Difference between revisions of "User:066AspirantArchiver"

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__NOTOC__
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<div style="float:right;">
Keep It Stupid Simple or tell them everything regarding everything?
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__TOC__
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</div>
 +
i got two turntables and a microphone
  
Welcome to the server! This guide is meant to guide you through the basics of Halostation 13, from figuring out what to be to getting into fights. While this page focuses on the former, links at the bottom you will be provided so you can learn the initial loop of each faction.
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Everything up to Faction Selection, without the hyperlinks on the logos
 +
Section Name
 +
Collapsable menu with EVERYTHING on it
  
== Rules ==
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Put the TOC on the right side of the screen, figure out the possibility of putting it up after the icons.
Before stepping into the fray, however, remember to read the rules to keep yourself from risking a ban.
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[Insert a collapsable menu with the rules here. Can't link to the Forum since that's outdated.]
+
Welcome to the server! This guide is meant to guide you through the basics of Halostation 13, from spawning in to getting into fights. While this page focuses on the former, links at the bottom will be provided so you can learn the initial loop of each of the server's factions.
 +
 
 +
== Rules (how cut line) ==
 +
Before stepping into the fray, however, remember to read the [[rules]] to avoid risking a ban.
 +
 
 +
 
 +
TALK ABOUT THE FOOD ON THE UNSC GUIDE
 +
 
 +
== Character Creation (replace inner headers with bold+big(?) to keep them from apearing on the TOC when going live, keep as-is here for ease of writing)==
 +
While most of the Character Creation options, some of them the features are inconsequential, a few
 +
 
 +
[Steal this stuff from the CM13 wiki.]
 +
 
 +
 
 +
Some roles spawn with different gear depending on their title, such as Marines with the "EVA Operations Marine" title spawning with armor resistant to the vacuum of space (at the detriment of protection).
 +
Loadout tab is mostly intended? synergyc? to be used for Colonist and Insurrectionist roles, as Covenant roles cannot spawn with loadout items and they also conflict with most UNSC gear (i.e. uniforms, armor, etc.)
 +
everything in the glasses tab overriding the HUDs
  
== Character Creation ==
 
While
 
  
Loadout tab is mostly intended to be used for Colonist and Insurrectionist roles, as Covenant roles cannot spawn with loadout items and they also conflict with UNSC gear (i.e. uniforms, armor, etc.)
 
 
<div style="margin-bottom:50px; text-align: center;">[[File:Title.png|link=https://projectunsc.org/forum/index.php]]</div>
 
<div style="margin-bottom:50px; text-align: center;">[[File:Title.png|link=https://projectunsc.org/forum/index.php]]</div>
 
  
 
== Choose Your Faction ==
 
== Choose Your Faction ==
Now that you're ready, you'll have to choose who to fight for. Each faction has different equipment, gameplay loops and motivations. Each being:
+
After creating your character, you will have to choose who to fight for as each faction has different equipment, gameplay loops and motivations. Each being:
 
Replace these with your own icons showcasing varied kinds of toons.
 
Replace these with your own icons showcasing varied kinds of toons.
 +
 +
Use a 3by3 invisi-table. 3by4 if you decide on separating colonists.
 +
Icons
 +
Nanes
 +
Blurbs
 +
Colonists
 +
Blurb
 +
 +
 
<gallery perrow=2 mode="packed-hover">
 
<gallery perrow=2 mode="packed-hover">
File:Unsclogo.png|link=UNSC|UNSC
+
File:Unsclogo.png|link=United Nations Space Command Tutorial
File:URF.png|link=URF|URF
+
File:URF.png|link=United Rebel Front Tutorial
File:Covenantlogo.png|link=Covenant|Covenant
+
File:Covenantlogo.png|link=Covenant Tutorial
File:Guides.png|link=Guides|Guides
 
 
</gallery>
 
</gallery>
 
<center>
 
<center>
This shit is gonna look very fucked up in mobile, but alas.
+
{| style="border: 3px solid white;" style="width: 70%;" cellpadding="5" cellspacing="25" align="center"
The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front.
+
! style="width:40px; text-align: center; background-color:#708855; border-radius: 10px"| <span style="color:#FFFFFF"><big>The United Nations Space Command</big></span>
/nThe Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race.
+
! style="width:40px; text-align: center; background-color:#a07672; border-radius: 10px"| <span style="color:#FFFFFF"><big>The United Rebel Front</big></span>
\nThe United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxes.
+
! style="width:40px; text-align: center; background-color:#8C2EBF; border-radius: 10px"| <span style="color:#FFFFFF"><big>The Covenant</big></span>
 +
|-
 +
|style="text-align:center;" valign="top"| The UNSC are the defenders of the worlds under the Unified Earth Government's rule, fighting both a fight for survival against the Covenant and an insurgency led by the United Rebel Front.
  
Click on their icons to open each faction's respective tutorial.  
+
|style="text-align:center;" valign="top"| The URF consists of several different groups united by their hatred of the Unified Earth Government, ranging from disgruntled colonists to political extremists. <br>'''Limited to select gamemodes.'''
 +
 
 +
|style="text-align:center;" valign="top"| The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: <br>the anihilation of the human race. <br>'''Active character must be of a Covenant race to play.'''
 +
 
 +
|-
 +
|
 +
|-
 +
|style="text-align:center;" valign="top"| The colonists caught in the middle, the poor sods... <br>'''Limited to select gamemodes.'''
 +
|-
 +
|}
 +
 
 +
Click on the faction logos to open their respective tutorials.
 
'''<big>Enjoy your stay!</big>'''
 
'''<big>Enjoy your stay!</big>'''
 
</center>
 
</center>
  
 +
<div style="float:right;">
 +
__TOC__
 +
</div>
 +
== '''United Nations Space Command (UNSC) Tutorial''' ==
 +
{|border="1" class="mw-collapsible mw-collapsed" cellpadding="6" cellspacing="0"
 +
|+ style="text-align:left;"|
 +
| '''<big>Beginners are advised to start with the "Marine" role due to their lack of responsabilities.</big>'''
 +
 +
''Note: This guide uses the assault phase of the [[Reclamation]] gamemode as an example. Some things may vary in actual gameplay, but the general idea is the same.''
 +
[[File:Cassius base weapkoints.png|thumb|right|<center>Your home, until you're transfered or it's blown to smithereens.</center>]]
 +
 +
=== Briefing===
 +
Rise and shine, marine. A ship of the Covenant has been detected on long-range scanners and HIGHCOMM believes it to be an invasion force headed for the colony you were stationed to, so you've been thawed out of cryostasis to defend the Orbital Defense Platform ''"Cassius"'', the world under its guard and the colonists on it while a support fleet is on the way. Before you can do that however, you need to gear up.
  
