User:Geomax/Sandbox

The Terran Dominion,the oppressive dictatorship that replaces the Confederacy!

VS

Cerebus, the terrorist organization that attempt to promote humanity in the galaxy!

Terran Dominion
The Terran Dominion, sometimes simply known as the Dominion, was created shortly after the fall of the Confederacy at the height of the war between the terrans, the zerg and the protoss from the Sons of Korhal and many other terran factions. It is an empire headed by former Sons of Korhal leader Arcturus Mengsk. Korhal IV is the throne world of the Dominion.

Terran Marines


While the rise of the Dominion increased the recruitment rates for civilians into the Marine ranks, the majority of the Dominion Marine corps is comprised of prisoners drafted out of prison. Most Marines are thus much more brutal and cruel in combat than most other fighting force- they are still surprisingly loyal, and follow orders without problem- a surprising fact considering their backgrounds. Marines are equipped with bulky CMC-4000 Powered Combat Suits, which include advanced shielding, a HUD, built in lighting, a medical stimpack application feature, and augments the wearer with increased strength, speed and endurance. The Suit is resistant to most small arms fire, but can still be penetrated by numerous types of ammunition and is helpless against Zerg "weaponry". The main weapon of the Marineis the C-14 Impaler Guass Rifle, a deadly gun that fires 8mm armor-piercing metal spikes that can penetrate up to 2 inches of steel plating. When used full auto, the rifle can fire as quickly as 30 rounds per second- thus it is required to wear the CMC armor to prevent the weapon from losing accuracy from the recoil.

Ghosts


Ghosts are feared terran covert operatives. They are known for their skill,psionic powers and ability to cloak.Ghosts were chosen from psychically-gifted individuals who were quarantined by the Terran Confederacy and trained from infancy to channel their psionic energies to augment their natural physical strength and endurance. Conscripts who successfully completed the Ghost Program's rigorous training and augmentations then served as commandos and assassins. Ghosts can read targets mind, and carry cloaking device for stealth. In combat they wield the C-10, a sniper rifle which can fire 25mm explosive rounds and EMP rounds to shut down enemy vehicles.

Firebats


Firebats are "armored assault troopers". Firebats are often attached to provide support for marine squads. They are typically armed with dual arm-mounted flame throwers and wear heat-resistant fireproof armor similar to those used by marines, although heavier. As with marines, many firebats are recruited or conscripted from "culturally challenged" persons. Such individuals undergo "neural resocialization" and receive aggression inhibitor implants as part of their training. Firebats are almost exclusively composed of resocialized criminals and psychotic pyromaniacs.

Goliath
The goliath combat walker is a terran one-man all-terrain combat walker used to support marine forces. Their armor renders them quite resilient to fragmentation grenades and even small arms fire, though their cockpits are vulnerable to missiles. With reverse-jointed legs, the twelve-foot tall goliath features all-terrain maneuverability. It also features a computer-based heavy weapons system and is equally adept at providing both ground level and anti-air support. Goliath armament consists of quad anti-armor 30mm smoothbore autocannons on the arms which fire explosive shells and also mounts twin Hellfire-AA scatter missile launchers.

Cerebus


Cerberus is a pro-human paramilitary organization from the Mass Effect universe. The core principles of Cerberus are the advancement of humanity and maintaining human power in the galaxy. Led by an individual known only as “The Illusive Man”, Cerberus is responsible for assassinations and terrorist attacks throughout the galaxy all in the name of humanity. The organization was founded sometime around 2165 and based off an extranet manifesto claiming that genocide of all humanity by alien-kind was inevitable and called for an army, a cerberus, to guard mankind. Known for unethical and gruesome experiments, Cerberus is regarded as a terrorist organization by the Citadel council. Backed by shell companies and secret supporters, Cerberus’s funding is extensive. That money came in handy when they initiated the Lazarus Project, a successful effort to resurrect the fallen Commander Shepard, who had saved the galaxy from a potential Reaper invasion. Cerberus worked alongside the newly-revived hero, in order to investigate why human colonies were disappearing in the Terminus Systems.

