(3 days 18 hours 52 minutes 45 seconds later)
I stare up at a black void with white word scrolling above my head. " Finally, I'm finish with this shit!" I shout into the black void." I mean almost four fucking days in video game hell known as legendary mode." I yell. I died more times than I can count, I couldn't take no more than 4 hit before my shield was down which lead to me dying. Really everything was so hard I had to use my skills just to make out of the first 3 games. Lucky I become I high enough level plus I horded every gun, grenade, specialty weapon, ammo and piece of tech I could find. I focus back on the credits that have reached their end before I got a notification.
[Special condition for Halo 1-5 on LEGENDARY mode has been competed]
Reward: 400,305 EXP and $100,000
[You have leveled up]
[I.D CREATE has leveled up by 15]
"Alright Observe."
Dwane Knight
Race: Enhanced Human: The user's physical and mental abilities are above natural members of their species in that verse, beyond what can be emulated via natural training and with little to no maintaining. This entails that they are faster, stronger, more intelligent and overall superior to fellow members of their species. 100% boost to combat speed, Damage, processing power, precision and 50% reduced to damage taken. Increasing all Stats by 1000)
'I become Peak human first at the level of 100 which boosted all my stats by 500 then I become Enhanced at 300 with a 1000 stat boost I'm sensing a pattern here.'
Class: The Gamer: [User can alter the laws of physics to mimic/Create any and all video games reaching heights no one has even reached before. This power can give the user a wide variety of abilities.]
[Title: Hyper Lethal: 150% boost to combat speed, Damage, processing power, precision and 35% reduced to damage taken]
Level: 320
HP: 11,467,800
HPR: Max
MP: 620,000
MPR: Max
STR: 1918
Vit: 1968
Dex: 1902
Int: 2112
Wis: 2111
Luck: 1997
Stat Points: 1,860
Exp: 83,756/400,305
Money: $623,000
Appearance
A 23 year old African American standing at 6'1" with short black hair , dark brown eyes, and a Mesomorph body type.
[Powers and Abilities]
[Passives]
[Gamer's Mind (Passive) lvl MAX: Allows the user to calmly and logically think things through. It Grants a peaceful state of mind plus immunity to all psychological status effects.]
[Gamer's Body (Passive) lvl MAX: Grants a body that allows for the user to live the real world like a game. If your HP going down to zero you do not die you go into a death like sleep into your HP is half full.]
[Head-Up Display (passive) lvl MAX: User can create or see a head-up display containing information about the world around them, allowing them to perceive data without requiring user to look away from their usual viewpoints.]
'Perfect for never getting lost and find people and places.'
[Body Language Analysis: Level Max] (Passive): The user can intuitively read others' body language, allowing them to anticipate their actions and respond accordingly permanent 10 points to DEX, INT, and WIS]
[Enhanced Combat: Level Max] (Passive): The ability to possess enhanced levels of hand-to-hand fighting skills and excels in various forms of combat 20% increase to combat speed and damage by permanent 15 points to STR, VIT, and DEX]
[Accelerated Development: Level Max] (Passive): User can improve their natural abilities far faster and to greater extent or beyond the limitations of other members of their species. This applies at a genetic level, allowing the body to keep up with the users own rapidly developing skills/physical attributes, and at an intellectual level, to which their mind/mental capabilities can develop beyond their normal limits. Users with spiritual and/or magical powers benefit the same way. As a result, user can (eventually) benefit from training that would otherwise cripple or kill a normal human being in 30% increase to all EXP and 15 points all stats]
[Healing Factor: level Max] (Passive): The user can rapidly regenerate. In other words, they recreate lost or damaged tissues, organs and limbs. Maxes out HPR and MPR while permanent increasing STR, Dex and VIT stats by 100[You have complete control over your healing Factor by sheer willpower you can turn this skill off for a limited amount of time]]
'Not going to lie I wasn't going to get this but I got it from master chief so I have it I'm going to need something to cover up the fact that I can heal all physical damage even though I won't die.'
[Combat Adaptation (passive) lvl MAX: User's fighting style and abilities adapt automatically to be equal or superior to opponents style of fighting, whether armed or unarmed, making an opponent's attacks useless after the first few strikes.20% increase to combat speed and damage by permanent 55 points to INT, WIS, and LUCK.]
[Battlefield Adaptation (passive) lvl MAX: The user is able to become stronger in a field of battle, allowing them to fight on equal or superior grounds with their opponents. Each battle fought strengthens the user physically, mentally and tactically.35% increase to precision and accuracy and damage by permanent 55 points to STR, VIT, and DEX]
'Both of these were and are excellent Skills to have when you are fighting hand to hand and when fighting someone who is better than you.'
[Danger Sense (passive) lvl MAX: user can sense nearing danger, acute danger, potential danger, immediate danger, potential immediate danger, and impending danger and sense unwanted or hectic threats to their well-being and evade it. The intuition usually regards themselves, but may include their surroundings (a distant car-wreck)]
'Thy name is Spider-Man.'
