The main factions of the Halo universe

1.United Nations Space Command(UNSC)



The UNSC is the military, exploratory, and scientific agency of the UEG. The UNSC was formed in the 22nd century, a time when remnants of old cultural ideologies clashed for supremacy in the Sol System. The UNSC served mainly as overseer of UN military operations in space. After initiating massive militarization propaganda throughout its off-world colonies, through the UNSC, the U.N. defeated Communist and Fascistforces in a conflict generally known as the "Interplanetary War", which consisted of several side-battles that took place on Mars, theJovian Moons and the South American rainforests. Although the Interplanetary War brought a great deal of suffering to both the colonial population and the residents of Earth, it also united humanity's military forces into a common armed force by the end of the 22nd century.
Prior to the Covenant attack on Harvest in 2525,[1] humanity was in chaos. Battles on multiple fronts and planets evolved from a group known as the Insurrectionists who wanted independence from the Unified Earth Government. The UNSC, more specifically, the UNSCDF, fought constant battles against the Insurrectionists. In an attempt to help end the long running war against the rebels, the UEG commissioned the ORION Project (also known as SPARTAN-I project) and later the SPARTAN-II Program, which created elite super-soldiers to combat the separatists and the insurrections they spawned. When the Human-Covenant War began and the alien invaders began decimating the Outer Colonies, these Spartans became humanity's best hope against the technological superiority of the aliens. When the war began, the UNSC became humanity's greatest protector.
This fact allowed the UNSC to override civilian rule and establish itself as humanity's primary government. Although the Unified Earth Government was more open to step down, the Colonial Administration, the arm of the UEG ruling over the colonies, resisted the UNSC's rise to power, and was thus stripped of its power.[2]
By 2552 A.D., Earth was the last remaining major human bastion; and fell under attack by the Covenant forces. The Human-Covenant War finally came to an end after a UNSC and Covenant Separatistsforce eliminated the Covenant leadership and destroyed the Floodthreat.
By the time the war began, humanity, and thus the UNSC, had reached Tier 3 of the Forerunner civilization achievement rank system. Humanity's rank continued to rise due to the capture of Covenant technology and equipment, which was studied and adapted for human needs. The very best and cutting edge of UNSC equipment was supplied to theSPARTAN-II project, and later less expensive but still cutting edge technology was given to the Spartan III's. One such example of innovative human technology is the energy shielding adapted and improved for use on theMJOLNIR armor.

Marines
Units:

1.Marines:
The UNSC Marine Corps is a branch of theUNSCDF that is responsible for land-based military operations as well as the protection of Naval vessels and installations from attack.
A rugged and diverse assortment of well equipped and well trained men and women, one of the Marine Corps's most notable conflicts was fighting a losing war against the Covenant's highly superior technology and numbers.
Infantry man
2.Army:The UNSC Army is a branch of the UNSCDF primarily responsible for land-based military operations.[1] They deploy primarily from pre-established bases located on a planet's surface as opposed to the Navy Vessels that the other branches of the UNSCDF deploy from.Little is known about the UNSC Army, due to the fact that the Army is a land-based fighting force, and thus does not operate alongside the UNSC Navy as often as the UNSC Marine Corps does. What is known is that the UNSC Army uses different equipment and weaponry from the Marines. Examples include: the M6J Carbine, theMA37 Assault Rifle, and the DMR, in contrast to the MA5B/MA5C Assault Rifles and BR55 Battle Rifle in use by the Marines.[2] All (on-field) soldiers of the UNSC Army wear (different versions, depending on the environment) the UNSC Army Battle Dress Uniform.


