|
Post by Azan on Apr 6, 2005 19:15:22 GMT -5
Ok first of all I am going to join the halo RP I have read the rules and some posts, but I have basicaly one questio, Whats basicaly a basic summary of it now, it can be quick like Mantis went some place and shot some covenant cruiser etc. (i need this as I do not want to read everything (well I will id just rather hear this from an RPer there), and I also want to know if it would be possible to have my character to be transfered from another ship or something to explane why hes new on the mantis) and ill definitly join RPS more on the 30th (thats when this site is getting a good working spell check )
|
|
EvilTrigun
Silver Member
"The man who wants nothing is invincible"
Posts: 260
|
Post by EvilTrigun on Apr 6, 2005 20:35:46 GMT -5
((terribly sorry, but this might be a bit long, I tend to elaborate a lot))
ok the Mantis ( a light cruiser for now, might have to change that when I relearn my info on starships from the books) is in orbit around the planet of Marduk, which boasts a small colony. Basically this duty station has turned into almost a vacation in itself, with the ship gradually falling into decay and the crew losing their edge (in the few cases where that edge is not already gone). This infamous duty station is where Generals and Admirals alike tend to dump their useless soldiers and sailors. Part of the reason for this decay of ship and crew is due to the apparent lack of reason for patrolling what seems to be an extremely secure area a good distance from the outer colonies, yet still in the middle of nowhere. Make no mistake though, the main reason for the decay is that most of the men and women aboard are already broken, having seen intense combat or simply losing their sense of purpose in the war effort.
Unfortunately for Marine Sergeant John "Cutter" O'Connor, this ship will become his new home. During the intense combat on the planet Haven, O'Connor and his squad was captured and taken behind enemy lines, where the veteran Sergeant was forced to watch as his squadmates were tortured to death one by one for the secret of the location of Earth. Luckily, or rather unluckily for the Cutter, Marines are not taught in coordinates and space travel, and not a single one of his squad survived. Somehow, he was able to break free and get his hands on a Covenant ritualistic knife, and proceeded to slaughter anything that moved in the small prison camp. Hours later, rescuers were met by a scene of complete carnage. Blood spattered all over the walls, Covenant cut up in every way imagineable, and Sergeant Cutter huddled in a corner with the ritual knife, on the verge of losing his sanity. There is no doubt that the blade of the Cutter has grown dull, and that is why he was sent to this pitiful disgrace of a duty station.
The one thing that the Covenant did gleam from this encounter was that only the head officers of a ship and the AI aboard have the coordinates for Earth. Now, it seems that one ship has snuck past the outer colonies to disable the Mantis and retrieve either the Captain, AI, or the coordinates itself. The attack begins just as O'Connor steps onto the the Mantis, leaving him in a rather complicated position. Although he knows the general layout of all standard ships, he is still rather lost. Fortunately for him, he quickly meets a tech officer named Rema who helps him find his way with a hastily drawn map. In addition to being a tech specialist, Rema also appears to be a medic of sorts. After some flashbacks and several contacts with the enemy, Rema and O'Connor reach the MAC (Main Accelerator Cannon, the main and best weapon of any UNSC starship) control room. Here O'Connor encounters a jackel squad leader (can't remember the name at the moment) who seems to be a mercenary of sorts. At this point, Rema, wounded from battles, manages to jump into the control room and effectively lock himself in. He struggles to quickly fix the MAC cannon before it's too late to do any good. Not sure what to believe, O'Connor is tense and uncomrfortable in this situation to say the least...
Unaware of these apparent mercenaries, Captain Ackerson initiates the Cole Protocol and orders the AI, Cornwallice, do delete everything in the ship's memory banks. For the moment the ship is completely disabled, and the communications hardware is so damaged that reinforcements may never arrive. To make matters worse, boarders are already trying to take the bridge. Upon finding out that the Mantis is now on a crash course for the planet of Marduk, Ackerson has also ordered the evacuation of the ship. He harbors no hopes of surviving himself, and tries to show bravado during what he knows are the last moments of his life...
On a separate part of the ship, the second mercenary squad, lead by a grunt (again, forgot name) is headed towards the MAC control room as well, also encountering stiff resistance by covenant boarders.
On yet another part of the ship, we find a colonist (sorry, I really need to remember names) has just landed an outdated Longsword fighter in a dock of the Mantis. Although intelligent, he seems incredibly unstable and quickly turns on anyone or anything he meets. He manages to get to the armory rather quickly and arm himself with a flamethrower, his favorite weapon. Slowly but surely he makes his way to the MAC control room as well.....