Assault Trooper
Assault troopers are the backbone of Cerberus forces. Those candidates who make it through the grueling basic training are submitted to an intensive psychological program that renders them fearless, disciplined, and unrelenting. Outfitted with custom-designed armor and rifles, these soldiers function with determined precision and practiced teamwork. Assault Troopers are armed with M-25 Hornet submachine guns, as well as electrified batons for melee attacks. They can throw powerful (but slow to detonate) Frag Grenades to kill enemies or flush them out of cover. However, their armor is fairly weak, and they possess no shielding.

Phantom
Phantoms are agile Cerberus agents with a wide array of offensive and defensive capabilities, including particular specialization in evasive maneuvers and firing from cover. Although intelligence on their implants still evades the Alliance, phantoms are known to be able to create a personal barrier for greater protection. Monomolecular blades and biotic shielding allow phantoms to engage in close-quarters combat, and phantoms can briefly cloak in order to recover from injuries. Because of this ability, the Alliance recommends personal confirmation of a phantom's death. Phantoms are deadly in melee combat. They are armed with monomolecular blades that they use to deliver lethal strikes; a single direct stab from their swords can kill instantly. They also possess a powerful semi-automatic projectile-based weapon, which they shoot with deadly accuracy from the palm of their right gauntlet. They slash their swords once or sometimes twice in quick succession, destroying shields and often health in very little time.

Guardian
Guardians, the Cerberus equivalent of human tanks, are slow-moving soldiers who carry enormous polycrystalline-composite shields. The weight of the shield requires an armored suit equipped with hydraulic assists and a dedicated power supply. Combining this exceptional protection with a suite of enviromapping systems, guardians focus on flanking opponents to flush them from cover. Guardians are armed with the M-358 Talon shotgun pistol. They can also use their shields as an effective melee weapon if they get close enough. Guardians also carry electrical batons, much like the Centurions and Assault Troopers, but only use these when their shields are gone.

Atlas Mech
With the Atlas, Cerberus's research arm has combined the deadly armor and firepower of a YMIR mech with the tactical superiority of a trained human pilot. An element zero core allows the Atlas to be air-dropped onto a battlefield with minimal impact damage. Its thick armor includes a robust transparent canopy made from a polycrystalline composite proprietary to Cerberus. Alliance engineers hypothesize that the material is some kind of synthetic sapphire composed with interlayers to resist cracking and thermal damage. The Atlas is equipped with a powerful rocket launcher which deals immediate damage and then a small amount of burn damage over time and a high-power mass accelerator cannon. At close-range, it can attack with its claw arm, either by way of a short krogan-style charge, slamming it into the ground, or by picking up its target, instantly killing them. The Atlas possesses extremely durable shields and armor, and can shoot smoke grenades. Its shoulders and crotch are protected by destructible armored plating.



The Zerg begin their invasion of the multiverse with the invasion of the shield world of Requiem, right at the start of the UNSC's invasion of the planet. As they begin there invasion, the UNSC,Covenant and Prometheans are forced to ally to defend against the new threat.

Zerg Units
The zerg are a terrifying and ruthless amalgamation of biologically advanced, arthropodal aliens. Dedicated to the pursuit of genetic perfection, the zerg relentlessly hunt down and assimilate advanced species across the galaxy, incorporating useful genetic code into their own. Alongside the protoss and terrans, the zerg stand as one of the three dominant species of the Milky Way and are universally feared, hated and hunted as such. The Swarm in itself makes up a third of the power of the Koprulu Sector. Recently, the Swarm discovered a Xel'Naga artifact that would allow them to enter other universes. Their invasion begins.

The Queen of Blades
Role:Leader of the Swarm

Weapons:Claws, Psychic blasts, Razor Swarm,Implosion

Number in battle:1 A former terran ghost, Sarah Kerrigan was infested by the Zerg swarm and became the Queen of blades, the leader of the Zerg. Her psychic power is extreme, going off the charts on the terran power scale. In combat, she uses a number of powerful attacks, ranging from claws to high powered psi blasts,storms of energy that rip apart anything within,and manipulation of gravity to cause targets to implode.

Zerglings
Role:Swarm unit

Weapons:Claws

Number in battle:20,000 The basic Zerg unit, Zerglings are small doglike creatures designed to swarm their targets and kill them up close. While weak individually,they are fast and generally found in massive numbers.

