User:066AspirantArchiver
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.
Character Creation
Replace these with your own icons showcasing varied kinds of toons.
United Nations Space Command (UNSC) Tutorial
Note: This guide uses the [Reclamation] gamemode on the map [KS7] as an example. Some things may vary, but the general idea is the same. 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)). 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 the Miscellaneous Equipment Vendor, you'll want:
- 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.
- File:IFAK.png Infantry First Aid Kit (IFAK) - This kit has medicine that will allow you (or another marine) to stay alive. File:MiscEquipmentVendor.png Biofoam, in particular, is 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: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.
- Armor Repair Kits - These let you repair your armor, keeping it in shape and stopping bullets.
- Earplugs - To prevent deafness from exploding things.
Now, from the Equipment Vendor, you have a few weapon options to choose from:
M6D Magnum - Has the highest base damage out of all vendor weapons but deals less damage against shielded enemies. M7 submachine gun M90 tactical shotgun - M392 Designated Marksman Rifle - Great for punching through armor. MA5B Assault Rifle - BR55 Battle Rifle
Once 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:NewbLoadout.png|Once you're done, you should have something that looks like this. Experiment with different components to find what suits you best!
Now, you have to figure out where this particular ODP has weakpoints. They always have 3; 2 assigned at random and 1 in the MAC Control Room. Covenant
Covenant Tutorial
Note: This guide uses a Grunt's point of view of 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.
While weapon variety depends on your species, a few weapons remain constant: 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.