((well that's about it, sorry it's sort of big, bigger than some of the RP posts in fact. I just couldn't make it any shorter in my mind. Also, I'm sorry if I romanticize my characters more than others, it's an unintentional effect of being their creator. I tried to say as much as I could about all the others, but the RP is still new and I don't have a complete idea of the other characters' personalities and info.))
|
|
|
Post by Azan on Apr 7, 2005 12:58:35 GMT -5
kool thx, (dont worry about the size, but that was a big help)
|
|
|
Post by Lobstrosity on Apr 7, 2005 20:07:41 GMT -5
Yeah, that was a big help. I had some questions but you answered most of them.
Also, i'm sorry if I gat anything wrong in my posts, but I haven't played halo 2, so I know little of the details. If you could give me a list of the weapons in halo 2 and a short explanation of how they work, what they do, how good they are, ammo capacity etc. then that'd be good.
|
|
|
Post by Azan on Apr 7, 2005 20:12:52 GMT -5
Plasma RIfle: Same as in halo1 only dual wield SMG: Same as assault rifle in halo1 only dual wield Battle Rilfle: Shoots short bursts and has good range ammo cop. is about 70 I think Rocket: same only now can home in to vehicles Pistol: less rounds weaker dualwield covy carbine: like battle rifle only single shot but more powerful needler: more powerful & dual Energy Sword: 2 hit ko or 1 hit special, only can do about 15-20 strikes covy sniper: overheats fast, lots of shots human sniper: more shots Fuel Rod, like a rocket that doesnt home and carries more shots Sentinal Beam: blue or yellow laser thing, can hold beam for about 15 sec. I belive shotgun: same only longer range(i belive) and has a kooler sound effect Plasma Pistol: same crapy pistol Honor GUard Plasma Rifle: same as regular PR only red
now I belive thats all, sorry for the vague descriptions
|
|
|
Post by Azan on Apr 7, 2005 20:32:48 GMT -5
k I have posted ;D
|
|
EvilTrigun
Silver Member
"The man who wants nothing is invincible"
Posts: 260
|
Post by EvilTrigun on Apr 9, 2005 8:11:30 GMT -5
sorry guys, but me being the perfectionist I have to post some more. Some of this will come out of the Halo 2 manual and guide. Unless otherwise noted, there is no way to know how much ammo is left in the weapon other than ejecting the clip and/or rounds and counting. Because of this, participants in a firefight must either count their shots or guess how much is left.
HUMAN WEAPONS
MAGNUM Official name: M6C Magnum Sidearm Rate of fire: Semi-automatic Ammo per clip: 12 bullets (12.7MM Semi, armor piercing) Dual wield: Yes Scope: No Additional notes: Some Halo fans claim that the M6D pistol from Halo 1 was only for specialist units, and that all normal military units get the M6C.
SMG Official name: M7/Caseless Sub Machine Gun Rate of fire: Automatic Ammo per clip: 60 bullets (5MM) Dual wield: Yes Scope: No Additional notes: Just like the Assault Rifle from Halo 1, only much smaller and has incredible recoil due to its size. Even Spartans have to adjust for recoil. Incredibly inaccurate and only effective for cover fire or for close range.
BATTLE RIFLE Official name: BR55 Rifle Rate of Fire: 3 round bursts Ammo per clip: 36 bullets (9.5MM) Dual wield: No Scope: 2x Additional notes: Along with the SMG, this is the standard primary weapon of the UNSC Marines. Digital ammo display beneath the scope. Highly accurate.
SHOTGUN Official name: M90 Shotgun Rate of Fire: Pump-action single shot Ammo: 12 bullets (8-Gauge Magnum (3.5")) Dual wield: No Scope: No Additional notes: Each bullet must be loaded into the shotgun one at a time, which leads to long reload times. Through extensive testing on XBOX Live, it has been found to have a SHORTER range than the shotgun from Halo 1.
SNIPER RIFLE Official name: S2 AM Sniper Rifle Rate of Fire: Semi-automatic Ammo per clip: 4 bullets (14.5MM armor piercing, fin-stabilized discarding sabot) Dual wield: No Scope: 5x and 10x Additional notes: Basically the same sniper rifle from Halo 1, no notable changes.
ROCKET LAUNCHER Official name: M41 SSR MAV/AW Rate of Fire: Single shot Ammo per clip: 2 rockets (102MM shaped charge, high-explosive tracking rockets) Dual Wield: No Scope: 2x Additional notes: Rockets travel much faster than in Halo 1, slightly less damage. Rockets can now lock onto a vehicle, although this does not guarantee it will hit.
FRAG GRENADE Official Name: M9 HE-DP Fragmentation Grenade Additional notes: Seems to do less damage than in Halo 1. Since the update, however, grenades have become just as powerful as those from Halo 1.
Wow this took a hell of a lot longer than I wanted it to. I'm going to have to post the Covenant weapons later today.
|
|