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Emerald_Lance

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#1 Emerald_Lance
Member since 2006 • 25 Posts
I've been to her DA page before, and she is what I would definitely call a master cosplayer.
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#2 Emerald_Lance
Member since 2006 • 25 Posts
That... I've seen some bad Samus cosplays before, but this... IS NOTHING LIKE THEM!! This has to be the most beautiful Samus cosplay I've ever seen! 73 LED lights? Thats insane! I want to see more of this incredible cosplay. ^-^
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#3 Emerald_Lance
Member since 2006 • 25 Posts

SAMUS ARAN

Enhanced Agility (Chozo DNA, Phazon corruption)

Enhanced Strength (Chozo and Metroid DNA, Phazon corruption}

Enhanced Vision (Chozo DNA)

Enhanced Hearing (Chozo DNA)

Enhanced Speed (Chozo and Metroid DNA, Phazon corruption)

Super Durability (Metroid DNA, Phazon corruption)

Enhanced Reflexes (Chozo DNA, Phazon corruption)

Enhanced Thought Process (Chozo DNA)

Energy Field Shielding

Early Training: Just as I said for MC, early life training types must be considered. Samus began training at age 3 (as opposed to MC at age 6) on planet Zebes. Zebes is 80% the mass of Earth (about a 1.1736*10^24 kg difference) and thus has around the same amount of gravity: roughly 80% Earth's. However, as a training ground, Zebes more than makes up for its low gravity with extremely harsh environments, such as acid rain with high Ph, dangerous creatures, etc. To combat the light weighted gravity pull, the Chozo would often have Samus weighed down by very heavy weights (?) during training. However, unlike MC, Samus more or less stopped training on Zebes as a young adult (I'm guessing in her late teen or early twenties) and began her training in the GFMC as a marine before becoming a bounty hunter.

Chozo DNA: The Chozo were (are) the most advanced beings in the entire galaxy. They raised Samus since she was orphaned by a Space Pirate raid and trained her to become a warrior. However, the environment on the Chozo planet Zebes was a very harsh one, so Samus was infused with Chozo DNA to help her withstand it. (The e-manga says it was the DNA of Grey Voice.)

Metroid DNA: Metroids are carnivorous creatures (rumored to have been created by the Chozo). They float about in the air with the energy that they absorb from their prey. A metroid is tough and durable, as their only weakness is the cold or ice. Some metroids are even able to steal energy not only from life-forms, but from weapons as well.

Power Beam: An upgradable beam cannon that fires short burst of heated solar energy. It, and all of it's upgrades, have unlimited ammo.

Charge Beam: Not really a beam in itself, but an augmentation of all other beam weapons. Charges the energy of the beam in use, creating an incredibly powerful blast.

Beam Combine: The Varia Suit has the ability to combine all of the effects of the beams, able to mix properties. For instance, the Ice Beam and Plasma Beam to create an ice beam that can penetrate matter. All beams can be combined with eachother. There is no limit as to how many beams can be combined, meaning that Samus can combine every beam weapon at once if she wishes. Also, the attack power of every beam used is also combined.

Missile Launcher: A small portable missile launcher with limited munition. Can carry up to 255 missiles.

Super Missile: Incredibly powerful missile with huge blunt force and blast radius. As much power as five missiles.

Wave Beam: Electric based beam whose path swervs and is unpredictable. Charged shot is a large ball of electricity that is more stable than the normal shot, as well as more powerful.

Spazer Beam: A beam whose particles are unstable, allowing it to pass through enemies. Charged, it is less stable (causing it to pass through more enemies) but more powerful. Phases past energy shielding.

Ice Beam: A super cooled beam that, opposite of most energy forms which give out heat, take in heat at a rapid rate, causing the target to become frozen solid. Charged, it can encase entire enemies in ice.

Plasma Beam: A beam of plasma energy that can pass through any substance. Charged, it splices through particles and causes them to completely disintegrate. The Plasma Beam and the Spazer Beam are the only beams that cannot be combined since they are the same frequency and end up canceling each other out when paired..

