Instruction: Provide detailed information regarding Jorhan Stahl in the Killzone universe.

Output:
84Jorhan Stahl

|race        = Helghast

|family      = Khage Stahl

|game        =Killzone 3  Killzone Shadow Fall

|book        =Killz

|voice       = Malcolm McDowell Gideon Emery }}

Jorhan Bimve Stahl is the Chairman and CEO of Stahl Arms. He is the main antagonist of Killzone 3 and Killzone Shadow Fall. Stahl was a close advisor to Scolar Visari and held a great deal of influence in the Helghan Empire, but was disillusioned with Helghan's government and attempted to stage a coup d’état to assume himself as the planet's new leader.

Biography:

Jorhan Stahl was the son of Khage Stahl, the founder of Stahl Arms, the primary weapons manufacturer for the Helghast military. Khage worked as a pipeline engineer in the Petrusite mines prior to founding Stahl Arms. He saw firsthand how Scolar Visari and his associates profited from the suffering of the Helghan people while publicly and rightfully blaming the Vektans for all their ills, and how Visari consolidated power amongst a chosen few selected solely based on their loyalty to him.Bradbury, Sam. (March 30, 2011). Killz

As a result, Khage developed a strong contempt for Visari's hypocrisy while publicly serving as a major collaborator of the Autarch. Khage ultimately made a failed attempt to seize control of the Helghast State for himself which was thwarted by Admiral Orlock and other associates of Visari, and ended up dying in obscurity. Jorhan inherited his father's ambition, and his secret contempt for Visari and his chosen elites, but didn't share the more noble intentions of his father's, due to his blind hatred for the Helghast government and what they did to his family.

Despite his secret ambitions, Stahl presented himself as a strong collaborator of Visari, but maintains his disdain for the Autarch and the current Helghan government. During the events of Operation Archangel, he was involved in the plot to detonate an ISA nuclear weapon over the Helghast capital of Pyrrhus to destroy the ISA forces in the city and ostensibly rally the Helghast people against the ISA. He correctly guessed that the ISA would make a successful escape after Visari's death. He later took advantage of the Helghan military's failed attempt to destroy the remaining ISA forces in an attempt to paint Orlock's command as incompetent.

Power Struggle:

Following the death of Emperor Visari, Stahl had been attending the Helghast Senate and having heated discussions with Admiral Orlock over who should be Visari's successor, and dealing with the remnants of Battle Group Mandrake that were present on Helghan. Meanwhile, Stahl had also been harvesting irradiated Petrusite left over from the nuclear detonation of Pyrrhus to be use in creating new powerful, devastating weapons to be use in his plans to attack Earth. Furthermore, Stahl had no desire to share his new arsenal with the Helghast military, and especially to his political enemies, as he selfishly sought to win Helghan's war in his favor.Killzone 3, campaign level Six Months On

After the Helghast military failed to neutralize the ISA remnants, Stahl sent his personal army to capture Captain Jason Narville, Tomas Sevchenko and the other remaining ISA survivors, who are successful in doing so. However, some of the prisoners were rescued by Rico's Raiders led by ISA Master Sergeant Rico Velasquez and Jammer.

Stahl set up a live execution of the ISA prisoners of war, with Narville among them, as part of his propaganda piece to fueling his criticisms of the Senate and most especially Admiral Orlock. However, the execution was foiled by Velasquez and Sevchenko, who freed Narville and the POWs and as well discovering Stahl's plans to attack on Earth. Stahl escaped to his cruiser.Killzone 3, campaign level Stahl Arms Infiltration

While Stahl was uploading his war plans to his cruiser, he was contacted by Orlock and the Helghast Senate, who they expressed their anger towards Stahl for not only failing to execute Visari's killers, but also for humiliating himself in front of the entire nation. It was at that moment that they revealed to Stahl that they have elected Orlock as the new Autarch, to Stahl's outrage, who orders him to turn over all his weapons to the military. Furthermore, Orlock and the Senate threatened to name him an enemy of the state and immediately execute him if he fails to comply. Stahl reluctantly consented.

Stahl met with Orlock on an arranged meeting at the space elevator to comply with Orlock's orders to surrender his fleet. Rather than following his orders, Stahl ordered Orlock to submit to him after having learned of Orlock's intentions to kill him. When Orlock refused, Stahl ordered his cruiser open fire on the First Army's fleet, causing a battle to break out between Orlock's and Stahl's forces. Stahl also demonstrated that he developed not only more uses for Petrusite weapons, but also energy shielding for his cruisers. He then forced Orlock to his knees at gunpoint but only for the more experienced Orlock to stab Stahl in the gut, forcing Stahl to flee from Orlock. Stahl eventually overpowered Orlock in a surprise attack from behind, mercilessly beating him with a rusted piece of metal before pinning him to the ground under a fallen console.Killzone 3, campaign level Interception

Stahl held Orlock at gunpoint but stayed his hand momentarily when Orlock tried to reason with Stahl by stating that he was taking the Helghast towards destruction. Stahl considered Orlock's words, but rambled on a new idea of using his Petrusite weapons and invasion fleet to kill everyone on Earth rather than conquering it, and in the process intimidating the colonies to fall in line to the Helghast, thus no longer needing aid from Orlock. As Stahl rambled his plan, Orlock tried to shoot Stahl, but his shots missed as Stahl predicted the move. Stahl then finally killed Orlock with a shot of irradiated Petrusite from a StA-5X Arc Cannon.

