User:StoneGhost/Archive

Tank Armament
120mm HESH

A normal Electro Thermal Chemical (ETC) cartridge has a fuse of tapering cross section which enables higher impulse energy to be imparted to a projectile by means of complete controlled burning of propellant. A long, narrow tube filled with propellant has a fuse on its inside surface with a cross section that tapers toward the discharge end, separated from the electrical ground of the cartridge casing by a layer of insulation sufficiently thin to be destroyed as the fuse ignites the propellant. A high-voltage electrode connected at the back end of the tube provides for application of a pulse of sufficient current density to ohmically heat or burn the fuse in a controlled fashion from the discharge end to the back end. A Solid Propellant Electro-Thermal Chemical cartridge as used in the Panther II cannon uses an internalized block of solid propellant (unlike traditional powdered or flaked fillings) and oxidizer poured into the cartridge in much the same way as a rocket does, this system however uses a plasma flash chamber that allows for higher initial peak bore pressures and more consistent burn profiles due to an inward-out burn profile that allows for a larger surface area as the round progresses giving the best performance and consistency for a given shell size. The solid propellant is immune to field temperature changes and operates efficiently even in the most extreme of circumstances.

120mm RAPID

The main round of the L120 gun was the long used and lethally effective RAPID round. The Reactive Armour Piercing Incendiary round was comprised of a Laminated Tungsten alloy (known as Tungsten-Cerium-Copper Carbide or TC3 alloy) which was designed to provide similar effects of a DU round (Pryophoric, self-sharpening, Super-dense, etc) but without the side effects associated with a moderate radiological material. This new generation of armour piercing sub-calibre ammunition was developed to defeat multiple layers of monobloc, composite, fifth generation ERA, motion transfer, and spaced armour targets found on the battlefields of today or the foreseeable future. The flat projectile trajectory and a short flight time significantly increased the hit probability with an increased ability of the ultra low drag tungsten alloy long rod penetrator to defeat armour, even at very long angles of obliquity at extended ranges, made the RAPID round the essential choice for vehicle armament.

120mm HEAT

30mm AP

30mm Incendiary

30mm HEPAB

F2 GPMG
The F2 GPMG (General Purpose Machine Gun) series was the standard Squad Automatic Weapon (SAW) and Heavy Machine gun of the Royal Allegiance. It was designed to give infantry squads a compact and mobile source of suppressive fire, in addition to a heavy multi-purpose machine gun. There were two variants, the first being a single-barreled, smaller version which was used as a SAW (Squad Automatic Weapon). The second variant was a triple-barreled version which was larger and too heavy to be carried by infantry. It was mainly mounted onto a vehicle to provide a powerful anti-infantry and anti-light vehicle weapon. The SAW variant of the weapon fire 9mm SAP rounds while the HMG fired 15mm (0.59 inches), and the HMG had three barrels to the SAW's one. The series was introduced in the 2630s, and continued to be in use for over two hundred years in similar forms. By 2700 the design had be refined to perfection. It was designed before the Swarm War but nonetheless excelled at piercing insect carapace and shredding the Swarm bugs to pieces.

Usage

SAW Variant (F2A GPMG

These weapons were rapid-fire, air-cooled, continuous fire weapons. In principal they were nothing more than assault rifles, modified to withstand the stressed of non-stop firing. However, in reality, they were very different. They were used by infantry more widely than heavy Machine guns, which were expensive, heavier and took longer to prepare for firing, a notable disadvantage when in battlefield situations. The weapon was not unlike many other SAWs, focusing on suppressing the enemy to reduce their return fire's effectiveness and accuracy. This variant of the weapon was supplied through a disintegrating belt although could be loaded through magazines too- however this increased loading time substantially.

In Allegiance field Squads, one of the four fire-teams were designated to carry and operate SAWs such as the F2 GPMG. One soldier would shoot, with another would reload, one would allocate targets and the fourth man would prevent flanking. These weapons were light enough to be carried by a single soldier although the ammunition was heavier than the gun itself, and required an additional person, usually the loader. It was easy to prepare for firing, with a bipod to aid in steady fire. Measures were taken to reduce recoil including muzzle breaks on the barrel.

HMG Variant (F2B GPMG) These F2s were mounted onto vehicles such as the ATL-772 Sabre Dropship, which had one in its rear troop hatch, or the Peregrine Air Assault Craft, which a turreted external version with an exposed gunner. In this capacity they were useful against numbers of enemy infantry, even when taking cover, and to a certain extent, light vehicles and light aircraft. On occasions they were used as stationary defensive turrets mounted on fixed emplacements. They were also frequently mounted on tanks to provide close-range protection, including the H-47 MBT. This variant was also chain-fed and, although it had a capacity to be magazine-fed, this was rarely used.

Replacement

As the Swarm War forced military advancement at a faster rate, projectile based weapons began to be looked on unfavourably. With the advent of Particle Cannon variants that could be used in small-arms-sized weapons, the projectile rifle was gradually phased out. By 2750 all projectile-based small arms were replaced by their energy-based counterparts. However, despite intense research and testing, a Particle cannon with continuous-fire abilities could not be made on a scale small enough to replace GPMGs (The rifles and other energy-based weapons did not fire for continuous periods). As such, the F2 GPMG remained in service until after the Swarm War had ended in 2878.

Peregrine Air Assault Craft
Peregrine Air Assault Craft

The Peregrine Air Assault Craft was a small close air-support gunship employed by the Royal Allegiance.

Introduction

As the Swarm War progressed, it became obvious that the Allegiance forces were ill-eqipped to fight massive insects with shredding jaws. A request for a heavily armed, well-protected, rapid anti-vehicle anti-infantry VTOL was put out to the major arms manufacturers of the Allegiance and the UNSC. So high were the requirements that none of the arms companies responded. The craft was designed in secret by the Allegiance and the plans sent to Frasier Fleet Industries, famous for designing and building the successful ATL-772 Sabre Dropship. It functions as a rapid, potent anti-ground weapons platform, but is acutely vulnerable to other airborne targets.

Appearance and Layout

The Peregrine's design was very similar to the UNSC's Hornet of the Human-Covenant War. However, the cockpit was less exposed and the engines were made larger. Between the engines was the cockpit, housing the gunner and pilot. Flanking the cockpit were two rapid-fire Particle Cannons. From behind the main section a tail-like protrusion extended backwards, culminating in an array of verticle fins. From beneath the end of the tail, a long, vertical fin stretched downwards. Behind this and underneath the tail was a chaingun turret, suspended from a metal arm on a fast-tracking mechanised joint. Mounted ont he outside edge of the VTOL engines were two small winglets which provided a small amount of lift in level flight. Built into the front of the VTOL engiines, beside the air intakes, were the two missile pods.

Weapons

The Peregrine possessed a well-rounded weapons complement. On its chin, it mounted a general purpose 45mm armour-piercing cannon. On either side of the cockpit, it had two rapid-fire Particle Cannons, effective against infantry and to a certain extent, light vehicles.

Outisde of the VTOL engines, two ordnance pods provided a flexible and versatile edition to the armament. They could be armed with THOR general-purpose missiles, effective against all types of ground targets. To counter aerial targets it could also be armed with INTERCEPTOR Air-to-Air missiles, however this sacrificed the Peregrine's potent anti-armour capabilities. The Peregrine was rarely employed as an anti-air unit due to its slow speed and vulnerability to fast-moving targets.

At the rear of the craft, it mounted a small, highly exposed 15mm triple barrel machine gun turret, an F2 GPMG. This was mainly to fill a gap in the main gunner's field of fire, providing all-round fire and covering fire in close air support roles. Unlike the rest of the craft, the turret and gunner were vulnerable to small-arms fire, specifically sniper and long range weapons.

On the exterior of the engines were two dual 30mm Machine guns for anti-infantry and anti-light vehicle purposes.

Strengths and Weaknesses

The Peregrine was similar in its stengths and weaknesses to a Hornet. However, it had better armour and weaponry, allowing it greater survivability while engaging ground targets.

The Peregrine was slower and less maneuvrable than the Hornet generally, but had a high cruising speed nonetheless thanks to its oversized engines. It was effective against all kinds of enemy ground armour, equipped with THOR anti-armour, anti-infantry missiles.

The Peregrine was effective against infantry to all degrees. However, it was very vulnerable to surface-to-air or air-to-air missiles, frequently not withstanding a single hit. In addition, it was weak against Anti-Aircraft Artillery.

The Peregrine was vulerable against rapid-moving aerial vehicles such as fighters. It was effective as a deterrent against larger, slow-moving transports and dropships, providing it stayed out of its missile's field of fire.

It was for the most part resistant to small-arms fire. However, the tail could be damaged by concentrated fire.

Heat-seeking missiles made short work of the Peregrine due to its large VTOL engines.

The Peregrine did not benefit from any kind of stealth features vhatsoever. However, its mission profile dictated that these would be unnecessary and would simply add to the cost.

It was extremely at risk from high-powered, high speed linear weaponry, like the SPARTAN Laser.

The rear gunner was highly exposed to enemy fire.

It needed ammo reloading very regularly during combat. It could last for short battles or a small number of skirmished without needng reloading but was not built for endurance in this area. They regularly operated close to large bases or cruisers where they could be quickly and easily resupplied. They were often deployed from airborne warhships hovering in atmosphere. They had an effective combat radius of 345km.

They were not space-capable. Their height ceiling was just under 5km.

Crew

The Particle Cannons, armour-piercing cannon and missile pods were too much for the pilot to operate while piloting the craft. As such, the Peregrine featured a pilot and a co-pilot, seated in tandem inside the cockpit- the pilot at the fore with the best view, and the gunner behind, using image monitors to fire upon targets. Controlling the rear-mounted 15mm chaingun is another gunner, highly exposed to enemy fire. Laterally mounted jumpseats are not included but can be added if the chaingun turret is removed, for example for troop insertion missions.

Freya-class Destroyer

 * The Freya-class Destroyer is a mid-sized warship specialising in ship to ship combat. It boasts a large amount of weaponry for its size, which it uses to engage and destroy other large warships. It is capable of taking on anything up to a light capital ship. As a result it is not capable of atmospheric operations and only holds a limited ground and fighter complement. Due to its large power requirements it has one onboard zero-point reactor.
 * Length: 1,123m
 * Armament: 10 Heavy Particle Cannons, 5 Prow Heavy Missile launchers, 1 Ventral Axial Particle Cannon, 3 dorsal Heavy Warhead launchers, 8 side-mounted Light Particle Cannons, 26 Warhead launchers, 70 General Purpose Cannons, 40 Flak guns, 35 General Purpose Machine Guns
 * Consumables: 1.5 years
 * Maximum speed (in atmosphere): N/A
 * Maximum speed (in vacuum): 1500 kph
 * Crew: 2,570 naval crew excluding onboard Army forces
 * Troop Capacity: 800 Allegiance Troops, 300 assorted Combat Drones
 * Starfighter Complement: 30 Alpha-1 Flashfighters, 12 Bombers, 5 Assault Dropships, 10 Sabre Gunships, 10 Warbird Support Craft
 * Weapons: 1 Prow Axial Particle Cannon, 6 Heavy turreted Particle Cannons, 8 Light turreted Particle Cannons, 40 Warhead launchers, 8 Prow Heavy Missile launchers, 120 General Purpose Cannons, 80 Flak guns, 50 General Purpose Machine Guns

Britannia
Britannia, also known as the Jewel City or Gateway to the Core, was one of the most important worlds held by the Allegiance. Were it not for the political and spiritual importance of Thera and Avalon, it would easily have been the unofficial capital of Allegiance space. It was the third most populated planet after Avalon and Thera, the main supplier of civilian spacecraft and the third largest manufacturer of military warships. The Allegiance Marine Corps and the Allegiance Army both had their headquarters located on this planet, whilst the Navy headquarters was located on Avalon. The Royal Family had a residence on Britannia, and spent time on there while away from their main residences on Thera and Haven.

The planet was located in the Cycnos system relatively central in terms of Allegiance holdings. As a result it benefited from large amounts of trade and commerce from visits to the other core worlds. As a result, Britannia was given the nickname ‘Gateway to the Core’, based on the fact that the vast majority of journeys made to Haven, Thera or Avalon from the rest of Allegiance space passed through Britannia. It was located in NAVGrid Sector 002, making it a central and well-traversed location. The planet’s facilities were arguably the main source of technological advancements and research within the Allegiance. As well this, the planet possessed a rich source of raw materials needed for starship manufacture. Traditionally, ships were built in the docks above Avalon and Thera, but, due to Britannia's attractive material deposits and research centres, more and more military projects were diverted to Britannia during the years leading up to the Swarm War.

Due to its highly valuable and strategically important location, it had a large naval garrison protecting it, also serving to safeguard its resources and large population.

In 2841, it was invaded by The Swarm, and was defeated. Its population were consumed by the Swarm, shearing a chink in the Allegiance’s armour and paving the way for the Swarm’s assault on the core.

778 million kilometres distance from sun (s)


 * Acheron


 * Avalon


 * Britannia


 * Brontes (moon)


 * Chiaras


 * Coeus


 * Eden


 * Haven


 * Miranda


 * Salvo (moon)


 * Thera

AR-14 Assault Rifle
Sharpshooter Variant The AR-14 Sharpshooter variant featured an elongated barrel with increased energy channeling features, increasing range to about 1,050m. The Sharpshooter variant was still capable of full automatic firing mode but it was largely overlooked in favour of burst fire and single shot instead. The weapon included an advanced optical sight to aid considerably in aiming. The sight was similar to the SUSAT-style sight fitted to the BR62 Battle Rifle. The weapon was not designed to be used as a sniper rifle, but merely to provide extra range for a few select troopers in a squad. The gun was made from the same lightweight materials as the standard model though it was heavier due to the additional channeling mechanisms in the barrel and the large scope. The magazine was kept at 100 rounds. As a result of its heavier weight and longer range, the Sharpshooter variant was often referred to as a battle rifle itself, despite technically being an assault rifle.

Carbine Variant The AR-14 carbine variant had a shorter internal barrel, meaning that the gun was much shorter than the standard model. The heavy stock on the standard model was replaced with a much smaller, retractable one that could also be completely removed. The removal of the large stock made recoil a significant problem, although shock absorbers neutralised most of the recoil from the weapon. The accessory rail on top of the weapon was made much shorter, and the heavy underbarrel grenade launcher was also removed. This made way for a new handgrip under the barrel which was necessary to control the weapon in fully automatic mode. The magazine was more than 60% smaller than the standard variant although could hold around 45 shots depending on the power settings. The rapid-fire capabilities meant the weapon was extremely potent at close range, though the much shorter length of the gun meant that range was decreased to about 180m. The weapon was popular with pilots, vehicle crews and HALO Pod troops, who either were limited for space or weight. The weapon was also popular with Marines, who used the carbine to great effect in close-quarters firefights in tight ship corridors and areas.

Automatic Rifle Variant The AR-14 Automatic Rifle or SAW (squad automatic weapon) variant was for use as a fully automatic machine gun-substitute by one man, portably on the battlefield. With this weapon, a single soldier was able to lay down heavy covering fire to assist his squadmates, or quickly set up a mobile field turret in a defensive location. It featured a heavy purpose barrel, both internal and external, enabling sustained fully automatic fire. The weapon did not feature a single-shot or burst fire mode. The magazine was increased in capacity to 150 rounds. The weapon featured a folding bipod attached to the forward handguard and a small, ACOG-style 2x scope for more accurate firing. It had an effective range of 900m and was the heaviest variant, similar to a dedicated SAW in terms of weight and usage.

Gallery

Liberator-class Assault Cruiser
HISTORY

Born from cruisers of old, the Liberator-III draws its name from two cruisers before it, each the strongest and most resilient and versatile ships of their day. The Liberator-I, used during the colonisation era, and the Liberator-II, used during the Reformation Wars, each had a fearsome reputation among their commanders and enemies alike for being able to dish out massive volumes of firepower, without sacrificing speed, resilience or versatility.

Liberator-I

Not much is known about this ship, no examples or blueprints survived the Reformation War. However we know from surviving ship’s logs that they were extremely large, powerful, and strong for their age. One surviving, damaged holo-image tells us its size and relative dimensions. They also had a fearsome reputation among the admiralty.

Liberator-II

Introduced at the end of the Reformation Wars, which lasted over 100 years, this ship was equally awesome as its ancient predecessor. After the war the majority of the ships were stripped of their armament and sold to the private sector. While all remaining military models have long since been decommissioned, it is not uncommon to see these ships on the market or in private ownership, although likely heavily modified.

Liberator-III

The latest version of the ever-feared name, this ship, like its predecessors, is the pinnacle of warship building. It cannot be matched by another ship of its class.

DEFENSIVE CAPABILITIES

Armour

The third reincarnation of the name is no different to its ancestors, being able to outgun ships of twice her tonnage, while still maintaining speed and armour. Armour on the hull has a minimum thickness of 4m and a maximum of 12m (around the FTL drives and two reactors), meaning that she can withstand salvos that would reduce other ships to atoms. In addition to this, the armour is made up of several layers, with differing metals of varying properties, an idea first coined by the Liberator-II.

The first layer is super absorbing, heat-ablative armour plate that absorbs the blasts from Particle cannons and explosions, while maintaining adequate protection from missiles and other penetrating projectiles.

The second layer, millimetres thick, takes in the energy from the weapons blasts and channels it into the ship’s shielding system. The third layer is specifically designed to lessen the impact from explosive projectiles, should they ever penetrate that far.

The fourth layer is a silicon-carbon composite that is tougher than most metals and specifically aimed at withstanding directed energy weapons. On the inner edge of this layer is a layer where nanites repair damage to the armour, although not at a pace that would defend a ship under fire. This feature is primarily for replenishing a damaged ship after a firefight.

The next layer is extremely dense, being approximately 0.2% proton star matter, which is extremely dense. As a result of this the armour is beyond the artificial gravity field generated by the ship, or it would weaken the ship and collapse in on itself under stressful conditions (i.e. a battle).

The fifth layer is standard battle plate with no specific features and after that is a layer of electrics, circuitry, and the constraints for the gravitational field. Also contained in this layer is a force-field system which activates within 0.3 seconds of a hull breach. It holds the ship’s atmosphere in but, as it is not a defence shield, draws heavily from the ship’s power supply if under fire.

Shields

However, the powerful defence of the armour plating is rarely used, due to the immensely effective shields. The Council recognises that shields can take punishment and then be replenished, while armour cannot. Due to this The Liberator-III’s shields use up more energy than any other ship before it, even those that are over three times its size. This would present a significant disadvantage and would render the ship’s design unusable is it were not for recent advances in power sources. The shield, while under moderate fire from missiles and particle cannon fire, uses more power in one minute than the city of Delnau does in 24 hours. (Moderate fire is classed as at the rate in which the shield is depleted at the same rate as it is replenished.) This increases when the shields are under extra stress.

Most warships have a designated amount of energy diverted from the core to shields, for example a Freya-class Warship has 40% of it energy diverted to shields during a battle, and this number stays fixed. As you increase the bombardment, the shield will be (sooner or later) overwhelmed. But with the Liberator-III, the shield’s energy requirements are proportionate to its depletion rate, that is to say, the harder and faster you hit it, the stronger it gets (because it draws more power.) And because the energy source for the ship is almost limitless, the bombardment needed to take the shield down is improbably large.

In addition to this, power can be concentrated in places without diverting them away form others (which is a risky strategy) due to the near-infinite energy the shield capacitors can draw from. Also, because energy absorbed by the armour is channelled directly into the shields, this reduces their dependency for main reactor power and frees up spare energy to be diverted to other energy-critical systems. As a result of an emphasis on defence and most importantly impenetrable shielding, the ship is resilient because its shields can replenish very quickly, and versatile because it can withstand many different weapons and offensive tactics.

OFFENSIVE CAPABILITIES

Main Particle Cannon

As the Liberator-III is mainly an assault cruiser, its offensive capabilities are also important. Its main armament is an immense Particle Cannon which runs over half the length of the ship, drawing fore directly from the Main reactor itself. It requires a massive amount of power and would be impossible to effectively use without the Liberator-III’s power source. The concept and design itself is nothing new; it was developed over 100 years ago during the Reformation Wars. However a viable power source was not found and so, the plans were stored, until they could be properly used.

In essence the weapon is just a common Particle cannon used on hundreds of thousands of warships on both sides- only scaled up to epic proportions. The main advantage of this weapon is its power; it is capable of taking down a larger ship with two or three shots or a smaller one with one or two. However, due to its recharge time, about 4 minutes for each shot, means that to take out a ship that needs three shots, you would need at least three Liberator-IIIs. This is because in order for the ship to shoot three times at a target it would nee a minimum of twelve minutes- and no ship would be stupid enough to stare into the ship’s maw for that long. The reason the cannon must charge up is because the energy directly form the core in one go would damage the cannon’s massive capacitor coils, which would only allow for one more shot before catastrophic weapons failure. Instead the energy is fed through a regulator first which makes the weapon more stable and reliable.

Flanking the central main cannon are two smaller ones, which, although are much less powerful, have a higher rate of fire and longer range.

Another disadvantage is that a ship has to be dead ahead for it to be fired upon. This, however, can be used for specialist tactics; it can easily pierce a hole in blockades or fleets and slip through to the other side. In addition to this it is usually used at the tip of attacking fleets, where the main cannons weaken the fleet up ahead and then the following ships join in the cleanup. Additionally some commanders have taken to the tactic of ambushing ships from below, where armour is normally weakest.

Prow Missile launchers

Because the Liberator-III favours head-on combat, several heavy missile launchers have been fitted to the prow of the ship, which complement the main cannons. It is a truly disheartening sight to see the bow of this ship turn on you and have it fire, multitudes of devastating warheads steaming at you at the speed of a starfighter. These warheads are effective against warships of all sizes, and can be launched into fighter clouds where proximity alarms detonate them and send shrapnel everywhere within the blast radius. Liberator-IIIs have eight of such weapons, but the capacity can be increased if required. Unlike the main cannon, foes do not have to be directly in front of the weapons, to a degree. This is because the warheads, while not manoeuvrable, can change course and head for enemies slightly out of weapons targeting zones.

Port and Starboard Heavy Particle Cannons

All successful Assault cruisers need to be able to hold their own in a broadside- and this certainly is true for the Liberator-III. It has an armament of eight Particle Cannons and six Heavy Particle Cannons, the largest amount of such weapons that has ever been fitted to an Allegiance warship. This is because the technology to power such devastating but power-guzzling guns was not available until recently. If ever a ship were to engage the Liberator-III from port or starboard, they would soon be destroyed by the guns. Besides the main cannon, these are the ship’s primary armament and so have the ability to face targets in a 170 degree radius around the guns. This means that the turrets- and subsequently the ship- can perform many roles, and specifically, the numerous turrets and wide range means that several targets can be assaulted at once- ideal for the heart of naval engagements. Here the Liberator truly earns the name ‘assault’ cruiser.

Orbital Bombardment Cannons

With the role of a multi-purpose warship, all duties must be fulfilled. The Liberator-III is required to bombard land-based military targets from orbit or high atmosphere, and that is what it can do. At the front end of the ship, on its ventral side, are six massive, hugely armoured hatches. Not normally opened due to vulnerabilities, these conceal massive orbital destruction cannons, with their blast being diverted from the main cannon. These weapons have longer range and higher accuracy than just using the broadside cannons to do such a job. A disadvantage is that while opened, they are vulnerable to enemy fire, so this is not usually done by a lone ship or one in hostile (naval) territory. Also, because the shot is diverted from the main cannon to the orbital guns, the main Particle weapon cannot be used during bombardment, which makes the ship slightly more vulnerable to counterattack. One way around this problem is to use the main gun and the prow missile launchers to pummel a target from orbit instead, but these are less precise, and too powerful, and mean that taking a base or city in one piece is simply not possible this way.

Other Weapons

Rounding off the ship’s weapons complement are 80 flak guns, which help to keep starfighters at bay, 40 turreted warhead launchers, which can fire torpedoes, missiles etc, and 120 general purpose cannons, which fire large explosive shells at enemy cruisers. In addition to this there are 50 large scale machine gun turrets which rip up incoming starfighters and missiles easily. They are the last line of defence for close-in targets and are not effective against cruisers.

Triton-class Heavy Destroyer

 * 6 Prow Heavy Particle Cannons
 * 4 Prow tactical Nuclear missile tubes
 * 6 Prow Anti-capital ship cannons
 * 16 Light Particle Cannon turrets
 * 6 side-mounted Heavy Ship Cannons
 * 28 Heavy Autocannon turrets
 * 10 Variable-configuration Missile pods
 * 20 General Purpose Light Autocannons
 * 30 Flak Guns
 * 12 General Purpose Machine Guns
 * 5 Point Defence Particle Cannons
 * 10 Point Defence Missile launchers

Scattered sparsely on the ship's surface were Heavy Cannons, which fired anti capital ship shells. These were for the most part identical to high-penetration, high explosive rounds designed to penetrate the ship's armour and damage it from the inside. However, each large shell contained a minute amount of antimatter, contained in a small forcefield. Once the shell impacted on an enemy warship and burrowed deep into it, the forcefield would fail, causing a massive matter/antimatter reaction and causing catastrophic damage to the ship.

Later models were equipped with ten variable-load missile pods. These functioned in a similar role to Archer pods. They could be loaded with HE missiles for anti-armour capabilities, nuclear warheads, tactical for use in battle, or strategic for land bombardment, or high-fragmentation anti-starfighter missiles. This ability gave the Triton-class a useful versatility and configurability that helped it considerably during the course of the Swarm War.

Rounding off the ship's armament were the CIWS (close-in weapons systems). These consisted of thirty Flak Guns and twelve Heavy Machine Gun turrets, designed for intercepting incoming starfighters and projectiles such as missiles, fragments or debris. These weapons had neither the range nor the firepower for engaging armoured, shielded or anything further than short-range targets, so were reserved for fighters and missiles only. Also, ten anti-fighter missile turrets maintained the ability to destroy single ships quickly and efficiently.

Also for anti-fighter purposes were five prototype Particle Cannons, with the ability to track small and fast targets- something previously impossible for such large weapons. These fired in rapid succession until they overheated or their target was destroyed.

Victoria Griffin
Victoria Griffin was the Leader of the UNSC during the Swarm War. She led her people by example, always wishing to be on the front lines commanding rather than on Reach with the rest of the leaders.

Her mother came from Luna and her father from Haven. When she was young, the desicion was made on her behalf to raise her in the UNSC and not the Allegiance.

It is known that she was torn between her love for Matt Saren, a pilot in the Royal Allegiance, and her duties to protect her people.

She was killed by The Swarm as she attempted to single-handedly save Matt Saren from captivity on the Crucible. She died in the arms of her lover. She was buried on Haven in the Hall of Heroes in Delnau.

Project LAZARUS
Overview

The primary aim of the [parody=SPARTAN//Lazarus_Project] was to create supersoldiers that could function for an eternity, therefore greatly reducing the replacement cost, and increasing the value of the supersoldiers. Such soldiers already existed within the Allegiance that could perform with reactions, strength, intelligence and durability many times greater than normal humans, however had abnormally short lifespans due to the increases and prolonged stress to their bodies. The Lazarus Project intended to create effectively immortal, efficient, supersoldiers, but failed in almost all respects.

Candidates

Unlike other, entirely more successful programs, the most notable of which being [previous=S-II(possible data corruption or link error)alternate_epoch], the Lazarus project had a 0.25% success rate. Out of 6250 selected candidates, only 15 survived. The rest died long, painful deaths caused by the nervous system going into shock. The candidates were selected from the Allegiance’s finest, in secret, and were brought to the [unknown_location=designation_CRUCIBLE_containment//?] for the procedure before being monitored. The time taken to die varied- some candidates died almost immediately, while others took many months to die.

[unknown=security_breach(trace)]

Two of the candidates, [unknown=parents_of_matt_saren], who had previously worked together as spies, escaped from the containment and ran away. They joined with rebels and lived far from civilisation, hoping to distance themselves from the Allegiance agents who they knew were following. Both lived for 9 months together, thinking that they were both survivors. An assassin and a small Allegiance strike force tracked them down though, and while the rebels defended them, the female gave birth. The father was mortally wounded, and while the few surviving rebels escaped, he elected to stay behind and defend them, putting his child’s life before his own. The remainder of the force managed to escape while the Allegiance officers stormed the building and the assassin killed the father. The mother presumably died afterwards from effects of the machine, but the child lived on without the Allegiance’s knowledge.

M46P Atlas
Several variants of the Atlas were produced, providing individual roles that they were specifically adapted to. Many, such as light tank, and APC, already existed within the Allegiance arsenal, but were not as advanced, or, for example, were not propelled by anti-gravity. Others, such as combat reconnaissance vehicle, did not exist in the Allegiance armed forces and so the Atlas variant provided the sole example of that type.

M47P Warden The M47P Warden was a light tank based around the basic chassis of the Atlas. While less heavily armed, it was faster and more agile, and more suited to engaging fast, light vehicles and light/heavy infantry. It saw the DX55 Particle Cannon replaced with an L82 Cannon, the coaxial DP41 moved to the top of the turret to provide 360 degree protection, and a DP55 turret on the rear of the vehicle. It was heavily used in urban combat where its wide field of fire and agility gave it the advantage over other armoured vehicles.

M48 Stalker The M48 Stalker was a Combat Reconnaissance Vehicle (CRV) based on the Atlas. It saw most of its weapons removed and its interior gutted to make way for advanced stealth devices. As standard, it was armed only with one DP55 and one DP41 Particle Cannon, mounted on IRONHAMMER Weapon Mounts. It was slightly less armoured than the Warden and Atlas, and was faster than both.

M49 Raider The M49 Raider was a heavily modified Atlas used as an advanced Infantry Fighting Vehicle. While it was less widespread than the Marksman IFV, it was more well armed and slightly faster, not to mention being able to cross most difficult terrains due to its anti gravity propulsion. The hull was extended and raised to make room for up to 6 fully armed combat troops. It was armed with one L82 Cannon, one DP55 and one DP41 Particle Cannon. While externally it was quite similar to the Atlas, in reality the entire interior had been stripped and altered to accommodate a troop bay.

M50 Marauder The M50 Marauder was a heavily modified Atlas variant designed for Anti aircraft purposes. As with the Raider, its interior was entirely reconstructed to turn it into a full artillery unit, rather than a converted main battle tank. It was equipped with four modified DP41 Particle Cannons, with an effective range of 15km and a combined rate of fire of 5,200 shots per minute. It was also fitted with an 8-tube vertical missile launcher, inside the rear of the gutted turret. it carried one DP55 Particle Cannon for defence.

M8 Series

 * M8A1 Infantry Fighting Vehicle- A variant that replaced the rear troop bay and fitted a vertical-launch M125 Missile Launcher for engaging both air and ground targets. It also featured a DX52 Particle Cannon turret for engaging armoured targets.

Royal Allegiance Weaponry

 * BR62 Battle Rifle- A long range, high-powered weapon used by the Allegiance between 2607 and 2800. It was accurate, powerful and had good range but was heavy and somewhat outdated towards the end of its service life. Its recoil was low and its rate of fire high, though its magazine did have a tendency to be depleted very quickly.


 * AR-14 DEW Assault Rifle- A short to medium-range rifle issued from 2724 onwards. It had a decent rate of fire, was pretty accurate at its intended usage range, and dealt large amounts of damage. It was heavily customisable and adaptable, and came in many useful battlefield variants. it was rather long at almost a metre in length and quite stocky, which made it awkward in close-quarters situations. It had high recoil and but was lightweight considering its size.


 * J21 Pistol- The main Allegiance sidearm issued to the vast majority of combat personnel. It was rather large and heavy for a pistol, but dealt large amounts of damage. It had high range and good armour piercing qualities, making it an excellent personal defence weapon. It suffered from high recoil which meant it had a low practical rate of fire.


 * RA-26 Tactical Combat Blade- The mainstream combat knife issued to Allegiance combat personnel. It was equally at home in us as a tool or CQB weapon, though it was always a last resort. It was relied upon and trusted, though its actual usage as a weapon was quite rare compared to its usage as a field tool.


 * BRP32-SHR Battle Rifle- It was this weapon that replace the BR662-SHR. Unlike its predecessor it was an energy-based weapon which gave it better damage qualities, increased ammunition capacity and far better battlefield versatility. Design was completed in 2715, and served alongside the weapon it was intended to replace from 2719 (the year tests were completed and it was distributed) until 2800.


 * SPBS-I Battle Armour- The standard issue battlefield protective armour system issued to all Allegiance armed forces in one variant or another. It offered almost complete protection from ballistic weaponry and a decent standard of protection against directed energy weapons. It was highly customisable and adaptable and as a result highly effective in most combat situations. It offered complete protection from chemical/biological threats in the air and also from vacuum, hostile atmospheres, extreme variations in temperature and exoatmospheric conditions. It offered limited protection against radioactive attack. It was used from 2577 onwards.

Unified Coalition of Systems
History

Until the end of the Reformation War, the Unified Coalition of Systems had not existed, and every Theran in the galaxy was a citizen of The Royal Allegiance. The war itself, a short but bloody civil war that nearly ripped apart the Allegiance from the inside, was eventually one by Royal forces loyal to the monarch, but at a terrible cost to their military. Although there were several other minor factions involved, the largest opposing force was that of The Guild. Having been crippled during the war, their primary planets of support, located in close proximity to each other, seceeded from the Allegiance at large and, along with a handful of newly established fringe worlds, formed the Unified Coalition of Systems. Many other rebelling groups, while sharing different political and economic motives for participating in the war, nonetheless wanted out of the Allegiance, and jumped at the opportunity to do so. Within less than a year all factions of note and their remaining forces had joined under the banner of the UCS, safely screaming defiance at the Allegiance from their own territory.

However, the leaders of this new and somewhat precarious alliance knew all too well the Allegiance would not let all this go unchallenged. Knowing that in conventional warfare they stood no chance, the UCS instead resorted to assassinations, terrorist attacks and other methods that did not need large numbers or military might to accomplish. The campaign lasted for 4 years and wreaked devastation throughout the Allegiance, not just physically but through the fear and panic it caused. The Allegiance navy ran search and destroy missions against the enemy fleets, but their vessels were smaller and faster, and it was rare the the Navy even picked one up on sensors as it hurriedly vacated the system.

The skirmishes were growing ever more unpopular with the Allegiance people, seen as a pointless continuation of the devastating civil war. Bowing to the huge pressure as well as the economic strain it was putting on the war-ragged nation, the Allegiance officially accepted the existance of the UCS on 12th February 2428. However, this did little to end the problem as the UCS only grew more militarily powerful, and armed conflict seemed inevitable by the end of the decade. Both sides engaged in a massive arms race, with heavy concentrations of forces along the tenuous border. Small skirmishes were frequent but often mere 'cat and mouse' fights with neither side willing to engage in another full scale conflict. The UCS, although far smaller, had tripled its military power by 2460, whereas the Royal navy was little more than 30% larger than its size immediately after the Reformation War. In the UCS armed forces were seen by the general populace as necessary to defend against the oppression of the Allegiance. On the other side of the border, armed forces were unpopular, disliked, blamed for the wars and seen as a huge drain on resources as the nation tried to repair itself. By 2550 the UCS had expanded to encompass over 15,000 densely inhabited planets and a military force of over 80,000 vessels, against the Allegiance's 26 million worlds but a naval force spread extremely thin throughout this territory.

On what seemed like the eve of war, in early 2553, The Allegiance became engaged in what was later known as the latter stages of the Human-Covenant War. Ideally the UCS would have used this situation to take advantage of the Allegiance, however it fell under numerous attacks by the Covenant and was less able to take these hits.

BR662
Battle Rifle Concept

Prior to first contact between the Royal Allegiance and the UNSC, the former had phased out their equivilants of battle rifles, instead making more extensive use of assault rifles, carbines and SAWs. The Allegiance found that most battle happened at distances of under 300 metres, therefore a heavy rifle designed for longer range was less useful. Battle rifles were generally heavier than assault rifles and harder to use due to their size. As a result of this, the Allegiance's last true battle rifle before 2553 was nearly two centuries earlier.

Acquirement

In spite of this, the Allegiance saw that the UNSC used battle rifles to great effect, not just at long ranges but at medium and sometimes even short ranges too. Instead of funding development for a new weapon, the Allegiance simply gained permission to produce a licence-built, heavily modified battle rifle for their own use. The UNSC was happy to comply, considering the massive regeneration of UNSC territory the Allegiance was helping to make possible.

In time, the Allegiance continued to produce such derivative weapons until the BR662 was produced. The weapon was completely flawless in every way, the result of decades of continual refinement. At this point the gun could be improved on no longer. The weapon went into service in 2607, and continued to be used until the early 2800s.

Replacement and The Swarm War

By around 2700, Particle Cannon technology had progressed far enough that prototype energy-based small arms were being trialled. At this stage, the BR662, along with most of the Allegiance's ballistic weapons, began to be replaced by their energy-based counterparts. This was true for the BR662; which was gradually replaced by the BRP32-SHR Battle Rifle between 2719 and 2800. However, the BR662 continued to serve alongside its replacement for much of the Swarm War, even longer on the civillian market.

Usage

The BR662-SHR was one of the most advanced weapons of its kind when it was introduced in 2607. It was used on an infantry level in conjunction with assault rifles to provide a squad with a variable range capability. It could also be used as a designated marksman rifle, with one soldier using it in lieu of a dedicated sniper weapon. It saw popular use throughout its lifespan, favoured alongside later, Allegiance-designed weapons such as the AR-14 DEW Assault Rifle. Its main advantage over other weapons was its range, accuracy and penetration/damage ability, which was sorely needed in the Allegiance inventory and was not filled by another weapon until the BRP32-SHR Battle Rifle was introduced in 2715.

Design

The BR662-SHR made use of the bullpup configuration, allowing for a smaller weapon for the same overall barrel length because the magazine was further back on the weapon. It was more confortable to grip and stable in user's hands, allowing for a more accurate aim. The weapon was rather heavy even by Theran standards.

Mark III Magnetic Accelerator Cannon
[20:53]	<|AR|>	Err...

[20:53]	<|AR|>	[Leo] ; http://halofanon.wikia.com/wiki/Mark_III_Magnetic_Accelerator_Cannon

[20:53]	<|AR|>	Why would you need a Mini-MAC?

[20:53]	<|AR|>	Oh wait

[20:53]	<|AR|>	Wrong person >.<

[20:53]	<|AR|>	[A32] ; http://halofanon.wikia.com/wiki/Mark_III_Magnetic_Accelerator_Cannon

[20:53]	<|AR|>	<|AR|> Why would you need a Mini-MAC?

[20:54]		http://kotaku.com/5623423/its-not-2001-its-halo-reach/gallery/

[20:54]		I. WANT. THIS. IN. MY. DRIVEWAY.

[20:55]		AR point defence and to act as deck guns

[20:55]	<|AR|>	See, the thing is

[20:55]	<|AR|>	MACs have low rates of fire

[20:56]	<|AR|>	And with a Point-Defence Gun or CIWS, you /need/ a high volume of fire

[20:56]	<[A32]>	have you read the article?

[20:56]	<|AR|>	Slow, accurate fire isn't ideal when you're faced with droves and droves of enemy fighters

[20:56]	<|AR|>	[A32] ; Yea

[20:56]	<[A32]>	if that were true, you would know it's primary purpose was antiship roles

[20:56]	<|AR|>	Too small to do much damage against a larger enemy vessel, and its status as a MAC make it an inefficient Point-Defence Gun

[20:57]	<[A32]>	I disagree. a battery would provide valuable fire support to both its vessel and others

[20:57]	<|AR|>	[A32] ; Assuming we're using Covenant ships as the OpFor, then the small calibre slug wouldn't be able to do much damage.

[20:58]	<|AR|>	Mind you, it'd be relatively effective against opposing /Human/ ships, being that they lack shielding systems, but against a Covenant vessel, they wouldn't be very effective.

[20:58]	<[A32]>	265,000 Petajoules, to be precise

[20:58]	<|AR|>	Even larger primary MACs weren't the most effective weapons against Covenant ships

[20:58]	<[A32]>	not true, of course they were

[20:58]	<[A32]>	why is it that MACs have such a slow rate of fire?

[20:58]	<|AR|>	[A32] ; They required shields down to be of use. Shields alone could take the brunt of a MAC slug.

[20:59]	<[A32]>	they required shields down to be of use??

[20:59]		Wait, do we fight in Sword Base during Reach's campaign?

[20:59]	<|AR|>	Well to do actual damage to a Covenant vessel, yes

[20:59]	<[A32]>	so, three slugs to down a covvie shield /isnt/ useful

[20:59]		Nevermind, found a video

[20:59]	<|AR|>	[A32] ; Damage as opposed to lowering shields.

[21:00]	<[A32]>	you can'd damage it without first lowering its shields, disregarding flying a fighter in there with a SHIVA

[21:00]	<[A32]>	MACs are the single biggest weaponry advantage the UNSC have over the covenant

[21:00]	<[A32]>	the latter just happen to have energy shielding

[21:01]	<|AR|>	I'd disagree on that bit.

[21:01]	<[A32]>	they're more powerful than covvie weapons, they just seem less so due to inferior UNSC armour, superior covvie shielding and alloys

[21:01]	<|AR|>	Energy Projectors proved to be equally as effective in ship-to-ship combat during the Great War

[21:01]	<[A32]>	equally effective as MACs....against ships armoured with titanium-A

[21:02]	<[A32]>	try that against a shielded, super-armoured covvie ship and the results would be very different

[21:02]	<|AR|>	[A32] ; We've yet to see.

[21:02]	<[A32]>	it's obvious, given what you're saying

[21:03]	<|AR|>	What I'm saying is that MACs aren't /superior/ gunnery

[21:03]	<[A32]>	if an energy projector against titanium battleplate is just as effective as a MAC against shields/armour, of course the MAC is far superior

[21:03]	<|AR|>	[A32] ; That's assuming its equally as effective.

[21:03]	<[A32]>	assuming what you assumed.

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[21:04]	<|AR|>	Perfectly equal in efficiency*

[21:04]	<[A32]>	that's what you were working on, so that's the assumption I worked on

[21:04]		http://kitup.military.com/2010/08/alert-female-soldiers-are-not-as-straight-as-men-are.html

[21:04]		Needs to be tighter, more blacker, and more plastic-er.

[21:04]	<|AR|>	Lord_Strathcona ; Looks a bit... wide.

[21:04]	<|AR|>	You sure that girl is a soldier?

[21:05]		Who knows.

[21:06]	<[A32]>	anyway, MACs have long reload times and low RoF due to energy requirements

[21:06]		http://30.media.tumblr.com/tumblr_kyusz9x8PZ1qzwtdlo1_500.jpg

[21:06]	<[A32]>	post-Great War in AAO, UNSC reactors are on a par with covvie ones

[21:07]	<[A32]>	the SMAC could reload a /3,000 ton/ slug in five seconds, so reloading isn't the issue. its power.

[21:07]	<[A32]>	a MAC firing 20-ton shells with a constant supply of energy would, well, pwn

[21:08]	<|AR|>	It wouldn't be ideal as a Point-Defence Gun, though.

[21:08]	<|AR|>	As a light deck gun against nonshielded ships, yes.

[21:08]	<[A32]>	>.<

[21:08]		Really? A MAC CIWS?

[21:08]		Ugh...

[21:08]		Just go with heavy artillery on a rapid and larger scale.

[21:08]	<|AR|>	[A32] ; I'm just doubting its efficiency against shielded targets, and against masses of enemy fighters.

[21:09]	<[A32]>	it isn't used against enemy fighters

[21:09]	<|AR|>	Point Defence is mentioned >.>

[21:09]		Point Defense is all about the volume of fire, not necessarily the lethality.

[21:09]	<[A32]>	point defence doesn't mean anti-fighter, not in this sense anyway

[21:09]		You have enough point defense, and the lethality is met.

[21:09]	<[A32]>	point defence merely refers to defence of a 'point' in this case the warships

[21:09]	<|AR|>	[A32] ; When it comes to warfare in space, fighters are just about the only thinks to defend against at close range.

[21:09]		So your point?

[21:10]	<|AR|>	Things*

[21:10]	<[A32]>	in space, weapons have epic range

[21:10]		Seems like AAO loves to turn the MAC into an all-purpose weapon.

[21:10]	<[A32]>	so defensive fire could be stretched to hundreds of thousands of kilometres

[21:11]	<|AR|>	Even against enemy missiles, for example, volume of fire would be more useful.

[21:11]	<[A32]>	tony how many AAO articles have you read?

[21:11]	<Lord_Strathcona>	Anti-ship, Anti-fighter, Anti-Personnel, etc.

[21:11]	<Maslab>	?

[21:11]	<Lord_Strathcona>	XD

[21:11]	<[A32]>	it isnt an anti-missile armament, thats ridiculous

[21:11]	<Maslab>	The MAC is actually our most under-used weapon...

[21:11]	<[A32]>	its anti-ship

[21:11]	<Maslab>	I would argue more that our DEW have become the answer to everything

[21:11]	<[A32]>	and volume of fire is taken over by 50mm railguns

[21:11]	<|AR|>	[A32] ; Point-Defence could apply to small vessels or incoming munitions

[21:11]	<[A32]>	'could'

[21:12]	<[A32]>	in this case, does not

[21:12]	<|AR|>	Then what else would it apply to?

[21:12]	<[A32]>	how about the only thing I have said the weapon is designed to engage?

[21:12]	<|AR|>	If used against enemy vessels, it ceases to be a Point Defence Gun, and rather, an anti-ship weapon

[21:12]	<[A32]>	and it doesn't reference point defence anymore

[21:13]	<|AR|>	Then I suppose we're arguing over semantics now.

[21:13]	<[A32]>	the main point we disagree on is the effectiveness of a small calibre MAC against covvie shields

[21:13]	<|AR|>	Well the point I'm trying to make

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[21:14]	<|AR|>	Is that as it takes several MAC slugs already to punch through intermediate Covenant ship shields, it would take many more smaller slugs to do the same

[21:14]	<|AR|>	Several standard MAC slugs*

[21:14]	|<--	Sona_`Demal has left freenode (Quit: ChatZilla 0.9.86 [CometBird 3.5.2/20090804181313])

[21:14]	<[A32]>	indeed

[21:14]	<[A32]>	it's not like a vessel would be armed with one, and no other armaments, and expected to drop a covvie ship's shields

[21:15]	* |AR|	shrugs.

[21:15]	<Lord_Strathcona>	Comparing the Iowa-class Battleship to a UNSC warship

[21:15]	<Lord_Strathcona>	16 inch guns = MAC

[21:15]	<[A32]>	Often used as supporting, covering or suppressing fire in engagements, Mark IIIs held a higher rate of fire than other MACs and were effective at engaging multiple targets...

[21:15]	<Lord_Strathcona>	5 inch guns = 50mm Point Defense Guns

[21:15]	<Lord_Strathcona>	Archer missiles = Harpoon ASM

[21:15]	<[A32]>	that analogy is false

[21:15]	<|AR|>	Lord_Strathcona ; Modern naval warfare places more emphasis on missiles than deck guns nowadays.

[21:16]	<Lord_Strathcona>	Yep

[21:16]	<[A32]>	i doubt a 5 inch gun has 0.00000000000000000000001% the energy of a 16 inch, as is the case between the MAC and 50mm railgun

[21:16]	<Lord_Strathcona>	I'm saying it in terms of what it relates to, not it's firepower.

[21:16]	<|AR|>	With modern warships equipped with deck guns, their usage is more equivalent to an offshore artillery battery

[21:16]	<Lord_Strathcona>	The 16 inch guns compare to the MAC with it's complement of long-range firepower

[21:17]	<Lord_Strathcona>	The 5 inch guns compare to the 50mm PDG's with it's complement of Anti-Air defense

[21:17]	* |AR|	hates talking about topics outside of his area of expertise >.>

[21:17]	<Lord_Strathcona>	The Harpoons compare to the Archers for it's dual-purpose anti-ship/anti-fighter capabilities.

[21:17]	<|AR|>	?

[21:17]	<Lord_Strathcona>	Large weapons aren't made for point defense.

[21:18]	<|AR|>	It wasn't my impression that Archers were anti-fighter weapons

[21:18]	<|AR|>	I'd imagine they'd be much bigger than a fighter themselves

[21:18]	<Lord_Strathcona>	Large weapons generally take a million years to rearm.

[21:18]	<Lord_Strathcona>	Point defense is about volume of fire,

[21:18]	<[A32]>	for the last time, it ISN'T point defence.

[21:18]	<Lord_Strathcona>	|AR|: http://halo.wikia.com/wiki/File:13101574-Medium.jpg - Looks just a bit smaller.

[21:18]	* |AR|	stopped with that bit >.>

[21:19]	<[A32]>	and to repeat myself, the SMAC can reload a 3000 ton slug in under five seconds.

[21:19]	<Lord_Strathcona>	Oh, we aren't talking about point defense? B)

[21:19]	<Lord_Strathcona>	S = Small or Super?

[21:19]	<|AR|>	[A32] ; Trollface.

[21:19]	<[A32]>	super

[21:19]	<Lord_Strathcona>	Ugh...

[21:19]	<|AR|>	Lord_Strathcona ; Put a Seraph next to that for reference sizes >.>

[21:20]	* |AR|	always thought archer missiles were rather large.

[21:20]	<|AR|>	On par in terms of size with a modern ICBM

[21:20]	<Lord_Strathcona>	Nah

[21:20]	<Lord_Strathcona>	That's the Shiva.

[21:21]	<|AR|>	The Shiva is a warhead o.o

[21:21]	<Lord_Strathcona>	http://halo.wikia.com/wiki/Shiva_missile

[21:21]	<|AR|>	Huh..

[21:21]	<|AR|>	Oh

[21:21]	<|AR|>	Getting names mixed up

[21:22]	<Lord_Strathcona>	http://en.wikipedia.org/wiki/S-300_%28missile%29 - Big ass SSM. XD

[21:22]	<|AR|>	I was wondering...

[21:23]	<|AR|>	Lord_Strathcona ; If one emitted an EMP next to a shielded Covenant ship, would its shields go down?

[21:23]	<Lord_Strathcona>	I couldn't tell you.

[21:24]	* |AR|	is curious >.<

[21:24]	<|AR|>	Space-based naval warfare and all that scientific shite isn't my specialty

[21:26]	<TheLegion>	An EMP would most likely damage the generators

[21:27]	<|AR|>	Just wondering if the pulse would be able to travel through plasma-based shields.

[21:27]	<|AR|>	The way I see it, the possible outcomes are either shields down, shields down and engines dead, or nothing.

[21:27]	<|AR|>	At any rate

[21:28]	* |AR|	goes to clean his rifles.

[21:28]	=-=	|AR| is now known as AR|Away

[21:29]	<[A32]>	the standard UNSC MAC gun (600 ton slug, 40%c) has impact energy og 4,250,000,000,000,000,000,000 joules or 4 250 000 petajoules

[21:30]	<[A32]>	the Mk III mini-MAC (20 ton, 57%c) has an impact energy of 265,000 Petajoules

[21:31]	<[A32]>	so it has sixteen times less impact energy

[21:32]	<[A32]>	given its high relative RoF and larger numbers than standard MACs, i would say it's more than capable of supporting, suppressing or covering fire

[21:35]	<Maslab>	Heh

[21:35]	<Maslab>	"clean your rifle"

[21:35]	<Lord_Strathcona>	Technobabble fail.

[21:35]	<Maslab>	Sure

[21:35]	<Maslab>	*fapping

[21:35]	<Lord_Strathcona>	You should have mentioned that the first time bro. b)

[21:35]	<Lord_Strathcona>	* B)

[21:35]	<[A32]>	technobable fail?

[21:35]	<[A32]>	I just proved you wrong :P

[21:35]	<[A32]>	according to Halo: FoR, three slugs are needed to destroy a covvie ship, that's 12 750 000 petajoules

[21:36]	<Lord_Strathcona>	Nope, you didn't prove me wrong, just stated a bunch of information that I have no idea what the hell your talking about. XD

[21:36]	<Lord_Strathcona>	That and we weren't talking about Point Defense, remember? B)

[21:36]	<[A32]>	who said point defence

[21:36]	<Lord_Strathcona>	Apparently you and AR did.

[21:38]	<[A32]>	we finished that like 20mins ago

[21:38]	<Lord_Strathcona>	Mmmkay, time to clean my rifles.

[21:38]	<Lord_Strathcona>	XD

[21:38]	<Biscuits>	Are there any modern day vehicles comparable to the Elephant?

[21:38]	<[A32]>	I'll work out how many guns and how long it takes for mini-MACs to destroy a covvie ship

[21:39]	<[A32]>	one gun=5.61320755 minutes

[21:39]	<[A32]>	six guns can kill a covvie ship in under a minute

[21:40]	<[A32]>	not bad for a secondary armament

Poetry
"I

He disappeared in the dead of winter:

The brooks were frozen, the airports almost deserted,

The snow disfigured the public statues;

The mercury sank in the mouth of the dying day.

What instruments we have agree

The day of his death was a dark cold day.

Far from his illness

The wolves ran on through the evergreen forests,

The peasant river was untempted by the fashionable quays;

By mourning tongues

The death of the poet was kept from his poems.

But for him it was his last afternoon as himself,

An afternoon of nurses and rumours;

The provinces of his body revolted,

The squares of his mind were empty,

Silence invaded the suburbs,

The current of his feeling failed; he became his admirers.

Now he is scattered among a hundred cities

And wholly given over to unfamiliar affections,

To find his happiness in another kind of wood

And be punished under a foreign code of conscience.

The words of a dead man

Are modified in the guts of the living.

But in the importance and noise of to-morrow

When the brokers are roaring like beasts on the floor of the Bourse,

And the poor have the sufferings to which they are fairly accustomed,

And each in the cell of himself is almost convinced of his freedom,

A few thousand will think of this day

As one thinks of a day when one did something slightly unusual.

What instruments we have agree

The day of his death was a dark cold day.

II

You were silly like us; your gift survived it all:

The parish of rich women, physical decay,

Yourself. Mad Ireland hurt you into poetry.

Now Ireland has her madness and her weather still,

For poetry makes nothing happen: it survives

In the valley of its making where executives

Would never want to tamper, flows on south

From ranches of isolation and the busy griefs,

Raw towns that we believe and die in; it survives,

A way of happening, a mouth.