Light Beam: Fires a powerful ray of light, burning through and past anything in it's path. A charged Light Beam fires several small orbs of light that home in on targets, causing the target to combust. Is one of the four beams without infinite ammo, and requires large amounts of light energy.

Dark Beam: A beam of dark power. Shoots off a dark energy that shrouds enemies, stopping them in their tracks and eating away at their flesh. Charged, fires a large blast of darkness. When the charged shot hits, it rebounds, knocking the target onto the floor, and shatters into many small pieces. Then it re-attacks, continuously pounding the enemy with the many small fragments. One of the four beams that rely on ammo, the Dark Beam uses concentrated darkness.

Annihilator Beam: A sound based beam that shoots off a mixture of subsonic and ultrasonic sound blasts in a straight line. Charged, it is a larger blast with higher frequency ultrasonic and lower frequency subsonic. This is one of the four beams that requires ammo, and uses huge amounts of both light and dark energies.

Nova Beam: The Nova Beam is a very powerful green energy beam with fire power comparable to that of the Phazon Beam. The only beam that can filter past Phazite, a solid form of Phazon. Other than that, the Nova Beam also has super heated qualities and, when charged, fire a devastating blast of heat capable of melting many metals.

Hyper Beam: An increadibly powerful beam of intense destruction. Cannot be charged, but is rapid fire.

Phazon Beam: A beam that fires the toxic substance known as Phazon. Phazon gives off a very thin (yet very strong) energy frequency, causing it to slither through energy fields and completely obliterate them. Phazon Beam is one of the four beams that do not have infinite ammo, as it requires a steady supply of pure Phazon energy to work. Using an external supply of energy, the Phazon Beam cannot be charged as it simply spews the Phazon energy like a hose. However, using an internal supply, the Phazon Beam coats single shots in Phazon energy and charged shots are released as a multi-automatic continuous fire of Phazon.

Ice Missile: An ice adaption of the normal missile. The explosion, instead of releasing heat, absorbs heat, causing the target to become fozen.

Wavebuster: A Wave Beam/Super Missile upgrade. It acts as a continuous lightning blast. The target is paralyzed after the ordeal, if they live at all.

Flame Thrower: A Plasma Beam/Super Missile upgrade. The term "Fire Whip" whould be more accurate. Burns holes through all that stand in the way. Target catches fire and continues to burn, even after the Flame Thrower is shut off.