== United Nations Space Command (UNSC) Tutorial ==
+
=== Getting Your Stuff ===
''Note: Beginners are advised to start with the "Marine" role due to their lack of responsabilities. This guide uses the [[Reclamation]] gamemode on the map [[KS7]] as an example. Some things may vary, but the general idea is the same.''
+
In some missions you may need to follow [[File:SignArmory.png]] '''these''' signs to find your armory, but on ODPs they tend to be just outside the bunks.
Rise and shine, marine. Spaceships of The Covenant, a hegemony of several murderous alien species, have been detected on long-range scanners and HIGHCOMM expects them to be heading for the colony you were stationed to, so you've been thawed out of cryostasis to defend (the Orbital Defense Platform (ODP)).
+
Once you've made it there, you'll find the [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendors''' and the standard [[File:VendorEquipmentUNSC.png]] '''Equipment Vendors'''. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:
Before you can do that however, you need to gear up. In some missions you may need to follow File:ArmorySign.png these signs to find your armory, but on ODPs they tend to be just outside the marine bunks.
+
 
Once you've made it there, you'll find the File:MiscEquipmentVendor.png '''Miscellaneous Equipment Vendor''' and the standard File:EquipmentVendor.png '''Equipment Vendor'''. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:
+
From a [[File:VendorMiscUNSC.png]] '''Miscellaneous Equipment Vendor''', you'll want:
From the '''Miscellaneous Equipment Vendor''', you'll want:
+
<blockquote>
 +
* [[File:Box.png]] '''Marine Armor Kit''' - This will stop a few rounds from hurting you, until it breaks. Comes in a [[File:MarineArmorGreen.png]] few [[File:MarineArmorBrown.png]] different [[File:MarineArmorWhite.png]] colors, along with a Medic variant for each and a spaceproof variant.
 +
* [[File:IFAK.png]] '''Infantry First Aid Kit ''' - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform to attach it. It contains:
 +
<blockquote>
 +
* [[File:BiofoamCanister.png]] '''Biofoam Canisters''', full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid.
 +
* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, mainly used by the UNSC or the United Rebel Front.
 +
* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, the favorite of the Covenant.
 +
* [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but obscures your vision.
 +
* [[File:GreyPill.png]] '''Iron''' and a [[File:ChocolateBar.png]] '''Chocolate Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
 +
</blockquote>
 +
* [[File:AmmoBeltUNSC.png]] '''Ammunition Storage Belts''' - They let you carry up to 7 magazines/shell boxes/etc, along with other things like emergency oxygen tanks, knives and armor repair kits.
 +
* [[File:ARK.png]] '''Armor Repair Kits''' - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a [[File:ARKMini.png]] miniature variant as well, able to fit in smaller spaces such as your armor's storage and repair armor at a faster speed, but holding less repair materials.
 +
<blockquote>
 
<blockquote>
 
<blockquote>
* File:box.png '''Marine Armor Kit''' - This will stop a few rounds from hurting you, until it breaks. Comes in a File:GreenMarineArmor.png few File:BrownMarineArmor.png different File:WhiteMarineArmor.png colors, along with a Medic variant for each.  
+
<big>'''!'''</big> You can use a [[File:HardcaseGenericUNSC.png]] '''Tactical Hardcase (Armor Kits)''' to store three of them in a single pouch slot. Different hardcases allow for similar effects, though this only works for their designated type of item.
* File:IFAK.png '''Infantry First Aid Kit (IFAK)''' - This kit has medicine that will allow you (or another marine) to stay alive. It contains:
+
</blockquote>
 +
</blockquote>
 +
* [[File:Earmuffs.png]] '''Earplugs''' - To prevent deafness from things exploding in your face.
 +
</blockquote>
 +
 
 +
Now, from an [[File:VendorEquipmentUNSC.png]] '''Equipment Vendor''', you have a few weapon options to choose from:
 
<blockquote>
 
<blockquote>
* [[File:BiofoamCanister.png]] '''Biofoam Canister''', full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid.
+
* [[File:M6D_New.png ]] '''M6D Magnum''' - Has the highest base damage out of all vendor weapons and will let you move without a slowdown but it deals less damage against shielded enemies than other options.
* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:*FF0000">brute</span> damage resulting from ballistic weaponry, such as those used by the UNSC or the United Rebel Front.
+
* [[File:M90.png]] '''M90 Tactical Shotgun''' - This '''''will''''' screw over anything that you can close the distance on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (''or both!'') for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:*f5a442">burn</span> damage resulting from flames or plasma weaponry, the favorite of the Covenant.
+
* [[File:M392.png]] '''M392 Designated Marksman Rifle''' - Great for punching through armor and a few kinds of objects such as vendors and lockers. Accuracy improves while using the scope.
* [[File:PolyPill.png]] '''Polypseudomorphine''', a superpainkiller that will make you nigh invincible in exchange for obscuring your vision.
+
* [[File:BR55.png]] '''BR55 Battle Rifle''' - A precision-focused rifle that comes with a scope.
* [[File:GreyPill.png]] '''Iron''' and a File:ChocoBar.png '''Chocolate Bar''' to fix blood loss resulting from bleeding or plasma weaponry.
+
* [[File:MA5B.png]] '''MA5B Assault Rifle''' and the [[File:M7smg.png]] '''M7 submachine gun''' - Both are great leadspitters sporting high firerate and big magazines, but the MA5B is more accurate at range while the M7 has no slowdown and can be used with one hand.
 
</blockquote>
 
</blockquote>
  
 +
[[File:NewbLoadoutUNSC.png|thumb|Once you're done, you should have something that looks like this. Experiment to find what suits you best!]]
 +
After you've picked a weapon, remember to vend yourself some ammo for it. You can also store [[File:CombatKnife.png]] '''Combat Knives''' in your boots and [[File:M9.png]] [[File:SmokeGrenadeUNSC.png]] '''Grenades''' in your armor.
  