[Enhanced Intelligence(passive) lvl MAX: user has intelligence that is significantly above standard genius level intellect; possessing exceptional intellectual capabilities, mental capacity and concentration, mental calculations, memorization, perception, deduction, analyzation, cognition and competence, expertise and knowledge, calculations, reading skills, learning capacity, thought process, creativity, originality, etc., typically to a degree that is associated with the achievement of new advances in a domain of knowledge. permanent 100 points to INT and WIS]
[Indomitable Will (passive) lvl MAX: user has unnaturally strong willpower, enabling them to be immune to all forms of temptation including Subordination Manipulation, Telepathy, Mind Control and Subliminal Seduction. Through their will the user can face great physical pain and psychological trauma and will refuse to surrender no matter how much the odds are stacked against them, possibly up to the point of cheating death and pushing themselves past their own limitations.]
[Invulnerability (passive) lvl MAX: user is immune to all forms of conventional physical damage, unable to feel physical pain, is immune to bleeding or loss of limb. permanent 150 points to STR and VIT]
'Again I need some kind of Skill to cover for this.'
[Leadership (passive) lvl MAX: user is empowered and strengthened and/or empower others by leading others with your own heart and soul, even the devotion of others can be conveyed to the user to increase their own strength. permanent 50 points to INT and WIS]
'Rangers It's Morphin Time!' I think while laugh at myself
[Longevity (passive): Individuals with this ability are at the peak of human conditioning. For this very reason, they age slower than normal members of their species due to having extremely healthy cells, without to the superhuman level. In addition, this power would activate when the user is in his/her young-adult years and they'd look twenty-years to even a hundred times younger]
'Black Widow that is all.'
[Marksmanship (passive) lvl MAX: User can achieve complete and utter accuracy on distant targets, with the activity in their brain center for aim, accuracy and precision is drastically improved. They need only to aim for an instant before they can precisely hit a target with a projectile. User can judge extremely long distances amazingly accurately, gauging the strength needed to launch a projectile, in order to hit a target accurately. If a target is moving the user can calculate the best method to hit the target. Visual obstructions like smoke and vegetation do not hinder their ability to get an accurate bead on their target, and their intense focus on whatever they're shooting at allows them to shut out outside distractions. They can compensate for environmental factors that would normally throw off their aim like wind, air resistance, gravity, and radiant heat (which distorts the image of the target).User can resist perception-distorting abilities such as Illumination Emission.]
[Stealth (passive) lvl MAX: user possesses incredibly extensive knowledge and skill in many types and ways of stealth tactics, enabling them to easily slip in and out of areas undetected. Their abilities in all manners of stealth are so refined they appear as mere illusions to those who have been lucky to spot the user. The users of this ability can move throughout even the most guarded of areas and act in true discretion. 200% critical damage if stealth attack is performed. Permanent 50 points to VIT, LUCK and DEX]
'Snake… Snake…SNAKE!'
[Enhanced Senses (passive) lvl MAX: User has extremely accurate senses, allowing them to see, hear, smell, taste, and feel better than an average member of their species.]
[Tracking (passive) lvl MAX: user can track others down easily via various means, ranging from scents to footprints. With enough experience, the user can follow tracks that are days or even weeks old. Some users may be able to reconstruct what has happened by sniffing around the area they are searching. Permanent 65 points to INT, WIS and LUCK]
'Wolverine that is all.'
[Weapon Master (passive) lvl MAX: User with this ability need only to pick up a weapon before they instantly become proficient in it. The first time they pick up a sword, they can spar with masters, the first time they use a bow, and they can hit bulls-eyes. Even alien, magical, or other weaponry that they should not understand comes naturally to them and weapon mastery increased by 50 %. Permanent 50 points to all stats]
[Blind sight (passive) lvl MAX: This power allows one to act, fight and navigates while blind, in darkness or otherwise sightless. Users Eyes may or may not have an influence of this power. Permanent 65 points to INT, WIS, DEX and LUCK]
[Mana Manipulation (passive) lvl MAX: User can create, shape and manipulate mana, the impersonal source of energy that is both external and internal, existing in people, places and objects, and can be transmuted by the user into magical powers that yields upstanding results in both practice and combat.]
[Infinite ammo (passive): infinite normal ammo]
'I got this when I got the title Hyper Lethal'
[Mastery]
[Blunt Force: Level max] Users are able to demonstrate brutal aptitude and great proficiency in using blunt type weaponry: varying types of melee weapons solely meant to inflict heavy blunt force damage and/or trauma, making the user very dangerous in close quarters combat. When blunt weapon is equipped swinging speed is increased and smashing and bashing damage is increased by 50 %.)
[Metal Knuckle Mastery: Level max] Users have aptitude for the ways of the gauntlet. They are able to wield gauntlets with great proficiency in brutal fist fights and hand-to-hand combat features, allowing them to fight on equal terms with larger and/or stronger opponents, or those holding larger weapons. When Gauntlets is equipped damage and combat speed is increased by 50 %.)
[Sword Mastery: Level Max] Users are able to demonstrate a natural aptitude for the ways of the sword, including anything sword-shaped such as fictional swords. They are able to wield a sword with incredible proficiency in speed, power, and skill, allowing them to perform feats such as stopping and deflecting bullets, decimating large objects or areas, cutting through solid material such as steel, and even hold back their strength to deal damage to their foes without killing them. The user is able to operate with little or no effort, deliver skillful strikes to weak points with great precision and cut only and exactly what they want. This ability also allows them to become naturally skilled with multiple swords or any bladed weapon regardless of shape or size to suit their needs in combat. Their remarkably fast weapon control may allow them to bypass obstacles in order to cut their intended target. When a sword is equipped piercing, cutting, and slashing is increased by 45 %.]