3.ODST:The Orbital Drop Shock Troopers (ODST) are an elite group of UNSC Marines that specialize in special warfare tactics. The ODSTs are one of the primary Special Operations units of the United Nations Space Command, and is under the command of UNSC Naval Special Warfare Command.The ODSTs perform highly specialized, small scale, high-risk operations including:Deep Ground Surveillance or Long Range Reconnaissance,Direct Action,Unconventional Warfare,Counter-Terrorism Operations,Counter-Contraband Operations and Personnel and Special Equipment Recovery/Capture.
ODSTs on the Ark
SpartanII
4.Spartans:SPARTANs are the most skilled and disciplined soldiers available to the UNSC. Conscripts to the later two programs take part in intense training at an early age, and are given the performance enhancing MJOLNIR Powered Assault Armor and the Semi-Powered Infiltration Armor, generally to theSPARTAN-IIs and the SPARTAN-IIIs, respectively, (with the Special Warfare Command fireteam Noble Team being a known exception), making them extremely skilled in combat.



2.The Covenant

The Covenant Empire, also referred to as the Covenantwas a religious hegemony made up of many alien species that controlled a large portion of the Orion Arm in the Milky Way galaxy. They waged a genocidal campaign againstHumanity until they were defeated due to many factors, the most crucial of which was an internal conflict. While the Covenant's leadership was either lost during the Floodinfection of High Charity or during the Battle of Installation 00, the Covenant continues to exist even after the conclusion of the war.[3] In exactly what capacity it continues to operate in remains unknown.

Species:

Many of the alien species conquered by the Covenant are conscripted into, or gradually become part of the alliance.[16] However, during the first contact with the Humans, The Oracle on board the Forerunner Dreadnoughtrevealed to Truth and Regret that Humans are Reclaimers, as shown by its luminary. Since the entire Covenant was based on the belief that the Forerunners had transcended, Truth and Regret knew if any of the other races found out what the Oracle told them, the Covenant would cease to exist.[19]
1.San 'Shyuum (Prophets):The highest caste, the San'Shyuum, or "Prophets," as Humans call them, lead the Covenant and exert complete control over all religious and political affairs. Though physically weak, Prophets wield power through absolute command of the Covenant and through scavengedForerunner technology, leaving the task of conquest to the Elites and the other races. Their higher understanding of the Forerunners gives them great ego and religious influence over the Covenant. The High Prophets are addressed as "Hierarchs", "Noble Hierarchs", "Holy Ones", or "Exalted" by the other races of the Covenant.

2.Sangheili (Elites):The second highest caste; Sangheili, or Elites as Humans call them,[20] served as the military leaders of the Covenant before the Great Schism in 2552. While Prophets often had the final say, it was the Elites who organized military campaigns and naval engagements. They maintain the military structure of the Covenant and ensured the Prophets' orders are followed, as well as their own. Sangheili consider the other client races to be below them in all ways. The Sangheili are the only known race permitted to build and operate starships within the Covenant, though the crews are always composed of a mix of races.[21] Sangheili are separated into ranks based on skill and experience. To advance in rank, Sangheili must honorably earn such advancements on the battlefield.[22] They were a major component of the Covenant and were the only caste able to maintain the military hierarchy as well as having a voice within the High Council before the Great Schism. An "ee" at the end of an Elite name, such as "'Zamamee or 'Vadumee", signifies that that Elite is a part or was part of the Covenant military, although, after the Great Schism most, if not all, Elites removed the "ee" from their names to show that they had left the Covenant.

3.Jiralhanae (Brutes):Jiralhanae, known to Humans as Brutes,[20] They are one of the newer species to the Covenant and are the only race that has obtained very close to equal status to that of one of the founding "clients" of the Covenant pact, the Sangheili. They have an incredible natural resilience to damage due to their tough hides, which easily make up for their lack of energy shields, and use a number of weapons and vehicles based upon their pre-Covenant technology. This technology, though primitive compared to other Covenant weapons, is nonetheless extremely lethal, with most Brute-developed weapons having blades attached to them. In addition to their standard form of combat, Brutes will sometimes go "berserk" and try to kill anyone or anything in their path. This shows the aggressive nature of the Brute, and the little tolerance they have when they are cornered. Brutes have their own ranks going up to War Chieftains who usually wield plasma cannonsfuel rod guns, or Chieftains who usually wieldgravity hammers. The Jiralhanae always work in packs of 3-8 when possible. They took over their role as personalbodyguards of the Prophets and also now make up most of the Covenant military.