Ice Spreader: An Ice Beam/Super Missile upgrade. It is basically pure cold, and once it hits, everything in a ten yard radius becomes completely frozen. A direct hit will cause the target to shatter shortly after freezing. Is so cold that it can turn molten magma into blue ice.
Sunburst: A Light Beam/Super Missile upgrade. The Sunburst fires off a miniature sun. It moves very slow, but everything near it as it passes is immidiate turned to ash. Once it hit a target or wall, it explodes into a miniature nova blast. Everything caught in the blast in incinerated.
Darkburst: A Dark Beam/Super Missile upgrade. The Darkburst is similar to the Sunburst. Samus fires off a small miniature black hole, sucking in everything around it. The enemies simply disappear into the darkness and are never seen again.
Sonic Boom: An Annihilator Beam/Super Missile upgrade. Perhaps the strongest of the Super Missile upgrades, the Sonic Boom fires an extrordinary pulse of energy at the speed of sound. Once it hits a target, it will tear through the dimensional fabric around the target, completely destroying everything in the immidiate area. Everything close to its path of trajectory are thrown back.
Diffusion Missiles: Not to be confused with the Ice Spreader, the Diffusion Missile is a Super Missile encased in ice. Once the missile hits, the explosion steals all of the energy in the area, causing everything to become very cold. However, what it gains in blast radius it looses in freezing ability.
Phazon Missile: Super Missiles coated in pure Phazon energy, causing the already powerful blast to harder that much more strength.
Morph Ball: The Varia Suit can become a small ball, exactly 1 meter in diamater.
Spider Ball: A magnet is fitted with the Morph Ball, allowing it to roll across metallic objects. Useful for rolling up a metal wall or across a metal ceiling.
Death Ball: Simply by touching the Morph Ball, enemies explode. However, there is a time limit after the ability is initiated, and Samus must pick up another Death Ball power-up once that timer runs out.
Morph Bomb: A small electric bomb that sticks to surfaces and explodes after 2 seconds. Samus is unharmed by this explosion. Morph Bombs are unlimited in number.
Power Bomb: An extremely powerful Morph Bomb upgrade. Power Bombs are set and can float in midair. The fuse lasts for 2.5 seconds. Once the Power Bomb explodes, the force wraps itself around enemies in a super heated energy, rather than simply pushing them outward. Once the explosion has reached it's limit, it reverses and implodes in on itself, taking everything it wrapped around with it. They targets are then crushed by the implosion. Samus remains unharmed by both the heated explosion and powerful implosion.
Phazon Bomb: This is less like a bomb and more like a continuous stream of Phazon energy pouring from the Morph Ball. The energy is electric in nature (a la Morph Bomb) but has Phazon frequencies.
Wave Orbiter: A Wave Beam/Power Bomb upgrade. The Wave Orbiter flings small electric blast outward. These blasts are magnetically attracted to Samus and orbit her, not harming her in the least bit. Once the orbiters find a life form, they will become attracted to their neural wavelength and bombard them.
Ice Barrier: An Ice Beam/Power Bomb upgrade. The Ice Barrier creates a small (but powerful) field of ice energy around Samus. This energy acts as a shield; anything that touches the field instantly freezes. Once something touches the Ice Barrier, the icy energy instead wraps itself (or part of itself) around the target, causing them to freeze.
Spazer Rain: A Spazer Beam/Power Bomb upgrade. Samus uses the Power Bomb to charge her Spazer Beam and fires it up into the air. Many Spazer shots then rain down onto the ground, phazing through and killing any enemies in the way.
Plasma Crash: A Plasma Beam/Power Bomb upgrade. The Plasma Crash fires four large orbs of plasma, which circle around Samus. Shortly afterwards, they fly away, phazing through and killing everything in their paths.
Seeker Launcher: A missile launcher that locks on to 5 different targets (or 5 missiles on one target, or any variation of it) and fires homing missiles.
Grapple Beam: The Grapple Beam uses magnetic energy to latch onto objects. In combat it can be used to limit enemy movement or to pull enemies closer. Another ability of the Grapple Beam is to pump energy into or drain it out of oblects, including enemies; however, pumping energy into an object drains from the energy source used to power Smus' shielding.