Hydralisks
Role:All around attack unit

Weapons:Blades,Spikes

Number in battle:4200 The Zergs main front line combat unit, Hydralisks are powerful creatures that fill a wide variety of roles. They are armed with scythe blades for close combat and can launch high powered armor piercing needles capable of penetrating 2cm of Neosteel plating at long range. They are also highly endurant, capable of surviving bursts from high powered gauss machine guns.

Banelings
Role:Suicide unit

Weapons:Suicide explosion

Number in battle:6000



An evolution of Zerglings, banelings are used to swarm enemy forces and then detonate, causing massive amounts of damage. They have massive explosive power:a single pustule the size of a fingertip from a baneling carries enough power to destroy a suit of power armor.

Ultralisks
Role:Heavy Ground Unit

Weapons:Kaiser Blades

Number in battle:256

The ultralisk is a 24 meter tall living battering ram, evolved from the docile brontolith; a creature that the ultralisk now bears little resemblance to. Ultralisks serve as the backbone of the Swarm, possessing an exceptionally thick carapace. Ultralisks are the most powerful ground strain the Swarm possesses and their DNA is the "final viable code" utilized by larvae. An example of their might: a handful of ultralisks were "responsible for the death of an entire Confederate garrison" on Timul IV.

Ultralisks attack using large, bone-like scythes which protrude from their backs. Known as "kaiser blades", these scythes are nearly indestructible. Possessing monomolecular edges, these scythes are able to tear through most substances with ease.

Mutalisks
Role:Starfighter

Weapon:Glaive Wurm

Number in battle:512 Mutalisks are airborne Zerg organisms that serve as biological starfighters. The primary weapons of mutalisks are glaive wurms,small flying creatures. When launched from a Mutalisk, they fly to their target and exude acid which can burn through any known substance(even teraton rated energy shields).

Leviathan
Role:Warship

Weapons:Tentacles, acid, bio-plasmid discharge, mutalisks.

Number in battle:3

The largest known Zerg organisms,Leviathans are massive creatures dwarfing even the colossal Protoss Motherships(although they don't match them in sheer power). They are heavily armed, and can launch blobs of acid(similar to the acid used by Mutalisks) at their target. They can also fire high powered Bio-Plasma Discharges at enemy starships to destroy them in one or two hits. They can also launch swarms of Mutalisks at enemy warships.

UNSC Units
Mankind’s central military authority, the United Nations Space Command (UNSC) originated during the 22nd century’s Interplanetary War as the military arm of the United Earth Government (UEG). Remaining intact throughout substantial colonization efforts of the 24th and 25th centuries, as well as the Insurrection which followed, the UNSC stood firm during the Covenant’s assault on its own colonial territories and eventually Earth. In the aftermath of the war, the UNSC now struggles to regain control of its own territories and recover from the horrific devastation of a three-decade long conflict.

Sarah Palmer
Role:Spartan IV Commander

Weapons:Assault Rifle,Sniper Rifle,Frag Granades

Number in battle:1 One of the first recruits into the Office of Naval Intelligence’s SPARTAN-IV project, Sarah Palmer had already been a marine for over a decade, garnering twelve tours of duty across eight different worlds, much of that time spent as a lieutenant in command of others. Due to her physical prowess, her innate leadership, and her unquestioned loyalty to the UNSC despite an upbringing by two embittered colonial parents, Palmer was an obvious choice for the program. Now she’s the commanding officer of all Spartans on Infinity, providing seasoned and battle-hardened expertise in the field.

Lasky
Role:Commander of UNSC forces on Requiem

Number in battle:1 Captain Thomas J. Lasky is a human senior naval officer of the UNSC Navy who served throughout the Human-Covenant war and in the post war years. Since at least 2552, Lasky had served as Captain Del Rio's executive officer aboard the UNSC Infinity. Following Del Rio's failure to assist the Chief on Requiem, to the point of deserting him there, Lasky took over as captain of Infinity and aided the Chief in his battle against the Didact. Six months after this, he leads the assault on Requiem as per FLEETCOM's orders.

