First off, this is a Semi-Para to Single-Para RP. That means three lines to one paragraph of text per post. This isn't Resident Evil RP, so absolutly no one liners. Occasionally more than one paragrpah is ok, I understand, sometimes one wants to put a lot of detail into postes or stuff a lot into it, but this isn't a length contest, absolutly no more than two paragraphs per post, ever. Normal rules of Ayenee do not apply here.
No Spartans, they're too powerfull and upset the balance of the game. Futhermore, they don't fit into the timeline or story(since all but a few Spartans are still alive). You can be a Marine, Pilot, or Civilian if you wish. ODSTs are acceptable, but remember, the effectivness of your character is directly related to your skill as a RP, not the military position or background of your character. Like I said above, this isn't a RE RP, so I don't want anyone claiming to be the best of the best. No black ops, elite uber super soldier crap--your just a normal, patriotic citizen whose looking for some payback for all the human lives lost. Well, heres your chance, in the middle of the Covenant invasion. If you really want to be a Navy Seal equivalent, theres plenty of room in those RE rooms.
This brings me to my next point: weaponry. If your an infantry man(or women), you have several weapons to use, plus a side arm. Your primary weapon can consist of the following: the MA5B Assault Rifle, the BR55 Battle Rifle, M90 Shotgun, an M7 SMG, the SRS99C Sniper Rifle, or the M247 GP Machine Gun(portable version). Sidearms, aka Secondary weapons, include the M7 Sub Machine Gun or the M6C Magnum.
Customization
All weapons can be modified, but nothing too drastic or critical. For example, turn the M7 SMG from a spray and pray weapon to an accurate personal defense weapon by increasing the barrel length slightly and attaching a small, x2 scope. Or mod the M9 shotgun's butt stock with a shock-absorbing gel that decreases recoil and increases controlability. Be creative, but don't deck out your BR55 with a grenade launcher and converting it to a full auto rifle.
Ammo
The UNSC has several ammo types at their disposal, suitable for a variety of scenarios. First, we'll start with the FMJ type. This type of round is used soley for the purpose of penetration. The bullet has a small, stell core, surrounded by lead, and covered in a full brass jacket. This is the basic, default type for all UNSC armor piercing weapons. Weapons that use thsi are the BR55, M7 SMG, SRS99C Sniper Rifle, MA5B Assault Rifle, and the M247 GP Machine Gun. The M6C can also use a similar version of this round. Next is the 'Shredder' Type. These rounds replace the steel core of the FMJ with a small explosive charge. At the tip of the round is a primer that sets off the explsoive charge, causing a small fragmentaion effect on contact with a target. The damage an be very effective against unarmored targets. Don't use this against shielded opponents. This type of round can be used for the same weapons as mentioned above, except the M6C pistol. Third is the HPHMJ. This round's tip is made of soft lead with a small crater in the center of the lead. The idea behind this round is expansion. When the soft lead makes contact with a solid object, it forces the lead to expand to almost twiceit's original size. Again, this can devastating to unarmored opponents. It has almost no effect on shielded and heavily armored foes, however, as lead is too soft a metal to have penetration ability. For the M9 Shotgun, we have two types of ammo. The first is the Buck 00 round. This round is compiled of several small metalic balls, called shots. The standard UNSC shotgun catridge consists of eight shots per shell. But there are also 10 and 12 shot rounds. Each time the number of shots increases, the shots themselves get smaller in size, but have an increased range and accuracy. 8 shots is the most powerfull per shot, and has the worst range and probability of hitting the target from a far, followed by the 10 shot, which is a better balanced. THe 12 shot has the best range, while being the least powerful per shot. Suprisingly effective against shielded enemys, but does little damage to heavily armored foes, as the shots are usually made of lead. The second type of shotgun round is the Slug. This is literally a steel(or perhapes lead) cylinder(almost 20mm in diameter) packed into a shotgun shell. It isn't very aerodynamic, so it's accuracy and range isn't comparable to a rifle, but it's still better for far targets than a Buck shot is. This thing packs a punch to say the least. If you hit a Grunt with this round, you might as well have crashed a car into it, because there will be little of it left. Some slugs can actually be rigged with another feature, much like the shredder round mentioned above. Such variants include explosive slugs, slugs filled with a posinous gas or acid, or high-impact slugs, which are filled with a large amount of gun powder, most commonly used to blow down doors, enemys, or blow a hole in ship hulls, etc. The Slug can be a devastating weapon, but isn't as easy to hit opponents with as the Buck round is. Lastly, is the Phosphorus round. Commonly known as 'tracers' these rounds have a coating of flamable phosphoric powder, which is ignited by the gun powder and can be used to see the bullet(or shots, slugs, etc) travel through the darkness. Useful for calculating balistics and bullet trajectory. They can also be used to ignite barrels or drums of flamable liquids. Characteristics are similar to that of the FMJ armor piercing round, and can be used for all weapons.
Covenant weapons are okay to use, but must be found and cannot be reloaded (except the Needler, Carbine, and Fuel Rod Cannon) Dual wieldable weapons include : SMG, the M6C pistol, Needler, Plasma Rifle, Plasma Pistol, or Brute Plasma Rifle (Plamsa Sword and the Brute's Grenade weapon cannot be used by humans)
Characters: Want to be the Covenant? Thats fine, you can choose from any Covenant race, save the Prophet or Engineer, as they are not used in an attack force. But keep in mind, your not invincible, and chacnes are you'll loose the battle. NPC Covenant appear throughtout the RP, and heres the odds of meeting them: Grunts, Jackals, and Drones are common, Elites and Brutes are uncommon to rare. Prophets and Hunters are not there, periode. Vehicles are as follows: Ghostes, Phantoms, and Banshees are uncommon, Shades, Wraiths, and Shadows are rare.
The Covenant Unrest At this point in time the Covenant have exiled the Elites from the Covenant, replacing them with the Brutes. This has caused Civil unrest in the Covenant, and for that reason the humans may have a fighting chance. Although they have been cast out, some Elites still remain loyal to the High Council, accepting their new position under the command of the Brutes. Many, however, are fighting against the rest of the Covenant, including the High Council. These Elites are seen as Heretics, rebels. Some(such as the Arbiter and his allies) have found an unlikly alliance with the humans. Many other races such as Hunters and Grunts have joined the Elites in their cause to re-take the Covenant and restore order, accepting that their faith in the Holy Rings was false. They may wish to earn peace with the humans. For this reason, playing as an Elite may be difficult, as your allies and enemies are not totaly distinguished. Do you fight the Covenant? The Humans? Both, neither? The choice is up to you.
Sorry, no Flood, not yet anyway. As far as the knowledge from the games has given us, the Flood have yet to reach Earth, however, the possibility is not far, as they are now in control of the Holy City...
No arguements, if an arguement arises, I expect both people to act as mature as possible and settle it with no name calling, cursing, or any other signs of hostility. If a settlment seems out of reach, then those characters must part seperate ways in the RP, this includes a Covenant vs Human conflict.
I think thats about it, these rules are subject to change as the RP developes, if you have any questions, IM/PM match_odst.