Varia Suit Upgrade (from Power Suit): The Varia Suit is the most common form of Samus's battle armor. It gives Samus the ability to walk through extreme temperatures with little to no discomfort, as well as raises defensive shielding 25%.
Gravity Suit Upgrade: The Gravity Suit upgrades Samus' Varia Suit so that she can easily move through areas with little to no gravity, as well as high gravity. It also raises defensive shields 50%.
Dark Suit Upgrade: The Dark Suit upgrade allows Samus to wade off the effects of toxic or otherwise deadly atmosphere. It also raises the shielding another 50% (?).
Light Suit Upgrade: The Light Suit upgrade is simply a direct upgrade to the Dark Suit, whereas it completely eliminates all threat from toxic or otherwise deadly atmosphere, as well as allow Samus to walk through liquid darkness. And it raises shielding 75% (?).
Phazon Suit Corruption: Not really an upgrade, as it is actually a Phazon corruption of the Varia Suit. However, it is actually doing more good than harm, as it allows Samus to tread through blue Phazon without any ill effects. Also, it raises shielding 75%, enough to be able to see the light bend around Samus.
Fusion Suit: The Fusion Suit is fitted to mimic a Metroid in that it is able to adsorb the Metroids' natural predator, the "X" parasite. However, it also mimics the Metroids' weakness against cold temperatures, though the Varia Suit upgrade fixes this.
PED Suit Upgrade: PED stands for "Phazon Enhancement Device" and is just that. Think of it as a refined version of the Phazon Suit: it gains a (chargeable) Phazon Beam and becomes invincible when introduced to Phazon. This is further strengthened by the control over whether or not the suit changes once introduced to Phazon. As a means to better this control, Samus wears a small device that stores Phazon for use at will. There are only two downsides to the PED Suit when compared to the Phazon Suit: the PED Suit lacks the powerful shielding of the Phazon Suit, and while wearing the PED Suit if Samus stays in a Phazon induced state for long she can eventually die (eventually, as in over the course of 5-15 seconds without venting Phazon) while the Phazon Suit completely shields Samus from Phazon radiation. In order to combat the PED Suit's weakness, there is a 25 second fail-safe which cuts Samus out from the Phazon induced state, further limiting its effectiveness.
Combat Visor: Interchangeable visor. The default visor shows a HUD onscreen, featuring Shielding gauge, Missile count, immediate threat indicator, radar, and onscreen cross hair that follows the direction of the Arm Cannon.
Scan Visor: The Scan Visor is visor with absolutely no combat capabilities, and in fact disables the Varia Suit's combat functions. However, it does have a slight zoom capability. The visor uses a computer to analyze the target, scoring data boards to find a match, then showing Samus the information. If no match can be found, the visor will scan the body of the target, taking in each individual extension and giving an estimated threat level. Also has the ability to scan simple abnormalities, even going to far as to explain them.
Thermal Visor: The Thermal Visor collects heat signatures from the area. Cold areas appear blue and dark, and hot areas appear yellow and bright. Useful for seeing in the dark or invisible lifeforms.
X-Ray Visor: The X-Ray Visor uses pulses of X-Ray light to see extra-terrestrial beings, as well as through cloaking. However, visibility is poor, so it is recommended to only use this visor for those purposes.
Dark Visor: This visor is used to detect the essence of life. Everything appears on the visor as static-covered backgrounds, however all life forms (regardless of threat level or heat signature) appear as a dark red light.
Echo Visor: The Echo Visor is used to detect sound as a visual representation. The wearer of this visor becomes completely blind during use. Similar to the way sonar works, the Echo Visor sends out sound waves, which bounce off of surfaces (or echo) and come back to Samus, painting a visual picture. The clarity of the visual depends on the volume of the sound waves.
Command Visor: The Command Visor allows Samus to send images seen though her HUD to her starship, better aiding it in summons and bomb-runs.
Starship: Samus' starship is extremely powerful and durable. It comes equipped with the same beam, grapple, speed booster, and missile tech as Samus's Power Suit. It is unknown exactly how fast the Starship can travel, but it is seen jumping warp speeds several times.
Jump Boots: The Jump Boots allow Samus to jump from midair if she walks off a ledge.
Space Jump Boots: The Space Jump Boots allow for Samus to double jump, triple jump, and continue to somersault in midair indefinitely.
High Jump Boots: The High Jump Boots allow Samus' initial ground jumps (that is, not any of her "double" jumps) to be incredibly high.
Speed Booster: This allows for Samus to sprint at an incredible speed. Anything that she touches at such high speeds is instantly crushed by her sheer velocity.
Shinespark: The Shinespark is truly an amazing ability. While running with the Speed Booster, Samus can suddenly stop and crouch, storing all of the energy used to Speed Boost for a brief moment. Using this energy, Samus can fly off in any direction (even straight up or down), tearing through enemies. However, this speed and energy also rips through Samus' body as well, so the amount of time that she can sustain a Shinespark is limited. If she goes through Shinespark for long enough periods of time, she can die.
Screw Attack: The Screw Attack is, among all things, a death device (which is why Metroid fans tend to love it so much). Using the Space Jump, Samus envelopes herself in high amounts of destructive energy. This energy spirals around her at rapid rates, shredding anything that touches it. Not much can stand up to the Screw Attack's power, and anything that isn't destroyed the first time either will be the second time or is literally indestructible.
Crystal Flash: This is, by far, my most favorite ability that Samus has. Samus can only use the Crystal Flash when she is weak. The ability costs 10 Missiles, 10 Super Missile, and 10 Power Bombs, plus an extra Power Bomb for ignition. Once Samus plants the "ignition" Power Bomb and it explodes, the explosion creates an energy field around Samus, ripping off her armor. Samus lies dormant and unmoving as she floats slightly above the ground. This energy field is impervious, and using the energy of the 30 items (Missiles, Super Missiles, and Power Bombs), the Crystal Flash generates massive amounts of energy, restoring Samus to full health. If she has any sub-tanks (extra energy canteens used to house health energy for use when needed) then it fills them as well. Then the energy field fades away, giving the armor back to Samus.