* File:AmmoBelt.png '''Ammunition Storage Belts''' - They let you carry up to 7(?) magazines/shell boxes/etc, along with other things like emergency oxygen tanks, knives? and armor repair kits.
+
As these are the bare essentials, you'll be left with some room for variation in your kit; you could try pairing your rifle with a pistol and a hardcase with ammo for it for example, or a [[File:Machete.png]] '''Machete''' if you're feeling brave.
* '''Armor Repair Kits''' - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a miniature variant as well, able to fit in smaller spaces such as your armor's storage but holding less repair materials.
+
 
 +
=== What To Do ===
 +
Now, to prepare the Cassius for defense, you will have to find the locations of the [[File: ODPWeakpoint.png|65px]] '''structural weakpoint markers''' of this particular ODP. The Covenant will try to plant and detonate a bomb in one of these to knock the Cassius out of orbit and begin their invasion of the planet. They always have 3 weakpoints, 2 assigned at random and 1 in the <span style ="color:#c42727">'''Magnetic Accelerator Cannon (MAC) Control Room'''</span>. The 2 random points can be located in:
 +
* <span style ="color:#316de6">'''The Firing Range'''</span>
 +
* <span style ="color:#e6ad31">'''Cargo'''</span>
 +
* <span style ="color:#31e640">'''Gardens'''</span>
 +
* <span style ="color:#31e0e6">'''The Gym'''</span>
 +
* <span style ="color:#bc31e6">'''Offices'''</span> or the adjacent hallway.
 +
''<sup>*Marked on the ODP map above.</sup>''
 +
 
 +
Once you find them, use your headset (with the "''':q'''" prefix to speak in the <span style ="color:#193a9f">'''UNSC radio channel'''</span>) to tell your allies of their locations so they too know where the enemy could head to. Next to Cargo is a room full of engineering supplies where you can find things to build defenses with, and the equipment vendors also hold coils of [[File:BarbedWire.png]] '''barbed wire''' and two machinegun types which can greatly boost your defenses' staying power:
 +
# [[File:ChaingunKit.png]] '''Chainguns''', to send a hail of bullets down the hallway.
 +
# [[File:HMGkit.png]] '''Heavy Machine Guns''', with a worse rate of fire and less bullets overall but more stopping power in each.
 +
Keep in mind that if they are deployed, however, they must be guarded to prevent the enemy from packing and hiding them, destroying them, or even using them against you and your brothers in arms.
 +
 
 +
Aside from trying to seize the weakpoints, the Covenant may also try to destroy the MAC as it is the only thing keeping them from destroying the station with ship-to-ship weapons. To do that, they must destroy the [[File:ConsoleUNSC.png|45px]] '''loading''' and its [[File:MACAutoFire.gif|45px]] '''automated firing control''' consoles. Make sure to keep both of them safe and the MAC loaded, in case you have to manually bring something down. To access the Control Room, find the [[File:ODPControlRoomAccess|button that controls the blast doors]] in the Command Center next to the MAC Cannon.
 +
 
 +
Now that you're geared and know where to defend, all that's left to do is hold out until the support fleet arrives. They expect to be here in an '''hour and a half''', but if the ODP goes down they'll take longer. Until first contact happens however, you can shoot the breeze with your fellow marines, check out your new toys at the firing range, or read one of our other [[guides]] to learn about the server's [[Combat Mechanics|combat mechanics]], [[Guide to Vehicles|vehicles]] and [[Gamemodes|gamemodes]].
 +
 
 +
'''<big>Good Luck, Have Fun!</big>'''
 +
|}
 +
 
 +
== Covenant Tutorial==
 +
 
 +
{|border="1" class="mw-collapsible mw-collapsed" cellpadding="6" cellspacing="0"
 +
|+ style="text-align:left;"|
 +
|'''<big>Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles.</big>'''
 +
 
 +
''Note: This guide uses the [[Reclamation]] gamemode on the map [[KS7]] as an example. Some things may vary in actual gameplay, but the general idea is the same''
 +
 
 +
== Briefing ==
 +
[[File:QuickStartGuideCovenant1.png|frame]]
 +
Rise, warrior of the Covenant. Your vessel, the CRS ''Unyielding Transgression'', is closing in on a heretic world for an artifact retrieval operation. Before that, however, you are to destroy the heretic Orbital Defense Platform guarding it. Each moment counts, as the Heretics were expecting you and have summoned a support fleet expected to arrive in an hour and a half, but destroying that station will delay them.
 +
 
 +
== Preparing Yourself ==
 +
Before that however you must arm yourself. Covenant species always have their [[File:VendorCov.png]] '''equipment and weapon vendors''' somewhere within their quarters, so take a look around. In the case of the Unggoy, it is the room next to their bunks.
 +
From a [[File:VendorCov.png]] '''Miscellaneous Equipment Vendor''', you'll want:
 
<blockquote>
 
<blockquote>
To store these, you can use a '''Tactical Hardcase (Armor Kits)''' to store three of them in a single pouch slot. Different hardcases allow for similar effects, though they only work for their designated type of item.
+
* [[File:IFAKCov.png]] '''Infantry First Aid Kit ''' - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform to attach it. It contains:
 +
<blockquote>
 +
* [[File:BiofoamCanisterCov.png]] '''Biofoam Canisters''', full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid.
 +
* [[File:GreyPill.png]] '''Bicaridine''', for healing <span style ="color:#FF0000">brute</span> damage resulting from ballistic weaponry, such as those used by the heretics.
 +
* [[File:RedPill.png]] '''Dermaline''', for healing <span style ="color:#f5a442">burn</span> damage resulting from flames or plasma weaponry, such as yours.
 +
* [[File:PolyPill.png]] '''Polypseudomorphine''', a super-painkiller that will make you nigh invincible but obscure your vision.
 +
* [[File:GreyPill.png]] '''Iron''' and an [[File:IrkunBar.png]] '''Irkun Bar''', to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
 
</blockquote>
 
</blockquote>
* '''Earplugs''' - To prevent deafness from exploding things.
+
* [[File:MartialBelt.png]] '''Martial Belts''' - They let you carry up to 7 magazines, packs of needles or similar, along with other things like emergency oxygen tanks, [[File:EDagger.png]] '''energy daggers''' and armor repair kits.
 +
* [[File:ARKCov.png]] '''Armor Repair Kits''' - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a [[File:ARKCovMini.png]] miniature variant as well, able to fit in smaller spaces such as your armor's storage and repair armor at a faster speed, but holding less repair materials.
 +
<blockquote>
 +
<blockquote>
 +
<big>'''!'''</big> You can use a [[File:HardcaseGenericCov.png]] '''Tactical Hardcase (Armor Kits)''' to store three of them in a single pouch slot. Different hardcases allow for similar effects, though this only works for their designated type of item.
 +
</blockquote>
 +
</blockquote>
 +
* [[File:Earmuffs.png]] '''Earplugs''' - To prevent deafness from things exploding in your face.
 
