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Halo 3
Sept 26, 2007 20:41:09 GMT 8
Post by Wesltw on Sept 26, 2007 20:41:09 GMT 8
But look on the bright side: After exams 24 h of games!!!!
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Halo 3
Sept 26, 2007 20:42:55 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 26, 2007 20:42:55 GMT 8
yar... maybe, as long as i DO WELL IN MY EXAMS WHICH THERE IS A POSSIBILITY THAT I WON'T!!!!!
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Halo 3
Sept 26, 2007 21:06:55 GMT 8
Post by The 13i$cU1+ Mon$+3r on Sept 26, 2007 21:06:55 GMT 8
If I pass my chinese... 50% chance
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Halo 3
Sept 26, 2007 21:09:09 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 26, 2007 21:09:09 GMT 8
how come?
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Halo 3
Sept 26, 2007 21:34:25 GMT 8
Post by minesweepermaster on Sept 26, 2007 21:34:25 GMT 8
cos hes goin to ...... if he fails
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Halo 3
Sept 26, 2007 21:51:08 GMT 8
Post by The 13i$cU1+ Mon$+3r on Sept 26, 2007 21:51:08 GMT 8
Just Don't say it. I hate that place. Communist sh*t.
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Halo 3
Sept 27, 2007 15:50:42 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 27, 2007 15:50:42 GMT 8
anyway, i'm going to share about the covenant!
Sangheili, which the marines in halo refer to them as Elites, have many different ranks the ranks are as follows
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Halo 3
Sept 27, 2007 15:51:53 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 27, 2007 15:51:53 GMT 8
Minor The lowest ranked Elites are the Minors, identifiable by their blue armor. They are the most common and least experienced Sangheili, yet still skilled warriors. In terms of overall combat ability, Minors are seen as slightly inferior to a SPARTAN supersoldier. In the games, Minors have the lowest health and shield strength, and also make more tactical errors than the higher-ranked Elites. Their accuracy and rate of fire is similarly reduced, and they are usually limited to a single weapon. They are commonly seen with the Majors leading squads of Grunts into battle.
Ranger Some blue-armoured Elites also serve as Rangers. Rangers are issued jetpacks and vacuum suits to protect them from the vacuum of space, though they function just as well in atmosphere. Rangers almost always dual-wield plasma rifles and tend to travel in pairs most of the time. In comparison with the Minors, Rangers are generally a bigger in-game threat, with better health and tactical skills to accompany their increased mobility.
Major An early design for the Major, seen wielding an Energy Sword and carrying a triple-layered energy shield. The shield is replaced by a personal energy shield in the games.The Majors are the next rank of Elites. Seen wearing red armour, the Majors are combat veterans, trained and equipped better than the Minors. They are overall more agile, more accurate, more aggressive, and more intelligent than the Minors. Majors are the physical equal of a SPARTAN and can hold their own against an entire squad of Marines single-handedly. Though they usually carry only one weapon, Majors will dual-wield weapons on occasion.
Ossoona For missions requiring stealth, Elites known as the Ossoona (translated as "Eye of the Prophet") are used. Though their armor color is inconsistently portrayed (it can be brown, gray, or light blue), the Ossoona are identifiable, and at the same time quite difficult to notice, by their use of active camouflage. This serves to make them almost invisible to the naked eye.
In the games, the only indication of their presence is a slight warping effect in the space where they stand. The invisibility persists even when they open fire, though the act of doing so makes their camouflage fluctuate slightly. In addition, since they commonly wield plasma rifles, the temporary glow from the discharged weapon is also visible. Finally, should an Ossoona be wielding an energy sword, the camouflage will not hide it. The camouflage is negated by weapons fire, but returns quickly when no longer exposed to it. They will not become fully visible until they are killed. In Halo: Combat Evolved, this distinct advantage is tempered by a lack of a personal energy shield, making the Ossoona much more vulnerable in exchange for their stealth. In Halo 2, however, Ossoona are equipped with energy shields, but the warping effect caused by their invisibility is much more prominent.