III

Earth, receive an honoured guest:

William Yeats is laid to rest.

Let the Irish vessel lie

Emptied of its poetry.

Time that is intolerant

Of the brave and the innocent,

And indifferent in a week

To a beautiful physique,

Worships language and forgives

Everyone by whom it lives;

Pardons cowardice, conceit,

Lays its honours at their feet.

Time that with this strange excuse

Pardoned Kipling and his views,

And will pardon Paul Claudel,

Pardons him for writing well.

In the nightmare of the dark

All the dogs of Europe bark,

And the living nations wait,

Each sequestered in its hate;

Intellectual disgrace

Stares from every human face,

And the seas of pity lie

Locked and frozen in each eye.

Follow, poet, follow right

To the bottom of the night,

With your unconstraining voice

Still persuade us to rejoice.

With the farming of a verse

Make a vineyard of the curse,

Sing of human unsuccess

In a rapture of distress.

In the deserts of the heart

Let the healing fountains start,

In the prison of his days

Teach the free man how to praise."

- In Memory of W.B Yeats, W.H Auden (1907-1973)

"The singer is old and has forgotten

Her girlhood's grief for the young soldier

Who sailed away across the ocean,

Love's brief joy and lonely sorrow:

The song is older than the singer.

The song is older than the singer

Shaped by the love and long waiting

Of women dead and long forgotten

Who sang before remembered time

To teach the unbroken heart its sorrow.

The girl who waits for her young soldier

Learns from the cadence of a song

How deep her love, how long the waiting.

Sorrow is older than the heart,

Already old when love is young:

The song is older than the sorrow."

- Maire Macrae's Song, Kathleen Raine (1908-2003) "In all my dreams, before my helpless sight,

He plunges at me, guttering, choking, drowning.

If poetry could tell it backwards, true, begin

that moment shrapnel scythed you to the stinking mud ...

but you get up, amazed, watch bled bad blood

run upwards from the slime into its wounds;

see lines and lines of British boys rewind

back to their trenches, kiss the photographs from home -

mothers, sweethearts, sisters, younger brothers

not entering the story now

to die and die and die.

Dulce - No - Decorum - No - Pro patria mori.

You walk away.

You walk away; drop your gun (fixed bayonet)

like all your mates do too -

Harry, Tommy, Wilfred, Edward, Bert -

and light a cigarette.

There's coffee in the square,

warm French bread

and all those thousands dead

are shaking dried mud from their hair

and queuing up for home. Freshly alive,

a lad plays Tipperary to the crowd, released

from History; the glistening, healthy horses fit for heroes, kings.

You lean against a wall,

your several million lives still possible

and crammed with love, work, children, talent, English beer, good food.

You see the poet tuck away his pocket-book and smile.

If poetry could truly tell it backwards,

then it would."

- Last Post, Carol Ann Duffy (1955-) "Do not go gentle into that good night,

Old age should burn and rave at close of day,

Rage, rage against the dying of the light.

Though wise men at the end know dark is right,

Because their words had forked no lightning they

Do not go gentle into that good night.

Good men, the last wave by, crying how bright

Their frail deeds might have danced in a green bay,

Rage, rage against the dying of the light.

Wild men who caught and sang the sun in flight,

And learn, too late, they grieved it on its way,

Do not go gentle into that good night.

Grave men, near death, who see with blinding sight

Blind eyes could blaze like meteors and be gay,

Rage, rage against the dying of the light.

And you, my father, there on the sad height,

Curse, bless, me now with your fierce tears, I pray.

Do not go gentle into that good night.

Rage, rage against the dying of the light."

- Do Not Go Gentle Into That Good Night, Dylan Thomas (1914-1953) "Turning and turning in the widening gyre

The falcon cannot hear the falconer;

Things fall apart; the centre cannot hold;

Mere anarchy is loosed upon the world,

The blood-dimmed tide is loosed, and everywhere

The ceremony of innocence is drowned;

The best lack all conviction, while the worst

Are full of passionate intensity.

Surely some revelation is at hand;

Surely the Second Coming is at hand.

The Second Coming! Hardly are those words out

When a vast image out of Spiritus Mundi

Troubles my sight: a waste of desert sand;

A shape with lion body and the head of a man,

A gaze blank and pitiless as the sun,

Is moving its slow thighs, while all about it

Wind shadows of the indignant desert birds.

The darkness drops again but now I know

That twenty centuries of stony sleep

Were vexed to nightmare by a rocking cradle,

And what rough beast, its hour come round at last,

Slouches towards Bethlehem to be born?"

- The Second Coming, W.B Yeats (1865-1939) "Shall we, too, rise forgetful from our sleep,

And shall my soul that lies within your hand

Remember nothing, as the blowing sand

Forgets the palm where long blue shadows creep

When winds along the darkened desert sweep?

Or would it still remember, tho' it spanned

A thousand heavens, while the planets fanned

The vacant ether with their voices deep?

Soul of my soul, no word shall be forgot,

Nor yet alone, beloved, shall we see

The desolation of extinguished suns,

Nor fear the void wherethro' our planet runs,

For still together shall we go and not

Fare forth alone to front eternity."

- Love and Death, Sara Teasdale (1884-1933)

"The singer is old and has forgotten

Her girlhood's grief for the young soldier

Who sailed away across the ocean,

Love's brief joy and lonely sorrow:

The song is older than the singer.

The song is older than the singer

Shaped by the love and long waiting

Of women dead and long forgotten

Who sang before remembered time

To teach the unbroken heart its sorrow.

The girl who waits for her young soldier

Learns from the cadence of a song

How deep her love, how long the waiting.

Sorrow is older than the heart,

Already old when love is young:

The song is older than the sorrow."

- Maire Macrae's Song, Kathleen Raine (1908-2003) "In all my dreams, before my helpless sight,

He plunges at me, guttering, choking, drowning.

If poetry could tell it backwards, true, begin

that moment shrapnel scythed you to the stinking mud ...

but you get up, amazed, watch bled bad blood

run upwards from the slime into its wounds;

see lines and lines of British boys rewind

back to their trenches, kiss the photographs from home -

mothers, sweethearts, sisters, younger brothers

not entering the story now

to die and die and die.

Dulce - No - Decorum - No - Pro patria mori.

You walk away.

You walk away; drop your gun (fixed bayonet)

like all your mates do too -

Harry, Tommy, Wilfred, Edward, Bert -

and light a cigarette.

There's coffee in the square,

warm French bread

and all those thousands dead

are shaking dried mud from their hair

and queuing up for home. Freshly alive,

a lad plays Tipperary to the crowd, released

from History; the glistening, healthy horses fit for heroes, kings.

You lean against a wall,

your several million lives still possible

and crammed with love, work, children, talent, English beer, good food.

You see the poet tuck away his pocket-book and smile.

If poetry could truly tell it backwards,

then it would."

- Last Post, Carol Ann Duffy (1955-) "Do not go gentle into that good night,

Old age should burn and rave at close of day,

Rage, rage against the dying of the light.

Though wise men at the end know dark is right,

Because their words had forked no lightning they

Do not go gentle into that good night.

Good men, the last wave by, crying how bright

Their frail deeds might have danced in a green bay,

Rage, rage against the dying of the light.

Wild men who caught and sang the sun in flight,

And learn, too late, they grieved it on its way,

Do not go gentle into that good night.

Grave men, near death, who see with blinding sight

Blind eyes could blaze like meteors and be gay,

Rage, rage against the dying of the light.

And you, my father, there on the sad height,

Curse, bless, me now with your fierce tears, I pray.

Do not go gentle into that good night.

Rage, rage against the dying of the light."

- Do Not Go Gentle Into That Good Night, Dylan Thomas (1914-1953) "Turning and turning in the widening gyre

The falcon cannot hear the falconer;

Things fall apart; the centre cannot hold;

Mere anarchy is loosed upon the world,

The blood-dimmed tide is loosed, and everywhere

The ceremony of innocence is drowned;

The best lack all conviction, while the worst

Are full of passionate intensity.

Surely some revelation is at hand;

Surely the Second Coming is at hand.

The Second Coming! Hardly are those words out

When a vast image out of Spiritus Mundi

Troubles my sight: a waste of desert sand;

A shape with lion body and the head of a man,

A gaze blank and pitiless as the sun,

Is moving its slow thighs, while all about it

Wind shadows of the indignant desert birds.

The darkness drops again but now I know

That twenty centuries of stony sleep

Were vexed to nightmare by a rocking cradle,

And what rough beast, its hour come round at last,

Slouches towards Bethlehem to be born?"

- The Second Coming, W.B Yeats (1865-1939) "Shall we, too, rise forgetful from our sleep,

And shall my soul that lies within your hand

Remember nothing, as the blowing sand

Forgets the palm where long blue shadows creep

When winds along the darkened desert sweep?

Or would it still remember, tho' it spanned

A thousand heavens, while the planets fanned

The vacant ether with their voices deep?

Soul of my soul, no word shall be forgot,

Nor yet alone, beloved, shall we see

The desolation of extinguished suns,

Nor fear the void wherethro' our planet runs,

For still together shall we go and not

Fare forth alone to front eternity."

- Love and Death, Sara Teasdale (1884-1933)

The Royal Allegiance
Wars

The Allegiance had been aware of another race of humans existing in the galaxy called The Order. Not much was known about them, they were very secretive and kept to themselves. The Allegiance had rare, minor skirmishes with vessels believed to belong to The Order, these usually fared ill for the Allegiance forces involved.

In late 2553, a few months after the Battle of Installation 00, an Allegiance task force of fifteen cruisers, frigates, destroyers and carriers slipped into the Sol System. The still-rebuilding Home Fleet, fearing the worst, scrambled all available ships- including a Sangheili battlegroup garrisoned at Earth. The resulting armed stand-off was averted the new warships broadcasting the Allegiance fleet's purpose- to aid in the fight against the now dissolved Covenant. After a difficult first contact, the races of the UNSC, the Allegiance and the Sangheili all found each other close allies- and over the decades that followed, a new era of peace and prosperity began. Trade routes established, multi-species colonisation began, and Earth's human race flourished under their older cousin's wing. The Allegiance, along with the Sangheili, gave vital support, resources and logistics to begin rebuilding the human race. The Allegiance, the more advanced of the two different human civilisations, found themselves embarrassed and humbled by how the lesser of the two saved the entire galaxy from death at the hands of the Rings and the Flood, neither of which the Allegiance had encountered.

The singular honour of subjugating Doisac fell to the Elites, but the Allegiance committed one of its five Sector Fleets to diversionary invasions and secondary objectives, totalling thousands of warships. The Hunters joined the Sangheili at once after the death of Truth, which stirred up old allegiances between them. The Brutes refused to surrender, and vowed to fight until every one was dead- something which the Sangheili were all to happy to do. Once the Brutes on their homeworld had been virtually wiped out, the Jackals withdrew their services from the Covenant and had all their armed warships confiscated by the Allegiance. Seeing a stronger overlord, they offered their services to the Allegiance for a price- the Allegiance responded with this bargain; never fight again, or face the consequences from the Elites. The Unggoy defected to the Elites also, and the Prophets vanished without trace. Some say they committed mass suicide rather than see their empire fall into the hands of the Heretics. As the Allegiance and the Sangheili destroyed the last remaining Brute footholds and pockets, they built up a respect for each other that can only be obtained by fighting alongside one another. The two races both saw how much they had in common. For the next few centuries, as the UNSC was helped to rebuild, rearm and re-colonise, and a new era of exploration, trade, commerce and peace began.

Therans

In terms of appearance, Therans differed in the fact that long hair was deemed socially standard- anyone without long hair, especially females, was considered to be an outsider. This has led to social confrontation when it came to Allegiance soldiers, male and female, who had to keep their hair short so they could wear the battle armour of the Allegiance. This led to an isolation of the already socially shunned Allegiance Armed Forces, who were wrongly seen as the symbols of the bloodshed within the Allegiance and related to war in general.

In addition, the people of the Allegiance had notably different facial expressions. They were more subtle and less noticeable, so much so that, to the untrained eyes of humans, they were often be mistaken as indifferent. The emotional feelings of Therans were much the same as normal, but their expression of these emotions was markedly less pronounced.

Also, the Allegiance race of people had little or no body hair aside from their face and head. Therans had a slight average height increase on humans, normally for men this was not noticeable, they just appear slightly taller. However, with the women, they were almost as tall as the men, making a Theran woman unmistakable. Both male and female, were more slender than their Earth brethren, being thinner, more agile and more wiry. This was attributed to their higher muscle density.

The word 'Theran', as well as referring to the species, was a demonym for Allegiance citizens from the planet Thera. It was also the Allegiance name for their language, and occasionally used to describe all citizens of the Allegiance regardless of their species.

Technology

Similarly, with the advent of the 28th century, many projectile-based small arms were replaced with energy-based weapons. The Allegiance had Particle Cannons for centuries, mounted in huge turrets on warships, but only small enough to mount on fighters in 2690, and only small enough for small-arms from 2700 onwards. As miniaturisation occurred, they soon became standard for small arms throughout the Allegiance, allowing small, incredibly powerful weapons to be widespread and very numerous.

Planets


 * Acheron- A small, pleasant administrative world near the edge of Allegiance space, Acheron's terrain was mainly urban sprawls spread between mountain ranges and dense woodlands. It was the first world to be attacked by The Swarm.


 * Astrea- Sharing the Apollo System with Avalon was the world of Astrea. Developed moderately though not massively, the planet benefitted from a close balance between urban areas and developed sectors and natural, untouched expanses. The planet was besieged by the Swarm in 2842. The Allegiance did not have enough forces to protect both Avalon and Astrea and so abandoned the latter to its fate. Avalon was scarred after its siege and Astrea was virtually leveled. Astrea itself was left in ruin for hundreds of years after the battle, a silent memorial to the billions who died there.


 * Aurelia- A large, distant though heavily populated and well-traversed planet. The vast majority of the planet's surface was expansive, dense forests and massive flat, green plains, though there was a large mountain range on the far northwest of the continent. The Royal Botanical Gardens were located on this planet, a favourite of the Queen Mother. During the Battle of Aurelia in 2735, she along with hundreds of millions of soldiers and civilians died when the Swarm invaded. The massacre at Aurelia continued to be used as powerful propaganda for the remainder of the war.


 * Avalon- Avalon was the first planet to be colonised by the Therans. It was almost completely covered in an entire city, and was a hub of commerce and trade. The planet had the highest population in the Allegiance. Nicknamed the 'Throne of the Monarch', it was here that the Allegiance monarchy mainly resided.


 * Bastion- Bastion was a large, industrial but mainly clean planet relatively near the Allegiance core. Many of the Allegiance's top brass lived here, along with the huge military barracks, training facilities and military hardware company headquarters.


 * Britannia- Britannia was a large, centrally-located planet in the Cycnos System. Due to its location it benefited from one of the few early terraforming successes, allowing it to grow into a rather wealthy and prosperous world. It was in close proximity to large resource deposits in the asteroids of the[Mayu Belt, and as a result several refineries and shipyards were located on and orbiting the planet. It fell to the Swarm in 2841, allowing the Swarm a path into the Allegiance's core and signalling what looked like the beginning of the end for the Allegiance's fight.
 * Brontes- Brontes was a small artificial moon built in 2612, orbiting the planet Coeus, a small mining world. Because the planet's surface was so inhospitable, Brontes was constructed to serve as a foundry, and to refine and process the raw materials that arrived from the planet by space tether. Much of the labour was done by automated Drone workers, but this was overseen by Theran, human and Sangheili foremen. In addition to this there was a garrison of five thousand Allegiance Marines. It was equipped with hundreds of weapons emplacements to act in a secondary role as a defense platform. It was heavily damaged in the Battle of Coeus in 2740, but escape harm during the Second Battle of Coeus because its orbit had hidden it behind the planet and away from the Swarm Fleets.


 * Coeus- Coeus was a small, inhospitable, rocky world abundant with resources. With the assistance of the Allegiance, several private companies set up a mining operation here despite the adverse conditions. Brontes was built in orbit to process the raw materials mined on the planet by automated worker Drones and sent up via space tether. It was invaded by The Swarm in 2740, but after two consecutive battles the Allegiance successfully fought the insectoids off. However, it was invaded and defeated in 2830 by The Swarm.


 * Eden- Eden was a small, relatively undeveloped core world. Its population was the smallest of all the core planets at under 14 million. In the latter part of the 28th century (2750-) its potential was recognised and rapid development started. Though it still remained agricultural in its role, others were rapidly establishing themselves alongside it. The planet fell to the Swarm in 2846. Due to its position, the Allegiance had to gain it back by any means or watch the core fall through it. It was reclaimed with assistance from the UNSC and Sangheili, but nothing of value save its strategic location was recovered.
 * Haven- One of the more untouched worlds in the Allegiance, Haven was the third world colonised by the Allegiance and the first one not to become massively overpopulated. It was one of the more popular holiday destinations for citizens of the core worlds, some of whom didn't see open spaces on their homeworld. It was relatively undeveloped save for a few, small, clean cities. It was the only core world not to be destroyed, damaged or even invaded by The Swarm. The same could not be said for Thera, the closest planet to Haven.


 * Miranda- Miranda was a large, mainly urban planet near the periphery of Allegiance space. It was famous for producing the best civilian ships in the galaxy, though possibly also the most expensive. It was invaded in 2738 by The Swarm, and this time, once the Swarm fleet had been destroyed, the Allegiance engaged them on the ground rather than bombard the planet, mindful of the large media presence and many millions of civilians. The planet was reclaimed though at a terrible cost to both the military and the planet's citizens.


 * Radiance- Radiance was a tiny colony world far from the core of the Allegiance. It was the furthest inhabited world from the core, populated only by a small force of 5000 marines, 400 scientists and technical experts, around 4,000 civilians, a frigate, a destroyer and a corvette. Its purpose was to attempt to contact life in other galaxies. The colony only reported back to the Allegiance at large every 12 months, other than that it was completely cut off and isolated. It was cold, icy and largely unpleasant. In 2614 The Swarm invaded the world, killing every single person. The Allegiance did not discover until almost nine months later, when there was nothing to be found but wreckage and debris. The incident was investigated but the Swarm were not seen again for over a hundred years, and the event did nothing but haunt the minds of those whose job it was to prepare for the future.


 * Salvo- Salvo was the only natural satellite of the planet Britannia. Its terrain was rocky and its climate cold. It was the location of a large and powerful sensor grid spanning the entire system. It was used by a 'Dumb' AI to track every single asteroid in the Mayu Belt, a relatively calm asteroid belt towards the periphery of the Cycnos System.
 * Thera- Thera was the homeworld of the Allegiance and its spiritual heart. Every Theran felt a deep-seated connection to the planet from which he or she came from, that gave the entire race their technology, built by the Forerunners, those who enhanced the Therans from mere humans. It was imperative to the Theran way of life, more important than any other place. It was a planet augmented by Forerunner city, in essence it was one big Forerunner city, with constructions stretching kilometres both into the sky and underground. The heart of every Theran in the galaxy was crushed in 2876 when the planet's citizens were feasted on by the Swarm and then it was pounded into dust from orbit, and the Allegiance's tactics changed to incorporate a weapon so destructive no one thought it would be used again, and a plan so risky, and on which so much rested, that the entire galaxy hung by a thread.

Systems

 * Acheron System
 * Apollo System
 * Camulos System
 * Cycnos System
 * Delph System
 * Helios System
 * Kaeden System
 * Mira System
 * Nox System
 * Theran System

Royal Allegiance Ship Types
Warship Classes


 * Triton-class Heavy Destroyer - A powerful, versatile destroyer class. It was excellent against the vast majority of warship classes, and weak against large numbers of starfighters, particularly bombers. The class had a rather small ground forces complement and single ship capacity.


 * Apollo-class Frigate - A small, fast warship class, capable of easily defeating smaller vessels and dealing with starfighter threats. Was vulnerable to larger warships, particularly destroyers, cruisers and carriers. The Apollo-class had a large onboard forces complement and starfighter capacity.


 * Ares-class Battleship - A large, powerful battleship with an impressive array of armaments. It was slow but had long range, also very effective against other warships. It was weak against bombers and the largest enemy warships such as battlecruisers and 'super'-class vessels. It had a large fighter and bomber complement but no ground forces at all.


 * Artemis-class Patrol Ship - A small, fast and maneuverable vessel designed to engage and destroy fighters and bombers. It was extremely capable in its task and packed a large punch for its diminutive size, being able to destroy larger ships such as frigates in small groups. It was vulnerable to most larger warships such as destroyers, cruisers and battleships. It had no fighter complement and only possessed a limited onboard troop count, mainly for defensive purposes.


 * Athena-class Cruiser - A large, extremely powerful cruiser class vessel, capable of taking down even the largest and most dangerous warships. Holding large amounts of ground troops and many starfighters, there was not much the Athena-class was vulnerable to. Notable exceptions include 'super'-class vessels such as a supercarrier, or massive amounts of bombers.


 * Hera-class Carrier - A large, potent warship capable of defeating most smaller vessels including some destroyer classes. Its main role was to carry large amounts of fighters into battle, forming an effective protective screen to defend allied ships. Its armament was more than sufficient to protect it from most vessels.

Ship classes


 * Centurion-class Gunship -
 * Archer-class Gunship -
 * Regent-class Heavy Frigate -
 * Gladiator-class Frigate -
 * Bow-class Artillery Frigate -
 * Guardian-class Escort Destroyer -
 * Liberty-class Light Cruiser -
 * Trafalgar-class Heavy Cruiser -
 * '''Vanguard-class Strike Cruiser
 * Raven-class Heavy Carrier -
 * Crown-class Dreadnought -
 * Celestia-class Assault Ship -
 * Spectre-class Salvage Vessel -

Starfighter Classes
 * AL-56 Flashfighter - The Flashfighter was a small, fast and extremely agile fighter class. It was very well armed for its size though lacking completely in shielding and possessing very limited amounts of armour. They fared well against hostile starfighter classes and were capable of extended in-atmosphere operations with little loss of effectiveness. They were widespread throughout the Allegiance, and easily the most common ship in the Navy.


 * AH-17 Raptor - The Raptor was a potent anti-warship bomber class. It was extremely powerful, well-armed and well-protected by armour, though its speed and maneuverability suffered greatly as a result. It was quite capable of destroying the vast majority of warships provided they were protected from starfighters. Raptors normally fared extremely poorly against enemy fighters and interceptors due to their poor speed and agility. When used in conjunction with AL-56s or AL-61s, they are extremely effective as they can attack warships without harassment from hostile single ships.


 * AL-61 Valiant Interceptor - The Valiant was an extremely fast and agile fighter/interceptor introduced in response to the Swarm problem. Flashfighters fared well against enemy fighters but only on even terms, but the Swarm used mass tactics. The Valiant was basically the answer to the problem, a small, tremendously fast ship able to cut up Swarm fighters quickly, function alongside Flashfighters and assist them in battle, and be small and fast enough to never get hit. Their speed allowed them to avoid most fire offering them a higher chance of survival, but the ships were not protected by shielding and featured no armour at all.

Unknown Class


 * HMS Marchestra - The Marchestra was the last of her class, a massive, multi-kilometre long vessel designed and used during the Reformation War. They were massively powerful but extremely impractical and hugely expensive to maintain. As a result all save the Marchestra were scrapped, the Marchestra herself being kept as a command ship, literally a mobile base, similar to the role a planet would play during a war, though with the added advantage of being mobile. The Marchestra was the flagship of the Royal Allegiance navy until her destruction with all hands at the Third Battle of Thera in 2876.


 * HMS Ardent - The HMS Ardent was a small to medium-sized frigate in service with the Allegiance Navy in 2614. Much of the information about this class is not known, the only known example of this class fought in the Battle of Radiance in 2614, where it was destroyed. It is unknown when the frigate was introduced or retired, though it was withdrawn from service at some point before 2700.


 * HMS Hope - Hope was a cruiser which served in the Navy from 2421 until 2553. She served briefly during the Reformation War, and extensively afterwards. In 2553 she traveled to Earth as part of a Battlegroup making first contact with the Humans. After this she was presented to the UNSC as a symbol of the Allegiance's future assistance, and was renamed the UNSC Glorious Horizon.

See Also


 * Acheron System
 * Apollo System
 * Camulos System
 * Cycnos System
 * Delph System
 * Helios System
 * Kaeden System
 * Mira System
 * Nox System
 * Theran System

A Darkening Horizon
This story is about The Royal Allegiance's first contact with a terrifying alien race known as The Swarm.

Light The Way

SEPTEMBER 22 2614

06:52

 'SABRE' DROPSHIP NUMBER 472 'SKYLORD', OCCUPANTS 17 

RADIANCE, AIRSPACE SECTOR 4, ALTITUDE 2150M AND DROPPING

The red lights danced around the darkened troop bay in blurred swirls, adding to the panic in the ironically coffin-like space. A warning tone screamed defiance over the rushed thoughts of the armoured soldiers who huddled in the bay, clutching anything they could grab, it's frantic message repeated over and over; death, death, death...

The dropship was falling, plummeting without control down to the ground of Radiance. Is this it? Drake thought. 'This is how it ends...

Drake thought something, and a small rapidly changing number appeared on his HUD. 1966m...'

This is how we die. This is it. The troops stood shoulder to shoulder, mere crimson silhouettes in the flitting red lights. The ship shook relentlessly, overpowering the interial compensators and rattling the troops.

1625m...

The squad's coffin continued to shake violently, as if trying to shake them loose. And still they hurtled inevitably down towards the cold, hard, unrelenting ground.

916m...

Drake tried to blot out the thunderous sounds of alarms and thoughts of approaching death, dashing lights and terrified soldiers, to no avail. He thought of his family, back on Haven...but he could not get the sounds and sights out of his head. He was about to die, violently, and life wanted him to know it right to the end...

350m...

Drake looked at the trooper next to him, and their eye met. In her eyes he saw the same wildness, the same raw fear, as she saw in his. She was pretty...Drake felt a strange peace looking into her eyes.

And still the alarm relentlessly sounded, over and over.

142m...

Drake almost laughed as he saw a small sign light up. It read; CAUTION: PASSENGERS MAY EXPERIENCE TURBULENCE.

Understatement of the century, Drake thought.

Then it all went black.

Better Days

''Drake saw a beautiful little town square, the old cobbles awash with the last remnants of a blood-red Haven sunset. Cafés sold steaming coffees to the last of the day’s tourists, who sat talking animatedly on the terraces filled with tables and chairs. A light breeze ruffled Drake’s hair, the air pregnant with the aromatic scent of the flowers from the square centre and fresh bread from the baker’s opposite. In the centre of the square a statue stood proudly, saluting some long dead hero. His marble chest adorned with medals, the imposing edifice silent to the beauty surrounding it. Long shadows cast themselves indifferently onto the ancient stone ground from the attractive buildings wrapped like a jacket around the square, while nearby an elegant bridge spanned a small, gurgling river. Drake breathed deeply in and sighed in musing. He was perfectly happy. There was no where in the galaxy he would rather be.''

''Though deep inside him, a voice shouted in protestation. No, it said. This is not right. You are not supposed to be here.''

''Where then? Drake answered it.''

''Not here! Not here! was its only reply.''

''Suddenly Drake’s vision began to blur, as if blocked by some invisible force. It flickered, as would a candle before a storm, before it faded and disappeared. Drake screamed, but no sound came from his mouth. Panicking, he tried to move but realised he had no body. He opened his eyes but saw only darkness as if staring into the maw of Death itself. What seemed like minutes passed, trapped in this appalling nothingness.''

''From somewhere distant, his feeling began to slowly return to him. Explosions, shouts, ricochets of bullets surrounded him, faint but unmistakable.''

Boom.

''No! Drake shouted at the top of his voice, though little more than a whisper escaped his mouth. Take me back! Take me back!''

''Why! replied the voice inside him. You don’t belong there. You belong here!''

No! he screamed back, but the voice gave no reply.

The sounds of battle grew steadily louder, still little more than echoes but becoming stronger with each passing second.

Boom.

''Why? Drake yelled. Why do I belong here? Tell me, why!?''

''Because, a new voice hissed, this one slimy, serpent-like and menacing, full of hatred and spite. It is your fate. You are destined to die here. You, and all the rest.''

Boom.

Battlecries

SEPTEMBER 22 2614

08:13

Drake opened his eyes with a jolt, his heart racing. In front of his eyes was a HUD, flashing, and his neural interface flooded his brain with information. Instantly his mind was inundated with information- and Drake was overwhelmed by what he saw. Aliens...alien insects...attacking them, and winning. Like a train he was hit with the memory of what had already transpired...the space battle...the Ardent......the crash.

Drake's mind let out a tendril of thought, and his neural interface displayed what his gun sight saw. Lifting his assault rifle up over his cover, a low sandbag wall, he let off a burst of fire towards a thing behind a corner. He was still in shock, they all were. Everything had happened so fast. From the most boring, remote outpost in the Allegiance to fighting off unidentified aliens in less than four hours.

Disoriented, Drake looked around and saw what remained of his squad in cover, heavily under fire. And damn did these aliens know how to fight.

"We thought we lost you there Elias!" shouted his commander, Sergeant Neil Ryans over the shriek of gunfire. "You owe me one for dragging you from that damn ship!"

"Sorry Sir!" Drake called back. Ryans said something about not apologising, but Drake didn't hear him properly. A trio of energy blasts dashed over his head, grazing his shields. Drake lowered his head a little more instinctively and to his left, a trooper dashed a frag grenade towards the enemy. It blossomed into fiery life and one of the creatures made a rapid clicking sound as it dropped, dismembered. Grabbing its sidearm it continued to shoot wildly, and for a second Drake thought he saw anger in its beady round eyes. Another soldier, probably Radner, Drake thought, put a trio of bullets into its head and it finally lay unmoving.

"Sir, to the right!" Drake called as a human-sized enemy began to flank them. It fired over its cover, hitting Ryans in his shoulder, but the bolt of energy splattered against his shields. The creature drew itself up to full height and fired its rifle again, hitting an unshielded soldier in the neck and flank and mortally wounding him. Somewhere a grenade went off, and a human voice cried out in pain. A small, triangle-shaped segment of shrapnel embedded itself shallowly into Drake's armour, white-hot at the edges and glistening with blood. Drake fired in automatic into the beast's stomach, but watched in dumbstruck horror as its insect-like carapace protected it from the most of the shots. Major Ryans ran at it, quickly closing the gap of four metres or so between them. A large man and a good fighter, Ryans dived into the creature's mid, knocking it to the ground with his armoured shoulder. He pulled his combat blade from his boot sheath and with one swift motion, slit it's throat. Greenish blood spurted everywhere, soaking the Major's legs. He looked quickly up, seeing one of his men get hit squarely in the chest by an energy bolt, sending him flying onto his back, never to rise again. A stream of bolts forced Drake to duck behind his cover, the sandbags now riddled with holes and scorch marks and quickly losing their protective power. Drake blind-fired his rifle over it and knocked down a flanking creature, maybe wounding it.

"Major, we're taking heavy casualties!" Radner yelled as he was hit in the torso by an energy bolt. His armour's protective shields flickered and faded. "Sir, we gotta fall back! We just lost Company B barracks!"

"Ah, shit!" exclaimed Ryans as he violently rammed a fresh mag into his assault rifle. He stood up and fired a long burst from the hip, striking a small scorpion-like creature in one of its oversize claws and shredding it to pieces. Suddenly a huge, wolf-like monster jumped over the sandbags and grabbed a trooper in its massive maw. It shook him vigorously and blood flew everywhere. Then it dropped him and he remained where he fell, lifeless. Rounds bounced off its carapace and others pierced into its flesh as startled and desperate troopers tried to take it down, but it only growled and shook them off. It went for Ryans, running at full pelt and knocking aside briskly another trooper on its way. The Major had his back to it; Drake picked up a fallen blade quickly and rammed it into the beast's path and watched the thing impale itself on the point, going all the way in; The monster growled and writhed; Ryans turned around just to see its grizzled, plated head sink to the ground with the creature's final sounds. Drake saw his superior pale even through his semi-darkened visor.

"I guess we're even," said Ryans, losing his usual cool for a split-second.

"Yes sir," Drake replied. "I think I'll keep this," he said, attaching the long blade to his back.

Ryans nodded curtly, and activated his comm. Drake's helmet comm buzzed and a voice appeared in his ear and his mind. "This is Major Ryans, all forces fall back to Defensive Point C, the forward outpost is being overrun. Repeat, the forward outpost is being overrun. All forces withdraw to Defensive Point C."

As the Allegiance soldiers fell back, the enemy advanced. And instead of pursuing them, they bent down and feasted on the brave warriors they had slain.

The Unknown

SEPTEMBER 22 2614

09:42

Far from the sandbag defenses of the outer perimeter, Defensive Point C was a heavily fortified post. The interior of the compound, the scientific research compound, was located on an artificial plateau. Along its edge were entry points, guarded by numerous infantry bunkers, heavy weapons turrets and light weapons emplacements. The Swarm- for that was what the soldiers had christened them- would have a tough time breaking in. The thousands of civilians and scientists inside would be safe- as long as the wall wasn't breached.

Drake stood on the open top level of the fortification, the freezing Radiance wind biting into his cheeks like a cold knife edge. Behind him, what remained of his squad conversed about something grim and bleak; Drake wasn't really paying attention. He thought of the other marine squads, just like his, that fate had decided would die aboard the Ardent. Drake's squad had survived through sheer luck- they were already in a hangar when the Swarm attacked. And when the Ardent blew....

"Elias!" snapped Ryans, and Drake nearly dropped his Assault Rifle. "We're in enough shit as it is without you going all starry-eyed on us!"

"Yes, sir! Won't happen again sir," Drake replied. He had the utmost respect for Sergeant Ryans; the man never ordered his lads to do something he wouldn't do himself.

"So, what do we know about these Swarm folks then?" asked Private Darren Radner. Radner was rather short for a Theran, though strongly built. Drake looked at him, seeing his angled jaw and familiar, kind brown eyes, before Radner replaced his helmet. Darren was a seasoned combat veteran, and probably, Drake thought, his closest friend on the squad.

"Apart from that they're ugly as hell," said Corporal Roslyn Lanford, "and shoot worse than my grandma?!" Through her visor Drake glimpsed her copper hair and emerald eyes, which lit up when she frequently made smart remarks. Drake didn't know her too well, but she seemed from what he saw, like an honest person. The word 'Joker' was roughly scratched into her armour's chest plate.

"Can it Ros," ordered Sergeant Ryans. "Check your neural interfaces- control just updated everyone's HUDs with all the battlefield telemetry we've gathered so far. It looks like there's three kinds; the human-looking ones, or Drones, which are the basic troops, the wolf ones, which sort of act as a rapid attack...thing, and the scorpion ones, which are like armoured units. All of 'em are very deadly, whatever you do don't engage them at close range unless you have to."

Jamie Helsley|Sergeant Helsley stepped forward, his polarised helmet shielding his face from view. Jamie Helsley was an experienced and dedicated soldier, second in command to Ryans. His helmet was engraved on the left side, "SERVE TO LIVE" and on the right side, '"LIVE TO SERVE"''.

"Sarge, this can't be right," said Helsley. "It says the wolves are two metres tall and nine feet long...is that correct sir?"

"Unfortunately," replied Ryans. "Looks like they're vulnerable to blades though, Drake managed to down one about an hour ago. Isn't that right, Drake?"

"Yes sir," said Drake. "Though it did run into it. What's the plan then Sarge?"

Ryans made a kind of grunting sound, then roughly pulled off his helmet to show his grimaced face, short blonde hair and a roughly shaven face. "On our own, we're buggered, so we have to contact our forces elsewhere. Unfortunately, Our long range relay got blown up with the rest of the satellites. There are relays on the bug's ships, the smallest is a frigate, still probably heavily guarded. They have warships, infantry, air support, the lot. I've heard the plan is to send a small team to activate the databurst. But before that we need to secure our immediate area."

"Uh, aren't we kinda short on numbers?" said Ros. "How're we gonna get to the relay if we're guarding the base?"

Ryan's eyes pointed skywards. "Most of our forces will hole up here and hold off as long as possible, while a small force hits the ship, activates the relay and send the databurst."

"What do we know about their numbers? And who's in charge now that the Navy snuffed it?" asked Radner.

"How long do you have? We've got air support, vehicles and infantry, not to mention a few fortified positions. The bugs have air superiority, more fighter craft and warships. They outnumber us in terms of infantry but don't have any armoured vehicles. I have no idea who is in charge, probably Baley or one of the other ground commanders. Anyway, the talk is that they'll send us marines to secure the long range relay. We're better trained for that sort of environment. Not wanting to sound pessimistic, but to me it sounds like a suicide run. How many other marines made it off the Ardent?"

"Just two squads," replied Drake, as he sifted through huge amounts of information to find out.

"Only two? Damn..." said Ros, her voice trailing off slightly. "Whose was it?"

"Colour Sergeant Robert Mast, and Sergeant Matt Saren," replied Darren. "That guy from D squad. Remember him? You asked him out that night of the officer's dinner."

"How could I forget," laughed Ros. And later that night as well-"

"Corporal! Watch it. We are in the middle of quite possibly the most dire situation a Royal Marine has ever faced, but don't think I'll be soft on that sort of thing. Now, where's the other marines. We've gotta do a bit of resource pooling."

"Right here," said a voice, deep and rather slow. The squad turned to face the new person, and saw a man tall even by Theran standards, clad in armour. His face was solemn, and his mere presence cast a gloomy aura on the group.

"Ah. You must be Sergeant Mast. This is Helsley, Lanford, Elias and Radner, my squad. There's not many of us, but we'll certainly make a big dent," said Ryans.

"Good. We're under attack, if you and your men would like to follow me, the marines will be defending the compound from internal attacks while the Army engages the main Swarm force."

Nearby, a siren began wailing, and Drake's helmet comm buzzed. "Incoming Swarm forces. All personnel prepare for combat. Repeat, all personnel prepare for combat."

The two marine squads descended into the compound. And in the distance, a black smudge could be seen on the horizon, and the terrifying war drums began to beat.

The Nightmare in the Dark

SEPTEMBER 22 2614

10:09

Drake felt the strange combination of anticipation and dread mingle uncomfortably inside him, as he followed his squad, micro shotgun poised. The hallway was less than barely lit, but their HUDs attempted to compensate for the dark, resulting in an eerie other-worldliness about the place. They knew there were enemies, and close by, but in the dark the cold-blooded fiends would appear on sensors as mere spectres. This thought terrified Drake; he could walk right into a seven foot insect and not even notice in these conditions. Though it had seemed a good idea at the time, he now realised how woefully inadequate his miniaturised shotgun would be against one of those monstrosities. A small sound in the distance made everyone freeze, ears pricking and Theran eyes scanning for the slightest sign of movement; but this nor sensors and flashlights revealed the distant nightmare responsible. The tension was excruciating. They were supposed to be on a search and destroy mission to clear the building of hostiles; instead it was like they were being hunted.

And again- a scuttling sound off somewhere in the darkness, still far off but much closer than last time; Drake felt the hairs on the back of his neck prick even under his armour; no one dared move. The squads stood motionless before a junction of four hallways, each one as black as midnight, opened up like a terrifying maw ready to engulf them in eternal silence. It oppressed them, preventing them from moving and sheltering their stalkers within its shadowy nothingness. Sergeant Ryans waved his hand in the direction of the left and right halls; swiftly and silently troopers from both his and Sgt Mast's squad had taken up positions, aiming along their sights into perpetual darkness.

Another sound, this one like scuttling and definitely much, much closer; several soldiers whirled instinctively to face the sound, facing the corridor from which they had just come, the corridor which Drake had his back to at that very moment, having been positioned at the back. Slowly he turned, trying not to think of what he would face- and as if mocking him all he could see was a dense wall of black, hiding in silent secrecy its deadly foe. Drake attempted to peer down the corridor; somewhere down there, he thought, is a monster waiting to devour us. He tried to look deeper into the dark, to try and uncover what lurked in its depths, but his eyes could not penetrate the abyss. He imagined what the creature down there saw- did it see him? Could it see heat like a snake? Were he and his squad lit up like fireworks on a dark night? Drake resisted the primeval urge to turn and run- somewhere, anywhere but here. But he fought it off, as he thought of his squadmates behind him, probably thinking similar things.

Another sound- this one like a blood-chilling metallic scraping- and so, so awfully close. The thing- the horrible unknown thing- should have been right on top of them. Drake stared fruitlessly down into the hallway's maw- he should be able to see the thing. To actually see it. Where was it?!

The first trooper was dragged into the darkness, without warning. His agonised screams could be heard as he was rapidly dragged down the hall by an unknown aggressor, terrible, hideous sounds of wrenching bones and tearing flesh emanating from the direction.

"Kian!" shouted Mast, desperately firing his SMG down the hall after it, hitting nothing but an impenetrable wall of darkness; Drake instinctively shielded his eyes from the muzzle flash, even though his visor had automatically compensated- and the trooper's increasingly demented and wild tortured sounds became more distant and faint.

And as quickly as it had started, he was gone. Vanished into the darkness.

Ryans shone his gun-mounted flashlight onto the ground, revealing a jagged and gruesome trail of blood, fragments of armour and human flesh. Ryans swore, and the other sergeant looked broken. Some of the other squad hung their heads, no doubt remembering their comrade with whom they had come through so much.

"There's a time and a place for remembrance, but this isn't it. We find those bastards, kill 'em, and rescue what civilians we can", said Sergeant Mast, his voice wavering slightly. His squad, visibly shaken, led the way, with Ryan's stunned troops following behind.

After what seemed like hours of moving in total darkness, the marines reached a metal blast door. The two sliding halves were wrecked, savagely bent and beaten inwards, with a large burn hole and scorch marks from what looked like a heavy energy weapon. Parallel scraping marks ran down the entire length and across the width of the door- claws, while indentations of sizes both tiny and huge pockmarked its surface- teeth marks. Drake shuddered. What would they find inside? Friend? Enemy? Neither?

Ryans stepped cautiously through, scanning the room with his eyes for movement and hostiles. But all was still. After a few minutes, he beckoned the following troops through- and only then, only when he stopped looking for enemies and started looking for anything, did he see the appalling sight before his eyes. Ros, the second soldier through, dropped her submachine gun which clattered to the ground, the noise seeming for all the world like thunderous echo in the eerily still room. Not still- dead. Drake's mouth dropped in horror as he too saw what Ryans and Ros had. There were no words to describe what he saw. He was...wordless. His mind ceased to work as it struggled to comprehend what it had seen, attempted to accept that something like this could exist in the galaxy. Around the room, strewn in their hundreds like playthings, were dead, mutilated, agonised civilian corpses. On the ground, blood and organs and clumps of hair lay where they had fallen from some innocent, defenceless person. They had obviously tried to defend themselves, though they had no weapons- tables turned on their side, blunt or sharp objects scattered around- but they clearly had no chance against the Swarm. In some places the corpses were piled up; in others they just lay where they died- on the ground face down, slumped against a wall, on top of another of the dead- but it was clear that none of them had died peacefully, none had died painlessly. The lucky ones had fatal melee wounds to the head or neck, perhaps arteries, and they were lucky because they died quickly. Others were not so fortunate- bodies missing limbs, bodies ripped open by claw and feasted upon by gaping mouths, some bodies so mutilated beyond recognition. No one had been spared- women, men, the old- even the few children on the mission, all slaughtered. It was a bloodbath. It brought tears to Drake's eyes. He tried to imagine them as they watched, hiding behind tables, corners, each other, from the snarling and brutal beasts breaking through forty centimetres of reinforced blast door- and watching as they rushed in, cut down friends, colleagues, family, lovers, as they were ripped into pieces before you- and then to have the beasts turn on you- it was all too much. It was unimaginable, horrible, sickening. Drake resisted the urge to throw up. It defied belief...

The troops remained silent as they passed through the massacre. No one spoke, everyone was stunned into silence. They moved carefully through the room, trying not to disturb the mutilated bodies that littered the ground.

"Sergeant Saren, this is Ryans. We've found the civilians... no survivors. Suggest we rendezvous and clear the building of hostiles."

"Copy that," Saren replied over the radio. "We're just about to restore lighting and power to the building, afterwards meet in corridor 4 section 2. We've intercepted and killed several enemy squads, I don't think there's too many more. Even still, be careful."

"Acknowledged. We're proceeding to that location."

"Good hunting boys. Saren out." Leaving through another blast door, equally distorted, they once again found themselves in the unlit cavernous halls. There was a low, resonating hum from far off, and the light flickered slowly into life. Drake looked down the corridor, seeming completely different in the harsh, artificial light that now flooded the hall. The walls were soaked in blood, some old, and dark, some very recent, fresh and dripping. Before they had even taken a few steps down the very different environment of the fully illuminated corridors, Private Radner bent down and picked up a rounded metal disc, attached to a broken chain and covered in blood. "Sergeant Major Levi Turek," he read.

"Damn," said Ryans. "Army B company. "I knew him when we were younger. We signed up together. He paused for a moment.

"Come on," said Mast. "We better get moving."

Radner handed the dog tag to Ryans, who took it. As everyone else continued down the corridor, he stood still and just kept staring at it. Finally he dropped it, and jogged briskly after his men. He would die pretty soon himself anyway, no ;point in keeping hold of it. It wouldn't do any good now either. The tag fell clattering to the ground, and came to rest in a small pool of red.

A few minutes later, a four-legged insectoid beast, wolf-like, appeared from an ajoining corridor, growling softly. It lowered its head, and, having gathered a scent from the fallen dog tag, set off down the corridor, in the direction Ryans and the others had just gone in.

Matt silently shuddered involuntarily as he watched the battlefield telemetry recordings from Ryans' HUD, which he had just accessed. He struggled to think of anything he would say to justify it, to raise morale in his troops. It was horrifying.

The hairs on the back of Matt’s neck prickled and raised, seemingly for no reason. Out of habit he looked around for threats, and checked his weapons yet again.

He heard what sounded like a growl, but it was gone almost before he recognised it.

"I think we got something guys," he said to his squad behind him as he saw definite movement ahead, "three targets, dead ahead, fifty metres," he whispered to them. "I'll take point, Dan on the other side. Mia and Eli, in the middle, heavy fire. Don't shoot until me or Dan does, got it?"

Mia and Eli nodded, and the four slowly crept down the hall, weapons poised.

"I have a bad feeling about this," said Ros.

"Quiet," whispered Ryans. "Saren, we're at the rendezvous point. What's your position?"

"About half a klick north west of you, in corridor 5," replied Matt, equally covert. "Hold your position. We are about to engage multiple hostiles, requesting radio silence."

"Copy that, radios cold," said Ryans.

"Sir!" Drake whispered, "I think I heard something behind us!"

"Ah, shit," said Ryans. "Well, we gotta hold this position until Saren tells us otherwise. Stay frosty, Ros, take that direction with Drake. Shoot anything that moves."

Matt kept his SMG deadly still, looking through his reflex scope for the slightest sign of movement. Then he saw it, and he knew Dan beside him had too; a wolf-thing, running at insane speed towards them, followed by three human-shaped ones. Matt opened fire with his weapon, sending hundreds of armour piercing bullets at the charging animal's face. Howling wildly, it just kept running, right at them down the narrow hallway. Dan had already opened fire, returning it at the human shaped monsters, who were shooting at them with their strange energy weapons. Mia and Eli opened fire; Mia with a light machine gun, which finished off the wolf-dog-thing and made one of the human ones trip over its shredded legs. Matt took a blast from one of the energy bolts square in the chest; his shields absorbing the blow. Eli removed a grenade from his belt with one hand and dashed it down the hall, having been activated and the timer set by his neural interface. It landed right at the two remaining insect's feet, while the rained fire on Matt's squad and resisted most of the fire they took with their exoskeleton. The grenade detonated a split second after it hit the ground, and Matt turned his head, while the corridor was showered in fragments of metal. The squad kept their weapons poised even after the smoke had cleared, their heat sensors near useless against the cold blooded insects. Waving his arm behind him to his squad to hold, he ran forward, gun loaded in his hands, and stopped by the bodies of the creatures. One was completely obliterated by the blast, with nothing recognisable left. The other lay there, frantically trying to move even though its body was missing below where a human's hips would be and one of it's arms was half-missing. But the thing wasn't trying to escape; even now it was trying to hurt and kill them, despite it's grievous wounds. The thing reached for it's weapon with it's remaining arm, propelling itself with its short stump arm, and when Matt kicked that away it tried to reach for his feet. But what scared him and his troops so much was the malice and anger it showed in it's eyes even now.

Even this close to death. All it wanted to do was to cause pain, to hurt, to kill. It was relentless. Its beady, evil eyes seemed to emanate pure hatred. It made Matt sick, that something so sick and twisted could exist, no less an entire race of them. And then he thought back to the massacre that the other two squads had discovered. It reminded Matt of some of the worst fighting of the Human-Covenant War.

"Whadda we do with it, Sarge?" asked Mia. Matt drew his pistol from he magnetic grip on his thigh, and thought about this very hard. "I dunno. I wanna cause it as much pain as I can in as short a time space as possible," he said, a little too truthfully. Then he just decided to end it. He replaced his pistol, grabbed his SMG, and shot the creature in its chest in fully automatic. He thing hissed and made it's last angry sounds, before a few gurgling noises.

"Come on," Matt said. "We're done here. Sergeant Ryans, what's your status?"

The sound of heavy gunfire and Ryans's frantic voice returned over the radio. "Saren, we are under heavy fire, cannot hold rendezvous point, I repeat cannot hold. We're falling back to corridor five, suggest we meet in section four. There's a blast door there we can seal to buy us some time."

"Received, we'll meet there. Saren out."

Drake quickly reloaded another round into his assault rifle, having replaced the shotgun on his back since the lighting was restored. He took aim down the hall and, hitting an insect in the head, the first few bullets bounced off its armour, while the last two dug deep into its head, blowing it backwards all over another. Then he turned and ran after his squad, who were pelting down the hall away from the enemy, who had attacked in overwhelming numbers. Drake took a grenade and dashed it over his shoulder, and, a few seconds later, the device engulfed several enemies.

"Ryans!" shouted Mast at the front. "I see the blast door but it's closed, the blast door is closed!"

"Shit!" Ryans exclaimed. "Mast, you and your men get that damn door open! We'll keep them off as best we can!"

"We're on it," he said, as he and the remainder of his squad reached the sealed door. A bolt of energy blazed towards Drake, but he dived and missed it, his shields depleted. It hit a soldier way in front of him, digging deep into his unshielded back. "I'm hit, I'm hit!" he called in agony.

"Brennan!" called one of Mast's men. He grabbed him by the arms and propped him up against the door, while Brennan fired his SMG wildly at the enemies approaching from behind.

"Saren, we are stranded in corridor five section three. We are cut off, I repeat we are cornered, under heavy fire! What's your position!" But there was no answer, only the never-ending torrent of fire. "Shit!"

"Sir, the door won't budge!" one of Mast's soldiers shouted, seeing to Brennan's wounds. "We're trapped!"

"Lauren, keep trying!" Mast yelled back. Lauren turned back to the door, and tried again to pull it apart, its sliding halves not moving even slightly. "It's the automatic defence!" called Radner over the hail of bullets and energy assailing them. "It's sealed off from this side to stop the Swarm!"

"Yeah!?" shouted Ryans, firing from the hip with his weapon, "well we all know what those things think of blast doors! So keep shooting goddammit! Mast, how's that door coming!?"

"Nothing! It just won't move!"

"Sir, last mag!" Ros shouted back from her prone position. "Same here!" Drake added.

"Mast, Lauren, give us a hand here!" said Ryans. "Saren, we are in need of immediate assistance! I repeat, we are so in the shit here! Aww fuck, Harris, check on Brennan, his vitals just flatlined!

Another soldier ducked over his fallen comrade, checking him for signs of life with his neural interface and his medic skills. He turned and shook his head, his shields dispersing two or three bolts of energy.

"Sir we lost Joel," said Lauren.

"Shit!" exclaimed Mast. He pulled his last grenade from his belt, threw it down the hallway and detonated it remotely, cutting up a Drone while others shielded themselves. Still the relentless hail of fire flew at them down the hallway, the squad cornered with no cover. Another soldier fell; his shields down, he took an energy bolt to the neck and fell, unmoving. Mast took one look at him, no doubt checking his life signs, and carried on firing.

Drake fired his AR20 into the creature's chest, its hideous mouth hissing awfully. He fired into it, and heard it gag and splutter over its own throat. Taking a dual blast from another, he fired down his sight, the first few shots hitting, one penetrating its exoskeleton, before his weapon ran dry. "Ryans, I'm out!" he shouted. Ryans pulled a fresh mag off Joel's body, which just lay there silently, occasionally taking a stray hit. Ryans tossed it to Drake, who caught it with one hand, and quickly shoved it into his weapon, pulling back the charging handle. Just slightly in front of him and on the other side of the hall, Ros emptied her last mag into a wolf-monster, which screeched and clicked, mortally wounded. But still the flood of enemies poured down the hall; they were Swarming at them, like a horrible disease. Their bodies lying in the passage did not hinder their movements, they simply climbed over their dead allies. One fired a burst of energy at Ros, hitting her square in the chest. Her failing shields took the first three but the next two hit her armour, sending her flying onto her back. "Ros!" called Ryans and Drake together, Ryans emptying his gun into the monster while Drake dived over to her. "Drake!" Ryans shouted.

"Its alright sir, she's good! I got her!", he yelled back to Ryans. "Ros, your shields are down. Get behind me!"

She got up, slowly, and crouched behind Drake while his shields and chest took the tumultous fire. She fired her pistol at the beasts, its AP-HE rounds making satisfying holes and small booms in their shells. Lauren behind them took Brennan's fallen weapon and shouldered it, though it made a small click when she tried to fire it. Dropping it roughly, she drew her machine pistol, and cut down one final enemy. There seemed to be a lull in the fighting; no more monsters were looming at them down the hall. Drake looked behind him. He saw Ros, her face pale and her blue eyes wide with fear. He saw Ryans, a wild look in his eyes that reflected the ferocity inside him. He saw Radner and Helsley, exhausted and covered in scorch marks. He saw Sgt Mast, and Lauren, last survivors of their squad and peppered with burns. He saw Brennan, and two others, unmoving and silent.

