User:066AspirantArchiver
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.
Before you Begin
- To ensure a smooth experience, use these settings.
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
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
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. BriefingRise 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 StuffOnboard some vessels you may need to follow From the
Now, from the
After you've picked a weapon, remember to vend yourself some ammo for it. You can also store Once you're geared you must also ensure that you're well fed, as it will allow you to move without a hunger slowdown and help your blood regeneration, useful for avoiding plasma bolts and not dying from them. The mess hall is located directly starboard (i.e. north) of your bunks and has a few voice-operated machines called What To DoNow, to prepare the Cassius for defense, you will have to find the locations of the
*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
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 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 by operation time 01:12, 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 or what to do if Cassius falls. 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 BriefingRise, warrior of the Covenant. Your vessel, the CRS-class crusier 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 by mission time 01:12, but destroying that station will delay them. Preparing YourselfFirst thing to do, however, is to ensure you're well fed. Being hungry slows down your speed and blood regeneration, both crucial for your survival. Within your quarters you will find From the
Now, from the
Aside from those, the Unggoy also get the following heavy weapons:
As these are the bare essentials, you'll be left with some room for variation in your kit. You could try running two plasma pistols at once so you can keep firing once the one you're using overheats, for example. Preparing Your ShipOnce you're geared, you will have to confirm that the ship's
You will also need to move the ship into position on the overmap, but that wont be possible until 10 minutes have passed since mission start. Here's a quick guide on how to get the ship there, should you be assigned the task when the time comes. Planning Your AssaultAfter checking on the shields, you and your allies will have to decide on how to bring that ODP down so you can begin your scan. For such demolition operations, the CRS has been issued an Whichever assault method the acting shipmaster chooses, expect it to be one of the following:
|
ODPs 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:
You may also notice tiny blue circles near some of the possible weakpoint spawns, these are locations where Boarding Pods can target and land at. |
Necessary Equipment
Whatever method your leaders choose, you will need something to allow you to move around. ODP maintenance corridors mostly lack any access requirements, but these items allow you to get into the rooms holding structural weakpoints:
Plasma Charges - Let you blow things up and move around quickly, at the expense of the element of surprise (non-existant if you podded in). Takes 5 seconds to plant and 10 to detonate. Comes in 3 types:
- Standard, blowing up exclusively whatever you put it on.
- Breaching, blowing up whatever you put it on, a small cone infront of it and a bit behind. Keep your distance!
- Piercing, blowing up whatever you put it on and 10 tiles infront of it in a straight line and 3 behind. Keep your distance!
Tools - Quieter than charges and get you through airlocks a bit faster with enough practice, yet the reduced storage space may force you to use a plasma weapon. Also let you run repairs if your Phantom was destroyed and you packed
nanolaminate sheets.
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.
Optional Objective: Disable the Magnetic Accelerator Cannon
The MAC is the only means of self-defense that the ODP has and disabling it will let your team safely attack it with the Unyielding's deck guns, or maybe with something stronger from the
Long Range Requisitions Console located in the Unyielding's bridge. While this isn't strictly necessary, this will grant your team another method of bringing the ODP down in case the first assault wave fails, and the control room also has a structural weakpoint where you can plant the bomb. The doors leading into the control room may be blocked by blast doors, which can be raised from the ODP's Command Deck located southwest of the MAC control room.
To break into the Control Room, you will need tools or at least 2 plasma charges for some doors leading into the control room (or more if you can't get to the blast door control button). Once you're inside, you must:
- Destroy the
MAC Loading Console in the middle of the control board, for it allows the heretics to manually load their MAC. Charges are the only method of destroying this console, shooting or bashing it won't work. - Delete the "mac_control_automated" program in the
MAC Automated Fire Control console. Blowing up the console with a plasma charge will do the trick, but if you don't have the space for one you can also delete the program through the following steps:
- Interact with the console.
- Exit the program.
- Open the "NTOS File Manager".
- Find the file and use the "DELETE" operation.
Defense of the Control Room
The control room's small space works for and against you; if you bring a plasma turret emplacement (available from weapon vendors) you will be able to lock down one side of it and keep the heretics from advancing, but they could start throwing grenades or rockets which you may not be able to dodge. It is recommended to source construction materials from the room north of the Unyielding's shield generator along with a construction materials hardcase.
Getting Out
Assuming you manage to find a weakpoint, plant the bomb and hold against the heretic onslaught, you will need an escape method. If you can't have a phantom fly you home, your remaining options are:
Find an escape pod bay and launch it to the planet, but you'll have to wait until someone can pick you up.
Steal a dropship to escape AND deny the enemy an asset. Be prepared to adapt however, as by the time you reach the hangar you could be met by an empty bay or a group of evacuating marines.
Whichever option you choose, you will have 2 minutes (plus however many seconds were left on the bomb as you left) to leave as the platform's superstructure collapses. If you're still on the ODP as it deorbits, you'll be subject to a hefty (yet surviveable) amount of harm. Should you manage to stabilize yourself, you may radio for evac or use an escape pod to land on the colony. Note that using damaged escape pods will cause further harm, and that you will have to repair them to be able to use them safely.
Once you are geared, in position and have your assault and escape plans, all that's left to do is take your leave towards the ODP. Stick with your squad, watch your firing lanes and don't forget the bomb. If you complete your mission and return to the Unyielding, or die while escaping but want to respawn and keep fighting for the Covenant, it is suggested you read up on the next part of your mission.
Good Luck, Have Fun!
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
THIS has all the vehicles (sprites and values): https://github.com/YourPalHolidays/HaloSpaceStation13/tree/64981415f90b50a277f9a05a1185c9fcb1a0f0ba/code/modules/halo/vehicles/types
Scrapyard
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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. | 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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| Cell A1 | Cell B1 | Cell C1 |
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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. |
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| File:7-62mag.png | Holds thirty (30) 7.62mm caliber rounds. |
| Holds thirty (30) 7.62mm caliber rounds. |





