As I said before, I try to stay as unbiased as I possibly can. However, I believe (given all said here) that Samus would win.

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#4 Emerald_Lance
Member since 2006 • 25 Posts

TL;DR ALERT! IF YOU DON'T LIKE READING, TURN BACK NOW!!

I try to stay fair here. I list every item/ability that both characters have, only taking into account the games up to Halo3 and Metroid Prime 3 and no other mediums. I speak about the items/abilities themselves without bias, but because of the evidence I provide here I do have an opinion on who would win a fight, that being Samus. I'll try my best to explain why, without adding or subtracting from either side.

First off, lets look at game play. With full power, Samus can withstand a minute and a half of nonstop fire, while the Master Chief (with overshield) only about 5 seconds. Plus, Space Pirates use weapons that kill normal soldiers in one hit, while the plasma weapons that the Covenant use take more than one hit to kill a normal soldier normal soldiers. Also it should be noted that the Marines in the Metroid universe wear full suits of powered armor and the ones in the Halo universe do not.

Now the Varia Suit (lets assume she is using the most common of the suits), like the MJOLNIR VI, increases Samus' natural strengths and abilities, as well as provide energy-field shielding to disrupt oncoming fire and lessen blunt force. However, unlike the MJOLNIR VI, the Varia Suit (or even its weakest form, the Power Suit) grants Samus ADDITIONAL abilities, such as the Space Jump, the Screw Attack, the Morph Ball, the Power Bomb, etc. However, the MJOLNIR VI does not have that ability, only augmenting the current strengths that the Master Chief already has. Also, the Master Chief is only upgraded (other than the MJOLNIR) through biological strengthening and cybernetic upgrades. But Samus has been fitted with Chozo DNA, the most advanced and powerful species in the universe (in the Metroid series) as well as Metroid DNA, a carnivorous entity that feeds on the neural electrical fields of the prey. Both Samus and Master Chief have been trained in the military, Master Chief as a UNSC Marine and Samus as a Galactic Space Federation Marine, though now Samus is a bounty hunter. However, Samus was ALSO trained by the Chozo themselves!

Samus' arm cannon, the Power Beam, never runs out of ammo. Plus, she can upgrade it and add abilities (a la Varia Suit can upgrade and add abilities, as mentioned earlier) with an insane amount of abilities, each serving a completely different purpose than the rest. The MJOLNIR VI (or any mark, for that matter) doesn't have integrated weaponry, forcing Master Chief to use whatever he may find on the ground, and whatever it is doesn't have infinite ammo. As for Plasma Grenades, no, Samus doesn't have those, but the Morph Bombs stick to surfaces just like Plasma Grenades (even though she needs to be in Morph Ball for to use it). Master Chief is an expert in close range combat, but so is Samus.