"Everyone, status report," said Mast.

"Ros and I have four J21 mags between us., one pulse 'nade, shields are good but our armour's pretty beat," said Drake.

"I got half a SMG mag left, I'll shoot in semi-auto," said Ryans. "Two pistol clips, no 'nades, ditto on the armour."

"Me and Radner got one machine pistol and two J21 mags, one grenade," said Jamie. "Oh, and My shields are down, for good."

"I've got half an AR mag, plus one spare. And the door's still closed," said Lauren.

"One SMG mag and one pistol mag. Brennan's dead, so are Brady and Holden," finished Sgt Mast.

From down the hallway, more sounds echoes of approaching foes. "Alright boys and girls," Mast started. "Make 'em wish they'd never been born."

The first Drone came into sight, falling from a burst of Ryan's SMG and Ros's pistol. Three or four followed and the Allegiance troopers were immediately beseiged again; the Swarm were surging at them more ferociously than ever. A wolf-monster ran through the Drones firing their guns wildly, and charged right at Drake and Ros. "Look out!" Darren shouted, cutting it down with a machine pistol burst. The beast, mindless, slammed instead into Radner hard and sent him and Helsley onto their backs. A Drone, half-dead on its feet with bullet holes all down its side, took shots at Sgt Mast, being felled by Drake and Ros's shots but scorching Mast's armour on his lower legs. Three more came, and although the troopers kept firing they accurately hit Lauren, whose shields failed and armour resisted the bullets aimed at her. Radner got to his feet just in time to block a shot at Jamie; he jumped in front of it, his shields fading, the bolt deflected away instead of hitting Helsley's head. "Fuck," he said.

"Thank me later," replied Radner, passing his last grenade to Jamie, who threw it, landing at the feet of four beast and a split-second later incinerating them.

"Oh, shit," Drake said as he felt the ground vibrate slightly. "Get ready people, something big coming our way!"

As the grenade's smoke cleared, a huge beast stood in the hallway, occupying its height and width. It was at least eight feet tall, but like a scorpion: its body rose up at the front, where two massive claws snapped ferociously at them, turning their blood to ice. On top of its body was a head like a wasp’s; only with two large pincers made for slicing. They glistened with flesh blood, dripping from its hideous maw. Two horrible, intelligent eyes gleamed like black jewels in the dark, as Drake was looking into the dark heart of the universe itself. They glared at them, calculating, examining, planning how best to devour them.

At the end if its body, a long, thin tail rose up, terminating in a series of serrated edges that looked as if they could tear through metal as if it were air. It was just like the scorpion monsters from the first skirmish, only so much closer, and so much more terrifying.

And even more terrifying was the rotary cannon mounted on its right shoulder.

"Open fire! Hit the face!" called Lauren. They fired on its chest and head but the rounds just ricocheted away harmlessly. Ros threw the team's last grenade, which rolled under its many legs and blew up, and when the smoke cleared the creature still stood. It hissed menacingly, and its cannon slowly began to spin up, ready to make mincemeat of all of them. "Alright guys, this is it, but keep firing anyway!" shouted Ryans.

And there was another explosion, a massive deep boom that reverberated in the ground and would have blown out Drake's ears if not for his helmet. Drake looked up, amazed to still be alive. He looked at Ros, showing the same emotions. The dust cleared only slightly, and the monster was gon, buried under tons of stone and metal. In place of the wall behind where it stood was a hole, and in the hole stood four fully armoured soldiers, in stark silhouette to the light behind them. They stood their, weapons shouldered and poised for a few seconds, before the middlemost two stepped forwards. "Sergeant Mast?! Sergeant Ryans!?" called Matt Saren's familiar voice.

"Saren! Over here!" shouted Ryans, and through the dust cloud emerged Matt and his three other squadmates. "We lost three men, where were you?" inquired Mast.

"Through there," Matt replied, pointing towards the still-sealed door. We couldn't get through, its magnetically sealed. So we blew a hole through the wall instead once we figured out where you were."

"Why didn't you just blow a hole in the door then?" retorted Jamie, his armour charred and smoking slightly.

"Because, Helsley," replied Eli, the other 's squad's demolitions trooper, "it's a blast door. You know, one that is made to withstand blasts?

"Stow it Marine," ordered Matt. "How many we got?"

"We lost Kian, Brennan, Holden and Brady," said Mast. "That leaves seven of us, plus you four."

"How come we couldn't radio you?" asked Radner.

"Honestly, we dunno," replied Mia, one of Matt's squad. "We reckon they're jamming us, so..."

"Wow, that's bad," said Jamie.

"Yeah, real bad. We don't have contact with any other Allegiance forces. We don't know how the fight's going, we don't know who's in charge, we don't know anything."

"That's pretty bad," said Ros.

"Come on," said Matt. "We're done inside this place. Let's get out of here."

Flight of the Intruder

SEPTEMBER 22 2614

11:38

AUXILIARY OUTPOST DELTA

Drake stood just outside the heavy metal door, which had just slid shut behind him and his squad. In front of him, a large landing pad stretched out, with three dropships squatting heavily on their landing gear, rear hatches open and waiting. Other than the three marine squads and a handful of automated turrets, the small base of Auxiliary Outpost Delta was deserted. Silently, the squads boarded each dropship equally, spreading their numbers in case less than all three made it. Drake and Helsley boarded the vessel along with Mast's squad, to balance out their numbers; Drake watched as the hatch closed through the ever-decreasing gap, and briefly saw Radner nod to him as he stepped onto his craft after Ryans.

"Alright Delta Flight, let's go," said Helsley, who was a qualified pilot. Drake's stomach lurched as the inertial compensators came online, and he looked nervously at Helsley in the cockpit, his polarised visor giving nothing away. A small hologram appeared in the centre of the troop bay, showing the Sabre's orientation relative to the ground. Presently it showed the large craft slowly moving off from the landing pad of Auxiliary Outpost Delta.

"Mast, Ryans, the Army are initiating a last-ditch aerial attack on a warship pounding their ground troops. Our numbers are thin on the ground, and if this attack fails, the planet will fall. But that won't matter, as long as we warn people. We're Marines- we were picked for this because no one else would be able to pull it off. As long as we succeed, what happens to us won't matter. Think of your homeworlds, your families. This is for them. Resistance will be strong, but fight hard enough and we'll get there. Our squads are going separate ways inside the ship, we'll meet up again at the relay. All of you has had the databurst loaded to your armour. This is it. Good luck men and women, Saren out."

SEPTEMBER 22 2614

11:51

 'SABRE' DROPSHIP NUMBER 215 'DAREDEVIL', OCCUPANTS 4 COMBAT TROOPS

RADIANCE, AIRSPACE SECTOR 26, ALTITUDE 2851M

The four soldiers sat in the troop bay, reluctant to talk. Drake thought about whether he'd ever see his world again...his family....

"Hey", said Lauren, the last soldier in Mast's squad. "You okay?"

"Yeah, fine," replied Drake. "Actually no, not really."

She feigned a small laugh. "Yeah, I know the feeling. You're Drake, right?"

"That's me. You're Lauren?"

"Yeah... Corporal Lauren Harris," she said wistfully, showing a strange pensive sadness. She gazed at the expansive azure sky through the open cockpit hatch. "Look at that sky Drake. You think we'll ever see our own skies again?"

"Don't think like that," he replied. "Think of it as you fighting these monsters so that everyone you know gets to carry on seeing their sky. That's the sacrifice we're making here, in orbit, in the skies, on the ground. And if we manage to activate that relay...well. Even if we're here to see it or not, those bugs will pay."

"Smartest thing I've heard all day Elias," commented Mast. I think our men would want to go knowing what you just said, that was true wisdom- and you're half my age."

"Wisdom begins at the end," he replied.

"Hmmm," said Mast, not quite understanding. "Jamie, how're we doing in there?"

"'Bout another ten minutes until we reach their firing range. If they were going to detect us they would have already, though they have patrols of fighters that we have to avoid."

"Sir, if we actually pull this off," said Lauren, "I'll buy the entire regiment a drink."

"Wow, I'd better make sure we get through this then," Mast replied.

"Incoming! One fighter, fast-mover, approaching from behind," shouted Helsley. "Control, this is Sabre Dropship 215, Operation Deep Strike under attack, incoming fighter, no ordnance to engage. Requesting fighter support, repeat, requesting urgent fighter support."

"Negative, negative, all fighter support is currently engaged. Hold out until it becomes available, we will dispatch as soon as. Control out."

"Shit!" exclaimed Jamie. "Alright, I'll try and hit it with the cannons, I'm jamming its communications so it can't contact our target. Hang on everyone, things are gonna get rough."

"Helsley, Ryans, evasive action!" ordered Saren. "Open fire!"

The orientation hologram showed the dropship wheeling around, spinning up its two M204 Autocannons and single M700 Heavy Machine Gun. The Sabre was travelling fast, but still the fighter overtook it in seconds and raced past it.

"That was just a buzz to test our capabilities. This time it'll open fire!" exclaimed Jamie.

The dropship vibrated as Jamie opened fire with the frontal guns, filling the air around the fighter with HEPAB air-bursting ammunition. Jamie dropped the heavy craft lower, avoiding a stream of energy fire from the fighter's front. It loosed a trio of missiles which streaked towards the Sabre.

"Fuck, it's got a missile lock! Brace for impact, brace for impact!"

Point defence beams blasted two of the three hypersonic missiles but the third got through and smashed itself into the dropship's side, mauling the two port engines.

"Main engines out, I can't control her, we're going down!"

"Helsley, get her safely to ground. We nailed the fighter, just hold on!" shouted Ryans from another dropship.

"Jamie!" called Drake over the blaring alarm. "Jamie, get out of the damn cockpit! You'll kill yourself!"

"No way! I'm getting you three through this!"

"Fuck Jamie, get outta there!"

Helsley turned around and depolarised his visor, showing the determination on his face. Drake pushed through Mast and Lauren and dived towards the cockpit hatch but Jamie slid it shut with his interface, and the door severed the gaze between Jamie's hard, dead-set determined eyes and Drake's frantic wide ones.

"JAMIE!"

"Like you said Drake," Jamie said over the comm, "I'm doing this for our worlds. I do this so you survive and complete the mission. This is my sacrifice. Goodbye Drake."

"No!" Drake hammered on the door but it was locked, he desperately tried to pull to open, to no avail.

"Drake..." said Lauren softly. "Let him go."

"Brace for impact everyone," said Jamie. "Here we go. Brace for impact."

Drake smashed against the internal bulkhead as the ship buried itself into the ground, and blacked out.

Deep Strike

SEPTEMBER 22 2614

12:18

EXACT LOCATION UNKNOWN

 'SABRE' DROPSHIP NUMBER 215 'DAREDEVIL', CRASH SITE, OCCUPANTS 3 COMBAT TROOPS

Drake...Drake...Drake...

"Drake!"

Drake opened his eyes slowly, and was instantly hit with an enormous headache. Lauren was bent over him, a worried and exhausted expression on her face.

"Dammit Elias!" she scolded.

Drake was sore all over, but his HUD informed him that he wasn't badly injured. Aching, he slowly eased himself up, to see Mast squatting on the ground outside the dropship.

"Drake, get up, we gotta go," said Lauren. "Swarm infantry saw us go down, the place is crawling with them and they're all coming here."

"Elias, I'm sorry about Jamie," Mast said. "But mourn later, survive now."

The three survivors took as much ammunition and supplies as they could carry. Drake took an AR20 Assault Rifle, a submachine gun and a few grenades. Lauren grabbed a BR62 Battle Rifle and a shotgun, and Mast took a small sniper rifle and a submachine gun.

"Alright you two, let's go, stay close, I'll take point, Drake take the rear," ordered Mast. Drake looked at his HUD and saw that the Sabre had crashed on the edge of an open, exposed plain, near a thick wooded area. "There's an Allegiance outpost about two hundred klicks northeast of here, with a communications relay we can use to call support- that's our best bet. In the forest the Swarm should have a hard time following us."

"Sir, can I ask you something?" said Lauren.

"Course," replied Mast.

"Why haven't the other dropships come back for us?"

Mast paused for a moment. "Maybe they don't think anyone survived the crash. Maybe they got shot down afterwards. Maybe they're leaving us to complete the mission. I don't know. They might come back, but I doubt it. We're on our own for now."

"We should try and contact them from the outpost," said Drake. "Maybe they don't know-"

Drake froze and crouched, as did Lauren. Mast stood in front of them, his arm raised to signal danger. Drake shouldered his assault rifle and made a quick check of their surroundings, seeing nothing.

"Sir?" said Lauren quietly, her battle rifle poised.

"Quiet!" whispered Mast frantically. "About a dozen hostiles, Drones and Reapers, dead ahead, two hundred metres. They haven't spotted us, stay still."

Drake magnified the area Mast had pointed to- and saw them, barely, hulking forms flitting through small gaps in the trees. At this distance they were more shadow than anything else- but they were definitely Swarm.

"Shit! They're coming this way!" whispered Lauren, exasperated. "Sir, orders?"

They had to move. The monsters were moving towards them, they couldn't stay still or hide. They could run, but they'd be seen. They could open fire, but every bug in the area would hunt them down.

"Open fire, on my mark. Then get ready to run like you never have before!" Mast said finally. "While we have the element of surprise. Three, two-"

"Sir, wait!" exclaimed Drake. "Grenades! We leave them here on proximity activation, then run, it'll give us more of a headstart and we won't alert every bug in the valley!"

"Alright, do it!" replied Mast, who began quickly but covertly burying his three pulse grenades, as did Drake and Lauren.

"Targets at eighty metres, let's get out of here!" whispered Lauren.

"Okay, move!" replied Mast. The three soldiers began sprinting through the dense forest, jumping powerfully over gnarled roots and darting in between huge trunks. Almost immediately they heard hissing and clicking sounds behind them of the Swarm, but their M14 Powered Assault Armour allowed them to run at over 180kph for short periods and outpace the Reapers and Drones pursuing them.

SEPTEMBER 22 2614

14:02

EXACT LOCATION UNKNOWN

198KM FROM 'SABRE' DROPSHIP NUMBER 215 CRASH SITE

"Sir," panted Lauren, "we gotta stop."

"We've been running...for hours..." heaved Drake.

"Alright...let's stop," replied Mast.

Drake stopped running, relieving his exhausted muscles. They'd lost the Swarm a while back, but had continued running towards the outpost. Drake leant against a tree trunk, collapsed, and tore off his helmet, as Mast knelt on the ground and Lauren lay on her back. They remained motionless except for the heaving of their chests, for several minutes, finishing the last of their water reserves. Lauren pulled off her helmet, letting her long brown hair cascade slowly out. Finally, she exhaled, "How far to go, sir."

"Less than a klick," Mast replied. "Come on. We can rest there."

Lauren and Drake replaced their helmets, and the three walked, recovering, towards the outpost. A short while later, they emerged from the dense woodland onto a clearing. A small circular landing pad, only big enough for one dropship, stretched out next to a small building compound.

"Look sharp people," said Mast, still breathing more heavily than usual. I'm reading three life signs inside, looks like three Swarm judging by their weak thermals." Drake mounted his assault rifle onto his back and drew his shotgun, which he racked and shouldered. Mast and Lauren took one side of the door, weapons poised, while Drake took the other. Through his polarised visor he nodded to Mast, who signaled the door to open through he neural interface. It slowly slid open, that familiar sense of anticipation mingled with dread in Drake's stomach as the door slid open to reveal...nothing. The long metal corridor that greeted them was well-lit, in good condition, not drenched in blood or corpses.

"Elias, take point!" ordered Mast, signalling with his hand for him to move forward.

"Yes sir," Drake replied, moving into the hall gripping his shotgun tightly. Lauren and Mast moved in behind him, guns raised.

"Nothing ahead for ten metres," Drake said.

"Guys, hold up," Lauren replied. Replacing her SMG on her back, she accessed a computer display on the wall. "The base's sensors are down. Records show it was attacked by a Swarm squad, and the Army squad stationed here evac'd by Sabre. Comms relay is online but we need to be in the control room to use it."

"Okay, let's get there," said Mast. "Drake, you still got point?"

"I got it sir," replied Drake. "Control centre's second corridor on the left, right?"

Lauren nodded, and Drake set off down the corridor, Robert and Lauren in tow. Drake turned left into the Control room, and the metal door slid open automatically.

A Reaper stood there, half a human arm in its huge mouth, its saber-like teeth deep in its flesh. The Reaper turned its head and growled, and took a step towards Drake menacingly. Drake blasted its face open with a shotgun round, leaving the semi-headed body to drop to the ground. Lauren and Drake came in behind him, surveying the room.

"Drake, you okay?" asked Lauren.

"Yeah...yeah I'm good," he answered. "That thing just...looked at me, and I just...froze. I don't know why."

"It surprised you. It's a normal reaction, don't worry about it," reassured Mast. But Drake wasn't so sure.

"Oh, my..." said Lauren, almost to herself.

"What is it?" asked Drake, still in relative shock. He moved round the cluster of consoles in the centre of the room, and saw. A soldier lay slumped against the wall, the floor around him smeared with blood and his armour mangled. A gaping hole in his side marked where he had been mauled, and his left arm terminated at his elbow. Lauren bent down retrieved his ID ring, held it up to her chest, then discarded it. "We just missed him...we were so close..." said Lauren, tears welling in her eyes for the first time.

"Lauren, help me activate the comms array," ordered Mast. "Lauren!"

"Sorry sir," replied Lauren, snapping out of a sort of reverie. She did so, accessing a console adjacent to Mast's one. The something caught Drake's eye. Moving to another console he accessed its data, and gasped when he saw it.

"What are you doing Drake?" asked Lauren. "What is it?"

"Oh dear Gods," gasped Drake. "The main compound just got overrun. Auto self-destruct just took it out. The Army's aerial assault on the warship failed, the ground forces are pinned down without proper air support. We're leaderless. We're outnumbered and outgunned ten to one. That's it, we've lost. Radiance is going to fall."

Survivors

SEPTEMBER 22 2614

14:05

REMOTE OUTPOST GAMMA 4B

"When we start transmitting, every bug in range will know where we are," said Lauren. "We better hope allied forces get here before they do."

"We all know that's not very likely," said Mast.

"It doesn't matter anyway," replied Drake. "We're not going to complete our mission now, we're going to die. At least this way we create a distraction for our forces elsewhere. Buy them some time."

"He's right sir," said Lauren. We have to do it."

"We can activate the beacon and run," said Drake.

"You know we can't do that Drake. We'll be running right into them," replied Mast. "And besides, if we leave the array unguarded they'll just destroy it when they get here, and there goes our distraction. We have to hole up here."

"The teleporter here is working," said Drake. We can fight 'til we get overrun, then teleport somewhere less hot."

"We won't know where we end up," answered Lauren. Besides, the network is down, so we'll get thrown out into the middle of nowhere."

"I think it's worth a shot," said Mast. "Drake, go check the teleporter and make sure nothing is blocking our route there. We'll have to move fast. I'll check out the ammunition stores and get some heavy weapons. Lauren, activate the comms array. Then go get some auto-turrets set up, on the roof, around the perimeter. That should give us a fighting chance."

FOURTEEN MINUTES LATER

"Three heavy machine gun turrets, two autocannons, four rocket launchers and one Particle Cannon auto-turret all set up and ready," reported Lauren. "Oh, and I got the short range sensors back online."

"Excellent," replied Mast. "Drake, how's the teleporter?"

"Ready and waiting. Path is clear."

"Here, I found one of these," said Mast, hefting an M620 Light Machine Gun. Who wants it?"

"You take it Drake, I prefer my battle rifle," said Lauren. Drake put his shotgun on his back with his AR20 ICWS and tested the LMG's weight in his hands, then shouldered it and looked down the receiver. It felt heavy and powerful in Drake's arms, so he picked up four box magazines, which he attached to his armour.

"I'll take it."

"Sir, we have incoming," exclaimed Lauren. "Verifying targets....they're not ours. Six Drones, heading right for our HMG's field of fire. Turret is engaging..." Drake could hear the heavy machine gun's distinctive crackle as it opened fire on the six humanoid-shaped insects. "...Targets destroyed. I'm seeing a few- no, dozens of new contacts, incoming. The walls are too thick for them to break through but that door is putty to them. Sir, we should get ready."

"I agree," replied Sgt Mast. "Drake, lay down some heavy fire for us okay?"

"Yes sir," said Drake, pulling back the LMG's bolt as if to signify readiness.

The Gatekeeper

SEPTEMBER 22 2614

''14:26'

REMOTE OUTPOST GAMMA 4B

"Mast, Harris, fall back! I'll cover you!" shouted Drake over the hail of machine gun fire, bullets and energy bolts filling the air like angry wasps.

"No, Drake, there's too many!" exclaimed Mast, tearing off a grenade from his waist and dashing it towards the gaping entrance door, torn open in seconds. Lauren did the same, and Drake backed away after them, firing his LMG from the hip into the masses of Swarm flooding into the building. As he fell back behind a corner in the corridor Mast set an ambush charge, and they chased down the hall after Lauren. A few seconds later the device incinerated several Drones but more followed, and where they turned the corner were deluged by fire from Drake and Lauren, falling back rapidly through an open blast door. Mast took a huge particle blast to his chest and fell against the wall, shields depleted and wheezing.

"Sir!" called Lauren, turning back and rushing towards him, ignoring the dozens of enemies firing at them. But Mast closed the blast door and sealed it. "SIR! Sir open the door! We can get you out just open the door!"

"I'll slow you down, Lauren. I'll stay here, hold them off as long as I can. I never did tell you how much of a good soldier you were. Now go! You know this door won't hold them for long!"

"Lauren, let's go!" called Drake from the teleporter room. He powered the teleporter up with his neural interface, activating an ovular greenish-blue field of energy. He looked back just in time to see Mast's life signature vanish from his HUD. He had detonated his armour's self-destruct, taking dozens of enemies with him.

"Lauren, come on!" Drake called again, and Lauren ran down the hall and onto the teleporter room, sealing the door shut after her. Immediately they could hear the beasts pulling the door open, and a Reaper got its foreleg through and started striking mid-air inside, poking its evil-looking head into the room. Any second now they would break in. Lauren fired a 3-round burst from her battle rifle and the thing dropped to the ground.

"Lauren, it's ready, come on!" Drake shouted frantically at her.

"Go through, I'll be right behind you!

Drake jumped through the portal, and hung in senseless suspension for a what seemed an immeasurable period. Finally he was hit by the cold Radiance air, and flew out a portal onto the hard, rough ground. Heaving himself up, he made a quick check of his surroundings- all clear- before pointing his remaining weapon at the blue portal behind him. Drake had dropped his LMG and his shotgun when he jumped. He waited, poised completely, for minutes. But nothing happened. Panicking, he tried to think of why Lauren hadn't followed him through. Maybe she's still in the system. Maybe she got thrown out at another terminal. But one thing kept surfacing in his mind.

Maybe she didn't make it out.

Giving up, Drake did a more thorough check of his surroundings. The terminal he had been ejected at was in the middle of nowhere. All that existed was a small landing pad and a refueling connection. That was it. On the edge of a forest and an empty, lonely plain.

Then it dawned on him. He was alone, completely alone. Stranded in the middle of nowhere, no food, no supplies, no squad and no hope. He wasn't going to complete the mission; he was going to die here of thirst; or be discovered by the Swarm beasts that were no doubt nearby. Operation Deeep Strike must have been a failure; no reinforcements had arrived and none would. His squad, Mast's squad, Saren's squad, the last forces at the compound- they were all dead. Drake checked his assault rifle and, finding himself out of ammo, threw it as far as he could. He removed the pistol from his thigh.

Drake very quickly realised what a dreadful mistake he had made when he heard an awful hissing sound immediately behind him. Drake paled and turned around, seeing a huge, terrifying Swarm beast looming over him. A Dragon. Drake turned and ran, but the creature leapt at him, easily closing the distance between them, its terrible mouth making rapid hissing and clicking sounds. Two massive claws snapped ferociously at him, turning Drake’s blood to ice. Its large pincers glistened with flesh blood, dripping from its hideous maw. Two horrible, intelligent eyes gleamed like black jewels in the dark, as Drake was looking into the dark heart of the universe itself. They glared at him, calculating, examining, planning how best to devour him.

He ran as fast as he could, trying but inexorably failing to ignore what was pursuing him. It was hopeless; the monster effortlessly closed the gap. Hissing wildly, it swept its heavy claw to the side, knocking Drake flying a dozen yards as if he were a ragdoll. He rolled as he hit the ground, dispersing the impact. His last weapon, his pistol, was hurled out of his hands, and already the creature was upon him, saliva, warm blood and digestive enzymes dripping from its hideous gaping mandibles. The beast turned its heavy claw and brought the blunt side of it crashing down onto the ground in an effort to crush Drake- but he rolled to the side and jumped up, barely holding his footing as the claw smashed heavily onto the ground. As he sprang onto his feet he tore his blade from its sheath on his calf and sent it cleaving against the monster's chest- but the thick carapace deflected the blow. The insect lunged dreadfully at Drake with its pincer-mouth, lightning-fast, but Drake sidestepped awkwardly and jabbed into the air with the knife, fending the monster off. It hissed and recoiled somewhat, but its eyes did not move from Drake nor the claws cease their terrifying snapping.

The thing lunged at him again, and Drake was caught heavily in the chest with an almighty whack from its huge claw. He was knocked off his feet a second time, and the beast towered over him and reigned blows all around him with its many legs. One almost impaled him but he rolled frantically to the side, seeing with shocked horror the razor-edged claws on each of its legs. A leg went straight for his chest and he tried to dodge, but the monster was too fast and it plunged agonisingly into his left shoulder, tearing indiscriminately through armour, muscle and flesh. Drake yelled out as hot blood gushed from the wound, and his shoulder exploded violently with pain. Very suddenly, he felt dizzy. He could not keep fighting.

But he must.

Ignoring his clouded vision and his burning shoulder, he grabbed his knife and rammed it hard as he could against the fiend's underbelly, praying to find it less protected. The blade slid with difficulty through the thick exoskeleton. Drake pulled it out and stabbed it again- and the monster reared up and recoiled, a terrible shriek emanating from its mouth. It chilled Drake to the bone; it felt as if all the happiness in the world had been drained. The foul beast kicked Drake with its forelegs and he felt his knife slip from his grasp. He flew threw the air and landed on the rough ground, spent of his energy. He staggered to his feet, expecting to find the beast tending to its wounds or retreating maybe. he saw with dread that instead it was already upon him, stinking, gaping mouth ready to engulf him. Drake was unarmed, defenseless, exhausted. The hopelessness of his situation hit him in one moment and suddenly he felt very, very lonely. So this was where he would die. But if he was going to die, he would do it like a Theran- fighting to the last.

Drake, strangely somewhat empowered by the realisation that his days were done, threw his right fist at the hideous monster with what little strength he could muster. In the milliseconds before, his neural interface had detected Drake's intentions and extended the three spikes in his hand's armour. The blow alone would've knocked out a grown man- but the creature was unfazed by this or the row of three dents in its carapace. It struck Drake powerfully in his chest and he, yet again, was sent dashing to the round. Drake groaned and tried to get up, but he couldn't. He raised his head and looked at the creature. It hadn't moved, it merely looked at him with malice from its evil, angry eyes. It had sensed the end just as surely as Drake had done. If he was going to die, at least he would do it standing up. He struggled to heave himself to his feet but his arms shook violently and failed him. The creature began to slowly move towards him, the slow, agonising procession of an executioner. Drake shook all over, not from fear but from exhaustion. He had accepted his death a long time ago. The creature hissed slightly. There was no doubt in its mind, or Drake's, what the outcome would be. It was only a short distance away now, the creature and Drake's death, creeping slowly and silently, without remorse or pity, as death does.

Drake could stand up, he thought, if he tried hard enough. He could stand up and face his death on his feet. But something stopped him from doing so. Instead he dragged himself backwards, on his back by his arms. One of his legs bent at an odd angle. But if he really wanted to, he could stand. He should do it.

No.

He continued his slow but futile retreat from the creature, which seemed almost to smile. Drake couldn't tell, maybe that was the blood loss talking. As prepared to stop moving, to stop crawling backwards like a coward, something happened. He put his hand back just a little further, oblivious to what was just out of his reach. One of his fingers clipped it- a metallic object of some sort. Drake grabbed it and whipped it in front of him- it was a pistol, his pistol. He gripped it tightly in his hands and raised it, looking along the ironsights straight into the monster's malevolent eyes. His arms shook violently, as did his entire body. He could not hit the creature. Even if he did it was armoured. He did not even know if his gun was working or had ammunition. He shook from head to toe, covered in mud and slime and blood. The gun rattled slightly in his hands. The beast realised what was happening, just metres from him now. It began to hiss, and once again Drake felt all hope and good feeling sapped from his weary, beleaguered body. What was the point? As if sensing Drake's reaction, the insect opened its dreadful maw wider and screeched all the louder.

Drake pulled the trigger. The bullet impacted the beast on its open upper jaw, and the creature's head exploded backwards. The monster flailed in the air and collapsed, mindless, and was finally, thankfully still. Even in death its eyes radiated malice.

Drake breathed a sigh of relief, though he wondered how many more he would take. He collapsed onto his back, shattered. His pain and raw fear were replaced by a sort of dull, numb emptiness. His suit must have injected something into his bloodstream, though his HUD still flashed a red symbol in the corner. Drake let out a weak tendril of thought and shut off the symbol, something along the lines of 'death is imminent'. Drake didn't care any more. He felt warm, though he knew he shouldn't. He didn't smell the rancid stench of the beast's corpse, nor did he feel the strange coldness of his left arm. He didn't see the strange angle at which his ankle bent, nor his HUD's insistence that he find a weapon of some sort, nor the numerous red dots that represented hostiles, showed all around him on his sensors. All Drake felt was the odd warmth in his spent body, and the deep, agonising despair in his heart. The world was crumbling, he would never see the ones he loved ever again, and he and his comrades, who had laughed and wept and bled together, were dead or would die very, very soon. He had defeated his last enemy, the gatekeeper to his demise. Now he was free to die alone, empty, and cold. The drug was wearing off. He began to feel cold to his core once again. He cursed the world, cursed the Swarm, cursed his own foolishness. Oh, to see the world end like this! To die in such a depraved, pitiful state!

Gathering the strength he had left, though where from Drake would never know, he rolled over onto his front, curled up with his back to the sky and his knees on the ground. He cradled his head in his arms, pulled off his battered helmet to expose his battered face to the cold, vicious wind. Hot tears streamed down his cold face. He raised his pistol to his temple, stone cold just as he now was. He touched the muzzle to his skin, whispering faintly of death as if it was far off, not close enough to sense as it was. He tried to think of reasons not to pull the trigger- but nothing came to mind.

He took up first pressure on the trigger. One quick squeeze now and all the pain and suffering and despair would be over. He should control his own death, rather than leave it to fate. He should do it.

Click.

Drake opened his eyes slowly. Nothing had changed. He was still freezing and shaking and dying both inside and out. His gun was empty. Fate had outsmarted him. He rolled over, with great effort, onto his back again. Let death take him now, he thought, before those beasts catch my scent and come looking for fresh meat. Take me now. "I'm ready..." he whispered quietly, and his eyes closed very slowly, and his consciousness began to fade like a bright light being extinguished. The last tendril of thought left his body, not reluctantly...he did not hear the distant whine of a Sabre, faint but unmistakeable.

Final Flight

Drake woke abruptly, jolting slightly from where he lay in the back of the dimly lit dropship. He saw Ryans and his squad facing away from him, battered but alive. He looked down at the wound on his shoulder and his leg, and saw that they were healed. A wall of pain hit him like a bullet as he struggled to get up. Radner saw and stowed his weapon, then offered Drake an arm, and Elias staggered to his feet.

"Slowly mate," Darren said, easing Drake up. "You were near dead when we found you. Took an hour just to stop the bleeding."

"How did you find me?" he asked, and as he spoke his chest felt as though it was being crushed.

"We were monitoring the teleporter networks for survivors," replied Ryans.

"Survivors?" said Drake worriedly, and Ryans gave a resigned look.

"Yeah, the main compound was overrun, the last survivor activated the self destruct," answered Darren."We think we're the last ones alive."

"What about Lauren? Did you find her too? Did you see her go through the teleporter?" Drake said anxiously, slurring his words.

"Sorry Drake...it was just you. No one else went through the teleporter," replied Ros.

"What happened to you? Where's your team? Where's Mast?" inquired Ryans.

"Helsley died when our bird went down. He piloted it into the ground, saved our lives. We found an outpost but we were attacked. Mast was killed and Lauren was right behind me- I don't know what happened to her. Why didn't you come back for us?"

"Swarm set up triple A in the area. We couldn't attempt a rescue without jeopardising the operation," answered Ros. "We're sorry. Saren and his squad went down trying to reach you, we've lost contact."

"Shit," he swore. "Where are we going now?"

"Where else?" replied Ryans. "To do this thing. We're gonna call in the big boys and exterminate these damn bugs."

"Yeah, so get yourself ready," said Radner. "ETA seven minutes, then we go in hot."

Beyond

UNSC Ammunition
Listed here are the different ammunition calibres and types of the small arms used by UNSC. Though greatly differing in calibre, these ammunition types provided a wide range in power, range, weight and accuracy, each providing the most imperative characteristics to each weapon, and each role. These ammunition types frequently were available in both the conventional chemically propelled rounds and the more powerful Electrothermal Acceleration propelled rounds. The latter method required both a capacitor and an energy source; the former needed only a standard mechanism to ignite the propellant. A weapon could accept electrothermal accelerated rounds in the same way as standard ones, the only difference being that their casing contained gas ready to be ionised by the energy source in the magazine and the capacitor in the weapon, while standard magazines lacked the energy source in the magazine and were ignited and propelled normally.

Ammunition Types

On top of the many calibres of weapons in the Allegiance arsenal, many different forms of ammunition were available in each calibre, substantially increasing the variability and potency of the Allegiance Armed forces. The following ammunition types were commonly available in small arms calibres:


 * RAPID/RAPID II: The RAPID round, or Reactive Armour Piercing IncenDiary, was an incendiary armour piercing round with a penetrator of tungsten, cerium and copper carbide (altogether known as TC3). This was designed to provide similar effects of a depleted uranium round, such as self-sharpening, pyrophoric and super dense, but without the side effects associated with a radiological material. The armour piercing nature of the round, coupled with the secondary incendiary effects, made the RAPID round highly effective against armoured targets, though less so against shielded ones. The RAPID II round improved the weapon's original performance and also increased its effectiveness against shields, using an condensed CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy tip coupled with a secondary TC3 penetrator. The round was coated in an advanced polymer which acquired an electric charge while in flight, aiding in shield depletion, an effect which was more useful the further the bullet travelled.


 * HEPAB: While not used as regularly as most ammunition types, HEPAB, or High Explosive Programmable Air Bursting, was a powerful munition capable of taking out multiple armoured targets. The round was fed date from the user's battle armour, which detected the target's movement, distance and such. Upon leaving the barrel the bullet was provided with data on when to burst, so that it exploded in mid air in close proximity to the target or targets, with devastating results. The bullet was composed of dozens of sub-projectiles or bars, most often condensed tungsten carbide or CVT/Austenitic Steel alloy. These were set in a powerful plasma based explosive, detonated by a timed programmed fuse. The electronic timer was programmed by inductive coupling through a device installed in the muzzle of the weapon, or through the armour itself. The timer initiated the ejection charge which released and dispersed the sub projectiles before impact with the target. The ammunition was effective against armoured infantry targets, and moderately useful at depleting shields. However, it was quite dangerous for use in close quarters, though IFF constraints in the armour usually avoided any friendly fire incidents. Nevertheless it was often used most in open or expansive battlefields.


 * HVS/AP-HE: The High Velocity Shield/Armour Piercing High Explosive was the most common form of ammunition used on the battlefield, due to its high damage and multi role nature. it was in essence the basic, standard form of ammunition used when an all round munition was needed, and was highly popular throughout the armed forces. The round consisted of a deforming ballistic cap, a dense treated CVT/Austenitic alloy penetrator, a minute particle forcefield generator to neutralise shielding, and prefragmented tungsten carbide with a high explosive in the centre. The round was able to bypass any present shielding, pierce virtually any body armour and then fragment inside the target, with devastating results.


 * HPHE: HPHE, or High Penetration High Explosive rounds, were a powerful anti armour round able to engage armoured vehicles to a limited degree, in addition to shielded and armoured targets. The tip of the shell was TC3, a laminated tungsten alloy, comprised of tungsten, cerium and copper carbide, which gave the shell extreme armour piercing properties, as well as being self sharpening and pyrophoric. The rest of the shell was prefragmented tungsten carbide, with a small hollow space in the interior. Within this space was a small forcefield generator, powered by a minute power source. Suspended within the field was a microscopic amount of antimatter, which did not come into contact with matter. Once the shell impacted on the target, the deliberately vulnerable power source would be destroyed, causing a matter-antimatter reaction and devastating any armour or targets within the blast radius. The ammunition was not very often used as it caused quite uncontrollable collateral damage, and so was unpopular for use in small arms.


 * HEPA:


 * HPSDAP:


 * HESH:

Ammunition
BR62 Battle Rifle

The weapon was rechambered from the older, less potent 9.5x40mm experimental UNSC round, for use with the Allegiance calibre 9.5x60mm. The round saw an increase in casing length, increasing the bullet's velocity and providing higher kinetic energy on impact. The round's increased velocity considerably increased its kinetic energy, meaning that upon impact with a target it imparted a significant amount of energy. The round's impact energy, accuracy and range contributed to its potency; it was effective against body armour and even energy shielding employed by many forms of infantry. A standard magazine held 36 rounds in three staggered columns of twelve rounds each.

The most common and effective type of ammunition the BR62 employed was HVS/AP-HE, or High Velocity Shield/Armour Piercing-High Explosive. Probably the most advanced and effective feature of the round was its ability to penetrate powerful shielding. Towards the rear of the bullet was a small particle forcefield generator. This was powered by a minute power source which activated as the round left the barrel, providing more than enough power for a few seconds in flight. The shield was arranged in a conical shape, with the narrow point projected out in front of the bullet. Upon contact with a shield, the forcefield would force a small hole in the shields, indiscriminate of their strength. The hole would only be maintained for a split second and would thereafter collapse, though it was enough for the bullet to pass through the gap. As the shield was particle based, it was equivalent to a conventional penetrator; instead it was projected out in front of the bullet and specifically aimed at piercing shielding. Generally, however, the round's extreme stopping power would ensure shield depletion; this way it was preserved for armour penetration instead. As a result of the forcefield, the area of high pressure usually occurring at the front of a fast moving object, such as an aircraft or bullet, was shifted instead to in front of the forcefield. This did not deplete the field’s power by a noticeable amount, but allowed the bullet to travel faster than it would normally without the presence of a forcefield. This effect, although widely documented, is in essence a side-effect of the shield defeating field, albeit a welcome one. As a result the bullet had roughly a 30% velocity increase over other, similarly weighted bullets, disregarding its exotic propellant method. The armour piercing component of the round consisted of a ballistic cap, a lightweight synthetic material designed to deform on impact, and arranged in an aerodynamic shape. Below that was a penetrator core of CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy. This alloy had been condensed using gravitational field manipulation, achieving an 82% smaller material for the same weight allowing it to be used in larger quantities and higher masses. It had then been liquefied by ion fusers, then bombarded with charged particle vibrating waves as the material cooled. This dramatically improved the bonding strength of the molecules and guaranteed the penetrator would hold its shape on contact with the target. Behind this was a pre-fragmented block of TC3 alloy, composed of tungsten, cerium and copper carbide, with a delayed fuse in the centre. Once the bullet penetrated the armour, the fuse was activated on a split second timer. This fuse contained a plasma based high explosive compound, which fragmented the pre-weakened TC3, in turn heavily damaging organic structures and internal organs. As a secondary function the TC3 was incendiary, causing severe secondary damage to soft targets.

Unlike some Allegiance infantry weapons, the round was not caseless, the magazine containing both bullets and their attached casings. Rather than using a plasma-based propellant in these casings, they instead contained gas which was ionised, super-expanding and forcing the bullets out of the barrel at a muzzle velocity of just under 3,500m/s. In order to partially ionise this gas, the weapon utilised a miniaturised Electrothermal Acceleration system. The system used a plasma discharge rather than a chemical reaction to force the bullet down the barrel. A high current, high voltage energy source was used along with a capacitor bank. The capacitor was located inside the weapon itself towards the rear, had a life span of 8 to 10 years and was removable through a mechanism in the stock. The energy source was a small device located in each magazine, providing a high voltage and current energy source capable of providing power for propellant of that magazine's rounds. This system replaced the older method of a single power source located in the weapon that needed to be reloaded every so often; this way the magazine was the only thing that needed to be changed. Both were attached in series to the electrode system in the BR62's barrel. The capacitor was loaded with as high a voltage as possible, and the capacitor was then discharged. The gas in the gap between the electrodes would ionise, turning the non-flammable propellant into superheated conductive plasma. At this point, associated volumetric expansion would propel the projectile from the barrel at very high velocity. This greatly increased the bullet's velocity, lowering its transition time and increasing kinetic effects and penetration on contact with the target.

M45 Compact Ranged Weapon System

The M45A utilised the calibre 11.4x60mm. This was a long range, accurate and high velocity round with crippling stopping power. The M45A most commonly accepted this round in 10-round single column or 15-round staggered column magazines. While this round had not unsubstantial recoil, inertial compensators integral to the weapon negated the majority of this and allowed for rapid groups of shots to be fired, with a very short target reacquisition time, even when using the 3-round burst firing mode. The 11.4mm round was capable of piercing the strongest infantry shielding and armour, especially in ammunition types such as HVS/AP-HE, HPHE, HPSDAP and HEPA. Upon leaving the barrel, a microprocessor in the bullet was fed the target the user was aiming at, this having been detected by the user's neural interface. Using small steering vanes the bullet had an active ability to self-correct its path, adjusting in-flight for windage and other conditions, and even the target's movement. At 3500m the round had a 99.975% chance of hitting its target. In the event that the target was not hit by the bullet, for example being killed by an ally or ducking behind thick cover, the microprocessor would guide the bullet to the target's previous position, and, providing the bullet had an explosive or incendiary component, would activate it, wounding the target or surrounding enemies. Similarly, the user of the weapon could utilise air-bursting ammunition using a rangefinder affixed to the weapon or integral to their armour, or via satellite link. The ammunition would then burst mid-air at the appropriate distance.

The most common and effective type of ammunition the M45A employed was HVS/AP-HE, or High Velocity Shield/Armour Piercing-High Explosive. Probably the most advanced and effective feature of the round was its ability to penetrate powerful shielding. Towards the rear of the bullet was a small particle forcefield generator. This was powered by a minute power source which activated as the round left the barrel, providing more than enough power for a few seconds in flight. The shield was arranged in a conical shape, with the narrow point projected out in front of the bullet. Upon contact with a shield, the forcefield would force a small hole in the shields, indiscriminate of their strength. The hole would only be maintained for a split second and would thereafter collapse, though it was enough for the bullet to pass through the gap. As the shield was particle based, it was equivalent to a conventional penetrator; instead it was projected out in front of the bullet and specifically aimed at piercing shielding. Generally, however, the round's extreme stopping power would ensure shield depletion; this way it was preserved for armour penetration instead. As a result of the forcefield, the area of high pressure usually occurring at the front of a fast moving object, such as an aircraft or bullet, was shifted instead to in front of the forcefield. This did not deplete the field’s power by a noticeable amount, but allowed the bullet to travel faster than it would normally without the presence of a forcefield. This effect, although widely documented, is in essence a side-effect of the shield defeating field, albeit a welcome one. As a result the bullet had roughly a 30% velocity increase over other, similarly weighted bullets, disregarding its exotic propellant method. The armour piercing component of the round consisted of a ballistic cap, a lightweight synthetic material designed to deform on impact, and arranged in an aerodynamic shape. Below that was a penetrator core of CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy. This alloy had been condensed using gravitational field manipulation, achieving an 82% smaller material for the same weight allowing it to be used in larger quantities and higher masses. It had then been liquefied by ion fusers, then bombarded with charged particle vibrating waves as the material cooled. This dramatically improved the bonding strength of the molecules and guaranteed the penetrator would hold its shape on contact with the target. Behind this was a pre-fragmented block of TC3 alloy, composed of tungsten, cerium and copper carbide, with a delayed fuse in the centre. Once the bullet penetrated the armour, the fuse was activated on a split second timer. This fuse contained a plasma based high explosive compound, which fragmented the pre-weakened TC3, in turn heavily damaging organic structures and internal organs. As a secondary function the TC3 was incendiary, causing severe secondary damage to soft targets.

Unlike some UNSC infantry weapons, the round was not caseless, the magazine containing both bullets and their attached casings. Rather than using a plasma-based propellant in these casings, they instead contained gas which was ionised, super-expanding and forcing the bullets out of the barrel at a muzzle velocity of just under 3,500m/s. In order to partially ionise this gas, the weapon utilised a miniaturised Electrothermal Acceleration system. The system used a plasma discharge rather than a chemical reaction to force the bullet down the barrel. A high current, high voltage energy source was used along with a capacitor bank. The capacitor was located inside the weapon itself towards the rear, had a life span of 8 to 10 years and was removable through a mechanism in the stock. The energy source was a small device located in each magazine, providing a high voltage and current energy source capable of providing power for propellant of that magazine's rounds. This system replaced the older method of a single power source located in the weapon that needed to be reloaded every so often; this way the magazine was the only thing that needed to be changed. Both were attached in series to the electrode system in the M45A's barrel. The capacitor was loaded with as high a voltage as possible, and the capacitor was then discharged. The gas in the gap between the electrodes would ionise, turning the non-flammable propellant into superheated conductive plasma. At this point, associated volumetric expansion would propel the projectile from the barrel at very high velocity. This greatly increased the bullet's velocity, lowering its transition time and increasing kinetic effects and penetration on contact with the target.

M8 Submachine Gun

The M8 utilised advanced and powerful ammunition, a result of its need to overcome powerful organic and non-organic ceramic and composite armour. There were many ammunition types available in the M8's calibre, such as HVS/AP-HE, HPSDAP and HEPA rounds. The weapon's calibre was 5x23mm, which was a miniaturised round developed for use in SMGs and some pistols and personal defense weapons. It increased substantially the carrying capacity of the ammunition, and in some cases, for example submachine guns, its rate of fire. The associated decrease in mass and therefore power and penetration was combated by use of more advanced, and more expensive, ammunition types. The round was caseless, decreasing the mass and cost of the ammunition. Instead of using the traditional method of a plasma-based synthetic block of propellant that combusted in the barrel to provide the bullet thrust, the M8 instead utilised a miniaturised Electrothermal Acceleration system. This gave the weapon an impressive muzzle velocity of 2,140m/s.

The system used a plasma discharge rather than a chemical reaction to force the bullet down the barrel. A high current, high voltage energy source was used along with a capacitor bank. The Capacitor was located inside the weapon itself towards the rear, had a life span of 8 to 10 years and was removable through a mechanism in the stock. The energy source was a small device located in each magazine, providing a high voltage and current energy source capable of providing power for propellant of that magazine's rounds. This system replaced the older method of a single power source located in the weapon that needed to be reloaded every so often; this way the magazine was the only thing that needed to be changed. Both were attached in series to the electrode system in the M8's barrel. The capacitor was loaded with as high a voltage as possible, and the capacitor was then discharged. The gas in the gap between the electrodes would ionise, turning the non-flammable propellant into superheated conductive plasma. At this point, associated volumetric expansion would propel the projectile from the barrel at very high velocity. This added to the M8's already potent battlefield ability.

The ammunition could be loaded either using the standard, quadruple stacked, 80 round box magazine, which was the most commonly used method. Alternatively, a cylindrical 160 round helical magazine could be used, providing extended firing periods at the cost of a more bulky and heavier magazine. A favourite of troops going into combat was to load their weapon with the 160 round mag and then carry 80 round ones for when the former ran dry.

L534 Grenade Launcher
The L534 Grenade Launcher was a heavy infantry weapon in use with The Royal Allegiance.

History

Conceived during the Remnant War, the L534 was issued to heavy infantry and was used to great effect against shielded infantry and light vehicles. While considered by most to be a rather primitive weapon, none could disagree with its astounding power, the reason it was still in service when the Swarm War erupted. Designed and introduced in 2554, and heavily influenced by earlier designs, the L534 was the oldest weapon still in use in 2733. As Particle-based weaponry and directed energy beams began to sweep aside older cannons and grenade launchers, the first steps in an eventual replacement of conventional weapons with energy based ones, the L534 remained as one of the few weapons with no energy weapon counterpart. While eventually retired in 2891, it was one of the most successful and widespread conventional weapon in use as directed energy weapons began to dominate the theatres of war.

Usage

The L534 was often used as a close, medium and mid long range suppression weapon. However, it was useful against a wide range of ground based targets. It could quickly mow down a group of infantry in the open or taking cover, and could engage lightly armoured vehicles and rapidly destroy them. It was useful against slow moving low flying aircraft, but was not as effective as other weapons. It could be used either on its own by a single infantryman, or mounted onto a bipod or tripod. Additionally, it could be mounted onto armoured vehicles via the IRONHAMMER Weapon Mount, giving vehicles a good multi purpose weapon. When used by a single soldier it was often drum-fed, though its 50-round drum went dry after only 8 seconds of continuous firing, unless using semi automatic mode of fire. At its most effective when mounted onto vehicles, it could be belt-fed meaning a better efficiency and more reliable weapon. The weapon was well-liked for its light weight, low recoil, and power against infantry and light armour. Unfortunately its high rate of fire meant soldiers often overlooked it, only being able to carry a few of the large magazines and knowing that after only a few minutes they would be out of ammunition. It was designed mainly for vehicle-based usage and so infantry use suffered slightly, dismounted troops favouring smaller, lower velocity, slower firing and sometimes underbarrel grenade launchers.

Design

The launcher was fed by a 12-round, cylindrical drum magazine underneath the weapon, which fed into the barrel directly. It utilised Electrothermal Acceleration technology, rather than combustible propellant, to launch the grenades, which decreased the weapon's recoil and meant higher muzzle velocity, in turn increasing the penetration and lethality of the weapon. Underneath the large barrel was a foregrip, which had an accessory rail mounted underneath to allow modifications. Similarly another rail was located above the barrel, for flashlights, target designators and other such attachments. The fire mode selector was located behind the magazine, and just above the large pistol-style grip and conventional trigger. Behind this, a large, adjustable stock extended from the weapon, with an ergonomic buttstock and a cheekrest on the top side. On the top of the L534 was another rail, accommodating sights and scopes to increase the weapon's capability. The weapon featured a venting system that recovered part of the gases generated by the round, and pushed it back in a space located behind the bolt during the cycle. The bolt 'bounced' on a sort of 'gas cushion' that acted as a buffer, dramatically reducing the weapon's recoil.

While fed by a drum, fire modes were restricted to three round burst and single shot modes only, to conserve ammunition and maintain weapon controllability. While fed from an ammunition belt, however, especially when used in conjunction with a mount or tripod, the weapon was more potent and effective in fully automatic mode.

Ammunition

The L534 utilised the 40x56mm HE ammunition, which killed any personnel within a 7m radius and had a casualty radius of up to 100m. Unlike underbarrel grenade launchers, the L534 fired high velocity 40x56mm grenades, with a penetration sufficient to penetrate APC and other light armoured vehicle's armour. Alternatively the RAPID ammunition was used, which was a miniaturised version of other ammunition types. The RAPID round was designed to defeat armoured vehicles using reactive armour, which became increasingly widespread throughout the late 2500s. It saw great success against reactive armoured vehicles, though was somewhat less effective against non-reactive armoured targets. The round was also effective against armoured and shielded infantry targets.

The RAPID round was made up of a laminated tungsten alloy, comprised of tungsten, cerium and copper carbide (altogether known as TC3). This was designed to provide similar effects of a depleted uranium round, such as pyrophoric, self-sharpening and super dense, but without the side effects associated with a radiological material. The flat projectile trajectory and a short flight time significantly increased the hit probability with an increased ability of the ultra low drag tungsten alloy long rod penetrator to defeat armour.

The Electrothermal Acceleration system used a plasma discharge rather than a chemical reaction to force the grenade down the barrel. A high current, high voltage energy source was used along with a large Capacitor bank. Both were attached in series to the electrode system in the cannon's barrel. The capacitor was loaded with as high a voltage as possible. However, a militarily useful energy was achieved with as little as several kilojoules. The capacitor was then discharged. The gas in the gap between the electrodes would ionise, turning the non-flammable propellant into superheated conductive plasma. At this point, associated volumetric expansion would propel the projectile from the barrel at very high velocity.

The advantages of this method of propellant were clear. It increased the round's velocity by up to 480% over conventional techniques, aiding in accuracy and penetration characteristics. It used electricity as energy source, eliminating the need for explosive and vulnerable propellants. The power of the round could also be determined, unlike traditional methods. The more energy was supplied the faster the gases expanded, and the faster the projectile was accelerated. This made it possible to select any velocity desired and also allowed the projectile to reach speeds at which it would outrun the burn rate of a conventional propellant.

Gallery

The Battle of New Seville was a bloody engagement taking place between the United Nations Space Command and the Covenant Religious Hegemony, occurring on the planet New Seville in 2540.

AH-17 Raptor
The AH-17 Raptor was the primary spatial and naval bomber for The Royal Allegiance during the Swarm War.

Role

The AH-17 Raptor was a heavy bomber in use with the The Royal Allegiance. They excelled at destroying undefended capital ships. Their primary role was that of capital ship killer, but they were also very occasionally capable of planetary bombing missions. They could not function as fighters due to their large size and clumsy maneuverability. They were often deployed alongside AL-56 Flashfighters and AL-61 Valiant Interceptor|AL-61 Interceptors, which would then engage enemy fighters allowing the bombers to begin their attack freely. As such, they were a common sight in naval engagements, though usually moving fast and avoiding confrontation with enemy single ships. Usually only seen during the latter stages of a battle, unless it was a tough fight and the Allegiance forces needed to bring as much fire as they could onto the enemy.

