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Hog

H4-Warthog (Way banner).jpg
«

The Warthog is the UNSC's primary ground transportation vehicle and developed by AMG Transport Dynamics.

»
H4-Warthog (Way square).jpg
H4-Warthog (Way thumbnail).jpg

Warthog
M12 Force Application Vehicles

Manufacturer: AMG Transport Dynamics
Entered Service: 2319
Crew: 1 driver + 1 passenger (varies by model)
Length: 20.5ft (6.3m)

Width: 20.5ft (6.3m)
Height: 8.1ft (2.5m)
Weight: 3.25 tons (3 tonnes)
Maximum Speed: 78mph (125km/h)

Summary
The Warthog is the UNSC's primary ground transportation vehicle. It offers several variants typically differentiated by their mounted weapon systems. While some Warthogs are intended solely for transportation, most types provide exceedingly versatile anti-aircraft or anti-armor options, which further optimize the vehicles’ light armor and deft mobility.

The Warthog is a four-wheel, all-terrain vehicle with a forward-housed, low-profile, liquid-cooled, hydrogen-burning internal combustion engine (ICE) which powers an automatic infinitely variable transmission (IVT). Warthog’s maintain a large, light-armored frame, with heavy grade nanotube-lined wheels (previously inert-gas pocket) and a high suspension system. They bear a towing winch system with hooks somewhat resembling the tusks of a warthog (hence its name). The Warthog's hydrogen tanks can power the vehicle for up to 490 miles (790 kilometers) before refueling. In field conditions, operators can use the Graf/Hauptman solar-powered electrolysis and compression system to filter water or crack it into fuel. These features, coupled with a rugged, in-field resiliency have maintained the Warthog’s renowned legacy for decades.

History
AMG Transport Dynamics designed the first Warthog prototype in 2319. The Z-12 prototype vehicles quickly made a name for themselves due to AMG's well-crafted advertising campaign and exceptional engineering team that showcased the prototype’s impressive feature set and unparalleled functionality in the unpopulated outlands of both Luna and Mars. It was lauded as the vehicle that could go anywhere and do anything.

During the first eight months of the prototype’s existence, AMG Transport Dynamics received over three dozen exclusivity contracts, the largest and most lucrative being with the Colonial Military Administration (CMA). By 2321, AMG Transport Dynamics had secured a deal with the CMA to meet nearly all of their land-based transportation needs. It was at this time that the Z-12 became the M12 Force Application Vehicle (FAV) with the addition of a pneumatically powered swivel mount and armored body panels.

By 2329, the ‘Warthog,’ as it was called by CMA personnel, had become the most common military all-terrain vehicle, closely trailed by AMG Transport Dynamics’ Mongoose and Civet. Over two hundred years later, after more than a dozen iterative changes, the M12 FAV remains the standard utility vehicle in UNSC service. The vehicle is so ubiquitous that all UNSC personnel are required to know how to operate and maintain the M12 FAV, regardless of military specialty or branch of service.

Major Variants
The standard Warthog offers two seats (driver, side passenger) and a cargo bed for carrying equipment or other personnel. Variants of the Warthog have been in service with UNSC forces for over two centuries.

M12: The most common series within the FAV platform is the M12 Light Reconnaissance Vehicle (LRV) fitted with a pneumatically powered, 360-degree rotation multi-purpose M46 Vulcan Machine Gun. Major variants are informally denoted by their year of production.

M12A1: The M12A1 Light Anti-armor Vehicle (LAAV) "Rocket Hog" saw limited use, but packed an impressive amount of firepower onto a mobile platform in the form of a heavy M39 Rocket Turret.

M12G: The primary anti-armor variant of the FAV platform is easily the M12G LAAV, which leverages the devastatingly effective Gauss Cannon.

M12R: Equipped with an M79 Multiple Launch Rocket System (MLRS), the M12R "Missile Hog" proved invaluable in operations such as the Szurdok Ridge offensive on Reach in 2552.

M831: The standard non-combat Warthog used for personnel transport. Instead of armament, the M831 "Troop Hog" features a protective roll-cage and seating for up to four passengers in side-facing bench seats. A high-powered spotlight is also fitted. While the passengers can generate an impressive amount of firepower (if properly equipped), they are also exposed to enemy attack and vulnerable to rollovers and other catastrophes. The four subvariants: M831A, M831B, M831C, and M831D differ in minor ways.

M862: Referred to as the "Arctic Hog", this extreme-environment variant features an enclosed-cabin and quad-tracks, allowing it to scale icy heights and travel over deep snow.