Stahl proceeded to board his flagship, preparing to launch his attack on Earth. However, his ship came under attack by Strike Fighters piloted by ISA soldiers led by Sevchenko. Stahl's cruiser was destroyed in an intense battle, forcing him to flee in an escape pod as his ship's Petrusite arsenal was released on Helghan's surface, devastating the entire planet.

Post-War:

Helghan's devastation from the Terracide had deeply affected Stahl, who developed a pathological hatred for humans and blaming the Vektans for the Terracide. With the public believing Stahl's demise, Stahl took advantage of this as he gathered Helghan's survivors that remained on their planet and spent in the next thirty years rebuilding the Helghast military and amassing an army, under the cover of mining operations, preparing for their new war against Vekta. During the interim, Stahl had remained in contact with the New Helghan government under Chancellor Hera Visari, and served as the benefactor of the Black Hand.

In 2390, Stahl obtained the cooperation of defecting VSA scientist Dr. Hillary Massar, who agreed to create a bio-tech weapon designed to exterminate all humans and half-breeds. Stahl's survival and his plans were eventually discovered by the VSA when the Shadow Marshal Lucas Kellan found the Black Hand leader Vladko Tyran in a teleconference with Stahl.Killzone Shadow Fall, campaign level The Helghast

The VSA dispatched an ISA fleet to assault Stahl's base on Helghan. Once the ISA engaged his forces, Stahl activated Massar's weapon in which it destroyed most of the ISA fleet. Stahl was soon confronted in his sanctum by Lucas Kellan, whom he told Kellan that killing him would make no difference, since others will simply take his place; stating that the Helghast will never stop fighting, even if they must suffer constant defeats, and claiming that one day, the Helghast will win. Furthermore, Stahl claims that the Terracide had a purp

Characteristics:

Jorhan Stahl was a slim, gaunt man in his 50's, with white hair. By the time he was 84 years old, Stahl was infirmed and confined to a life support system. He shares many common Helghast traits, such as warmongering and aggressive behavior. Stahl seems to favor the use of deception and advanced technology to achieve victory, and speaks contemptuously of the more traditional "brute force" approach espoused by the Helghast leadership.

He seems to hold a great deal of contempt towards the reigning Helghan government and the regular military, regarding them as "predictable idiots". Despite this, he does value the Helghan ideals of racial purity and superiority as he seems to have a strong hatred and disgust for half-breeds, furthered by the theory that Visari's own daughter and granddaughter were not of pure Helghan blood. The Terracide further exacerbated his anti-human views, blaming humanity in general for the destruction of Helghan and the subjugation of his people. He even went as far as to make a weapon designed to kill humans and hybrid Helghast.

Although-well spoken and intelligent, Stahl frequently uses vulgar words, which stands in contrast to the much more formal manner of speech used by all other Helghast. Extremely ambitious and ruthless, Stahl had his own agenda separate from that of the rest of the Helghast leadership, with his ultimate goal being nothing less than complete galactic domination, as revealed in his final speech to Autarch Orlock in which he expresses his plans to subjugate the Helghast Senate, kill everyone on Earth, and rule over Helghan and the human colonies through fear of his planet-destroying weaponry.

Conversations:

Killzone 3:

A New Beginning:

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!S

|-

|

HAZMAT Troo

St

(Sev aims the weapon at Stahl)

St

(Sev removes his Helghast facemask)

St

S

|}

Pyrrhus Evac:

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!S

|-

|

Orl

(Senators clap)

St

Orl

St

Orl

St

Orl

St

Orl

(Orlock presses a button)

Orl

|}

Six Months On:

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!S

|-

|

St

Gunstelling "They've proven to be more tenacious than expected."

St

Orl

St

Orl

St

Senator 2: "Order! Order!"

Gunstell

St

Kui

Orl

Kui

Gunstell

St

Senator 4: "We need him."