The Ossoona are equal in rank to the Spec Ops Elites. In terms of game intelligence and difficulty, they are generally a match for a Major. In Halo, Ossoona models are commonly used as pre-existing corpses, and in the secret ending on the game's Legendary difficulty, Sergeant Johnson is seen struggling with a visible Ossoona.
Ultra Major Covenant operations are led by Ultras (also known as Commanders), marked by their white or silver armour and propensity to dual-wield plasma rifles. While Zealots handle large-scale operations such as the command of a ship, armored battalion, or fleets, Ultras command individual operations, such as the protection of a Scarab platoon or boarding parties. Like the Zealot, Ultras are extremely skilled warriors. Introduced in Halo 2, their shield strength and health is such that they can withstand three times as much damage as Minor Elites; this allows them to survive a direct hit from an attached grenade, something even the Zealot is incapable of. Furthermore, if an Ultra is sufficiently damaged by the player or is simply close enough, it will produce an Energy Sword to attack them with. An important Ultra, identified in the graphic novel as Rtas 'Vadumee, fights alongside the Arbiter in the Brute-led and Prophet-backed insurrection, as well as being a general combat aide throughout the game.
Zealot Regarded as one of the most dangerous enemies in the games, standing out in their bright gold armour, Zealots are the the generals and captains of the Covenant military; they command entire battalions, ships, and fleets. Alternative titles for the Zealots are Ship or Field Masters. In Halo 2, the Supreme Commander is depicted as wearing the gold armour of a Zealot; this has led to some confusion as to the nature of the Zealot rank, and whether it is a formal military rank or a title in the same vein as "Knight".
The Zealots are some of the toughest and most skilled Elites, though weaker than an Ultra in terms of shield strength and health, adorned with the best equipment possible. In combat, they are often seen wielding Energy Swords, constantly charging the player in an attempt to make use of them. They also run faster than other Elites and the Master Chief, making it much easier for them to achieve this goal. In Halo: Combat Evolved, they have the unique ability to jump great distances to surprise opponents. When not wielding a sword, they are constantly moving and seeking cover, making it difficult to maintain continuous fire on them. They are also much more accurate and fire in sustained bursts in such situations. Unlike other Elites, Zealots never throw grenades, nor will they ever board a friendly vehicle.
Spec Ops A more rare version of Elite in the games is the Special Operations Elites (Spec Ops for short). Wearing purple or black armour, these Elites are extremely skilled fighters with decades of combat experience, sent in by the Covenant to accomplish the most dangerous and secretive of missions. Their combat skill is greater than the Zealots and Ultras, while they have the same resistance to damage as the Majors. To reflect their station, the Special Operations Elites do not "berserk" when seriously injured, a relatively common occurrence among the lower ranks. The most notable aspect of these Elites are their predisposition to grenades; a Special Operations Elite will throw grenades often and with great accuracy, usually at greater speeds than the Grunts, and are also the only Elites capable of doing so in the first game.
In Halo, they are the Covenant's elite shock troops, similar to the role played by the UNSC's Orbital Drop Shock Troopers. They only appear near the end of the game, during the player's second visit to the damaged Covenant cruiser Truth and Reconciliation, assigned to destroy the Flood onboard and repair it for immediate departure. They are also present on the Pillar of Autumn just before the Master Chief detonates its fusion engines. In Halo 2, these Elites are also equipped with active camouflage, and use it when needed.
Honor Guard In Halo 2, the Prophets are guarded by a special brand of Elite known as the Honor Guard. The Honor Guard stands out in any situation, their ceremonial red armor and glowing orange crests showing their status. Ultras also serve as Honor Guards, their white armour setting them apart from the more common red variant, and are the stronger of the two. A permutation glitch in the level "Gravemind" creates two additional variations: one seems to be a combination of an Honor Guard and an Ultra, the other is a combination of an Honor Guard and a Councilor.
Honor Guard Elites usually operate in teams of two: one will wield an Energy sword while the other will provide cover with one or two plasma rifles. However, in cinematics they are seen carrying double-pointed spears. Honor Guards are hand-chosen and blessed by the Prophets after repeated merit in battle. Since Elite ranks are graded by merit of inflicted damage and casualties on enemy forces over the career of a given Elite, it is a safe to assume that Honor Guards may have been directly responsible of the slaughter of thousands of enemies.