And, to finish it off, here is a list of both Master Chief's abilities and weapons and Samus' abilities and weapons. You should notice a strong difference in amount and power, both in Samus' favor:



MASTER CHIEF

Enhanced Agility (Bio/Cybernetic enhancements)
Super Strength (Bio/Cybernetic enhancements)
Enhanced Vision (Bio/Cybernetic enhancements)
Enhanced Hearing (Bio/Cybernetic enhancements)
Super Durability (Bio/Cybernetic enhancements)
Enhanced Reflexes (Bio/Cybernetic enhancements)
Enhanced Thought Process (Bio/Cybernetic enhancements)
Energy Field Shielding (recharges after period of time)
Early Training:
Though I said I would be sticking to the games here, the training type for both fighters cannot be overlooked. Master Chief (or John at the time) was kidnapped by the UNSC for the Spartan-II project, a project that was designed to build super soldiers and immoral killing machines. John (as well as the rest of the Spartans) trained on the planet Reach with a natural gravity of 1.01G, or 101% Earth's gravity. He trained in many tactics and in the history of warfare itself. It should be noted that he was able to kill four ODST soldiers with his bare hands under several times Earth's gravity at age 14 or so in a matter of seconds.
MJOLNIR markVI: The MJOLNIR VI is a suit of battle armor that enhances every natural ability that is important for a soldier. However, the stress of using the MJOLNIR armor kills its wearer. The Spartans were extensively augmented through several means, and because of this they are the only people who can even wear the armor. The MJOLNIR VI comes equiped with a HUD showing life signs, shield ratings, current ammo (for whichever gun is equipped), and movement radar.
Assault Rifle: An automatic rifle used best in close quarters combat. Holds 60 rounds at one time. In Halo3 it could hold up tp 32 rounds at a time.
Battle Rifle: A semi-auto machine gun with exceptional firepower and stopping power. Fires in a 3-shot burst and carries 30 rounds at a time. Has a 2X scope for greater accuracy.
Magnum Handgun: An powerful handcannon that holds 12 rounds in each clip. The early model is stronger and has a 2X scope, but the latter model is weaker and has no scope but can be dual wielded.
Sniper Rifle: A powerful rifle that fires 14.5mm armor piercing rounds. Has a 5X and 10X zoom, as well as night vision scope. Holds only four rounds, but bullets do not stop until they hit a substance strong enough to shatter the bullet. In Halo2&3 the scope is 2X and 10X and has no night vision.
Shotgun: A large 8gauge shotgun. Very heavy and cumberson, but has extreme stopping power. Holds 12 shells at once.
Rocket Launcher: An accurate rocket launcher that features a 2X scope. Holds two rockets at once. In Halo2 it can home in on large targets.
Spartan Laser: The Spartan Laser is a very large portable laser cannon capable of tearing through most armor. The only human-made energy weapon (as of the games) that Master Chief has used. Runs on a battery and holds 5 charges. Cannot be reused once depleted.
Plasma Rifle: A single-handed automatic rifle that fires heated bursts of plasma. Runs on a battery. Despite its fairly large **** it is dual wieldable.
Plasma Pistol: Small pistol that fires heated shots of plasma. Is not automatic and shots are weaker than that of the Plasma Rifle, but can be charged. Can be duel held.
Needler: A single-handed machine gun that fires small needles of pink glass. These needles home in on the target, penetrating flesh and exploding. If enough needles gather on one enemy, the explosion can become grenade strength. Holds 20 needles in each clip. In Halo2 they could be dual wielded.
Beam Rifle: A sniper rifle that fires small bolts of plasma at high speeds. Is charged by a battery and can fire as fast as one can pull it's trigger, so long as it doesn't overheat.
Carbine Rifle: A rifle that fires small bolts of plasma. Has a 2X zoom. The battery is interchangeable, acting as an ammo clip, and holds 16 bolts each.
Energy Sword: Covenant energy beam sword that can slash through many substances. Depletes after 10-15 slices.
Fuel Rod Cannon: A large cannon in the likeness of the Carbine Rifle. Flings large balls of plasma that explode with grenade force. Powered by an interchangeable fuel pack which holds 5(?) blasts.
Spiker: The Spiker is a Brute sub-machine gun. It is full-auto and fires iron spikes about the same dimensions as the Needler rounds. Has a double-bladed bayonet on the bottom and can be dual wielded.
