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Post by 2-01 Monitor Adjutant Bias on Aug 17, 2010 12:11:57 GMT -5
2-042 Iridescent Logic Seperatists Vehicles: One note about Seperatist vehicles is that most of the Seperatist vehicles that have been with the Seperatists for as long as they have been formed (and not captured from Loyalists after the formation of the Seperatists) may have a differant colour scheme from the Loyalist vessels, usually being a more iridescant green than the deep shades of purple found on Loyalist equipment.Light-armored ground vehicles:
Type-32 Rapid Assault Vehicle, 'Ghost': The Ghost is a one-man gravity-effect vehicle, primarily used in a reconnaissance and close infantry support or rapid attack role. Known for its speed and maneuverability as well as its near silent anti-gravity propulsion system the Type-32's use in the field by the Seperatist is varied but can adjust very quickly and easily for any role required at any moment. From a design standpoint the Type-32 RAV can be thought of as streamlined, the design of the vehicle is more akin to an aircraft rather then a ground vehicle. The Ghost is actually a two section vehicle, with the forward fuselage containing the Type-32's hardware including its energy weapon system, its anti-gravity propulsion system, imaging, control and guidance systems and fuel as well as its two stabilizing "wings". The second part of the vehicle is its cockpit — the cockpit is in actuality, just the seat itself connected to the fuselage by a ball joint, this ball joint aids the pilot in maneuvering the vehicle when in use. The pilot is seated in front of a large holographic display console, this console displays the status of the vehicle and controls. Because the ghost lacks any type of actual viewing window the largest display on the display console is the video display screen, which shows a wide angle view of what is in front of the vehicle as well as display a targeting heads-up-display. The vehicle is controlled as much by weight distribution as it is by steering by use of two joysticks. The vehicle is armed with two linked forward-firing plasma cannons. These plasma cannons serve as powerful anti-infantry and anti armor weapons, running on only a small power source. The Type-32 RAV is used by the Seperatist for a number of different roles, such as patrolling large areas in short amount of time, and to combat infantry when needed. The Ghost can be deployed almost anywhere and can follow Covenant ground troops with ease. The Ghost is propelled by a form of anti-gravity engine known as a Boosted Gravity Propulsion Drive, allowing the Ghost to skim above the ground while it is activated. This drive is visible as a bright, fluorescent area of blue energy emanating from the underside of the Ghost. This form of propulsion can accelerate the vehicle very rapidly, reaching speeds of up to 60 kilometers per hour, and up to 90 kilometers per hour when using the boost. By running on its power source and fuel, the Ghost can travel a distance of approximately 950km or 590 miles, before needing to be refueled. After the Great Schism Heavy Grunts began to pilot Ghosts. The fact that the Type-32 RAV can be deployed quickly and in greater numbers on the field than the Wraith makes them advantageous as the first attack crafts to be deployed on the field during an operation. Their flexible role allows the Type-32 RAV great tactical flexibility for Seperatist ground force commanders as fast, hard-hitting vehicles that can destroy enemy infantry formations, serve as reconnaissance and scout crafts on human battlefields. The Class-2 Energy Weapon System against lightly armored infantry is extremely lethal, only requiring one direct hit in order to kill a target. Heavily armored infantry can only sustain a few direct hits before serious injuries are inflicted. The plasma cannons are also extremely effective at destroying vehicles as the heat of the plasma and kinetic force is able to melt through most light and medium class armor with ease. The Type-32s boosted gravity propulsion drive allows the ghost to increase its top speed, allowing for periods of greater velocity. This allows Ghost pilots to enter and leave combat zones rapidly, kill enemies by running them down, and evade more durable foes. The Type-32s primary weakness is its light armor and exposed cockpit, most anti-armor weapons can easily punch through the armor of the Ghost and destroy it. If the plasma containment vessel of the Ghost is damaged, or breached, a chain reaction can start which will result in the destruction of the vehicle, anything within a certain radius of the Ghost as the vehicle is destroyed by the resulting explosion and the subsequent release of the over five-thousand degree Plasma will be incinerated instantly. Anything just outside of the blast radius can also sustain injures by debris ejected from the explosion. The boost propulsion system of the Ghost greatly increase its speed, but because this function diverts energy from weapon and steering systems, the Ghost is much less maneuverable and cannot fire while boosting. The Class 2 weapon system only has a 150° vertical firing range, meaning that the Ghost has a harder time engaging targets at an elevated angle. The Ghost is also very ineffective in close quarters, due to its blind spot, which makes it vulnerable to return fire. Despite its apparent simplicity and grace, the Ghost requires a skilled driver to handle it properly and uneven or broken terrain makes the ghost extremely difficult to pilot.