[Gun Mastery: Level Max] Users are highly skilled with all types of guns allowing them to perform great feats and benefit in a far ranged combat. Users are to have excellent bull-eyes aim on their target via bullets. Users are also able to operate all variations of guns. They can create guns as well as repair them. You also have an expert knowledge of guns and handling them. Users have excellent intuition on trigger-initiated, hand-held, and hand-directed implements, especially with an extending bore, which thereby resemble the class of weapon in either form or concept when a gun is equipped fire rate and damage is increased by 45 %.)
[Dual Wielding: Level Max] The user is capable of wielding two different weapons with ease in combat. The weapons in question are normally bladed weaponry and/or firearms, but it can be virtually any melee and/or ranged weapon. Because of this, the user is able to deal twice the damage to their opponent quickly, swiftly, and effectively. They're also able to hold their own against multiple enemies at multiple angles, allowing them to fight and take advantage of wide openings. However, due to possessing two weapons at the same time, the user often bears poor defense skills, so this ability requires speed, power, accuracy, and fast reaction time in order to maneuver through and counter their enemies' attacks in order to make up for the lack of defense When two weapons are equipped Firing rate is increased by 45 %.)
[Active]
[Observe: Level Max] Active: Through continuous observation, a skill to observe objects, situations, and persons was generated allowing the user to quickly gather information. The higher the skill, the greater the data obtained.]
[Meditate: Level Max] Active: Through continuous inner focus, a skill to sharpen focus, order thoughts, and increase clarity of mind and awareness of body was created. Passive effect: increases VIT, INT, WIS by 35%. Active effect: while meditating, increase HP and MP regeneration rate by 100%.]
[Escape Artist: lvl MAX: Active: The user can escape all manner of bonds. The user mind deductively analyzes knots, fetters, bonds, etc. permanent 100 points to INT, WIS, and LUCK]
[Sleep: lvl MAX] Active: User can cause organisms to fall asleep, whether instantaneously or more naturally. Cost 450 MP]
[Aport: lvl MAX] Active: User can teleport matter/energy from one location to another without transporting oneself along or requiring physical contact. Cost 650 MP]
[Slip: lvl MAX] Active: User can temporary reduce friction in a small area. Cost 300 MP]
'Both sleep, slip, and aport really helped me big time plus I had to spam the hell out of them.'
[Unarmed Combat (active) lvl MAX: users excel in melee attacks without wielding weapons. Rather than relying on weapons or equipment, they draw on their own strength and skill to fight. Users are able to use different styles of martial arts; they can also perform many different combination strikes, counters, and disarm their foes with their bare hands. Permanent 50 points to all stats]
[Counter (Active) lvl 98: User can reverse the moves of opponents and attack with the user's own counter moves. This technique acts as a trump card against opponent with superior power and skill, as it turns the strength of such opponents against them. 200% boost to damage when counter connects. Permanent 65 points to INT, WIS and LUCK]
[Hidden Skills]
[Hidden skill]
[Hidden skill]
[Hidden skill]
[Hidden skill]
[Hidden skill]
[Upgrade Ready]
[Bullet Time: Level Max: Ready to Upgrade] Active: The user's mind and senses process information at such speeds that time appears to have slowed down, allowing them to perceive what would normally be moving too fast to see and respond accordingly 15 seconds duration plus permanent 10 points to DEX.]
[Energy Shield: lvl MAX: Ready to Upgrade] Active: The user can create shields of varying shapes and sizes out of the various forms of energy. Can stay active for two minutes]
[Holographic Projection lvl MAX: Ready to Upgrade] Active: User can create, shape and manipulate holograms, fully three-dimensional images of the heliographed target. As such they are based on sight only and have no effect to other senses or have physical presence.]
'I wonder what I can upgrade them into.'
As I finish looking at my stats and skills slowly begins to fade away and I find myself standing in the middle of my apartment.' I have head up display so I can find out whose stomping ground I am in.' I look at the mini map to find who backyard I'm in only to find out I'm in 11:30 at night in Washington, D.C. Wonder Woman's backyard. "Not going to lie but going off the memories of Dwane they were in an inmate relationship before she cheated. So at some point I'm going to run into her, so I need to act like I'm still hurt which will be easy. "
[For your planning on how to deal with future problems your stat point has increased your WIS and Int by 1]
"Bite me." I sit down on the couch and turn on my 55 inch flat screen and begin to flips through the channel till I find something descent to watch." This will do now time to get create to skills I absolutely need and I will upgrade the others later Meditate." I enter a Zen like state as I begin to think about the skill I need to keep out psychics.
[You gain a new Skill]
[Psychic Shield (passive) lvl Max: The user is highly resistant to any/all mental intrusion, including psychic or empathic powers, Hypnosis, Mental Hallucination, deception, etc. Mind readers only "hear" static, while mind controllers are incapable of manipulating those shielded.]
'It's maxed out how is it…..Oh Gamer's Mind is already a psychic shield in its own right so it make since the this skill would be maxed out as well.'
[For your planning on how to deal with future problems your stat point has increased your WIS and Int by 1]
'Just ignore it.' I begin to focus my thoughts onto something that can make it look as if I am taking damage.