</blockquote>
 
</blockquote>
  
Now, from the '''Equipment Vendor''', you have a few weapon options to choose from:
+
Now, from the [[File:VendorCov.png]] '''Weapons Vendor''', you have a few weapon options to choose from:
 
<blockquote>
 
<blockquote>
 +
* [[File:Plasma_Rifle.png]] '''Plasma Rifles''', which lack the need for magazines and allow for almost-constant fire as long as you don't let them overheat.
 +
* [[File:Needler.png]] Guided Munition Launchers (a.k.a.'''Needlers'''), whose eponymous needles track targets if you click on them and, if enough embed, cause them to supercombine (i.e. explode).
 +
* [[File:Plasma_Pistol.png]] '''Plasma Pistols''', which can be overcharged to fire a bolt that disables headsets, full-body shields and active camouflage.
 +
* [[File:Plasma_Grenade.png]] '''Plasma Grenades''', which can stick to targets (both friend and foe) if thrown after 1 second after priming them and before 3 seconds have passed since.
 +
''While weapon availability depends on your species, these few weapons remain constant across all races.''
 +
[[File:PlasmaGrenade.png]] [[File:SmokeGrenadeCov.png]] ''Grenades can be stored inside your armor.''
 +
</blockquote>
 +
 +
[[File:NewbLoadoutCov.png|thumb|Once you're done, you should have something that looks like this. Experiment to find what suits you best!]]
 +
 +
== Preparing Your Vessel ==
 +
Once you're geared, you will have to confirm that the ship's Shield Generator has been enabled, as this machine greatly boosts the CRS' defenses in naval combat and against boarding actions. The world you're headed towards happens to be guarded by an Orbital Defense Plataform, a space station equipped with a Magnetic Accelerator Cannon that could turn your ship into space debris with a single shot if you enter its 10 overmap tile range.
  
* File:M6D.png '''M6D Magnum''' - Has the highest base damage out of all vendor weapons but deals less damage against shielded enemies.
+
Hint: ODPs spawn on the bottom left side of a planet's sprite, approach from the spatial northeast for better odds of survival. This isn't necessary, but it'll make things easier for those still earning their wings.
* File:M90.png '''M90 tactical shotgun''' - This '''''will''''' screw over anything that you can get the drop on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (''or both!'') for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
+
 
* File:M392.png '''M392 Designated Marksman Rifle''' - Great for punching through armor.
+
To tell if you're within a safe distance, hover your mouse over the planet's XYZ and subtract 10 from either coordinate. If you land within the Colony's
* File:BR55.png '''BR55 Battle Rifle''' - Comes with a non
+
 
* File:MA5B.png '''MA5B Assault Rifle''' and the File:M7.png '''M7 submachine gun''' - Both are gread leadspitters, sporting high firerate and big magazines, but the MA5B is more accurate at range while the M7 has no slowdown and can be used with just one hand at the expense of accuracy.
+
 
</blockquote>
+
[[File:spaës.png|The Overmap and the helm console.]]
 +
[[File:PictureBeforeDisaster.png|The last thing many vessels ever saw.]]
 +
 
 +
Aas long as the following settings are toggled, you will be able to stand at least one hit:
 +
[[File:thingo|The generator should have these settings enabled.]
 +
 
 +
== Planning Your Assault ==
 +
After checking on the shields, you and your allies will have to decide on how to bring that station down so you can begin your scan. The CRS has been issued an Antimatter Bomb for such demolition operations, along with an '''Explosives Requisition Device''' that can be used to recall the bomb if it is lost. Both are in a room next to the '''Bridge'''. How you get the bomb there, however, is to be decided by your superiors. Usually, this means either the [[File:EMinor.png]] '''Elites''' or the [[File:BMinor.png]] '''Brutes''', but if there are none then it is to be decided by whoever has the highest rank (Ultra, Major, Minor, etc.).
 +
 
 +
{| border="1" class="mw-collapsible mw-collapsed" style="width:80%" cellpadding="6" cellspacing="0"
 +
|+ style="text-align:left;"|'''Covenant Species Hierarchy'''
 +
|width=150|[[File:7-62mag.png]]
 +
[[#7.62 Magazine|'''7.62 Magazine''']]
 +
|Holds thirty (30) 7.62mm caliber rounds.
 +
|}
 +
 
 +
{| border="1" class="mw-collapsible mw-collapsed" style="width:80%" cellpadding="6" cellspacing="0"
 +
|+ style="text-align:left;"|'''Covenant Species Hierarchy'''
 +
 
 +
|Holds thirty (30) 7.62mm caliber rounds.
 +
|}
  
After you've picked a weapon, remember to vend yourself some magazines/shell boxes for it. You can also store File:CKnife.png '''Combat Knives''' in your boots and File:M9Frag.png '''Frag Grenades''' or File:MiniARK.png '''Miniature Armor Repair Kits''' in your armor.
+
# [[File:Prophet.png]] San'Shyuum (Prophets)
 +
# [[File:EMinor.png]] Sangheili (Elites)
 +
# [[File:BMinor.png]] Jiralhanae (Brutes)
 +
# [[File:SCommando.png]] T'vaoan Kig-Yar (Skirmishers)
 +
# [[File:JMinor.png]] Ruuhtian Kig-Yar (Jackals), [[File:Drone.png]] Yanme'e (Drones) and [[File:GMinor.png]] Unggoy (Grunts)
 +
# [[File:Huragok.png]] Huragoks (Engineers)
  
File:NewbLoadout.png|Once you're done, you should have something that looks like this. Experiment with different components to find what suits you best!
 
[[File:Cassius base weapkoints.png|thumb|Your home, until you're transfered or it's blow to smithereens.]]
 
Now, you will have to figure out the weakpoints of this particular ODP to keep the Covenant from planting a bomb there and blow the place to bits, They always have 3, 2 assigned at random and 1 in the <span style ="color:*c42727">MAC Control Room</span>. The 2 random points can be located in:
 
* <span style ="color:*316de6">'''The Firing Range'''</span>
 
* <span style ="color:*e6ad31">'''Cargo'''</span>
 
* <span style ="color:*31e640">'''Gardens'''</span>
 
* <span style ="color:*31e0e6">'''The Gym'''</span>
 
* <span style ="color:*bc31e6">'''Offices'''</span> or the adjacent hallway
 
  
 +
12 for pods, 10 for phantoms.
 +
During the Assault Phase, where you assault the Orbital Defense Platform ''"Cassius"'' to allow for planetside scanning, you have two methods of entry:
  
nce you find them, use your headset (:q for the UNSC channel) to tell your allies of their locations so they too know where the enemy could head to.
+
=== Boarding Pods ===
 +
Boarding Pods allow you to land inside the ODP, and maybe even next to a [[File:ODPWeakpoint.png]] structural weakpoint. Likewise, it could land you on top of a marine squad or a chaingun turret. The ODP's automated alert systems will also notify the marines of your landing 5? 10? seconds after the fact, so you'll want to move quickly.
  
Now that you're geared and know where to defend, all that's left to do is wait. Engage in banter with your mates, check out your new toys at the firing range, or check out one of our other [[[guides]], such as [[Combat Mechanics]] or [[Gamemodes]].
+
The CRS must be within 12 overmap tiles of the ODP to be able to board it with pods.
  
