Vehicles
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In Halo: Reach, a wide arsenal of vehicles are available to you, both UNSC and Covenant, in-game, ranging from jeeps to tanks to aircraft. These vehicles can provide the upper hand in a fight, and a skilled player can use vehicles to turn the tables entirely in a match. Each vehicle has its own advantages and disadvantages, as well as a specific role. The following is a list of ground vehicles and aircraft that is usable in Halo: Reach.
Note: some vehicles are only available in Campaign, and not all vehicles are usable in Matchmaking.
Contents |
UNSC
Ground Vehicles
Mongoose
The M274 Ultra-Light All-Terrain Vehicle (Mongoose) makes a return in Halo: Reach. This quick but fragile ATV's function is the same as it was in Halo 3: a fast, light transport (especially in Assault and Capture the Flag) as well as an agile scout. The Mongoose is useful on large maps like Hemorrhage, but its light chassis and wobbly suspension make it prone to flipping and rolling.
- Crew: 1 driver, 1 passenger
- Armament: none
- Armor: light
- Speed: medium-fast
Advantages
- High speed and acceleration; can evade danger with ease.
- Very useful for objective-based games (e.g. Assault, CTF, etc.)
- Perfect for hit-and-run attacks, especially if the passenger is equipped with a heavy weapon.
Disadvantages
- Light armor, can easily be destroyed by heavier vehicles.
- As mentioned, small chassis and unstable handling make it susceptible to flipping and rolling.
- Provides little cover, both driver and passenger are highly vulnerable.
Warthog
An icon of Halo, the M12 Force Application Vehicle (Warthog) is the backbone of UNSC vehicles. This armored attack jeep is a highly flexible weapons platform that has multiple variants. The first one, the M12 Light Reconnaissance Vehicle, has a mounted M41 Light Anti-Air Gun that can rip through infantry and light vehicles in seconds. It is most useful on objective games, where the driver speeds to the destination, the goal in the passenger's hands, while the gunner provides cover.
- Crew: 1 driver, 1 passenger, 1 gunner
- Armament: M41 Light Anti-Air Gun (1x)
- Armor: light-medium
- Speed: medium-fast
Advantages
- High speed balanced with adequate armor and powerful machine gun; can both absorb and dish out a decent amount of damage.
- As mentioned, perfect for objective games, especially CTF.
- Has more stable suspension and handling than the Mongoose.
Disadvantages
- Medium armor is no match for tanks and heavy weapons.
- Driver, passenger, and gunner alike are vulnerable to snipers.
- Despite better handling than the Mongoose, it is still prone to flipping and rolling.
The second variant is the M12G1 Light Anti-Armor Vehicle, or the Gauss Warthog. This variant is equipped with a heavy Gauss cannon and fulfills more of an anti-vehicle role, but does a poor job against enemy infantry.
- Crew: 1 driver, 1 passenger, 1 gunner
- Armament: M68 Asynchronous Linear-Induction Motor (1x)
- Armor: light-medium
- Speed: medium-fast
Advantages
- Gauss cannon is destructive; can quickly turn enemy vehicles into scrap metal.
- Has moderate splash damage; taking out hostiles clustered together.
Disadvantages
- Slower rate of fire than the M41, vulnerable to being fired on from multiple directions.
- Projectile trails can easily be seen, being brighter than M41 rounds.
A third variant is the M12R Light Anti-Air Vehicle, or the Rocket Warthog. Designed for an anti-aircraft role, they are outfitted with missile rack that can knock enemy air vehicles right out of the sky, but is less effective against ground targets.
- Crew: 1 driver, 1 passenger, 1 gunner
- Armament: M79 Multiple Launch Rocket Systems (1x)
- Armor: light-medium
- Speed: medium-fast
Advantages
- Capable of locking-on to enemy aircraft.
- Fires a barrage of 6 missiles at a time.
Disadvantages
- Missiles travel slowly, giving longer-range targets a chance to evade.
- Very slow reloading time, giving enemies opportunities to counterattack.
A fourth variant, only drivable in campaign, is the M831 Troop Transport, commonly known as the Transport Warthog. Instead of a turret at the rear, it features a rollcage that can seat up to three NPC allies.
- Crew: 1 driver, 1 player passenger, 3 NPC passengers
- Armament: none
- Armor: light-medium
- Speed: medium-fast
Advantages
- Highly destructive if all passengers are equipped with heavy weapons.
- Transports a large amount of allies across an area quickly.
Disadvantages
- Vehicle is a "rolling Killtacular", as the large amount of passengers provides easy multikills.
- Rollcage provides little protection to occupants.
Scorpion
As the UNSC's primary assault platform, the M808B Main Battle Tank (Scorpion) is both a heavily armed and armored tank that is used in situations where heavy firepower is required - and most the time, it is. Its main gun can blast apart most enemies with a single shot, and its machine gun protects it from hostiles on foot. The Scorpion's thick armor can withstand a lot of punishment, and only one tank is needed to wreak havoc on the opposing team.