Type-48 Light Assault Gun Carriage, 'Revenant':
The Revenant is an infantry support vehicle with driving mechanics similar to those of the Type-32 Rapid Assault Vehicle. It is armed with a single light plasma mortar, which is essentially a downscaled version of the plasma mortar mounted on the Seperatist Type-25 Assault Gun Carriage. The weapon can be fired approximately every two to three seconds by the vehicle's driver. The Revenant is more agile than most vehicles and has the ability to boost, but provides little protection for its occupants. It can carry one passenger in a side seat. The Revenant also appears to be a slight deviation from the Seperatist's usual design scheme, taking on a more angular, burgundy look as opposed to the more bulbous, purple, blue, and iridescent green designs of other Seperatist vehicles.
'Spectre': The Spectre is a multi-sized, multi-troop armored transportation vehicle of the Seperatist military. The Spectre, like many other Seperatist vehicles, has the ability to rapidly increase its speed with the aid of propulsion drive but at the cost of great maneuverability. It offers two seating positions for passengers and thus allows them to add to the vehicle's firepower with their own weaponry. However, these seats are completely exposed and as such the passengers are very vulnerable to small arms fire and splash damage from nearby explosions. A protective metal carapace shields the driver’s seat to some extent; the carapace leaves the driver's upper body exposed to potential small arms fire. The Spectre features a rear-mounted Plasma Turret as its primary armament which is capable of 360 degree firing arc and rapidly depleting an enemy's shield and suppress their advancement due to its high rate of fire. It provides a stable, mobile gun platform for heavy anti-infantry fire and a method of delivering troops into the heart of a battle. The Spectre, similar to its UNSC counterpart, has a much more stable firing platform thanks to its flat and heavy platform design and evenly-placed propulsion drive. Its Plasma Turret is very accurate and has a high rate of fire, delivering a reasonable amount of damage to its target; it is ideal for taking down Banshees, and can be used with success against infantry. The Spectre is capable of carrying an additional passenger in contrast to the Warthog. One of many disadvantages of the Spectre is the high vulnerability of its passengers to attacks. While the driver's seat is protected by a metal carapace, the passengers are an open target to small arms fire and splash damage from nearby explosions.
