- Colonel Watts
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Main character appearance.
Green Team.
SPARTAN-043 William
SPARTAN-093 Grace
SPARTAN-139 James
Will wears the standard Mark IV, the helmet is identical to Halo: CE/Halo Wars, but the other parts of the armour is customized.
Grace wears a version of the Mark IV that's specialized in explosives. Looks similar to Carter's Mark V in Halo Reach.
James wears a CQB variant of the MJOLNIR IV armour, like the Cole Protocol cover, though his armour (like all spartans) has been slightly customized.
All armours have wooden/jungle camoflauge, with slight variation to the colour.
Approximate looks of the green team members.
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Story concept/ideas. (better story pending) (I know, it sucks!) (It's an abomination) (clumspy composed and largly unedited)
New::: The ship that carried the hostiges and ONI personell etc, also contained early versions of the Mark V armour/spartan lasers/bubble shields and other new technology, which is why it was so urgent to reclaim the ship. (the Mark V was apparently first shipped in august 2542, according to Halo 3).
About halfway through the game the Covenant attacks and you may or may not accept an alliance with the insurrectionists against them.
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It's in the middle of the Covenant war, around 2537 (we know that the Spartans occasionly fought the rebels even during the Covenant war). I'm not very good at writing at all, but I hope it's not too unbearable to read it.
Prologue.
It's the year 2537. Countless human planets are being destroyed by the unstoppable Covenant onslaught. Yet, the Covenant isn't the only enemy the UNSC faces. A large faction of insurrectionists, namned the United Rebel Front (URF), is striving to gain independance from UNSC gorvernment, and they don't hesistate to use violence to accomplish their goals.
One of the few remaining planets in the outer colonies, the xxx planet, was recently attacked by a small Covenant scout ship. The small ship was easily destroyed by the UNSC warships, but the UNSC fears that the scout ship had already reported the location of the human planet, and a evacuation of the planet was approved by the admirality/UNSC/gorvenment/w/e. Among one of the first shuttles leaving the planet, a group of politicans and ONI agents. The URF had for a long time had heavy observation on the planet, and they saw this as an perfect opportunity.
Because of infiltration and a cunning plan, the United Rebel Front was able to capture a UNSC ship as it was preparing to leave for Reach. The rebels aboard easily seized control of the vessel and they were able to take it to the planet Y. Aboard the ship were rather important people (lol) who were being evacuated from the outer colonies because of the Covenant threat, and they were supposed to be transported to the inner colonies for safety. At the planet, a lone prisoner was able to escape custidy and send a distress signal/transport and informed the UNSC of their whereabouts. It wouldn't be long until they sent their best to recover the hostages.
One of the hostiges is the daughter of Admiral Z, and he's quite anxious to get his daughter home safely, which is why a group of Spartans are sent. Others among the hostiges include ONI agents, politicans and a small group of marines who were aboard the vessel when it was captured.
Act I.
During the very first mission, you and green team drop at night from a low-flying stealth ship with HEV-pods and land undetected along the shoreline. You and your squad are on their own from there, and you've been ordered to search and rescue the prisoners from the rebels as well as to neutralize anti air batteries for a potential future UNSC assault, and you can optionally, throurough the campaign gather enemy intell from computer terminals that are spread across the island. During the first mission there's a limited amount of rebels, you encounter a few of them on patroll along the shoreline, giving you the perfect oppurtunity how to silenty and quickly take down enemies. After having wandered along the shoreline for a few minutes you stumble across a small rebel outpost at the edge of the jungle. You quickly neutralize all of them, no hostiges were located in this camp. After this the first mission ends, just as first sunlight shines.
The next mission is just a few minutes after, you've run further along the coastline and come across a small high way, and a small convoy is parked nearby. After taking them out, the Stealth ship (which is in high orbit) sends the cordinates of a few possible villages where the hostiges might be held. At this point your team splits up and you're on your own for quite a while.
After having traversed many miles of terrain and taking out quite a few rebels, you encounter, a Covenant Spirit dropship appears out of seemingly no where. Among the crew they have digging and measurement equipment and you eliminate the small crew quickly, consisting of 2-5 Elites and 10 grunts.
Act II.