[You gain a new Skill]
[Feign Damage (Active) lvl Max: user can appear as if they are taking damage by various means, including illusions, shapeshifting, etc. This can only last for 45 minutes. Cost 1000 MP]
'A very useful skill that easy turn a fight in my favor just by making my enemy think I'm more hurt than I truly am but why is it max already?' I focus my thoughts on something that can allow me to reshape
[You gain a new Skill]
[Matter Melding (Active) lvl 1: User can cause separate and distinct items to combine into one new item. Some can fuse multiple different elements to make a new one. Ability can extend to morphing and reshaping existing matter on physical contact. Permanent 50 points to INT and WIS.]
'Now inventory'
[Inventory]
{Skill Books}
{Potions}
{TAB HALO}
[Armor]
(GEN2)
ARMOR: Without question the most famous of all Mjolnir permutations, the GEN2 MARK VI has been completely updated to modern powered assault armor standards.
HELMET: Key features of the iconic Mark VI helmet design have been retained in all of its newer permutations.
CENTURION (GEN2)
ARMOR: Mjolnir variant uniquely suited to front-line commanders. The CENTURION threat management system incorporates the latest situational awareness takeoffs and cognition enhancing neural interlinks.
HELMET: The CENTURION's C4I2SR technology combined with Spartan warfighting talent is a game-changer for UNSC operational planning and battlespace shaping doctrine.
HERMES (GEN2)
ARMOR: EVA-pattern prototype refitted for orbital raids. The Enhanced Mobility Subsystem embedded in the HERMES prototype is so powerful that only a handful of Spartans can use it safely.
HELMET: Custom designed by The Watershed Division, the HERMES neural interface requires a lengthy synchronization process before it can be used.
ARGUS (GEN2)
ARMOR: The ARGUS suit's sophisticated battlenet control node provides situational and threat awareness in all environments, as well as hardware-accelerated cyber link connections for intelligence collection networks.
HELMET: ARGUS helmets feature the most advanced human-centric information fusion systems ever placed in a mobile combat platform. Combines passive cyber intrusion software with novel sensor cueing and filtering.
FIRETEAM OSIRIS (S-IV)
HUNTER (GEN2)
ARMOR: Sophisticated and lethal, HUNTER-class armor incorporates Watershed Division's latest warfighting technology. Synergistic with other Mjolnir-compatible tactical systems.
HELMET: Though still considered a prototype implementation, the HUNTER's sensor suite enhances situational and threat awareness. Designed to impress even jaded ONI bureaucrats.
COPPERHEAD (GEN2)
ARMOR: A multipurpose armor system built from the ground-up for covert "special activities," COPPERHEAD armor is rarely seen since it is jealously guarded by ONI's direct action teams. Requires Eyes Only Top Secret clearance to review maintenance logs.
HELMET: Packed with systems to exploit the complex "terrain" of human and alien society. The origin of COPPERHEAD's "militarized anthropology" decision support system can be traced to innovative tools crafted for use by Colonial Administration Authority field teams working during the darkest days of the Insurrection.
TECHNICIAN (GEN2)
ARMOR: Variant used by Spartan combat engineers and field techs. The TECHNICIAN Mjolnir system features a battlenet node and custom machine interlink that can process and curate vast amounts of data.
HELMET: Effectively a cutting-edge techscanner array packed into a wearable helmet, the aptly-named TECHNICIAN helmet allows the wearer to function as a mobile diagnostic center. In a pinch, the helmet sensors can also scan living creatures.
HELLJUMPER (GEN2)
ARMOR: Pet project of Cascade's CEO, a former ODST. A small number of HELLJUMPER prototypes have entered Spartan service under a research partnership between the UNSC and Cascade Stronghold Technology.
HELMET: Though development delays kept it from consideration by the UNSC Marine Corps, only minor modifications were needed to make the HELLJUMPER helmet fully compatible with GEN2 Mjolnir.
[Weapons]
[Human]
ASSAULT RIFLEx25
32 Rounds
The Assault Rifle is designed for close-quarters combat with lethal efficiency, regardless of hostile environmental conditions or duration of use in the field.
BATTLE RIFLE x25
36 Rounds
The Battle Rifle is a gas-operated, magazine-fed infantry rifle proven to be an extraordinarily versatile weapon for a wide variety of ranges.
CHAINGUNx25
Rapid-fire heavy machine gun introduced as the successor to the venerable M41 and M46 LAAG.
DMRx25
14 Rounds
The Designated Marksman Rifle (DMR) is intended for use by personnel who can take advantage of smart-linked telescopic sights.
FRAGMENTATION GRENADEx300
The Frag Grenade is a high-explosive, dual-purpose explosive device used by UNSC forces.
HYDRA LAUNCHERx25
6 rockets
The Hydra Launcher is a multipurpose guided missile launcher characterized by its targeting speed and efficacy against both infantry and vehicles.
M739 Light Machine Gunx25
72 Rounds
The M739 Light Machine Gun, also known as the SAW (Squad Automatic Weapon), is used in heavy engagements where sustained or suppressive fire is required.
MAGNUMx50
8 Rounds
The Magnum is a semi-automatic, recoil-operated, magazine-fed handgun and the standard personal sidearm of all branches of the UNSC.
