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Halo 5: Guardians eGuide
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Contents

  • Introduction
    • Guide Overview
    • A Brief History
    • Cast
      • Fireteam Osiris
      • Blue Team
      • Supporting Characters
  • Spartan Training
    • The HUD
    • Controls and Options
    • Combat
  • Intel
    • Weapons
      • Overview
      • UNSC Weapons
      • Covenant Weapons
      • Forerunner Weapons
    • Enemies
      • Overview
      • Covenant Enemies
      • Promethean Enemies
    • Vehicles
      • Overview
      • UNSC Vehicles
      • Covenant Vehicles
      • Forerunner Vehicles
  • Campaign Walkthrough
    • Introduction
    • Walkthrough Elements
    • Difficulties
    • Mission 1: Osiris
      • Mission Briefing
      • Fireteam Osiris
      • Major Firefight: Security Checkpoint
      • Major Firefight: Kraken Battle
      • Major Firefight: Knight Encounter
    • Mission 2: Blue Team
      • Mission Briefing
      • Blue Team
      • Major Firefight: Assembly Bay
      • That Fair and Warlike Form
      • Major Firefight: Reactor Core
      • Major Firefight: Hazardous Hangar
    • Mission 3: Glassed
      • Mission Briefing
      • Strangers in a Distant Land
      • Major Firefight: Space Elevator Outpost
      • Major Firefight: Beyond the Bridge
    • Mission 4: Meridian Station
      • Mission Briefing
      • The Frontier
    • Mission 5: Unconfirmed
      • Mission Briefing
      • Unconfirmed Reports
      • Major Firefight: Apogee Station Base
      • Major Firefight: Apogee Station Rooftop
      • Major Firefight: Apogee Mine
      • Salvation Lies Within
    • Mission 6: Evacuation
      • Mission Briefing
      • Evacuation Plan
      • Major Firefight: Space Elevator Outpost
      • Sudden But Inevitable Betrayal
      • Major Firefight: Space Elevator Platform
    • Mission 7: Reunion
      • Mission Briefing
      • War Was in the Gates
      • Major Firefight: Covenant Camp
      • Major Firefight: Forerunner Facility Approach
      • The Mantle of Responsibility
      • Major Firefight: Warden Eternal
    • Mission 8: Swords of Sanghelios
      • Mission Briefing
      • Swords of Sanghelios
      • Major Firefight: Sanghelios Canyon
      • Major Firefight: Sanghelios Ruins
      • Hornet's Nest
      • Major Firefight: Arbiter Approach
    • Mission 9: Alliance
      • Mission Briefing
      • A Whisper in the Storm
    • Mission 10: Enemy Lines
      • Mission Briefing
      • Joint Operations
      • Major Firefight: Temple Grounds
    • Mission 11: Before the Storm
    • Mission 12: Battle of Sunaion
      • Mission Briefing
      • Fall of the Covenant
      • Major Firefight: Triple AA Turrets
      • Guardian
      • Major Firefight: Guardian Approach
    • Mission 13: Genesis
      • Mission Briefing
      • Danger Zone
      • Call Me Cupid
      • Major Firefight: Road to the Gateway
      • Major Firefight: Gateway Approach
    • Mission 14: The Breaking
      • Mission Briefing
      • Getting the Band Back Together
      • Major Firefight: The Warden's Horde
      • Major Firefight: Warden's Last Stand
    • Mission 15: Guardians
      • Mission Briefing
      • Leave No Spartan Behind
      • Major Firefight: Cryptum Facility
      • The Reclamation
  • Multiplayer
    • Introduction
    • What's New?
      • Overview
    • Getting Started
      • Interface
      • Controls
      • Movement
      • Combat Fundamentals
    • Progression and Customization
      • Spartan Hub
      • Requisition System
    • Tactical Primer
      • Pro Gamer Profiles
      • Terminology
      • Teamwork
      • Movement Mastery
      • Choose Your Battles
  • Armory
    • Loadout Weapons
    • Power Weapons
    • Grenades
    • Vehicles
    • Armor Mods
    • Power-Ups
    • Boosts
  • Warzone
    • Introduction
    • Warzone Fundamentals
    • Warzone Assault
    • Escape from A.R.C.
    • Dispatch
    • March on Stormbreak
    • Summit
    • Raid on Apex 7
    • Array
  • Arena
    • Introduction
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Appendix
    • Overview
    • Skulls
    • Mission Intel
    • Achievements
    • REQ Cards
      • Overview
      • Armor: Cosmetic, Permanent
      • Armor Mods: Game-Impacting, Permanent
      • Assassinations: Cosmetic, Permanent
      • Boosts: Game-Impacting, Single-Use
      • Emblems: Cosmetic, Permanent
      • Helmets: Cosmetic, Permanent
      • Loadout Weapons: Game-Impacting, Permanent
      • Power-Ups: Game-Impacting, Single-Use
      • Power Weapons: Game-Impacting, Single-Use
      • Random REQs: Game-Impacting, Single-Use
      • Stances: Cosmetic, Permanent
      • Vehicles: Game-Impacting, Single-Use
      • Visors: Cosmetic, Permanent
      • Weapon Skins: Cosmetic, Permanent
    • Ranks and Rewards
      • Spartan Ranks
      • Medals
      • Commendations
      • CSR Tiers
  • Arena Maps
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Videos
    • Mission 1--IWHBYD
    • Mission 2--Black Eye Skull
    • Mission 3--Iron Skull
    • Mission 5--Blind Skull
    • Mission 6--Thunderstorm Skull
    • Mission 7--Grunt Party Skull
    • Mission 8--Mythic Skull
    • Mission 10--Catch Skull
    • Mission 12--Cowbell Skull
    • Mission 13--Tilt Skull
    • Mission 14--Famine Skull
    • Mission 15--Tough Luck Skull