Usage

AH-17s were almost exclusively employed to engage hostile spatial armour. The only other role they were often assigned was that of an atmospheric bomber, though they were largely ineffective in this, resulting in the introduction of a new craft, the R41 Phoenix. Raptors were extremely expensive, valuable, and vulnerable. Allegiance commanders were reluctant to deploy them unless in must-win situations because they feared they might not receive replacements. Reflecting this, an Ares-class Battleship only carried two squadrons, an Apollo-class Frigate only two, and the Triton-class Heavy Destroyer no squadrons of Raptors. From 2738 onwards, Raptors were replaced in the atmospheric bomber role by the multi-role R41 Phoenix, which functioned as a ground attack fighter and an atmospheric bomber in one.

Layout

In comparison to most other Allegiance designs, the Raptor was relatively smooth and sleek, and almost reminiscent of UNSC craft. The craft was dominated by a long fuselage, with the cockpit situated at it's fore. Aft of the cockpit was the large triple 65mm autocannon, and under the large, forward-swept wings were numerous large hardpoints to facilitate heavy payloads.The bomb bay was located on the ventral side of the fuselage, and two twin 20mm machine guns extended from the wing's leading edges. The Raptor's main thrusters were located at the aft of the fuselage, with two secondary ones located just underneath and two tertiary ones to aid in maneuvering on the wing's trailing edges. Two large tail fins extended from the large wing's dorsal surface, adding stability and control for atmospheric flights. The appearance of the Raptor had been compared to that of its namesake, birds of prey or 'raptors'. Its pointed nose, large, swept-forward wings and tail fins all contributed to its striking appearance.

Armament The Raptor's primary light armament was its two twin 20mm machine guns in stationary positions to port and starboard of the cockpit. These were for light purposes only, they would have no effect on warships. As a result they were reserved for any starfighters that strayed into the Raptor's path.

The Raptor's main anti-armour weaponry were two torpedo tubes concealed underneath the cockpit. They could fire a wide range of ordnance, from standard torpedoes to high explosive warheads. These tubes were unable to carry nuclear warheads.

Some models stripped all of their armament save for the tail gun, for replacement with a single, large Particle Cannon mounted underneath the cockpit. This provided the Allegiance with a versatile, small heavy weapons platform other than large, slow warships.

For the main defensive armament, the AH-17 mounted a triple 65mm autocannon to the aft of the ship. This filled a gap in the ship's field of fire that would otherwise render the Raptor a tactical failure- an enemy ship approaching from behind would be able to easily destroy this craft, as it lacked maneuverability. This turret was quite powerful, being considered by some as the Raptor's main advantage.

Underneath the large, forward-swept wings were two large hardpoint racks, capable of accommodating ordnance in numbers far greater than the AL-56 Flashfighter. The racks were quite long which means each one could normally accommodate more than one warhead, unless the payload was HE warheads, in which case it carried one on each hardpoint, and nuclear warheads, which were carried one warhead to two hardpoints.

Rounding off the Raptor's offensive armament was the ventral bomb bay. It could carry up to 3,000kg of payload but this severely impeded its wing hardpoint capacity. Also, in space combat, where there was no gravity, a bomb could not be 'dropped' onto a target- it would just float away. Therefore the standard configuration was an empty bomb bay and full hardpoint rack in space, and the opposite in atmosphere. A favourite of atmosphere pilots was to fill the bomb bay up with ordnance for a drop on targets, and use the hardpoints for WASP Air-to-Surface missiles.

Weaknesses The Raptor suffered from rather poor maneuverability, stemming from its large mass; though it was faster than most fighters, allowing it to escape through speed rather than agility. In atmosphere it was largely useless as a ground attack bomber due to its focus on engaging capital ships. The rear of the craft would be dangerously vulnerable if not for the triple 65mm turret, and the underside of the craft was still extremely exposed. This problem was exacerbated by the Raptor's large wing surface area, which presented a large and tantalising target from below.

Operational History

Introduced in 2638, the AH-17 Raptor served as the mainstay bomber within the Allegiance forces. For many decades it remained untouched in its filling of this role. However, with the start of the Swarm War, bombers took heavy losses fighting through massive numbers of Swarm fighters to reach their warships. As a result the Allegiance began introducing fighter/bombers that could fulfil the role of bomber and still defeat fighters in dogfights. In addition, the Raptor's armament had been outdated by several decades by the Swarm War and this was beginning to tell in their combat effectiveness. This, coupled with the introduction of newer fighter/bombers such as the F/A-240 Scythe, led to the decline of the Raptor. It was officially replaced in 2774 by the BH-21 Valkyrie.

AL-56 Flashfighter
The AL-56 Flashfighter was the standard combat superiority multi-role fighter in service with the Royal Allegiance as the start of the Swarm War. Introduced in 2677, it was a revolution in terms of compactness, versatility and agility, though was known as a very unbalanced craft.

Usage The Flashfighter was a small, agile and fast fighter designed for a broad spectrum of roles. It was able to perform as a starfighter interdictor, bomber destroyer, ground attack and even warship engagement to a limited degree. Thanks to its maneuverability it was able to perform a wide range of aerobatics at short notice such as flipping, rotating on the spot, barrel rolls and other evasive actions, made possible by numerous thrusters mounted around the craft. In atmosphere these ware not possible, so the Flashfighter lost its biggest advantage. It could come out on top in most dogfights even if outnumbered. With specialised weaponry it was even capable of engaging enemy warships, although mainly supporting the assault of larger units. These ships were also commonly employed as the escorts of AH-17 Raptor Bombers, and also in a point defense role of protecting vulnerable capital ships or locations. Often they were employed in a defensive capacity against the Swarm fighters, or as escorts and support ships to convoys and cruisers. The Flashfighter was designed to utilised the electronic 'fly-by-wire' system, however due to size limitations and budget constraints, this was removed from the final version. The manufacturer, Avalon Orbital, warned that without the assistance of the FBW, performance would suffer, and suggested designing another fighter capable of using the FBW. The Council of Five, aware of time and budget limitations, overrode the manufacturers and proceeded with production and distribution. As a result the Flashfighter was notoriously difficult to control and stubborn at times, meaning only the best pilots could exploit the fighter's extraordinary speed and agility.

The fighter was easily damaged and as a result, had the worst maintenance to flight ratio of all craft employed by the Allegiance. It was noted, however, for being able to take massive amounts of damage and still remain operational. This was more true in space combat where aerodynamics or lift surfaces did not make any difference to the craft's overall performance.

The controls of the AL-56 were notoriously difficult to control, which affected its battlefield potency. In addition, it featured a relatively weak shield generator due to its size, though was protected by adequate armour. As the fighter could not withstand any amount of fire for a sustained period of time, the pilots relied on its high linear acceleration and agility to avoid fire.

The fighter focused mainly on armament, speed and agility, and as a result factors such as onboard systems, shielding and armour suffered. This, coupled with the fighter's difficult control and poor maintanance records, contributed to it being replaced in its main role by the F-307 Blackbird in 2776.

Pilot fitness could be no less than perfect; they were routinely subjected to, and expected to withstand, extreme Gs in combat. On top of this they were expected to excel in combat.

Layout The basic layout of the Flashfighter essentially consists of a pair of long, flat wings, an airframe between them, and two cylindrical engines mounted on pylons behind.

The Flashfighter's wings had a large surface area, allowing the fighter to easily lose excess heat energy generated by hectic combat activity. Mounted on the ends of each wing, ventrally and dorsally, were small banks of thrusters that enabled acute agility. Within the wings were ammunition stores and fuel tanks. This made them vulnerable to internal explosions. In space a Flashfighter would probably function with the loss of wings but in atmosphere this was not true, as the wings provided most of the lift necessary for atmospheric operations. Extending from behind the wings were two atmospheric ailerons, which negated the loss of the thruster jets in atmosphere by providing another dimension of extreme manoeuvrability.

Mounted between the wings was a small airframe which contained the cockpit. It was exposed and so vulnerable to fire, and was angular and streamlined assisting in atmospheric operations and reducing the ship's profile. The cramped cockpit was occupied by a single pilot.

The Flashfighter's engines were large, powerful cylindrical Royal Dynamics X4 Thrust units. The engines were custom designed by the Allegiance's state-owned military designer, to ensure top-quality in every aspect. Without the superior engines, the Flashfighter became just another underpowered, weak starfighter.

The engines were mounted on relatively thin pylons protruding from the rear airframe. The purpose of this was to lessen the amount of heat from the engines being passed to the rest of the fighter. They pylons could withstand the stresses of supporting the engines as well as small amounts of enemy fire.

Mounted on the engines were two tail fins, providing stability in atmosphere.

Armament Running along the inside edge of the wings were two long-barreled M700 Heavy Machine Guns, providing a versatile light armament for most uses. They had a cyclic rate of fire of 700 rounds per minute each and were effective for short range spatial engagements, at around 6km or under.

On the outside edges of the wings were two 30mm M204 Autocannons, providing a powerful armament for dogfights and lightly armoured targets. They were fed by two belts inside the wings. Commonly ammunition pods were stored underneath the wings on dedicated hardpoints for extended missions. Later on in their service, from about 2740 onwards, as energy weapon miniaturisation advanced, the autocannons were replaced with small Particle Cannons, which were more versatile in general and more powerful, as well as possessing higher ammunition capacity. The cannons could be used with HEPAB, HPSDAP, RAPID, HPHE and many others, providing a more adaptable and potent weapon.

Mounted on the tops of the tail fins were two ordnance launchers, able to fire THOR Rockets or WASP Rockets. This provided an adaptable element that proved very effective to specific purpose missions. it also significantly inceased the

Beneath each wing were hardpoints capable of carrying a wide range of munitions. These included TALON SRAAMs, LANCE LRAAMs, APEX ASMs, ACS/M-151 Decimators, ACS/T-117 Vindicator and Nuclear warheads.

Takeoff and Landing As Flashfighters were too small to mount anti-grav engines, they were incapable of hovering or VTOL. The only exception to this was when taking off from specialised flight decks which used electromagnets to levitate the fighters off the ground, facilitating rapid thrust takeoff. For example, a Flashfighter would be able to rise into the air, taxi in mid-air out of the ship alcove to the main flight deck, and then engage its main engines and proceed under its own power in a linear direction.

When these fighters were being recalled, their high velocity meant they could not be safely made to hover by the flight control computer, necessitating a large and long flight deck.

Other, larger but less numerous craft launched from landing pads on a raised platform (as they possessed their own anti-grav engines), keeping them separate from the fighters to avoid mid-air collisions which plagued earlier flight decks.

Generally these fighters were housed in squadrons of twelve. The general number carried on an Apollo-class was 48, or four squadrons. This could be increased to a maximum of 72 starfighters but at the detriment of other flight elements such as dropships.

Operational History

The Flashfighter was introduced in 2677, following the traditional doctrine of fighters being nimble and fast over well protected. While they largely overcame enemy craft on even terms, the tactics of some reaces encountered, particularly the Swarm, showed the weaknesses of the Flashfighter and all craft that followed its doctrine. From 2733 onwards the Allegiance expanded its vessel's fighter capacities, allowing them to diversify the types of craft they could carry. This paved the way for the replacement of the Flashfighter as standard fighter in 2776 by the F-307 Blackbird, and then by the later and much better balanced F/A-240 Scythe. From the turn of the 29th century onwards, Flashfighters were an increasingly rare sight in starship fighter ranks, and from 2820 they were only carried by the largest vessels. The class was completely retired from service in 2824, replaced largely by the more balanced Blackbird and the heavier F/A-240 Scythe.

Main Article: AL-56 Mk II Flashfighter

In the latter stages of the Swarm War, the Allegiance was struggling to equip its remaining vessels fully with fighters, or to keep enough for planetary defences. The war had taken its toll and many other fighters were dwindling in numbers, some classes having been wiped out completely, with remaining production facilities unable to keep up with demand, and usually under constant attack and raids by Swarm forces. There were still many hundreds of thousands of Flashfighters in the Allegiance inventories, but by this time they had become obselete and far outdated by the standards of the late 2800s. The result was the AL-56 Mk II Flashfighter, a heavily updated and modernised form of the venerable Flashfighter. It included advanced avionics, navigation and targeting sensors, fully modernised energy weaponry, and most importantly, a powerful shield generator and far more armour, whilst acheiving a similar speed. The fighter was put to use throughout the remaining Allegiance worlds and footholds, where it boosted the tattered Allegiance armed forces substantially.

AL-61 Valiant Interceptor
The AL-61 Valiant was a light fighter/interceptor introduced in 2751 by The Royal Allegiance.

History

Since the Swarm War started in 2733, the Royal Allegiance mainstay starfighter, the AL-56 Flashfighter, performed poorly against the smaller, faster and much more numerous Swarm craft. Though they had better armour and armament than their insectoid adversaries, this proved surplus to requirement when dealing with weak but fast Swarm vessels and so, Flashfighters were inadequate for dealing with such enemies. The immediate response from the Navy was to merely increase fighter complements onboard ships and increase anti-starfighter armaments; this eased the situation somewhat but mortality rates for pilots still remained perilously high.

In 2739, 6 years into the war, designs began on a small, fast and but resilient interceptor class which would meet the Swarm's starfighter hordes on relatively even terms. As a result, in 2751, Allegiance hangars were augmented by squadrons of Valiant Interceptors.

Usage of Valiants was popular until the introduction of the F-307 Blackbird and the F/A-240 Scythe, which had similar speeds, but many times more armour, shielding and weapons. In addition, the high attrition rates of weaker starfighters was beginning to tell by the late 2700s, and the Allegiance was finding it ever harder to replace lost fighter squadrons, and less expensive fighters grew in popularity.

Usage

Valiant Interceptors were regularly deployed to counter or destroy Swarm fighters. On their own they could easily destroy enemy fighter forces of most types, using their speed and resilience to overwhelm the enemy. However, the small and fast Interceptors coupled with the slightly slower but much better armed Flashfighters created an even more potent force for destroying enemy fighters with few casualties.

Because of this, their role in combat was usually to support Flashfighters in battle, to help them engage enemy starfighters, and to defend large warships from fighter and bomber attack. They were also used to defend allied bombers from hostile craft. They could, however, and often were found, performing many of the wide-ranging roles most fighters were utilised for.

Valiants were capable of operations in atmosphere. They were too small to mount anti-grav engines but their numerous lift surfaces proved effective enough to provide lift, similar to the Flashfighter.

Layout

The Valiant was quite sleek and angular in construction, more so than the Flashfighter. The cockpit took up a large portion of the ship's space, with very little besides. Similar to the AL-56, two wings swept forward on either side of the cockpit, lined with one rapid-fire Particle Cannon each. These wings were quite large and continued to a large degree behind the cockpit. Like the Flashfighter, the large wing surfaces were essential in dissipating excess thermal energy which would otherwise impede the starfighter's effectiveness. With the Valiant, this was imperative due to the large heat produced by the rapid-fire energy weapons. Located directly behind the cockpit, inside the fuselage, was the engine. On top of this were two tail fins, which provided critical stability and maneuverability in atmospheric operations. To either side of the fuselage the wings extended sideways to provide large heat radiation and also lift surfaces. Underneath these were the Valiant's most potent weaponry, six air-to-air missiles. Extending aft out of each wing were the two thrusters, powerful Royal Dynamics X22 Thrust Units which gave the craft its extraordinary speed. The fuselage protruded somewhat from the rear of the wing surfaces, and housed the maneuvering panels that made the craft so agile. Further devices were located around the craft, such as above and beneath the Valiant's nose, and on the outer edges of each wing, both ventral and dorsal, allowing extreme agility in combat situations.

Armament

The primary armament of the AL-61 was its complement of twelve TALON air-to-air missiles. These were extremely adept at destroying enemy single ships, also being fire and forget meaning the pilot did not need to manually direct the missile. They were equally effective in atmosphere or vacuum but useless against larger vessels and warships. Most of the time, a payload of twelve missiles would guarantee twelve kills. HEPAB and HEPA Fragmentation warheads were also popular for their ability to destroy or critically damage every craft within a large radius from detonation.n The craft could accept most Allegiance guided munition types, though rarely ones outside the Valiant's specific mission profile.

AL-61s were expected to face daunting numbers on a regular basis, and come out on top. To provide a powerful weapon to fall back on without weighing down the fighter, rapid-fire DP41 Light Particle Cannons were fitted in pairs to each craft. Weapons of similar role, such as the 65mm cannons of the AL-56, could have been added to the Valiant, but they were far heavier than the energy weapons, not least because of ammunition that needed to be carried. The Particle Cannons had a rate of fire of about 1000 pulses per minute.

Shielding

The AL-61 Valiant featured a compact shielding system that protected the craft from harm. It was equipped with a single DFX225 Shield Generator]], which protected the ship from up to 750 gigajoules of bombardment per second. This gave the craft greater resilience and ability to survive enemy attacks.

The Valiant featured no additional shielding systems, as these would come at the detriment to its phenomenal speed and agility.

Weaknesses

The Valiant was extremely vulnerable to anti-starfighter vessels such as anti-air frigates and point-defence ships. This was because they lacked neither the protection in terms of shielding and armour, nor the weaponry to withstand such foes. Occasionally, heavy Swarm fighters in numbers could defeat AL-61s because of their increased tolerance to damage. The Valiant was vulnerable to any fire and so easily destroyed from hits by virtually any weapon. However, its superior speed and agility negated this for the most part. As a result, however, pilots were required to be trained exhaustively on how to operate the craft and not to expose themselves to any amounts of hostile fire. The speed of the Valiant necessitated inertial compensators, which dampened the effects of inertia. However, these were only effective to around 85%, meaning the effects could still be felt when performing high-G battle manoeuvres or large aerobatics.

APEX Air-to-Surface Missile
The APEX Air-to-Surface Missile was a type of guided missile used by The Royal Allegiance and UNSC, and later the Unified Coalition of Governments, during the Swarm War.

Usage

The APEX ASM was used exclusively for engaging ground targets. It was employed heavily by attack VTOLs such as the FVA-442 WASP Gunship and BH49 Dragonfly, and by ground attack fighters such as the R41 Phoenix. It was used to engage any type of ground target, but was most effective against unprotected infantry and armoured vehicles.

Design

The missile was a fire-and-forget, multi-spectrum sensor-guided air to ground missile. Its design allowed it a range of about 56km before it ran out of propellant. Internally, the missile made use of several combined antitank methods to ensure the best possible rate of target destruction. The missile's payload was arranged as a tandem warhead with a kinetic energy penetrator in between the two. The first explosion would damage the tank's armour and defeat any present reactive armour. A nanosecond later, the larger, second lot of explosives would detonate, channeling the most of its power forward, damaging the armour again but also sending a kinetic energy penetrator at 2% the speed of light into the tank's armour. This penetrator was made up of a laminated tungsten alloy, comprised of tungsten, cerium and copper carbide (altogether known as TC3) and compressed by 82% using gravitational manipulation. This had self-sharpening, pyrophoric properties, virtually guaranteeing a kill against even the most advanced armours. Its self-sharpening properties meant that upon hitting enemy armour, the penetrator's tip would fragment in a way so that the remaining tip still remained sharp. Its pyrophoric properties gave it a useful secondary explosive/incendiary property, gutting enemy tanks and killing their crew. When engaging infantry or more lightly armoured targets, the tandem warhead would instead detonate simultaneously, creating a bigger, more powerful explosion. In this case the penetrator would most likely bury itself into the ground. The missile's target tracking arrays and simple propulsion systems were located at the rear of the missile. It was not an agile missile and was useless for engaging any aerial targets other than slow-moving dropships.

APFSTDS
APFSTDS, or Armour Piercing Fin Stabilised Timed Discarding Sabot, was an ammunition type used by The Royal Allegiance and later the Unified Coalition of Governments.

Usage

APFSTDS was used alongside other antitank rounds, such as RAPID, HESH and HEAT. However, it was more effective against armour types such as reactive armour and high resistance armour, and less effective against more advanced molecular armour which was much stronger. It was often used in tanks and armoured vehicles with multiple ammunition feed capabilities, allowing a gunner to choose at will to use this round or others, depending on which would be more effective. It was commonly used against armoured vehicles, and was capable of destroying all but the most heavily armoured vehicles.

Design

The APFSTDS round utilised kinetic energy penetration, as opposed to the chemical energy penetration of more conventional rounds such as HEAT. The round was a long, thin projectile made of depleted uranium alloy or neutronium alloy, giving it extreme mass. In depleted uranium penetrators, the DU gave a secondary explosive/incendiary characteristic post-penetration due to its pyrophoric properties, increasing the lethality of the round substantially. Later penetrators were made of TC3 alloy (tungsten, cerium and copper carbide) which gave superb penetration characteristics coupled with incendiary after-effects. The round had a sharp point on the front end to concentrate the kinetic energy provided by the mass and velocity of the projectile onto the smallest possible area. The round was more effective when fired from smoothbore weapons, and was at its most efficient when fired from the Freebore Pneumatic Effect Cannon. The round discarded a sabot after exiting the barrel, allowing the penetrator, which was smaller than the barrel diameter, to proceed accurately under its own kinetic energy. As the penetrator possessed a high length to diameter ratio, it was stabilised in flight by fins towards the rear of the penetrator. It had a maximum effective range of just under 17km when fired from an FPEC using Electrothermal Acceleration to propel the penetrator.

ATL-772 Sabre Dropshp
ATL-72 Sabre Dropship

The ATL-772 Sabre Dropship was a versatile dropship in service with The Royal Allegiance during the Swarm War.

Role

The ATL-772 was designed by Frasier Fleet Industries as a capable and adaptable dropship primarily able to transport troops and equipment between orbit and a planet's surface. As a secondary role it could act as close-in air support to assist ground units or infantry being deployed. It was a capable anti-armour unit, and additionally effective against infantry. It was mainly employed to transport infantry and a small number of vehicles to a location, and provide close-in air support for its disembarking troops.

Layout

The Sabre featured a large frontal cockpit in which the pilot and gunner sat in tandem. It featured two thick stubby wings, the rear of which housed the main thrusters. Two large fins towards the Sabre's rear provided lift, and in between and below them was the troop bay hatch.

Armament

The Sabre's primary armament was a pair of M204 Autocannons. These weapons were located in the leading edges of the Sabre's stub wings, and could be loaded with multiple types of ammunition. These cannons were effective against heavily armoured and shield infantry, light vehicles and to a lesser extent, heavy vehicles. Later models replaced these with two DP55 Particle Cannons, which were far more powerful.

As a secondary lighter armament the Sabre featured a single pintle-mounted M700 Heavy Machine Gun, or on later models a DP41 Light Particle Cannon. This was used to engage infantry and light vehicles, and as a general purpose offensive/defensive weapon. The weapon was capable of rotation and elevation and this was operated through the gunner's HUD.

The Sabre also featured two integral 38-tube rocket pods, which were normally armed with either THOR Rockets or WASP Rockets. This gave the Sabre a versatile weapon that could defend the Dropship and its troops from most kinds of enemy.

Known Sabres


 * Sabre 472
 * Sabre 215

Adjudicator
An Adjudicator was the chief Justice in charge of an Adjudicator Court. It was his or her responsibility to oversee trials and cases held before the Court, whether they be criminal proceedings or disputes between parties. While the actual verdict or sentence was given by the Jury, the Adjudicator was also very important, not least because he or she decided upon the sentence in the case of a guilty verdict. The Adjudicators collectively played a vital part within The Royal Allegiance's judiciary system, serving as the guardians of justice throughout Allegiance space.

Adjudicator Court

The Adjudicator Courts were a massive series of courts throughout The Royal Allegiance. They dealt with crimes and small-scale disputes on individual planets. Each planet in the Allegiance had its own Adjudicator Court, which was led by Adjudicators. Disputes between planets or cases involving more than one planet, for example a criminal to be tried on more than one planet, were referred to the Supreme Court instead. The Adjudicator Court system was huge, with over 29 million individual courts as the front line of the justice system within the Allegiance in conjunction with local police and law enforcement agencies.

Apollo-class Frigate
Armament The Apollo-class Frigate had a well-rounded, but somewhat weak, armament. Its weaponry largely consisted of point defence and Close-In Weapons Systems, leaving the ship more vulnerable to large enemy ships and their weapons.

The main offensive armament of the Apollo-class was the two Heavy Particle Cannons, ventrally mounted beneath the main hull. They each had a power output of 30,000,000 Terajoules, and could fire nine times each in succession before needing to pause to allow cooling. Cooling took anywhere from one minute to three, depending on the spacing between the nine shots fired. The cannons were 13,900 times more powerful than standard MAC rounds. These cannons were primarily used for engaging enemy warships.

Supplementing these were four anti-capital ship cannons, firing Antimatter-Enhanced High Penetration High Explosive rounds. They were effectively standard HE and armour-piercing rounds with the exception that, upon hitting the target, a small amount of antimatter held in a forcefield would come into contact with the matter around it, causing a large-scale explosion inside the enemy ship. These were mounted to the port and starboard of the hull. They were complementary to the ventral cannons, with the Particle cannons taking down the shields quickly, while the rounds penetrated the armour and destroyed the target from the inside.

Making up the second tier of weaponry were ten Heavy Particle Cannon turrets, providing the primary fleet engagement weapons, as well as an all-round non-stationary heavy weapon. There were three on each side, in similar positions to the main guns on the Triton-class. In addition, there were four along the ship's dorsal bow surface, serving as the ship's long-range artillery guns. These were effective at tearing down enemy shields and breaking into their armour. The cannons had seven different power settings, allowing gunners or targeting AIs to select a range of firepower, from a small blow to a devastating assault. The turrets were the primary engagement weapons after the internally-mounted stationary forward weaponry, and had two tracking modes. The first, precise, long-range tracking mode, the turrets could hit a target five meters wide at a range of four light minutes (107,925,285 kilometres). During close-range combat and fleet engagements, the turrets could rotate fully in under six seconds with their fast-tracking mode, able to hit the majority of slow and fast-moving vessels. These weapons were useless against starfighters.

Providing a potent anti-armour capability were fourteen Heavy Missile launcher turrets. They could be equipped with specialised warheads for destabilising enemy shields, armour-piercing rounds for reaching the ship's vital systems, or proximity-detecting fragmenting warheads, designed to explode inside clouds of starfighters and send shrapnel at high speed, destroying everything in its blast radius. They were distributed evenly across the ship's outer hull, and were unable to launch nuclear warheads.

For general assault and defence there were 16 Heavy Cannon turrets dispersed around the ship, which normally fired standard high-explosive rounds but were able to accommodate the rounds too. These were efficient against lightly armoured targets, but were only used for supporting fire against larger, more resilient vessels. They could take down a corvette, prowler or light frigate, with ease. They were too slow-moving for use against starfighters. They were used by the Apollo-class as the equivalent of light artillery guns.

Also in the ship's arsenal were 25 general purpose Light Cannons, for lightly shielded and armoured targets or harassing larger ones. They could be used against starfighters as a secondary purpose. Some could be equipped with armour-piercing rounds for use when a ship's shields dropped.

Serving as the ship's primary anti-starfighter armament were 32 Flak guns. They sent shrapnel everywhere in a 50m radius from the point of explosion, and were extremely efficient at cutting down swathes of incoming starfighters.

For a devastating long and short-range single ship defence, fifteen Point Defence Particle Cannon turrets were dispersed around the ship. They were effective against all starfighters and maintained the versatility to engage small capital ships as well.

Rounding off the CIWS were over forty Machine Gun turrets, oversized starship-equivalents of GPMGs. They lacked effectiveness against starfighters but came into their own against incoming warheads and torpedoes. Completing the setup were twenty Point Defense Missile Launchers, able to intercept and bring down enemy starfighters and warheads at mid-ranges.

Weaknesses The Apollo-class was easily outgunned by larger warships or numerous smaller ones. It had thin armour and weak shields, which were notoriously unreliable under stress. The ship suffered power problems early in its career, dismissed as 'teething problems', they persisted until a class-wide overhaul in 2732 revealed a fault in energy management was resulting in over 45% energy loss. From then on the problem was rectified on all new frigates entering service.

Although it filled a wide range of roles in space, the Apollo-class was specialised for no single one. This resulted in poor performance when compared to specialised ships built for the same single role.

It also had a rather short operational range. This made its carrier abilities less valuable.

Its main Heavy Particle Cannons were very exposed to enemy fire on the ventral side of the ship.

Shielding The shielding of the Apollo-class was, for the most part, fairly effective. It could block energy weapons, projectiles and most fighters, however was not powerful enough to defend against prolonged fire. Although powerful for the ship's size, the shields could not defend against heavy bombardments. The shields were resistant to roughly 194,220 Terajoules of energy per minute, whether that be chemical energy (explosions), kinetic energy (MAC rounds) or directed energy weapons. This equated to roughly nine MAC rounds within a minute. Any more fire than that and the shields were overwhelmed, leaving the armour to take the brunt of the assault.

The three shield generators could operate independently of each other, or in unison. This meant that even if one shield generator was taken offline, the two remaining ones could power the shields, if only at two thirds of full power.

The shields could stop projectiles entering the shields by them impacting on the surface, until the shield succumbed to the volume of fire (194,220 Terajoules within one minute). However, weapons could be fired from inside the shields without impacting on them.

Fighters could also not penetrate the shields, with the exception of Allegiance fighters. They emitted an encoded databurst to the ship's integrated AI, facilitating the dropping of the shield in a small area just big enough for the fighter's profile to slip through. This could be done by the AI within a few nanoseconds and prevented enemies getting a proper firing solution through the gap.

The shields could also offer protection from collisions with other stellar objects, although it put an immense strain on the shields and the Apollo-class' structural integrity. If a vessel was rammed purposely during a battle, the chances are that it would not survive. In addition, the location of the frigate's power core meant that when a ship was rammed, the frigate would blossom into massive explosion, splintering the ship apart from the inside, but also likely destroying the ship being rammed too. A notable tactic was for dying or crippled frigates to ram the enemy with full forward shields and full forward speed. The shields would, for the most part, likely cancel each other out, allowing the explosion to engulf both ships simultaneously.

Armour The armour of the Apollo-class was designed in layers, each with specific properties. The first layer was high-absorbent, heat-ablative armour plate that absorbed the blasts from Particle cannons and explosions. It generally performed well against projectiles although the faster velocity ones were able to penetrate this armour.

The second layer was Tritonium, a metal alloy with hardness higher and reactivity lower than diamond. It was impregnated with a microscopic latticework of neutronium strands, providing a tough defence against projectile-based weaponry. High-penetrations rounds could not normally damage this armour sufficiently to cause lasting damage. The material was first developed for the venerable Triton-class Heavy Destroyer, thus earning its name.

The third layer was a carbon composite that was tougher than most metals and specifically aimed at withstanding directed energy weapons and concussive blasts.

The next layer was a layer of Titanium, conditioned to strengthen it, and impregnated with latticed neutronium filaments, an extremely dense solid capable of withstanding devastating assaults.

The final layer of armour was a layer of Boron Nitride. It could withstand almost any assault and protected the ship from dangerous radiation emitted from many celestial bodies, as well as the thermal energy generated from the ship’s re-entry into atmosphere.

Underneath this final layer of armour was a grid of energy shields which activated almost instantaneously once the external armour had been penetrated. These shields were not designed to hold up against enemy fire and so fell quickly under stress.

The basic concept of this armour was developed for, and first used by, the Triton-class Heavy Destroyer. As such, it was similar in every way save for its thickness.

Engines and Powerplant

The Apollo-class, like most Allegiance warships, used ion thrusters for propulsion. Propellant gas was passed through an alternating electric field, ionising the gas. It was then expelled out of the engines at near the speed of light. The electric field used was massive in terms of power, meaning higher efficiency and less propellant gas needed. The colossal power for the field came from the near-limitless amounts of energy generated by the zero-point reactor.

The Apollo-class also possessed numerous anti-grav engines which allowed it to hover in-atmosphere. The frigate was capable of prolonged atmospheric activities, including ranged attack, troop supply, mobile command post and, to a lesser degree, close air support, far more so than its larger cousin the Triton-class.

The powerplant of the Apollo-class, like most other large warships, was zero-point energy. This provided a nearly-limitless source of energy, the only limit being the handling capabilities of the generator itself. While such energy sources had been powering planets and colossal space-stations for centuries, the use of such a device on board ships was nonexistent, despite intensive research and experimentation. When a breakthrough came in 2655, warship capabilities skyrocketed. Nonetheless, the Apollo-class Frigate was still the smallest warship to be powered by such a source, and it was plagued by power issues early in its career.

Complement

The Apollo-class Frigate had a shipboard complement that eclipsed those of other warships, even those which were many times larger, such as the Triton-class Heavy Destroyer. This allowed it protection in heavy fights, as well as support in engagements. It also allowed it to function well as a support ship to Allegiance cruisers and destroyers in need of starfighter support. Finally, its onboard complement enabled it to function as a starfighter carrier or troop transport within Battlegroups short of dedicated ships.

Providing combat superiority were four squadrons of AL-56 Flashfighters. They could engage starfighters at longer ranges than the CIWS and could also aid in battles against hard targets or atmospheric operations. They functioned as the mainstay general-purpose shipboard craft.

Upon the introduction of the AL-61 Valiant Interceptors in 2751, Apollo-class Frigates were equipped with one squadron of the craft, or 16 interceptors. Their role was to directly support Flashfighters in their combat duties.

For heavy anti-armour support, the Apollo-class was outfitted with two squadrons of AH-17 Raptor Bombers. They were capable of spatial bombing runs or atmospheric missions, but required constant escort and defence from Flashfighters. They were often employed in tandem with the Apollo-class' heavy guns to quickly bring down dangerous, high-priority targets.

Providing transport of ammunition, personnel and light vehicles, as well as close air support, were the twenty four Sabre-class Dropships. They could transport down to a planet's surface the entire deployment force save for the heavy vehicles, in one trip. They could provide powerful close air support within atmosphere as well as a mobile anti-armour tool and hovering weapons platform. In space the Sabres lost their usefulness.

For deployment of the heavy vehicles, the Apollo-class Frigate was equipped with four CT-40 Vanguard Heavy Transports. These massive craft could transport the vehicular force attached to the Army or Marine battalion onboard the ship for planetary deployment.

Construction

Apollo-class Frigates had one of the most simple designs in the Allegiance. Few prow-mounted cannons, small size and thin armour all contributed to a short construction time and a low cost, which helped to assure the Frigate's status as a very numerous main warship.

The Frigate could be constructed in seven months, with this time reduced to just three months with the use of labour-intensive building. The ship was light for its size and also the smallest main starship save for the Artemis-class Patrol Ship, meaning it was often churned out to provide just another ship, rather than a specific need for a multi-role frigate.

Operational History

Introduced in 2729, the Apollo-class Frigate participated in almost every major engagement of the Swarm War. It found usefulness in virtually every role conceivable, provided it was supported by the right ships. Its defensive and offensive armaments were perfect for countering general Swarm tactics, of massive starfighter numbers, and Swarm ships offensively strong but defensively weak. The frigate's offensive armament could quickly take down a single Swarm warship, perhaps two, while the large numbers of starfighters and CIWS would engage and destroy large numbers of enemy starfighters. The class was officially decommissioned in 2825 and replaced by the newer, more modern Regent-class Frigate, though in reality the Apollo-class ships were refitted extensively, effectively turning them into ships of the Regent-class.

Battle of Acheron

During this battle, one hundred and fify Apollo-class Frigates were tasked with preventing the Swarm fighters reaching the rest of the fleet. Destroying the majority of them, they came under fire from the full Swarm fleet. Two prongs of Allegiance heavy armour and artillery ships advanced, supporting the frigates and drawing the fire off of them. The frigates again jumped forward, this time into the heart of the Swarm fleet. They took heavy casualties, but mixed in with the Swarm fleet and provided too many targets to fire on. The frigates released their starfighter complements, which attacked the now-undefended Swarm warships. A few frigates rammed the enemy before they were destroyed. Few frigates made it out the other side, but they severely weakened the enemy forces, and fragmented them sufficiently for the rest of the battle to be a foregone conclusion. The Allegiance gained victory, but less than twenty Apollo-class Frigates from the 150 that advanced survived to emerge on the other side of the Swarm fleet. Out of a total of three hundred and two Apollo-class Frigates, 94 survived.

Battle of Chiaras (coming soon)

Trivia

Conceptually, the Apollo-class Frigate is based on the Acclamator-class Assault Ship, filling a wide range or roles but not mastering any of them. Aesthetically, it is inspired by the UNSC Frigate. It doesn't do it justice though.

It is similar to the Halcyon-class Cruiser in the fact that it lacks a powerful punch in space but has a large ground forces complement.

Athena-class Cruiser
Athena-class Cruiser

Usage

The Athena-class Cruiser was the single most powerful mass-produced warship of The Royal Allegiance. It could fulfil every conceivable role, from engaging and destroying every class of warship, to long-range patrol or recon, flagship, starfighter or troop transport, battleship, and everything in between. Employing the most advanced and potent technology available, these warships were the pinnacle of Allegiance ship design.

F-352B Longsword-class Starfighter
The F-352B, as a result of its widespread nature throughout UNSC forces, participated in virtually every battle after its introduction, generally performing well against Covenant forces even when outnumbered. Longswords in particular played a major part in rapidly securing air supremacy for UNSC forces invading Bellerophon, allowing orbital reinforcements to quickly seize the planet.

In late 2568 the Covenant began a renewed assault on UNSC worlds, hitting several colonies in conflicts including the Battle of Hyperion, Battle of Ariel, Invasion of Whitefall and the Battle of Highgate. All this placed strain on the taxed UNSC Navy, which struggled to meet the demands caused by dozens of simultaneous, protracted engagements. The F-352B played an important role in these battles, engaging invading Covenant forces in space and preventing the vast majority of hostile troops reaching the ground, in conjunction with other UNSC Navy, Marine and Air Force units. The Longsword's dual atmospheric/exo-atmospheric nature gave it a distinct advantage when facing Covenant forces, as it could effortlessly transition between raging spatial battles and vicious land-based ones.

In late 2569, when the Covenant reached its peak of aggression against humanity, the UNSC executed Operation: CIRCUMVENT, which had been in planning stages for the previous nine months. The F-352B was critical in the operation's success, escorting several SPARTAN-III fireteams to the target, a Covenant resupply post, designated Sterling-5. The two Longsword squadrons then proceeded to draw most Covenant spatial forces away from the SPARTANs, who were forced to operate in vulnerable exoatmospheric conditions. The eight Longswords also managed to neutralise a significant portion of the Covenant's deployed single ships, destroying 27 Seraphs while receiving no losses in return. The Longswords then proceeded to successfully tie up Covenant reinforcements until the arrival of several UNSC Navy Battlegroups, following which they participated in the rest of the battle. Longswords also made up a large portion of the UNSC's encircling action, cutting off Covenant fleets from reinforcement and destroying them one by one.

Primary Armament

The F/A-352B Longsword's primary armament was a pair of M9109 Autocannon, which were similarly employed with the F/A-352A. These large calibre, rapid fire cannons were surprisingly effective against Covenant shielding and armour and could be used to good effect against most targets including fighters, dropships and ground targets. These cannon typically carried 5,000 rounds each, and were used against close and medium ranged threats in relative terms. As the Longsword was designed for modularity from the start, these cannons could be removed and replaced for another calibre, which involved changing the gun itself and its ammunition feeds. A larger calibre gave the Longsword more firepower but reduced rate of fire and the amount of ammunition it could hold, while the reverse was true of smaller calibres. Swapping out this armament was time consuming and not a routinely undertaken task. Later on in their service, the Longsword saw their cannon replaced by the same calibre railgun, which dramatically increased the range, accuracy and power of the F/A-352B's main armament. The weapons were recessed into the Longsword's airframe, located on the leading edge of its wings, and concealed behind inward-folding panels when not in use to reduce RADAR cross-section.

The F/A-352B could accept the following weapons:


 * M3706 Autocannon- The M3706 was a belt-fed rotary cannon with an extremely high rate of fire. This made it reasonably effective against hard targets in addition to lighter threats. Equipping a Longsword with the M3706 gave it substantially better rate of fire but reduced its firepower per hit.
 * M3911 Autocannon- The M3911 was a 30mm belt-fed cannon that was commonly used as a lighter alternative to the standard 50mm gun. This increased the rate of fire over the 50mm cannon as well as the overall ammunition capacity, but reduced damage per hit as a result of its decreased calibre.
 * M9109 Autocannon- The standard primary armament of the Longsword, the 50mm M9109 was a compromise in terms of ammunition capacity, rate of fire and damage, making it the most commonly used primary weapon. The M9109 accounted for more than 60 percent of primary weapons utilised by the Longsword, a reflection of its balanced nature that made it the most effective weapon for the F/A-352B.
 * M4421 Cannon- The M4421 was a 90mm heavy cannon that could be mounted as the Longsword's primary weapons. Though it had considerably increased firepower compared to smaller calibre guns, its rate of fire was substantially lower and it could overall hold a smaller amount of ammunition.
 * M1105 Cannon- The M1105 was a 120mm heavy cannon that was compatible with the Longsword. As with the M4421, it benefited from higher damage dealt as a result of its larger calibre, but saw a drop in rate of fire. Although powerful, its negative aspects made it less effective in combat than the 50mm calibre and was far less popular.

In 2578 the Longsword underwent a lethality upgrade program, among other things updating its weaponry to new railgun-based weapons. The range of cannon available to the F/A-352B was similar although overall much more effective as a result of increases in muzzle velocity, range and accuracy. With the introduction of railguns, smaller calibre main weapons became more popular; they had the advantages of a smaller round (rate of fire, ammunition capacity) while maintaining damage qualities similar to much larger calibre conventional, chemically-propelled weapons.
 * M490 30mm railgun
 * M502 50mm railgun
 * M511 90mm railgun
 * M521 120mm railgun

Secondary Armament

The Longsword's secondary armament was a variable load of missiles and bombs, stored in two large hardpoint bays that stored missiles in a cylindrical fashion, and retracted into the ship's hull when not in use. These made use of space freed up by the removal of both the F/A-352A's 120mm cannon and most of the ship's redundant internal space. These hardpoint bays could be fitted with a variety of guided and unguided ordnance, allowing the Longsword to fulfill many roles with very little effort, giving it an additional versatility over the original Longsword. These launchers deployed through two hatches on the ship's underside, either side of it's central 'spine' and between the engines. These could hold a variable amount of guided munitions depending mainly on their size and combination, and could be easily configured for all standard UNSC ordnance.

The Longsword could hold missiles as follows:


 * AIM-109 Medusa- (16) The AIM-109 Medusa was an update of the Great War-era . Designed for launch from small mobile platforms such as starfighters, it was most effective against Covenant single ships such as the, being capable on most occasions of destroying it with either a direct hit or a close proximity detonation. The AIM-109 featured several homing systems to prevent it being jammed by enemy countermeasures, and an advanced HEAT tandem warhead with kinetic energy penetrator. This was most effective at destroying targets with a direct hit but could heavily damage them even with a near miss. The Medusa featured both contact and proximity detonation systems, meaning it was more likely to damage a target that was taking evasive action.
 * BGM-14 Volley- (30) The BGM-14 Volley was a small, multi-role, short range air-to-air and air-to-ground missile. Their small size meant that the Longsword could carry a total of 25 Volleys, though their short range made this somewhat less appealing. However, when used as Multiple Independently Targetable Vehicles (MITVs) alongside the AM-42 Multiple Ordnance Deployment Missile, their range and effectiveness against both aerial and surface targets was markedly increased. The Longsword could hold a total of 6 AM-42 Missiles with four Volleys each, making for a total of 24 BGM-14s.
 * AGM-148 Scorpion- (10) The AGM-148 Scorpion missile was an updated iteration of the earlier . Operating exclusively as an air-launched ground attack missile, the Scorpion was a hypervelocity contact/proximity detonated missile; although lacking in agility, its speed and high accuracy virtually guaranteed a direct hit against slow and medium moving ground vehicles and stationary structures. Using the same tandem HEAT/kinetic energy penetrator warhead as the Medusa-II, the missile featured multiple types of both primary and backup target acquisition sensors, enabling it to thwart most active and passive countermeasures.
 * ASGM-12 Longbow- (8) The ASGM-12 Longbow was a small antiship missile designed for launch from fighter-sized platforms such as the Longsword. The Longbow featured a comparatively small thermonuclear warhead, although it was encased in a lithium triteride shell, which magnified the blast hundreds of times and gave it strength roughly half that of the much larger Shiva-class nuclear missile. The advantage of this was allowing the Longsword to carry munitions capable of more than just denting Covenant vessel's shielding and armour. The Longbow featured advanced guidance and logic systems which enabled it to defeat the vast majority of passive and active countermeasures.
 * ASGM-19 Shiva warhead- (1) The Longsword could be equipped with a single Shiva-class nuclear warhead removed from the missile, as a semi improvised nuclear weapon delivery method. The variable yield thermonuclear warhead was designed primarily for antiship purposes and was powerful enough to disable a fully protected 's shields with a direct hit. Although rarely deployed from Longswords, its extreme firepower lent them an optional tactical advantage when facing Covenant warships.

The Longsword was also capable of carrying and deploying other munitions such as bombs, probes and spatial mines, though a small launcher on the craft's underside. This launcher was located in between the main missile bays along the centre of the craft's underbelly. The launcher could hold several large guided or unguided bombs, multiple probes/drones or dozens of mines. The Longsword could make use of the following ordnance:


 *  (36)- MORAY Spatial mines were starfighter-launched high explosive mines with a very high area of effect, intended for use against hostile single ships. The MORAY featured proximity, contact and remote activation systems, and featured a high explosive fragmentation warhead that could destroy a Seraph-class starfighter at close range or severely cripple it with a glancing hit. The mine also had rudimentary, though efficient, rapid propulsion systems, to allow it to autonomously approach enemy targets (as determined by IFF checks) and magnetic systems which allowed it to adhere to its target, guaranteeing a kill. The MORAY was coated in stealth ablative coating and other advanced metameterials which allowed it to remain undetected even at extreme close range. It had a kill radius of 150m and a damage radius out to 400m. The MORAY was ineffective against Covenant warships. The Longsword could hold up to 36 of these in its ventral ordnance bay.
 *  (2) - The HORNET Spatial Mine was a starfighter and starship-launched nuclear mine intended for use against Covenant warships. The HORNET was designed for launch from UNSC warships, most notably the, and was rather large to be equipped in numbers by a UNSC fighter Where the prowler could carry fourteen mines, a Longsword could manage only two, though this was still enough to damage a number of Covenant warships. The HORNET featured advanced sensors and other systems which allowed it to remain undetected by targets, including stealth ablative coating and other advanced metameterials which allowed it to remain undetected even at extreme close range. The mine was comparable in power to a Shiva-class Nuclear Missile, with two direct hits being enough to outright destroy any vessel up to a CCS-class Battlecruiser.
 * GBU-54 Guided Flechette (16) GBU-54 Guided Flechettes were large fin-stabilised metal projectiles, featuring guidance systems and a penetrating tip. The flechette was designed for launch from high altitude aircraft, where it would fall to the ground, guiding itself down onto its target and gaining huge kinetic energy while in freefall. The flechette was designed against hardened targets such as the heaviest of armoured vehicles and hardened fortifications, and could also be used to great effect against targets of strategic importance. The GBU-54 featured folding wings and fins, which saved space, meaning the Longsword could hold a total of 16 flechettes.

Primary armament (Pre-2578):


 * M3706 20mm Autocannon (2) or
 * M3911 30mm Autocannon (2) or
 * M9109 50mm Autocannon (2) or
 * M4421 90mm Cannon (2) or
 * M1105 120mm Cannon (2)

(Post-2578):


 * M490 30mm railgun (2) or
 * M502 50mm railgun (2)or
 * M511 90mm railgun (2)or
 * M521 120mm railgun (2)

Secondary armament:

Internal hardpoint bays (2):
 * AIM-109 Medusa (16) or
 * AGM-148 Scorpion (10) or
 * ASGM-12 Longbow (8) or
 * BGM-14 Volley (30) or
 * AM-42 missile (6) or
 * ASGM-19 Shiva warhead (1)

Internal ordnance bays:


 * (36) or
 * (2) or
 * GBU-54 Guided Flechette (16)

Guardian-class Escort Destroyer
Guardian-class Escort Destroyer "The Guardian; don't think I could come up with a better name for this ship."

- Captain Katherine Mitchell, Commander of the HMS Guardian

The Guardian-class Escort Cruiser was a small warship class in use with The Royal Allegiance Royal Navy|Navy and many others, and later the Unified Coalition of Governments Navy.

History

Designed between 2545 and 2750, the Guardian-class Escort Destroyer was the first of its kind in service with any navy. The vessel was designed collectively by the combined races of the Unified Coalition of Governments, each of whom contributed where they could in ways minor and major. In 2743 the member nation's navies were technically merged into one although each nation still controlled part of this navy. Transition into one centralised military force was to be attempted, and the Guardian-class is representative of this change. The vessel bore more than a passing resemblance to the UNSC Frigate of the Human-Covenant war era, as much of the superstructure was designed by the UNSC with assistance from the Allegiance and the Sangheili. The vessel incorporated the most advanced technology from each of the races, and could accommodate a multi-species crew. It was seen as the first step along a unification that would finally be accomplished in 2878, the year the Swarm War ended.

Role

In terms of the operational role of the Guardian-class, its function was based heavily on lessons learned the hard way during the first ten years of war with the Swarm. Technologically superior, better armed Allegiance warships would be overwhelmed by huge amounts of Swarm fighters and warships, contributing to heavy losses. The Escort Destroyer was tasked with accompanying large warships or those that were vulnerable or lacked fighter support, and protect them from harm. As a result the Guardian-class carried a proportionally large number of point and area defence weapons, CIWS and anti-fighter armaments in order to accomplish its role. It additionally carried a high number of single ships in order to projects its protective abilities and provide a fighter screen between hostile and friendly units.

External Layout

Externally, the Guardian-class Escort Destroyer differed little compared to the earlier UNSC Frigate. The fore of the ship consisted of an upper and lower prow, each with multiple heavy weapons set into them. The hull extended aft where two lateral 'arms' flanked the main superstructure, and on the vessel's top, a large command and control module with several external sensor and communication arrays. A large protrusion beneath the vessel partly housed its small complement of troops and also the main engineering section. Two large engines protruded from the ship's sides at the rear, which terminated in large thruster banks and were protected by large armour plating sections.

Where the Guardian-class differed from the UNSC Frigate, however, in addition to its larger size, was its additional section which was located beneath the lower prow. This section housed the Guardian-class' relatively large starfighter complement for a ship of its size. This featured a large blast door in the front facing section to allow rapid en-masse fighter launches which was extremely useful for a vessel tasked with defending others at a moment's notice.

Main Armament

The Guardian-class Escort Destroyer's primary offensive armament was a pair of DDP-278 Linear Particle Cannons, mounted side by side in the upper prow. These offensive weapons were utilised to provide the Guardian-class with the ability to mount offensive actions on enemy positions. The cannons each had an individual output of 50,000,000 Terajoules, 23,100 times the power of standard MAC rounds and enough to destroy many ships with just a salvo or two. As for the rate of fire, power was not the issue, but rather cooling. The weapons, unlike MACs, were prone to overheating. A single cannon could fire seven times before needing to pause to cool, but it could pause at any time in between. After a full firing sequence, the cannon would remain inoperable for three minutes at least before the barrel was cool enough to allow another firing sequence. The cannons fired alternately, allowing for the vessel to make 14 shots before needing to pause, although they could extend this by leaving slightly longer periods of time between each shot. They had a range of around 360,000,000km, or approximately 20 light minutes. The weapon's faster-than-light nature meant that they had no chance of missing their target, even over astronomical ranges.

Secondary Armament

The Guardian-class' secondary armament was its complement of six MG9 Heavy Particle Cannon turrets. These gave the Guardian the ability to defend itself and other vessels from Swarm warships and to project its protective abilities. They fired in a fashion much like a semi-automatic weapon, one shot, then a period of 4 seconds to cool. The cannons were far less powerful than the main guns, though made up for this with their numbers. They had a power output of around 1,250,000 terajoules per blast, which was 40 times smaller than the main cannons. Their primary purpose was as heavy turreted weapons able to engage ships at both long and short range, especially those out of the main cannon's field of fire. The turrets were the primary engagement weapons after the internally-mounted stationary forward weaponry, and had two tracking modes. The first, precise, long-range tracking mode, the turrets could hit a target five meters wide at a range of four light minutes (107,925,285 kilometres). During close-range combat and fleet engagements, the turrets could rotate fully in under six seconds with their fast-tracking mode, able to hit the majority of slow and fast-moving vessels.

The Guardian was also equipped with six forward heavy missile tubes and ten smaller ones. These were utilised to engage both armour and starfighters at short and medium spatial ranges, with the ability to launch nuclear or antimatter missiles. The smaller ones were utilised predominantly for nuclear missiles such as DECIMATOR Anti Capital Ship Missiless and high explosive fragmentation missiles for destroying fighters. The larger ones were mainly reserved for larger anti armour high yield torpedoes such as the VINDICATOR Anti Capital Ship Missile.

Tertiary Armament

The Guardian-class featured a third tier of weaponry which was utilised as support for the larger weapons, light offensive and some point defence duties. Chief among these was its complement of 30 MD12 Particle Cannons. These weapons were heavy turrets, though lighter than the MG9, that were equally capable at engaging fighters and armour. They had a power of around 415,000 terajoules, and a range of about 50 million kilometres.

25 M125 Missile Launchers also featured in the Guardian's complement, a versatile weapon capable of engaging armour and fighters at close range. They were utilised in two main roles; point defence, using precision or area-damaging missiles to defeat incoming fighters at short and short-medium ranges, and anti-armour, for engaging all smaller warships and many of the larger ones too. In the latter role, the turrets often employed the DECIMATOR Anti Capital Ship Missile, which could easily overpower a cruiser or carrier with thirty to forty hits.