MISSILE LAUNCHERx15
Magazine-fed twin-pod launcher that can fire a range of unguided rockets and guided missiles. Each pod can be detached and used by Spartan personnel.
RAILGUNx26
1 Round
The Railgun fires a dense tungsten projectile at hypersonic velocities to deliver massive amounts of kinetic energy to its target.
ROCKET LAUNCHERx15
Two Rounds
The Rocket Launcher is a magazine-fed heavy weapon that fires a range of guided and unguided munitions.
SHOTGUNx25
6 rounds
The Shotgun is a dual-tube-fed, pump-action tactical shotgun issued to ship's troops and infantry expecting close quarters combat.
SNIPER RIFLEx25
4 Rounds
The Sniper Rifle sees extensive anti-personnel use due to its long range and ability to penetrate both dissipative energy shielding and heavy armor plating.
SMGx25
60 rounds
The UNSC issues fully automatic personal defense weapons to vehicle crews and infantry expecting close-quarters combat.
M363 Remote Projectile Detonator
1 Round
The M363 Remote Projectile Detonator, also known as the Sticky Detonator, Rocket Pistol, or DMG, is a single-shot, muzzle-loaded grenade launcher first introduced in Halo 4.
SPARTAN LASERx10
6 Shots
The Spartan Laser is a shoulder-fired, smart-linked high-energy laser weapon used in an anti-vehicle role.
[Alien]
INCINERATION CANNONx15
5 Rounds
The Z-390 Incineration Cannon fires a powerful energy charge that spreads upon impact.
Boltshot
10 Rounds
Boltshot is a Promethean Forerunner pistol which fires concentrated bolts of hard light. It can be used as a secondary weapon for Halo 4 War Games and Spartan Ops loadouts and can be found throughout the Campaign. It is a close-range precision weapon and excels at destroying organic matter.
BEAM RIFLEx15
100% Energy Core
The Particle Beam Rifle is a Covenant long-range directed-energy weapon used by raiders, snipers, and scout-executors.
BRUTE SHOTx16
6 rounds, with 12 extra rounds in reserve
The Brute Shot is a Jiralhanae-devised explosive projectile weapon fitted with a razor-sharp, stock-mounted blade. It is intended to terrify as much as it is to kill.
BINARY RIFLEx15
2 Rounds
Long-range threat-neutralization system employed by Promethean forces.
Concussion Rifle
100 Battery Units (6 shots)
One of the Covenant's power-hungry weapons the Concussion Rifle fires what basically amount to flying grenades. With only six shots, which are enough to kill any Spartan and destroy any vehicle the Concussion Rifle is only limited by its range, which isn't very good
CARBINEx15
18 Rounds
The T-51 Carbine is a compact medium to long-ranged infantry weapon employed by Covenant forces.
ENERGY SWORDx55
100 Battery Units
The Energy Sword, exclusively wielded by Sangheili, is a close-engagement weapon intended to express its owner's personal skill, clerical honor, and combat viability.
FIST OF RUKT
The Fist of Rukt is a gravity hammer distinct from all others. It is the precursor of all contemporary Covenant gravity hammers.
FUEL ROD CANNONx13
The Fuel Rod Cannon is a shoulder-fired heavy weapon that launches extremely volatile explosive projectiles that detonate on impact.
FOCUS RIFLEx15
The Focus Rifle is a long-range, precision weapon that repurposes existing, active Forerunner machinery – in this case, beam emitters installed in the Forerunner's Sentinel Aggressor drones.
GRAVITY HAMMERx50
100 Battery Units
The Gravity Hammer is a powerful, close-range melee weapon hailing from the totemistic traditions of the Jiralhanae.
Scattershot
5 Rounds
Though you could describe this as the Promethean equivalent of the shotgun the Scattershot is actually quite a bit more powerful with (if you can believe it) less range. Instead of firing small pellets the Scattershot fires sizable balls of energy with a projection arc that dips quite quickly. They spread out faster than you'd imagine too, but they can on occasion bounce, catching players unawares. Hit somebody up close with this and they'll immediately disintegrate. The Scattershot also has a surprising amount of splash damage over a large area making it the perfect indoors gun. Just don't expect to do much when players refuse to come near you while you wielding it.
LIGHTRIFLEx25
15 Rounds
The Light Rifle is a precision Forerunner energy weapon wielded by Warrior-Servants against the Flood, and by the Promethean Knights against humanity.
NEEDLE RIFLE
The Type-31 Needle Rifle is a deadly mid-ranged weapon equipped with an electronic sighting system
NEEDLERx35
18 Rounds
The Needler is a compact, fully-automatic munitions launcher that fires shards of exotic crystalline material that home-in on targets and detonate.
PLASMA PISTOLx30
100 Battery Units
The Plasma Pistol has become ubiquitous among combatants of all kinds after the Covenant War due to its versatility and lethality.
PLASMA GRENADEx300
Covenant antipersonnel grenade. Intelligently adheres to infantry targets for maximum lethality.
PLASMA RIFLEx26
100 Battery Units 400 Rounds
An instrument of faith and fire, the Plasma Rifle was the signature weapon of the Covenant's Sangheili warriors for centuries. It has become rarer since the loss of High Charity, but no less distinctive or respected.