'''<big>Good Luck, Have Fun!</big>'''
+
=== [[File:Phantom.png]] Phantom Infiltration ===
[[Category:UNSC]]
+
Your dropships, known as "Phantoms", can be used to fly to and from the ODP. This method of entry requires EVA protection, and for most species this demands sacrificing their protection. Unggoy and Yanme'e are naturally resistant to vacuums, and the Unggoy also spawn with internals as they breathe methane instead of oxygen. Expect to be knocked down by sudden rushes of air unless you bring magboots or a vacuum shield to cover the entry point (available at <span color:Red hangar bays</span>).
== Covenant Tutorial==
 
''Note: Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles. This guide uses the [[Reclamation] gamemode on the map [[KS7]] as an example. Some things may vary, but the general idea is the same''
 
High Charity, the capital vessel of the Covenant, has detected a possible relic burried beneath a heretic planet and has sent the crew of the CRS Unyielding Transgression to retrieve it.
 
  
 +
The CRS must be within 10 overmap tiles of the ODP to be able to fly to it with Phantoms.
  
 +
Whatever method your leaders choose, you will need something to allow you to move around. Your options are:
 +
# [[File:PlasmaCharge.png]] '''Plasma Charges''' - Lets you blow things up and move around quickly, at the expense of the element of surprise (non-existant if you podded in).
 +
# [[File:ToolBeltCov.png]] '''Tools''' - Quieter than charges and lets you get through airlocks faster than charges with enough practice '''<big>[Prying times make them end up even-ish, confirm.]</big>''', yet the reduced storage space may force you to use a plasma weapon. Also useful if your Phantom happens to be destroyed and you have [[File: Nanolaminate.png]] nanolaminate sheets.
 +
# [[File:Huragok.png]] '''Huragoks''' - These biological supercomputers can interface with anything, airlocks included. They can also bolt them if you're being chased or have found a place to dig in. Downside is you will have to escort them to prevent their capture.
  
While weapon variety depends on your species, a few weapons remain constant:
+
It is preferable to decide and finish preparations by the 10 minute mark, as that's when the ship will be able to move towards the heretic world.
Plasma Rifles, which lack the need for magazines and allow for almost-constant fire as long as you don't let them overheat.
 
Needlers, whose eponymous needles track targets if you click on them and, if enough embed, cause them to supercombine (i.e. explode).
 
Plasma Pistols, which can be overcharged to fire a bolt that disables headsets, full-body shields and disable active camouflage.
 
Plasma Grenades, which can stick to targets (both friend and foe) if thrown after 1 second after priming them and before 3 seconds have passed since.
 
If you'd like to learn more about the Covenant arsenal, click here.
 
  
Decide attacking method.
+
{| border="1" class="mw-collapsible mw-collapsed" style="width:50%" cellpadding="6" cellspacing="0"
 +
|+ style="text-align:left;"|'''Pocket Ship Flying Guide'''
 +
|
 +
# Enable the "Direct Control" option - This will allow you to use WASD to fly.
 +
# Identify the coordinates of the heretic world on the nav data - This is where you will fly towards.
 +
# Subtract 10 from either axis (X,Y) - This ensures that you don't enter the ODP's 10-tile MAC range.
 +
# Fly to your new coordinates. ex. If NavData lists: "<span style ="color:#cd5400">'''<span style ="background:#000000">KS7-535:</span><span style ="color:#FFFFFF; background:#000000"> 137 : 82'''"</span> then you fly either to 137,72 or 127,82. Along the way you may encounter <big>'''!'''</big> exclamation marks, they are space hazards that you must avoid.
 +
</blockquote>
 +
# Reduce your speed as you approach - This is to prevent slipping into MAC range at the last moment.
 +
# Disable the "Direct Control Option" (or use the "Cancel Camera View" verb in OOC tab?) - This lets you use your feet again.
 +
|}
 +
[[File:PictureAfterDisaster.png|What happens when you don't mind the MAC.]]
  
Usually, this is handled by the Elites or Brutes, but if there's none
+
To ensure the safety of the vessel, the ''Unyielding'' exits slipspace some distance from your target. To get there,
Some species, such as the Unggoy, are naturally armored against the vacuum of space, and you won't need an oxygen supply since they breathe methane and spawn with a tank of it in their backs.
 
  
Now that you're geared and know the assault plan, all that's left to do is wait. Engage in banter with your mates, check out your new toys at the firing range, or check out one of our other [[[guides]], such as [[Combat Mechanics]] or [[Gamemodes]].
+
Now that you're geared, (hopefully) have assault and escape plans and are in position, all that's left to do is get into the boarding pod/phantom and take your leave. Stick with your squad, watch your firing lane and be careful with your stickies.
  
 
'''<big>Good Luck, Have Fun!</big>'''
 
'''<big>Good Luck, Have Fun!</big>'''
  
 +
Mind the MAC, stick with your squad, mind the MAC.
 +
 +
Engage in banter with your mates, check out your new toys at the firing range, or read one of our other [[guides]] to learn about the server's [[combat mechanics]], [[Guide to Vehicles|vehicles]] And [[Gamemodes]].
 +
 +
 +
Once you're in, it is essential that you stick with your teammates as a door could close behind you and cut you from your team.
 +
 +
Once the deed is done, you'll have to find a way out. Ideally, a Phantom would be waiting for you. However, you could try finding a life pod to escape in, or even an enemy dropship to steal. These methods however, could be considered heresy and may result in a penance depending on how zealous the leading species is.
 +
 +
 +
|}
 
[[Category:Covenant]]
 
[[Category:Covenant]]
 +
 
== United Rebel Front Tutorial ==
 
== United Rebel Front Tutorial ==
''Note: Beginners are advised to start with the "Insurrectionist" role due to their lack of responsabilities. This guide uses the [[Outer Colonies]]/[[Reclamation]] gamemode on the map [[KS7]] as an example. Some things may vary, but the general idea is the same''
+
''Note: Beginners are advised to start with the "Insurrectionist" role due to their lack of responsabilities. This guide uses the [[Outer Colonies]]/[[Reclamation]] gamemode on the map [[KS7]] as an example. Some things may vary in actual gameplay, but the general idea is the same''
  
 
Finish the UNSC guide then paste it over and replace as needed, also use the assault bit from cov guide.
 