Gunstell

Orl

St

Gunstell

St

|}

Stahl Arms Infiltration:

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!S

|-

|

HAZMAT Troo

St

(Narville does not answer)

St

(Stahl executes a prisoner)

Narvi

St

(Cameras are being turend on)

St

Helgh

St

(Sev turns on Stahl)

St

(Sev takes off his helmet)

St

S

(Sev fires at Stahl, but misses, killing some soldiers and destroying the camera)

St

(At the Helghast High Council)

Orl

(Back at Stahl Narville gets untied)

Narvi

R

Narvi

R

|}

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!S

|-

|

HAZMAT Troo

HAZMAT Trooper 2: "Sir, we need to get you out of here."

St

(Stahl's computer is interrupted by Orlock)

Orl

St

Orl

St

Orl

St

Gunstell

St

Gunstell

St

Gunstell

(Stahl bows in defeat)

Orl

(Senate breaks connection)

St

(Back in the Senate chambers)

Orl

Gunstell

|}

Interception:

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!S

|-

|

HAZMAT Troo

Helgh

|}

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!S

|-

|

Helgh

Orl

(Stahl arrives)

St

Orl

St

Orl

Helghast 2: "Electrostatic energy profile confirmed on the chairman's cruisr. They're all there, sir."

Orl

St

Commod

St

Orl

(The Khage opens fire on the Helghast fleet and blocks incoming missiles)

Orl

St

(Stahl's battleships destroy two other cruisers)

Orl

St

(A small battle takes place)

Orl

|}

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!S

|-

|

Orl

St

Orl

St

(Orlock tries to shoot Stahl)

St

(Kills Orlock with a petrusite cannon)

St

HAZMAT Troo

St

HAZMAT Troo

HAZMAT Trooper 2: "Sir, ISA troops are approaching."

(Stahl turns to Orlock's remains)

St

HAZMAT Troo

St

|}

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!S

|-

|

HAZMAT Troo

St

HAZMAT Troo

St

(Khage dives towards Helghan)

St

|}

Quotes:

Killzone Shadow Fall:

*"I can see you are determined to kill me. I understand. You want to protect your home. It is admirable. You show something a great many of your kind lack. Vektans are selfish, they care only about themselves. They look at their fellow man and resent him. Each one seeking more than the other. There is no love in your hearts, only greed. It is because of this weakness that you cannot endure like we can. We have something much stronger than you. We have belief. A belief that cannot be shaken no matter how hard you try. Know that killing me changes nothing. It only prolongs the inevitable. It is simply a matter of biology. You were born on the wrong side, Marshal. Others will rise up behind me and take my place. Eventually we will win."

*"The Terracide happened for a reason, the weak perished. Those of us that survived, were meant to. Now it is time for you to suffer that same fate. History demands it. The Helghast cannot live in Vekta's shadow any longer."


Instruction: Provide detailed information regarding Maelstra Barrens in the Killzone universe.

Output: The Maelstra Barrens is a completely barren stretch of land on Helghan. Debris from many of the ISA Cruisers (including the New Sun) were scattered across the Barrens after Helghast forces led by Colonel Mael Radec attacked Battle Group Mandrake. Pipes that transport refined Petrusite from Tharsis Refinery are spread throughout the Barrens.


Instruction: Provide detailed information regarding Mobile Scan Unit in the Killzone universe.

Output:
The Mobile Scan Unit is a Helghast drone specialized in proximity defense. It is first encountered during the events of Killzone Shadow Fall on Helghan.

Specifications:

The Mobile Scan Unit is a tracked vehicle that is mainly stationary. It has a tall proximity scanner that constantly scans the area for any hostile. Once it has detected hostiles, the Scan Unit will pursue its target relentlessly and using its minigun to pin down an enemy long enough for it to move right on top of them.

If the MSU lose its visual on a target, it uses its proximity scanner to try and reacquire the target. It is invulnerable to heavy AT Missiles and EMP blasts, and could only be destroyed by overloading its external power source.

Weapons:

*Mortars/Guided Missiles

*Mounted Heavy Machine Gun

*Specialized air drones armed with heavy miniguns


Instruction: Provide detailed information regarding Mounted Gunner in the Killzone universe.

Output:
The Mounted Gunner is a Helghast enemy in Killzone 2 and Killzone 3.

Description:

The Mounted Gunner has been trained specifically to man and defend mounted machine guns. Due to the strictly specialized functions in the Helghast Army, he is the only Helghast type that is allowed to use the mounted machine gun. Though this gives the Gunner a lot of firepower, a machine gun nest can be outflanked, leaving the Gunner exposed.

Tactics:

The Mounted Gunner is a specially trained Assault Trooper that has taken up a position on an Emplaced StA3 LMG. The fire from the LMG is deadly, even at a distance, so you'll always want to try and take them out from afar. Seek cover and aim for a headshot. Alternatively, use the VC9 or grenades to take him out. If you use the VC9, do not aim for the Gunner himself as the shielding of the Emplaced gun will block the rocket. Instead, aim to the left, right, or above him and try to hit the walls near him so that the splash of the explosion will take him out.