UNSC Marines
Role:Infantry

Weapon:MA5D ICWS

Number in battle:6025 The basic Marine unit of the UNSC are equipped with the UNSC Marine Battle Dress Uniform for armor- a suit of light armor with the M52B Body Armor on top, a layer of armor which covers the torso of the marine from ballistic fire, though it is vulnerable to plasma fire. The CH252 Helmet is worn on their heads, providing a radio for them to communicate, a flashlight for illuminating dark places and protections from ballistic weaponry on their heads. The main weapon of choice for the Marines is the MA5D Individual Combat System, better known as the Assault Rifle. The Assault Rifle is an air-cooled, gas-operated, magazine-fed weapon designed for automatic fire, featuring a 32 round magazine of 7.62mm Full Metal Jacket rounds, with an effective range of 300 meters. The Assault Rifle also has a low accuracy, due to its nature as an assault rifle.

ODSTs
Role:SpecOps Weapon:MA5D ICWS,BR55

Number in battle:2000 The ODST are an elite group of Marines, sometimes referred to as "Helljumpers", and as their name implies, they drop from above in specialized pods from ships above, allowing them to deploy quickly to any location on the battlefield. The ODST wear specialized elite ODST Battle Armor, which includes CTCs for body armor, Titanium and ceramic composite armor plating to give the user added protection - along with a HUD and Communications Systems to give more situational awareness to the wearer, all based on the work on MJOLNIR armor projects, with the unique VISR system to give the ultimate in environment awareness. Most wield either the MA5D of the BR55,an 9.5mm Battle Rifle that fires in 3 round bursts and carries 36 rounds.

Spartan IVs
Role:Supersoldiers Weapons:Varies,most wield either the MA5D or BR55

Number in battle:200 The SPARTAN-IV Program is the fourth generation of the SPARTAN Program, consisting of members recruited from the UNSC's military who were augmented to be capable of wearing a variant of the MJOLNIR GEN2 armor. This armor increases they're speed and strength, along with having an energy shield generator to protect against attacks. This phase was initiated by Admiral Margaret Parangosky after the Human-Covenant war, and some are stationed near the UNSC Infinity in the Oort Cloud.

Warthog
Role:Light Vehicle

Armament:Varies Number in battle:1500 The Warthog is as essential to the UNSC military operations as the assault rifle in the marine's hands. 6 meters (20 feet) long and loaded up with either a 12.7mm AA gatling gun, a 25mm anti-armor gauss cannon, or a 65mm missile pod. There are a few key problems with the Warthog: it's design leaves all three of the occupants incredibly exposed and mostly defenseless, the vehicle is prone to flipping out and rolling around, which can easily do major damage to the occupants and leaves the entire vehicle open to attack.

Scorpion
Role:MBT

Armament:90mm cannon, 12.7mm machine gun Number in battle:500 A monsterous piece of 66 ton divine intervention, the M808B Main Battle Tank, better known as the Scorpion, is a devestating piece of hardware that leaves many a foe in ruin. The M512 Smooth Bore High Velocity Cannon that makes up it's main weapon can fire up to 15 90mm Tungsten Armor-Piercing rounds per minute, while it's M247T Medium Machine Gun can help make up for this rate of fire with a speedy burst of 7.62x51mm NATO caliber rounds which can overwhelm ground targets in front of the tank. The 10 meter (33 foot) anti-vehicle weapon is also protected by effective Ceramic-Titanium Armor, which helps protect it against the hail of normal rounds and plasma fire it faces from ground troops. Despite this, the Scorpion is not invincible- with a back that is vulnerable to attack and a high vulnerability to explosive attacks, the Scorpion is best used to smash through vehicular attacks and focus on heavy armor.

Mantis
Role:Combat mech

Armament:Machine Gun [M655 20mm HMG/AM],Missile Launcher [M5920 35mm SGML/AM] Number in battle:250 The Mark IX Mantis ADS is the result of half a century's worth of development and iteration, eventually culminating in an incredibly powerful armor system without equal. Utilizing an ultra-heavy four-barrel machine gun on one arm and a viciously potent multi-launch high-explosive munitions launcher on the other, the Mark IX is an extremely competent arsenal and is currently only employed by the UNSC Infinity and several highly classified ONI teams.

Mammoth
Role:Mobile Artillery/Command Vehicle

Armament:MAC [Mark 2547/35cm HRG],2 Rocket Turrets [M79 65mm MLRS] Number in battle:50 The M510 Mammoth siegework has no equal in size, firepower, or tactical faculty within the UNSC's mobile planetside support contingent, making it one of the most powerful ground assets ever designed by humans. At roughly 70 meters in length and carrying numerous mounted support weapons and materiel caches, the M510's most significant attribute is its topside rail gun, designed to target and eliminate hostile vessels, weapons, and even fortifications residing in terrestrial or even suborbital positions.