Finish the UNSC guide then paste it over and replace as needed, also use the assault bit from cov guide.
Line 120: Line 289:
 
[[Category:URF]]
 
[[Category:URF]]
  
[[Category:Guides]] [[Category:Beginner]]
+
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
[[Category:G|uides]] [[Category:Beginner]]
 +
== Notes ==
 +
THIS has all the guns:
 +
https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/weapons
 +
 
 +
THIS has all the vendors:
 +
https://github.com/X0-11/HaloSpaceStation13/blob/d7ea68d597b10e0b7a8b6f76f48bca84923b5034/code/modules/halo/machinery/gunvendors.dm
 +
 
 +
== Scrapyard ==
 +
file|500px
 +
 
 +
 
 +
<div style="float:right;">
 +
[[File:MACAutoFire.gif]] HEY! LISTEN!
 +
</div>
 +
 
 +
{| class="wikitable" style="width:100%; overflow-x:auto;"
 +
|+ Table Caption (Optional)
 +
! The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. !! The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. !! The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.
 +
|}
 +
 
 +
{| class="wikitable"
 +
! style="background-color:lightblue" | Header A
 +
! Header B
 +
! style="background-color:lightgreen" | Header C
 +
|-
 +
| style="background-color:lightblue" | Cell A1
 +
| Cell B1
 +
| style="background-color:lightgreen" | Cell C1
 +
|-
 +
| style="background-color:lightblue" | Cell A2
 +
| Cell B2
 +
| style="background-color:lightgreen" | Cell C2
 +
|}
 +
 
 +
{|class="wikitable" style="color:green; background-color:#ffffcc;" cellpadding="10"
 +
|The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front.
 +
|style="color:green; background-color:#ffffcc;" cellpadding="10"
 +
|-
 +
|The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race.
 +
|-
 +
|The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.
 +
|-
 +
|}
 +
 
 +
{| class="wikitable"
 +
! style="background-color:#708854" | The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front.
 +
! style="background-color:#631a8b" | <span style ="color:#FFFFFF">The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race.</span></td>
 +
! style="background-color:#c42727" | <span style ="color:#FFFFFF">The United Rebel Front are several groups of UNSC defectors, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.</span></td>
 +
|}

Latest revision as of 01:32, 24 December 2025

i got two turntables and a microphone

Everything up to Faction Selection, without the hyperlinks on the logos Section Name Collapsable menu with EVERYTHING on it

Put the TOC on the right side of the screen, figure out the possibility of putting it up after the icons.

Welcome to the server! This guide is meant to guide you through the basics of Halostation 13, from spawning in to getting into fights. While this page focuses on the former, links at the bottom will be provided so you can learn the initial loop of each of the server's factions.

Rules (how cut line)

Before stepping into the fray, however, remember to read the rules to avoid risking a ban.


TALK ABOUT THE FOOD ON THE UNSC GUIDE

Character Creation (replace inner headers with bold+big(?) to keep them from apearing on the TOC when going live, keep as-is here for ease of writing)

While most of the Character Creation options, some of them the features are inconsequential, a few

[Steal this stuff from the CM13 wiki.]


Some roles spawn with different gear depending on their title, such as Marines with the "EVA Operations Marine" title spawning with armor resistant to the vacuum of space (at the detriment of protection). Loadout tab is mostly intended? synergyc? to be used for Colonist and Insurrectionist roles, as Covenant roles cannot spawn with loadout items and they also conflict with most UNSC gear (i.e. uniforms, armor, etc.) everything in the glasses tab overriding the HUDs


Title.png

Choose Your Faction

After creating your character, you will have to choose who to fight for as each faction has different equipment, gameplay loops and motivations. Each being: Replace these with your own icons showcasing varied kinds of toons.

Use a 3by3 invisi-table. 3by4 if you decide on separating colonists. Icons Nanes Blurbs Colonists Blurb


The United Nations Space Command The United Rebel Front The Covenant
The UNSC are the defenders of the worlds under the Unified Earth Government's rule, fighting both a fight for survival against the Covenant and an insurgency led by the United Rebel Front. The URF consists of several different groups united by their hatred of the Unified Earth Government, ranging from disgruntled colonists to political extremists.
Limited to select gamemodes.
The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets:
the anihilation of the human race.
Active character must be of a Covenant race to play.
The colonists caught in the middle, the poor sods...
Limited to select gamemodes.

Click on the faction logos to open their respective tutorials. Enjoy your stay!

United Nations Space Command (UNSC) Tutorial

Beginners are advised to start with the "Marine" role due to their lack of responsabilities.

Note: This guide uses the assault phase of the Reclamation gamemode as an example. Some things may vary in actual gameplay, but the general idea is the same.

Your home, until you're transfered or it's blown to smithereens.

Briefing

Rise and shine, marine. A ship of the Covenant has been detected on long-range scanners and HIGHCOMM believes it to be an invasion force headed for the colony you were stationed to, so you've been thawed out of cryostasis to defend the Orbital Defense Platform "Cassius", the world under its guard and the colonists on it while a support fleet is on the way. Before you can do that however, you need to gear up.

Getting Your Stuff

In some missions you may need to follow SignArmory.png these signs to find your armory, but on ODPs they tend to be just outside the bunks. Once you've made it there, you'll find the VendorMiscUNSC.png Miscellaneous Equipment Vendors and the standard VendorEquipmentUNSC.png Equipment Vendors. These vendors have everything that a marine needs to kick ass and make Earth proud, but for now we'll keep it simple with a basic loadout:

From a VendorMiscUNSC.png Miscellaneous Equipment Vendor, you'll want:

  • Box.png Marine Armor Kit - This will stop a few rounds from hurting you, until it breaks. Comes in a MarineArmorGreen.png few MarineArmorBrown.png different MarineArmorWhite.png colors, along with a Medic variant for each and a spaceproof variant.
  • IFAK.png Infantry First Aid Kit - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform to attach it. It contains:
  • BiofoamCanister.png Biofoam Canisters, full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid.
  • GreyPill.png Bicaridine, for healing brute damage resulting from ballistic weaponry, mainly used by the UNSC or the United Rebel Front.
  • RedPill.png Dermaline, for healing burn damage resulting from flames or plasma weaponry, the favorite of the Covenant.
  • PolyPill.png Polypseudomorphine, a super-painkiller that will make you nigh invincible but obscures your vision.
  • GreyPill.png Iron and a ChocolateBar.png Chocolate Bar, to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
  • AmmoBeltUNSC.png Ammunition Storage Belts - They let you carry up to 7 magazines/shell boxes/etc, along with other things like emergency oxygen tanks, knives and armor repair kits.
  • ARK.png Armor Repair Kits - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a ARKMini.png miniature variant as well, able to fit in smaller spaces such as your armor's storage and repair armor at a faster speed, but holding less repair materials.

! You can use a HardcaseGenericUNSC.png Tactical Hardcase (Armor Kits) to store three of them in a single pouch slot. Different hardcases allow for similar effects, though this only works for their designated type of item.

  • Earmuffs.png Earplugs - To prevent deafness from things exploding in your face.