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Post by 2-042 Monitor Iridescent Logic on Sept 18, 2010 15:05:57 GMT -5
Heavy-armored ground vehicle: 'Shadow': The Shadow is a dedicated troop transport vehicle. As such, it is not an offensive vehicle, and due to its speed, it can be characterised as slow and cumbersome. However, it possesses a powerful defensive plasma turret, which is used solely for defense, rather than offense. It is placed at its top; the vehicle itself can be easily outmaneuvered by smaller vehicles such as the Warthog or Ghost. Its heavy armor is its best defense against attack and is the reason for its slow speed. The vehicle itself is almost always manned by a Sangheili driver and a gunner. Shadows have been observed transporting one unmanned Ghost and therefore had a crew complement of only two. Infantry transport versions are typically able to carry approximately eight passengers, though the exact number varies depending on their species. Although the transport bay is exposed, these passengers could lend their own firepower to the Shadow's defense. Shadows are the Seperatist's main method of moving large numbers of troops around ground based battlefields. They have one driver, a gunner and up to eight occupants, depending on the species of the passengers. The Shadow also doubles as a small vehicle transporter and is outfitted to carry Ghosts. However, their main purpose is to deploy infantry; mainly Elites and Grunts; straight into the fight. For point defense, they are equipped with a heavy Plasma Cannon which appears to be of the same design as the Shade turret, but fires plasma bolts identical to those of the Plasma Cannon, but are faster. Unlike the Shielded Plasma Cannon, this mounted plasma version seems to need a period of time to 'cycle up' to maximum firing rate. This maximum fire rate is superior to that of both the portable Plasma Cannon and the Shielded Plasma Cannon turret. It can lay down a torrent of plasma fire that is deadly to infantry and vehicles alike. The Shadow is a bulky, heavily armored vehicle and as such is able to take an immense amount of punishment before succumbing to damage. The Shadow may endure multiple internal explosions that rock its entire chassis or lift it from the floor while under intense fire. However, it will continue moving in spite of this. Once incapacitated, the Shadow will drop its load on the ground. Like all Seperatist vehicles, the Shadow, once taken down, will experience a secondary detonation. This is by far the largest of all such critical damage reactions of any Seperatist vehicle (excluding the Scarab), resulting in an immense explosion. The explosion has the ability to catapult the vehicle into the air, sometimes even culminating in a roll-over.
Type-25 Assault Gun Carriage: The Wraith's primary weapon, a short-barreled Plasma Mortar (which is the second heaviest Seperatist ground weapon, with the Scarab's main cannon being the most powerful), is fixed horizontally, but can be skewed vertically. To aim the mortar, the entire vehicle must turn to face its target. The mortar can be retracted into the hull while not in use, a design advantage considering the vehicle's awkward firing requirements. The mortar fires large bolts of superheated, magnetically guided plasma in a ballistic trajectory, raining down on enemy troops with tremendous force. A direct hit can penetrate nearly any type of armor, and even an indirect hit is often deadly. The arc in the shot makes it move slowly, but more precise and actually making it capable of catching enemies off guard. The target must be at least eight meters away for the Wraith to use the weapon outside of the "dead zone", an area in which it would cause damage to itself as well as the intended target. The secondary weapon of the Wraith is an automatic Plasma Cannon, which possesses an extremely high rate of fire, and is powerful enough to penetrate the armor of light vehicles. However, although devastating to (and designed to deter) infantry and would-be boarders and barriers, the plasma cannon is ineffective against heavy armor. Wraiths possess heavy, bulbous armor that is nearly two feet thick, and is made from a type of polymer human scientists have previously thought impossible. Despite this, the vehicle is still surprisingly maneuverable. The heavily armored hull and chassis make the Wraith almost entirely immune to small-arms fire. Only heavy weapons, artillery or internal explosions can destroy the vehicle. The pilot is well protected within the hull, and even the weaponry is armored. Typical of assault vehicles, the front armor is capable of taking much heavier punishment than the flanks or rear. This is due to the fact that a Wraith possesses sloped armor on the front, which causes the armor to be much thicker than on the sides. However, even the underbelly of the vehicle is heavily armored to protect the anti-gravity plates underneath the chassis. Before the addition of the plasma cannons Wraiths were particularly vulnerable to infantry, and fast moving vehicles making flanking attempts. Also due to the Wraith's slow speed and lack of a suitable anti-air weapon, they are useless at deterring aerial assaults. The most vulnerable part of the Wraith is its exhaust port located at the back of the vehicle. Just one MA5C clip fired there can quickly destroy the Wraith. A variety of Wraith exists that is coloured like the Sangheili Honour guards, and manned by them. It can be assumed that these were scrapped or destroyed by the Loyalists during the Great Schism or were taken by the Seperatists movement and used in further battles by them.