Pelican
Role:Dropship/Gunship

Armament:2 70mm Autocannons(Dropship varient). 1 70mm Autocannon, 1 Spartan Laser,2 Side mounted machine guns(gunship varient) Number in battle:125 dropships, 125 gunships The D79 Pelican dropship is the primary method of troop and equipment deployment within the UNSC. With a relatively proficient armament, reasonable armor, and the capacity to effect transit both in and out of atmosphere, the Pelican is an incredibly versatile asset in almost every theater of war. Some D79 units have been upgraded to include a far more superior armament, utilized as heavy gunships rather than troop carriers.

Broadsword
Role:Strike Fighter

Armament:2 Autocannons [M1075 ASW/AC 35mm MLA],2 Missile Launchers Number in battle:250 The F-41 Broadsword is a versatile and well-armed A/X strike fighter typically used to engage equal or superior enemy craft in low- to zero-gravity conditions. As its kind has few equals within humanity's known arsenal, the Broadsword was designed to address the incredible speed and firepower displayed by a variety of Covenant fighters.

Charon Class Frigate
Role:Frigate

Armament:MAC Gun,8 50mm Point Defence Guns, Archer Missiles,3 Nuclear Missiles Number in battle:50 The Charon-class light frigate is a 490 meter long UNSC frigate class suited for, fleet escort duties, and troop deployment. It has the largest complement of vehicles for land support, but less armament than the Paris-class heavy frigate, making it best suited for troop support rather then fleet support.

Halcycon-Class Cruiser
Role:Cruiser

Armament:1 "Shredder" burstfire MAC gun,40 50mm Point Defence Guns,7800 Archer Missiles, 4 Shiva Nukes

Number in battle:13

One of the main UNSC warships, the Halycon is a 1 kilometer long warship armed with a wide array of weapons.

UNSC Infinity
Role:Capital Ship

Armament:4 heavy MAC guns,350 M42 Archer Missiles pods(24 missiles per pod),250 M75 Rapier Missiles(30 missiles per pod),500 M96 Howler Missiles(20 missiles per pod),830 70mm Point Defence Turrets

Number in battle:1

A warship unparalleled in human innovation, the UNSC Infinity is easily the largest and most powerful vessel ever employed by Earth. Although it was originally designed to contend with the Covenant, the war’s end recommissioned Infinity for peaceful exploration and research. However, it is still a deadly war machine, and the most powerful ship in the UNSC fleet.

Covenant Units
Established nearly five thousand years before their devastating war with the humans, the Covenant military body was forged on an agreement between two space-faring alien civilizations—the San’Shyuum (Prophets) and the Sangheili (Elites)—around the proper exploration and analysis of Forerunner technology. Believing that these efforts would ultimately locate Halo, an array of ringworlds which they believed held delivery into the afterlife; they began scouring the galaxy in search of these artifacts, violently integrating species on worlds they razed in the process.

As the Covenant collective of species grew, its threat grew as well, until it came in contact with humanity. During the course of this protracted war, the Covenant’s internal framework could not be maintained and fell apart. At its breaking, the Sangheili momentarily sided with mankind to defeat their former allies, but the end of the war did not usher in peace. With their core ideals fractured, the Sangheili fell into civil war. Rising from these conflicts was a fringe-sect of Sangheili who, along with other species, were completely dedicated to the unraveling of ancient Forerunner mysteries and continuing the previous efforts of the Covenant.

Jul 'Mdama
Role:Shipmaster

Armament:Energy Sword



Jul 'Mdama  is a  Sangheili  and was the Lord of  Bekan Keep  in the rural state of  'Mdama, where he lived with his wife,  Raia , and his children, two of which are Dural and Asum. He later became the leader of the  Covenant Remnant, assuming the title of the  Didact's Hand.