M864: Though modified for cold-weather operations, the M864 does not have the extreme mobility modifications of the M862.

M868: Hostile-environment variant for operations in tropical environment. Most notable changes are a further ruggedized suspension and double application of anti-corrosion coatings.

M914: Utilitarian by nature, the M914 Recovery Transport is a rare variant designed for extraction of Warthogs that have become immobilized, and for use as a mobile repair bay.

The Hog: Civilian variant of the M12.

2015

  • 27 novembre 2015
    • Fuel Rod Cannon
    • Warthog
      • ARC du 3 novembre 2015 (OG)
      • ARC du 27 novembre 2015 (updated)
        • Les seules différences semblent être l'image de la bannière (H4 -> H5G) et le « M46 Vulcan Machine Gun » qui devient « light anti-aircraft machine gun » sur la ligne du M12)
      • ARC du 27 novembre 2015 (dernière version en date)
        • Changements dans History (« AMG Transport Dynamics’ Mongoose and Civet » -> « AMG Transport Dynamics’ Civet ATV »
        • Changements mineurs (ajout de liens vers d'autres articles ; M862 : « enclosed-cabin » -> « enclosed cabin » ; M868 : « in tropical » -> «  in a tropical »))
        • Note : les chiffres pour la longueur et la largeur sont identiques, erreur présente sur chaque version)

2016

  • 25 mars 2016
    • Scorpion
      • ARC du 3 novembre 2015 (OG, M808)
      • ARC du 12 avril 2015 (updated, M820)
        • Modification des données techniques, refonte totale de la section Armament pour l'adapter au M820, ajout modèles M808, M808B et M808C dans la section Major Variants, changement des deux illustrations (HODST/H4 -> H5G)


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Halo: Reach: Stats site officiel de Halo (haloreachstats.halowaypoint.com)

Sélections

Anniversary Classic
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
ANNIV. SLAYER, ANNIV. SNIPERS, ANNIV. 1 FLAG, ANNIV. 1 BOMB, ANNIV. ODDBALL, ANV. MULTIFLAG, ANNIV. ASSAULT
Cartes :
BEAVER CREEK, PRISONER, DAMNATION, HANG 'EM HIGH, HEADLONG

Anniversary Firefight
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED NEP
Cartes :
INSTALLATION 04

Big Team Battle
Taille maximale du groupe : 16
Max joueurs en local : 2
Types de partie :
TU ASSAULT, TU NEUTRAL BOMB, TU MULTIFLAG CTF, TU BIG TEAM SLAYER, TU BTB SNIPERS, TU STOCKPILE, TU TERRITORIES, TU ELITE SLAYER, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU TEAM CRAZY KING, TU BTB HEAVIES
Cartes :
TEMPEST, TEMPTATION, HIGHLANDS, BREAKPOINT, BREAKNECK, RIDGELINE, HIGH NOON, SPIRE, BOARDWALK, PARADISO, HEMORRHAGE, BONEYARD, ABRIDGED, RENEGADE, UTOPIE, WAYONT, TRIDENT, MT LAM LAM, EMINENCE, SUPERSTITION, RASU, TYPHOON, BREAKOUT, HEADSTRONG, ASPHALT, GRAVEYARD, DELTA FACILITY, CRAGMIRE

Double Team
Taille maximale du groupe : 2
Max joueurs en local : 2
Types de partie :
TU 2V2 SLAYER, TU 2V2 SLAYER DMRS, TU 2V2 ODDBALL, TU 2V2 KING
Cartes :
UNANCHORED, ARENA ZEALOT, COUNTDOWN, ASYLUM, ENCLOSED, SYNAPSE, TREASURY, POWERHOUSE, REFLECTION, UNCAGED, BATTLE CANYON, SOLITARY

Firefight
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED, FF LIMITED NEP
Cartes :
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT

Grifball
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
GRIFBALL, DASH, ZEALOTBLARGBALL, BLARGBALL, JETPACK, JUMP PACK, HAND EGG GRIFBALL
Cartes :
BLOODY GRIFBALL, PINWHEEL, ORACLES REVENGE, ERORA, CLIFFSIDE, HIGH TIDE, CONCAVE ARENA, THE VIEW, INDOMITABLE, CLOVER X, PYRAMID, EXULTANT GFLECT , HEIMDALLS MIGHT, GET OFF MY LAWN, ALEMBIC GOLD, BELLE COURT, MANHATTAN PROJECT, BRIGHTSIDE, OMEGA TEMPLE, THE VAULT, GRIFBALL FOUNDRY, METHODICAL, IMPACT ARENA, SIERRA VISTA, MALICE N ENVY, TEMPLE PRIME, INSPIRATION, HYPERBARIC, FEDERATION SQUARE, ILLUMINATI