Mauler: The Mauler is the Brute version of the human magnum revolver, famously nicknamed the "mini shotgun" among many humans. Its nickname comes from the fact that, despite its small **** the Mauler rounds spread like shotgun pellets. Can also be dual wielded.
Grav Hammer: The Gravity Hammer is another Brute weapon. It is a very large hammer that uses built in gravity tech to strengthen its own undoubtedly powerful impact force. Has a blade on its backside.
Bubble Shield: A small pod that, once activated, creates a spherical shield a few meters in radius. Depletes after about 7 seconds. It should be noted that there is nothing in Halo 3 (except for the attacker them self) that can penetrate the Bubble Shield, from the inside or out.
Regenerator: A small pod that, once activated, creates a field of energy which acts as a restorative agent. Depletes after about 5 seconds.
Power Drain: A small pod that, once activated, creates a field of energy which acts as a draining agent. Depletes after about 5 seconds.
Flare: A small pod that, once activated, releases an extremely bright light that temporarily blinds those close to it. Depletes after about 5 seconds.
Radar Jammer: A small pod that, once activated, causes several enemy traces to appear on every radar (even the team or individual by which the jammer was activated) in the extended area (about 10-30 meters or so). Depletes after about 20-30 seconds.
OverShield: A battery pack specifically designed to strengthen the energy shielding of the Elites by 3 fold. However, since the Master Chief uses the same type of shielding system as the Elites, it is compatible with him as well. The OverShield depletes itself over time, returning the energy shileding to normal strength. Also the OverShield does not automatically recharge and requires another OverShield battery to regain its full strength. Also, it should be noted that it is possible to obtain a 4X OverShield.
Active Camo: Just as the name states, the Active Camo turns the user semi-invisible by bending the light around them. Unless the user moves, they should be pretty hard to locate. Wares off after about 15-25 seconds. (lasting time depends on which Halo game is referenced)
Frag Grenade: A grenade with a five second timer. Eliminates the need to "heat" the grenade with a computer chip that over-rides the timer once the grenade hits a hard surface, causing it to explode immediatly.
Plasma Grenade: A plasma-based grenade that sticks to an enemy and explodes. If there is nothing to stick to, the timer is 5 seconds.
Spike Grenade: A Brute grenade. Its looks more like a chainless mace than a grenade. It has a handle for which to throw by on one end, and on the other end several spikes that, once impacted, sink into the flesh of the target. This grenade is different in that it does not have any blast radius. Instead, it flings the spikes like large pieces of shrapnel. This shrapnel ricochets any walls several times, making this grenade perfect for clearing a small room or an area that an explosion could not reach.
Flame Grenade: A high-tech molitov cocktail of sorts, the Flame Grenade packs flammable chemicals that, once released, combust.
Warthog: Military jeep with either mounted chaingun or gauss cannon. Seats a driver, a passenger, and a gunner.
Ghost: A small anti-gravity combat/recon craft capable of high speeds. Fires dual plasma cannons. Seats one.
Scorpian Tank: Powerful armor. Seats a driver (also serves as the main cannon operator), four passengers, and (lately) a gunner.
Wraith Tank: Anti-gravity tank that fires a plasma catapult. Seats a driver and (as of Halo3) a gunner.
Banshee: Anti-gravity aircraft with twin plasma rifles and fuel rod cannon. Seats one.
Specter: Anti-gravity combat/recon vehicle with a plasma turret mounted on the back. Seats a driver, two passengers, and a gunner.
Prowler: The Brute version of the Specter. Other than obvious Brute aesthetics and slightly different feel to driving, the Prowler is the exact same machine as the Specter. Still seats a driver, two passengers, and a gunner. However, the driver sits in back.
Chopper: A Brute combat motor cycle. There is only the front wheel as the back end is held up by anti gravity. The one wheel on the Chopper looks much like a gear or cog, and can be used to completely smash most vehicles (even another chopper) when colliding head first at full speed, save for large armor. Equipped with large spiker cannons and seats one.
Hornet: A small aerial combat fighter, complete with machine gun and twin homing missile launchers. Seats a pilot and two passengers.
Mongoose: A small and fast four-wheeler. Seats a driver and a passenger.