4.Huragok (Engineers):Huragok, or Engineers are actually an artificial species created by the Forerunners. They will only converse with the Prophets or individuals who learn their language.[23] This indicates Engineers are very high in the caste system, however ONI believe them to be prisoners or slaves.[24] The Huragok perform the physical labor of excavating, and gathering data on Forerunner artifacts. In military terms, they are generally a non-militant race. However, at times in the Human-Covenant War they have been placed on the battlefield either as repair workers or suicide bombers. They have also displayed neutrality and even some allegiance to humans such as Lighter Than Some helping the citizens of Harvest escape and another Engineer repairing Ascendant Justice's engines for the Master Chief and even a Needler for him to use in battle. Another example is one Huragok repairing and recovering the Human AI Superintendent and then assistingCaptain Veronica Dare and Sergeant Major Avery Junior Johnson in working out what the High Prophet of Truth.


5.Mgalekgolo (Hunters):Mgalekgolo, or Hunters as they are known by Humans,[20] are thought to be giant monsters, but they are actually an assemblage of worm-like entities called "Lekgolo" that create a communal, armor plated form. In this form, they are known as "Mgalekgolo". They always fight and travel in pairs known as "Bond Brothers" which technically means that not all of the colonies of worms were able to fit within one set of armor, and are the strongest of the Covenant fighting units. They wield powerful assault cannons and a massive shield resistant to any small arms fire which may also be used as a melee weapon due to its sharp sides and the Hunters' great strength. They are usually used as weapons platforms, and are only deployed on the battlefield when in need of a heavy force - they are used more like heavy duty equipment than soldiers. Their political and religious motivations are completely unknown.


6.Yanme'e (Drones)|:These flying, insect-like creatures, the Yanme'e or Drones or Buggers as they are known by Humans served almost exclusively as engineers, but were then replaced by the Huragok, after, they were used as aerial combatants against the UNSC, who are inexperienced at fighting airborne infantry. They became the second Covenant species with the ability of flight. In combat it seems that their weapons of choice are the needler, which can cause a good amount of damage if allowed, and the Plasma Pistol, which is weak, unless it is a charged shot, which can bring down your shields drastically. Their ability to fight on the wing makes them an excellent strategic weapon against ground-based opponents.


7.Kig-Yar (Jackals):Due to their superior senses, the Kig-Yar, or Jackals/Skirmishers as they are known by Humans,[20] are the scouts and marksmen of the Covenant military, they are the second lowest Covenant caste and are about 5'6" tall and due to their lack of physical durability, they carry a portable energy shield generator during combat. Jackals are employed mainly as sharpshooters with their excellent vision and dexterity, and are also deployed to defend strategic areas. When a Jackal is under fire, it will cover its head with its hands and trot away to another position from which to fire. The first Human contact was between Staff Sergeants Johnson and Byrne on a Human freighter as Jackal pirates tried to board the ship. They have very strong dislike of the Unggoy because they are always trying to assert their superiority over them in the caste system of the Covenant. Once they poisoned a recreational narcotic that the Unggoy use which nearly caused them to become infertile. This caused one of the Unggoy unrests.

Skirmishers:Skirmishers are of the same species as the more common, lightly built Jackals, but they are much faster, stronger and more agile than ordinary Kig-yar. In addition they sport manes of feathers rather than quills. A Skirmisher's voice is more raspy and guttural - this is because they have an expanding voice chamber on their throat. Skirmishers serve as Covenant shock troops, while the more lightly built Jackals see deployment as dedicated ranger or sniper units. They saw extensive action during the Fall of Reach, and as a result of catastrophically high casualties the Skirmisher ranks were utterly exhausted and the Skirmishers themselves nearly wiped out.