The weapon consisted of an armoured box-like multi tube missile launcher mounted on a fast-tracking turret. Powerful but compact sensors specialised for picking out missile targets were located inside the ship, underneath the armour. To reload, the fully retractable turret would descend down into its stowage space below the vessel's armoured hull, where the empty missile box, acting similarly to a magazine, was swapped out for a fully loaded one. This dramatically increased loading times over more conventional methods and provided protection for the turret and explosive ammunition during their vulnerable reloading cycle. Typically a turret could go from just having fired its last missile to having a full load in under 25 seconds. Inside the ship, there were different types of 'boxes' holding different missiles. These were selected according to the type of enemy the turret was tasked with engaging. The fire control room was located inside the vessel out of harm's way, but control could be transferred to a remote station inside the ship, or given over to an AI or dedicated weapon program which could select targets, fire the weapon and reload it independently.

Rounding off the Guardian's third tier of weaponry were seven dual M421 General Purpose Cannons. These were a variable light armament capable of defensive or offensive fire. The M421's primary usage was as a light, short range multirole weapon for warships of many classes. They could engage fighters, close range armour and incoming ordnance equally effectively, though were useless against many larger vessels. They could provide covering fire and suppression for other weapons, either larger and more powerful ones or smaller and more numerous ones. They supported other weapons in combat, by engaging any targets within their range and aiding in point and area defence.

The turrets were comprised of two L120 Freebore Pneumatic Effect Cannons. These were mounted onto a heavily modified M560A2 Crusader turret, which had the insides gutted and the turret widened to accommodate an extra gun. This was mounted onto a fast-tracking turret with a 360 degree field of fire, and 165 degree elevation.

Point/Area Defence Armament

The Guardian's class' point and area defence weaponry suite was heavily expanded on the norm for a ship of its size, having enough weaponry of this class to outdo ships three times its tonnage. This was in order to facilitate its escort role, enabling it to defend itself and other fleet companions against large numbers of fighters and limited numbers of warships as well.

The main weapon system to this end was its 35 M252 Area/Point Defence Weapon Systems, which could engage starfighters and very quickly destroy them. They offered both point and area defence against starfighters and incoming projectiles, and proved highly effective against larger targets in numbers, such as frigates, destroyers and some cruisers. The weapons were comprised of three DX52 Particle Cannons, arranged in a triple battery. The weapon had a range of 4 million kilometres, and a combined power of 7,500 terajoules, enough to tear through ship armour and vaporise starfighters.

In addition to these were 30 M253 Area/Point Defence Weapon Systems. These were fast-tracking armoured turrets mounting quadruple DP41 Light Particle Cannons. These were extremely effective against incoming ordnance, such as missiles and projectiles. As a secondary function they could engage and destroy fighters, but were not individually capable of posing a threat to vessels larger than frigates. They had a range of 250,000km, and a combined rate of fire of 5,200 shots per minute. Their combined power output was roughly half that of the M252, though in a continuous stream of shots instead of one large blast.

Supplementing these systems were 35 M56 Point Defense Weapon Systems. These acted as the final, smallest tier of defence for the vessel. They were adept at interception of incoming torpedoes, missiles, shells and other projectiles, being destroyed by the M56 before they could reach the ship. They were largely ineffective against fighters and larger vessels and so mainly were reserved for smaller targets.

Other Systems

Some examples of the Guardian-class were equipped with a MWX02 GATEKEEPER Mk VI device. This was a scaled-down, reverse engineered iteration of the Forerunner's Halos, intended for small-scale tactical usage instead of large-scale strategic usage. The weapon was primarily used to quickly defeat large Swarm naval forces, thus negating their numerical advantage. However, as with the Forerunner's dealing with the Flood, sometimes the weapon was used for a darker purpose. If necessary, it could be used to wipe out sentient life on a planet, thus preventing the population falling into the hands of the Swarm for their own uses, including reproduction. The usage of such a destructive weapon was controversial, but necessary in the face of a superior and terrifying enemy. The device had a range of around 100 million kilometres, and was issued to one vessel in each battlegroup. Like the Halos, the vessel itself was immune to the weapon's effects, though the device would kill all sentient life within its radius, indiscriminate of their faction, species or affiliation. Allied vessels would encase themselves in a slipspace 'bubble' temporarily to protect themselves from the device's effects, though this process was lengthy and often not accomplishable during battle conditions.

The Guardian-class was also equipped with a HALO Pod Launcher, which allowed the rapid and covert precision deployment of troops behind enemy lines. The Guardian-class often did not carry vehicles but was equipped with a complement of marines, who utilised this to deploy quickly to the surface. In addition, it was equipped with six HURRICANE Pod Launchers which allowed it to quickly and precisely deploy defensive turrets, vehicles, troops and supplies to units on the ground.

Shielding

As an escort destroyer, the Guardian-class was required to maintain speed without sacrificing a critical portion of its protection. The class' armour was reduced somewhat to this end, though shielding was maintained in order to make up for this loss in resilience. The result was, despite being less than half the length of the Triton-class Heavy Destroyer, having two thirds the shielding.

For primary protection against enemy fire, the Guardian-class was equipped with three Avalon Orbital DWX/S 9012 Shield Generators. These provided a combined protection of 349,950,000 terajoules bombardment per second. This shield was an ovular 'bubble' which encapsulated the warship, maximising the power of the shield by minimising surface area. The shield generators were standard Type I Protective Energy Barriers, the most common and all-round type of shield. The shield was split up into six main sectors; forward, aft, port starboard, ventral and dorsal. Each sector was allocated a certain amount of energy corresponding to the amount of fire they were taking. In addition, these sectors themselves were split up into a grid of several thousand individual squares. Power could be redirected from areas under the least attack to those that needed it most, though this of course resulted in another part of the ship becoming more vulnerable. The shields were one of the most energy-intensive components of the vessel's energy requirements, taking up a sizeable percentage of the generator's output.

Unlike the shields of the Sangheili and other races, Allegiance shields were operated by creating layers of energetic distortion containing a high concentration of gravitons around the ship. This was several hundred times stronger than more conventional methods and was far more efficient at dissipating highly focused energy or kinetic impacts. The primary shield provided extensive protection, but could not prevent smaller sized targets from slipping through. The Guardian-class also featured a secondary shielding system to counter this problem, providing close range protection whilst also improving structural integrity. This shield was contoured to the exact shape of the hull, though projected a few molecules underneath it. The field was then extended outwards, increasing the structural integrity by several times. The field was projected by one additional DWX/S 9012 Generator, which were solely used for this shield. As a result it had resistance of one third that of the main shield, as it was not expected to receive heavy weapon fire in the same way.

The Guardian-class also featured a third shield, a Type II Protective Energy Barrier. The type II was an energy field protecting specifically against concussive forces and kinetic energy, thereby supplementing the main shield. To create the field, numerous anticoncussion projectors honeycombed the interior of the ship. When activated, the combined field dramatically improved the integrity of floors, walls, ceilings and other internal surfaces, as well as drastically increasing the strength of external ones. The projector's bubble-shaped magnetic fields created a single cohesive anticoncussion field that absorbed and dispersed kinetic energy and was powerful enough to render blasts, collisions, and other impacts inert. It was also highly effective against the magnetic acceleration weapons used by The Swarm, which were very destructive. The Guardian-class featured twenty DSP54 Anti-Concussion Field Projectors, independent field projectors that together made up the defence system.

Armour

The Guardian-class Escort Destroyer was less well protected by armour plating than ships of similar class and length. This resulted in decreased endurance but allowed a marked increase in speed, allowing it to best fulfil its role of escort.

As the primary armour system used by the Guardian-class, the vessel made use of an advanced new technology called ERA or Energy Regenerative Armour]]. ERA consisted of two layers of armour. The first was an energy-ablative, superconductive metamaterial layer. This layer effectively trapped almost all of the energy from enemy fire, whether that be kinetic, chemical or others. While not providing the perfect defence, its primary function was to feed this energy to the layer below. This was a variable property, energy reactive layer of extremely advanced nanomaterial whose properties changed when exposed to massive energy. In short, the armour became stronger when under fire. This extremely adaptable and useful ability stemmed largely from the Forerunners, who employed a similar technology in their Keyships, renowned for their ability to withstand concentrated, localised fire even without shielding. This technology was only successfully reverse-engineered in 2642.

The secondary layer relied upon the primary layer functioning efficiently for it to operate. As protection was only a secondary function for the primary layer of armour, it did not have an incredible resistance to enemy fire, leaving that to the lower levels. As a result, over time the effectiveness of the first and second layers decreased. The more damage the primary layer took, the less effective the second layer was. Eventually, after heavy and concentrated fire, the effectiveness of these layers was rendered nil. However, units armoured with ERA rarely exposed themselves to so much fire to allow this to happen, only rarely occurring in extended and intensive combat arenas. ERA was employed on all Allegiance warship designs from 2651 onwards. While its power requirements were easily met by the huge Zero-Point Generator the Guardian-class relied upon for power, it also offered huge advantages when engaging in combat with other spacecraft. It could splinter MAC rounds, shrug off high explosive and armour piercing rounds and harmlessly absorb directed energy weapons. When antimatter and nuclear weapons were used against ERA, the resulting energy increased the impregnability of the armour by several hundred times. However, it was very occasionally possible to overload the armour by concentrated antimatter weapons or directed energy weapons of a colossal scale.

It was only ever used as an addition to more conventional armour technologies, for instance ACE Armour. As ERA was dependent on energy sources and was only effective with strong armour layers underneath, vehicles only capable of mounting ERA or ACE usually chose the latter for its low maintenance and reliability, not to mention its non-existant energy requirements.

Underneath these primary protective layers were more conventional armour materials, which, underneath the removable first two layers, were modular and easily replaced. They were part of an armour technology system called ACE Armour, or Advanced Composite Endurance Armour.

The ACE Armour system was several layers of advanced materials, combining to form an incredibly resilient composite. It was capable of surviving devastating and extended hostile fire, and was equally effective against directed energy weapons, ballistics and explosive weapons. The Guardian-class employed a modified version to allow it superior protection when facing enemies in naval combat. Fighters and other single ships were armoured with lesser amounts, though still able to take heavy damage before exposing the craft to danger. It also offered huge advantages when engaging in combat with other spacecraft. In large enough amounts, such as on the Guardian-class, it could splinter MAC rounds, shrug off high explosive and armour piercing rounds and harmlessly absorb and dissipate even the largest directed energy weapons.

The first layer of the composite modular armour helped hold the outer armour together, and allowed some slight flexibility yet superior density to engage various threats. Resin-impregnated carbon nanotube fabric was wrapped around the composite armour to allow the best protection and structural strength. Below the outer layer was the primary defense in the event the energy-ablative armour was penetrated; a single piece poured Ceramic DCP plate.

The Ceramic Plate was sandwiched between two plates of CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy. The whole assembly then underwent a triaxial-prestressing method in which the preformed, porous ceramic material was soaked in a bath of molten metal, resulting in super-dense material. As the metal cooled, the composite of three plates (one of ceramic, and two of alloy) compressed, increasing both the density and compressibility of the composite dramatically. This process worked at relatively low temperatures and therefore was more economical than most comparative methods. The resulting compound could be molded into complex shapes and offered improved protection at significantly lower weight. This by itself was rather effective but was only secondary to the ablative layers and was superseded by other armour layers beneath.

Below the outer plate were several overlapping Ceramic chevron-shaped panels. These chevrons forced any round that happened to penetrate the outer plate to then penetrate the chevrons at a much higher oblique angle than the outer plate. This increased the armour's effectiveness not only by changing the penetrator's vector, but by increasing the thickness it had to penetrate before reaching the interior and disrupting even tandem warheads and delayed timer high explosive rounds. These chevrons were suspended in an elasticised rubber-like polymer that reduced the shock to the overall plate and transferred much of the impact energy outwards, reducing the stresses on the impact plates and feeding the energy-reactive armour layers. This material also helped break up penetrating HEAT warheads and KE penetrators by causing the chevrons to move around under the force of impact, deforming it and degrading its overall performance. In addition, it provided a reliable defence against HESH rounds, which were still in utilised despite a decline in usage.

Backing the composite materials was a second composite Alloy/Ceramic plate forcing the penetrator to again punch its way through at a different vector, forcing the round to fold or break up before it can defeat the final plate. The whole composite was then sealed in a wrap of carbon nanotube fibres to absorb any remaining spall and attached to the non-modular, base armour of the Guardian-class's hull in sections for easy replacement.

The underlying, non-modular base armour for the Guardian-class was produced using a process in which sets of inexpensive, thermodynamically compatible ceramic powders (Boron Carbide and Titanium Carbide) were blended with thermoplastic polymer binders, then co-extruded to form a fibre. This fibre composite was first braided then woven into the shape of the desired component. The fabricated component was then stacked and pyrolyzed to remove the polymer binder and hot-pressed to obtain the base preformed ceramic material for final processing.

This preformed ceramic matrix was still somewhat porous, and, though it was extremely hard and rather ductile, it was still rather fragile. The preform was then soaked in a liquid metal alloy bath. The preform absorbed the liquid metal, which then reacted with the ceramic powder to form a new ceramic compound that filled in pore spaces. The result was a plate with a larger internal solid volume, but the exact same external shape and dimensions as the original preform. This method required reaction temperatures of only around 1,300°C, compared to the 2,000°C required for traditional methods to form high melting point covalently-bonded ceramics. Because the final plate maintained the shape of the original porous ceramic, the need for post-process reshaping was removed.

Following this, the material was condensed using gravitational field manipulation, achieving a 82% smaller material for the same weight. This was done by 'stacking' layers of atoms as densely as the laws of physics could permit, and laminating them above another thin film that was as strong, but 'phase shifted'. This meant that the material was much more usable and more resistant to enemy attacks. The material was alternated in layers between these, producing a more resilient material, meaning that kinetic and chemical weapons had no effect on the material. The finished composite was extremely dense, lightweight, and was ductile enough to resist severe impact stress, while providing excellent thermal properties, and being easy to manufacture and replace when installed in a modular system.

Afterwards, the material was softened, or in some cases (where then material was composed of few or no individual components) liquefied by ion fusers. Then, as the resulting alloy cooled, it was bombarded by charged-particle vibrating waves. This dramatically improved the bonding strength of the molecules and gave the armor incredible resiliency. This again contributed to the sheer impenetrability of ACE Armour.

Underneath this, the Guardian-class also mounted an extra layer to allow it better survivability in spatial combat. This was a layer of Titanium carbide, impregnated with latticed neutronium filaments, a microscopic latticework of strands throughout the metal alloy. This was coupled with a layer of boron nitride, which could withstand almost any assault and protected the ship from dangerous radiation emitted from many celestial bodies, as well as the thermal energy generated from the ship’s re-entry into atmosphere. This final dual layer increased the structural integrity of the ship and allowed it to remain intact despite any heavy bombardments or gravitational forces that the ship may be exposed to. It also acted as the base armour of the vessel, its last line of defence before the hull was breached.

Engines

For sublight propulsion, the Guardian-class-class employed a tandem engine layout. It employed four ion thruster engines to provide low sublight speeds, as well as sole propulsion in atmosphere. The drives provided a rapid acceleration, which made them useful for slower evasive actions and movement in atmospheric conditions. However, they had a relatively low top speed, of around 14,000kph.

The concept of Ion Drives was nothing new, and most spacefaring vessels employed a similar such system. Propellant gas was passed through an alternating electric field, ionising the gas. It was then expelled out of the engines at near the speed of light. The electric field used was massive in terms of power, meaning higher efficiency and less propellant gas needed. The colossal power for the field came from the near-limitless amounts of energy generated by the zero-point reactor.

For higher sublight speeds, the Guardian-class utilised two integral Graviton Drives, which, although were much slower accelerating than ion drives, had a hugely different top speed. Their top speed was near 20% the speed of light, though speeds of more than 5% were rarely used due to the associated relativistic effects. When going at higher speeds, the ion drives were used to quickly accelerate the ship to the drive's maximum speed, where the graviton drives took over for a slower acceleration and higher top speed.

These Graviton Drives used a much more advanced method of propulsion. Using graviton manipulation, they were able to slowly achieve unheard of speeds, though at the expense of fast acceleration.

The Guardian-class also possessed numerous anti-gravity engines which allowed it to hover in-atmosphere. These engines were similar, though more advanced, to the ones employed by the Covenant, which were reverse-engineered from Forerunner engines. The ship was specifically refitted for prolonged operations in atmosphere and was capable of indefinite atmospheric operation.

Powerplant

The enormous power requirements for the Guardian-class Escort Destroyer were met with an equally enormous energy source. Providing power to the vessel was one Strategic Instruments|Strategic Instruments ZPM/A-995 Zero Point Generator, manufactured solely for military usage. Zero-Point generators extracted vacuum energy from a small artificially-created region of slipspace, in order to produce powerful energy from an efficient source. In physics, zero-point energy was the lowest possible energy that a quantum mechanical physical system may possess and was the energy of the ground state of the system. The generator produced 7.445 x 1025 Watts, or 74,450,000,000 Petawatts, of energy, one Watt being one joule per second.

The generator was located a in the central area of the vessel, which reduced its vulnerability to enemy fire. The reactor took the form of a semi-spherical chamber with the generator core in the centre and struts forking symmetrically in.

The vessel had no secondary power facility, and relied on vast energy storage devices to keep the ship even remotely operational in the event of a generator failure. Without this, the ship was completely inoperable. While powered by the energy storage devices, only essential systems could be powered; life support, artificial gravity and sublight/FTL engines taking precedent over shields, weapons and sensors.

Complement

Despite being designated an Escort Destroyer, due to its specific defensive and escort roles, the Guardian-class in fact had a starfighter complement that rivalled some light carriers. Its expansive single ship stores were made possible by its large hangar bay section extending downwards from the lower prow. These starfighters were necessary and very useful in its escort roles, as it could quickly release dozens of squadrons to either interdict enemy forces before they reached allied units or to erect a fighter screen to actively escort them.

Fighter Craft

The Guardian-class was capable of carrying up to 12 fighter or interceptor squadrons, totalling 144 craft. This gave the class the ability to quickly deploy large numbers of single ships primarily to defend allied vessels. They were also used for actively engaging enemy starfighters and, to a certain extent, attacking hostile warships.

The most common setup of fighter craft within the Guardian-class Escort Destroyers was as follows:


 * 4 F-56 Raider/F-61 Valiants Light Fighter squadrons
 * 3 F-307 Blackbird Medium Fighter squadrons
 * 4 F/A-240 Scythe Heavy Fighter squadrons
 * 1 X330 Shadow Stealth Fighter squadron

Bomber Craft

For the first 20 years of its deployment, the Guardian-class was equipped with AH-17 Raptor spatial bomber as its bomber complement. The vessel could accommodate the R41 Phoenix terrestrial bomber also, though this was usually unneeded for the class' task of escort and so Raptors were much more common. In 2774, however, the BH-21 Valkyrie was introduced, which was a heavily advanced and updated replacement for the Raptor that outperformed it in every way. The Guardian could hold four squadrons (32 bombers) of the smaller Raptors or three squadrons (24 craft) of the much larger Valkyries.

Support Craft

Used for various combat and logistical support roles, the Guardian-class was equipped with a number of types of secondary craft. Chief among these were its complement of ten ATL-772 Sabre Dropships. These were used for many roles from personnel transport between vessels, boarding actions and occasionally close air support for ground troops. The Guardian-class was also equipped with four CT-40 Vanguard Heavy Transports, used for heavy lifting and cargo transport.

Ships of the Line

(Note: This is not a complete list)


 * HMS Guardian
 * HMS Time Draws Nigh
 * HMS Lifted Veil

Trivia

The basic design of the image for this article comes from the famous UNSC Frigate, with modifications. It also features as the Ranger-class Escort Carrier of the Against All Odds Expanded Universe.

BH49 Dragonfly
BH49 Dragonfly The BH49 Dragonfly was a heavy attack and ground support VTOL used by The Royal Allegiance during the Swarm War.

History

Traditionally, Attack VTOLs such as the FVA-442 WASP Gunship and FVA-410 Falcon Transport, among others, provided adequate close air support for ground units in the Allegiance. However, as the Swarm War progressed, it became increasingly clear that existing aerial attack craft were neither well armoured nor heavily armed enough to properly engage the many Swarm types. The Allegiance issued Frasier Fleet Industries with a contract to create a powerfully armed, heavily armoured VTOL which was smaller and more agile than similar, larger craft like the ATL-772 Sabre Dropship. It was required to have a large external payload of missiles, as well as an exoatmospheric capability to allow launch from spaceborne vessels.

Role

The Dragonfly focused mainly on Swarm armoured vehicles and war beasts, as it was better armoured than lighter VTOLS and featured more powerful armaments. However, it was capable of engaging infantry as well, and could also engage low-flying aircraft. It was able to launch itself from spacecraft in orbit as well as from atmospheric bases, allowing it an advantage over other aerial assault craft. It was smaller, better armed and more maneuverable than the widely used ATL-772 Sabre Dropship, and much better armoured than the faster and more nimble WASP Gunship. It was able to take concentrated and heavy fire due to its heavy armour, however this also decreased the craft's speed.

While its ammunition stores could be converted for use as a troop bay, this was rarely, if ever done. The FVA-410 provided a swifter troop carrier with a larger complement, and the Sabre Dropship was a better protected. As a result the Dragonfly was outdone at troop transport at both ends of the spectrum.

It could be used to engage nearly all type of enemy target in virtually every environment at close and long ranges. it had the advantage over other attack VTOLS in its ability to engage long range targets and its high chance of survivability against fast-moving aerial threats.

Armament

The Dragonfly's most powerful armament was its nose-mounted L65 Cannon, a 65mm high velocity Freebore Pneumatic Effect Cannon. It was a long ranged, high powered medium calibre cannon capable of destroying most armoured vehicles with a few strikes. It had a rate of fire of 3 rounds per second and a 99% accuracy at 6km. It was dual fed by two ammunition feeds, most commonly fin-stabilised HEAT and HESH rounds. The gunner was actively able to select ammunition type via the HUD integrated into his SPBS-I Battle Armour. An advanced aerostability system took sensory data on factors such as wind direction and speed, target distance and type and the Dragonfly's own speed. Using this data it provided tiny adjustments in the weapon's aim and the BH49's flight path, providing a perfect aim in otherwise unstable conditions. The cannon was mounted integrally to the Dragonfly's airframe, meaning it could not aim independently of the craft. This made it even more imperative to hit and quickly destroy the target. The Dragonfly could therefore be used in a limited capacity as an air artillery unit. In addition, the weapon was capable of hitting fast moving aerial targets at longer ranges, as the craft could quickly rotate in a stationary position to acquire targets. While the HEAT and HESH rounds of the 65mm calibre were smaller than their tank-mounted counterparts, they could, in bursts of four or five rounds, quickly destroy heavily armoured vehicles and insectoids heavily clad in exoskeleton. Fighters and faster aerial craft usually could not withstand more than one or two hits due to their light armour, and dropships and larger vehicles usually fell under four. The cannon gave the Dragonfly a powerful, relatively lightweight, versatile weapon for engaging multiple target types.

As a multi-use secondary armament, the Dragonfly featured two M204 Autocannons, 30mm dual-purpose cannons. The dual feed allowed the gunner to choose between Armour Piercing and High Explosive Programmable Air Bursting rounds at will, to provide the best possible lethality against the target. The HEPAB round contained an minute electronic timer, an ejection charge and 130 cylinder-shaped tungsten alloy bars or sub-projectiles. The electronic timer was programmed by inductive coupling through a device installed in the muzzle of the cannon. The timer initiated the ejection charge which released and dispersed the tungsten projectiles before impact with the target. The HEPAB round was effective in its primary use of engaging aircraft. However, it was devastatingly effective against infantry, where the round would burst into its sub-projectiles just above the target, scattering hundreds of tungsten carbide projectiles and perforating the targets multiple times. It was extremely effective against groups of infantry and unarmoured vehicles.

The weapon was also capable of utilising other ammunition types for different target classes, including RAPID, HPSDAP, HEAT and HESH.

Between the centrally-mounted L65 and the M204 Autocannons were two M700 Heavy Machine Guns. Capable of a cyclic rate of fire of 700 rounds per minute each, they were a prime close range defensive weapon for engaging infantry and lightly armoured targets. When the Dragonfly was engaged in close range combat they provided a valuable rapid fire weapon type, alongside the heavier and slower-firing weapons. A Dragonfly with its full frontal armament firing was a powerful adversary, but the M700 HMGs filled the final gap in its weaponry.

Mounted underneath its two main variable vector engines were ten APEX air-to-ground missiles. Larger and more powerful than WASP rockets, they had a larger yield and were much more capable against armour. Featuring an advanced tandem warhead with a secondary kinetic energy penetrator, these missiles could be used in tandem mode for defeating armoured targets or in simultaneous mode for hitting a larger radius and creating a bigger explosion. These missiles were specifically designed to defeat Swarm organically armoured vehicles and massive beasts, and offered a strong offensive capability against all armoured units.

Also mounted underneath each wing were two 15-tube rocket launchers, identical to the ones found on the Wasp Gunship. This provided a capacity of 60 THOR Rockets or WASP Rockets. This augmented the Dragonfly's destructive power and ability to rain down fire on ground targets. On the tips of each wing was a single LANCE Long range air-to-air missile, which gave the Dragonfly a powerful, almost guaranteed kill ability at far longer ranges than its cannons. These could also be replaced with two TALON SRAAMs for close-range air combat fuctions.

Armour and Countermeasures

One of the most heavily armoured VTOLS in Allegiance service, it suffered heavily decreased maneuverability from its much more agile Falcon Transport and Wasp Gunship counterparts. However, this came at the gain of its ability to survive fire that would send other craft spiralling to the ground in flames. While it had the same level of armour as the larger Sabre Dropship, it featured a more compact design, mainly because it did not carry troops. Additionally, it was lighter, smaller and featured far more advanced propulsion systems, which meant that the Dragonfly was remarkably agile for a craft of its power.

While not equipped with hyperadvanced Energy Regenerative Armour or ERA due to power supply issues, the Dragonfly featured ACE Armour or Advanced Composite Endurance Armour. This ablative, adaptable and highly strong armour was instrumental in ensuring the Dragonfly's success.

The first layer of the composite armour helped hold the outer armour together, and allowed some slight flexibility yet superior density to engage various threats. Resin-impregnated carbon nanotube fabric was wrapped around the composite armour to allow the best small arms protection and structural strength. Below the outer layer was the primary anti-tank round defense in the event the energy-ablative armour was penetrated; a single piece poured Ceramic DCP plate.

The Ceramic Plate was sandwiched between two plates of CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy. The whole assembly then underwent a triaxial-prestressing method in which the preformed, porous ceramic material was soaked in a bath of molten metal, resulting in super-dense material. As the metal cooled, the composite of three plates (one of ceramic, and two of alloy) compressed, increasing both the density and compressibility of the composite dramatically. This process worked at relatively low temperatures and therefore was more economical than most comparative methods. The resulting compound could be molded into complex shapes and offered improved protection at significantly lower weight. This by itself was rather effective but was only secondary to the ablative layers and was superseded by other armour layers beneath.

Below the outer plate were several overlapping Ceramic chevron-shaped panels. These chevrons forced any round that happened to penetrate the outer plate to then penetrate the chevrons at a much higher oblique angle than the outer plate. This increased the armour's effectiveness not only by changing the penetrator's vector, but by increasing the thickness it had to penetrate before reaching the interior and disrupting even tandem warheads and delayed timer high explosive rounds. These chevrons were suspended in an elasticised rubber-like polymer that reduced the shock to the overall plate and transferred much of the impact energy outwards, reducing the stresses on the impact plates and feeding the energy-reactive armour layers. This material also helped break up penetrating HEAT warheads and KE penetrators by causing the chevrons to move around under the force of impact, deforming it and degrading its overall performance. In addition, it provided a reliable defence against HESH rounds, which were still in utilised despite a decline in usage.

Backing the composite materials was a second composite Alloy/Ceramic plate forcing the penetrator to again punch its way through at a different vector, forcing the round to fold or break up before it can defeat the final plate. The whole composite was then sealed in a wrap of carbon nanotube fibres to absorb any remaining spall and attached to the non-modular, base armour of the Crusader's hull in sections for easy replacement.

The underlying, base armour for the Dragonfly was produced using a process in which sets of inexpensive, thermodynamically compatible ceramic powders (Boron Carbide and Titanium Carbide) were blended with thermoplastic polymer binders, then co-extruded to form a fibre. This fibre composite was first braided then woven into the shape of the desired component. The fabricated component was then stacked and pyrolyzed to remove the polymer binder and hot-pressed to obtain the base preformed ceramic material for final processing.

This preformed ceramic matrix was still somewhat porous, and, though it was extremely hard and rather ductile, it was still rather fragile. The preform was then soaked in a liquid metal alloy bath. The preform absorbed the liquid metal, which then reacted with the ceramic powder to form a new ceramic compound that filled in pore spaces. The result was a plate with a larger internal solid volume, but the exact same external shape and dimensions as the original preform. This method required reaction temperatures of only around 1,300°C, compared to the 2,000°C required for traditional methods to form high melting point covalently-bonded ceramics. Because the final plate maintained the shape of the original porous ceramic, the need for post-process reshaping was removed.

The resulting armour was incredibly strong for its density, able to stand up to withering and sustained energy, projectile and explosive attack. Though not comparable to the armour mounted on main battle tanks, it offered very high resistance against nearly all kind of threats, even in a comparatively thin layer.

Stealth Features

Aside from any electronic and developmental stealth measures, the Dragonfly possessed a naturally stealthy shape anyway, a marriage of reducing RADAR cross-section and aerodynamic shape. The craft was coated in a RADAR-absorbant paint which absorbed in excess of 94% of electromagnetic rays, rendering it virtually invisible to standard detection systems. Despite not being designated a stealth craft, such features allowed it greater combat ability and superior enemy engagement. Thermostatic circuits maintained the Dragonfly's exterior temperature in accordance with that of its surroundings, rendering it undectectable on thermal imaging.

The outer coat of the Dragonfly was a a matte rubberized polymer spray coating to decrease its UV reflections and to partially distort LADAR and laser rangefinders. This did not add substantial stealth capabilities to the craft, but was shown to somewhat decrease the power of direct laser sources for the purposes of target illumination, increasing the tank's survivability. Coupled with the RADAR-absorbant paint, this created a very effective stealth set-up. The craft made extensive use of heat sinks, exhaust baffles and other passive stealth measures to further reduce its detectability.

Remembtance-class frigate
The Remembrance-class frigate was a light warship class utilised by the during the, and the consecutive Remnant War. Commonly referred to as the UNSC Frigate, the mass-produced Remembrance-class frigate was one of the most common and long-serving UNSC Navy vessels in service; as a result, its image and presence was often seen to symbolise UNSC Naval power.

Known Ships of the Line

Human-Covenant War

The following vessels were commissioned and served during the Human-Covenant War.


 * UNSC Remembrance (FFG-98)- Commissioned September 12, 2504, destroyed in combat in 2541
 * UNSC Reliant Warrior (FFG-104)- heavily damaged during the, but subsequently repaired; decommissioned in 2561
 * '' (FFG-109)- destroyed during the
 * '' (FFG-142)- destroyed by during the
 * UNSC Death's Head (FFG-174)- participated in the, decommissioned 2567
 * UNSC Forward Unto Dawn (FFG-201)- destroyed following the Battle of The Ark while attempting to return to Earth
 * '' (FFG-204)- destroyed during the
 * '' (FFG-211)- irreparably damaged during the Battle of Earth and broken up for scrap following the battle
 *  (FFG-212)- destroyed during the Battle of Miridem whilst protecting the UNSC Absolution'' from plasma torpedo fire
 * UNSC Paris (FFG-246)- went missing along with the UNSC Redoubtable and '' in 2552; later returned to Earth in 2556
 * UNSC Aegis Fate (FFG-307)- retired and placed in orbit above as a museum ship, but not decommissioned
 * '' (FFG-334)- destroyed during the Battle of Adrastos
 * UNSC Redoubtable (FFG-359)- went missing along with the UNSC Paris and UNSC Coral Sea in 2552, but later returned to Earth
 * '' (FFG-372)- destroyed during the

Post-War

The following vessels were wartime ships upgraded during the class's 2556 refit, or were new warships produced in line with the refitted vessels.


 * UNSC Out of the Past (FFG-418)-
 * UNSC Conviction (FFG-419)-
 * UNSC Resurgence (FFG-420)-
 * UNSC Obliterator (FFG-421)-
 * UNSC The Hammer Falls (FFG-422)-
 * UNSC Inheritance (FFG-423)-
 * UNSC Reunion (FFG-424)-
 * UNSC From the Ruins (FFG-425)-
 * UNSC Payback's a Bitch (FFG-426)-
 * UNSC Full Circle (FFG-427)-
 * UNSC Howling Dark (FFG-428)-

Sovereign-class Cruiser
Sovereign-class Cruiser

The Sovereign-class Cruiser was a heavy warship classification in service with the UNSC Navy, and later the Unified Coalition of Governments, during the Swarm War. Possessing heavy armour, a powerful armament and an expansive single ship complement, the Sovereign-class fulfilled the traditional role of cruiser, that of power projection, supplementing lighter forces in battle and, above all, heavy ship-to-ship combat. With a design heavily reminiscent of much earlier cruiser classes such as the Halcyon-class Cruiser, the Sovereign-class nonetheless incorporated a wide range of advanced and potent battlefield technology, demonstrating the UNSC's full recovery after the Human-Covenant War and its military strength.

Role

The Sovereign-class Cruiser was a relatively large vessel in UNSC fleets, more uncommon than smaller vessels such as frigates and destroyers but more widespread than heavier vessels such as Heavy and Super Cruisers and Carriers. The Sovereigns main role was in offensive combat tasks, using its heavy armament and strong shielding and armour, in conjunction with its starfighter complement, to defeat enemy vessel classes. The Sovereign-class possessed more than enough armour and plentiful heavy armaments to allow it to deal with light craft, frigates, destroyers and most vessels of heavier tonnage as well. The class' heavy shielding and armour allowed it to wither devastating assault and still remain operational to disable enemy vessels. The Sovereign-class was equally capable at long and short ranges, possessing powerful long range armaments and a potent close range capability simultaneously, presenting a multi-role versatile cruiser class.

Another of the Sovereign-class' main roles was that of power projection. Using a rapid slipspace drive and a capable starfighter complement, the Sovereign-class was able to quickly deploy to problem areas, suppressing any resistance either with armed action or merely with imposing presence. This was particularly useful when dealing with small-scale armed rebellions, either human or former Covenant in origin, who would normally quickly disperse upon detecting such an oppressive force in the system.

The final main role of the Sovereign-class was support of lighter units in combat. The class would often use its starfighter complement and long range weapons to support allied units, often from afar, backing up smaller and lighter vessels that were more able to reach enemy positions. In this role the Sovereign-class could also operate as a flagship or coordinating vessel among fleets or task forces.

External Layout

The Sovereign-class Cruiser's layout is heavily reminiscent of its predecessors, the Halcyon-class and Marathon-class Cruisers of the Human-Covenant War, and the later Indomitable-class Cruiser of the postwar and Remnant War period. The class featured, like many UNSC designs, a long, column-like arrangement that was taller than it was wide, maximising volume to surface area ratio while maintaining the ability to mount a large number of weapons and radiate excess thermal energy. This also enabled it to mount axial weaponry running the ship's length, allowing it to carry more powerful weaponry than would normally be possible.

The vessel featured a rather standard column setup, with the addition of two flanking structures similar to those on the much smaller Guardian-class Escort Cruiser and earlier UNSC Frigate. These structures housed the Sovereign-class' second and third Heavy MAC Cannons, the first being mounted along the vessel's spine. At the fore and rear of these were large panels of armour plate, offering limited protection to the weapons below. Mounted on each of these plates was a large heavy missile launcher, four in total, which were primarily used for the REAPER Heavy Antiship Guided Missile, a long range, missile with an antimatter-enhanced thermonuclear warhead.

The vessel's fore was dominated by the 'muzzle' of the Heavy MAC, which was flanked by two additional ones. The vessel's dorsal side mounted its communications array, while it's underside housed numerous types of insertion pod launchers. The vessel's hull was dotted with numerous heavy weapons emplacements, including four turreted MAC Cannons.

The vessel's rear was made up of two huge plasma drives, flanked on either side by a smaller, secondary one. Missile Pods were set into the Sovereign-class' superstructure in a number of locations.

Armament

The main armament of the Sovereign-class Cruiser was its complement of three Mark XIV Magnetic Accelerator Cannons. These cannons accelerated a 500 ton slug to approximately 70% the speed of light. At these velocities the slug was able to deplete the shields of an enemy vessel in just a few shots, then a number of follow-up shots to defeat the vessel's armour. Similar in design to the Mark V Super Magnetic Accelerator Cannon of the Human-Covenant War, evolutions in armour and shielding technology meant that the weapon was not quite so potent relative to its targets, but nonetheless was a formidable main armament. Working in tandem, the three cannons could quickly subdue even the largest enemy vessels. The three cannons could fire a combined total of nine times before needing to recharge. Even if one or two of the weapons were disabled, the remaining ones could carry on firing with the charge from the other cannons, meaning all three needed to be disabled to cease firing. The MAC cannons were utilised as a mid/long range armament in conjunction with the main Particle Cannons, which, although not being so powerful, had a higher firing rate and far greater range. A single slug had an impact energy of 1,109,751,000 Terajoules.

The Sovereign-class' secondary armament was its duo of DDP-278 Linear Particle Cannons. These were the equivilant of light MAC Cannons in service with The Royal Allegiance, being used on lighter vessel classes such as the Regent-class frigate, Triton-class destroyer and the ancient Celestia-class assault ship. While less than half as powerful as the three Heavy MACs, the DDP-278s had a far greater range and a higher firing rate. This allowed them to be used effectively in conjunction with the MACs, the former providing a heavy-hitting, closer ranged armament and the latter focusing on longer ranged harrassment. They were mounted directly to the warship's keel, with the two barrels protruding from the ship's lower prow area. This was necessary due to the size of the weapons, but limited their field of fire. They were extremely long ranged, able to engage targets at around 20 light minutes (or 360,000,000km) away, far beyond the reach of any comparable weapons. They were a potent anti armour weapon, able to deplete or pierce shields and then tear through armour and cleave ships in two in mere small salvos. A single cannon could fire seven times before needing to pause to cool, but it could pause at any time in between. After a full firing sequence, the cannon would remain inoperable for three minutes at least before the barrel was cool enough to allow another firing sequence. The weapon's faster-than-light nature meant that they had no chance of missing their target, even over astronomical ranges.

The Sovereign-class was also equipped with four Mark XVII Magnetic Accelerator Cannons. These small, turreted weapons propelled 20-ton slugs at speeds of 26.8% the speed of light, resulting in a kinetic energy on impact of 1,250,000 Terajoules, roughly the same as the MG9 Heavy Particle Cannon. Although relatively short ranged, these weapons could easily inflict crippling damage to unweary or unprotected vessels, hitting vital targets and disabling them. They were also used for covering and harrassing fire in close range and large scale engagements, where the Sovereign-class may have needed to engage targets not in its main weapon's line of fire.

Shielding

The class' first combat action occurred in the year of its launch, in 2665, when the class namesake, UNSC Sovereign, engaged and destroyed three CCS-class Battlecruisers in the possession of Kig-Yar pirates. The following year, the Sovereign and another of the class spearheaded a UNSC Battlegroup bound for Dosiac as a result of the Jiralhanae Civil War, in which the newly formed party system broke down and anarchy took over. After establishing contact with the allied, former ruling, Jiralhanae, the battlegroup engaged and destroyed a small fleet of former Covenant vessels in the employ of mercenaries hoping to loot the world before engaging several positions on the ground. Following this they assisted with evacuation of civilians to safe zones and supply of medical attention and aid.

Ships of the Line

(Note: This is not a complete list)


 * UNSC Sovereign (Class namesake)
 * UNSC Nightmare in the Dark
 * UNSC Old Light
 * UNSC Dark Star
 * UNSC Glorious Horizon
 * UNSC Any Day Now
 * UNSC
 * UNSC

Nuclear Weaponry
Nuclear Weaponry was a common form of armament used by The Royal Allegiance and many other factions before and during the Swarm War.

Usage

Nuclear weaponry was often used in spatial combat as heavy fire between warships. Such was the advancement of shielding technology that most vessels could sustain a few hits and remain intact. Depending on the velocity of the shell or warhead, it could sometimes be intercepted by hostile point defense weaponry or AAA batteries. More advanced warheads had huge speeds to counter this. Nuclear warheads or nuclear-enhanced shells could never have superluminal speeds and so were only used at close range. Guided nuclear warheads could be launched at around 50,000km from a target, which was considered mid short range for a spatial engagement. Shells and other unguided munitions generally had to be fire from within a few kilometres from the target. Particle Cannons were both far more ranged and far more powerful than nuclear weaponry, their superluminal speeds allowing them a theoretical indefinite range, although a practical range maximum of about 20 light minutes (359,750,950km) for the larger, prow-based cannons and about 5 light minutes (89,937,737km) for smaller turreted cannons. However, nuclear weaponry continued to be used alongside Particle cannons because of their close range effectiveness and large area of effect. A nuclear warhead fired at a hostile vessel 1km away will detonate and cause severe damage to the ship's shielding, due to its large blast radius. This large radius could not be matched by the Particle Cannon, whose damage radius was always about four times the diameter of the particle containment field.

Nuclear weaponry was used far more often in space than inside atmosphere, where its deadly effects could severely damage a planet's ecosystem and destroy its ability to support life. Occasionally this fact was exploited to deny a planet to the enemy, but generally it was agreed that a planet was better off captured than nuked. The Swarm War changed this, however, as military commanders used every option available to repel the insectoids from a planet, even destroying it.

The usage of nuclear weaponry, however, did depend greatly on the type of weapon it was. There were two types of nuclear warfare, strategic and tactical.

Strategic Nuclear Weaponry

Strategic nuclear weapons were generally larger and more destructive than tactical nuclear devices. Their purpose was large-scale destruction of cities, countries and sometimes even planets. Generally they were involved in some kind of large-scale, long-term strategy such as destroying a city to rid the enemy of troop resources, destruction of enemy natural resources etc, but often with no military or battlefield value. It was extremely rare that they were used during battle, due to the massive collateral damage they caused.

Tactical Nuclear Weaponry

Tactical Nuclear weapons were, conversely, commonly used throughout the Allegiance Armed forces. Most warships featured them as a frontal armament, facilitated by prow-facing warhead tubes. Notable examples of this were the Triton-class Heavy Destroyer and the Ares-class Battleship. They could be used in turreted launchers such as the M125 Missile Launcher, or even be carried by the small fighters or bombers for swift, small and less detectable launch platforms.

Design

Nuclear warheads, at first nothing more than a fission reaction generating massive amounts of energy. However, later weapons were enhanced with tiny amounts of antimatter, usually contained in some sort of forcefield to stop it coming into contact with any matter. Upon impact the forcefield would deactivate and the antimatter would come into direct contact with the matter of either the warhead or the vessel, causing a huge matter-antimatter reaction which would magnify the nuclear blast by hundreds or sometimes even thousands of times. Guided warheads, while longer ranged than unguided shells and generally carrying a larger payload, were much more vulnerable to being shot down by enemy point-defense guns and AAA emplacements despite their speed. To combat this, they were usually equipped with various stealth features such as radar-absorbent coating, thruster baffles and thin radar cross-section to avoid detection. While this did not render the warheads invisible, they were already smaller than starfighters and the stealth measures meant that their radar contacts were tiny, too tiny to recognise as a threat. As a result it was unlikely, though not impossible, that a target ship would detect an incoming warhead and intercept it. Starfighter pilots, often closer to the battle than warships, could better detect warheads and sometimes flew into their paths or shot at them, knowing they were well inside the device's blast radius. It was a commonly held belief that it was a pilot's duty to sacrifice him/herself for the hundreds or thousands of lives back on their base warship.

Matt Saren
"This war...it will be the end of us all. Not even the Gods themselves have the power to stop them."

- Matt Saren

"I'm not a person. I'm not even a soldier. I'm just a fact. I don't change, I don't adapt, I just watch. I watch people come and go but I'm left behind, destined never to follow. I envy you, who will one day die, will one day be free. But not me. I'll be here at the end of the universe, the only one left. Do you think the Gods will forgive me for the sins of existance?"

- Matt Saren

Matt Saren was a soldier serving with The Royal Allegiance, and a descendant of members of Project LAZARUS.

Early Life

Matt Saren was born during a battle between a band of rebels and the Allegiance Marines. Surprisingly, his mother and father were on the side of the Rebels. As escaped members of the Project LAZARUS, the Allegiance made it a priority to track down and eliminate them in order to cover up the disastrous project. Saren's father was mortally wounded, and he elected to stay behind and cover the Rebels and his newborn child as they evacuated. His father was eventually killed by Jen Aura, a Tracker and assassin hired by the Allegiance, and herself an Immortal, unknown to the Allegiance.

It is unknown what happened to Matt's mother, as Matt himself was put into an orphanage. It can be assumed that she died of the side-effects caused by the Project, as it is unlikely she was one of the small percentage of those who survived.

Later Years

As the son of two Lazarus Project participants, it can be said that Matt Saren was a unique human- so few candidates from the project survived that no other children of candidates were documented. No one, not even the Allegiance, knew what Matt truly was, if they did, he would have been 'eliminated' like his father. Even if it had been known that there was a child of Immortals, no one knew what this would result in.

After Matt was old enough to leave the orphanage, he joined the Allegiance Army. In 2156, When Matt was twenty one, he was almost killed an accidental explosion at his barracks. What he did not know was that this should have killed him- Matt was an Immortal, the only success of the lazarus Project. Matt seemed to not notice his invulnerability until he was shot by a gang while deployed in an anti-riot operation. He fell over from the shear shock of being shot, but, a few minutes later, after the gang had left, he looked down at the gap in his armour where he had been shot and there was a hole in his body suit- but no blood or wound. At the time he put it down to being lucky-maybe the protective body suit had deflected the bullet. He did not notice the deformed and blood-stained bullet on the ground. It was not until a few years later when Matt began to think about his strange 'lack of dying'.

Matt eventually realised that he could not die and, after overhearing his superiors conversing about Project Lazarus in passing, he realised what he was- an Immortal. Realising that in the Army, he was going to get noticed, he left the armed forces and became a freelance bounty hunter. It was this that gave Matt his extraordinary piloting skills.

After no more than a few months in his new career, an assassin in the employ of the Allegiance called Jen Aura tracked Matt down and told him that she, too, was an Immortal, and offered him a choice- to join the Armed Forces and stay there, or be killed. She advised him to choose death, for staying stationary and immobile in a moving world was in her words, the ultimate curse. Matt chose an eternity of servitude, a decision he later reflected on as the wrong one.

Military Career

Matt's Military career, in his eyes, went through a series of cycles. He started off at a low rank, worked his way up to become a Fleet Commander or Field Commander, then would get reassigned and demoted again after his 'lifespan' to avoid attention. As such, Matt Saren was certainly the most experienced soldier in the galaxy, having lived for hundreds of years in the Armed Forces and having been too many different roles to name. For example, he has been a ship commander, Tank gunner, Dropship pilot, sniper, and many other posts both low and high ranking. Some might say that Matt got the best of the Wars- but he certainly go the worst. Sometimes he wondered if his commanders purposely gave him impossible missions in the knowledge that he could not fail- but the other low-ranking soldiers could not know. His salvation finally came when he assisted in saving the Queen's life. She inquired how long he had served in the Military- he replied with five hundred and fifteen years. Eventually he became the Queen's most trusted aide, as well as her senior personal bodyguard- something which drew him thankfully away from front-line combat. The two shared an extraordinary friendship, made so by the odd circumstances of both of them. After telling the Queen of his constant reassignment, the Queen made it so that he would never be reassigned away from being a Royal Guard.

A lonely person, Matt had never really grown close to anyone in his centuries of life- they would grow old and grey while he stayed young and trapped, a situation Matt feared more than isolation. However, Matt felt closer to the Queen than he had done to anyone. A few years later, the two had an illegitimate relationship- but they both vowed to keep it under wraps. If the citizens found out that the queen had had a relationship with a common soldier, they would permanently lose their faith in her. What was more, Matt would be put to death, and, after the discovery of his immortality, he would be quietly thrown out of an airlock in close proximity to a star.

Nine months later, the Queen gave birth to a baby, a girl. The Queen died in childbirth at the age of 29- ironic that now Matt never did see her grow old. Matt always thought the child was his- officially it was with a 'secret' young member of Parliament who preferred privacy- though strange how he 'vanished' shortly after the baby's birth. The girl grew up to become the 'orphan Queen'- 'orphan' was something Matt to was often referred to, and a reason for Matt to be involved in the new Queen's life. Matt was referred to as an orphan too- his parents were both dead and, although he was over five hundred years old, he looked about twenty two. Matt felt responsible for the Queen's predicament, being her true father but abandoning her for the sake of the Allegiance and the Royal Family. It seemed like the story of Matt's life, abandoning people for the greater good. He became like a father figure to her anyway, even to her dying days. The day before her death, at the age of one hundred and eighty two, Matt told her that he was her father, to which she replied with "I know. I've always known."

As Matt saw more and more Queens come and go, he began to see the frailty of humanity, of life itself, and eventually came to the conclusion that death was natural- death was life, and he did not fit into the grand scheme of life set out by the Gods. He took care not to get too close to anyone around him- because he knew in a few decades they would be gone and he would be alone again. This was a particularly hard feat, condidering closeness was necessary for soldiers to function properly. He was grateful that he was in a position where he would no longer have to go into battle or be in situations where his immortality might come to light.

Service

Reformation War

Apart from a few minor, small-scale conflicts and rebellions, the Allegiance was relatively conflict-free for the first three hundred and fifty years of Matt's life. However, in 2417, the Reformation War began, a large chain of conflicts that threatened to rip the Allegiance apart. The wars ended in 2422, but lasting damage was done. Even in 2552, the Allegiance's Navy had still not been renumerated to previous levels, and war-time taxes were still being payed by the citizens. Matt racked up over one one thousand kills during the years of war, including the incredible feat of shooting down a low-flying fighter with a well-placed grenade launcher shot. Eventually Matt rose to the rank of Colonel, commanding a Regiment of over four thousand troops. When he had held this position for six years, he was demoted and reassigned to a converted waste tug patrolling deep space.

Human-Covenant War

Matt was a Marine Corporal on board the HMS Hope, a cruiser that was part of the Allegiance Battlegroup sent to Earth, as envoys of the Allegiance. He later participated in numerous battles against the Covenant, now made up of just Brutes, Prophets, Jackals and a small number of Grunts. During the Allegiance's Covenant campaign, which lasted from 2553 until 2559, Matt scored a total of 307 kills, including countersniping eleven Jackals on separate occasions and killing a charging Brute in hand-to-hand combat. Following the defeat of the Brutes at Doisac, the majority of the Allegiance forces were withdrawn back the Allegiance space. Unfortunately Matt's batallion was stationed on an Orbital Defence Platform orbiting Earth, an assignment Matt considered 'the most boring in the history of the universe'.

Battle of Radiance

Saren was present on the distant, small and frigid colony of Radiance in 2614 when it came under attack from The Swarm. While it was widely believed that there were no survivors of the subsequent massacre, Saren, although mortally wounded, escaped in an CT-40 Vanguard Heavy Transport, where he recovered from his wounds once again. The vessel was not Jump-Drive capable, but was equipped with cryostasis chambers. Saren survived in this way for 10 months while the small craft proceeded at sublight speeds back to Allegiance space. By the time he returned, the silent battlefield at Radiance has only just been discovered. Matt was reassigned and forced to accept the official story that there never was a scientific outpost on Radiance.

Swarm War

In 2733 when the Swarm War erupted, Matt was in command of an elite F-56 Raider squadron called Sierra Squadron. It was stationed on the HMS Watchman, which was on a patrol searching for a missing passenger liner. The Watchman, along with two other Triton-class destroyers, found and engaged a hostile group of ships which had destroyed an Allegiance scounting drone. The starfighters were severely outnumbered, and the three other Flashfighter squadrons were lost. Sierra Squadron scored a total of thirty kills on the Swarm fighters with three losses out of the twelve Flashfighters, with Matt personally scoring nine kills. After the battle turned sour Sierra Squadron was ordered to retreat to the last surviving ship, the Watchman. They crash-landed on the flight deck just in time to jump away.

AF32 Starstreak
"She was worthy of a museum seventy years ago. But a fighter's a fighter, and we'll take anything we can get."

- Allegiance Navy Flight Corps Officer

The AF32 Starstreak was a spatial superiority starfighter used by The Royal Allegiance from 2498 until 2551. Due to heavy starfighter attrition rates during the Swarm War (2633-2678), the Starstreak once again saw frontline combat action despite being heavily outdated.

M290 Grenade Launcher
The M290 Grenade Launcher was a small weapon attachment used by The Royal Allegiance during the Swarm War. The M290 launched unguided globules of plasma, or 'grenades', in an arcing trajectory, allowing it to be used in an indirect fire capacity. The weapon was designed to be small enough to mount onto an individual's personal weapon, providing a boost to his firepower.

Overview

Introduced in 2698, the M290 was designed to give an extra dimension to infantry combat weapons by adding a grenade launcher. It was extremely popular as a weapon attachment throughout the Swarm War because it was both very powerful and versatile, and capable of defeating very nearly all personal armour and some light vehicle armour. While their usage was relatively widespread, individual soldiers could usually decide for themselves if they wanted to add the M290. They were used for light demolition purposes, anti infantry and light anti-armour uses.

Design

The M290 did not feature and integral trigger, instead relying on the weapon's own trigger, and an interface with the weapon and the user's HUD. Using the neural interface, a user could instantly switch to the grenade launcher's firing mode, and aim and fire the weapon using a reticule appearing on the HUD. The M290 could be attached to weapon's rails, allowing it to wirelessly interface with the weapon it was mounted to. As a result the M290 was fired by the weapon's own trigger.

M22A Carbine
The M22A Carbine was a lightweight, compact assault rifle in service with The Royal Allegiance during the Swarm War.

History

Developed from the concept of older, ballistic-type carbines, the M22A attempted to give marines and troops operating in both tight and long range conditions better capability. Learning from the successes and failures of earlier weapons which utilised the newly-miniaturised Particle Cannon technology, most notably the AR-14 DEW Assault Rifle, the M22A was produced to be smaller, lighter, more potent on the ground and just as powerful. Introduced in 2738, the rifle gained a notorious reputation for being superior to most ballistic rounds at almost all aspects of target damage.

