Template:Flood Species Infobox

When an Infection Form takes over a body that is unsuitable for combat, or once a Combat Form is damaged beyond usefulness, it becomes a Carrier Form. Eventually when a Combat Form has lived long enough, it too will mutate into a carrier, regardless of damage taken. Speculations indicate that Grunts that are infected often become Carrier Forms. This is supported by the carrier's shorter stature and short, stubby legs that look almost identical to grunt legs. However, upon closer inspection, it appears that the short legs are actually just the upper leg and femur of a Human or an Elite, and that in reality, a Grunt's leg is shaped much differently. Similarly, the pelvic bone visible on the Carrier form is much to large for a grunt. It has been stated that the brown lump on the Carrier Form's sac is the host's swelled up brain. It is also theorized that this brown lump is where the neck of the victim once was. There is much question as to whether a Jackal can be infected by the Flood; some speculate their avian nature precludes hollow bones that lack the mass of Calcium a Flood Infection Form would need to take over the body of a Jackal.

Carrier Forms perpetuate the Flood species by acting as incubators for new Infection Forms and keeping them safe until they're fully developed. Once the Infection Forms are ready, the carrier simply explodes spontaneously, sending the new Infection Forms flying into the air. This number may vary depending on the game. In Halo and Halo 2, this number was around 6. In Halo 3, however, it may be at least four times that much. As soon as they are released, they begin searching for new hosts.

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Flood Carrier Form

It should be noted that Carrier Forms will sometimes not wait until full maturation has occurred, and will simply get close to an enemy and explode, sending the Infection Forms flying at the unsuspecting and often damaged enemies. These should be considered dangerous even though they may not have any other means of inflicting damage.

Carrier Forms are usually considered slow and of little threat. However, one particularly dangerous trait of exploding Carrier Forms is the explosive chain reactions they can cause. A Carrier explosion will cause any other Carriers close enough to explode also. They also cause any nearby grenades to explode. This means a single Carrier can cause a massive explosion filling much of a room. This can be used to a soldier's advantage if there are Combat or Infection Forms surrounding the Carrier(s).

The best way to defeat a Carrier is to throw a plasma grenade at one and quickly shoot it. That way it will destroy the beast and the infection forms. (though sometimes it doesn't)

Another excellent way is to simply use a fire grenade. Since the fire isn't instantaneous like fragmentation, plasma, and spike grenades, the Infection forms are also destroyed in the blaze.


Trivia

  • In Halo:CE they could gain speed but for a short time.
  • In Halo 2, Carrier forms are noticeably slower.
  • In Halo 3, they carry far more Infection Forms than in the previous games.
  • In Halo 3, carriers are less common but come in groups of 2-4 which are even deadly on easy.
  • In Halo 3,they can jump rather high compared to Halo:CE(wich they couldn't jump)and Halo 2 where they could jump about 2-3 feet

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