File:HReach - Unggoy.png

8.Unggoy (Grunts):Hailing from Balaho, Unggoy, known as Grunts among Humans,[20] are the most common and lowest-placed caste of the Covenant. The Unggoy were barely into their own Iron Age when the San'Shyuum discovered them. Classified as a "Tier 6" civilization by the Forerunner charts, the Unggoy were at a primative point in their cultural development, the Unggoy had little choice but to accept entry into the Covenant hegemony, or otherwise risk extinction.[25] After their incorporation into the Covenant their entire history was erased[26]and they essentially became a slave race. Despite their notable cowardice and ineptitude, they are quite dangerous in large numbers, which was why an Arbiter was needed to quell the Grunt Rebellion. They breathe methane and thus must wear a large tank on their back full of the methane to survive on other planets. Relations between the Unggoy and the Kig-Yar are strained in the best of times.


3.The Flood

The Flood were an extremely adaptable, dangerous, and expendable parasitic life form. They were first encountered in the Milky Way Galaxy by an Ancient Human empire 10,000 years prior to the Forerunner-Flood warThe Flood was responsible for consuming most of the sentient life in the galaxy, notably the Forerunners, during the 300-year-long Forerunner-Flood War.[4] The Flood presents the most variable faction in the trilogy, as it can infect and mutate Humans and Covenant species, such as Sangheili, and Jiralhanae, into Combat Forms. They are widely considered to be the greatest threat to the existence of life, or, more accurately, biodiversity, in the Milky Way Galaxy.
Forms:

1.Infector:The Flood Infector Form is a Flood Pure Form that was cut from the retail version of Halo 3 and appears only in The Art of Halo 3 book.The "Infector" is a three-limbed form that features the ability to regenerate destroyed limbs within ten or so seconds, making it a formidable foe. Their body is very similar in appearances to the Carrier Form, except that the Infector form is designed to shoot out Spores. After they are released, the spores attach themselves to the nearest Human or Covenant vehicle for combat use and link themselves to the Gravemind for further control.

2.Infection:The Flood Infection Form is the first stage of the virulent Flood xenoform. It is the most commonly seen stage of the Flood, and is the form responsible for spreading the Flood infection.The Flood Infection Form might appear at first glance to be little more than a harmless and repulsive creature, but once it gains physical contact with a biological host, it becomes an instan-tly deadly foe.




3.Combat:Flood Combat Form[1] is an organism deemed suitable for combat that has been infected by the Flood parasite via anInfection Form or Flood Spores. The victim is mutated into a combat unit for use by the Flood. While not dangerous alone or feral, under the control of a Gravemind, they can be coordinated and deadly.A Combat Form is not a natural organism, but rather a mutated host infected by parasitic Flood Super Cells implanted by an Infection Form. Successful creation of a Combat Form requires a host with sufficient biomass and calcium store, and an infection form to infect the host.

* Human Form:The Human Combat Form is significantly smaller than other forms due to their original smaller size. As with other Combat Forms, it is capable of sustaining massive physical damage before being unusable to the Flood controller; in fact, as long as the chest cavity and legs remain intact, it will continue to fight. Although it cannot take as much damage as the Sangheili Combat Form can, the Human Form has some advantages.It seems to be more alert and is quicker to melee an opponent. It also presents a smaller, harder target to hit, especially the Infection Form, as it isn't protruding out of the body as much as those of Sangheili Forms. However, in Halo 3, the Human form becomes an easier target to hit; the Infection Form protrudes a lot more out of the host's chest and becomes a visibly significant target, and it seems to be significantly slower.This can take more melee hits then its Brute version. Also note that these can also jump away from grenades, though it is the same percentage of doding it like the Brute one. This form is commonly seen on Floodgate and Halo missions on Halo 3.