Grunts
Role:Light infantry

Armament:Plasma Pistol or Needler

Number in battle:10,000 The Unggoy (Latin, Monachus frigus, meaning "cold monk") is a species of squat bipedal vertabrates in the unified races of the Covenant. They are the lowest-ranking species in the hierarchy, and are frequently mistreated by almost every higher-ranking race. Unggoy are primarily used as laborers, slaves, or, in combat situations, cannon fodder. They are one of the later races to be introduced into the Covenant, and were either the second or third Covenant species to be encountered by humans. They are referred to as Grunts by humans, mainly because they are considered weak compared to their superiors, and also because they perform the majority of the physical labor required by the Covenant and they do not have much knowledge compared to other covenant species.

Jackals
Role:Skirmish Infantry

Armament:Plasma Pistol(Standard Jackals), Covenant Carbine or Beam Rifle(Jackal Sniper)

Number in battle:5000 Jackals, 2000 Jackal Snipers

The Kig-Yar (Forerunner designation, translated into Latin: perosus latrunculus, or "hateful bandit", human designation: Covenant secundarium carnivora prœdonis, or "Covenant secondary carnivorous combatant") are an avian/reptilian species which serve the Covenant, as mercenaries and privateers.In combat, Kig-Yar typically serve as snipers, shock troopers, defensive fighters, and scouts within the Covenant due to their excellent senses of sight, smell, and hearing.

Sangheli
Role:Elite Infantry

Armament:Storm Rifle,Covenant Carbine, Energy Sword

Number in battle:2000

The Sangheili (Latin Macto cognatus meaning "I glorify my kin") are a saurian species of fierce, proud, strong, agile, and intelligent warriors, as well as skilled combat tacticians. The Sangheili are named after their home planet, Sanghelios. Known to Humans as Elites, due to their skill in combat, the Sangheili has formed the military backbone of the Covenant for almost the entirety of its existence. The are physically strong and tough, and are equipped with powerful defensive energy shields.

Mgalekgolo
Role:Heavy assault troops

Armament:Fuel Rod Cannon, Shield

Number in battle:500

Hunters take the hulking bipedal form in the Covenant military. In this form, they are the strongest and most resilient species in the Covenant. They usually stand between twelve to thirteen feet tall, but when in their combat state they crouch into between eight to eight-and-one-half feet, protecting their visible, unarmored stomach and neck. Though uncommon, the Mgalekgolo can even come in larger sizes and even bigger than the standard Covenant Wraith. Their political motivation is completely unknown. Their armor has a blue luster that makes the orange-red skin of the Lekgolo worms inside very noticeable, but the colony itself is hard to spot. They always fight in pairs due to the fact that when the colony gets too big, it splits into another Mgalekgolo form, creating a powerful bond between the two bond brothers.

Hunters fight using heavy Assault Cannons integrated directly into their armor, and they carry an enormous, and nearly impervious metal shield made of an unknown alloy derived from the same material that forms Covenant warship hulls, and weighing approximately two tons. This shield protects them from almost every form of plasma-based or ballistic weaponry available to Covenant and human infantry alike, and is a powerful melee tool capable of crushing anything in its path and allowing the Mgalekgolo to sweep away most enemies in close combat. The Hunter can also gain a surprising burst of speed when it moves in for a melee kill.

Ghost
Role:Scout

Armament:Twin Plasma Cannons

Number in battle:1000

The Ghost is a one-person 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 Covenant is varied but can adjust very quickly and easily for any role required at any moment. 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. The vehicle is armed with two linked forward-firing plasma cannons. These plasma cannons serve as automatic anti-infantry weapons, running on only a small power source.

Wraith
Role:MBT

Armament:Plasma Mortar,Plasma Cannon

Number in battle:500 The Type-26 Assault Gun Carriage, more commonly identified as the Wraith by the UNSC, is the Covenant's main heavy assault craft for ground engagements. Piloted by a single occupant, who controls all the vehicle and weapons systems, the Type-26 AGC is a highly maneuverable vehicle able to traverse many terrain types. The Type-26 AGC like all Covenant vehicles utilises a form of anti-gravity propulsion. The main weapon of the Type-26 AGC is the Heavy Plasma Mortar. The Type-26 AGC's plasma emitter is attached to a fixed mounting, in order to fire in a specific direction the vehicle must rotate to face the target directly. The plasma mortar works by creating a large, compressed, magnetically encapsulated blob of superheated plasma and fired at a high velocity, once fired, the bolt is magnetically guided in a ballistic trajectory until it strikes the ground or target. When the bolt hits, the magnetic bubble collapses and the plasma rapidly expands from its compressed state creating a superheated explosion, that will vaporize everything within twenty meters of impact. The secondary weapon is a medium plasma weapon that is used as a anti-infantry weapon.