PULSE GRENADEx300
The Pulse Grenade is a field-generating attenuation device used to damage any targets which fall within its ionization radius, eventually collapsing in a violent and deadly pulse of energy.
PLASMA CASTERx15
Elegant but deadly, the Plasma Caster is designed to quickly shatter enemy lines and break up positions fortified by stationary weapon emplacements.
PROPHETS' BANE
Known by many names, this energy sword is wielded by legends.
PLASMA CANNONx15
Directed energy support weapon utilized by the Covenant and Swords of Sanghelios.
SUPPRESSORx20
50 Rounds
The Suppressor was an integral part of the Forerunners arsenal against the Flood, but also proved useful against human forces.
SHADE TURRETx5
Shade turrets are Covenant defensive emplacements that can be quickly deployed to protect outposts and temporary camps.
STORM RIFLEx20
100% Energy Core
The Storm Rifle is a more resilient and higher performing variant of the standard Plasma Rifle, including a modular coil set, a high-mounted cooling shroud and an extended barrel.
SHRIKE TURRETx5
Shrike emplacements are automated anti-aerospace weapon systems placed at sites of significant strategic importance.
SPLINTER GRENADEx300
Forerunner area-denial grenade used by Promethean Knights and Soldiers.
SPLINTER CANNONx10
Light Mass cannon deployed by Promethean constructs to safeguard areas designated as vital to Created interests.
Brute Plasma Rifle
360-540 shots/min.
The Brute Plasma Rifle is a Covenant directed energy weapon that uses a superheated ionized gas called plasma instead of projectile ammunition. The weapon has a power output of 100−150 kV at 0.2–0.3 A (20–45 kW), and can fire 360–540 rounds per minute.
Maulerx15
Five shells
25 rounds or 5 magazines (Single wielded)
50 rounds or 10 magazines (Dual wielded)
The Type-52 Pistol, more commonly known as the Mauler, is a Jiralhanae sidearm used by the Infantry and Security forces of the Covenant Loyalists during the Human-Covenant war.[2] It functions as a handheld shotgun
Spikerx15
40 rounds
160 rounds or 4 magazines (single wielded)
320 rounds or 8 magazines (dual wielded)
The Type-25 Carbine is a fully-automatic, magazine-fed rail-type weapon. As its metal projectiles are pulled between the rails they are superheated and elongated into the spikes that are its namesake. Two large blades made of tungsten carbide,[2] an extremely strong and durable material, are mounted under the barrel of the weapon, increasing its effectiveness in close-quarters. The Spiker's ammunition is fed into the weapon via a small drum magazine with a 40-round capacity. The drum magazine is located on the underside of the weapon, behind the blades and in front of the trigger.
Spike Grenadex300
The Spike grenade's initial explosion is the least powerful of all the grenades in Halo 3, although the explosion is not meant to be lethal. The explosion is meant to scatter the spikes at a deadly velocity, impaling enemies within range or wounding them enough for the user to finish them off.
Incendiary Grenadex300
The Type-3 Antipersonnel/Antimatériel Incendiary grenade is a multi-purposed infantry explosives munition first produced by the Sacred Promissory just a few months before the Great Schism
[Special Weapons]
FLAMETHROWERx5
100 fuel units
The M7057/DP, is a standard chemical flamethrower, which projects and ignites a stream of a volatile, semi-liquid fuel. Flamethrowers are cumbersome and relatively difficult to tactically employ. It originally appeared in the multiplayer of Halo PC and Halo 3.
Fuel Rod Cannonx5
5 Rounds
The Fuel Rod Gun is a man-portable version of the cannon that is mounted on Covenant vehicles; it is a support weapon that is commonly employed in both anti-personnel and anti-vehicle roles. It appears to be recoil-operated and fires 3.8 cm explosive ballistic incendiary gel projectiles that travel to the target in a parabolic arc.
Mounted Turret
600 rounds/min
The M247H is an air-cooled, gas-operated, electrically fired, link less-fed weapon. It can be used in both anti-personnel and anti-vehicle roles. It is most often seen mounted on stationary tripods and used as a defensive weapon, but can also be carried by those strong enough to efficiently operate it.
Plasma Turretx9
200 shots
The Type-58 Directed Energy Support Weapon, more commonly known as the plasma cannon, is a heavy weapon
Machine Gun Turretx4
100 rounds
The AIE-486H Heavy Machine Gun is a standard Gatling-style medium machine gun, used by the UNSC for offensive and defensive purposes. It is also more powerful than the UNSC's stationary turret, the M247 GP Machine Gun.
Machine Gun Turretx4
Unlimited (Mounted)
200 round belt (Unmounted)
The M247H is an air-cooled, gas-operated, electrically fired, linkless-fed weapon. It can be used in both anti-personnel and anti-vehicle roles.[4] It is most often seen mounted on stationary tripods and used as a defensive weapon, but can also be carried by those strong enough to efficiently operate it
Machine Gun Turretx4
600 rounds/min
The M247H Heavy Machine Gun, formally known as the Machine Gun, Caliber 12.7x99mm, or M247H is a heavy weapons used extensively by the United Nations Space Command ground forces.[4] It is a variant of the widely used M247 General Purpose Machine Gun and is very effective against infantry.
