UNSC Marine Corps/Gameplay

The UNSC Marine Corps and it's personnel serves as the primary "ally" throughout all of the Halo games.

Halo: Combat Evolved
In Halo: Combat Evolved, almost all Marines carry MA5B Assault Rifles, though occasionally they can be seen with a Sniper Rifle (as seen in the level 'Assault on the control room and 'Halo'). Or the Shotgun (as seen in the level '343 Guilty Spark'), and very rarely the Covenant Needler or Plasma Rifle (as seen in the levels 'Assault on the control room' and Truth and reconciliation') when no UNSC armaments are available.

They are relatively accurate with these weapons, with a hit percentage of 50% or upwards, often firing in short bursts with the Assault Rifle, killing a Grunt in one or two bursts, knocking a Jackal's shield off position with repeated bursts, or cooperatively working with other Marines to take down an Elite. Marines also often utilize Fragmentation Grenades (mainly when Ghosts get near or a group of elites) in combat. They don't seem to be able to use rocket launchers even though there are often rocket launchers around the bodies of their dead.

Marines will strafe and avoid fire, but will not usually seek cover. They will roll out of the way of a vehicle but they will not pick up different weapons, Health Packs, or additional ammunition. Marines are also good pathfinders, often able to maneuver around obstacles such as boulders or fallen crates in their paths.

Marines are conscious of fratricide. After you have killed two humans of any type, the rest of the Marines in the campaign level will attack the player. If one kills Captain Keyes, or any other members of the bridge crew, in the campaign level The Pillar of Autumn, Cortana will lock the doors and summon a squad of invincible Marines to kill you.

Marines hitch rides on player-driven Warthogs and Scorpion Tanks but are only capable of piloting Ghosts by themselves, but they are not very skilled doing so, and will often run over you if you are not careful. They will remain on the Warthog if the player leaves the driver seat (although will exit both Scorpion and Warthog on the level Assault on the Control Room if left alone). This is most likely due to the fact that the marines in the Assault on the Control Room level are scripted to exit their vehicle once the player exits it. They are only seen driving by themselves in the cut scene of the Pillar of Autumn and can not do so in game play.

Interestingly, the enemy the Marines are most vulnerable to in Halo: Combat Evolved are the Infection Forms of the Flood. Once one is attached to a Marine, it cannot be shaken off and will kill the soldier, probably infecting them later on. Marines are poor fighters against the Flood and will often take heavy if not total casualties fighting them.

They also go "berserk" when they have taken too much damage. When down to one last bit of health, they will scream something (such as: "I'll take you all on!" or "WHO WANTS A PIECE OF ME!?!?!?") then rush in a straight line toward the nearest enemy and fire in extended bursts (5-7 round burst as compared to 2-3 round bursts). This is usually the last thing they ever do, as they are badly wounded by this time and the lack of any melee attack (or the use of full auto with an assault rifle) makes them very vulnerable in the close-range combat they so clearly want to engage the enemy in. If a "berserk" Marine survives a fight, they will calm down and simply return to normal.

Halo 2


In Halo 2, the Marines are much more intelligent than in Halo: Combat Evolved.

They are more adept with vehicles, and are able to drive the Warthog, the Ghost, the Wraith, and the Scorpion, albeit a bit clumsily. They can now melee sleeping Grunts and will even attempt assassination kills if they catch the enemy unaware, although they lack the brute strength to kill Elites in this manner. Also, they now are able to take cover behind walls, corners, and obstacles with their backs up against them when under fire.

However, their firearm prowess has decreased, and most Marines are unable to achieve greater than a 25%-50% hit percentage with semiautomatic weapons such as the Covenant Carbine, and are instead more effective with close-range weaponry such as the M7/Caseless Submachine Gun or with heavy weaponry such as the M19 Rocket Launcher or the Fuel Rod Cannon.

Unlike Spartans and Elites they don't have the new ability to dual wield. However dual magnums are sometimes found next to certain marines or additional weapons ex. ODST on Delta Halo with dual pistols.

Although their friendly fire incidents are decreased, contrary to popular belief, Marines do use fragmentation grenades in combat(more likely when betrayed), albeit quite rarely, and are unaware of splash damage from heavy weapons, sometimes firing a rocket into a nearby wall and killing themselves.