*Elite Form:The Sangheili Combat Form is a formidable enemy as it is very agile, resilient, and capable of utilizing its host's armor abilities such asActive Camouflage and Energy Shields to assist them in combat. The Sangheili Combat Forms are slightly larger than the Human Form and as such present a larger target.In Halo 2, all of the Sangheili Forms encountered use one armor palette; the Minor Domo's Combat Harness. In Halo 3 however, the Sangheili Forms will retain its host's armor palette. Strength of each Sangheili Form will be dependent on the ranks of its host; an infected Sangheili Major will be considerably harder to kill than a Sangheili Minor.These forms are more smarter then their other counterparts; if lobbed with a stick grenade it might still charge, but if its too far a distance they will jump away from the grenade. This Combat Form has a increased chance of dodging a grenade. Energy swords are powerful on them, though it takes time to do it, and are commonly seen in the final two missions of Halo 3.

*Brute Form:The Jiralhanae Combat Form is a formidable enemy and is more aggressive in combat than other Combat Forms, as it will charge towards an opponent recklessly; this behavior is most likely a result of the Jiralhanae's savage nature and preference for close combat.The Jiralhanae Form is more powerful than the Human Form, but falls short against the Sangheili Form. It is bulkier and slower than other Combat Forms. Since a a Jiralhanae cannot be infected until theirPower Armor is destroyed, the Jiralhanae Form cannot make use of their host's armor abilities.This is the easiest Combat Form to kill; on Legendary a melee attack kills it instantly, while it takes some time to do it on the Human and Elite Combat Forms. This one will charge at you even if you stuck a sticky grenade at it, though sometimes on Floodgate, throwing a grenade causes them to jump away from it. This has a lower chance of avoiding contact or jumping from grenades.

*Jackal and Grunt Form:These forms do not appear in the trilogy and are instead introduced in Halo Wars.[notes 1] Rarely seen in actual combat situations, infected Unggoy and Kig-yar are more commonly converted into Carrier Forms or processed for their biomass. These "building blocks" can be used to add to a Gravemind's superstructure or be molded into Flood Pure Forms.Unggoy and Kig-yar Combat Forms have only been witnessed in the first recorded contact between the Covenant and the Flood. It is possible that these weaker forms were quickly ruled out by the Flood and determined to be a less efficient use of biomass after only just a few battles. They are weaker, slower, and easier to kill than their Sangheili Combat Form brethren.

4.Carrier:The Carrier Form[1] is a type of normal Flood form primarily used to both create and transport Infection Forms thus effectively spreading the Flood infection.Carrier forms are formed from older Combat Forms[5] or from bodies that are unsuitable for combat. Lieutenant McKaytheorized that Unggoy and Kig-Yar couldn't become Combat forms and instead directly converted into Carrier forms,[6]though this theory has been disproved.

Shielded Carrier:Shielded Flood Carriers are a variant of Flood Carrier Forms equipped with what seem to be Jackal Point Defense Gauntlets.These were tested by Bungie, and their unfinished forms have been found buried in the Halo 2 disc, but they have not been included in any actual game.[1] The behavior of the Shielded Carrier Form is identical to the unshielded variant; the sole difference is that it is harder to shoot them and kill them.

5.Stalker:The Flood Stalker Form[1] is a crustacean-likeFlood Pure Form that specializes in stealth and agility. It is apparently made from the re-casted bones of dead enemies. It will frequently mutate into either a Ranged Form or a Tank Form when the need arises. This form sits low beneath your field of view and their attacks can go widely unnoticed until you look down. They are able to crawl on walls and ceilings with ease, and are capable of making enormous jumps much like combat forms. A possible flaw in its AI is that it has been observed to rarely attack players, and normally prefers to mutate itself into one of the two other Pure Forms. It appears to attack more often on the levelsCortana and Halo. Even if they do attack, they are not as strong as the Ranged or Tank forms, making it the easiest of the three to dispatch.