Invasion
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
INVASION, INVASION SLAYER, INV SKIRMISH, S. SKIRMISH, E. SKIRMISH
Cartes :
BONEYARD, SPIRE, BREAKPOINT, HEMORRHAGE, PARADISO, TEMPEST, COUNTDOWN, BOARDWALK, POWERHOUSE, ANCHOR 9, UNANCHORED, REFINERY, OVERGROWTH, BROADCAST, FLOODGATE

Living Dead
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
INFECTION, ALPHA ZOMBIES, ZOMBIE GHOSTS
Cartes :
ANCHOR 9, SOLITARY, PENANCE, BREAKNECK, CONDEMNED, UPLINK, ASYLUM, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, ARENA ZEALOT, BEDLAM, UNCONGEALED, PANDEMIC, COUNT D-HOUEN, DEADWALK, POWERLESS, SPOOKY BASE, PARASITIC

MLG
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
MLG TEAM SLAYER V7, MLG CTF 5 FLAG V7, MLG CTF SANC V7, MLG CTF PIT V7, MLG KING V7
Cartes :
COUNTDOWN V7, BATTLE CANYON V7, PENANCE V7, SANCTUARY V7, ZEALOT V7, THE PIT V7, NEXUS V7, BATTLE CANYON V7, PENANCE V7

Multi Team
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
TU TEAM HEADHUNTER, TU CRAZY KING, TU TEAM HOT POTATO, TU SLAYER, TU ELITE SLAYER, TU 3 BALL, TU ROCKET HOG RACE
Cartes :
TEMPEST, CONDEMNED, PENANCE, HIGH NOON, POWERHOUSE, BOARDWALK, SWORD BASE, REFLECTION, COUNTDOWN, ASYLUM, PINNACLE, ZEALOT, ARENA ZEALOT, PARADISO, BREAKPOINT, HIGHLANDS, HEMORRHAGE

Rumble Pit
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
TU HEADHUNTER, TU JUGGERNAUT, TU CRAZY KING, TU ODDBALL, TU SLAYER, TU ELITE SLAYER, TU SLAYER DMRS, TU SLAYER PRO
Cartes :
ZEALOT, REFLECTION, COUNTDOWN, POWERHOUSE, SWORD BASE, PINNACLE, UNCAGED, ARENA ZEALOT, UPLINK, SOLITARY, PENANCE, BATTLE CANYON, HIGH NOON, BOARDWALK, ASYLUM, ANCHOR 9, UNANCHORED, TEMPEST

Score Attack
Taille maximale du groupe : 1
Max joueurs en local : 1
Types de partie :
SCORE ATTACK, 2X SCORE ATTACK, GRUNTPOCALYPSE, SKIRMIGEDDON, CRASHSITE, SNIPER ATTACK, ROCKET ATTACK, FRG ATTACK, FIESTA ATTACK, MYTHIC ATTACK
Cartes
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT

Team Objective
Taille maximale du groupe : 10
Max joueurs en local : 4
Types de partie :
TU NEUTRAL BOMB, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU 1 FLAG PRO, TU 3-FLAG CTF, TU 2 FLAG CLASSIC, TU MULTIFLAG CTF, TU 2 FLAG PRO, TU 2 FLAG SLAYER, TU CRAZY KING, TU TEAM HOT POTATO, TU NEUTRAL FLAG, TU SPEEDFLAG, TU 3 PLOTS, TU ASSAULT, TU STOCKPILE, TU TEAM HEADHUNTER, TU TERRITORIES, TU ODDBALL
Cartes :
CONDEMNED, TEMPEST, UNANCHORED, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ZEALOT, ASYLUM, PINNACLE, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE

Team Slayer
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
SLAYER, ELITE SLAYER, SLAYER DMRS, SLAYER PRO
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, AFFINITY, ENCLOSED, KINGDOM, SYNAPSE, TREASURY, THINK TWICE, PRECIPICE, CHATEAU, EDEN MINOR, RENOVA, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED

Team Snipers
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SNIPERS, SNIPERS PRO
Cartes :
TEMPEST, BREAKPOINT, HIGHLANDS, BREAKNECK, RIDGELINE, HIGH NOON, UNCAGED, BOARDWALK, HEMORRHAGE, REFLECTION, POWERHOUSE, PENANCE, COUNTDOWN, ARENA ZEALOT