Now, from an VendorEquipmentUNSC.png Equipment Vendor, you have a few weapon options to choose from:

  • M6D New.png M6D Magnum - Has the highest base damage out of all vendor weapons and will let you move without a slowdown but it deals less damage against shielded enemies than other options.
  • M90.png M90 Tactical Shotgun - This will screw over anything that you can close the distance on, unless it's full of combat drugs. Can be loaded with buckshot or slugs (or both!) for raw damage or armor penetration, respectively. Also requires to be pumped after each shot.
  • M392.png M392 Designated Marksman Rifle - Great for punching through armor and a few kinds of objects such as vendors and lockers. Accuracy improves while using the scope.
  • BR55.png BR55 Battle Rifle - A precision-focused rifle that comes with a scope.
  • MA5B.png MA5B Assault Rifle and the M7smg.png M7 submachine gun - Both are great leadspitters sporting high firerate and big magazines, but the MA5B is more accurate at range while the M7 has no slowdown and can be used with one hand.
Once you're done, you should have something that looks like this. Experiment to find what suits you best!

After you've picked a weapon, remember to vend yourself some ammo for it. You can also store CombatKnife.png Combat Knives in your boots and M9.png SmokeGrenadeUNSC.png Grenades in your armor.

As these are the bare essentials, you'll be left with some room for variation in your kit; you could try pairing your rifle with a pistol and a hardcase with ammo for it for example, or a Machete.png Machete if you're feeling brave.

What To Do

Now, to prepare the Cassius for defense, you will have to find the locations of the ODPWeakpoint.png structural weakpoint markers of this particular ODP. The Covenant will try to plant and detonate a bomb in one of these to knock the Cassius out of orbit and begin their invasion of the planet. They always have 3 weakpoints, 2 assigned at random and 1 in the Magnetic Accelerator Cannon (MAC) Control Room. The 2 random points can be located in:

  • The Firing Range
  • Cargo
  • Gardens
  • The Gym
  • Offices or the adjacent hallway.

*Marked on the ODP map above.

Once you find them, use your headset (with the ":q" prefix to speak in the UNSC radio channel) to tell your allies of their locations so they too know where the enemy could head to. Next to Cargo is a room full of engineering supplies where you can find things to build defenses with, and the equipment vendors also hold coils of BarbedWire.png barbed wire and two machinegun types which can greatly boost your defenses' staying power:

  1. ChaingunKit.png Chainguns, to send a hail of bullets down the hallway.
  2. HMGkit.png Heavy Machine Guns, with a worse rate of fire and less bullets overall but more stopping power in each.

Keep in mind that if they are deployed, however, they must be guarded to prevent the enemy from packing and hiding them, destroying them, or even using them against you and your brothers in arms.

Aside from trying to seize the weakpoints, the Covenant may also try to destroy the MAC as it is the only thing keeping them from destroying the station with ship-to-ship weapons. To do that, they must destroy the ConsoleUNSC.png loading and its MACAutoFire.gif automated firing control consoles. Make sure to keep both of them safe and the MAC loaded, in case you have to manually bring something down. To access the Control Room, find the button that controls the blast doors in the Command Center next to the MAC Cannon.

Now that you're geared and know where to defend, all that's left to do is hold out until the support fleet arrives. They expect to be here in an hour and a half, but if the ODP goes down they'll take longer. Until first contact happens however, you can shoot the breeze with your fellow marines, check out your new toys at the firing range, or read one of our other guides to learn about the server's combat mechanics, vehicles and gamemodes.

Good Luck, Have Fun!

Covenant Tutorial

Beginners are advised to start with the "Unggoy Minor" role due to their lack of responsabilities and simplicity relative to other minor roles.

Note: This guide uses the Reclamation gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same

Briefing

QuickStartGuideCovenant1.png

Rise, warrior of the Covenant. Your vessel, the CRS Unyielding Transgression, is closing in on a heretic world for an artifact retrieval operation. Before that, however, you are to destroy the heretic Orbital Defense Platform guarding it. Each moment counts, as the Heretics were expecting you and have summoned a support fleet expected to arrive in an hour and a half, but destroying that station will delay them.

Preparing Yourself

Before that however you must arm yourself. Covenant species always have their VendorCov.png equipment and weapon vendors somewhere within their quarters, so take a look around. In the case of the Unggoy, it is the room next to their bunks. From a VendorCov.png Miscellaneous Equipment Vendor, you'll want:

  • IFAKCov.png Infantry First Aid Kit - This kit has medicine that will allow you (or another marine) to stay alive, click your uniform to attach it. It contains:
  • File:BiofoamCanisterCov.png Biofoam Canisters, full of a miracle chemical that can do many things such as heal wounds, broken bones and repair organs to an extent, but more severe cases will warrant additional aid.
  • GreyPill.png Bicaridine, for healing brute damage resulting from ballistic weaponry, such as those used by the heretics.
  • RedPill.png Dermaline, for healing burn damage resulting from flames or plasma weaponry, such as yours.
  • PolyPill.png Polypseudomorphine, a super-painkiller that will make you nigh invincible but obscure your vision.
  • GreyPill.png Iron and an File:IrkunBar.png Irkun Bar, to fix blood loss resulting from bleeding or repeatedly taking plasma hits.
  • File:MartialBelt.png Martial Belts - They let you carry up to 7 magazines, packs of needles or similar, along with other things like emergency oxygen tanks, File:EDagger.png energy daggers and armor repair kits.
  • ARKCov.png Armor Repair Kits - These let you repair your armor, keeping it in shape and stopping bullets. Comes in a ARKCovMini.png miniature variant as well, able to fit in smaller spaces such as your armor's storage and repair armor at a faster speed, but holding less repair materials.

! You can use a File:HardcaseGenericCov.png Tactical Hardcase (Armor Kits) to store three of them in a single pouch slot. Different hardcases allow for similar effects, though this only works for their designated type of item.

  • Earmuffs.png Earplugs - To prevent deafness from things exploding in your face.

Now, from the VendorCov.png Weapons Vendor, you have a few weapon options to choose from:

  • Plasma Rifle.png Plasma Rifles, which lack the need for magazines and allow for almost-constant fire as long as you don't let them overheat.
  • Needler.png Guided Munition Launchers (a.k.a.Needlers), whose eponymous needles track targets if you click on them and, if enough embed, cause them to supercombine (i.e. explode).
  • Plasma Pistol.png Plasma Pistols, which can be overcharged to fire a bolt that disables headsets, full-body shields and active camouflage.
  • Plasma Grenade.png Plasma Grenades, which can stick to targets (both friend and foe) if thrown after 1 second after priming them and before 3 seconds have passed since.

While weapon availability depends on your species, these few weapons remain constant across all races. File:PlasmaGrenade.png File:SmokeGrenadeCov.png Grenades can be stored inside your armor.

File:NewbLoadoutCov.png
Once you're done, you should have something that looks like this. Experiment to find what suits you best!

Preparing Your Vessel

Once you're geared, you will have to confirm that the ship's Shield Generator has been enabled, as this machine greatly boosts the CRS' defenses in naval combat and against boarding actions. The world you're headed towards happens to be guarded by an Orbital Defense Plataform, a space station equipped with a Magnetic Accelerator Cannon that could turn your ship into space debris with a single shot if you enter its 10 overmap tile range.