6.Tank:Tank Forms are slow in comparison to the other Combat Forms but they make up for it with relative resilience and their devastating melee attack, as they are unable to wield weapons with their arms that are shaped into hardened spikes (as opposed to whip-like tentacles exhibited by other Combat Forms). However slow, they can run on all fours for a short period, allowing a short burst of speed to overtake a target much like Jiralhanae from Halo 2 and Halo 3. On occasion Tank Forms eject Infection Forms from their 'mouth' as if regurgitating them (not explosively like the Flood Carrier Forms) as a form of short ranged attack, or an attack to counteract Bubble Shields. Like all of the Pure Forms, The Tank forms cannot be dismembered, only disabled.

7.Ranged:The Flood Ranged Form is a type of Flood Pure Formfrom Halo 3. It is formed when a Flood Stalker Form is damaged or chooses to mount itself in a stationary position either on the walls, ceiling, or, with less frequency, on the ground. It has a mouth-like protrusion that opens up to reveal a living missile platform of regenerating spikes. These spikes will relentlessly pelt the player if exposed, and are very irritating and oppressive. They also exhibit a behavior unlike any other in the Flood arsenal. When fired upon these forms will curl up to shield their heads, their weak point. To fully disable them the player must stop firing until they reveal their weak point once more, or continue firing until they die, regardless of their defensive posture. When the Pure Form is killed on a wall or ceiling, they will fall off. They can be compared directly with Carbine-carrying Sniper Jackals earlier in the game in regards to range, damage, accuracy and relative annoyance and it is not unreasonable to mistake them for infected drones due to their insectile nature.
8.Juggernaut:Named for its size and its power, the Flood Juggernaut is very large, about twice as tall as the Master Chief and theElites. Its mighty tentacles can kill most enemies in a single strike. The Juggernaut was created for Quarantine Zone as a way to stop the Enforcers, and one can imagine that with its long legs and long tentacles, that it would have little problem snatching an Enforcer out of the sky and tearing it apart. The Flood Juggernaut can leap twice as far as the already impressive jumping capability of a Combat Form, and it has the power of a tank.


9.Transport:The Flood Transport Form, more commonly known as the Sweeper, was a Flood Pure Form[1]. Unlike the Carrier Form, which carries and incubates Infection Forms, the transport would carry up to six unarmed Combat Forms to any particular destination.The sweeper would have had four triple-jointed limbs to move its load of troops around, and featured numerous tentacles to consume or recycle biomass, dead or alive. The sweeper also boasted a biomass re-processor that converted recently consumed biomass into rapid-growth embryos or Combat Forms.

10.Thrasher:The Thrasher Form is similar in purpose and behavior to the Flood Tank Form, but larger and somewhat resembling a Thorn Beast. It is intended to quickly get close to enemy ground units, using a devastating melee attack to deal significant damage. So far, they have only been witnessed as a part of the Flood forces on the Flood-controlled Shield World.They appear as large, bulky creatures with tentacles that wildly thrash (hence its name) and walk on all four appendages. They attack by ramming themselves into units or by swiping with their front legs.
Dsc00039.jpg
11.Bomber:The Flood Bomber Form is an airborne Flood form that was encountered during the Battle of the Flood-controlled Shield World inFebruary 2531. It attacks by dropping growth pods full of infection forms on enemies. It is usually spawned through either a Flood den,vent or colony.[1]The Bomber Form appears to have an abdomen similar to the head of a Flood carrier form. This is likely where they incubate the infection forms they carry. It is also probably where they hold whatever keeps them in the air, probably a lighter-than-air gas, similar to Huragok.

12.Swarm:Flood Swarms are one of two type of flying Flood forms. They usually travel in groups, and attack with barbs projectiles. They are relatively weak, but can easily dispatch most infantry.






13.Brain:The Proto-Gravemind, also known as the Brain Form, is an advanced Flood form created from the biomass of the most intelligent living organisms available, with an ultimate goal to create a fully-functional Gravemind.Proto-Graveminds are a coagulation of multiple otherFlood forms all merged together. It appears that when an advanced task is at hand for the Flood, such as piloting a, they will create a Proto-Gravemind to do that task by merging together as many hosts as possible with that knowledge, such as former pilots and officers. Rather than completely destroying a victim's consciousness, as a normal Flood form generally does, it interrogates its victims slowly, allowing their consciousnesses to feed it information. The form tortures the host's mind with a loud buzzing sound, thus erasing all thought. Only after the host is stripped of all knowledge is the host killed by the Proto-Gravemind, although it is sometimes possible for a host to die before the Flood form has a chance to assimilate all of its memories.

