black coloring
gives wearers an advantage at night and in space, as well as providing a psychological
advantage over foes.
Disadvantages
Unfortunately, the suit's general complexity leads to complications. Over prolonged periods
of time the suit will become very uncomfortable to wear, and it is tricky to repair in the field.
Its effectiveness is decreased in desert or arctic environments where harsh light and sparsity
of dark colors make its grey and black camouflage BDUs/armor useless. It is more suited for
night time, urban, and forest operations, which fortunately the ODSTs have seen plenty of.
*UNRELATED MJOLNIR ARMOR*
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Originally, the Covenant was a small collection of "client" species, held together by
collective need and complimentary abilities and technologies. As this societal model
succeeded, so too did the reach of the Covenant, and its technology, culture and belief
system began to coalesce into a single hegemonistic culture. It is a culture with a distinct
caste system.
The very name "Covenant," originated with a pact between the two senior species - the
Prophets and the Elites. To follow, is the Covenant Hierarchy.
The Gods?
The Covenant believes that the Forerunners, a long-since vanished and utterly mysterious
civilization, are god-like, but not literally their gods. Rather, the Forerunners represent a
level of being that must be attained, or at least attempted. This belief system is
underpinned by the existence of numerous abandoned Forerunner artifacts, objects and
installations, of which the artificial world Halo, is just one example. The evident technological
perfection of Forerunner objects, and the awesome, and unknowable purpose for which
these artifacts exist, has powered the Covenant theology for millennia.
There's nothing like evidence for the existence of god, than finding his abandoned toys
scattered throughout your backyard. However, the Forerunner technology is as obtuse as it
is arcane. The Covenant can only guess at its true purpose and origin, and much of their
belief system is based on speculation and dogma. That said, they have been able to
incorporate some Forerunner advancements into their weapon and transport technology.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
Elites (Sangheili)
This proud, warlike species is tenacious, aggressive and powerful. Although Elites tend to
hunt in packs, they also excel in individual combat. Covenant military promotion is by merit.
A Covenant soldier must succeed to advance. Success is often measured in scalps. A
Covenant of "Admiral" or equivalent rank, may have personally slaughtered thousands of
individuals.
Rank is indicated by uniform color - purple being that of an Elite foot soldier, red that of a
veteran and so on up the chain of command. A black, or gold-suited Elite is a very dangerous
opponent indeed.
Fast, agile and incredibly strong, Elites augment their natural physical abilities with
advanced weapons and defensive technology. Elites wear full-body energy shields, and
occasionally use light-refracting camouflage against species whose vision makes this
technique effective.
Elites coexist with Prophets uneasily. They need access to the Forerunner technology parsed
and reverse engineered by the Prophets, and certainly demonstrably share some religious
beliefs. But the Elites prefer to demonstrate their faith on the battlefield not the temple.
They have little patience for those who believe that liturgical pomp, rather than conquest, is
what the Gods require.
Brutes (Jiralhanae)
Little is known about these giant fur-covered aliens other than they have strength and agility
comparable to that of Elites, and that their preferred weapon is different to any yet
encountered in Covenant skirmishes. Their political and social status is unknown. We expect
shall update as soon as other information is received.
Hunters (Lekgolo)
This most mysterious of Covenant client species, seem almost barely tolerant of their
Covenant "masters" and remarkably little is known about their civilization, history or even
biology. They work hard in their role as Covenant muscle, and never disobey orders.
However, their commitment to the Covenant religion has always been in question, since
they continue to maintain their ancient cultural traditions.
The massive bulk of a Hunter is impossible to mistake, and the fact that they always hunt in
pairs makes them even more memorable - although few human/Hunter interactions have
ended with anyone left alive to remember anything.
Hunters are dismissive and contemptuous of their foes, and in fact, they will only associate
with Elites, recognizing and respecting perhaps a similar warrior mentality. Hunters are
deployed almost like heavy munitions, and other Covenant will often clear the area of
deployment, since Hunters are unconcerned with collateral damage. Huge impenetrable
shields, powerful Fuel Rod Guns and tactical brilliance are the hallmarks of Hunter combat.
Engineers (Huragok)
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
These creatures are not encountered in Halo, but they play a vital role in the Covenant
hierarchy. While the Prophets guide, direct and manage Forerunner research, it is the
Engineer caste who must excavate, unlock and transport Forerunner artifacts. These
remarkable aliens are patient, almost completely silent and utterly focused on their task and
its religious implications.
Their concentration has been described as "a trance-like reverie" by the few who have
witnessed it. They communicate only with Prophets - a fact that may contribute to the
balance of power between Elites and Prophets - and in fact will usually ignore anything that
is neither a Prophet nor a Forerunner artifact. One observed exception to this fact is a high-
pitched, keening wail that Engineers will emit should Forerunner objects or structures be
threatened.
Jackals (Kig-Yar)
Although technically they exist on the same social strata as Grunts, both species feel that
the other is their lesser. Jackals, while not quite as resilient as Grunts, are certainly faster
and possess far superior senses. This makes them excellent stalkers and snipers, and as
such, they tend to have "better" battlefield positions.
Often described as "birdlike" certainly in terms of their darting, staccato motions, the Jackals
can vary in appearance, sometimes appearing with flat, bone-ridged skulls, or sometimes
with a distinct, Mohawk shaped plumage. It is unclear whether this variance is based on age,
gender or both. Ferocious, unpredictable combatants, the Jackals typically present much
more of a challenge than their grunt cohorts, and should be regarded with caution.
Grunts (Unggoy)
Undoubtedly on the lowest rung of the Covenant hierarchy, the Grunts seem happy with
their lot. Obedient, subservient and perfectly suited to menial and dangerous tasks, the
Grunts make perfect conscripts to the Covenant cause. Although they lack physical prowess,
their pack mentality makes these creatures formidable in numbers. However, should their
pack leader (Grunt or otherwise) be killed or injured, discipline and courage can often fail.
It is of the highest possible conclusion that all information compartmentalized within is of the
highest international security, and thus allows you, the soldier to draw your own conclusions.
Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
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Classification: SECRET (BGX Directive) UNSC SPARTAN Field Manual
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