Halo 5: Guardians Guide › Intel › Vehicles

Covenant Vehicles

Drawing upon the combined technology of their diverse collective, the Covenant boasts a varied array of land vehicles and combat aircraft. Let’s explore the unique vehicles that the Covenant brings to the field.

Banshee

Primary Weapon: Plasma Cannon

Secondary Weapon: Fuel Rod Cannon

Number of Passengers: 1 (pilot)

Banshees are formidable flying vessels equipped with twin Plasma Cannon Turrets and a deadly Fuel Rod Cannon. The telltale wail they emit as they fly through the sky is a warning for ground troops to take cover. Banshees boast good maneuverability and an impressive damage output, but their armor is light and easily penetrated. The Covenant has recently improved the Banshee’s defenses, however, equipping current models with regenerative shields that bolster their survivability.

» New for Halo 5: Guardians, Banshees now feature regenerative shields similar to those of a Mantis.

» Fast and agile flier that can decimate ground troops with blasts from its Fuel Rod Cannon.

» Can perform evasive maneuvers to avoid inbound fire and cut down enemy aircraft with fast-firing guns.

Ghost

Primary Weapon: Plasma Cannon (x2)

Secondary Weapon: None

Number of Passengers: 1 (driver)

Ghosts are swift Covenant vehicles equipped with twin Plasma Cannons. Featuring light armor and lacking regenerative shields, Ghosts rely on their speed and superior mobility to avoid inbound fire. Ghosts have thrusters and can strafe side to side, making them tough to track as they pepper threats with rapid fire. Spartans and Elites can hijack occupied Ghosts, but they risk being run over during the effort.

» Swift land vehicles with superior maneuverability.

» Twin Plasma Cannons can cut down enemy infantry but lack effectiveness vs. other vehicles.

» Driver is exposed and can be neutralized with minimal harm to the vehicle, leaving the asset ready to be seized and exploited.

Phantom

Primary Weapon: Plasma Artillery

Secondary Weapon: Plasma Cannon

Number of Passengers: Several (troop deployment)

Phantoms are the Covenant’s workhorses, deploying troops into the hottest of hot spots while repelling enemy advances with their powerful Plasma Cannon Turrets. Slower than Banshees, Phantoms sport much thicker armor, helping them survive through intense combat situations. They’re not indestructible, just rugged enough to ferry troops into perilous environments. Unless they’re hammered by anti-air defenses, Phantoms are usually tough enough to survive the trip.

» Heavily armored fliers designed to deploy Covenant troops and vehicles to hotspots in battle.

» Outfitted with powerful cannons that bombard enemy troops and vehicles, keeping them at bay while deployments are performed.

» Occupants are exposed and can be fired upon prior to deployment.

Spirit

Primary Weapon: Plasma Artillery

Secondary Weapon: Plasma Cannon

Number of Passengers: Several (troop deployment)

Spirits are sizable vessels designed to transport and deploy large groups of Covenant troops to key regions of a battlefield. Occupants remain protected inside the Spirit’s “arms” until they reach their destination; then the Spirit’s “arms” open up to deploy the Covies to the field. While Spirits could theoretically be shot down en route to their destination, their thick armor and swift flight speed often ensure they make their drops.

» Giant troop transport designed to deploy large numbers of Covenant forces to key regions on a battlefield.

» Outfitted with powerful cannons that bombard enemy troops and vehicles, keeping them at bay while deployments are performed.

» Occupants are kept safe behind blast shields and cannot be fired upon prior to deployment.

Wraith

Primary Weapon: Plasma Mortar

Secondary Weapon: Plasma Cannon

Number of Passengers: 2 (driver, gunner)

Aside from giant walkers like Scarabs and Krakens, Wraiths are the Covenant’s most powerful ground vehicles. They boast heavy armor comparable to that of a UNSC Scorpion Tank, along with a powerful cannon that delivers devastating plasma mortars to targets clear across a battlefield. Like Scorpions, Wraiths can accommodate a gunner, who mans a Plasma Cannon Turret. The Wraith’s main cannon is a bit more challenging to use than the Scorpion’s, but the Wraith’s ability to strafe grants the vehicle superior maneuverability.

» Heavily armored tank equipped with a mighty Plasma Mortar.

» Can accommodate a gunner who mans a Plasma Cannon turret.

» Can boost forward to close on enemies or quickly reach key positions on a battlefield.

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