Imperial Admiral An Elite known as an Imperial Admiral is introduced in Halo: Ghosts of Onyx. His exact position in the Covenant hierarchy is unknown, though he is extremely high-ranking. His armour is silver, and the Admiral shown in the novel possesses golden Forerunner glyphs as well.
Councilor For political matters, Elites are appointed as Councilors. They share power with the lesser Prophets on the Covenant's High Council. In appearance, they resemble Ultras, but are distinguishable by their tall crested helmet. Their strength is roughly the same, but their shields are slightly stronger.
Supreme Commander The Supreme Commander from the Halo Graphic Novel, with Spec Ops Commander Rtas 'Vadumee.The Supreme Commander is the overall commander of the Elites, introduced in the Halo Graphic Novel story Last Voyage of the Infinite Succor. This particular commander was in command of the Covenant fleet in the first game, and in the second becomes the Arbiter after being branded a heretic for failing to prevent the destruction of the Halo ring. In the novel, the Supreme Commander is depicted as clad in bright violet armor, with a long cloak that wraps around his shoulders, but he switches to standard Zealot armour when brought before the High Council to account for his actions. Presumably, the switch is for combat purposes, as the ornate armor he is seen wearing the first time would be a hindrance in combat.
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Halo 3
Sept 27, 2007 16:02:44 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 27, 2007 16:02:44 GMT 8
now, for the grunts
Grunts are those small little creatures that squeal and run away when scared. They are very weak and normally back up elites and jackals. In the meantime, the Grunts generally follow a few short, simple guidelines given to them by the Elites; namely "When in doubt, shoot" or "Stay out of the way, live another day."
Grunts feel safe when in large numbers or led by an Elite, though if the Elite or most of the squad dies, or if a superior enemy gets too close, they tend to panic and flee. This renders them extremely vulnerable as they are rather sluggish, but given the time, they will turn around and once again attempt to fight back against the enemy. Higher-ranking Grunts typically have superior morale and are less likely to panic.
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Halo 3
Sept 27, 2007 16:06:04 GMT 8
Post by []NjM[] 0v3r my h3@d on Sept 27, 2007 16:06:04 GMT 8
Grunts have several classes, which are easily identifiable by the color of their armor:
Minor Grunts: The lowest-ranking Grunts, and wear orange armor. They are often times the least threatening and most cowardly, and are often inaccurate shooters, and when their commanding Elite is killed, will often break formation and flee.
Major Grunts: Veteran Grunts that wear crimson armor. They sometimes command several Minor Grunts and are slightly more skilled in combat and courageous than Minor Grunts, though this difference is not substantial. Gunner Grunts: Specialized Grunts wearing green armor often deployed in defensive actions whose primary purposes are to deploy Plasma Cannons and man them, but occasionally wield Fuel Rod Cannons as well. Special Operations Grunts: Experienced and specially-chosen Grunts that wear distinctive jet-black armor and are commanded by the Special Operations Elites. They are part of the Covenant Special Operations division of the Covenant Special Warfare Group. Special Operations Grunts are relatively skilled in warfare compared to the Grunt species, and are far less likely to panic in combat situations than lesser Grunts. They are sometimes seen wielding Fuel Rod Cannons, and they throw Plasma Grenades more often than lesser Grunt ranks. Ultra Grunts: Grunts that appear to be field commanders for other Grunts, and wear distinctive pearlescent white armor reminiscent of the Ultra Elites. While they appear to have some authority over lesser-ranked Grunts (besides Special Operations Grunts, who are of a different jurisdiction), they have no control whatsoever over the other Covenant races. Ultra Grunts are also stronger opponents than their subordinates, and are more accurate with firearms, throw plasma grenades often, and have heavier armor, making them able to sustain more damage than most other Grunts. They never run, and, when present, other Grunts do not run either.
The Favorite Weapon of Grunts seems to be the Fuel Rod Cannon, however, the Needler is a close second. Usually giving a Grunt a weaker weapon than the one they are currently wielding will cause the Grunt to get very upset, sometimes almost to the point of crying.
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