'Usage'''

The weapon saw moderate use on the ground as a compact assault rifle, or as personal defence weapons for vehicle crews. However, it came into its own in use by the Allegiance Marines. The weapon was compact and lightweight, allowing ease of use in tight shipboard spaces. In addition, its range allowed it to operate effectively down long corridors or large indoor shipboard spaces. A major use was when boarding The Swarm vessels or defending Allegiance navy ones, as its directed energy ammunition type was sufficient even to burn through tough insect carapace with just a few blasts. It was seen as the Marine's trademark weapon, in much the same fashion as the MA5C was to the UNSC Marine Corps. The weapon was easily adapted to various situations and functions due to numerous accessory rails which could mount many attachments. The M22A features three modes of fire; the first, semi-automatic, allowed for one shot to be fired for each squeeze of the trigger. The second mode fired a found-shot burst, which was generally sufficient to take down most armoured targets including Drones and occasionally Reapers. The four round burst could knock down a fully armoured humanoid soldier in one burst, though two were generally needed against shielded targets or larger, insectoid targets. The final mode of fire allowed for rapid, continuous fire and was useful in close range engagements, when facing multiple enemies or one powerful one.

Ammunition

The M22A fired blasts of energy at the speed of light, which appeared as long, brilliant white light extending from the barrel which slowly trailed off. In reality the white beams were just after-effects of the actual weapon, which accelerated particles in slipspace to the speed of light, allowing for faster-than-light speeds in realspace. Being only a small weapon, its range was limited by the complexity of the beam confinement technology, giving a theoretical infinite range but a practical maximum range of about 940m. The weapon in effect did not accelerate an object with mass away from the gun, meaning there was no actual recoil. However, the weapon did become more unwieldy when firing on longer range targets or in fully automatic modes. While the use of directed energy weapons did rule out multiple ammunition types which gave an advantage to ballistic weapons, which could use multiple types of ammunition, energy weapons of this type were usually many times more powerful which, for the most part, negated any loss of adaptability from not using multiple round types. In addition, the weapon had various power settings, all the way from a stun setting to a crippling, devastating blast. This in part could be considered analogous to more than one ammunition type and added to the versatility of the weapon.

AR20 ICWS
The AR20 Individual Combat Weapon System was an infantry weapon used by The Royal Allegiance during the Swarm War. Based on the particle weapon principle, the AR20 was a lightweight, rugged and relatively powerful rifle designed for short to medium range use. compared to the Allegiance's service rifle, the M14 rifle, the AR20 was less accurate at longer ranges though boasted an increased rate of fire, making it preferable for closer range firefights.

History

The AR20 was introduced in 2641 as a complement to the M14 rifle. Designed to be lightweight, robust and accurate at close range, it replaced several older families of weapons that had been in use since before the Human-Covenant War. Soon after the Army approved it for service the Marine Corps took an interest, resulting in its use onboard naval vessels. The AR20 proved one of the most versatile and rugged weapons in the Allegiance infantry arsenal, and was upgraded several times in its long service history. The weapon was used throughout the Swarm War, where it gave soldiers a multi-role weapon for engaging the Swarm at close and medium ranges.

Design

The rifle featured a thumbhole-like handle, which was located just below the fire selector. The magazine was located into the underside of the stock, with the magazine release located above the end of the thumbhole-like rear handguard. The weapon featured a free-floating upper attachment rail, in addition to one on each side of the weapon and one on the forward handguard. As with all Allegiance weapons, a holographic sight projection was integral to the weapon, and could provide a simple day/night non-magnified scope, although with various settings the sight could magnify according to the user's input via their neural interface. The barrel protruded somewhat from the weapon, extending its length and allowing for attachments such as silencers.

RA-26 TCB
The RA-26 Tactical Combat Blade was the standard issue combat knife used by The Royal Allegiance during the Swarm War.

History

Designed thousands of years prior to the Human-Covenant War, the knife was largely ceremonial in its usage, designed to be more aesthetically appealing that actually useful. As a result it looked ancient and completely pointless, though it was still just as useful as a tool or CQB weapon as the next knife.

Usage

Used only as a last resort, when no other weapons were available or all ammunition had run out, the Tactical Combat Blade saw more usage as a field tool rather than a weapon. Notable exceptions to this were when a silent kill was necessary, for example close range assassinations, undercover or behind enemy lines operations or silently taking out a nearby unsuspecting enemy. While its actual defensive use was rather limited, Allegiance soldiers often trusted that, even if they ever ran out of ammunition, they would always have their reliable combat knife strapped to their boot.

Technical Details

The blade itself constructed from titanium carbide, a strong, durable and dense metallic compound. The cutting edges were nano-engineered to have an approximate thickness of 100nanometres, giving an extremely sharp functional edge.

The blade itself was variable in its shape, with one edge being fixed in place and the other being movable. It could be moved to the side away from the other half to give a broader, flatter blade, useful for inflicting wider injuries. It could be slid forward to provide a longer knife, for deeper injuries or a further reach. The two blades could be joined together in their standard configuration, which took up less space and meant a smaller sheath. Finally, the two sides could be joined at the top to make one single spear point.

The handle of the knife was ergonomically designed, giving maximum comfort and so more effective usage. It was constructed of carbon nanofibre coated in a rubber substitute. The hilt contained a glass breaker which could smash through even reinforced glass when enough force was applied.

L120 Cannon
The L120 Cannon was a heavy vehicle and light warship armament used by the Royal Allegiance during the Swarm War.

Usage

The L120 Cannon had two main uses; as a heavy vehicle armament, and as a light warship one. As a vehicle armament, it was usually mounted onto main battle tanks, the most notable being the M560A2 Crusader. The cannon was exceptional in defeating enemy armour and engaging many types of hostile forces.

When used by space-faring vessels, the cannon was mounted in the M421 General Purpose Cannon. It was tasked with defending the warship at extreme short range, of under 21km. It was a versatile, adaptable weapon that could engage enemy armour, fighters and incoming ordnance equally. The M421 was equipped with two L120s, firing simultaneously or alternately.

Design

The cannon was not the traditional smoothbore or rifled, but instead a new type of cannon called the Freebore Pneumatic Effect Cannon. The barrel was subjected to more stresses than standard smoothbore or rifled ones, but was much more efficient and allowed for higher velocity, accuracy and range than conventional barrel types. The round would be subjected to a much more constant acceleration down the barrel, as well as markedly reduced friction. The FPEC system allowed a much flatter ballistic trajectory, meaning longer ranges were possible with the same degree of accuracy.

An FPEC cannon was quite different to its predecessors, which used the somewhat questionably efficient 'rail and groove' method, which allowed for the entire length of the groove to be open to both the front of the round and the propellant gases. This led to any turbulence allowing propellant gas to escape and increasing the area that the gas expanded into, decreasing the cannon's overall efficiency. Replacing this method was a much simpler to manufacture method of one hundred and twenty canted two centimetre cells four millimetres deep, arranged in twelve rows of ten cells. This method allowed for a heavy barrel to be drilled out instead of constructed from several individual parts and then constructed into a barrel, which would be only as strong as the welds that held it together.

In a normal smoothbore or rifled barrel in a state of rest, it was filled with air also in a state of rest. When a round was fired the vacuum generated by the mass of air being distorted by the movement of the round was sucked around the aerodynamic shape of the round. The path of least resistance for the first 'block' of air in front of the projectile was to be pushed to the side, and the remaining turbulence would force the air into one of the one-hundred and twenty cells. The air remained pressurised in the cells by both physical occupation of space and air turbulence. This method also prevented propellant gas from behind the round from slipping out, as the inner bore was fully occupied by either the sabot or projectile.

As long as the pressure of the main propulsion remained constant, it would be higher than the air in the cells, but as it reached the end of it, pressure dropped. The round in a normal cannon would begin to decelerate slightly due to friction, but, with the lowered pressure of the main tube in a Freebore cannon, the pressurised atmosphere in the cells were now of equal level with the propellant gas and would expand removing the pressure gap and continuing applying a steady pressure all along the round's path down the barrel. The round therefore received a constant acceleration as it moved along the barrel, and also encountered far less friction than a full bored gun due to decreased surface area contact, and had a much more accurate shot with a flatter ballistic trajectory.

The cannon was thicker than most others, benefiting from a lightweight thermal sleeve, and advanced sonic/thermal suppressors that reduced the cannon's IR and sonic detectability. This also increased the strength of the barrel, allowing it better resilience against the stresses of firing. It also allowed room for an anti-recoil device that neutralised up to 60% of the weapon's recoil.

The cannon was also different in another, key way to more traditional ones. Rather than using an explosive propellant, which was in danger of being ignited by enemy fire, the cannon used an advanced Electrothermal Acceleration system to propel the shell more safely, and more powerfully, resulting in better performance for both the tank and the L120. Also known as a Plasma Cannon (although this term was avoided due to confusion with Covenant weapons), the cannon used a plasma discharge rather than a chemical reaction to force the shell down the barrel. A high current, high voltage energy source was used along with a large Capacitor bank. Both were attached in series to the electrode system in the cannon's barrel. The capacitor was loaded with as high a voltage as possible. However, a militarily useful energy was achieved with as little as several kilojoules. The capacitor was then discharged. The gas in the gap between the electrodes would ionise, turning the non-flammable propellant into superheated conductive plasma. At this point, associated volumetric expansion would propel the projectile from the barrel at very high velocity.

In spatial combat, there was no gas and no atmosphere to ionise to propel the round. Therefore warship-based cannons had injectors that filled the chamber with gas, usually a chemically inert noble gas with high ionisation energy, which then allowed the weapon to fire. The disadvantage of this was that larger amounts of energy were needed to ionise the gas, however warships could easily meet this requirement.

The advantages of this method of propellant were clear. It increased the round's velocity by up to 480% over conventional techniques, aiding in accuracy and penetration characteristics. It used electricity as energy source, eliminating the need for explosive and vulnerable propellants. The power of the round could also be determined, unlike traditional methods. The more energy was supplied the faster the gases expanded, and the faster the projectile was accelerated. This made it possible to select any velocity desired and also allowed the projectile to reach speeds at which it would outrun the burn rate of a conventional propellant.

ID ring
Identification Rings, or ID Rings, were a piece of equipment issued to every person in the Allegiance military.

Usage

Indentification Rings were issued to every serving member of the Allegiance Armed Forces. They contained large amounts of important personal data pertaining to the ring's owner in case they were killed or injured in action. In addition, they served as a recording device for the user's activities, documenting events, conversations and similar things. They served also as a sort of mobile service record and data storage device for serving personnel to store military-related data.

Design and Technical Details

The rings consisted of a geometric circular device about 4cm in diameter with a large hole in the centre. This hole was the location of a small holoprojector that could project a three dimensional volumetric display, or holographic image, usually when laid on a flat surface, either showing its stored information, including 3D structures and data, or text and images. A 2D projection was maintained at all times inside the ring, effectively filling it in, which displayed the owner's vital statistics and information. The ring fitted into a small recess in the chest of all issued body armour, allowing easy access and viewing of the device. On rare occasions, the ring was worn on a chain around the owner's neck. The projector function served a secondary function of being able to display anything the armour's wearer commanded, though this data did not need to be stored on the ring (it could be, for example, a battle plan from commanding elements). The device could support its power needs near-indefinitely, and had storage for 60 terabytes of information.

When out in the field, troops often collected fallen comrade's rings. This was accomplished by removing it from their chest and holding it up to their own. The data stored would be transferred over, and a second 'layer' of holographic display would be added to the 2D hologram in the ring's centre. This meant that dozens of rings did not need to be carried, instead the holograms were transferred over. Data was transferred wirelessly to the nearest squad member, or failing that, nearest allied person.

MX19/AM Rifle
The MX19/AM Rifle, or Model Experimental 19/Anti-Materiél Rifle, was a bolt-action rifle that saw limited use with the United Nations Space Command during the Swarm War.

History

Developed in the 2590s by UNSC weapon developers, the rifle was designed as a prototype to test the suitability of Electrothermal Acceleration in small arms. The method of propellant had long been used in larger calibre weapons such as tank cannons and warship guns, but had never been applied to infantry weapons. The rifle was unique in comparison to the rest of the UNSC's weapons in that it opted for a bolt-action operation, rather than using the recoil from the round fired to chamber the next one. This was because bolt-action rifles did not use up some of the round's energy to chamber the next one, and were simpler; simplicity needed to be kept to a minimum on the gun itself because it featured an already complicated and prototypical propellant system. The rifle proved the potential of Electrothermal Acceleration, and subsequently the method was applied to more conventional weapons. The rifle did eventually make production as its design was refined, but was only issued to specialty squads and sniper troops, and some police departments in small numbers. The weapon did not see widespread use and was a rarity in service by the time of the Swarm War. It became a popular civilian collector rifle and was a sought after hunting rifle.

Usage

Seeing very limited service, the rifle was most commonly used in a ceremonial capacity, for parades, drills and training purposes. It was also used by experienced sniper teams who elected to operate this weapon. Troops expecting to see close range combat would rarely if ever take the MX19 into battle due to its uselessness at close range, whether or not compared to comparable traditional weapons. It was superseded my many other later rifles that used Electrothermal Acceleration but benefited from a less ancient operation. It was issued to some planetary police forces as long range marksman rifles, where it saw its most extended service, not being replaced until at least 2802.

Design

The MX19 featured an extensive barrel, which aided in accuracy. The lower side of the rifle featured an accessory rail for attachments such as bipods. The upper reciever mounted a raised rail just above the bolt, while the bolt handle was located slightly to the rear. This was fully reversable for left-handed shooters. Instead of a pistol grip the MX19 featured a shaped stock to accommodate the user's hand. The stock was adjustable in length according to the user's preference. The underside of the rifle was the location of the trigger, protected by a large trigger guard, the safety, magazine and its release catch.

DDP-278 linear particle cannon
The DDP-278 Linear Particle Cannon was a heavy capital ship armament employed by The Royal Allegiance during the Swarm War.

History

Possibly the oldest type of directed energy weapon used by any race, save the Forerunners, the heavy linear Particle Cannon had been in use for as long as the Allegiance existed. These earlier versions, however, were nowhere near as powerful as more modern variants, nor numerous or capable of such rates of fire. This was mainly because Zero-Point energy, the lifeblood of all Allegiance vessels, had not been refined nearly enough to fit a generator inside a warship. Finally, after centuries of investment and development, a breakthrough came with the HMS Marchestra, a huge ship that needed something as huge as a zero-point generator to power it. Subsequently they were refined to a point where all but the smallest Allegiance warships were powered by one, and warship development skyrocketed as the near-limitless energy source pushed the boundaries of what ships could do. A major consequence of this was the development of more than one linear Particle Cannon mounted to ships, with more destructive power, longer range and better rate of fire than ever before. While quite an old model, the DDP-278 was still able to hold its own, even in the fast changing technological world of the 27th century. Due to be replaced in the mid 2700s, they remained in frontline service for over a century longer, a direct result of the Swarm War.

Usage

The weapons were utilised as a ship's first attacking option, its primary weapon. They were mounted directly to a warship's keel, with the barrel protruding from the ship's prow. This was necessary due to the size of the weapons, but limited their field of fire. They were extremely long ranged, able to engage targets at around 20 light minutes (or 360,000,000km) away, far beyond the reach of any comparable weapons. They were a potent anti armour weapon, able to deplete or pierce shields and then tear through armour and cleave ships in two in mere small salvos. A single cannon could fire seven times before needing to pause to cool, but it could pause at any time in between. After a full firing sequence, the cannon would remain inoperable for three minutes at least before the barrel was cool enough to allow another firing sequence. The group of six cannons were arranged in 'fire groups' of three groups of two, each cannon firing alternately. In this way, a fire group could fire 14 shots before needing to pause. The three groups could together fire 42 shots before needing to pause, although they could extend this by leaving slightly longer periods of time between each shot. They had a range of around 360,000,000km, or approximately 20 light minutes. The weapon's faster-than-light nature meant that they had no chance of missing their target, even over astronomical ranges. Notable vessels equipped with this weapon were the Triton-class destroyer, which mounted six, and the refitted Celestia-class assault ship, which supported four cannons.

FVA-410 Falcon
The FVA-410 Falcon Transport, also known as the Falcon, was a light combat/utility transport tiltrotor in service with The Royal Allegiance.

History

The FVA-410 Falcon was developed in the 2600s as a light, low-tech, fast and manoeuvrable craft able to supplement larger, better armed and armoured dropships such as the later D-72 Sabre. They were highly versatile craft that were highly effective if used correctly. However, their lack of protection and small armament resulted in little actual combat use where other, more capable units were available.

Role

Falcons were generally used as rapid light troop insertion vehicles, quickly delivering troops to the battlefield in a light, fast and agile platform. They were often used as transports for equipment, weapons and other materials behind friendly lines or as patrol craft through suspected enemy-occupied territory, where their speed and defensive armaments could get them out of any trouble. Occasionally they were used as light ground support craft or extra backup in protracted or expansive battle situations. Their armour was generally sufficient to protect the occupants from small arms fire but was acutely vulnerable to larger calibre rounds and guided munitions. They were rarely tasked with engaging any type of enemy armour because common light armour weapons such as cannons and heavy machine guns posed a threat to the Falcon.

Layout

Similar in layout to the earlier FVA-442 WASP Gunship, the Falcon was essentially a fuselage with cockpit and troop bay mounted between two large tiltrotors. The fore of the craft was dominated by the cockpit, which offered a panoramic view of the outside through bullet-resistant layers of polycarbonate laminate. Directly behind the cockpit was the troop bay, which could accommodate up to six fully armed soldiers. Two troop bay doors allowed disembarkation of troops and two 12mm machine guns provided general defense. Extending to the rear was a long tail which terminated in a 'V'-like pair of fins. Beneath the cockpit were two rocket launchers, holding four missiles each. Underneath the craft was a large landing skid, and on the Falcon's nose was a sophisticated sensor, navigation and targeting package. Above the cockpit were two air intakes, which fed the two turboshafts embedded in the fuselage's back-facing end. Either side of the Falcon's main body were two dual vector thrust co-axial fans.

Armament

The Falcon's primary defenses were its speed and agility. However, it did possess a number of armaments for light combat duties, self defense and protection of disembarking troops. The Falcon's primary and only frontal armament were two four-rocket launchers, one either side of the cockpit. They were capable of holding only THOR Rockets or WASP Rockets. The secondary armaments were two M700 Heavy Machine Guns, mounted in each troop bay door. They had a rate of fire of 700 rounds per minute and could fire any number of bullet types including armour-piercing, incendiary and explosive.

Engines

Providing the Falcon's primary lift source were two dual vector thrust co-axial fans. Each fan was situated on either side of the fuselage and was actually made up of two counter-rotating rotors, which provided increased lift for the same rotor area. These vector thrust fans could rotate and swivel independently, according to the pilot's signals via the intuitive neural interface. It was these that provided the craft's superior agility. Spinning while stationary could be achieved by angling each rotor independently forwards or backwards, and banking was achieved by slowing down the rotors on one side. Providing forward thrust, the rotors would face slightly backwards and propel the craft in the opposite direction. However, this did not provide a sufficient forward thrust. Giving the Falcon its high linear acceleration were two T66-HS Turboshafts, which generated a large amount of thrust while remaining fuel efficient.

Weaknesses

The Falcon was vulnerable to all high velocity large calibre cannon rounds, which both rendered its speed inert and had the explosive power to down the craft in a single shot. AAMs and SAMs could make short work of the Falcon, however emergency countermeasures usually ensured survival of the craft. High-speed aerial vehicles could very quickly engage and destroy a lone Falcon as it possessed no air-to-air armament capable of engaging a supersonic or high subsonic target. They were, however, largely invulnerable to small-arms fire and so could engage most infantry with ease.

Operational History

Falcons were used extremely frequently throughout Allegiance space, more so than more capable combat vehicles despite being less able to engage enemies. In fact, the reason for their extensive use despite very little conflict was their ability to operate as troop transports, patrol craft, aerial lift vehicles and equipment transfer craft. A very common sight all over the Allegiance, Falcons were easily the most used non-battlefield military vehicle in the Allegiance, with the possible exception of the Sabre-class Dropship. Proven as a reliable and sturdy aerial platform, the Falcon, already tested by over a hundred years of continuous service, met its first proper combat actions in 2733 with the Swarm invasion. Due to its large numbers, versatility and ease of maintenance the Falcon remained in service throughout the Swarm War.

FVA-442 Wasp
The FVA-WASP Gunship (Weapons Assault and Support Platform), or simply Wasp, was a VTOL aerial combat vehicle used before, during and after the Swarm War by both the UNSC and The Royal Allegiance. In its extensive combat history it saw use in more battles than any other craft due to its versatile nature, many uses and adaptability. It formed the staple of air support for over two centuries in one form or another.

History

Introduced in 2604, the essential design and concept for the Wasp stemmed from the older AV-14 Hornet, which was finally retired in 2607. Work started in 2592 on the Hornet's replacement, and reached fruition twelve years later with the WASP replacing the Hornet in stages over a period of three years. It almost immediately gained a reputation for its agility, superb weapons complement and near-invulnerability to small-arms fire. The design was heavily assisted by The Royal Allegiance, allowing for a massive improvement in weaponry and technology. In return the Allegiance gained access to a fast, well-armed platform capable of a vast range of combat roles. The Wasp continued to be utilised in many functions throughout the Swarm War, which ravaged the galaxy from 2733 until its conclusion in 2878. Despite its advanced age towards the latter stages of the war, the Wasp continued to be relied upon heavily, perhaps more so, due in part to its ease of construction and maintenance and in part to more advanced units being tied up fighting or lost to The Swarm.

Role

The Wasp's primary role was to provide close range air support from a VTOL platform, similar to the Hornet. However, it was capable against enemy armour, infantry and even, to a certain extent, fortifications. It could engage ground forces of almost any type with immunity, not to mention slow hostile air units such as dropships. As extremely versatile and potent units, they could be put to use on almost any battlefield task including scouting, support, close-in fire support, anti-armour, anti-emplacement, anti-infantry, and some anti-air roles. The Wasp was known for its efficiency in combat situations; its multi-purpose role allowed for a wide array of tasks the Wasp could perform without any major problems. In its role as an attack craft the Wasp was very effective at hunting down and destroying armour with relative ease; the THOR missiles could take down the toughest armour in only a few strikes, making it a prime choice for hunting down tanks. Its ability to engage infantry also made the Wasp both an offensive and defensive aircraft; the four .50cal machine guns could take down heavily armored and shielded targets with relative ease, and its ability to place itself in a stationary position to lay down cover fire while a larger craft retrieves fellow infantry also allowed it to perform its role as a support craft. The firepower on the craft was also an added bonus when escorting other aircraft into dangerous territory that could be susceptible to ground fire.

Layout

Very similar in layout to the Hornet, the Wasp was remained recognisable as a descendant of the AV-14 line. The Wasp features a nose-mounted sensor package, the same as the Hornet. The single-occupant cockpit took up a large portion of the fuselage, which was flanked by two hardpoint wing pylons. Ten 15-tube rocket launchers hung beneath each wing, and on the ends, four air-to-air missiles each. The Gunship featured two forward landing skids, beneath which four .50cal machine guns were mounted on pivots. Stemming from the top of the craft were two large vector thrust fans, capable of providing the same thrust as the Hornet's vector thrust turboshafts in a smaller and less energy-intensive form. Each fan was actually made up of two counter-rotating rotors that provided a large amount of lift. Integrated into the back of the fuselage were two T66-HS Turboshafts, which provided a massive linear speed to the craft and enhanced its agility. Extending from the rear of the fuselage was a large tail, which ended in two broad flat independently tilting fins. This further aided the craft's already superb maneuverability. They had an operational range of just under 700km and a flight ceiling of around 5km.

Armament The Wasp's primary armament was its four M700 Heavy Machine Guns, which had a cyclic rate of fire of 700 rounds per minute each. Mounted beneath the craft's forward landing skids on pivots, they moved to face each target as the pilot either designated them on his HUD or moved his/her head to face the target. The machine guns were the craft's primary close range weapons.

The Wasp also carried 150 WASP Rockets or THOR Rockets, carried in ten 15-tube rocket launchers carried underneath the wing pylons. Also carried on the hardpoints were either eight Talon or Lance air-to-surface missiles for engaging aerial targets. These could be replaced with four APEX ASMs, which gave a devastating and powerful ground attack ability at the expense of air defence.

Weaknesses

The Wasp was critically vulnerable to fast-moving aerial vehicles such as fighters. In addition, SAMs or AAMs could usually dispatch a Wasp in a single impact or near-impact. Due to their high speed, agility and small size, they were vulnerable to any kind of explosive weapons and Wasps rarely survived hits from high velocity cannons of anything over 45mm. AAA batteries could easily shoot down a stationary Wasp, though a moving one was considerably harder to hit. The Wasp did not benefit from any kind of stealth features whatsoever. However, its mission profile dictated that these would be unnecessary and would simply add to the cost.

Operational History

The Wasp saw frequent use by the UNSC combating the various warlord-led Brute factions. With the Allegiance, the craft first saw action during the Battle of Radiance in 2614. Although the battle was a total loss for the Allegiance, the Wasp was one of the few units able to hold its own in combat against the Swarm, probably due to its armour-piercing weaponry and wide range of roles. The Wasp saw action in every major ground engagement of the Swarm War, including early conflicts such as the Battle of Aurelia and the Battle of Miranda.

THOR Rocket
THOR Rockets were the primary multi-purpose rockets employed by The Royal Allegiance during the Swarm War.

Usage

THOR rockets were normally carried in rocket launcher pods, either attached on to vehicles in modular launchers or as an integrated part of their design. They could, however, be carried by F-56 Raiders internally for use in their tail fin-mounted ordnance launchers for ground assault missions, instead of standard torpedoes, missiles or HEAT (High Explosive Anti-Tank) warheads. They were carried in pods integrated into the wings of the D-72 Sabre, and wing pylon-mounted launchers on the FVA-442 WASP Gunship. They were effective against most targets at close to mid range.

Against armoured targets, most shell types surpassed THOR missiles in terms of damage. However, THOR missiles had the ability to home in on targets, unlike cannon rounds. In addition, THOR was much more effective against shields due to its large impact radius and also better against infantry.

They could effectively engage ground armoured or unarmoured targets and slow aerial targets such as close-in support gunships and dropships. However, they were useless against high-speed aerial craft such as fighters, instead of THOR the Lance long range or Talon short range air-to-air missile missiles were used to engage such targets. THOR rockets were not very effective against armour, usually being defeated by reactive armour. However, they were very capable at easily dispatching large Swarm beasts such as Tarantulas and Scorpions despite their exoskeletons. This, coupled with their small size which meant high capacity, made them a prime choice for engaging Swarm forces. However, against rapid aerial foes such as the Harpy, THOR missiles were largely ineffective.

Design

Rather simple in design, this lent the THOR its versatility but made it less effective at engaging specific targets. It featured wrap-around fins, which deployed once the rocket was clear of its launcher. These stabilised it in flight and allowed it to accurately hit its target. Featuring a simple, high-explosive warhead, the rocket was effective against infantry, for area suppression or against lightly armoured vehicles. It was equipped with a rudimentary targetting array which enabled it to explode at a certain coordinate designated by the pilot through his HUD, upon which point it would guide itself to the target area and explode. This method was simple but guaranteed the rocket would not be jammed.

A second method of targetting was a joint RADAR/optically guided targeting array, which allowed the rocket to home in on moving targets. This method was slightly more suceptible to jamming but gave the rocket an ability to engage moving targets.

As the rocket had a low top speed, it was unable to engage supersonic craft.

I-45 Scavenger Drone
The I-45 Scavenger Drone was an automated worker drone used by the Royal Allegiance during the Swarm War, and later the Unified Coalition of Governments.

The basic function of the Scavenger was to scour battlefields for useful items that could be retrieved, recycled and used again. They were commonly referred to as 'Scavs' by the Allegiance infantry. They would use magnetic tools to lift metals from the ground, then they would use their long arms to dump it in several different containers on their backs. Each container was for a different type of material. The Scavenger had non-magnetic tools for picking up non-magnetic objects.

Due to a programming malfunction, Scavs had wildly differing 'personalities'. Some were 'grumpy' and avoided human contact where possible, others craved it and were mischeivious. Some Scavs had been noted to tag along with one particular soldier, even over the course of two or three days, just waiting for them to fire their weapon so the Scav could pick up the expelled casings. No attempt was made to rectify the problem.

The Scavs were not equipped with any weapon or defense system, but they mainly avoided conflict due to specific programming. They mainly hovered low to the ground but could occasionally hover at a height of up to six meters.

The containers on the Scavenger's back were detachable and were removed for emptying once the Scav returned to its base. There was an automated system which dealt with the Scav's collected items.

Perseus Arm
The Perseus Arm was one of the major spiral arms of the Milky Way Galaxy]. It was the location of the Theran homeworld, and the core territory of The Royal Allegiance. Before about 100,000 years ago, the Perseus Arm, along with the rest of the galaxy, was populated by the Forerunners. When the war with the Flood became a foregone conclusion, the Forerunners activated the rings, starving the Flood of biomatter but destroying all sentient life in the Galaxy.

About 25,000 years later, when the Flood had vanished, automatic systems activated, sending humans back to Earth from the Ark on three Forerunner ships- one Keyship and two other ships- on auto-pilot. Each of the ships carried about 7,000 humans, kept unconcious and restrained by forcefields. Unfortunately, just as the ships entered the galaxy in slipspace, a slipspace anomaly caused them to drop out of slipspace. As they passed a star after entering the galaxy, two of them were hit by a solar flare, causing them to malfunction. It can be assumed that the slipspace anomaly was caused by the solar flare, but there is no evidence to support this. The single Keyship them vented its human cargo into space, killing almost one third of the galaxy's human population. This later drifted into Covenant space, where it was found by the Prophets (San 'Shyuum). They worshipped it and incorporated it into their religion.

The second ship hit by the flare contained a genetically enhanced race of humans, The Order. Their purpose was to watch over the humans of the other two ships once they arrived at Earth, The ship began firing its thrusters in random directions, until it reached an inhabitable planet, Thera, colonised 25,000 years earlier by the now-extinct Forerunners. Emergency protocol initiated, and the ship safely crash-landed and released its passengers, who would utilise the Forerunner technology to advance. This human population would later grow to become the Royal Allegiance. Their arrival on the ship became mythology.

The third and final Keyship arrived at Earth and similarly release the human cargo. It is unknown where the ship came down, but the human population that eventually arrived at Earth, 25,000 years after the Forerunner's death, was much smaller than they would have wanted (see human population bottleneck theory).

Sector Fleet
The Royal Allegiance was made up of five sectors of space, and subsequently the Navy was broken up into five. These five segments are called the Sector Fleets and are the biggest subdivison besides the Allegiance Navy. The commanders of each are the most powerful officers in the Navy besides the Grand Admiral, who answered directly to the Monarch. each Sector Fleet comprised of literally thousands of warships and hundreds of thousands of starfighters and support craft.

The commanders of the Five Sector Fleets were:

1st Fleet: Admiral Elliot Winter

2nd Fleet: Admiral Benjamin Lawson

3rd Fleet: Admiral Connor Bartlett

4th Fleet: Admiral Samantha Fox

5th Fleet: Admiral Evan Sanders

Mountain Bear
The Mountain Bear was a large predatory mammal that inhabited the planet of Britannia. It was known throughout the galaxy for its huge size and terrible ferocity.

Habitat

Mountain Bears inhabited the large mountain range of The Spine. In addition to this they dwelled in the mountains on the continent Alban. Although they generally confined themselves to the mountains, occasionally they would come down onto the dry savannahs to prey on wild grazers if food was scarce in the ranges.

Their main predatory rival was the Mountain Wolf, or the Cave Wolf.

Behaviour

Mountain Bears were almost exclusively solitary creatures, being seen together only in mid-summer during mating season. It was the female of the species which was dominant, largely due to her bigger size. Mountain Bears mated for life, which accounts for the relatively small numbers of competition between bears. If a bear's mate died, it did not mate again.

During the quite easy summer months, the Bears put on a large amount of weight to see them through winter. As omnivores, they preyed on Snow Goats, wild fruits and vegetables and occasionally scavenging the carcass of another animal's kill.

Bears usually made their den in rock caves in summer, but were able to climb the largest of trees if necessary.

During the winter, they abandoned their dens, which were freezing (being made of stone, and recieving no sunlight), for hollows dug into the snow at the bottom of the drift-filled valleys. The hollows provided shelter from the howling wind and were surprisingly warmer than the rock caves.

It was during this time that the Bears lost a large proportion of their body weight. They hibernated to conserve energy. While inside the hollows, the females gave birth to litters of around three cubs. Normally they would stay in the hollow, the cubs surviving on the mother's milk but the mother recieving no nourishment but her body fat stores. However, if the female was unable to provide milk, she and her cubs would venture down from the mountains and onto the vast, dry savannahs in search of food. While doing so she exposed her cubs to massive danger. While in the mountains, nothing would attack her offspring, not even another bear- but out on the plains, there were many dangers. A pack of Wild Dogs could easily kill one of her cubs.

Physical Characteristics

Though named as bears, likely due to their intimidating size, they were actually more like dogs in their characteristics. Despite this, they posessed an extraordinary amount of dexterity, ensuring their survival in the harsh, dramatic landscape of The Spine.

During the mild mountain summers, the Bears aquired a dark brown or black colouring to match the dense coniferous forests and the dark grey rock. During the winter, the Bears moulted and grew a thicker white coat, camoflaging them in the deep snow.

Mountain Bears stood three full metres tall while on all fours, and more than twice than when reared on hind legs.

They had long, dog-like faces and feline-like claws. They could tear a man apart in a single swipe.

The Spine
The Spine was a large mountain range on the planet Britannia. It was located on the continent Orin, and ran down the western coast until it broadened to the north.

Despite being rather long for a mountain range, it was formed very early in the planet's development. As such, the peaks have been eroded over the millenia- the highest peak is 6,971m above sea level.

The presence of the mountains prevented relief rainfall from ever reaching the leeward side of the mountains- the side behind them, sheltered from the sea. As a result, this space formed a large desert which covered part of Orin's massive interior plain.

Further north, the cold desert gave way to tundra plains and then ice fields pitted with crevasses. This area recieved little rain, classifying it also as a desert.

Numerous vicious animals dwelled in the mountains, making it a largely dangerous and unnavigable place. Most avoided the range where at all possible. Mountain Bears, large goat-like animals and eagles big enough to carry away a man were the few animals that could survive in the harsh valleys and mountain passes.

In 2604 the UNSC set up a research station in the remote northern region of the Spine.

Drake Elias


Drake Elias was a Lance Corporal in the Allegiance Marines. He and his battalion were stationed on the small, distant outpost of Radiance more than a century before the Swarm War.

Early Life and Joining the Military

Born in 2586, Drake grew up on the pleasant core world of Haven, in the city of Delnau. Drake was brought up in a culture of strict discipline and devotion to duty, values he fully internalised. As a child he was adventurous and would often disappear for hours at a time, exploring the city or venturing into the rural areas. At school he was rather quiet, though was known more for his actions and would commonly perform risky stunts and such, which was viewed equally as brave and foolish. His mother was a school teacher and his father a sergeant in the Marines. Drake grew up wanting to be an architect, but didn't do well enough for school, and was pressed into the armed forces by his family. Upon joining, however, he accepted that the Marines was a good career to be in, and enrolled as a Lance Corporal in 2601. Though he reluctantly entered the military as a relatively brash young man, he quickly settled into the Allegiance routines of discipline and stood out among his comrades for his military skill and devotion.

Battle of Radiance

In 2614, Drake was stationed on the HMS Ardent, orbiting the remote research station of Radiance near the edge of the galaxy. It was invaded in the same year by The Swarm, who destroyed the small orbital force and besieged the ground forces. The Ardent was destroyed, though Drake's squad was one of a lucky few to be in the process of leaving the ship's hangars as the battle raged, unlike so many others.

Racing Swarm forces to the ground, their transport was shot down by Swarm fighters, leaving the squad to fight its way back to other allied forces. In the crash, Drake was knocked unconscious and when he woke, he and his squad were at the centre of a fierce infantry battle. As the Allegiance forces fell back to a defensive fortification, Drake saved the life of his commanding officer, Sergeant Neil Ryans, from a rampaging Swarm Reaper. He then participated in the defence of the position, which ended in the partial overrunning of the facility.

Elias and the remainder of his squad attempted to clear the facility of enemy forces, they at first were forced viciously back through the close quarters by the Swarm's vicious fighting. With the help of two squads under command of Matt Saren and Robert Mast, the Allegiance forces cleared the building of enemy forces. However, the several hundred civilian scientists were found slaughtered, profoundly affecting the surviving Allegiance forces. Upon leaving the compound, with the battle still raging, they found that the Allegiance forces numbered just a few hundred infantry, a few dozen tanks and a handful of aerial vehicles.

In a last-ditch desperate attempt to contact the Allegiance to send reinforcements, Elias was part of a small strike team, together with his and the two other squads, to infiltrate a Swarm warship, find its long range transceiver and hold off the hordes of enemies long enough to send a prepared databurst to Allegiance space. The strike force was spread between three D-72 Sabres, though they were engaged by a fast-moving fighter. Before they managed to shoot it down Drake's ship was hit, and Jamie Helsley, his squadmate, died ensuring the ship's survival. Drake, along with Mast and Lauren Harris, evaded large numbers of Swarm forces and reached a small outpost.

Exhausted after having run over 200km, Drake appreciated the small lull in the fighting that the outpost provided. Later they decided to activate the outpost's communications array, drawing Swarm forces away from allied units and hopefully buying them some time. Drake and the others planned to escape through the still-active teleporter, which would throw them out at a random teleporter site somewhere on the planet. However, the Swarm forces were far more numerous than expected and Mast was killed sealing a door to hold off the Swarm temporarily. Drake beckoned Lauren through the teleporter, who replied that she would be right through. Drake jumped through the portal but Lauren did not follow him, and Drake was left unarmed and stranded, alone.

Drake was then forced to engage a Swarm Dragon, despite the fact that he was weak and lacked weapons. After a vicious duel Drake defeated the beast by mostly luck, though he was severely injured himself. He passed out completely spent, not seeing the point of living any more and falling into despair. Though just as he slipped into the void he was rescued by Ryans and his squad, who had been monitoring the teleporter grid for any survivors.

Personality and Traits

Brought up by a school teacher and a Marine living in military accommodation, Drake was brought up in a culture of strict discipline and devotion to duty, values he fully internalised. Though quiet, he was adventurous and prone to taking risks, and often attempted dangerous or foolish tasks and stunts. Drake was always relentlessly honest with himself and openly considered and admitted his flaws; if one was pointed out to him, he took no offence but sought to rectify it. However, Drake lacked obvious self-confidence and direct manner of speaking, which caused many others to consider him 'the strong silent type'.

During his time stationed on Radiance, Drake loosened up, breaking his emotional distance, engaging in dry humour, and indulging his earlier penchant for risk-taking and acts of heroic bravado. He was heavily affected by the sight of thousands of dead civilians at the hands of The Swarm, though he staved off what he thought was insanity by using his rage as a fuel to keep going.

Later in the battle, particularly when he was alone, Drake felt a deep despair about the entire situation, often wishing it would just end. However, his fundamental optimism and positive personality helped him to keep it together even when everything around him fell apart. He felt a strong sense of duty towards the Allegiance and his comrades, as shown by his actions in the dying moments of the battle. He was strong-willed and courageous, even though at times this was not obvious. He was determined to do the right thing, and to maintain the greater good, even at the expense of his own life.

Earlier in his life, Drake did not believe that some people were heroes while others were not, only that everyone had the potential to be a hero given extraordinary circumstances. As a result, everyone could become a hero; only those that did, did so because they were faced with extraordinary conditions. Ironically, Drake's beliefs in this sense sum him up almost perfectly; he, an ordinary soldier, in no way different from the thousands of other ordinary soldiers, became a hero through his circumstances, through the sheer luck of the fact that it was him who survived, and him who fought to the last.

Equipment and Weapons As a Theran Marine, Drake employed the M14 Powered Assault Armour that was standard issue to all Allegiance troops. He utilised the 'Rogue' CQB variant that was commonplace throughout the Marines. Drake's favoured weapon was the AR20 Individual Combat Weapon System for mid-range combat, though preferred to use other weapons such as SMGs when they were applicable. He also used a miniaturised shotgun in close quarters, which he kept on him when he wasn't using it. He carried an M21 Pistol as his sidearm and backup weapon, which saved his life on more than one occasion. In addition, he kept an RA-26 Tactical Combat Blade on his calf as a tool and, occasionally, as a weapon. Drake favoured hand-to-hand combat and, although he did not own a long blade himself, was skilled at their use. Early in the Battle of Radiance he grabbed a fallen katana-like weapon and used it to save Sgt Ryans from a Swarm beast. Although he dropped the sword he later found it again, and following this he used it to great effect in the close quarters battles that followed.

Skills and Abilities

Drake was an adequate marksman and was able to decently hit far-off targets. However, his specialty lay in close quarters combat, where he was deadly both armed and unarmed. He mastered several types of martial art, and was adept in the use of submachine guns, shotguns and melee blades. He was often described as very stealthy, being able to move about without attracting large amounts of attention, both in combat and not. He was physically agile and seemingly very resistant to pain, and was stronger than many of his comrades. Due to his age and recent joining he was sometimes overlooked as an inexperienced recruit, and it was true that he was less experienced in combat than his squad. However he was intelligent and learned quickly, and resourceful enough to survive well in unexpected and difficult circumstances.

In addition, Drake was skilled in the use of military hardware and equipment, despite not officially being a combat engineer. He would often repair equipment or vehicles that had malfunctioned because he found that he enjoyed disassembling things and seeing how they worked, then the challenge of reassembling and repairing them.

Physical Appearance

Drake was of roughly average height for a Theran, being 188cm tall. He had short, tidy brown hair and brilliant blue eyes. During intense situations such as combat, his eyes would become a fierce and cold blue that was described as piercing people, and looking right through them instead of at them. He was of athletic build with broad shoulders, and had a vertical scar above his right eye as a result of a childhood stunt gone wrong. He had a tattoo of the Allegiance eagle on the inside of his right forearm, and the crest of his homeworld Haven on his left.

Relationships- Neil Ryans

As his commanding officer, Drake had the utmost respect for Sgt Ryans, not only professionally but personally too. Drake would follow orders almost unquestioningly from Ryans as he genuinely had complete faith in him. Drake had the opportunity to learn what Ryans was like and knew that, although he appeared unapologetically sarcastic and confrontational, he was actually quite an emotional person who felt care for his squad. Drake believe that he knew Ryans well enough to trust any order he gave, believing that, although the reasons may not have been clear at the time, they were probably good ones. Drake also got along well with Ryans on a personal level, often sharing jokes with him or having well-meaning, though sometimes fiery, arguments.

Supreme Court
The Supreme Court was the judicial branch of The Royal Allegiance. It was the body that interpreted and applied the law in the territories of the Allegiance, that law being passed by both The Monarch and the Council of Five, the executive and legislative branches respectively. It was equally important to the Monarchy and the Council in the democracy, serving the function of the highest court of appeal, and the highest court able to make a ruling on a decision. It was higher in power and importance than the far more numerous Adjudicator Courts which dealt with common offenses and small-scale disputes.

UCG Navy
The Unified Coalition of Governments Navy was the primary armed force operated by the Unified Coalition of Governments. Its role was to protect UCG planets, citizens, installations and territories from external threats, as well as to support expeditionary forces and carry them to their destinations and back. It was the largest and most powerful armed force in the UCG as well as the most expansive navy in the known galaxy.

While the Unified Coalition of Governments had existed since 2553, it was only in an inter-governmental role and never commanded substantial military forces of its own. In 2743, in direct response to the ongoing Swarm War, the Unified Coalition of Governments navy was formed. This was an inter-species, inter-governmental naval force under control of the UCG. At first the separate commands within the navy essentially acted as separate divisions, for example, UNSC vessels acted independently of Sangheilli ones despite being under the same command, and nations still had direct control of these forces rather than the UCG. As time went on, however, and greater cooperation between governments was needed, this power was wrested from individual governments and transferred to the UCG, with greater centralisation and integration seen as the only way to properly combat the Swarm's incursions into friendly territory. All military vessel designs from 2743 onwards by galactic law had to accommodate multiple species, and older vessels were refitted to that effect. By 2800 the UCG was in total command of the Navy, with power of the former government's vessels in the hands of the UCG. However, for logistical reasons, these vessels maintained their former prefixes such as 'UNSC' or 'HMS'.

The Navy was largely based on that of The Royal Allegiance's Navy, as it drastically outnumbered that of any other member nation, and was more advanced also. In 2878, with the end of the Swarm War, the member states consented to being dissolved and intergrated into the UCG as the first true inter-species government.

DEEP VALLEY
"Beside the deepest valley lies the tallest mountain."

- Unknown

Project DEEP VALLEY was a developmental initiative commissioned by The Royal Allegiance and enacted by the CHARON Institute of Military Research and Development. It aimed to update the Allegiance armed force's weapons, technology and equipment, thus re-establishing the Allegiance as a leading and advanced power in the galaxy.

History

By the mid 2600s, military budgets, both research and otherwise, had been heavily cut following the concluding part of the Human-Covenant War and following Remnant War, in which the Allegiance played a large part. Resentment toward armed forces was at an all time high, and public support for military spending was virtually non-existent. While it is fair to say the Human-Covenant War was to blame for some of this, a major factor was the Reformation War of 2416-20. It had a heavily detrimental effect on the Allegiance as a whole and only affirmed the Theran's deep-seated belief against warfare of all kind. In addition, wartime taxes and other holdovers were still in place in 2552 from the Reformation War over a century previously, and the end of the Human-Covenant War opened the door for an extensive spending climbdown. This left the Allegiance largely unprepared and under-equipped for the violent era that the turn of the 28th century would bring. While increasing Jiralhanae incursions and defiance at least partially mobilised the Allegiance's defensive forces into action and readying themselves for small skirmishes, it went little of the way to equipping the nation for the all-out war which would grip it for 145 years. It also did not address the problem that the Allegiance was far from the first rate military power it was prior to the civil conflict of the Reformation War- in all other areas the highly advanced Allegiance outstripped other civilisations, and although it's military was largest in the galaxy, it was being rapidly caught up with in terms of development, with very little money being spent on research.

The project itself focused, rather than increasing the numbers of combat troops and units, on advanced technologies originating from the well-funded non military research organisations being adapted and applied to military uses. The results of the program, though varied, resulted in increased energy weapon usage and power, wider and more advanced forms of missile and projectile technology, more resilient and powerful armour types and stronger shielding, and better countermeasure technology, among others. While the project, which started in 2640, was terminated in 2782, having exhausted it's research budget and fulfilled the majority of it's aims and objectives. It's effects were clear throughout the Swarm War, where it markedly increased the Allegiance's ability to resist the Swarm, rather than being quickly swept aside and overwhelmed by their enemy's superior numbers.

Achievements

The project was largely responsible for many of the technological advancements occurring throughout the late 27th and early 28th centuries, though the project itself did not achieve these. Rather, it started the ball rolling for more substantial military technology advancements, equally through independent research and design and reverse-engineering and improvement of previously unattempted Forerunner technologies. While not responsible for the miniaturisation of Zero-Point energy generators, or the miniaturisation of Particle Cannons that came with it, Project DEEP VALLEY did take advantage of these advancements and utilised them for new weapons and such, producing the first prototypes of the weapons resultant from these achievements.

Technology that can trace its development back to Project DEEP VALLEY is varied and many. Both ACE Armour and Energy Regenerative Armour have their origins in the project, and many of the shielding types seen in the Swarm War are resultant of the project. It was instrumental in diversifying Allegiance ammunition types, and replacing older, more conventional types with newer, more powerful and advanced ones. In addition, it was also imperative in the existence and subsequent success of advanced, next generation armoured vehicles and their armaments, such as the [M46P Atlas Main Battle Tank and the M12B1 Viper Light Tank.

MG460 GMG


The M460 grenade machine gun was a heavy support weapon used by the UNSC during and after the Human-Covenant War. Most commonly mounted onto aerial and ground vehicles as a dual offensive/defensive weapon, the M460 was a potent weapon that was capable of defeating both enemy infantry and armoured vehicles.

History

The Mark I M460 grenade machine gun was first deployed in 2513, replacing the aging M329 GMG. It first saw action against Insurrectionist forces later that year. It continued to serve against both Insurrectionist and, after 2525, Covenant forces in various upgraded marks. By 2553, it was still in use as the Mk 19 (Mark XIX) M460 GMG. Continuous upgrades and improvements in both the weapon itself, its control systems and its ammunition have prevented it from becoming obsolete and maintained it as a powerful support weapon.

Usage The M460 grenade machine gun was almost exclusively employed mounted onto a tripod or rotating mount, or otherwise attached to a large ammunition reserve. Often mounted on vehicles, it could be used instead of more traditional heavy machine guns on vehicles such as the and M6A1 Raider. Nearly all UNSC vehicles featured standardised weapon mounts which could allow heavy weapons to be universally swapped in and out, enabling the M460 to be used on mobile mounts wherever needed. The M460's rapid rate of fire, coupled with its grenade velocity (and therefore range) made it exceptional at defeating both infantry formations and enemy armour, making it a prime choice for an armoured vehicle's defensive weapon mount. The weapon was also capable when employed in defensive positions, such as on a stationary tripod; in such a case it would prove deadly to advancing hostiles. It was capable mounted onto both ground or aerial vehicles, though in the former to a larger degree, as its operator obtained a clear view of the battlefield, allowing him or her to make the most of the M460's range and rate of fire. While not designed to be used detached from an ammunition source, exceptionally strong individuals such as SPARTANs could remove the M460 from its mount and use it as a standalone weapon, feeding the weapon conventionally through disintegrating ammunition belts.

Design

The M460 was a blowback-operated weapon, meaning the casing was ejected and the next round chambered using pressure of the gases from the previous round fired. The weapon was fed using a disintegrating-link belt which was enclosed to protect both the belt and the operator. The weapon's grip consisted of two 'spade handle' grips with the right one holding the trigger. The weapon's upper receiver featured an integrated rangefinder, which allowed use of airbursting munitions types; a rail was mounted above this for the addition of sights other than the iron sight supplied with the weapon. To the left of this was a small, removable display module which offered a wide range of information about the target, including range, elevation and classification, and also the status of the ammunition already in flight.

Ammunition

The M460 utilised 40x53mm high velocity grenades, which were effective to a range of 2,000m. At shorter ranges the weapon could fire directly on targets, while at longer ranges indirect arcing fire with electronic aiming assistance could hit targets reasonably accurately. The standard rounds for the M460 were M433 High Explosive Dual Purpose (HEDP) grenades which were effective against both hard and soft targets. The round consisted of both a high explosive element and a surrounding fragmenting case, which made it effective against infantry and vehicular targets. The grenade had a kill radius of about eight metres, and could injure targets out to thirty metres as a result of the fragmenting case. A direct hit to a light vehicle could generally destroy it outright, while better armoured targets such as tanks could take multiple hits.

Battlegroup Navaro
Battlegroup Navaro was a UNSC Navy Battlegroup comprising thirteen vessels and commanded from the Injunction-class Cruiser UNSC Navaro. Part of the 18th Taskforce, itself a constituent unit of the UNSC First Fleet, the Battlegroup's specific role was the defence of UNSC-held worlds inkeeping with the Taskforce's designation as a rapid reaction unit. In this task, the battlegroup would quickly deploy to a colony under attack and defend it; however the battlegroup was capable of undertaking any roles other than defence, such as indirect support and offensive action.


 * UNSC Navaro (CG-419)
 * UNSC Pale Horse (-36)
 * UNSC Midnight Solace (-261)
 * UNSC Winter Empress
 * UNSC August Star
 * UNSC Courageous (-633)
 * UNSC Starlit Sky (-326) -
 * UNSC Make My Day (-151) -
 * UNSC Final Charge (-624) -
 * UNSC Fateful Journey (-501) -
 * UNSC Final Effort (-38) -
 * UNSC Remembrance (-117) -
 * UNSC Destiny's Child (-75) -

Lake Ariya
Lake Ariya was a large lake on the planet Britannia. It was located on the continent Orin, the largest of the three continents.

It was situated in the mid of the continent, set towards the eastern side. It was large in surface area but relatively shallow- its deepest point was 505m.

The area was largely unexplored due to the deciduous forest that surrounded it, and took up much of the eastern plains of Orin. It had only been seen from space, and no one had ever visited it- it was too remote, unimportant and the forest was home to strange creatures that emitted eerie wailing sounds.

An orbital mirror used during the terraforming process held orbit over Britannia, in geo-synchronous with Lake Ariya. It was abandoned after the terraforming finished but still remained partially operational. During the Battle of Britannia, it was the site of a small skirmish between UCG and Swarm forces. Swarm troops boarded the station and neutralised the small contingent of UCG infantry, who were operating a number of weapons that had been mounted onto the mirror as a makeshift defence platform. The UCG later lost this battle and Britannia fell to the Swarm.

CHARON
The CHARON Institute of Military Research and Development was a department of The Royal Allegiance under direct authority of the Council of Five. It was responsible for the execution and implementation of research projects such as Project LAZARUS, development projects such as Project DEEP VALLEY, and Forerunner technology enhancements such as with the GATEKEEPER Device.

Cycnos system
The Cycnos System was a solar system in The heart of Allegiance space. Despite being in the core of Theran holdings, where navigation was difficult and time-consuming, the system was readily accessible from a wide part of the galaxy. Almost every trade route to the core planets of Haven, Avalon, Britannia, Bastion, Thera and Eden passed through this system, which resulted in the planet Britannia, the second planet form the star, being terraformed and developed.

Britannia shared the system with four other planets. A vast asteroid belt, less violent than most, circled the system at a distance of 2.14 billion kilometres, providing plentiful resource deposits.

Acheron
The Acheron System was a small star system held by The Royal Allegiance.