Gauss Turretx4
9 shots
The M555 Electromagnetic Launcher, more commonly known as the gauss turret, is a heavy weapon featured in Halo 5: Guardians.[1] It was employed by the UNSC in conflicts after the Requiem Campaign. As a support weapon, picking up the gauss turret results in a lack of mobility.
Sentinel Beamx4
100 battery units
The Sentinel Beam is a Forerunner Directed Energy Weapon. Sentinel Beams are often integrated into the Sentinels from where the weapons take their name. The weapon is particularly effective against small Flood outbreaks and energy shields.
M343A2 Minigunx4
8 missiles
The LAU-65D/SGM-151, also known as the Missile Pod, is a UNSC emplacement launcher unit which fires self-guided missiles. Capable of seeking and tracking targets at long distances, it is most commonly fired from a static position; while reports have surfaced of troops removing the pod from its fixed emplacement and using it in a mobile fashion, these have so far been inconclusive.
Scarab Gun
Unlimited
It has unlimited, continuous rapid fire, and it never overheats. However, if you fire this gun too close to your position, you will die instantly due to the immense splash-damage. It is dual-wieldable, just like a normal Plasma Rifle. The Halo 2 Scarab gun is the most powerful weapon of the entire Halo series, causing more destruction than the Halo 3 Spartan Laser, and even the Scarab Cannon itself in Halo 3. Even on Easy difficulty, with shields, it takes a great amount of skill to not kill yourself. There are five methods to obtain this gun.
[TECH]
CRYPTUM
A Cryptum is a Forerunner stasis/containment machine used to safely preserve beings in a state of meditation for incredibly long periods of time.
GUARDIAN
Guardians are powerful security constructs created by the Forerunners to enforce the tenets of the Mantle for the greater good of the galaxy.
PROMETHEAN CRAWLERS (Unlimited)
Promethean Crawlers are low-grade, quadruped constructs created by the Forerunners.
PROMETHEAN WATCHERS (Unlimited)
Promethean Watchers act primarily as defensive drones, taking on a tactical support role.
PROMETHEAN KNIGHTS (Unlimited)
Promethean Knights are a series of heavily armored, powerful biped machines operated by sentient essences cultivated via the Composer.
SOLDIERS (Unlimited)
Soldiers are Armiger-class bipedal combat platforms developed and employed by the Forerunners. These war-machines proved incredibly useful for raiding ancient human warships and combating the Flood.
Trip Minex100
The Trip Mine can be detonated by weapons fire, close proximity, or impact of an infantryman.[3] It does not use a remote trigger, however. The mine will explode after ninety seconds if not detonated before then. It is apparently capable of detecting the anti-gravity generators found on Covenant vehicles.
Cloakingx100
One notable difference between Cloaking and Active camouflage is that Cloaking is a piece of equipment—it can be activated whenever the player chooses to, whereas Active camouflage is automatically activated when the player collects it. In addition to being more portable, cloaking is also more effective in Halo 3 than Halo: Combat Evolved's Active camouflage—while in Halo: Combat Evolved, you could see the entire body faintly, in Halo 3, only a faint shimmer can be noticed. There is a disadvantage to Cloaking, however—it only lasts for ten seconds, after which its effect fades over the course of an additional two seconds.
Invincibilityx100
When activated, the player is covered in shining white bands. It is possessed by all Brute Chieftains that wield Gravity Hammers unhindered, but not the Brute War Chieftains. Shooting them when it is activated is simply useless, as you cannot harm them except by performing an assassination, which, done correctly, will kill them Invincibility or not.
Grav Liftx100
Once deployed, the Portable Gravity Lift unfolds and projects a bluish-purple stream of gas and energy that propels the player into the air, in a similar manner to the Covenant's larger version, the unmodified Gravity Lift, but on a smaller scale and for a finite duration. It has the power to lift vehicles, such as the Mongoose, and other objects besides players into the air.
Bubble Shieldx100
The Bubble Shield projects a translucent, slightly white/gold, honey-combed, tinted protective sphere around the user. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against bullets, explosions, lasers, plasma, flames, Fragmentation grenades, and other projectiles. Players and vehicles however, are still able to pass through it. After approximately 20 seconds has passed, the shield will collapse and the generator will self-destruct.
Regeneratorx100
The Regenerator looks very similar to the Bubble Shield, although instead of projecting a shield, it emits a small, green field of energy which restores a player's shield as well as those of anybody near you, including enemies, for fifteen seconds.
Power Drainx100
The Power Drain creates a short-range electromagnetic pulse (EMP) effect, which interferes with all electronic equipment within the radius of the pulse. It is designed primarily to interfere with common varieties of electrical field-based shielding, as well as the electrical components of vehicles. After a short time, the device overheats and explodes, which can wound or kill combatants in its resulting explosion. The electricity it produces can also harm biological systems and cause damage to unshielded targets. In combat, the Power Drain weakens shields that come within range of its EMP, and immobilizes any nearby vehicles. Because it shares a similar design aesthetic to other examples of Jiralhanae technology, it is likely that this piece of equipment is of Brute manufacture
Radar Jammerx100
The Radar Jammer is an equipment item in Halo 3 that scrambles nearby players' motion sensors by creating a multitude of false dots on the radar of everyone within range. While it can create chaos for enemies, it also has the same effect on teammates. In campaign mode it is uncommon for one to be dropped by enemy Brutes. It is mostly used by Brute Stalkers to make them even harder to be found by their prey. It is no longer available in matchmaking as the Flare and the Radar Jammer had physics properties that allowed players to exploit the game unfairly.