- Crew: 1 driver, 1 gunner, 4 NPC passengers (campaign)
- Armament: M512 Smoothbore High-Velocity Cannon
- Armor: heavy
- Speed: slow
Advantages
- Its 90mm main gun can deal massive damage to both infantry and vehicles.
- The mounted machine gun can cut down enemies on foot with ease.
- The Scorpion's armor is impervious to small arms and is highly resistant.
- It is also slightly faster than its Covenant counterpart.
Disadvantages
- The main cannon has a slow reload time, providing enemies opportunities to counterattack.
- The machine gun overheats from sustained fire.
- The tank's main gun turns slowly; fast enemies can outmaneuver and destroy it.
- The rear radiator is particularly vulnerable.
Aircraft
Falcon
Teamwork on the battlefield is critical, and the UH-144 Falcon cannot survive without it. This VTOL aircraft's purpose is to provide fire support to allies on the field. One variant used in multiplayer is the UH-144S Falcon. Its side mounted machine guns soften up ground hostiles, leaving them weak for allies to finish off. They can also tear apart enemy aircraft and transport ground troops when surface transport is too dangerous or unavailable.
- Crew: 1 pilot, 2 gunners
- Armament: M247H Heavy Machine Guns (2x)
- Armor: light-medium
- Speed: medium-fast
Advantages
- Can speed over the battlefield and assist where needed.
- Side mounted turrets are highly effective against ground targets.
- Acts as a transport for teammates.
Disadvantages
- Useless on its own without gunners.
- Machine guns overheat from sustained fire.
- Slower than its Covenant counterpart.
In campaign, the UH-144A Falcon is used instead, and it is a more powerful variant of the Falcon. This version includes a pilot-controlled autocannon, so the pilot is not entirely helpless if no gunners are present. Some of these Falcons are equipped with grenade launchers instead, increasing damage dealt.
- Crew: 1 pilot, 2 gunners, 2 passengers
- Armament: M638 Autocannon, M247H Heavy Machine Guns (2x)/MG460 Automatic Grenade Launchers (2x)
- Armor: light-medium
- Speed: medium-fast
Advantages
- Autocannon provides even more firepower.
- Grenade launchers are more powerful than the machine guns.
Disadvantages
- If the vehicle is destroyed, the passengers are killed as well.
- Grenade launchers have a slower rate of fire than the machine guns.
Sabre (Campaign)
An experimental program, the YSS-1000 (Sabre) is a space superiority fighter only recently introduced by the UNSC. These unique spacecraft possess experimental technology, including reverse-engineered Covenant energy shields. Their autocannons and missiles can destroy squadrons of Covenant fighters without leaving a single dent on the fuselage.
- Crew: 1 pilot, 1 radar intercept officer
- Armament: M1024 ASW/AC ALA Autocannon (2x), ST/Medusa Missile Pods (2x)
- Armor: medium-heavy
- Speed: fast-very fast
Advantages
- Autocannons can eliminate unshielded enemies in a few shots.
- Missiles can lock-on to enemy spacecraft.
- Thrusters can use a boost function.
Disadvantages
- Shields are weak to plasma fire.
Pelican (Campaign)
The D77 Troop Carrier is the workhorse of UNSC forces. This well-known, easily recognized dropship/gunship is finally pilotable through an easter egg in the mission New Alexandria. A versatile spacecraft, its autocannon and missile pods can eliminate hostiles in an area, then swooping in for insertion and evacuation, an easy task given its large and spacious rear troop bay.
- Crew: 1 pilot, 1 copilot, 1 crew chief, 10 passengers
- Armament: 70mm-Caliber Autocannon (1x), ANVIL-II ASM Pods (2x), AIE-486H HMG (1x)/M247 GPMG (1x)
- Armor: ultraheavy
- Speed: medium-fast
Advantages
- Usable autocannon can eliminate unshielded enemies in a few shots.
- Thick armor is completely impervious to all damage.
Disadvantages
- Slower than the Phantom, has no boost capability.
- Autocannon is useless without extra gunner.
Covenant
Ground Vehicles
Ghost
An all-too-familiar name, the Type-32 Rapid Assault Vehicle (Ghost) is a light Covenant reconnaissance vehicle equipped with a pair of rapid-fire plasma cannons. These guns can disable shields faster than any UNSC machine gun can. Its boost function makes is highly effective at pulling off hit-and-run attacks, delivering a barrage of superheated plasma bolts, speeding away, and reappearing like lightning. The most famous aspect of the Ghost in multiplayer, however, is its splattering capabilities: players are almost always attempting (and succeeding at) running over an enemy player.
- Crew: 1 driver
- Armament: Class-2 Energy Weapon System (2x)
- Armor: light
- Speed: fast-very fast
Advantages
- As mentioned, perfect for hit-and-run attacks.
- Plasma guns are powerful against infantry.
- Splattering is very easy with the boost.
Disadvantages
- Light armor, easily destroyed by heavy armor.
- Plasma guns are useless against heavier vehicles.
- Exposed reactor tank will explode from damage.