Banshee
Role:Gunship

Armament:Dual Plasma Cannons, Fuel Rod Cannon

Number in battle:360 The Type-26 Ground Support Aircraft, more commonly identified as the Banshee, is an atmospheric craft that is typically used for reconnaissance, ground support, and ground attack missions. It is lightly armored from the front of the craft and, while not particularly vulnerable to small arms, can be brought down by concentrated fire from infantry. The craft is capable of achieving velocity over 100 kilometres per hour, and reaching an altitude of 100 – 300 meters. 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 cannon capable of firing in 100-250 kilowatts range and a Class-2 projectile launcher. The plasma cannons, though classified as "light", are deadly to the common infantry; one bolt will instantly kill a lightly armored target. 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 kill any infantry target, Spartan or otherwise.

Phantom
The Didact, the commander of the Forerunner military!

VS

Captain Titus, the Ultramarines Captain who defended a major Forge world from attack!

WHO IS DEADLIEST?

Supersoldier Throw-down
1000 Spartan IVs vs 1000 Spectres vs 100 Space Marines vs 100 Protoss Zealots vs 10 Mobile Infantrymen vs 1 FORCE:GROUND soldier.

Spartan IVs
The  SPARTAN-IV Program  is the fourth generation of the SPARTAN Program, consisting of members recruited from the  UNSC 's military who were augmented to be capable of wearing a variant of the  MJOLNIR GEN2  armor. This phase was initiated by Admiral Margaret Parangosky after the Human-Covenant War, and some are stationed near the UNSC Infinity  in the  Oort Cloud. [2]

Similar to the original ORION Project, the SPARTAN-IV Program would only consist of adult volunteers, as opposed to young children (despite their stellar operational record in previous generations of the program).[3]  When the program was started, surviving members of previous generations were offered an opportunity to be integrated into it, though it remains unknown how many accepted or declined.

Gear
===Spectres===

Spectres are agents entrusted with extraordinary authority by the  Citadel Council, including the power of life and death over the inhabitants of the galaxy. They form an elite group selected from a number of different species, and their primary responsibility is to preserve galactic stability by whatever means necessary. Though they are generally considered as being above the law and have complete discretion as to the methods used to accomplish their mission, an individual's status as a Spectre can be revoked by the Council in a case of a gross misconduct. Spectres work either alone or in small groups according to the nature of a particular task and to their personal preference. "Spectre" is a syllabic abbreviation of  Special  Tactics and  Reconnaissance.

Space Marines
The Adeptus Astartes are foremost amongst the defenders of humanity, the greatest of the  Emperor of Mankind's warriors. They are barely human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to Man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear.

Zealots
Zealots are lower-ranked Templar who have yet to reach the upper levels of theKhala. Each zealot is trained for decades in hand-to-hand combat, tactics, pain tolerance and martial discipline. Zealots are taught to hate their enemies with a white hot passion and to hunt them down without mercy.[1]  Through the path of the Khala, zealots learn to hone their innate battle rage to a fine edge,[2]  though they can invoke a near-berserker rage when in battle if need be.[3]  They form the backbone of the protoss military.[4]

All protoss have a degree of psionic power, the zealots using theirs exclusively on the art of war. Using a limited form of precognition, zealots can predict enemy movements, striking with deadly accuracy and dodging attacks. After the Brood War, some zealots developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range. Seething with shame at the loss of Aiur, the zealots have dedicated themselves to more intense physical training as well.<sup class="reference" id="cite_ref-SC2_0-1">[1] This includes duels at the end of their training, which appears to have the potential to be shortened.<sup class="reference" id="cite_ref-SC:FrntLn_V1_WWF_4-0">[5]

<p style="font-size:13px;">In battle, zealots wield psionic blades channelled through forearm units in theirpower suits.<sup class="reference" id="cite_ref-Manual_2-1">[3]  Augmented by cybernetic implants, zealots also use their psionic powers to surround themselves with a plasma shield.<sup class="reference" id="cite_ref-Zealot_1-1">[2]  Even a handful of zealots can easily control an entire colony of lesser species, as they are capable of tearing through armored structures and vehicles alike.<sup class="reference" id="cite_ref-5">[6]

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<p style="font-size:13px;">

<p style="font-size:13px;">===Mobile Infantry===

<p style="font-size:13px;">

<p style="font-size:13px;">The Mobile Infantry is an elite planetary fighting force of the Terran Federation.