The Marines are far more interactive, sometimes speaking to each other while in combat, and wield a greater variety of weapons. The player can also easily switch weapons with the Marines to make sure that they are well armed or that the player is. As in Halo: Combat Evolved, the Marines are aware of backstabbing, and will attempt to kill you after you kill a few of their comrades. The number of Marines that can be killed before the others turn against you oddly seems to vary depending on the weapon used and the way they are shot. Generally, taking out two marines separately in succession will instantly make them betray the player, unless they are taken out at the same time using an explosive weapon. However, if the player progresses through the level and meets another group of marines a distance away from where the betrayal was performed, they will sometimes be marked as allies once again. Also, if the player does not harm any marines who are shooting at him/her for a certain amount of time the Marine(s) will reluctantly return to an allied condition, or sometimes verbally forgive the player.

Halo 3
Once again they can utilize the Grunts' weakness for naps by using stealth and hitting them, the marine's melee attack is mostly a kick, but they can hit something with the butt of their rifle. However due to the brute strength of the many races of the Covenant, UNSC Marines will usually lose in melee combat with vicious ballistic creatures such as the Brute. They seek cover much more often and even put their back up to the wall. They will throw grenades much more often, and with great accuracy, especially in higher difficulty levels. They will sometimes also display group tactics never seen in previous games, like huddling into a tight group and combining assault rifle fire while combating Drones. Even though the Marines are smarter in Halo 3 they occasionally will make mistakes, such as running off a cliff while driving a vehicle, more or less like any new player would. Marines/ODSTs seem to be able to react with the environment around them. For example, if a Ghost is about to explode, they will stand back or walk around it and continue after it explodes, or run you over when you turn a corner (only seen on the level "The Storm"). Despite this, their AI was considered poor compared to the enemy AI (such as the Covenant and Flood). There are a lot more face and skin models for the Marines in Halo 3.

The player can still exchange weapons and ammo with them, though they won't accept Brute Shots, Gravity Hammers, Sentinel beams or Energy Swords. Unlike in Halo 2, Marines in Halo 3 have infinite ammo for their weapons. This can be exploited by giving Marines heavy weapons.

After killing two of them, any that are in the area will come to kill you. After a while (even if you are constantly killing them) they will see you as a friend again. Interestingly, their accuracy becomes 100% if betrayed, and if there are two or more remaining Marines they can end the Chief's life in a matter of seconds.

Their audio clips have also been vastly expanded, and profanity is used to indicate wounded status if the IWHBYD skull is activated.

Marines are vulnerable to the Flood Infection Forms as they were in Halo:CE. If an Infection Form attaches itself on a Marine, they will grapple for a second or so, to give the player a chance to shoot it off, but if the player does not, the Infection Form will mutate the Marine into a Combat Form. However, it is possible to "short circuit" the mutation by firing on the new Flood host, and cause the human to not fully mutate into a combat form. It is also possible to shoot off the Infection Form, but the Marine will likely take some fire in the process.

Marines are extremely ineffective against the Flood if not given shotguns (or assault rifles in a pinch), and will take extremely heavy casualties fighting them.

Marines are seen in larger groups in Halo 3. In previous games they were usually seen in groups of 4-6, or one squad. Now several squads can be seen at a time, and all are able to assist you.

Marines have also gained the ability to flip vehicles, which compensates well for their somewhat poor driving. They can flip the Mongoose or Ghost by themselves, can flip the Warthog in groups of at least three, and strangely, they can flip the 66-ton Scorpion in groups of only five.

Halo Wars
In Halo Wars, Marines are built in "squads" of four (or five when you upgraded them with New Blood).

Their starting special ability is a grenade attack which can be upgraded to RPGs. They have up to three upgrades :
 * 1) "New Blood": Adds on extra marine to each group.
 * 2) "RPG": Upgrades grenades to rocket-propelled grenades.
 * 3) "Medic": Adds a fighting medic to each group.

In addition, if the player selected Captain Cutter as their leader, the Marines can be upgraded to ODSTs.

Marines armed with the NA4 Flamethrower are built as separate units. Upgrades such as Flashbang which stuns enemies temporarily, allow their defense and/or attack power to be improved. They can be created at the UNSC Barracks or in the UNSC Elephant, the latter is only possible if Captain Cutter is your leader.

Internal Articles

 * United Nations Space Command
 * UNSC Marine Corps