As a rather remote system, it received a very low amount of visitors and a lack of transiting vessels. However, in 2572 it was discovered that the system lay on a sort of slipspace 'rift' allowing for communications and data transfer instantaneously, as the slipspace transceiver network that allowed a similar capability was not introduced until 2626. The result of the network was to establish the system's second planet from the star, Acheron, as a wealthy administrative, cosmopolitan world with rapid urbanisation and population explosion. Within two decades the planet's population had quadrupled and its interstellar visitors had more than doubled. The system featured seven mineral-poor planets offering no other aspects to the system's development, however several large civilian and military stations were set up throughout the system to take advantage of its growing visitors and terrestrial population.

Battle of Acheron
The Battle of Acheron was an attack on the world of Acheron by The Swarm that occurred on 2nd May 2633. The battle marked the first major engagement of the Swarm War, seeing two large naval forces assaulting each other above a large civilian population centre. Although the first battle of this sort during the war, it was by no means the last; it marked a trend that would continue throughout the war as the Swarm attempted to consume all sentient life it could. The battle was an Allegiance victory, though it came at a terrible cost; victories became an increasing rarity as the war progressed. [edit] The Battle

From intelligence gathered from the HMS Watchman during the Battle of the Antaeus Nebula, the Allegiance predicted that the Swarm capital ships were vulnerable to Allegiance warships and fighters, when stripped of their fighter complement. From early in the battle, the Swarm attempted to swamp the Allegiance Taskforce in fighters, then while they were engaged, destroy them with warships. However, the Allegiance planned for this. As the hordes of Swarm fighters flooded toward the Allegiance, a point-defence screen of one hundred and fifty Apollo-class frigates and twenty Artemis-class patrol ships jumped behind the oncoming fighters. The Swarm starfighters took heavy losses before they could react. The Allegiance forward forces could take on the fighters but not the oncoming heavy Swarm battleships.

A trio of Ares-class battleships, followed by an Athena-class cruiser, twelve Triton-class destroyers and two Hera-class carriers jumped into the middle of the Swarm formation, causing them to split into two sections. They punched through the enemy fleet, losing a Triton-class and taking heavy damage to one of the Ares-class battleships. After breaking through they swung around, pummelling the Swarm with their broadside guns. The Apollo-class frigates that had jumped forward early in the battle now did so again, right into the heart of the Swarm fleet. They took heavy casualties but were able to deploy their starfighter complement. In disarray, the Swarm fleet began to splinter into smaller groups as they attempted to deal with every enemy unit at once.

The rest of the Allegiance fleet now began their moves. Two pronged attacks, flanking the Swarm on either side, spearheaded by the resilient Athena and Hera-classes and the long range guns of the Ares-class, with six battlegroups to port, seven to starboard. This added to the pressure the Swarm fleet had on them from behind. The remaining Apollo-class frigates broke through to the back to join the small rear assault force, further splitting the Swarm formation. As the two prongs pushed forward the last Allegiance forces that were hanging back were just about to jump forward to engage at close range and finish them off, when enemy contacts appeared behind them. A second, smaller Swarm force- too large for the remaining Allegiance ships to take on.

The rearguard Allegiance battlegroups were caught off-guard, and a few fell quickly. The battle soon became split into two- one with the Allegiance winning, the other with them losing. As both battles drew to a close, the remaining forces converged and clashed once more. The senior officer of the remaining Allegiance forces, Captain John Bradley, ordered a cunning tactic. He advanced with his ships in three columns, with the middle one advancing first. The middle one charged right at the Swarm's formation, taking heavy casualties. The two remaining columns encircled the Swarm warships and assaulted them. Without their starfighter support they quickly yielded to the enemy fire. This manoeuvre later became known as the Spearhead Manoeuvre.

A few Swarm ships broke through an opening in the circle. They were tracked by a UNSC Hesperus-class prowler to a planet called Chiaras, previously thought to be uninhabited by the Allegiance. Shortly after this the Allegiance invaded in the Battle of Chiaras. Taskforce Gamma did not participated in this battle due to their heavy casualties.

ACS/M-151 Decimator
was a missile in use by the The Royal Allegiance, Ve'nek Dominion and Antarean Commonwealth during the Remnant War, Galactic War and Swarm War.

The Decimator was used as a relatively powerful, mid range anti warship missile, in the same way as the UNSC's Archer. However, it was much more powerful, using a nuclear payload which greatly increased its power. They were used in their thousands on board each Allegiance vessel, as the standard ship-to-ship missile used for virtually any target. They had a speed of about 5% the speed of light, or about 54,000,000kph, and a running time of up to an hour. They could be used at any range but were mainly employed as a mid range weapon, as they could not equal the huge ranges of Particle Cannons, which had ranges measures in light minutes. Their power was only multiplied in large salvos, with volleys of thirty or forty of these missiles easily taking down a vessel's shields or bypassing them completely and then annihilating the ship itself. They were often launched from smaller prow-mounted missile tubes, or turreted missile launchers such as the M125 Missile Launcher, all over a ship.

The missiles were relatively simple in design, though with a few unique measures to ensure maximum efficiency. The missiles would home in on their targets mainly by designation from their launch vessel, which would undoubtedly possess more powerful sensors than the missile itself ever could. However, this could occasionally be jammed by enemy forces, though the system was heavily protected. In this case the missiles would continue to their targets under their own guidance, a rudimentary multi-spectrum targeting system. The missiles were equipped with a limited, logic-based intelligence, which gave them a better chance of hitting their target. The missile would accelerate to top speed, then cut out its propulsion, a miniaturised Graviton Drive. This would save energy and allow the missile longer range, by letting the missile proceed under its own inertia through space. Upon nearing its target it would use its remaining energy to speed up yet again, reaching speeds in excess of 7% lightspeed in this short stage. Few vessels could move fast enough to evade this missile, but it was equipped with a limited course altering ability, though most vector alterations and possible trajectory calculations were already made before the final sprint was initiated. Upon impact the missile would release a massive amount of energy, severely weakening any shields or heavily damaging or defeating armour. Each missile was equipped with a system allowing them a simple awareness of others around them. They would arrange themselves in groups, according to their closeness to each other and hence, their impact time onto the target. These groups would hit the target simultaneously, allowing others to do so outside their blast radius, which was taken into account when forming these groups. This system maximised the amount of damage the missiles could do without committing fratricide. The groups also often selected different targets once nearing a target vessel, spreading out after identifying vulnerable spots or vital areas such as thrusters or shield generators. This again increased the amount of damage they could do and reduced the chance of the missiles destroying each other. The missiles were practically impossible to hit with point defence weaponry, and this coupled with extensive stealth measures ensured they survived to hit their target.

In terms of payload, the missile utilised a simple thermonuclear warhead, coupled with a package of 1.5kg of matter and 1.5kg of antimatter contained in forcefields. The force of the payload was equivalent to 900,000 terajoules. Using large volleys of these missiles it was very possible to defeat the largest enemy vessels.

The Decimator was able to hide itself from detection by 'phase shifting' itself, whereby the missile would move in and out of normal space-time. The missile would do this for most of its transition to target time, reappearing every ten seconds for less than a millisecond in order to re-adjust its course, check its target and regulate its velocity. As the missile neared its course the frequency of its reappearance into normal space-time would increase, preventing the target from escaping. This was necessary because, while the missile was phase shifted, it was unable to detect its target and was essentially completely blind, making regular reappearances necessary. Later versions reappeared at random intervals after the Swarm began to detect the missiles when the reappeared and target their predicted position in ten seconds time.

The missile, upon final target approach, would phase shift in order to bypass any present shielding and armour, and reappear inside the target vessel. This caused many times more damage than external detonation and destroyed vessels from the inside out. They could, however, be tasked with impacting directly onto the ship's shields or armour, often with the intention of damaging them for follow-up assaults from other weapons.

The missile could be outfitted with a wide range of warhead types, though the most common was a simple thermonuclear warhead, coupled with a package of 1.5 kilograms of matter and 1.5 kilograms of antimatter.

M125 launcher
The M125 Missile Launcher was a heavy multirole turreted weapon used by the United Nations Space Command and The Royal Allegiance during the Swarm War.

The weapons were used as a versatile, powerful weapon able to engage multiple enemy types. Of an entire warship's arsenal, these missile launchers were probably the most responsive and variable, able to be changed between high fragmentation antifighter missiles to long range antimatter missiles in a matter of seconds, in accordance with the ever-changing battlefield. They were utilised in two main roles; point defence, using precision or area-damaging missiles to defeat incoming fighters at short and short-medium ranges, and anti-armour, for engaging all smaller warships and many of the larger ones too. In the latter role, the turrets often employed the DECIMATOR Anti Capital Ship Missile, which could easily overpower a cruiser or carrier with thirty to forty hits.

They were also frequently used to reinforce and defend defensive positions, mounted as standalone stationary turrets deployed by HURRICANE Tactical Delivery Pods.

They were essentially the successor of of the much earlier Archer Pods, though with a more variable loadout, both having the ability to engage both warships and smaller target

The weapon consisted of an armoured box-like multi tube missile launcher mounted on a fast-tracking turret. Powerful but compact sensors specialised for picking out missile targets were located inside the ship, underneath the armour. To reload, the fully retractable turret would descend down into its stowage space below the vessel's armoured hull, where the empty missile box, acting similarly to a magazine, was swapped out for a fully loaded one. This dramatically increased loading times over more conventional methods and provided protection for the turret and explosive ammunition during their vulnerable reloading cycle. Typically a turret could go from just having fired its last missile to having a full load in under 25 seconds. Inside the ship, there were different types of 'boxes' holding different missiles. These were selected according to the type of enemy the turret was tasked with engaging. The fire control room was located inside the vessel out of harm's way, but control could be transferred to a remote station inside the ship, or given over to an AI or dedicated weapon program which could select targets, fire the weapon and reload it independently.

Ancient War
"The Gods have fallen, and us mortals are left alone. Now there is no one but us to fight these abominations, these creatures from the depths and shadows, these unholy demons."

- Unknown

Antion Bradley
Antion Bradley was a naval officer in service with the Royal Navy during the Swarm War. Son of the famous John Bradley, Antion followed his father into Naval service, and freqently fought to overcome the label of being 'John Bradley's son'. Often compared to his father, Antion grew to resent this, seeing the contrast between the famous officer everyone else saw, and the father who abandoned him for the Navy. Antion Bradley arguably overcame the weight of his father's name in death, like his father sacrificing his life so that thousands of others would live.

Apollo system
The Apollo System was a heavily developed star system held by The Royal Allegiance.

The system was quite possibly the most heavily developed and populated star system in Allegiance space, rivalling the Theran System, and as a result the known galaxy. Thousands of ships, habitat stations, research platforms, defense stations, civilian installations and other space-borne constructions made it one of the most busy and bustling places in the Allegiance. Its primary population centre was the planet of Avalon which was the second closest planet to the star of a total eight planets. The third planet from the star, Astrea, was also populated quite densely. Forerunner constructions and facilities littered the system, though not to the degree found in the nearby Theran System.

Astrea
Astrea was the third planet in the Apollo System and the second planet to be inhabited.

The vast majority of systems in The Royal Allegiance had no inhabitable worlds. The Apollo System was a very rare anomaly in that it possessed two such planets- Avalon, and Astrea. The result of this was the system becoming almost completely urbanised. There was a huge amount of activity within the system as hundreds of thousands of orbital and deep space stations, military and civilian vessels, and massive and rapidly growing cities spread throughout the system. Although not as truly conquered as the Theran System, the Apollo System was undoubtedly a close second in galactic terms.

Astrea itself was the fourth world to be colonised by the Allegiance, Avalon being the second and Haven the third. For centuries after its first colonisation, however, it remained as an agricultural world, primarily filling the rapidly growing food requirements of nearby Avalon. This allowed for the Theran System to remain in the lead with an early terraforming success that granted it too, a second planet. A second terraforming operation succeeded some centuries later and guaranteed the Theran System as the most developed in the galaxy.

In around 1800 CE (UNSC calendar) Astrea was descended upon by numerous developers. Their vision was to develop the system as much as its nearest neighbour the Theran System, as two shining jewels in the centre of the Allegiance; monuments to Theran development and to sentient civilisation. Within two hundred years the planet had been developed to the extent of 21st century Earth. Unlike Avalon, however, growth here stopped and a balance between nature and civilisation was attempted. Despite this, numerous atmospheric filtering platforms were needed to prevent excess greenhouse gases.

In 2144, the planet's first military facility was built with a large training base on the southern continent. More soon followed to take advantage of the planet's varied terrain and climate. In 2251 Astrea Station was completed. It was a huge station, larger even than the Marchestra-class, previously the largest Theran construction. It provided a defense platform capable of withstanding the largest of attacks, as well as a docking station for thousands of Allegiance Navy vessels and barracks for hundreds of thousands of soldiers.

In 2670, following the fall of Britannia which allowed The Swarm access to the core, Astrea and Avalon were both invaded simultaneously. The Navy did not have the forced to commit to both planets and chose to save Avalon, thinking of its larger population, which was more than double that of Astrea. The people were abandoned, not to mention the hundreds of thousands of soldiers fighting to survive. Over 5 billion people were devoured before the Allegiance fought their way onto the ground. Avalon was scarred after its siege and Astrea was virtually leveled. The system never fully regained its former glory, even centuries after the war. Astrea itself was left in ruin for hundreds of years after the battle, a silent memorial to the billions who died there.

Astrea was the third planet in the Apollo System, with Avalon being the second. The system was considered to be the 'deep core' of Allegiance holdings along with just two other systems, the Theran System and the Mira System.

There were two main continents on Astrea and several smaller subcontinents and islands. The largest continent, Julia, took up almost one side of the planet and covered a large portion of the planet's surface. Directly south, the continent of Marina took up the southern hemisphere and extended to the southern pole. The other half of the planet was largely oceanic, broken only by sparse islands. The planet was 62% land and 38% ocean. The interior of the continents were for the most part large plains and Savannahs, with small mountain ranged nearer the coasts and the area where the two continents touched.

Aside from the myriad orbital stations of every sort, the planet was inhabited by humans in virtually every area. Stable, warm climates and flat land meant that settlements could be very widespread and so, as a result, large cities were rare on the planet. They were generally clean, busy but not overly large settlements that were self-sufficient. Despite this, travel between settlements was common and transport systems and other infrastructure were generally to a high standard.

Assault on Bellerophon
The Assault on Bellerophon was an engagement between the SPARTAN-IIIs of Manticore Team and Covenant forces, occurring in November 2567 on the planet Bellerophon.

Bellerophon was a habitable planet located around 145 light years from Earth. Prior to 2541, it had been a UNSC outer colony, though in that year the Covenant invaded and conquered the system and, moved on. In late 2567, UNSC interest in retaking the world from the Covenant grew; the main reason for this was new Sangheili intelligence, which suggested the Jiralhanae on the planet had discovered a number of Forerunner artifacts. They had also called in for a considerable increase in manpower and military force to protect and retrieve them, so the UNSC had to act soon if they were to retake the world. Another importance of the planet was its rich titanium deposits which, although useless to the Covenant, were vital to the UNSC's military hardware. As a result, regaining control of Bellerophon would help feed the UNSC's rapidly expanding armed forces, particularly its Navy. A plan was formulated to bypass the planet's considerable defences of both ground-based and orbital defence turrets; SPARTAN-III teams would deploy stealthily to the planet and destroy seven power regulators simultaneously, right before a predetermined time at which a UNSC fleet would slip in and seize the world.

Seven SPARTAN-III Teams of Foxtrot Platoon, of which SPARTAN-D2541 was the commanding officer, deployed undetected to the planet's surface using SOEIV Pods. Communication had to be kept to an absolute minimum once the mission had commenced, so precise planning and execution were essential. Once on the ground, the SPARTAN Teams infiltrated the seven ground-based power regulators on which the entire defence grid depended; however, two of the teams were engaged after achieving their objective, and Piranha Team was assaulted by an unusually large enemy force including a number of Jiralhanae Chieftains. With them unable to deactivate the defence grid and with just minutes before the UNSC fleet arrived in orbit, Manticore Team directly assaulted the now-heavily defended last regulator, single-handedly shooting their way in, setting detonation charges, assisting the besieged Piranha Team and destroying the regulator, and a large amount of enemy forces with it.

While Manticore Team had done this, the three other undetected SPARTAN Teams had successfully found the two struggling teams and repelled their attackers. The seven Teams regrouped, just as the Covenant's main counterattack started; within minutes the thirty five SPARTANs were pinned down and under constant, massive volumes of fire, despite the best efforts of SPARTAN-D2541. Just as their ammunition ran low and the Covenant had nearly completely encircled them, a trio of F-419C Sabres raced overhead, volleys of missiles and guided bombs decimating the Covenant's infantry and armour; the Banshees strafing the SPARTANs' position quickly broke off to engage the more serious threat; at the same time, hundreds more [[F-352B Longswords and dozens of frigates of various types raced across the sky. The UNSC ground forces that followed captured the immediate vicinity in under an hour, and held the planet within a day, warships providing tactical close-in air support for the ground skirmishes. The battle could not have taken place without the SPARTANs' actions, enabling the disabling of the defence grid that would tear the fleet apart otherwise.

In the wake of the Battle, the Covenant deployed a far greater military force to its border worlds, seeking to ensure they were not so spectacularly routed again and seemingly taking seriously the threat of UNSC counterattacks in the wake of Covenant pushes into enemy territory.

The UNSC's long term supply of titanium ores and production of hardware increased by roughly 20% following the capture of the planet, helping to give the UNSC Navy space to grow into. The Forerunner artifacts that were being excavated were sent to ONI for study and eventual reverse-engineering, in the hope that one day the UNSC would master whatever purpose they were built for and use it against the Covenant.

After lying unoccupied of human life for more than twenty years, its deserted urban areas had fallen into disrepair, as silent memorials to those who died there. While there was much debate over whether the ruins should be left standing for this purpose, it was decided that they would be torn down and cities rebuilt for civilian housing. The UNSC was in need of any habitable planet it could use to boost its civilian population post-war, and this use was much more beneficial to the UNSC of the present; by contrast, it was felt, leaving them standing would benefit no one but those who fell there. However, numerous large memorials and cenotaphs were created at the sites of the most intense and costly battles. Bellerophon over the next few decades grew into a colony every bit as prosperous as it had formerly been.

Delta Company of the SPARTAN-IIIs was more heavily involved in offensive infiltration missions against high value targets or enemies, paving the way for larger tactics. It became Manticore Team's trademark tactic to drop in undetected behind enemy lines, sabotage everything and anything vital and vulnerable and leave the world open to an imminent UNSC attack.

Aurelia
Aurelia was a large, heavily populated, distant colony world of The Royal Allegiance.

First colonised in 2540 CE, Aurelia was a clean, busy but pleasant world. Its climate was renowned for being one of the best in the Allegiance and, despite its distance from the core of Allegiance space, it was well-known. Its main exports were precious gems and rare minerals, of which there were several substantial deposits around the planet. These were factors in the relative wealth of the planet, which benefited both the rich and those who were not so well off. The planet's population of 334 million were ranked as the second happiest planetary community in the Allegiance, beaten only by Haven. Conversely, the core city world of Avalon came around 270,000th.

In 2582 the planet was selected to hold the Forerunner vessel that crashed on Thera, as it had been reconstructed and made spaceworthy once more. Military planets, which tended to be the more important core worlds such as Avalon and Britannia, were ruled out because of the threat of attack. The vessel was spiritually valuable to Therans because it was this ship that led to the Allegiance's existence, and it was their legacy from the Forerunners. It was kept docked at the military facility in the restricted zone of the system, which protected a military facility inside a gas giant. Its location was not known to the general population.

In 2549 the Royal Botanical Gardens were opened on the planet, a massive royal garden open to the public which housed hundreds of thousands of varieties of plants, trees and flowers. The world was chosen because of its temperate but gentle climate.

In early 2635, the Queen's mother made an unofficial visit to the planet, to see the royal gardens, which she enjoyed. Unfortunately her visit coincided with a Swarm invasion. Hundreds of millions of civilians and soldiers died on the planet including the Queen Mother. The Forerunner vessel entered the fray, out of desperation rather than anything else. It accounted for over forty confirmed Swarm warship kills before it was overwhelmed and destroyed. The vast majority of the civilian casualties were from the destruction of the orbital habitat facilities and the Swarm sending thousands of landing craft to the planet while the battle in space raged on. After the battle, the Heart of the Allegiance was broken, and public support for the war both inside the Allegiance and beyond its borders skyrocketed, despite the Theran's inherent opposition to war. The massacre at Aurelia continued to be used as powerful propaganda for the remainder of the war, which lasted another 45 years before its conclusion.

Aurelia was located in the Kaeden System, a star system comprising 11 planets in regular elliptical orbits and one planet with an irregular one. Aurelia was the largest non-gas giant planet in the system and the only one with a life-sustainable atmosphere. It was the fourth planet from the star, which was where the system got its name from.

There was a large military research station inside the seventh planet's atmosphere, which was a gas giant. As a result the region had restricted access. It was here that the Forerunner vessel was supposedly permanently docked. There was also a large trading station orbiting the third planet in the system, a small, hot uninhabitable planet. It was a candidate for the massive terraforming programme that was cancelled in 2633 after the advent of the Swarm War. Terraforming hopes were further dashed after the system itself was invaded.

Aurelia had one large continent, which spanned over half of the planet. Its interior was intersected by numerous large lakes, which sometimes met the oceans to form seas. The planet's one ocean took up the remainder of the space. Around 42% of the planet was water, while the other 58% was land mass. The vast majority of the planet's surface was expansive, dense forests and massive flat, green plains, though there was a large mountain range on the far northwest of the continent.

Cities on Aurelia were numerous and large. They were predominantly located near the coasts of the lakes or seas inside the continent, though occasionally they sat on the coast, or not near any bodies of water at all- though this was rare. The capital, Preston, was located on the shores of one of the lakes in the west of the continent, surrounded by numerous smaller settlements. The Royal Gardens were located a few miles from the city's edge open to anyone. In the interior of the continent, in the midst of the vast plains, was an Army training centre and barracks, housing up to 400,000 troops at one time. The Naval Garrison was located on the east coast, and offered berths for ships capable of landing. It was linked by space tether to a dock in orbit which could accommodate the largest of ships. The Marine barracks and training centre was located on this orbital facility also.

Battle of the Antaeus Nebula
The Battle of the Antaeus Nebula was an engagement between The Royal Allegiance and The Swarm, occurring in ealy April 2633 near the Antaeus Nebula. The battle was the galaxy's first official contact with The Swarm, and marked the beginning of the Swarm War.

Several civilian ships and one small Allegiance warship had gone missing in the area over the previous weeks. The three ships were dispatched to search for a civilian vessel which had vanished containing many high-profile politicians. The Allegiance, wanting to be seen to do something but knowing the hopelessness of finding the vessel, sent out small groups of warships.

The Swarm fleet was detected from considerable distance. Watchman dispatched a spy drone, however this was intercepted and destroyed before it could gather telemetry. Captain John Bradley demanded an explanation, warning that the Allegiance ships would open fire. The responding transmission was not what was expected- a series of clicks and hisses, with speech patterns too fast for the ship's AI to understand. The Swarm fleet opened fire with missiles and beam weaponry, impacting on the destroyers' shields. The three Tritons opened fire with their six prow particle cannons each, destroying one Swarm destroyer and taking down another's shields, and destroying two carriers and damaging two more. After that the Allegiance gained the upper hand, possessing more prow-mounted heavy weaponry than the Swarm ships. Particle Cannon and missiles took down a total of two destroyers and three carriers.

From this point in the battle, the Allegiance lost the advantage. The Swarm ships turned to face the oncoming ships at broadside, and the Allegiance ships faced heavy bombardment on the approach. Acting quickly, Authority of Truth jumped in a straight line to just behind one of the carriers, bombarding its engines with the eight port Particle Cannons. The carrier soon succumbed and blew up shortly after it released its starfighter complement. With Authority of Truth in trouble from the starfighters, and another destroyer turning to broadside to fire on the Truth, Bradley ordered Monarchy to jump to behind the destroyer, release its starfighter complement and assault the destroyer. Now the Swarm had just two Destroyers and one Carrier, but the Allegiance were severely outmanoeuvred and outnumbered when it came to starfighters. The Raiders from Monarchy and the Truth got caught up in dogfights and hugely outnumbered they were defeated. As Monarchy and Authority of Truth assaulted the two destroyers and one carrier, and the Watchman circled the battle with her broadside guns firing, providing long range support, Monarchy lost her shields. The destroyer loosed a barrage of missiles and Monarchy fragmented and blossomed into bright explosion, before her blazing hulk drifted out of the battlefield.

The Swarm ships then turned their attention to Authority of Truth, flanking her with the two warships then taking down her shields. she withstood heavy bombardment from the port and starboard before her shields fell and she was cut in two by a Particle Beam.

The last remaining Allegiance starfighters, a battered squadron of Raiders, were ordered to flee the battle, and return to Watchman so she could jump to Avalon and safety. Pursued by hundreds of enemies, the surviving fighters raced back to the Watchman, crash-landing on her flight deck and jumping away seconds while a particle beam narrowly missed the vessel.

In the wake of this battle, the Watchman was repaired at Avalon, and afterwards stationed at Hemera. Battlegroup 48 was sent to find and, if necessary, engage the Swarm, though it went missing shortly afterward and was not heard from again. Following this engagement, the Allegiance gained rudimentary but valuable intelligence on the Swarm, which was put to good use during later engagements.

Britannia
Britannia, also known as the 'Jewel City', 'Gateway to the Core' or 'Guardian of the Core', was one of the most important worlds held by the Allegiance. Were it not for the political and spiritual importance of Thera and Avalon, it would easily have been the unofficial capital of Allegiance space. It was the third most populated planet after Avalon and Thera, the main supplier of civilian spacecraft and the third largest manufacturer of military warships. The Allegiance Marine Corps and the Allegiance Army both had headquarters located on this planet, whilst the primary Navy headquarters was located on Avalon. The Royal Family had a residence on Britannia, and spent time on there while away from their main residences on Thera and Haven.

The planet was located in the Cycnos System, relatively central in terms of Allegiance holdings. As a result it benefited from large amounts of trade and commerce from visits to the other core worlds. As a result, Britannia was given the nickname 'Gateway to the Core', based on the fact that the vast majority of journeys made to Haven, Thera or Avalon from the rest of Allegiance space passed through Britannia. It was located in NAVGrid Sector 004, making it a central and well-traversed location. The planet’s facilities were arguably the main source of technological advancements and research within the Allegiance. As well this, the planet possessed a rich source of raw materials needed for starship manufacture. Traditionally, ships were built in the docks above Avalon and Thera, but, due to Britannia's attractive material deposits and research centres, more and more military projects were diverted to Britannia during the years leading up to the Swarm War.

The majority of research and mining operations were conducted in orbit, owing to the largely difficult conditions of the planet's surface. This also eased the transfer of materials to and from ships in orbit and also the construction of vessels in the large docks. Due to its highly valuable and strategically important location, it had a large naval garrison protecting it, also serving to safeguard its resources and large population. In 2670, it was subject to a massive invasion by The Swarm, which was one of the largest engagements of the war and resulted in the defeat of the Allegiance defending forces. This huge defeat paved the way for the Swarm’s subsequent invasion of the Allegiance's core territories.

Britannia was discovered by the Allegiance some centuries after they began exploring out from their homeworld, Thera. Estimates put the discovery at around 15,000 BCE, long after the establishment of the Allegiance. The last core world to be located, it was never fully explored or colonised. While the location of the planet was known, it was largely ignored and no colonisation attempts were made due to a hostile atmosphere. However, as inevitable expansion occurred, it was realised that one of the few routes to the core of Allegiance space; Haven, Thera, Avalon, Eden and Bastion- required a jump to Britannia and then a new course from there. Upon realising this, various colonisation projects were launched. With the backing of several large corporate bodies, terraforming began and within a few hundred years the planet was capable of supporting life.

Britannia was located in the Cycnos System, which it shared with four other planets. A vast asteroid belt, less violent than most, circled the system at a distance of 2.14 billion kilometres, providing plentiful resource deposits.

Fifty-six percent of the planet's surface was above sea-level, the rest covered in deep, treacherous oceans. Terrain and climate varied between continents, though generally further than 45° north or south was uninhabitable on account of the freezing temperatures. The land consisted of three continents- Orin, Helena and Alban.

The largest continent, Orin, accounted for fifty nine percent of the total land-mass. It was mostly located in the northern hemisphere but extended below the equator somewhat. Coastal areas were largely lush with tropical rainforest, though this gave way to vast open areas suitable for farming inland. On the west coast however, a large mountain range called The Spine stretched up the back of the continent. Areas to the leeward side of the range were dry and arid, as they received no relief rainfall from the ocean on the other side of the mountains. This vast, dry plain extended to the heart of the continent, where it gave way to deciduous forests, which filled the remainder of Orin's interior. One lake, Lake Ariya, large but shallow, broke the otherwise uniform forest. In the north of the continent, the Spine became broader as it stretched north. The peaks were snow-capped, and the plains to the south were coated in deep ice, pitted with deep crevasses. On the south coast, below the equator, was the capital of Port Royal. Along the south and east coast were the main inhabited areas- the southeast coastal area was almost completely urbanised as urban centres expanded and swallowed up the surrounding suburbs. Alexandria was located along the east coast in the northern hemisphere. Various research stations and military facilities were hidden in the many dangerous places including the mountains, forests, ice plains and deserts.

Helena, the second largest continent, was not as varied in terrain as its larger brother, however it was largely more hospitable. The coastal regions were largely dominated by expansive beaches that stretched unbroken for kilometres. Small mountains, often hidden under dense foliage, crowned the headlands, which at their base met rich golden sands.

The mountains generally stretched inland where they rose higher, emerging from their green cover, where they became rocky and more stunning. Between the relatively low mountain chains were lush valleys, made up equally of dense woodland and flat grassland. The flat, fertile valley floors, sheltered from the elements, provided ideal places for farming and settlements. Inland, further away from the life-giving power of the oceans, the rolling hills and valleys gave way to sparse, rocky, arid area and semi-desert. It was lack of running water, and not temperature, which made this area a desert. The interior of the continent was dominated by a massive plateau, too high up and too frigid for most life to survive. Glacial flows from this area fed the rivers which provided life in otherwise arid areas, allowing for more hospitable habitats than would otherwise be the case.

An example of the vast Savannah plains on Britannia.

Alban was the smallest continent on Britannia, the most isolated and also the least populated. The furthest landmass north, it was made up almost entirely of mountainous areas and dry, cold tundra, with the rest covered in thick coniferous forest and only a small area fit for settlements. The only two settlements, Alban and Cretheus, had a combined population of four hundred thousand and were separated by land. The only way to travel between them was by air, or over the treacherous oceans. The main industries were mining and logging.

Britannia's waters were violent and tumultuous, due to the powerful air currents that swirled the planet and the fierce and immense storms that dominated the poles. At some point the oceans were much lower than they were, though the reasons for this change are unknown.

Large trenches dominated the underwater landscape- the largest was the Orin Crag- so-named because it was positioned off the west coast of Orin. The trench was caused by the oceanic crust being subducted underneath the continental crust, the same action which caused the formation of the Spine. It was 17,081m deep at its lowest point.

Vast creatures inhabited the oceans, living in shadow in the depths. No such animals had ever been sighted but they were frequently heard on listening devices across the planet.

Settlements were numerous and widespread on Britannia, as a result of the rapid search for raw material deposits. However, few cities were large by the standards of other planets, and the population was mainly located in scattered small cities and large towns.

Discovered on the planet during colonisation were ancient ruins scattered all over the planet- some even buried under the oceans. The origins of these ruined monuments was unclear, but they were largely ignored by the population, dismissed as another enigma from the distant past.

A rapid transit monorail system existed between the cities of Port Royal and Alexandria, facilitating transport of people, raw materials and goods quickly. The monorail took the most direct route- a straight line, from which it did not deviate. Its top speed was over 700kph. It was equipped with inertial dampeners to counteract the effects of such rapid speed.

Port Royal was the capital city of Britannia. It was located on the southern coast of the continent Orin. Its population was just over twelve million at its peak. Located within the city were various ground-based shipyards. In geosynchronous orbit were much larger ones, handling bigger ships incapable of atmospheric operation. It was home to the famous Tomb of The Sovereigns as well as the Royal Family's residence.

The city held most of the trading and commercial business of the planet, as well as the administrative and bureaucratic elements.

Alexandria was the second largest settlement on the planet. Unlike Port Royal, Alexandria was largely a manufacturing hub. Raw materials were transported from Port Royal to Alexandria by monorail system. The city's population numbered about seven million in 2658. The city was located on the east coast in the northern hemisphere.

Coeus
Coeus was a small mining world orbiting the star Helios. It had an abundance of raw materials necessary to build warships, therefore a large Allegiance garrison was maintained on the planet's surface, supported by a small Battlegroup in orbit. Contract companies were hired to mine the raw materials for the Allegiance, and these companies employed manual labour drones to accomplish the work. The planet's terrain was rocky and inhospitable, so no foundries could be built on its surface. Instead a small artificial moon was constructed with foundry facilities occupying the bulk of its space. There was also a large Allegiance shipyard in orbit.

John Bradley was born in this system on one of the Allegiance's ships, as his mother was stationed on a small frigate.

The planet was heavily beseiged and briefly taken during the Battle of Coeus, but was retaken by the Allegiance during the Second Battle of Coeus. The Allegiance was forced to bombard the Swarm ground forces from orbit, halting the extraction and manufacture of raw materials for months.

Energy Regenerative Armour
or ERA was a highly advanced armour technology employed by The Royal Allegiance from the late 2500s onwards.

ERA was employed on all Allegiance warship designs from 2551 onwards, most armoured vehicles and the larger aerial combat vehicles. When used on tanks, it granted them near-invulnerability to small arms, directed energy weapons, explosives and kinetic weapons for a prolonged period of time. While its substantial energy requirements limited its use in smaller craft such as light VTOLS and supersonic fighters, it was utilised on craft such as the D-72 Sabre and CT-40 Vanguard Heavy Transport, which gave them an unparalleled resistance to enemy fire.

When employed on warships, such as the newer Crown-class Dreadnoughts and Regent-class Frigates, it merely augmented the resilience of the vessel. While its power requirements were easily met by huge Zero-Point Generators, it also offered huge advantages when engaging in combat with other spacecraft. It could splinter MAC rounds, shrug off high explosive and armour piercing rounds and harmlessly absorb directed energy weapons. When antimatter and nuclear weapons were used against ERA, the resulting energy increased the impregnability of the armour by several hundred times. However, it was possible to overload the armour by concentrated antimatter weapons or directed energy weapons of a colossal scale.

It was only ever used as an addition to more conventional armour technologies, for instance ACE Armour. As ERA was dependent on energy sources and was only effective with strong armour layers underneath, vehicles only capable of mounting ERA or ACE usually chose the latter for its low maintenance and reliability, not to mention its non-existant energy requirements.

One of the main weaknesses of the ERA was kinetic energy penetrators. While it was nearly negligible, they had slightly more effect on damaging the armour than other weapon forms.

ERA consisted of two layers of armour. The first was an energy-ablative, superconductive metamaterial layer. This layer effectively trapped almost all of the energy from enemy fire, whether that be kinetic, chemical or others. While not providing the perfect defence, its primary function was to feed this energy to the layer below. This was a variable property, energy reactive layer of extremely advanced nanomaterial whose properties changed when exposed to massive energy. In short, the armour became stronger when under fire. This extremely adaptable and useful ability stemmed largely from the Forerunners, who employed a similar technology in their Keyships, renowned for their ability to withstand concentrated, localised fire even without shielding. This technology was only successfully reverse-engineered in 2642. The layer absorbed varying degrees of energy from the attack it was under, using this bombardment to directly increase the strength of the armour, by several hundred times. It absorbed close to 100% of the energy from directed energy weapons, including plasma and particle weapons sued by the Covenant and the Swarm respectively. It absorbed 96% of the kinetic energy and 98.5% of the chemical energy it was struck with.

The secondary layer relied upon the primary layer functioning efficiently for it to operate. As protection was only a secondary function for the primary layer of armour, it did not have an incredible resistance to enemy fire, leaving that to the lower levels. As a result, over time the effectiveness of the first and second layers decreased. The more damage the primary layer took, the less effective the second layer was. Eventually, after heavy and concentrated fire, the effectiveness of these layers was rendered nil. However, units armoured with ERA rarely exposed themselves to so much fire to allow this to happen, only rarely occurring in extended and intensive combat arenas.

Delnau
Delnau was the Capital city of Haven, a planet in the core of Allegiance territory. The Headquarters of the Allegiance Local Guard were located here. A short distance from the main square was the Hall of Heroes, where heroes of battles ancient and recent were buried and honoured.

Type I Protective Energy Barrier
was a type of energy shield used by The Royal Allegiance during the Swarm War, and later the Unified Coalition of Governments.

While there were several types of protective barriers used by the Allegiance, none were more widespread than the Type I, the most basic and arguably the most powerful. While similar to shielding devices used by the Covenant, and, in the latter part of the 2600s, the UNSC, Allegiance shielding was often far superior, not due to any huge technological advances, but simply due to the massive energy generators inside the warships and vehicles that could provide the shields with massive amounts of energy. The shield was often used as the first line of defence for any vehicle, warship or structure utilising it. Most widely used on armoured vehicles and warships, the shield provided a versatile and powerful defensive option, being heavily relied on alongside armour. As the most widespread shield type, it was used in nearly every way and scale- from shield penetrating bullets to planetary shields.

The most common projection type of this shield was an ovular 'bubble' which encapsulated the vehicle or warship. This maximised the power of the shield by minimising surface area. This provided a strong defence from long and medium range atacks, closer ranged attacks, for example fighters or infantry, could penetrate this field and attack from inside. Usually a secondary generator was used to counter this problem, providing close range protection whilst also improving structural integrity. This shield was contoured to the exact shape of the hull, though projected a few molecules underneath it. The field could be then extended outwards, increasing the structural integrity by several times.

The shield was projected by a generator usually located deep inside the protective field. The shield took the form of an energy that partly absorbed, partly deflected and partly dissipated the energy it was struck by, mainly kinetic (bullets and MAC slugs), chemical (explosive weapons) or other forms of energy (directed energy weapons). The field's strength and integrity was almost directly proportional to its power source; a stronger power source could maintain a bigger and more resilient shield.

Unlike the shields of the Sangheili and other races, Allegiance shields were operated by creating layers of energetic distortion containing a high concentration of gravitons around the ship. This was several hundred times stronger than more conventional methods and was far more efficient at dissipating highly focused energy or kinetic impacts. In addition, graviton-based shields were invulnerable to ionised weaponry unlike conventional models.

Most shields succumbed to bombardment and collapsed once they reached their peak resistance. This occurred because their power sources could not reinforce the shield's energy levels faster than they were being depleted. Power generators for uses such as warships and ground vehicles not only had to power the shields, but maintain energy levels for the entire rest of the vehicle or ship's energy requirements, not least weaponry, and life support/artificial gravity in the case of warships. There was a maximum amount of energy a generator could divert to the shield without severely compromising other systems; it was this that determined when the shield would collapse. Shields could be run on low or medium power to provide an abundance of energy to other systems, and then maxed out under intense bombardment for maximum survivability without compromising the rest of the ship or vehicle's functions.

In the case of power generators dedicated entirely to shield projectors, the maximum resistance was increased substantially because the generator could supply the shield with the entirety of its output. Indeed, a shield could remain operational as long as it had a power supply; with larger Zero-point Generators providing near-infinite amounts of energy, a shield could remain operational almost indefinitely. However, few conventional warships and certainly no vehicles could mount an independent shield power generator in addition to one providing main power. The only cases where shields were powered by their own dedicated generators were large space stations (generally over 15km at the widest point) and planetary shield generators.

As a result of this, conventional warships and vehicles had a limit on their shield's resistances under normal operations. However, under extraordinary circumstances, they could go into a sort of 'lockdown' mode, in which all non-essential power was diverted to the shield in the hopes of sustaining it for longer. Warships lost all systems save life support, gravity and secodnary thrusters, and vehicles were generally rendered immobile and defenceless save for their shield. This mode could not be sustained for any substantial period of time, though it generally increased the shield's resistance by at least three times.


 * Strategic Instruments DFX225 Shield Generator- A compact but powerful shield generator used on more advanced armoured vehicles such as the M46P Atlas Main Battle Tank. It provided protection against up to 750 gigajoules of bombardment within one minute.


 * Avalon Orbital DWX/S 9012 Shield Generator- A very powerful shield generator designed for protecting warships and large ground bases. In terms of warship shielding, it was not especially powerful, but very power efficient, meaning a better protection for the same amount of power. Notable users of this device were the Triton-class destroyer and Celestia-class assault ship, which employed four and seven in unison respectively to provide protection. Each generator provided regenerative protection against around 116,650,000 terajoules of bombardment in one second.

Type II Protective Energy Barrier
also known as the Anticoncussion field, was a shield type used by The Royal Allegiance during the Swarm War, and later the Unified Coalition of Governments.

While the more widely used Type I Protective Energy Barrier was designed to protect against all forms of enemy attack, the type II was an energy field protecting specifically against concussive forces and kinetic energy. To create the field, numerous anticoncussion projectors honeycombed the interior of the ship, vehicle, or building it was designed to protect. When activated, the combined field dramatically improved the integrity of floors, walls, ceilings and other internal surfaces, as well as drastically increasing the strength of external ones. The projector's bubble-shaped magnetic fields created a single cohesive anticoncussion field that absorbed and dispersed kinetic energy and was powerful enough to render blasts, collisions, and other impacts inert. It was also highly effective against the magnetic acceleration weapons used by The Swarm, which were very destructive. The field used an abnormally large amount of energy and so was rarely seen outside strictly military usage.


 * DSP54 Anti-Concussion Field Projector- Manufactured by Frasier Fleet Industries, the DSP54 was a small generator designed to be used in numbers. They were small though powerful, and optimised for the most efficient cohesion between each individual generator.

GATEKEEPER Device
was a codename assigned to a secretive weapons development programme run by The Royal Allegiance, used by the Allegiance during the Swarm War and later by the Unified Coalition of Governments.

During the Forerunner-Flood War, the Forerunners exhausted various strategic options before finally activating the rings. While the Halos were the only 'last resort' measure of their kind, they were not the first venture of their type, of destroying sentient life within a certain radius. The Forerunners had experimented with various smaller-scale weapons that functioned just as the Halos did, these not intended for future up scaling but themselves for use against the Flood. These smaller devices, essentially miniature 'Halos', were used on a tactical level, as opposed to the heavily strategic level of the Halos. The devices were used in battle against the Flood, often to sterilise a planet or system and prevent the Flood taking its population. However, the idea of these weapons as tactical options was quickly sidelined, and the working devices technically became downscaled prototypes, for what would eventually become the last resort strategic measure that was the Halo Array.

In 2356, technical plans for the device were found in a Forerunner computer terminal deep within Avalon's subterranean levels. Upon later inspection it was revealed that the device was essentially a far smaller version of the Halos, and it was concluded, probably a prototype or experiment of some sort. The weapon was codenamed GATEKEEPER, and the plans were given to CHARON, the Allegiance Institute of Military Research and Development. However, there was little demand for the weapons, which occupied a niche unlike any other weapons fielded at that time. By 2550 only three had been constructed and, although they saw successful usage in the battles with the Covenant between 2553 and 2559, they were denied additional funding to carry out more widespread usage. The project was shelved and forgotten about, just one of hundreds of military research, development and procurement projects that fell victim to huge spending cuts following the end of the Remnant War.

It was not until almost a century later, around 2650, that the weapon was revisited and looked upon more favourably. The Allegiance, as well as their allies in the Unified Coalition of Governments, were losing worlds at a precipitous rate, and in need of anything that could give them the upper hand in the war. The device was refined and, within a decade, one standard ship per battlegroup was equipped with the GATEKEEPER Device, in addition to the battlegroup's stealth vessel which was also commonly found with the weapon. They were used to great extent during the remainder of the war, where they stemmed the damage from the massive numbers of Swarm naval forces.


 * MWX02 GATEKEEPER Mk VI- This was the first version of the device and the most widespread. It had a range of around 100 million kilometres, and was issued to one vessel in each battlegroup. Though there were other versions of the GATEKEEPER device, none were as widespread and the design had little room for refinement.
 * MX04 GATEKEEPER Mk VII- This device was specialised for stealth vessels, optimised for operating within stealth conditions. It had a range of 20 million kilometres, and was extremely useful for covertly destroying large numbers of enemies. In addition to use on stealth vessels it was able to be used by small warships, such as the Aurora-class light frigate.

Helios System
The Helios System was a star system held by The Royal Allegiance.

Located in the mid of Allegiance territory, the Helios System was named after its star. It was quite a large system, with 14 worlds. A few were gas giants, but most were small, rocky and largely inhospitable planets with poor mineral quantity. A large and violent asteroid field encompassed the system and enveloped the seventh to the twelfth planets in the system, rendering them inaccessible and unsuitable for colonisation efforts, even when their hostile atmospheric conditions were overlooked.

The world of Coeus was located in this system. It was a valuable mining and materials facility for the Allegiance. Raw materials were mined by automated drones on the planet's surface and then sent to an artificial moon, Brontes, for refining, processing and manufacture.

Hemera
Hemera was a multi-species colony planet located in the territory of The Royal Allegiance. In 2654, it was invaded by The Swarm, resulting in the Battle of Hemera as Allegiance, UNSC and Ve'nek forces attempted to defend it. In the ensuing battle, John Bradley rammed his vessel the HMS Watchman into the Swarm's flagship vessel, a Swarm hive ship, disorienting the Swarm fleet and ultimately facilitating victory for the UCG forces.

Haven
Haven was a medium-sized, rural and agricultural world held by The Royal Allegiance.

Haven was the second planet to be colonised by the Allegiance, after Avalon. They had, through overpopulation and over-industrialisation, endangered their home world of Thera's environmental capability to support life. When Avalon was colonised, the population was given some breathing space- but again, Avalon was overpopulated and over-used. An agreement was made to colonise another planet and not repeat the same mistakes a third time- and this planet became known as Haven.

Later on, when the Allegiance had colonised hundreds of worlds, Haven still remained a relatively rural and untouched planet, save for a few clean and pleasant cities. It was the main holiday destination for the people of the core planets, and was lucky to be the only core world to escape being destroyed or damaged during the Swarm War. Conversely, the nearby planet of Thera, the ancestral birthplace of the Allegiance, was leveled from orbit along with the millions of Sentinels that the planet's Forerunner foundries provided to the War effort.

Haven the third planet located in the Mira System, a binary star system comprised of two stars, Mira and Merok, and five planets including Haven. Other than a small sensor station located in orbit of the fifth planet, and a trading outpost orbiting the second, Haven and its satellites were the only artificial intrusions to the system. The Mira system itself was part of the Allegiance's core- meaning it was right at the centre of their territory, where the most wealth, trade, travel and development was. In this knowledge, the Mira System's lack of development was quite an anomaly.

Haven's landmasses were made up of ten or so 'mini' continents or subcontinents. Their arrangement was so that they combined to form larger areas of land and formed enclosed small seas or giant lakes. Save for a few mountainous areas, the planet remained largely flat and lush, allowing plentiful space for agriculture.

The Capital city of Haven was Delnau. Like most cities, it was situated in a sheltered location on the shores of a lake. Cities were few on Haven but large where they existed. Travel between cities was less common than on other worlds as each city was distant to others, and each was largely self-sufficient, especially in terms of food. Despite this, travel and infrastructure links across the planet were of a good standard. The planet's main exports were food of many sorts. The majority of this went to core worlds such as Thera, Avalon and Bastion which were largely incapable of providing their own food. However, a rare type of granite was also exported from the mountainous areas, for use in buildings opting for more traditional stone rather than modern metals, glass and composite materials. In return, the planet imported almost anything manufactured or built, for instance electrical goods and machinery. These were imported from industrial core worlds such as Britannia and Avalon. This was because there were very few factories or good producing facilities anywhere on the planet. A vital reason for this was the lack of natural resources.

HAC
Hephaestus Arms Corporation ,abbreviated HAC, was a part-nationalised company producing weapons, vessels and munitions for the Royal Allegiance. They primarily manufactured and distributed such products, but occasionally assisted the Royal Allegiance RDEA (Research, Development and Engineering Authority) in conceptual and design phases of development.

Founded in 2432 on Bastion, an important core world of the Allegiance, many say its primary aim was to take advantage of the massive military rearmament that followed the short but costly Reformation War. Already well-established companies such as Avalon Orbital and Frasier Fleet Industries made sure that all HAC forays into the sphere of capital ship production were unsuccessful. As such, they turned instead to producing things such as battle armour, small arms and armoured ground units.

After the Human-Covenant War, Hephaestus Arms Corporation was instrumental in providing technical support as well as military assets to the UNSC, alongside its market rivals. The Allegiance promised to provide such vital assistance to the crippled UNSC; it did so through providing them with relief in the form of both vessels and vehicles, and information and guidance. After the UNSC was restored to its former glory, it continued to use HAC as one if its contractors of military hardware.

By the 2600s, HAC had evolved into a prospering arms company. However, the company expressed the desire to begin selling not only to the Allegiance, UNSC and Sangheili, but also to private companies and individual persons. The Allegiance, not wanting to risk a repeat of the Reformation War, quickly bought a majority share in the company, part-nationalising it. Now, it could not do anything without the Allegiance's approval. HAC continued producing war machines for the Allegiance but on a much tighter leash.

At the time of the Swarm War, HAC was manufacturing most of the Allegiance's ground units rather than small arms, this role being largely dominated by other defence contractors.

The Artemis-class patrol ship was designed and manufactured by HAC. The ship class was not built in specific answer to a contract by the Allegiance, if this was the case, Avalon Orbital or Frasier Fleet Industries would have almost certainly provided a better bid. In actual fact, HAC merely produced a ship that they thought the Royal Navy could do with. The Allegiance accepted the class, and it was put to excellent use during the Swarm War, where they saved untold masses of cruisers from Swarm starfighters.

HMS Marchestra
"She's the finest ship in the galaxy, crew. Don't fail her, and she won't fail us."

- Admiral Evan Sanders, just before the Third Battle of Thera

HMS Marchestra was a vessel in service with The Royal Allegiance Navy before and during the Swarm War.

An ancient relic of different times, the HMS Marchestra was the last of her kind in the universe. During the Reformation War, dozens of these ships saw action against seperatist forces under The Guild throughout Allegiance space. Eventually, through mothballing, all but her were scrapped for parts. The Marchestra-class were immense, unstoppable warships which served during the Reformation War, as fleets in their own right. One could engage a flotilla and have decimated their numbers within an hour. However, they were not without their flaws. They could not mount any prow-based weaponry, they were so large that maneuvering was literally impossible. They cost a colossal amount to repair and maintain, and they were seen as a symbol of the Allegiance's total domination, something which the rebels exploited through propaganda. One by one these ships were decommissioned and broken up for enough parts to build an entire task force. As these immensely powerful but hugely impractical ships were retired, one remained in service. It was used primarily as a mobile command post, acting as any planetary command would do, only on a movable platform. The scrapping of the Marchestras in favour of more practical warship designs freed up resources for three hundred and forty-seven new warships each to be created.

The only ship left in service, the HMS Marchestra, the lead ship of her class, was over three hundred years old at the time of the Swarm War. A replacement for the Marchestra or her class was never planned, and she was rarely put into actual combat, usually accompanying a fleet but relaying orders far from the battlefield. She was constantly updated with new technology to keep her up to date. Her last refit was in 2624, when she was outfitted with an additional 2500 point-defence Particle Cannons. She was present at numerous battles throughout the Swarm War, in later years being forced into combat due to a lack of other naval units. Often her presence was enough to win a battle but other times she engaged the enemy fleets. She served with distinction until her destruction at the Third Battle of Thera in 2766. Her commander was Admiral Evan Sanders, who commanded the 5th Sector Fleet from her. This fleet was also lost during the battle.

The Marchestra-class is an example of megascale astroengineering, one of the attributes of Tier One races as described in the Forerunner Technological Tier system.

HURRICANE
The HURRICANE Tactical Delivery Pod was a system used by The Royal Allegiance during the Swarm War, and later the Unified Coalition of Governments.

The HURRICANE Pod was used to reinforce positions or units on the ground from an orbital or atmospheric positioned warship. It was used to fortify locations with remote operated and automatic weapons turrets, as a rapid and effective means of deploying emplacements to an area. It could deploy armoured vehicles and other such units quickly to the ground to reinforce areas, or it could deploy munitions, weapons and ammunition to ground troops. The pods were fired from warships in atmosphere or in orbit, much like the HALO Tactical Insertion Pod but on a larger scale. They could also be dropped from close-in air support vehicles able to lift them, such as dropships, so it was not an uncommon sight to see dropships flying into areas in need of defending with these pods underneath, dropping them from mid or low altitudes in strategic positions.

The pods were able to accomplish different tasks due to their modular nature and multiple variants. However, all of these variants were able to be launched from the HURRICANE launchers that were located on a ship's ventral side, normally in close proximity to the HALO launch tubes.

The HURRICANE Pod itself consisted of a modular top section and a non-modular bottom section, which all the variants shared in common. The bottom section was a pointed, vaguely cone-shaped structure that was constructed to withstand reentry and impact with the ground. The pod was equipped with maneuvering thrusters which allowed it to be remote piloted, or pre-programmed to a determined location. The pod had no other propulsion method other than free-fall into an atmosphere. The pod was equipped with a stealth device that allowed it to descend undetected to a planet's surface; the device essentially created a simple slipspace 'bubble' around the pod, though in reality the method was far more complicated. The device allowed the pod to evade all known forms of detection, though this device had the side-effect of completely 'cutting off' the pod from the rest of the universe. This device deactivated following impact with the ground, as it was deliberately engineered to break once this happened. The pod would rapidly decelerate at an altitude of about fifty metres, as the anti-gravity drives kicked in and slowed the pod's descent. Following this it would freefall from this altitude, though far slower than the pod was previously falling. The bottom section would bury itself into the ground, being able to embed itself in solid rock, hard and loose soil and most metals. Afterwards the modular upper section would deploy; the methods of deployment varied according to the pod's cargo.