Type-52 Anti-Aircraft Artillery: The Type-52 Anti Aircraft Artillery is a variant of the Seperatist Wraith tank, but it differs in its primary armament; while the standard Type-25 model is equipped with a Plasma Mortar, which is used mainly against slow-moving ground targets, the Type-52 model is equipped with two rapid fire, triple barreled Fuel Rod Cannons as its main armament, and is highly effective against nearby air targets as well as ground targets. The Type-52 shares the Type-25's secondary plasma turret, a non-detachable stationary turret emplacement fixed at the midsection of the vehicle that is optionally manned for defense against medium to close range ground targets. It should be noted that the plasma bolts fired by the AA-Wraith can explode mid-air, creating a cloud of plasma, resembling the clouds of shrapnel produced by modern day flak guns' bursting rounds. The double sets of Fuel Rod Cannons are devastating to all forces, airborne or ground. Dozens of shots can be put out in rapid succession, laying waste to enemy emplacements, leveling fortified bunkers in a matter of seconds, and removing an enemy aerial presence. The cannon can also be a threat to low flying Longsword fighter-bombers, even though they have heavier armor than the Pelican dropship. Luckily, however, the Anti-Air Wraith seems to be used almost exclusively for destroying and harassing air vehicles and use against ground targets is very rare. The Type-52 is also distinguished from the Type-25 by its red crimson color scheme instead of the standard Wraith's blue-purple armor color. Upon the driver's exiting the AA Wraith, its double flak cannons fold inward and contract into the body of the tank, presumably to keep them protected from enemy gunfire or saboteurs and possibly to allow more compact storage. It might even be necessary in order to travel at high speeds or be air-lifted by a Phantom dropship.
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Post by 2-042 Monitor Iridescent Logic on Sept 18, 2010 15:08:12 GMT -5
"Walkers": 'Locust': The Locust is a smaller counterpart to the Scarab walker, possessing one rotating turret which hosts a single large plasma cannon. It does not share the Scarab's spiked "feet", though it has been seen using its legs to climb over obstacles in a similar manner to its larger cousin. Its central turret looks similar to a Banshee's cockpit. It fires a straight purple-pink beam, which is a useful weapon against ground and air targets. It has a very long and effective range and can hit enemy forces when even their longest-ranged units cannot strike back. The Locust also has a shield that wears down after heavy enemy fire. Once the shield is down, it stays down. The vehicle is about as large as an M808B Main Battle Tank. The Locust, like the Scarab, is a mining unit that has been refitted for combat. It has the longest effective range of any Seperatist ground unit. The Locust is specifically designed to take down static targets, and is only able to open fire when stationary. The Locust can divert energy from its shield generator to its main cannon, increasing its attack power. As a long-range tool known as the "building killer", the Locust is largely used to attack an enemy's defenses from a safe distance. This is a useful alternative to a direct confrontation, which would result in casualties for the attacker. A small group of Locusts can be used to assist a force of smaller warriors, like Sangheili squads, making it far easier for the group to destroy enemy buildings. Larger groups of Locusts can be used in a surprise attack against an enemy, and in such cases, the Locusts can often level the targeted base in under thirty seconds; however, the inherent vulnerability of the unit makes this a gamble. Against non-structure targets, the Locust is fairly weak. Though able to do significant damage, the Locust is brittle, and falls quickly to concentrated fire. However, its beam can lure enemy units towards awaiting forces, allowing them to be quickly cut down.