After a few missions you somehow find out that one of the two remaining Generals of the URF is located on the planet, and you're ordered by the Commander to eliminate him. He is at a very guarded camp on the outskirts of the rebels largest city. After fighting your way through, and just as you're about to execute him a CCS covenant cruiser appears from slipspace. Spirits and banshees immideatly launches from the ship and wipes out all humans they can find. After this you have to escape the major city while the Covenant forces invades.
After having succesfully escaped with your team deep into the jungle, at the ecstraction point, where a stealth fighter is waiting.
Alternative story of Act II. The Commander could be a traitor, and he sends you into a trap in the capital city, (perhaps a building filled with explosives, or something), and you're injured and captured. For a few days you're hold prisoner by the Rebels. When the Covenant suddenly arrives, they realise they might have a better chance of survival with the Spartans on their side. Only you had been sent to the city to eliminate the General, the others were escorting hostiges to the LZ.
Act III.
When the Covenant starts to land their tropps you escape in a mission deeper into the jungle, seeing villages glassed/destroyed along the way. You pick up a transmission from some of the remaining rebels, stating that they'll launch a counteroffensive against the Covenant at the excavation site. You can choose now if you and your team will form a tempiorairly alliance with the rebels and aid them, or try to oppose the overwhelming force on your own. Either way, a few houndred rebel troops, accompanied with a dussin vehicles assault the excavation site.
Epilogue.
After you've completed the campaign and fled from the overwhelming Covenant forces, the alpha company of Spartan -III-'s arrives. No spartan casualties, but the artifact was lost in battle or proved to be of no value to the UNSC. They had hoped it was something of great importance, since the Covenant had been desperate to gain controll of it. (Instead of an Artifact it could just be a mining facility, as forerunner artifacts on human worlds are overdone.)
Note that there are currently six succesfull battles fought by Alpha company that we don't know about (source: Ghosts of Onyx, page 81), so that the Spartan -III-s came during the final phase of the engangement doesn't break against the canon, since no Spartan -II- from green team was there to witness them.
This story isn't very good, I know, (it sucks!) but it fills the basic purpose of why green team got there in the first place.
Enemy Insurrectionists.
Infantry.
Militia. These are lightly armed civilians, wearing a few pieces of scratched armour. They are dedicated to their cause, but not so much that they don't fear death. They will often flee in a battle when their comrades are getting killed, when the odds are against them.
Most common armament: CR77, M6E, M75A DTM. Other armament is used by less than 10% of all militias.
Health: 20%
Insurrectionist Trooper.
These troopers are more dedicated to their cause, and have more advanced combat training, as well as better armament.
Most common armament: CR77, MA5C, M6J, M90 Mk 1, TAR. Other armament is used by less than 10% of all troopers.
Health: 35%
Rebel Specialist.
These are trained to use heavy weapons, and often carry SMG's as secondary weapons.
Most common armament: M247, M19-B, XM510, Rocket Launchers, Flamethrower's. SMG or pistol secondary.
Health: 30%
Rebel Spec-ops
These troopers are highly trained, utilising advanced tactics and equipment.
Most common armament: MA5K, BR55, M7, MA5C, TAR, M6, M90 IV, XM510. Other armament is used by less than 15% of all spec-ops.
Health: 40%
Rebel Officer
High ranking insurrectionists. They usually wear minimal armament and commandeer a squad of lesser innies.
Common common armament: TAR, M6, M7.
Health: 40%
Spec-ops SPI
These rare troopers wear stolen SPI armour. As the stolen shipment only contained roughly 50 suits, these suits are rare and are only provided to the very best. Many of these are former UNSC ODST. The SPI suit offers camouflage for the wearer, and protective armour.
Most common armament: All weapons are used by these troopers.
Health: 65%
Rebel Sniper
These troopers normally engage at long range and often hide and lay ambushes.
Most common armament: 99D-S5 SR, M99 Stanchion, pistols.
Health: 25%
Heavy supply unit
These innies are encased in large exoskeletons, originally created for loading heavy supplies. They don't use any guns, and their only way of damaging you is crushing you with their massive limbs.
Health: 120%
[Edited on 02.25.2011 2:39 PM PST]