Revenant
A new addition to the Covenant arsenal, the Type-48 Light Assault Gun Carriage (Revenant) sits between the Ghost and the Wraith. It is outfitted with a light plasma mortar. This mortar is weaker than that of the Wraith, but the rate of fire is higher. Like all Covenant vehicles, it has a boost function and contains room for a passenger to ride shotgun, making it a balanced assault unit.
- Crew: 1 driver, 1 passenger
- Armament: Light Plasma Mortar (1x)
- Armor: medium
- Speed: medium-very fast
Advantages
- Heavier armor than the Ghost
- Plasma mortar is effective against enemies on foot.
- Allows room for a passenger, making it more useful on objective-based games.
Disadvantages
- Medium armor is no match against heavier firepower.
- Plasma mortar is ineffective against heavier vehicles.
- Boost function does not last as long as the Ghost's.
Wraith
Once again drivable in Halo:Reach, the Type-26 Assault Gun Carriage (Wraith) is the Covenant's answer to the Scorpion. This heavily armored assault tank sports a devastating mortar far more powerful than that of the Revenant's destroying most targets in one shot. A mounted plasma turret provides supporting firepower, and, like all Covenant ground vehicles, a boost function splatters or evades potential boarders.
- Crew: 1 driver, 1 gunner
- Armament: Heavy Plasma Mortar
- Armor: heavy
- Speed: slow-fast
Advantages
- Thick armor is near-impervious to damage.
- Heavy plasma mortar obliterates most enemies in one shot.
- Rapid-fire plasma cannon gives extra support.
- Has a boost function, unlike its UNSC counterpart.
Disadvantages
- Rear exhaust port is a weak point, concentrated firepower on that spot can destroy the tank.
- Heavy plasma mortar's rate of fire is slower than the Scorpion's.
- Plasma turret overheats from sustained fire.
- Boost is extremely brief, lasting only for approximately a second.
Shade
The Type-26 Anti-Infantry Stationary Gun is less of a vehicle and more of a defensive turret. It has changed little fron Halo 3, and can now be used in multiplayer via Forge. Its rate of fire is faster, and bolts fire simultaneously, instead of alternating. The first variant is seen in both campaign and multiplayer.
- Crew: 1 gunner
- Armament: Class-2 Energy Weapon System (2x)
- Armor: medium
- Speed: none (stationary)
Advantages
- Plasma cannons have a higher rate of fire; can quickly cut down enemies on foot.
- Armor provides decent protection against small arms fire.
- Effective against aircraft as well, slicing through Banshees and Falcons alike.
Disadvantages
- Medium armor will succumb to heavier fire.
- Plasma cannons are useless against heavier armor.
- Is stationary; cannot evade danger.
Another variant of the Shade, seen in campaign, is the Type-26 Anti-Armor Stationary Gun. This version is green in color, and uses a single Fuel Rod Cannon like that on the Banshee.
- Crew: 1 gunner
- Armament: Class-2 Projectile Cannon (1x)
- Armor: medium
- Speed: none (stationary)
Advantages
- Fuel rod cannon is more destructive than the plasma guns of the regular Shade.
- Has anti-armor capabilities; can and will destroy light enemy armor.
Disadvantages
- Fuel rod cannon has a slower rate of fire than the plasma guns of the regular Shade.
- Stationary; vulnerable to being flanked.
Aircraft
Banshee
The loved and hated Type-26 Ground Support Aircraft is back, and has recieved a major aesthetic overhaul. It is now bigger, and the wings are completely different from previous installments. The mounted plasma guns can rip apart enemies on foot, while its fuel rod cannon deals massive damage to vehicles and turrets. A boost function makes it perfect for lightning-fast ambushes, then disappearing to safe airspace.
- Crew: 1 pilot
- Armament: Class-2 Energy Weapon System (2x), Class-2 Projectile Cannon (1x)
- Armor: light
- Speed: medium-very fast
Advantages
- Plasma guns have a higher rate of fire than the Ghost's cannons.
- Fuel rod cannon's projectiles can lock on to enemy vehicles, aircraft and turrets.
- Can perform various maneuvers to evade danger.
Disadvantages
- Light armor, is susceptible to even small arms fire.
- Fuel rod cannon has a slow projectile and rate of fire.
- Requires a lot of skill to pilot properly.
Phantom (Campaign)
Also from an easter egg in the level New Alexandria, the Type-52 Troop Carrier is finally pilotable in the games. This Covenant dropship is a counterpart to the UNSC Pelican. These aircraft are highly versatile troop carriers that also fulfill the role of support gunship. Its various weapon systems are used to quickly clear a landing zone for allied troops, as well as a vehicle transport.
- Crew: 1 pilot, 1 copilot, 3 gunners, 24 passengers
- Armament: Class-2 Energy Weapon System (1x), Type-52 Directed-Energy Support Weapon (2x)
- Armor: superheavy
- Speed: medium-very fast
Advantages
- Thick armor is near-invincible to even the heaviest weapon.
- Main plasma cannon and side-turrets are usable by allies.
- Possesses a boost function, sharply increases speed.
Disadvantages
- Is destructible in-game, unlike the Pelican.
- Slippery and hard to control when boosting.
- Goes through buildings, killing the pilot if it occurs.
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