Team SWAT
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SWAT, SWAT MAGNUMS, SWAT POTATO, SWAT STOCKPILE, SWAT 3 PLOTS
Cartes :
CONDEMNED, UPLINK, UNANCHORED SWAT, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ASYLUM, PINNACLE, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, SWORD BASE, ARENA ZEALOT, COUNTDOWN SWAT, POWERHOUSE SWAT, REFLECTION SWAT, ZEALOT SWAT, POWERHOUSE, ASYLUM SWAT, TEMPLE

The Arena
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU ARENA SLAYER
Cartes :
ARENA ZEALOT, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE, ASYLUM, UNCAGED, UNANCHORED, UPLINK, BATTLE CANYON, ENCLOSED, KINGDOM, SYNAPSE, IMAGO, PULSE

Super Slayer
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU SLAYER, TU SLAYER DMRS, TU SLAYER PRO, ZB SLAYER DMRS
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, ENCLOSED, KINGDOM, SYNAPSE, EDEN MINOR, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED






Bungie.net - Halo: Reach: Features (http://halo.bungie.net/)

Modes/Variants

Headhunter

The object of the game is simple: every player you kill drops a skull. Collect as many as you can and deposit them into one of the designated territories to score. First to 25 wins unless a player manages to earn the elusive “Skullamanjaro” by capturing ten skulls all at once.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_headhunter.jpg

Keep in mind, your opponent’s HUD will display exactly how many skulls you have in hand! Carry too many at once, and you’ll become the object of everyone’s affection. And since the territories are active at random, you’ll need to know exactly where you’re going before you decide to take a big risk.

Stockpile

Two teams scrap over four neutral flags. Flags are scored by bringing them into your team’s designated territory and protecting them until the timer reaches zero. Flags are collected every sixty seconds.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_stockpile.jpg

If the flag is outside the zone, even if you have it in your hands, it won’t count. If you allow a player on the other team to infiltrate your territory and toss all your flags outside the clearly marked boundaries, those won’t count either.

There are two ways to win:

1. Score a total of 10 Flags.
2. Score the most flags in the ten minutes allotted.

Sounds pretty simple, right? It’s actually really nuanced. There’s a lot of push/pull going on and a coordinated team can employ multiple strategies to keep things mixed up.

Invasion

Invasion is a multi-phase, 6v6 Objective game mode pitting Spartans versus Elites on a variety of massively multiplayer arenas. As the attacking team successfully completes each phase, new weapons and load outs are made available, and the action intensifies as the combat moves into new sections of the battlefield.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion.jpg

Invasion Slayer

Invasion Slayer is also Spartans vs. Elites, but instead of focusing on specific sections of the map and the objectives each contains, you’ll be focusing on making the other team eat lead. Loadouts will become more and more powerful as the game moves through its three phases, each of which are triggered by either time or kill count, whichever comes first.

You’ll also find randomly positioned territories throughout each map. Capture them and you’ll initiate an airdrop that will be deployed 10 seconds later. Keep it secure long enough and you’ll be able to snag the spoils listed above, either weapons or vehicles. Of course, while you wait out the drop, you’re bound to attract some unwanted attention. Keep your eyes peeled. Once the bounty drops, anyone can grab it.

First to 100 kills wins.

Arena

Welcome to The Arena

It’s go time. Gone are the traditional rankings of the past online Halo experiences, in are Seasons and Divisions. Do well here and you will be grouped into flights of players featuring the best of the best, at the end of each Season your stats will be carved into your Service Record for all eternity* and subsequently refreshed in anticipation of the new Season to come.

http://halo.bungie.net/images/News/Inline10/arena/Welcome_Arena.jpg

The Arena is a brand new Matchmaking experience incorporated into Halo: Reach, aimed directly at competitive players who value competitive play and bragging rights above all else. Halo: Reach still features a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about competition.

Its rules are simple:

Play enough games each day to be rated. Get rated on enough days in a Season and you will be placed in a Division amongst your peers. You can check your updated Division placement in your service record each day you play after placing in a Division. At the end of each season, everyone who has placed in a Division will receive a breakdown of their Division placement in each Arena Playlist. Note: The number of days and ratings required can fluctuate from season to season. The requirements will be relayed to you in game when you enter and play in the Arena.

Simple to Play...

...difficult to master. Though the Arena playlist is a breeze to enter, in order to understand the complexities found within it's Ratings and Divisions systems, you'll need to buckle up and brush up on your math. Nothing says bloodbath like advanced level statistics.

Getting Rated

http://halo.bungie.net/images/News/Inline10/arena/No_Games.jpg

This player has not played any qualifying games this Season. Notice the ellipses on the nameplate.