Hint: ODPs spawn on the bottom left side of a planet's sprite, approach from the spatial northeast for better odds of survival. This isn't necessary, but it'll make things easier for those still earning their wings.

To tell if you're within a safe distance, hover your mouse over the planet's XYZ and subtract 10 from either coordinate. If you land within the Colony's


The Overmap and the helm console. The last thing many vessels ever saw.

Aas long as the following settings are toggled, you will be able to stand at least one hit: [[File:thingo|The generator should have these settings enabled.]

Planning Your Assault

After checking on the shields, you and your allies will have to decide on how to bring that station down so you can begin your scan. The CRS has been issued an Antimatter Bomb for such demolition operations, along with an Explosives Requisition Device that can be used to recall the bomb if it is lost. Both are in a room next to the Bridge. How you get the bomb there, however, is to be decided by your superiors. Usually, this means either the EMinor.png Elites or the BMinor.png Brutes, but if there are none then it is to be decided by whoever has the highest rank (Ultra, Major, Minor, etc.).

Covenant Species Hierarchy
File:7-62mag.png

7.62 Magazine

Holds thirty (30) 7.62mm caliber rounds.
Covenant Species Hierarchy
Holds thirty (30) 7.62mm caliber rounds.
  1. Prophet.png San'Shyuum (Prophets)
  2. EMinor.png Sangheili (Elites)
  3. BMinor.png Jiralhanae (Brutes)
  4. SCommando.png T'vaoan Kig-Yar (Skirmishers)
  5. JMinor.png Ruuhtian Kig-Yar (Jackals), Drone.png Yanme'e (Drones) and GMinor.png Unggoy (Grunts)
  6. Huragok.png Huragoks (Engineers)


12 for pods, 10 for phantoms. During the Assault Phase, where you assault the Orbital Defense Platform "Cassius" to allow for planetside scanning, you have two methods of entry:

Boarding Pods

Boarding Pods allow you to land inside the ODP, and maybe even next to a ODPWeakpoint.png structural weakpoint. Likewise, it could land you on top of a marine squad or a chaingun turret. The ODP's automated alert systems will also notify the marines of your landing 5? 10? seconds after the fact, so you'll want to move quickly.

The CRS must be within 12 overmap tiles of the ODP to be able to board it with pods.

Phantom.png Phantom Infiltration

Your dropships, known as "Phantoms", can be used to fly to and from the ODP. This method of entry requires EVA protection, and for most species this demands sacrificing their protection. Unggoy and Yanme'e are naturally resistant to vacuums, and the Unggoy also spawn with internals as they breathe methane instead of oxygen. Expect to be knocked down by sudden rushes of air unless you bring magboots or a vacuum shield to cover the entry point (available at <span color:Red hangar bays).

The CRS must be within 10 overmap tiles of the ODP to be able to fly to it with Phantoms.

Whatever method your leaders choose, you will need something to allow you to move around. Your options are:

  1. File:PlasmaCharge.png Plasma Charges - Lets you blow things up and move around quickly, at the expense of the element of surprise (non-existant if you podded in).
  2. File:ToolBeltCov.png Tools - Quieter than charges and lets you get through airlocks faster than charges with enough practice [Prying times make them end up even-ish, confirm.], yet the reduced storage space may force you to use a plasma weapon. Also useful if your Phantom happens to be destroyed and you have File:Nanolaminate.png nanolaminate sheets.
  3. Huragok.png Huragoks - These biological supercomputers can interface with anything, airlocks included. They can also bolt them if you're being chased or have found a place to dig in. Downside is you will have to escort them to prevent their capture.

It is preferable to decide and finish preparations by the 10 minute mark, as that's when the ship will be able to move towards the heretic world.

Pocket Ship Flying Guide
  1. Enable the "Direct Control" option - This will allow you to use WASD to fly.
  2. Identify the coordinates of the heretic world on the nav data - This is where you will fly towards.
  3. Subtract 10 from either axis (X,Y) - This ensures that you don't enter the ODP's 10-tile MAC range.
  4. Fly to your new coordinates. ex. If NavData lists: "KS7-535: 137 : 82" then you fly either to 137,72 or 127,82. Along the way you may encounter ! exclamation marks, they are space hazards that you must avoid.
  1. Reduce your speed as you approach - This is to prevent slipping into MAC range at the last moment.
  2. Disable the "Direct Control Option" (or use the "Cancel Camera View" verb in OOC tab?) - This lets you use your feet again.

What happens when you don't mind the MAC.

To ensure the safety of the vessel, the Unyielding exits slipspace some distance from your target. To get there,

Now that you're geared, (hopefully) have assault and escape plans and are in position, all that's left to do is get into the boarding pod/phantom and take your leave. Stick with your squad, watch your firing lane and be careful with your stickies.

Good Luck, Have Fun!

Mind the MAC, stick with your squad, mind the MAC.

Engage in banter with your mates, check out your new toys at the firing range, or read one of our other guides to learn about the server's combat mechanics, vehicles And Gamemodes.


Once you're in, it is essential that you stick with your teammates as a door could close behind you and cut you from your team.

Once the deed is done, you'll have to find a way out. Ideally, a Phantom would be waiting for you. However, you could try finding a life pod to escape in, or even an enemy dropship to steal. These methods however, could be considered heresy and may result in a penance depending on how zealous the leading species is.


United Rebel Front Tutorial

Note: Beginners are advised to start with the "Insurrectionist" role due to their lack of responsabilities. This guide uses the Outer Colonies/Reclamation gamemode on the map KS7 as an example. Some things may vary in actual gameplay, but the general idea is the same

Finish the UNSC guide then paste it over and replace as needed, also use the assault bit from cov guide. Guns Decide attack method

Notes

THIS has all the guns: https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/weapons

THIS has all the vendors: https://github.com/X0-11/HaloSpaceStation13/blob/d7ea68d597b10e0b7a8b6f76f48bca84923b5034/code/modules/halo/machinery/gunvendors.dm

Scrapyard

file|500px


MACAutoFire.gif HEY! LISTEN!

Table Caption (Optional)
The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.
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The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. style="color:green; background-color:#ffffcc;" cellpadding="10"
The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race.
The United Rebel Front are several groups of ex-UNSC, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.
The United Nations Space Command are the strong arm of the Unified Earth Government, fighting both an extinction war against the Covenant and an internal insurgency fronted by the United Rebel Front. The Covenant are a hegemony of alien species rallied under the holy decree of the Prophets: the anihilation of the human race. The United Rebel Front are several groups of UNSC defectors, black marketeers or simple outer colonists vying to overthrow the Unified Earth Government due to their lack of support and ovewrhelming taxation.