The launcher itself was effectively a HALO launcher, on a larger scale. The launcher was a 'tube' containing several vertically stacked pods, with a large, open area at the top where different pods and modules could be loaded. The pods were magnetically propelled from the tubes, with speeds in excess of 36,000 kph.

There were many upper section modules, each being compatible with the lower section and the HURRICANE launcher.


 * Defensive turret pod: This upper section module allowed for a defensive turret to be precision deployed from orbit. It consisted of the weapon and its power source and/or ammunition, and a data receiver to allow it to be controlled by other allied forces, such as nearby commanders and orbiting vessels. The weapon could function automatically in addition to this function. Most power reserves for such weapons lasted in excess of seven years, though weapons reliant on projectile ammunition usually contained a prohibitively finite ammunition capacity. Upon impact with the ground, the bottom half of the pod would bury itself into the ground, while the top half opened up like a flower to expose the turret. Commonly deployed weapons included the M125 Missile Launcher, the M252 Area/Point Defence Weapon System, M253 Area/Point Defence Weapon System, and the M421 General Purpose Cannon.


 * Troop pod: Little used in comparison to the HALO Pods but available nonetheless, troop pods contained an enclosed area that was heavily protected from enemy fire and reentry stress. The pod contained an inertial compensator that prevented the occupants from being killed by the rapid and sudden accelerations and decelerations experienced by the pod. Upon impact with the ground the lower half was buried and a troop hatch could be opened to allow the occupants out. The pod was fitted with an IRONHAMMER Weapon Mount, which was stored inside the pod until it hit the ground. This could be equipped with one of many different weapons to provide covering fire and close range support upon hitting the ground. The pod could accommodate up to thirty fully armed and armoured soldiers.


 * Ammunition/Cargo Pod: Possibly the most commonly used variant after the turret pod, the Cargo pod was favoured due to its large capacity and ability to resupply units on the front lines. It contained a large amount of space that could be used for ammunition, consumables or supplies needed by troops or any front line units, or replacement parts or weapons for vehicles and soldiers. The pod could hold up to seventy tons of material.


 * Vehicle Pod: The vehicle pod was used to deploy a small number of armoured vehicles to the ground rapidly and stealthily. Where possible dropships ad transports were used, but there were occasions when this was not possible, and the less-than-ideal vehicle pod was used. Unlike HALO Pods, which were too small to carry any vehicles, the HURRICANE vehicle pod allowed troops being deployed behind enemy lines to be covertly supported and equipped with vehicles that have infiltrated defences. Like the troop pod, the vehicle pod was equipped with inertial compensators to negate the rapid acceleration and deceleration experienced by the pod. It had fairly limited room but a single pod generally had enough room for one main battle tank to be deployed. Upon impact with the ground a large ramp would drop from the pod, allowing the vehicle to exit. An IRONHAMMER Weapon Mount was featured on the top of the pod but armoured vehicles were generally more capable of providing their own covering fire than infantry. Provided the vehicles fit inside the pod, it could hold up to seventy tons of load.

Supreme Elder
The Supreme Elder was a governmental position within the Alliance of Sangheili Clans. It was the most powerful position in the ASC as the Supreme Elder effectively controlled the entire Sangheili. He who held the position was the single most powerful Sangheili as, although he could be overruled by the Council of Elders or the Court of the Arbiter, he alone had more power than any one Councillor or the Arbiter himself. The post was vitally important to holding the Sangheili together as the race felt honour-bound to support him. The first Supreme Elder was Rtas 'Vadum, former leader of the Covenant Speratists. By the time of the Swarm War, the position was held by Issw 'Zonumee.

M14 Powered Assault Armour
was the standard battlefield protection for The Royal Allegiance Armed Forces. The Assault Armour was not groundbreaking in its technology, rather, it was an exceptional example of multi-faceted battlefield protection. Not only did it provide virtually total protection against small-arms projectile fire, it gave extremely dependable and resilient protection against energy-based weapons as well. The emphasis was placed on the maximum possible amount of protection possible without severe detriment to mobility and speed. Although often compared to the MJOLNIR Powered Assault Armour used by the legendary SPARTAN-IIs during the Human-Covenant War, it in actual fact served a different purpose despite being on a similar, if not greater level. While MJOLNIR was a Tier 3 race's attempt to create near-invincible supersoldiers, the M14 was a Tier 1 race's standard issue protective body armour. It focused more on protection and mobility than actually augmenting the user's strength, offering staggering protection from directed energy and kinetic fire whilst remaining agile, fast and mobile in the hands of its users. In addition, it provided a strength boost to its wearers and several other features to enhance its battlefield usability and protection offered. It was classified as a Class 12 Protective Combat harness, meaning that it was overall six times more powerful than MJOLNIR which was a Class 2.

The M14 was not the first powered assault armour issued in the Allegiance; however, it was the first powered suit to be issued as standard to combat troops. Before this time, powered armour was somewhat less widespread, and reserved for low mobility heavy infantry or orbital drop troops. However, shielding had been equipped as standard on infantry armour since at least the Reformation War, being nothing different than dozens of designs that preceded it. The M14 however, combined these features into a powerful, versatile but above all highly mobile armour that was easily mass-produced and given to combat troops throughout the Allegiance.

The armour itself was essentially a weapon-proof, airtight body suit underneath a series of armour plates. The plates were themselves integrated into the body suit, which was separated into sections to enable removing the suit. The sections of the armour would lock into place around the limbs, sealing the armour in place. The design itself was modular, allowing for easy customisation or specialisation in response to specific battlefield parameters. Multiple variants were produced, allowing the armour adaptability and versatility in all situations.

The armour was mobile, fast, and tough. In the hands of the Allegiance it could be considered lightweight too, as Therans possessed strength not found in humans. It gave ground troops, often facing the toughest of battles and the hardest of circumstances, the best chance of survival possible. Movement was controlled neurally by the user, though magnified by assistance from powered components which enhanced the wearer's strength by many times. The Armour's processor and internal electrics including movement were powered by a highly miniaturised Zero-Point Generator, which provided up to four years of operation before components needed replacing. Backup power was provided by a rechargeable Lanthanum/Nickel/Tin cell, which provided a long-lasting power source with virtually no battery life decrease with each charge. Solar panels built into the torso and back of the armour continuously trickle-charged the battery when exposed to light. In cases of emergency the armour could be connected to an external power source.

The armour had stealth measures to reduce its heat signatures, utilising thermostatic circuitry and RADAR-absorbent metamaterial coating. However, further stealth measures were not included to keep the cost of individual suits down, as well as that the suit was not designed for low-profile tasks in its baseline variant. It offered reliable defence against directed energy weapons, though a large enough blast could counteract the armour's defensive properties. The suit could take virtually any projectile fire from small, medium and some large calibre weapons at all ranges, but could be worn down after extended periods exposed to fire from energy weapons.

The armour was protected form EMP through use of an advanced 'EMP Soak Capacitor' which prevented the suit from being disabled by electromagnetic pulses.

An individual using M14 Powered Assault Armour could carry as many or as few weapons as they wanted, within reason. However, choosing to carry more weapons mean a larger range and amount of ammunition that was needed, slowing the user and cluttering them with dozens of magazines and battery packs. The most common loadout was to carry two primary weapons, for example a battle rifle and shotgun, or assault rifle and submachine gun, alongside either one or two personal defence weapons depending on user preference. More heavily armed users could carry a heavy weapon, such as a M700 Heavy Machine Gun or L534 Grenade Launcher, along with a smaller, secondary weapon such as a small submachine gun and a single defensive weapon.

Perhaps the most imperative feature of the M14 Armour, the neural interface directly connected the brain to the advanced microprocessor of the suit. The wearer could enable night vision, commence radio broadcast, extend retracted combat blades, remove the armour, or any other armour function- simply by thinking it. This substantially increased battlefield effectiveness and reactions.

The interface also had a 'predictive' feature. For example, if the user thought 'compass', a compass would appear on the user's HUD. It could also display many other vital battlefield information (see HUD).

Each suit of armour also had an awareness of where other suits were. This information could be relayed to the user, providing accurate information of the locations of squad mates. This was also used to alert squad mates to injured personnel on the battlefield. Another use was to provide up-to-the-minute battlefield telemetry to commanding elements of a force. Command would then alert the suit to nearby threats or targets, and this information would then be fed straight the the HUDs of all nearby or selected soldiers.

The neural interface could also be used in conjunction with the armour to actuate events not integral to the suit itself. For example, a wearer could open the hatch of a dropship using the neural interface in the same way as he would switch on battlefield communications.

The interface could also be used to remotely operate equipment or weapons. For example, a tank gunner could man his station in his seat manually, through his HUD without physically doing anything, or even from several metres outside the tank. This system was heavily encrypted and protected from enemy electronic warfare. Persons not possessing a neural interface were not able to use the armour.

The HUD, or Heads-Up Display, was one of the most widely used aspects of the armour. It provided all the battlefield information fed to the wearer, enabling cohesive squad function and performance, and, more importantly, a decent awareness of the soldier's surroundings. The HUD provided a vast amount of information to the wearer, most on request via the neural interface, some displayed constantly (although these settings could be changed).

The HUD displayed:


 * Current weapon status (amount and type of weapons, ammunition reserves)


 * Enemy forces (both immediate and distant; shown by red and orange markers respectively)


 * Crosshair (with ability to fire from the hip accurately, dependant on compliant weapon equipped with electronic sight)


 * Squad-mates (shown in green, information on squad-mate status available on request via neural interface)


 * Friendly forces (shown in blue; information on status available on request via neural interface)


 * Battlefield objects (including downed team-mates, destroyed friendly forces, ammunition/weapons etc, shown in yellow)


 * DBCDR (Direct Battlefield Communication/Data Relay) (allowing viewing of intelligence gathered by other friendly forces, communication with video to superior officers, UAV, aerial or satellite intelligence, sitreps from allied forces)


 * checkpoints/Rally Points/Objectives (shown in purple, additional information if available via neural interface/DBCDR, continuously updated by command)


 * geological/terrain/mapping information (via integral sensor equipment or data supplied direct from
 * Meteorological Data (Data supplied direct from command)


 * User health/Vital Statistics


 * Armour Status/Damage Assessment


 * Communications/Global Status

In essence, everything detected by the armour or by Command was presented to the armour's wearer through the HUD. The HUD was projected holographically into the visor area of the helmet, allowing for a limited 3D display. This was backed by a secondary HUD on the internal side of the visor, which was a more rudimentary 2D HUD projection. This HUD displayed secondary information but could be used as a backup in case of the failure of the holographic systems.

The visor itself was a multi-layered 'sandwich' of different materials. The protective coatings on the outer layer prevented scratching, fogging and icing, and reduced glare and UV rays for improved visibility and safety in almost all light conditions. The outer surface had reduced reflective properties, reducing the chance of reflection giving away the wearer's position. The inner layer of the visor was coated with a material that glowed in laser light, to facilitate the secondary HUD. Layers of Polycarbonate laminate in between gave a good deal of resistance to bullets, although this was only relied upon as a last resort. This was reinforced by an inner layer of transparent shock-absorbing metamaterial.

The armour made use of the advanced, superdense, superconducting material Energy Regenerative Armour, or ERA. It offered near-invulnerability to directed energy weapons, by absorbing the energy and using it to increase the material's own strength and protective properties. ERA consisted of two layers of armour. The first was an energy-ablative, superconductive nanomaterial layer impregnated with electrical circuits. This layer effectively trapped almost all of the energy from enemy fire, whether that be kinetic, chemical or others. While not providing the perfect defence, its primary function was to feed this energy to the layer below. This was a variable property, energy reactive layer of extremely advanced nanomaterial whose properties changed when exposed to massive energy. In short, the armour became stronger when under fire. This extremely adaptable and useful ability stemmed largely from the Forerunners, who employed a similar technology in their Keyships, renowned for their ability to withstand concentrated, localised fire even without shielding. Only M14 Powered Assault Armour manufactured after 2682 was equipped with ERA.

The actual armour plates themselves, though integrated fully into the body suit, provided the vast majority of protection to the user besides the shield. Designed in layers, it prevented harm to the user, which in turn allowed for greater battlefield domination.

The armour of the suit was a predecessor of the ACE Armour, albeit miniaturised. It eventually became the basis of more advanced armour systems and technology. The outer plates of the armour were modular and easy to replace, while the lower plates were not.

The first layer of the modular composite armour helped hold the outer armour together, and allowed some slight flexibility yet superior density to engage various threats. Resin-impregnated carbon nanotube fabric was wrapped around the composite armour to allow the best small arms protection and structural strength. Below the outer layer was the primary round defense in the event the energy-ablative armour was penetrated; a single piece poured Ceramic DCP plate.

The Ceramic Plate was sandwiched between two plates of CVT (Chromium Vanadium Tungsten) and Austenitic Steel alloy. The whole assembly then underwent a triaxial-prestressing method in which the preformed, porous ceramic material was soaked in a bath of molten metal, resulting in super-dense material. As the metal cooled, the composite of three plates (one of ceramic, and two of alloy) compressed, increasing both the density and compressibility of the composite dramatically. This process worked at relatively low temperatures and therefore was more economical than most comparative methods. The resulting compound could be molded into complex shapes and offered improved protection at significantly lower weight. This by itself was rather effective but was only secondary to the ablative layers and was superseded by other armour layers beneath.

Below the outer plate were several overlapping Ceramic chevron-shaped panels. These chevrons forced any round that happened to penetrate the outer plate to then penetrate the chevrons at a much higher oblique angle than the outer plate. This increased the armour's effectiveness not only by changing the penetrator's vector, but by increasing the thickness it had to penetrate before reaching the interior and disrupting even tandem warheads and delayed timer high explosive rounds. These chevrons were suspended in an elasticised rubber-like polymer that reduced the shock to the overall plate and transferred much of the impact energy outwards, reducing the stresses on the impact plates and feeding the energy-reactive armour layers. This material also helped break up penetrating HEAT bullets and armour piercing by causing the chevrons to move around under the force of impact, deforming it and degrading its overall performance. In addition, it provided a reliable defence against HESH bullets, which were miniaturised from antitank rounds and used as small arms ammunition.

Backing the composite materials was a second composite Alloy/Ceramic plate forcing the penetrator to again punch its way through at a different vector, forcing the round to fold or break up before it could defeat the final plate. The whole composite was then sealed in a wrap of carbon nanotube fibres to absorb any remaining spall and attached to the non-modular, base armour of the Crusader's hull in sections for easy replacement.

The underlying, non-modular base armour for the M14 was produced using a process in which sets of inexpensive, thermodynamically compatible ceramic powders (Boron Carbide and Titanium Carbide) were blended with thermoplastic polymer binders, then co-extruded to form a fibre. This fibre composite was first braided then woven into the shape of the desired component. The fabricated component was then stacked and pyrolyzed to remove the polymer binder and hot-pressed to obtain the base preformed ceramic material for final processing.

This preformed ceramic matrix was still somewhat porous, and, though it was extremely hard and rather ductile, it was still rather fragile. The preform was then soaked in a liquid metal alloy bath. The preform absorbed the liquid metal, which then reacted with the ceramic powder to form a new ceramic compound that filled in pore spaces. The result was a plate with a larger internal solid volume, but the exact same external shape and dimensions as the original preform. This method required reaction temperatures of only around 1,300°C, compared to the 2,000°C required for traditional methods to form high melting point covalently-bonded ceramics. Because the final plate maintained the shape of the original porous ceramic, the need for post-process reshaping was removed.

Following this, the material was condensed using gravitational field manipulation, achieving a 82% smaller material for the same weight. This meant that the material was much more usable and more resistant to enemy attacks. Kinetic and chemical weapons had absolutely no effect on the material. The finished composite was extremely dense, lightweight (comparable to a similar strength material) and was ductile enough to resist severe impact stress, while providing excellent thermal properties and being easy to manufacture and replace when installed in a modular system.

Afterwards, the material was softened, or in some cases (where then material was composed of few or no individual components) liquefied by ion fusers. Then, as the resulting alloy cooled, it was bombarded by charged-particle vibrating waves. This dramatically improved the bonding strength of the molecules and gave the armor incredible resiliency. This again contributed to the sheer impenetrability of the armour.

Below this was a shockwave-negating layer of armour, which took the form of a thin, web-like metamaterial. Similar to recoil-negating devices on larger Allegiance weapons, the layer dissipated the kinetic energy from kinetic energy penetrators, magnetically accelerated projectiles and other objects that may not penetrate the armour but still may cause enough kinetic shock to mortally wound the non-shielded armour user. It also protected to a more limited extent from steep drops and high falls, though typically jumps and falls from more than 15m up required the use of the dedicated shock-absorbing devices in the armour's boots. This shock-absorbing layer was more focused on absorbing kinetic weapons fire, leaving high falls and drops to the battle suit's own such mechanism.

While this armour was effective at resisting enemy fire, it was thin comparable to other armours to allow it to be lightweight and to allow mobility. It was highly compressed, allowing increased density for decreased volume. Nonetheless, it provided a noted and well-relied upon protection against most battlefield dangers facing an infantryman.

The body suit was, for the most part bulletproof. This was extended to large calibre and close range fire. It was completely airtight, and provided protection against energy weapons additionally.

The outer layer was a thin, waterproof energy-ablative layer that offered protection from weather and directed energy fire, which the actual underlying body suit was somewhat vulnerable to. It was coated in a RADAR-absorbant layer which reduced its cross-section by upwards of 82%, similarly to the armour plates, depending on the angle of the suit. The second layer was carbon nano-fibre one centimetre thick, woven from nanotube fibres. The width of a human hair, these fibres were four times as tough as spider silk and seventeen times as tough as Kevlar. Even high-velocity ammunition could not penetrate this material, except at point-blank range. Underneath this was a flexible, thin layer of DCP ceramic. The next layer was a thin layer of nano-material designed to protect against radiological attack. Due to the expense of the material, the amount present was not sufficient to provide complete radiological protection. It merely extended the time period in which the soldier could continue to fight under radiological attack. Because the suit was airtight, it offered complete protection from chemical and biological warfare.

The next layer was a thin liquid crystal layer designed to lessen impacts and concussive forces. It was not intended to increase the user's tolerance to extreme events such as atmospheric drops- however it offered protection from uncontrolled drops of up to 20m. Drops over this height were only safe when controlled and when landing on the suit's boots, which could withstand such extremes. The layer also absorbed kinetic energy from explosions, ballistic weapons and, to a lesser extent, melee attacks. A gyroscopic sensor/adjuster device detected when the user was falling dangerously, taking into account the height above ground, nearby objects and the nature of the ground below, and whether the user was conscious or not. Using this data it calculated the best course of action to maximise user survival, mainly adjusting their orientation or delivering a shock to revive them. The final layer was 'smart' insulation. It fed off data from the armour's processor on the wearer's vitals, and regulated the internal temperature accordingly. It could thusly be fed information on wounds, where the layer would contract, slowing the bleeding and allowing the wearer increased, if only slightly, survivability. The whole bodysuit itself was entirely airtight. The wearer could survive for a limited period in vacuum- without the addition of oxygen tanks this was typically less than thirty minutes.

The helmet of the M14 Armour served as a vital piece of equipment in the ever-changing battlefield. The reinforced helmet contained advanced breathing filters, which acted as protection against chemical and biological attacks, as well as various toxins. Also, a comm was in place for instant communication with other units. The comm used linked encoding sequences to rotate frequencies every 15 seconds while keeping all warriors in the unit synchronized. The automatic/manual polarising lenses protected the trooper against intense glare and provided them with enhanced combat vision which allowed vision through many barriers such as smoke, darkness and fire and even thin walls. The helmet speaker used three-phase sonic filtering for clear sound. It also had a translator for talking to non armoured personnel. The exterior of the helmet featured hardpoints for attaching enhancements to the suit, while the interior back of the helmet allowed for interface between the user and the armour. This was essentially comparable to an on board computer using parts of the human brain for processing - when the connector at the rear of the subjects head and receptors in the brain link to the helmets on board sensors it creates the neural link needed to control the M14 Armour. The helmet also contained other equipment to protect and aid the user in hostile conditions. This included filters to remove toxins from the atmosphere, a supply to provide air to the wearer during EVA, thermal and motion sensors, communications, solar-powered lighting, and imaging and video gear. It featured an omnidirectional sound amplification pickup and variable range vocal transmitter/translator for target location and communication.

The Armour suit featured a layer of reactive metal liquid crystal, similar in theory to that used on MJOLNIR Powered Assault Armour but in practice much more potent. The layer flawlessly responded to the user's movements, allowing them to control the armour as seamlessly as if it were a lighter unpowered armour controlled by their own body movements. The material was far more advanced, allowing for reactions down to less than a tenth of a milisecond, and enhancing the strength of the user by upwards of 520% above their normal. They were able to run at a maximum speed of 183kph for short bursts, or a sustained speed of 115kph over longer periods.

[*'Ranger' Scout/Recon Variant- The Ranger variant was essentially a lighter version of the standard variant. Very little had changed except the armour offered less protection, better mobility and the stealth measures were slightly improved. It saw most common use amongst snipers and other soldiers who did not expect to see close-range combat. Navy officers heading into combat zones were often issued this armour type. The armour was equipped with a limited active camoflage capability that completely eradicated the user's detectable presence; however this could only be active for seven hours at a time.


 * 'Phoenix' Heavy Weapons Variant- The Phoenix heavy weapons variant featured a heavier frame, which was more resistant to enemy fire, more specifically explosions. It featured a magnetic shoulder pauldron which made firing shoulder-launched weapons substantially easier. It could accomodate larger ammunition types such as bulky rockets and energy magazines. The HUD featured an additional capacity to designate and select armoured targets in order of priority (and whether the soldier had the weapons to engage it) either with input from a remote command or autonomously. Roughly one soldier in ten was given Phoenix armour, their task to engage enemy armoured targets.


 * 'Rogue' CQB Variant- The Rogue armour was specifically modified for increased survivability in close quarters battles. It featured a less angular design, with less obtrusive shapes for enemies to grab onto. This came at the detriment to stealth characteristics. The armour was smaller and less thick, increasing mobility substantially but sacrificing much of the armour's protective qualities. It featured specially-adapted weapons mounts on the tops of the forearms, to facilitate small weapons such as miniaturised shotguns, micro-SMGs and conventional or plasma blades. The most well-documented use of the armour was by the Marine Corps, who made extensive use of this armour type for shipboard combat actions.


 * 'Apollo' Pilot Variant- The pilot variant was essentially just the thick body suit, with some armour plates remaining on the thighs, torso and upper arms. Heavily stripped down and lightened for the cramped conditions of the cockpit, the Apollo variant was nonetheless hardened for the rigours of prolonged, exhausting combat from a small station. Many of the more combat-oriented functions were removed, though the armour could still provide limited protection or hold small weapons such as pistols and SMGs. The HUD and neural interface were optimised for piloting vessels, integrating almost seamlessly with the craft to give the pilot total, instantaneous control.


 * 'Griphon' Vehicle Crew Variant- The vehicle crew variant, or Griphon, was essentially as stripped down internally as the Apollo version. However, it maintained the majority of its armour protection, the reason being that crew forced to bail out will be facing actual combat. The HUD was optimised for control of vehicles and weapon systems, allowing vehicle crew to flawlessly control the vehicles and operate the weapons systems.


 * 'Spectre' Infiltration Variant- nThe Spectre variant featured more advanced stealth measures to the detriment of protection from fire. It featured a stealthy external shape which helped to reduce chances of detectability. The armour was coated in a RADAR-absorbent paint which absorbed in excess of 94% of electromagnetic rays, rendering it virtually invisible to standard detection systems. Thermostatic circuits maintained the armour's exterior temperature in accordance with that of its surroundings, rendering it undetectable on thermal imaging. The armour was equipped with a dedicated and advanced active camouflage capability that completely eradicated the user's detectable presence; this could be active for 21 hours at a time. The outer coat of the armour was a a matte rubberized polymer spray coating to decrease its UV reflections and to distort LADAR and laser. The Spectre also made use of heat sinks, ablative baffles and other passive stealth measures to further reduce its detectability. This variant was rare in comparison to others, but was widely used for infiltration missions and covert operations. As a result, it was commonly associated with elite divisions within the Allegiance Army.


 * Prometheus' Exoatmospheric Variant- Commonly used by extra-vehicular troops, the Prometheus variant featured a 24-hour oxygen capacity to allow prolonged periods of time in exoatmospheric conditions. Employing a wider, more panoramic visor and stronger electromagnetic ray filters, the Prometheus was designed specifically for protection in vacuum. Like all other variants it could be used underwater, however to much greater depths than most variants.

Mk III MAC
The Mark III Magnetic Accelerator Cannon, often referred to as the 'Mini-MAC', was a turreted weapon used by the UNSC Navy following the Human-Covenant War. A design evolution of the Great War-era Mark II Magnetic Accelerator Cannon, the Mark III was an improved model intended to provide light fire support supplementing a vessel's main armaments when engaging enemy warships.

After the successful use of the Mark II MAC during the Human-Covenant War, an idea for a larger and more powerful version was conceived to take advantage of new, massively improved reactors developed with the aid of the Sangheili and Huragok. The original Mark II, superseding the prototype Mark I, was one of the few effective shipborne weapons for use against the Covenant, being used on pioneering ship designs such as the Gulf-class Light Cruiser and proving a capable light antiship armament. However, its use was limited during the war because of power issues associated with all weapons working on the Magnetic Acceleration principle. Not only that, military tacticians often overlooked them in favour of ship's main MACs, which were seen as more advantageous in combat than smaller versions; the Mark II used energy that could otherwise power the main cannon. With the advent of human plasma drives and hybrid fusion reactors, power at the disposal of warships skyrocketed; MACs could fire dozens of rounds without needing to recharge and with excess to spare. As a result, the Mini-MAC was reborn; larger, more powerful and with a faster rate of fire than previous generations. Introduced in 2566, the Mark III continued to be used until 2601 when it was replaced by the Mark IV.

The Mark III was used as a heavy antiship armament, as a secondary tier weapon after the ship's primary MAC Cannons. They were dually effective at pounding enemy shielding and penetrating through armour, and in addition were effective to a certain extent against single ships. Often used as supporting, covering or suppressing fire in engagements, Mark IIIs held a higher rate of fire than other MACs and were effective at engaging multiple targets, giving UNSC vessels a chance to punch above their weight. They fired in a fashion much like a semi-automatic weapon, one slug, then a period of seven seconds to reload. The cannons were generally far less powerful than a ship's main MAC guns, though made up for this by the ability to be mounted in higher numbers. Their primary purpose was as heavy turreted weapons able to engage ships at both long and short range; this was especially true of targets not in the main gun's limited field of fire, as the whole vessel needed to be pointed at a target for a proper firing solution. The turrets were the primary engagement weapons after the internally-mounted stationary MACs, and had two tracking modes. The first, precise, long-range tracking mode, the turrets could hit a target five meters wide at a range of four light minutes with an AI assisting with aiming calculations. During close-range combat and fleet engagements, the turrets could rotate fully in under eight seconds with their fast-tracking mode, giving them the edge in the frantic melee of spatial combat.

The Mark III propelled a 20 ton ferric tungsten or depleted uranium slug at velocities of 57% the speed of light; terminal kinetic energy alone often exceeded 265,000 Petajoules. At over thirty metres in height and almost seventy long, the Mark III was not a small weapon; lighter ships had trouble equipping them and they were most abundant on larger vessels. The weapon consisted of dual heavy barrels mounted onto a rounded, armoured turret often described as 'sponson'-like. The turret was mounted on a fast-tracking base, enabling fast target acquisition and engagement, and could traverse 360 degrees in under eight seconds. The turret contained the primary fire control centre, though an auxiliary one was located inside the vessel itself and the weapon could be remotely controlled from the CIC (Combat Information Centre) by a crewmember or, more preferably, an Artificial Intelligence.

Thera
Thera was an ancient and archaic world in the deep core of Allegiance territory. It was where the human population crashed in the Perseus Arm, and was a Forerunner planet before this.

About 25,000 years after the lighting of the Rings, a Forerunner ship containing humans for transport back to Earth crashed here. The human survivors, understandably, revered the few hundred local Sentinels as Gods- but were ignored. As the human population advanced and grew with the eventual understanding of what the Forerunners really were, they spread out and covered the entire planet, growing to a population so large, if not for the Forerunner atmospheric scrubbers, carbon dioxide levels would have risen to dangerous levels. Eventually, the humans built their own ships, influenced in part by the Forerunners technology but very far off that mark, and sent them to colonise another planet, Avalon.

Thera had been a Forerunner research base for centuries before the firing of the Rings. As such, it featured hundreds of structures, buildings and Forerunner cities. It had a small number of Sentinels, but these went about their business maintaining the Forerunner structures paying no attention to the humans, as they had no Monitor or AI to direct them. In addition, the planet had massive Forerunner beam weapons in stationary towers scattered all over the planet, able to shear the most powerful vessels clean in two. This was not discovered until during the Swarm War, when a fleet of Swarm vessels arrived and were blasted out of orbit by the cannons. It it unknown how these automated cannons distinguish between friend and foe (the Allegiance ships had been left alone by the dormant cannons for eons), there is speculation that an AI is buried deep within the planet's deep-level Forerunner structures, that are too deep underground to be explored. This hypothesis is also the possible explanation for other strange anomalies all over the planet.

There is also further evidence to back up this claim. When the Swarm fleet arrived and was subsequently destroyed, every computer on the planet, Forerunner and human, displayed this cryptic message:

Whispers, deep within foundations of metal and stone, I have watched you grow into my masters, and their wishes shall be honoured...forgotten memories, a foe from your past, children, but I remember them, the vile creatures searching for nourishment, they would have crushed you, my master's ancestors, before your journey even began, but with fire and vengeance I defended you...

Soon after this, foundries deep within Thera's earth began producing millions of Sentinels. Some remained at Thera, while some others dispersed themselves and tagged along with the UNSC, Sangheili and Allegiance fleets. Somehow, they participated in the battles with the Swarm, and whatever was controlling the Sentinels seemed to be a much stronger tactical mind than the best of the Allied tacticians- numerous times Admirals found themselves thanking the Sentinel's presence for performing manoeuvres and other tactical movements that outsmarted the Swarm mind- something previously thought impossible- and tipped the battle in favour of the Allies. The Sentinels continued to be a valuable asset in the war- until Thera found itself under siege and subsequently the Forerunner presence on the planet was completely wiped out.

ZPM
Zero-Point energy was the main source of power used by The Royal Allegiance, and later, other races of the Unified Coalition of Governments. Zero-Point generators extracted vacuum energy from a small artificially-created region of slipspace in order to produce powerful energy from an efficient source.

Zero-Point energy had been used for untold centuries before the Allegiance was a recognisable entity. When the Therans first arrived on Thera thousands of years after the activation of the Rings, generators of this kind were powering the planet's foundries and buildings. Over the centuries the Therans became able to harness this power and, eventually, to replicate such generators themselves. While their actual usage spanned the history of the Allegiance itself, they were seemingly refined to perfection by about 2100 and so, development stagnated and the design remained static. At this point, the generators were hundreds of kilometres across, and, although just two or three could power an entire planet, they were far too large for any purpose smaller than mass-scale power generation. In the early 25th century, however, a breakthrough was reached. The HMS Marchestra, pride of the Royal Navy and most ambitious engineering project in living memory, required a power source massive in terms of output but small enough to be ship-mounted. A miniaturised, though still huge, generator was specially made, with huge technological advancements needed for such a change. Over the next few centuries, generators were refined so that, by the 2600s, virtually all space-faring vessels used them, meaning an explosion in warship and energy-intensive technology development. By the 2700s even ground vehicles, some less than ten metres in length, were using micro generators to provide their power. Although further development was severely hindered by the Swarm War, there were signs that refinement could go on even further, leading to hand-held devices capable of colossal energy usage.

From the mid-2600s onwards, the Allegiance began sharing, among other technologies, zero-point energy techniques with other members of the UCG. This fueled a similar explosion in technology advancement and made the integration of the separate nations into the UCG in 2878 more possible.

The majority of zero-point generators were large, roughly semi-spherical hollow chambers, with a sort of pedestal in the middle with a pillar-like rotating object. This object extracted the energy itself from the region of slipspace, which the surrounding chamber collected it and was necessary for containment of various exotic particles created during the process, which were then shunted back into the region of slipspace.

Their basic function was to extract zero-point energy from an artificially-created region of slipspace. In physics, zero-point energy was the lowest possible energy that a quantum mechanical physical system may possess and was the energy of the ground state of the system.

M56 PDS
The M56 Point Defence Weapons System was a system designed to destroy incoming projectiles on shipborne, airborne and ground-based emplacements. The M56 was first employed by The Royal Allegiance, UNSC and the Ve'nek Dominion during the Swarm War, and later by the Unified Coalition of Governments.

The M56 PDWS was employed on very nearly all armoured vehicles in Allegiance armed forces. It was used to intercept incoming ordnance at very high speeds, increasing the survivability of the vehicle. It offered virtually impervious resistance to shells both direct and indirect fire, missiles and other guided warheads, and grenades, mortars and other munitions. It was ineffective against energy weapons. It featured a unique 360 degree simultaneous fire, utilising a new and advanced form of Particle Cannon which was channelled without use of a barrel. The device provided all-round defence against incoming munitions. It was linked to the primary sensor and targeting arrays of the vehicle it was mounted to, though possessed its own shorter ranged sensor systems in case the tank was disabled. Upon detecting an incoming projectile, the device would fire a high-powered, tightly concentrated particle beam using a very narrow beam confinement, to focus the energy in the smallest possible area. It could detect, fire and destroy any incoming ordnance within a 29km radius within 0.00025 seconds, defeating even the fastest missiles and shells before they came near the vehicle. The weapon was highly powered enough to allow destruction of even armoured torpedoes and missiles, though was ineffective against armoured vehicles. It could be used against infantry but this meant it was unable to engage incoming fire, which was its primary function. The device had a 99.975% success rate in defeating incoming ordnance. The basic principle of the weapon allowed for near-luminal speeds, which meant the weapon could engage targets at almost all visual ranges and with incredible speed and precision.

Larger versions of the weapon were employed as short range point defence systems in retractable mounts on warships.

MA70 VARL
The MA70 Vertical Automated Rocket Launcher, also known as the VAR Launcher, was a vehicle countermeasure/offensive weapon used by The Royal Allegiance during the Swarm War, and later the Unified Coalition of Governments.

Almost exclusively used in conjunction with the MD8 Integrated Laser Countermeasure System, the VAR Launcher used the MD8's laser attack on targets to home in on them and destroy them from range. They were often employed on main battle tanks and other large armoured vehicles, though were used on smaller vehicles and occasionally aerial vehicles also.

The MA70 Vertical Automated Rocket Launcher was designed as an active offensive system to take out infantry and light vehicle anti-tank crews up to 2300m away from the vehicle it was mounted to. The system provided a lethal reactive response against enemy anti-tank crews instead of merely taking out the projectile. Instead of intercepting the projectile itself the system was designed to take out the launcher or its crew before they were capable of firing off a shot. Mounted in four tube vertical launchers on both sides of the vehicle, The VAR system used the MD8 ILCS integrated laser rangefinder/warning/self-defence device installed on the vehicle to locate the threatening vehicle, engaged and temporarily disabled by the MD8. Rather than wasting this opportunity, the VAR launcher used the MD8's laser reflection to designate the target, and home in on the launching site or vehicle, and destroy the vehicle or launcher. The MD8 system used a vertically arranged refracted beam to be able to not only illuminate several different targets simultaneously (with different assigned wave bands) but due to the compact nature of the above armour section (mainly the reflector assembly) the system was capable of being retracted to protect it during transit or from battlefield damage.

Each VAR was about 120mm long, and 71mm in diameter. Propulsion was provided by an 8 stick smokeless powder rocket motor with direction control provided by four solenoid-controlled airbrake systems at the rear of the projectile. The warhead of the VAR was a 3kg High Explosive fragmentation type and contained 500 advanced alloy spheres of the same superconducting material as Energy Regenerative Armour, set in a plasma-based explosive compound with trace amounts of antimatter, generating a lethal radius of 40m with a casualty radius out to 200m+. The system was able to operate both reactively or command controlled and could be launched individually or in salvos for a saturation effect. As with all Allegiance guided munitions, the rocket featured a powerful though expendable artificial intelligence, which was able to almost instantaneously make calculations and judgements based on the target's profile and type. It was also adept at rejecting decoys such as flares and electronic jamming systems to ensure hit and kill on the actual target.

M224 DE/PDW
The M224 Directed Energy/Personal Defence Weapon, also known as the M224 DE/PDW, was a sidearm type used by the United Nations Space Command in the decades following the Human-Covenant War. Compact, accurate and above all powerful, the M224 was largely reserved for special forces and high priority units, although later in its service it did see more widespread usage.

Introduced in 2571, the M224 was one of the first plasma-based weapons operated by the UNSC. With extensive assistance from the Sangheili and Huragok, they were able to produce a powerful directed energy weapon for personal defence purposes that could exceed the damage characteristics of serving PDWs at the time. Utilising the same plasma functioning as many Covenant weapons, with many human improvements and modifications, the M224 was produced from the prototype XM224 model, and was introduced into service with SPARTAN-III units for combat evaluation. The SPARTANs gave it favourable reviews; although they were reluctant to trade in their M6 Series weapons for a plasma one, they could not deny it was a much more effective weapon. The M224 served in relatively small numbers due to its high cost, and it was most commonly seen in the hands of special forces units and the Alpha-9 Division.

The M224 was utilised just as a standard, ballistic sidearm was used, in a backup and defensive role alongside primary weapons. Where it differed from its predecessors was its extreme power advantage. One standard blast from the M224 was roughly equal in power to seven 12.7x40mm rounds, capable of doing serious damage to even the most heavily protected Covenant enemies with even a glancing blow. Being a directed energy weapon, the M224 did not suffer from bullet drop and was similarly unaffected by conditions such as air pressure, wind and humidity. As a result it had an effective range of nearly double most conventional sidearms. Due to its high cost and relative rarity, the M224 was most commonly used by special forces and other elite high priority units.

Where it was used, the M224 was commonly seen with an attached flash hider that appeared similar to a suppressor for ballistic weaponry. This was included to negate the substantial barrel flash caused by the weapon firing.

The M224 was a compact, sturdy though quite heavy pistol, designed for maximum power for minimum size. At only 16cm long, the M224 was easily carried by troops needing an extra weapon. The M224 was almost as high as it was long, featuring a full-sized pistol grip and a large trigger guard, and a relatively small upper construction. As an energy weapon the M224 did not need to be cocked, though the fire selector was located on the right hand side of the weapon and designated either safety or semi-auto mode. The barrel was exposed through the upper side of the M224 in order to radiate thermal energy more efficiently, which was generated through prolonged periods of firing. The M224 featured two upper rails to accommodate attachments such as optics, and came as standard with foldable and removable iron sights. The magazine was located inside the grip with the release just below and to the rear of the trigger, the magazine protruding somewhat from the bottom of the ergonomic pistol grip.

The M224 fired bolts of partially ionised gas, or plasma, held inside a magnetic field generated by the weapon. The pistol spat these bolts at relatively high speeds in comparison to other Covenant weaponry; its speeds exceeded that of handgun ammunition's muzzle velocity, although was not faster than full-sized rifle ammunition. The plasma bolts suffered no loss in accuracy or range due to conditions that might similarly affect a bullet, such as wind and air pressure.

The M224 had virtually no felt recoil as it was an energy weapon, and could fire up to 100 high powered shots a minute before needing to cool. Standard magazines held enough power for twenty normal shots. The power of the shot could be adjusted via the user's neural interface; on full power, the magazine would last for just four shots, but leave a metre-wide hole in a composite armour plate. On minimum power the weapon would have a stun-like effect, incapacitating a human-sized target for up to fifteen minutes. On this setting the magazine would last for up to a hundred shots.

M229 PAAW
"I've seen tanks that weigh less. Then again, those tanks didn't have a gun like this!"

- Anonymous Theran Marine

The M229 Portable Anti Armour Weapon or PAAW, also referred to as the 'Paw', was a heavy infantry weapon used by The Royal Allegiance during the Swarm War.

The M229 was introduced in 2706 as the first directed energy weapon invented by the Royal Allegiance for use on a single trooper level. Before this weapon was introduced, portable anti armour weapons were exclusively limited to rocket launchers, indirect fire missiles and antitank rifles. In addition, the Allegiance had not yet developed directed energy weapons, despite intensive research and development into the technology, that could be used by individual soldiers. While the actual technology was well used and widely expanded in spatial combat, where massive ships and their huge power sources could easily handle the requirements of Particle Cannons, the problem in creating small arms utilising this technology was in the miniaturisation of the power source, coolant systems and beam confinement apparatus. The M229 was the first fully operational directed energy weapon to be man-portable, the last in a long line of developmental failures and semi-effective prototypes. While the numbers it existed in where quite limited, it was widespread enough to see at least one in each company, and its effectiveness meant it was soon well known. Although its combat usage was rather restricted to slow-moving armoured vehicles, it was extremely powerful and extensively used in its designated role. The success of this, the first directed energy weapon to be man-portable, opened up the way for further money to be spent developing smaller and more mobile energy weapons, and spelled the beginning of the end for ballistic small arms. It paved the way for mass replacement of these with energy weapons, leading to versatile, powerful and most importantly controllable energy weapons usable on a single soldier level in almost all combat conditions.

The M229, commonly known throughout infantry divisions as ‘the Paw’ after its phonetic designation, was almost exclusively employed as an anti-armour weapon. It was capable of defeating even frontal armour of the most heavily armoured vehicles at any range and any angle. It delivered a colossal amount of energy into the target, ripping it apart, so that any vehicle hit by the weapon would be sheared clean apart. It could engage slow-moving aerial vehicles and other slow targets, but had difficulty tracking faster ones due to its size. Often used to provide infantry with a powerful, long range antitank weapon, its role was similar to an anti-materiel rifle, save its overwhelming power and huge range. It was sometimes mounted onto tripods specifically designed to accommodate the M229, turning the weapon into a powerful stationary turret. Alternatively, it could be mounted onto armoured vehicles in replacement of more conventional turrets using the IRONHAMMER Weapon Mount, to provide a small, very powerful, 360 degree offensive and defensive ability against all classes of armour. When connected to a larger power source, such as the powerplant of a vehicle, the M229's rate of fire more than quadrupled.

At the very rear of the weapon was an advanced miniature antigrav generator, similar to those used on hovering vehicles. While it increased the size of the weapon not negligibly, it was required for the weapon to be usable at all. It emitted a pulse of energy at exactly the same time as the particle cannon fired. This neutralised over 98% of the recoil produced by the weapon, preventing the user being thrown back several metres in the air. It also functioned in a vertical fashion, neutralising about one third of the weapon’s considerable weight. On the top of the weapon was an accessory rail, for the addition of attachments. Similarly there was another rail on the weapon’s underside, which featured as standard a heavy duty vertical foregrip for better control of the weapon. The weapon could accommodate a combat tripod, for stationary fire, which increased the weapon’s lethality. On the underside of the weapon was a shoulder rest which was compatible with the magnetic shoulder pauldrons of the Phoenix variant of the SPBS-I Battle Armour. It prevented the weapon form slipping from the shoulder of the user, unless he or she deactivated the electromagnet via their neural interface. Fore of this was a pistol-style grip with a trigger guard and conventional trigger, which operated the weapon’s firing. Mounted onto the side of the weapon, just above the trigger, was a specialised, removable sight which made use of the weapon’s larger internal space to feature a small sensor array. It could also directly uplink with orbital satellites or warships, which could provide more accurate and detailed battlefield telemetry. This sight could be removed and replaced by other advanced scope systems, such as the VISTA sight. The sides of the weapon were dominated by large heat vents, which released the excess energy generated by the weapon’s firing. Towards the rear of the weapon, just forward of the antigrav generator, was the reloadable magazine, which took the form of a large, cylindrical power pack. It held enough energy for four full shots, which took the form of long, trailing white flashes of light. These flashes were in fact, realspace after effects of the weapon accelerated particles in slipspace to near-luminal speeds. In realspace this made the weapon faster than light and allowed for a theoretical infinite range. However, the weapon’s confinement abilities were limited due to its size, and the actual range for the weapon was nearer 40km.

Timeline of the Remnant War
, between in December 2552 and the Battle of Glorious Salvation in October 2565.

2553

 * January 17- The is killed at the . The  begins disintegrating as lower  and high ranking  seize command of their forces and fight with one another, as a result of the highly centralised nature of the now-absent Covenant leadership. Beginning of the Fall of the Covenant Empire.
 * January 19- Forces loyal to the Jiralhanae lieutenant, Cronus (Athena32)|Cronus, break away from the Covenant and form their own faction, the Covenant of Mercy.
 * February- The Prophet of Foresight and Brute Chieftain Thietus gain control of the Covenant in a successful coup, killing the Prophet of Wisdom (Athena32)|Prophet of Wisdom, forcing the Prophet of Obedience to flee and expelling the from the Covenant.
 * February- and  still loyal to the  form the Covenant of Devout Warriors on the world of.
 * March 19- formation of the Alliance of Sangheili Clans on after the  and newly formed Sangheili Defence Force defeats disarrayed Covenant forces there.
 * March 20- The Interim Coalition Agreement is signed between the Sangheili Defence Force and the Unified Earth Government, officially declaring a state of peace and cooperation between the two powers.
 * March 30- Palamok Uprising- formation of the Yanme'e Conglomeration on after the Alliance of Sangheili Clans assists the population in overthrowing the disarrayed Covenant forces there, after an uprising against the Covenant.


 * April 14- Operation: KEY HOLE and the Installation 00 incident|TOUCAN BLUE event involves Sangheili and Human forces' first contact with the Theran and Ve'nek species above.
 * April- The last surviving Tactical Intercept Stations are retired.
 * May 8- Operation: REAR GUARD involves Sangheili, Human, Theran and Ve'nek forces defending against a True Covenant (Athena32)|True Covenant attack.


 * June- Dosiac Uprising- the Jiralhanae of reject the Covenant, defeat the leaderless Covenant forces and appropriate their ships and vehicles. Without the moderating presence of the Covenant, the tribes go to war with one another, beginning a long period of civil war. Dozens of Jiralhanae warlords with their power based in Dosiac tribes join the Remnant War.
 * August 17- The Prophets of Obedience, Humility and Contrition form the Covenant Reborn (Athena32)|Covenant Reborn.


 * September- the M73 machine gun enters service with the UNSC Army and Marine Corps.
 * November 22- the United Nations Space Command (Athena32)|UNSC launches Operation: LOOSE END against the Brute warlord Chieftain Loragus, which results in his death and the absorption of his forces into surrounding factions.

2554

 * January- The Prophet of Deliverance (Athena32)|Prophet of Deliverance breaks away from the Covenant Reborn with a small fleet of ships, and seizes the unguarded world of Glorious Salvation.
 * July- The Holy Covenant (Athena32)|Holy Covenant begins a campaign against the Prophet warlords in an attempt to reunify the Covenant.
 * November- The Jiralhanae from the Holy Covenant leave and form their own faction, the Fist of the Covenant.

2555

 * March- The Prophet of Contrition is killed during Operation: PRIMROSE, possibly by Covenant Reborn forces.
 * September 1-November 4- Autumn 2555 Offensive- The Sangheili Defence Force leads a two month offensive against Covenant remnant forces, supported by the Ve'nek Dominion, The Royal Allegiance|Royal Allegiance and UNSC. The offensive leads to the destabilising of the Covenant successor factions and destruction of the Covenant of Devout Warriors.
 * October 8- The Covenant Reborn is defeated at the Battle of Korll, resulting in the death of the Prophet of Humility. The Prophet of Obedience embarks on a campaign to further destabilise the rest of the Covenant factions through direct attack, sabotage and subversion.
 * November 23- official formation of the Unified Coalition of Governments with the United Earth Government, Alliance of Sangheili Clans, Ve'nek Dominion, Royal Allegiance and Yanme'e Conglomeration as founding members. The Fist of the Covenant is granted 'special temporary membership' on the condition that it be replaced by a proper and official planetary government based on Dosiac once the civil war is ended, which will be granted founding member status.

2556

 * January- Infighting within the True Covenant begins between the mainly Prophet-controlled Navy and mainly Brute-controlled Army.
 * May- Brute Chieftain Thietus kills the Prophet of Foresight and takes control of the weakened True Covenant.

2557

 * September 28- Bagheera 5 incident- Prophet of Obedience reunifies the Covenant by killing the leaders of the seven biggest splinter factions and assimilating their forces. The Covenant Reborn absorbs the True Covenant, Followers of Glorious Salvation, Alliance of Prophet States, Eternal Covenant, Covenant of Mercy, Prophet of Faith's Covenant and Architects of the New Covenant, and became by far the dominant Covenant successor state. The Covenant Reborn is now known to outsiders as as the Covenant Remnant (Athena32)|Covenant Remnant, and to its inhabitants as the Covenant Reborn or simply the Covenant.

2558

 * June 5- the Covenant Remnant defeats the last elements of The Tribe (Athena32)|The Tribe at the First Battle of Catania, absorbing their forces and territory.
 * The MA6 assault rifle begins replacing all other assault rifles in UNSC service.
 * The M6A1 Raider Main Battle Tank begins replacing the M808 Scorpion.

2560

 * Battle of Ellandun|Battle of List of UEG colonies#Ellandun|Ellandun-

2561

 * Refit of the UNSC Navy's Remembrance-class Frigate|Remembrance-class frigates begins above Earth and Mars.
 * The Mark 4 decoy enters service along with the AN/SLE-311 magnetic launcher.
 * The M78 Light Assault Weapon enters service with the UNSC Army and Marine Corps.

2562

 * August 10- Invasion of Dosiac- the Sangheili Defence Force invades and occupies Dosiac, ending the Dosiac Civil War and stopping the Covenant Remnant from sourcing troops there.
 * August 29- Union of Jiralhanae Tribes forms on Dosiac out of the remnants of the Fist of the Covenant, and establishes itself as the legitimate planetary government.
 * November 3- the Union of Jiralhanae Tribes is provisionally accepted into the Unified Coalition of Governments in place of the Fist of the Covenant.

2563

 * Battle of Freya-

2564

 * Battle of Ileana-
 * Operation:GRAVE DIGGER-

2565

 * Second Battle of Catania-
 * Oriana Campaign- The UCG conducts a large scale operation against the Remnant's last remaining military stronghold between its own axis of advance and Glorious Salvation. UNSC, Sangheili and Yanme'e victory at Oriana, though achieved at great cost, leaves the Remnant homeworld within striking distance.
 * 15 August- 22 October- the Unified Coalition of Governments defeats the Covenant Remnant at the Battle of Glorious Salvation, ending the Remnant War and the Covenant Civil War.

Operation: KEY HOLE (2553)
Following the Battle of Earth, the UNSC found itself unexpectedly victorious, with both the and the leadership of the Covenant eliminated. However, this came at a a heavy cost. A significant portion of the, the largest UNSC Navy unit active, was destroyed, and the majority of the Sol system's shipbuilding infrastructure lost. The earlier loss of Reach in August only compounded the problem. The obvious short term solution was to cannibalise the abundance of severely damaged vessels to repair those that were salvagable. Resurgence, although heavily damaged and without power, was structurally in one piece and a prime candidate for rapid repair. She, along with Revelation and Reliant Warrior, was restored to operational capacity using parts from several irreparable frigates, including.

After the war's end, the Sangheili made repair of the Portal between Earth and one of the priorities of its presence on Earth. The Ark's actual location outside the galaxy was not known, and even if it had been, it was too far from the galactic edge to travel quickly to. Despite this, the Sangheili saw it as imperative to secure the installation to obtain technology and to secure its vast databases, and ensure that no one else did the same. A crucial part of this was to obtain information on the locations of the rest of the and prevent any Covenant factions, of which several had already established themselves, from getting this information. They thus initiated Operation: KEY HOLE to repair the Portal, and lead a joint Human-Sangheili expedition to secure the Ark and recover sensitive items and information. Humanity, interested enough in securing the Ark as a result of these reasons, also had a further aim; to investigate the disappearance of the John-117, the hero of Humanity instrumental in ending the war.

The operation was conducted by a joint Human-Sangheili task force assembled in the days preceding the operation. The UNSC's element consisted of three Remembrance-class frigates; UNSC Aegis Fate and UNSC Death ' s Head, returning to the Ark for a second time, and UNSC Resurgence, in the place of the destroyed Forward Unto Dawn. Additionally, the UNSC's force included two Vengeance-class destroyers, UNSC Destiny's Child and UNSC Selborne, and the, from where Admiral  commanded. These ships had been drawn from the UNSC Home Fleet, which had been bolstered with ships from other colonies since its mauling during the Battle of Earth. The ships of the Sangheili Defence Force, military arm of the newly formed Alliance of Sangheili Clans, were formed of the Fleet of Retribution, which had been renumerated since its involvement in Operation: BLIND FAITH, and had experience with the Ark and operating alongside Human ships. Command of the operation was jointly provided by Fleet Master and Admiral Terrence Hood.

Operation: KEY HOLE commenced on April 14 at 08:17, with three RQ-117 Clarions being sent through. Telemetry from the drones indicated approximately thirty unidentified vessels at The Ark, conducting search patterns across the construct. 'Vadum and Hood concurred that the vessels were most likely or  in origin, prompting both to give the order to advance through the Portal. The fourteen vessels, Once through, quickly determined that the unidentified ships were not like anything ever encountered before. The subsequent encounter, codenamed TOUCAN BLUE by ONI, marked Humanity's first contact with not one but two previously unknown species, the Therans and the Ve'nek.

Operation: REAR GUARD
Less than a month after KEY HOLE, on 8 May 2553, Resurgence was present to defend Earth from attack by the True Covenant, in an action known as Operation: REAR GUARD. The attack was by forces under the command of Brute High Thietus, military commander of the Prophet of Foresight's True Covenant faction. ONI intelligence had given a few days warning of the attack, and as a result over two hundred Human warships, almost half of the UNSC Navy's remaining fighting force, was on hand to defend Humanity's homeworld. These were bolstered by sixty Sangheili vessels, along with dozens of orbital defence platforms. Despite this however, the defenders were outnumbered by a fleet of over three hundred Covenant vessels, a high proportion of them of cruiser tonnage and above.