14.Gravemind:A Gravemind starts out as a Proto-Gravemind. After a Proto-Gravemind has been created, nearby Combat Forms will continue to supply it with fresh bodies, allowing it to accumulate mass, increase in size, and gain more memories and intelligence from consumed hosts. Eventually, the Proto-Gravemind reaches a certain critical mass and becomes self-aware—a Gravemind. This critical mass tends to be made up of thousands of bodies if using human-sized bodies as a measuring unit.The Gravemind, and its subordinate Flood infection, will then continue to accumulate. Eventually, when the Flood infection has become too large for even the Gravemind to control—or when no life remains in the galaxy—the Flood infection will reach the Intergalactic Stage, and Flood will leave the galaxy with the intent to create a new Gravemind elsewhere.

4.Forerunners:

Forerunner is the translated name for the ancient race of enlightened beings that were the creators and builders of the Halo Arraythe Ark, and the Shield Worlds, along with the artifacts that were found on the planets ReachEarthSigma Octanus IV,HarvestArcadiaSangheliosKholo, and Janjur Qom. All that is known about the Forerunner has been gleaned from these various artifacts. The predecessors of the Forerunner are thought to be another alien race, known as the Precursors. The alien faction known as the Covenant worshiped the Forerunners as gods, deriving much of their technology from Forerunner artifacts found throughout the galaxy, and believing any who mutilated or destroyed these relics to be heretics.[1] The Forerunners themselves were a bipedal species with five-digited hands[2], but this may have been Cortana's interpretation of the evidence.

Units:
1.Troops:Forerunners themselves used advanced exoskeletons called combat skins and wielded an as yet unnamed beam weapon.[12] The Forerunner Combat Skin could have been at least five times more powerful then UNSC MJOLNR armor, as stated by 343 Guilty Spark.










2.Sentinels:Sentinels are ancient, Forerunner-constructed robots. They possess limited Artificial Intelligence, and are programmed to suppress Flood outbreaks and protect Forerunner technologies.Built contemporaneously with the construction of the Halo Array, Sentinels were utilized as all-purpose workers and guards on Forerunner stations. Following the construction of the Halo Installations, Sentinels were reconfigured to be the first line of defense against Flood outbreaks and other external intruders. The mechanical nature of the Sentinels make them ideal combat units against an enemy that could convert conventional biological infantry into biomass - by deploying the Sentinels en mass, the Forerunners could battle the parasite without contributing to its numbers. Controlled by their own basic AI functions, as well as their Installation's Monitor, Sentinels patrol the Halo rings tirelessly and attack as their protocol demands.

*Sentinel Major:Sentinel Majors are artificial levitating constructs designed by the Forerunners and serve on the Halo Installations. They are upgraded versions of regular Sentinels, more health, equipped with golden armor which resists more damage and a " Gold Sentinel Beam" (as its known by fans) which does twice the amount of damage but overheats at half the rate of a regular Sentinel Beam, similar to the difference between standard Plasma Rifles and Brute Plasma Rifles.

*Super Sentinel:Not much is known about the Super Sentinels' history. Like most special Sentinels, they are only used in times of large Flood infections, or other considerable threats. Super Sentinels were present during the Battle of the Flood-controlled Shield World. They were activated when the Shield World's artificial intelligence autonomously initiated "Stage 3 Defense Protocols", after large numbers of Flood forms, along with Covenant forces and the crew of the UNSC Spirit of Fire, were detected. The Super Sentinels were tasked with eliminating these targets. The Super Sentinels on the Shield World were most likely destroyed along with the installation when the star within it went supernova.