Flarex100
Flares are visually identical to Radar Jammers and Power Drains save for their varying colors; flares have a yellow glow. When a player picks up a Flare, the equipment piece is represented on the HUD by a circle with multiple rays coming from it.
Deployable Coverx200
This piece of equipment is similar to the Stationary Shield Generator seen in Halo: Combat Evolved and Halo 2, except now it is mobile. Any solid projectiles fired will be deflected by the shield (although bullets may be fired through it from behind); however, plasma-based weapons fire are absorbed by the shield from both sides. However, the Spartan Laser is capable of penetrating more than five deployable covers, assuming they are lined up close together.
Auto Turretx100
This small, robotic turret is a piece of Forerunner technology found on the Ark and Halo and resembles a stripped down Sentinel. Its mode of attack is firing a thin, blue beam at its target, similar to the beam fired by a Sentinel Major, although it is slightly stronger. This device is extremely adept at destroying Flood of all kinds, but is still highly effective at taking out other enemies. Its drawbacks are that it takes a long time to find and shoot a target, it has to wait a minute after deployment before it can attack, and it will occasionally shoot the player. It is useful to deploy when you have many hostiles in the area, providing the player with added firepower.
[ARMOR ABILITIES]
Jetpackx100
The Series 12 Single Operator Lift Apparatus (SOLA), also known as the jetpack, is a Lethbridge Industrial manufactured user-operated jet engine mounted on the back, solely used and operated by the UNSC's SPARTANs and particular commando units such as ODSTs and the SPARTAN-IV Delta-6 division. Unlike the Thruster pack, which is a maneuvering unit used on deep-space missions, the jetpack is used for atmospheric flight.
Thruster Packx100
Designed for long-range deep-space operations, M-050978 thruster packs are still some of the riskiest equipment available. They feature triple redundancy NAV systems and stabilizers. Thruster packs contain two tanks of compressed Triamino Hydrazine, which, if ruptured, would cause rapid loss of control, for which there is little a person can do. They can also be linked up to weapons such as MA5B assault rifles. If the wearer fires the weapon, the pack will provide enough counter thrust to keep the wearer from spinning out of control
Active Camox100
An Active Camouflage Combat Form is a variant of a Sangheili Combat Form. They appear in Halo: Combat Evolved and in Halo: Combat Evolved Anniversary and are transformed Stealth Sangheili.
Hardlight Shieldx100
The Z-90 Photonic Coalescence Emitter/Aegis, also known as the Hardlight Shield, is an Armor Ability featured in Halo 4. Using Forerunner hard light technology, it fuses particles of light into a rigid, dissipative barrier. When used by Spartans, it forms a full-size aegis-class defensive shield in front of the user.
Autosentryx100
The Z-2500 Automated Protection Drone, also known as Autosentry, is an Armor Ability featured in Halo 4. It allows the user to deploy a combat-capable Forerunner drone unit as support during enemy engagements
Promethean Visionx100
The Z-5080 Short-Range Spectrum Augmenter/Vision or Promethean Vision is an Armor Ability that creates a short-range spectrum wave which allows the user to detect shapes and movement through solid walls and objects
Hologramx100
The Hologram functions almost identically to the Hologram in Halo: Reach. If shot, it flickers for an instant and then goes back to being solid instead of continuing to flicker. The Hologram will also teabag dead bodies if commanded to stand over one
Regeneration Fieldx100
The Regeneration Field creates a large green bubble that recharges the shields of players who are inside of it. If a player takes damage while inside of the field, their shield regeneration will be stopped for a moment. It is almost identical in function to the Regenerator equipment piece from Halo 3. This is the only armor ability not available in the campaign of Halo 4.
Drop Shield x100
The Drop Shield is a spherical energy shield that protects the player from projectiles but still allows characters through, similar to the Bubble Shield from Halo 3. While inside, a player's health (not shields) will regenerate. The strength of the shield is approximately three times that of a Spartan's energy shielding. As it takes damage, it will change color and eventually deactivate if enough damage is taken.
Armor Lockx100
Armor Lock locks the user in place and makes the user invincible for the time it is active. When deactivated, it sends out an EMP blast to nearby enemies and pushes them away. The longer the ability is active, the larger the final blast radius will be. Armor Lock can repel incoming Rockets and, if activated while on top of a Falcon, can push the Falcon out of the sky.
'Exit' stand up from the couch when my danger sense goes off telling me there is a two hostile watching me on the roof across from me. I lazily look through the window at them with my Enhanced vision to see two females on the roof. 'Must be Some of Wonder Woman's the figure out see was seeing a normal person. 'I leave the window head toward my room to lie down while looking at my mini map to see two red dots following me. I make it to my room and lays down in king mattress while I check my mini map one more time to see them slowly heading toward me.' Hehe that's right come and get me you two. Y'all will help me put the first part of my play into action. I close my eyes and before I active Meditate before I enter a Zen like state I hear my door open and two pairs feet enter my home. I smile to myself 'Hehe so it begins'
Done Sorry it took me so long to do this but the next chapter will be up by Friday night Thank You and Goodbye