Type-47 Ultra Heavy Assault Platform, 'Scarab': The Type-47 Ultra Heavy Assault Platform, more commonly known as the Scarab, is a Seperatist mobile mining platform adapted for use in combat. Developed in an advanced construction site, Scarabs are mobile fortresses. The quadrupedal behemoths are typically deployed from low- or medium orbit, or from high atmosphere. They are used to attack heavily-defended structures, and often lend quick but unstoppable support to Seperatist troops on the ground. Scarabs are extremely powerful, possessing an exceptionally powerful plasma beam (mounted onto its "head") as well as one or two dorsally-mounted anti-air cannons. Their "bodies" are massive and multi-level, and they possess four legs. Unlike most Seperatist vehicles, Scarabs do not use anti-gravity propulsion to move. Scarabs instead walk using their massive legs, which are surprisingly swift and precise given their size. The legs can also be used to crush enemy forces on the ground. It is thought that some amount of anti-gravity propulsion is used to reduce stresses on the legs. Despite their enormous strength, however, Scarabs are quite vulnerable to being boarded; a Scarab's central core is protected only by the vehicle's external armor, so attacking the core is easy once an enemy boards the craft. A Scarab will also be temporarily stalled if its legs sustain enough damage, allowing a would-be boarder to simply jump into the vehicle's troop bay. To counter this, Scarabs typically carry squads of Unggoy and some Sangheili. Scarab V1:It appears as a large, four-legged, silver-armored behemoth with an estimated height of one hundred feet. It features an upper deck that is guarded by numerous Sangheili and Unggoy, along with a walkway going over the entrance to the control room. This model is manned by a traditional crew, rather than being controlled by Lekgolo worms. Scarabs' armor were invulnerable to damage from 90mm shells, 102mm shaped charges,.50 caliber rounds, and ANVIL HE missiles; the armor could be similar to the plating used on Seperatist warships. In addition to the vehicle's main gun, two large anti-aircraft plasma weapons are mounted on top of the walkway. The V1 is a dedicated excavation platform , in contrast to the more combat-ready model V2, as it lacks many of the onboard weapons featured on the other model. Its size makes it considerably less maneuverable than the smaller variant, preventing it from engaging fast-moving targets while confined in narrow areas, such as city streets. This handicap leaves it succeptible to boarding actions. Scarab V2:The Scarab, which features a much different chassis. Unlike its predecessor, the V2 Scarab tank is now completely destructible. Its appearance has been completely altered, with a differently-shaped body and a more bulbous end. It seems to be shorter but wider, and it is purple rather than silver and blue. The legs appear to be more capable of sustaining a high impact. The V2 Scarabs are piloted by Lekgolo worms, whereas the original Scarabs were piloted by Covenant infantry. In terms of weaponry, the V2's plasma beam is smaller and seemingly weaker. The beam also looks more hose-like, whereas the beam in a V1 is a straight line. The two anti-air turrets on the V1 Scarab have been replaced by a single, larger turret on the craft's rear. The flaps on the plasma beam are now small pads, and do not constitute the majority of the "head" as is the case in V1. As pointed out before, the Scarab now appears to have no crew controlling it, just guards, to keep boarders off, and it is controlled by Lekgolo worms. Also while shooting exposed Lekgolo worms the worms will fall out. In a Scarab factory, tubes inject the worms into the Scarab shells. V1 Scarabs also leak a green fluid from their main guns; this is most likely inflammatory fluid (as the Scarab's weapon is probably similar to a Hunter's assault beam). A likely conjecture is that this version of the Scarab was intended to be a weapon. Its color changed to a shade of purple, like other Seperatist war-ready vehicles, and it was better-defended and more heavily armed. The V1 Scarabs were not weapons, but rather mining tools that were deployed as emergency combat relief by Regret upon finding humans on Earth. Differences aside, it still had many similarities to the old Scarab V1. There were three levels (or decks), and the lowest was accessible when the Scarab had been temporarily disabled. This level featured a rear-mounted plasma turret, and usually one to four Sangheili. There was a ramp that led to the second level, where there were a varying number of enemies. Usually, you could expect to find a few Sangheili and Grunts. On this level, there were two more plasma turrets, aimed to either side of the Scarab. If you turned 180° immediately upon ascending the ramp to this level, you could go up the purple slope to the third tier. This was just an open, unprotected platform below the large turret. Past the turrets on the second level (round the corner) is the power core that must be destroyed to kill the Scarab.