To get rated, you need to complete enough games in an Arena playlist on the current day. Each “day” begins at 3AM PST. As you complete qualifying games, your progress will be charted and displayed on your nameplate in the Arena playlist lobby.

http://halo.bungie.net/images/News/Inline10/arena/pip_2.jpg

Again, the Daily Rating progress is tracked on the nameplate. One down, two to go.

Once you’ve successfully completed your games, your Best Games will be displayed on your nameplate. This rating is determined by an average of your three best individual performances. But remember: all of your games count, wins and losses alike, so the Best Games metric is just there for bragging rights.

http://halo.bungie.net/images/News/Inline10/arena/Rated_Day.jpg

1704. Not bad. Tomorrow, the process will begin again.

http://halo.bungie.net/images/News/Inline10/arena/First_Day_Rating.jpg

The image above indicated that "0 more days" are required. You'll need to do better.

Rating, Explained

Ratings are used as a measure of personal skill, but are not used when calculating who won or lost the match. Your rating will not affect your Division placement.

http://halo.bungie.net/images/News/Inline10/arena/InGame_ScoreBoard.jpg

The image above indicated that "0 more days" are required. You'll need to do better.

http://halo.bungie.net/images/News/Inline10/arena/Ratings_2.jpg

You can also view each player's rating in the Post Game Carnage Report.

Note: For a more complete breakdown of the Ratings mathematical DNA, scroll to the section at the bottom of this article, penned lovingly by our very own Onyx designer, Tyson Green.

If your head is swimming right about, grab hold with both hands and try the simple version of all of this madness, listed below.

Division Qualification and Placement

To be assigned and placed into a Division of your peers, you will need to be rated over the required number of games in a Season.

http://halo.bungie.net/images/News/Inline10/arena/Division_Qualification.jpg

Divisions are never set in stone. Stop playing and you may forfeit your lofty perch to another hungry player.

http://halo.bungie.net/images/News/Inline10/arena/Season_Status-.jpg

Status updates keep you informed on Seasonal days remaining.

'The Divisions

http://halo.bungie.net/images/News/Inline10/arena/All_Divisions.jpg

Almost as if by magic, this player currently has a friend in his party representing each Division!

Onyx – Only the best of the best will thrive in this Division. Access is extremely limited.

Gold – Great players who demonstrate excellent aim and well executed teamwork.

Silver – Like most players, your aim is true, but you’re not quite ready to take on pro players.

Bronze – You are not yet instilling fear in your opponents, but you are no easy mark.

Iron – You’re just getting warmed up. Keep honing your skills and you're bound to improve.

Player population is not divided equally between each Division. For example, only five percent of all players will qualify for the Onyx Division.

When you qualify for a Division, you will be notified in game. At the end of each Season, you will be sent a summary of your Seasonal performance, the Division rosters will be reset, and a new Arena Season will begin.

http://halo.bungie.net/images/News/Inline10/arena/Rated_Silver.jpg

Many skilled players may find themselves in the Silver Division.

http://halo.bungie.net/images/News/Inline10/arena/Welcome_Season.jpg

Each new Season, the Divisions are reset and your current slate is wiped clean.

http://halo.bungie.net/images/News/Inline10/arena/Service_Record.jpg

To chart your course, make sure you're checking into your Service Record and following along from Bungie.net.

After placing in a Division, your Service Record will update daily to show your Division Standing, displayed as a percentile. Check it every day to see how you're progressing!

See you in the Arena!

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/arena.jpg

Playlists

Invasion

6v6 (Three 2-man fireteams vs Three 2-man fireteams), Spartans vs Elites.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion2.jpg

Invasion
Phase Time Limit: 4 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Number of Phases: 3
Loadout Palette: Invasion

Invasion Slayer
Round Time Limit: 15 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Score to Win: 75
Suicide Points: -1
Betrayal Points: -1
Vehicles On Map: Map Default
Loadout Palette: Invasion

The Arena

The Arena is a brand new Matchmaking experience incorporated into Halo: Reach and aimed directly at competitive players who value skill, rank, and bragging rights above all else. Halo: Reach will still feature a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about extreme competition.

http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel.png

Its rules are simple:

Play enough games each day and you will receive a Daily Rating. Earn enough Ratings in a Season and you will be placed in a Division amongst your peers.

At the end of each season, everyone who has qualified for a Season Rating will receive a breakdown of their Division placement and their individual performance in each Arena Playlist.

http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel2.png

Good luck. You’ll need it.