<p style="font-size:13px;">Their training is depicted as extremely strenuous, with a few dying before completion. The books narrator, Juan Rico, describes how out of his entire 2000 man training unit, fewer than 200 make it all the way through.

<p style="font-size:13px;">A Mobile Infantryman is equipped with a Power Armor as well as an arsenal of weapons at his disposal, some built into the suit. These weapons range from conventional firearms to micro-nuclear warheads. The armor is strong enough to resist any conventional weapon less than high explosives or anti-tank rounds. The servo-motors give the wearer enough strength to crush a tank or tear through a concrete wall, but are dexterous enough to allow them to pick up an egg without breaking it. The armor is also equipped with jump jets and rockets, allowing the trooper to move rapidly about the field and cover entire square miles of terrain. One expression used in the book as a compliment to good soldiers is that they are "on the bounce". According to Rico, when one is suited up in thePower Armor, they appear like a "steel gorilla".

FORCE:GROUND
FORCE is the name of all the armed forces of the Hegemony of Man. The headquarters are located on TauCeti Center. The famous FORCE academy is situated on the Olympos Mons on Mars, named Olympos Command School.FORCE played an important role defending Hegemony of Man against Ousters, being New Bressia the most important and bloody battle between them.

Equipment
<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">Weapon: The FORCE: Ground Multipurpose Assault Rifle. Settings include:

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">1: A laser, with variable width and intensities. Capable of, at short-range on widebeam, melting sand into a "lake of molten glass" in short order(fast enough to catch a FAST three-meter-tall individual in it, and sink them into it to a depth that they couldn't merely walk out.)

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">2: High-velocity solid shot. Colonel Kassad shoots the Shrike in the face with it, launching "ten thousand microflechettes" at the spiky god of pain.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">3: A plasma pulse bolt that has apparently ZERO miss chance(as far as Kassad knows, using FORCE gear) from less than ten kilometers, at night in a sandstorm. Said plasma bolt splits a boulder. The maximum range on plasma bolts(such as an antiquated hunting rifle) is said, in later books(Endymion) to be in the thousands or tens of thousands of kilometers, and is at LEAST as damaging, apparently, as a modern antimaterials sniper rifle(an individual uses said antique hunting rifle to blow a radar dish into shrapnel from over four kilometers away.) Apparently, the bolts explode on their targets.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">4: Beams of high-energy electrons. They go through a crystalline building and put perfectly-cylindrical -holes- through a half-kilometer of solid rock behind said building.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">5: Wideband blinde; apparently they'll blind sensors and people equally well, using laser pulses and similar.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">6: Body-heat seeking darts.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">7: A rifle, firing solid slugs. Apparently not a weapon that will penetrate FORCE: Armor, though it hurls Kassad off his feet with the impact.

<span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">8: Grenade launcher. <span style="font-style:italic;color:rgb(204,204,204);font-family:tahoma,arial,helvetica,sans-serif;font-size:12.222222328186035px;line-height:17.77777862548828px;">That's just the GUN a FORCE:Ground soldier carries. The armor is meant to shield from such weaponry; Kassad's armor stops, though it's damaged, a killing energy beam(which chunks so much heat that it melts a five-centimeter hole in all but the last layer of his armor; his armor dumps the heat out rapidly to the room he's in, causing the stone walls to glow red-hot from the heat.) Additionally, it's mentioned that a plasma bolt will hurt "anything not wrapped in twenty centimeters of Web-Era impact armor."(Although this is disproven by such entities as the Shrike.)

Covenant Units
Numbers:


 * 1000 Infantry


 * 1 Leader


 * 500 Heavy Infantry
 * 2000 Light Infantry


 * 100 Tanks
 * 64 Fighters


 * 16 Light Capital Ships


 * 4 Heavy Capital Ships