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Post by 2-042 Monitor Iridescent Logic on Sept 18, 2010 15:09:41 GMT -5
Transport aircraft: Type-25 Troop Carrier, 'Spirit': The Type-25 Troop Carrier (Seperatist designation DX-class dropship), otherwise known as the Spirit or T25 TC, is a Seperatist infantry and logistical transport craft. The Spirit is a moderately large craft, similar in size to the Pelican dropship. Capable of powered flight and hovering, the dropship appears quite cumbersome and awkward to pilots based on battlefield observations but has been known to reach speeds of 350 kilometers per hour while cruising and has a suspected maximum speed of 1,100 kph.[citation needed] Spirits are angular, tuning fork/U shaped spacecraft with two parallel personnel bays along the exterior of each "prong". The Spirits are dedicated transports for infantry and vehicles. Each of these personnel bays has two doors that open and close vertically; however, they do not close fully and leave a small opening along the length of the bay. Between these extended personnel bays, an energy field fluctuates visibly as it generates the ship's anti-gravity propulsion (similar in appearance to the energy pulse of the "gravity lift" elevators the Seperatist use to commute between the ground and the hovering ships). This same gravity-beam is used to ferry Shades, Ghosts and other ground vehicles to their destinations. They have been known to ferry Seperatist vehicles within the blue-colored energy field between their prongs, usually Ghosts and Wraiths, or other small objects such as supply canisters for ground troops. As such it can only possess one defensive weapon, either a heavy plasma auto-cannon, or a light plasma mortar, beneath its main fuselage at a time. While these dropships have life support for use in the vacuum of space, they do not have a Slipspace drive.
Type-52 Troop Carrier, 'Phantom': The Type-52 Troop Carrier, otherwise known as the Phantom or Type-52 TC, is a Seperatist troop carrier and gunship. They are used primarily as troop transports, flying into combat zones and deploying soldiers while providing suppressing fire. Phantoms are more heavily armed than the Spirit dropship, sporting three defensive weapons that offer 360-degree turning radius. The Phantom is roughly equivalent to the Pelican Dropship in terms of function and performance. Whereas the Spirit was designed primarily as a cargo transport, the Phantom is a dedicated troop carrier/gunship with superior maneuverability and firepower. The Phantom crew consists of a pilot, a co-pilot, a navigator, and an operations officer who is in charge of the defensive heavy plasma auto-cannons. The Phantom could take up as many twenty-seven passengers. Troops inside are deployed from a gravity lift installed in the bottom of the ship or the openings on both sides.Seperatist soldiers can be deployed through the sides of the dropship for quick deployment. Like the Spirit dropship, the Phantom is capable of carrying vehicles such as Ghosts and Wraiths and essential equipments such as Deployable Lookout Towers, and components of Anti-Aircraft Batteries using its gravity lift. The Phantom has three armament layout/design. The first design, sports three separate, fully rotational heavy plasma auto-cannons that served to barrage the enemy with cover fire while its payload of troops is deployed. The second design, retains the chin-mounted heavy plasma auto-cannon but replaces its internally-controlled side-cannons for two Type-52 Plasma Cannons. The third design, replaces the heavy plasma auto-cannons with a light plasma mortar and includes two Type-52 Plasma Cannons. In vacuum atmosphere, the two Type-52 Plasma Cannons are folded into the dropship and reduces its available firepower. The role of the Phantom is to transport squads of Seperatist troops and vehicles into a combat zone with speed and efficiency, otherwise known as air assault. Phantoms were seen transporting units throughout the Covenant's invasion of Earth and had become a great hindrance to the UNSC Special Forces when they attempted to repel the Seperatist from New Mombasa during the Battle of Mombasa. As their hull is heavily reinforced, Phantoms are invulnerable to small arms fire. The Phantom has three defensive weapons, making it a more challenging adversary than the Spirit. Destroying these defensive weapons would render the Phantom defenseless, reducing it to little more than an armored personnel carrier. The Phantom has been known to strike fear into their opponents when they are heard cruising over the battlefield, their approach foreshadowing a large assault on an area. Seperatist Phantoms have also shown the ability to fully cloak themselves, only uncloaking to deploy the passangers onboard. It can be assumed that these Phantoms are the remains of the Covenant Special Forces Phantoms that used to deliver the stealthed special force Sangheili.
Boarding Craft: The Seperatist Boarding Craft is a Seperatist ship specifically designed for boarding to an enemy vessel. The Seperatist, although fully capable of reducing most UNSC vessels to heaps of molten slag in a matter of minutes, have also shown a desire to board and hopefully capture a human vessel, in hopes of capturing valuable information from the computers. Thus far, they have done so by using Boarding Craft. Usually, the Seperatist just eliminated opposition and glassed the planet. Infantry are deployed into the heart of a vessel for purposes the UNSC can only speculate. Suggestions and evidence collated so far for motivations have been; - To collect information/specifications of UNSC military equipment, vehicles, weapons, etc.
- To capture key members of the vessels crew and thus unlock classified UNSC intelligence including the location of Earth.
- To destroy or capture a shipboard AI.
- To destroy the vessel from within (such as the Athens Station and Malta Station Orbital Defense Platforms during the Battle of Earth).
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Post by 2-042 Monitor Iridescent Logic on Sept 18, 2010 15:11:21 GMT -5
Combat aircraft: Type-26 Ground Support Aircraft, 'Banshee': The Type-26 Ground Support Aircraft, more commonly known as the Banshee, is the Seperatist's standard ground assault aircraft. The Banshee is a versatile personal aerial assault craft in the Seperatist's vehicular arsenal, piloted either by a Grunt or a Sangheili. In most designs, the cowling of the craft are purple in color and act as an outer 'shell'. It is equipped with two wings which terminate in a propulsion jet and an anti-gravity pod, leaving behind a signature vaporous exhaust trail while flying. The craft is capable of achieving velocity over 100 kilometres per hour (62 mph) and reaching an altitude of 100 - 300 metres. In addition to its versatile design, the Banshee is capable of performing complex maneuvers, such as aileron rolls and flips. The Banshee sports two weapon pods attached underneath the fuselage; each pod contains a Class-2 plasma cannons capable of firing in 100-250 kilowatts range and a Class-2 fuel rod cannon. The plasma cannons, though classified as "light", are deadly to the common infantry; one bolt will instantly kill a lightly armored flesh-based targets. Heavily armored targets like the MJOLNIR-equipped SPARTANs can only withstand a few bolts before being killed. A direct hit from the Banshee's fuel rod cannon could instantly blow any flesh-based target into bits of charred flesh. The Banshee is one of the most versatile and agile crafts in the Seperatist arsenals. In the control of an experienced pilot, they can be extraordinarily difficult to take out, making it an easy way to penetrate enemy lines and disable some of their infantry. Its twin, rapid fire plasma cannons are exceptionally efficient at taking out individual infantry, and a single fuel rod cannon can make easy work of an entire group of enemy infantry. The boosting capability of the vehicle allows for quick entry and exit from combat situations, or to catch up to a particular target. Boosting and evasive abilities allows a pilot to outpace a homing projectile, or slip away from opposing vehicles and small arms fire. The boosting capability may also be used to ram your opponent to get an easy kill. Utilizing aileron rolls and flips, the Banshee is able to avoid slow moving projectiles at short or long range, while also facilitating quick turns around obstacles or close threats. As a support aircraft, the Banshee is able to pin down enemy forces until ground forces can move in, or destroy light structures that may be obstructing ground forces from advancing. The Banshee is lightly armored and, thus, vulnerable to high velocity rounds, explosives, anti-vehicle weaponry, and even moderate small arms fire from human projectile weaponry. The Banshee's low flight ceiling makes it very vulnerable to weapons like the M41 LAAG, which can easily punch through the armor of the Banshee, and injure or kill the pilot. The Banshee is also prone to EMP devices which can disable the craft either temporarily or permanently. Maneuvering the Banshee takes a considerable amount of skill to do; an unskilled pilot may crash the banshee into the ground or another oncoming object by accident.
'Vampire': The Vampire is a Seperatist aircraft. It is primarily designed for engaging enemy air units and could be the closest Seperatist unit to be equivalent to the UNSC Hawk. It is armed with a heavy needler turret which it fires at an extremely fast rate. It can drain energy from hostile aircraft using a stasis field, making them crash to the ground, whilst simultaneously regenerating itself. Also it can make drained aircraft explode with the stasis bomb, causing large area of effect damage. It consists of a V-shaped hull, with a cockpit/weapon attached to the rear, similar to the Spirit dropship. In crude terms, it looks like a Seperatist plasma rifle on its side with a needler attached to the rear. Though lacking artificial gravity generators, it can develop a stasis field between the booms. It can host up to two pilots, whose cockpits are placed on its wings. It is much larger than a Banshee. An excellent anti-air unit, the Vampire boasts high firepower against aircraft, but it is not as adept at defeating ground units, limiting its tactical usefulness. It is not as fast as the Banshee but it is considerably more resistant to damage. Due to its heavy needler turret and wing-mounted plasma cannons, it is able to engage multiple targets at a time. Its turret can turn and keep shooting at flanking enemy aircraft, making them ideal for hit-and-run attacks against enemy aircraft. While its stasis ability is in effect, the Vampire's heavy needler is disabled. It is extremely effective against Hornets, Hawks and Vultures. However it can easily be shot down by Wolverines or by Marines' rocket launchers. It is very useful as an escort as it can clear the skies of any incoming aircraft, but may need an escort of its own to protect it from enemy ground-based anti-air.
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Post by 2-042 Monitor Iridescent Logic on Sept 18, 2010 15:11:50 GMT -5
Insertion Pods / Escape Pods:Heavy Orbital Insertion Pod:The Heavy Orbital Insertion Pod is a larger variant of the standard single-occupant Orbital Insertion Pod, which deploys troops in the pod from ships low orbit into the battle zone. It operates similarly to the standard Insertion Pod, but has the capacity to drop at least four Covenant warriors into battle. The Heavy Orbital Insertion Pod is the larger version of the standard Orbital Insertion Pod. It has a pyramidal shape, with a large hatch on each of the three sides. The pod drops from ships, and freefalls through the atmosphere the same way the standard version does. When the Heavy Orbital Insertion Pod is nearing the ground, it fires three engines which are in the corners on the bottom of the pod to slow it down. The engines continue to slow the pod, until it reaches the ground. The hatches on the three sides of the pod start to open when the pod is several meters above ground. This variant is used by the Covenant to get troops, and small vehicles, to the ground faster and in greater numbers. Orbital Insertion Pod:The Orbital Insertion Pod is a single-occupant, Seperatist-manufactured, high-altitude deployment vehicle. It is roughly cylindrical in shape, but with two tapered, slightly angular ends. It is made of burnished cyan-purple metal, but has an opulent, white interior with a contour that conforms to the physique of a Seperatist Sangheili. Upon impact with the ground, the pod splits into two halves, revealing the interior and allowing the Sangheili inside to exit. When the Seperatists decide to capture a planet rather than simply glassing it from orbit, they use orbital insertion pods to drop Sangheili to the planet's surface as shock troops. Use of these pods is very hazardous, and is reserved only for critical situations, or when a surprise attack is necessary. It is theorized that the pods are coated with an energy shield to disperse heat, and are armored to withstand anti-air flak cannon fire. The vaguely coffin-shaped pods are small and cramped, with barely enough room for one Sangheili and his weapon, and there appear to be no restraints or other devices inside. It is probable that a stasis field holds the Sangheili safely in place during impact. Upon landing, the front of the pod blows off to allow exit. Seperatist Pod:Seperatist Escape Pods are compact, cylinder-shaped escape pods utilized by the Seperatists. They are equipped with a Stasis Field, thrusters and sensors. Seperatist Escape Pods are capable of generating an atmosphere for their occupants, including methane for any Unggoy escapees. Inside the escape pods, there are numerous control panels and ordinances to regulate and monitor the escape pod's status. These include the atmosphere regulator, power controls, communications and navigation. Although equipped with sufficient fuel, the main concern is the shortage of air circulation within the confines of the pod. The escape pod also use a stasis field, which holds the occupants of the pod immobile as the pod experiences rapid acceleration or movements.
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