If you can flank the Mounted Gunner and get close, he will release the Emplaced gun and resort to the standard attacks of the Assault. When you come up behind them, they will often not see you and will continue firing the LMG forward. This makes it very easy to knife them in the back for a fast kill. Always look for a way to flank them and get close for Melee attacks.


Instruction: Provide detailed information regarding Ravek in the Killzone universe.

Output:
Dr. Ravek is a Vektan astrophysicist who head the Vale Research Institute.

Biography:

Dr. Ravek served as a spokesperson for the VRI and for covering up much of the VSA's classified projects. He covered up the cause of the ISC Cassandra's destruction and Dr. Hillary Massar's defection.Vektan Daily, "Going Out in Flames"Vektan Daily, "Famous geneticist dies"


Instruction: Provide detailed information regarding Spawning Grenade in the Killzone universe.

Output:
Spawning Grenade is a Primary Badge of the Tactician class in Killzone 2 multiplayer.

Description:

A Spawning Grenade provides the ability to place spawn points that can turn the tide of a battle by allowing friendly reinforcements quick entry to the front lines. Spawn Grenades can be thrown much like a Frag Grenade, but nowhere near as far. Once active, a trail of green smoke will appear to signal that the Spawn point belongs to their team. Enemy Spawning Grenade will emit red smoke. If a Spawn Grenade is thrown to a place that is outside the permitted area of the map, players will spawn from the closest valid location. The smoke can be affected by environmental conditions, such as on windy maps which can carry the smoke trail for some distance.

It is possible to dictate the direction players will face when spawning from the Grenade, preventing them appearing into heavy fire from behind. Spawning players will face the opposite direction to that in which the Tactician threw the Spawn Grenade. If thrown on a wall, their teammates will spawn facing away from the wall.

Strategy:

*A badly placed Spawn Grenade can leave the Tactician's team facing a wall or at the dead end of a corridor when spawning, so always bear the surroundings in mind when using it.

*Spawning Grenades are essential in game modes such as Capture and Hold, as Tacticians can place a Spawn Grenade near enemy held Capture points, allowing the friendly team to instantly move on that position.

*Useful in an enemy base in which friendly team mates can spawn right in their base.

*Can be use as an escape method by respawning friendly team mates at a safer location.


Instruction: Provide detailed information regarding StA25 Vlug in the Killzone universe.

Output:
The StA25 Vlug is a submachine gun featured in Killz

Specifications:

The StA25 is a direct successor of the StA-11. Unlike its predecessor, the StA25 features a bullpup design and a unique 30-round helical motorized drum magazine reminiscent in Stahl Arms weaponry.

The Vlug is a close-quarters firearm and is fielded primarily by Helghast Security troopers. The Vlug can be fired in full auto mode with sustained fire, but for maximum accuracy burst firing is recommended to counter the gun's recoil. The Vlug is superior to its analog VSA submachine guns, but it suffers from a need to reload often, and a long reload time.

Attachments:

;Optical

*ACOG

*Dot Laser

*Holo Sight

;Underbarrel

*Laser Pointer

*Shotgun


Instruction: Provide detailed information regarding Timeline (killzone.com) in the Killzone universe.

Output:
This is a copy of the official Killzone timeline from the now defunct Killzone.com site. This timeline chronicles the history of the Killzone franchise, specifically the events leading up to Killzone, Killzone 2, and Killzone 3. It is preserved here for reference purposes.

2055 - 2059:

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!DOWNHILL

|-

|

A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. What starts as a limited strategic release of nuclear weapons snowballs into a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes evident that a new way will have to be found to survive and to secure the raw materials needed for society to continue.

|}

2060 - 2090:

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!THE EXTRASOLAR COLONIZATION PLAN

|-

|

With the natural resources of the planet all but tapped out, and the continued survival of the human race at stake, it's deemed necessary to begin colonizing other planets.

The decision to begin colonizing other planets and moons which can support life is made. A coalition is formed of the richest Earth world companies and governments, and called the UCN, or United Colonial Nations. They begin planning for their future.

In order to colonize the outlying planets, Earth has a number of things to do. These include:

*Taking the time to identify planets ideal for colonization

*Developing space propulsion technology to travel near light speeds in order to reach the planets

*Developing cryptotechnology ('Ice-Nod', to send the crew-passenger into deep sleep for the duration of the journey to the target planets

*Building the fleet of deep-spacecraft

*Traveling to planets

*Building the infrastructure of society on the newly colonized planet

- Transport network - roads/rail/tunnels

-  Energy creation and distribution

- Communications networks

- Housing/shelter

- Manufacturing plants

- Water and waste management

The process of building and deploying ships will take upwards of 30 years.

As it's in the UCN's best interest to support privatization for the sake of finance, they also allow other companies/governments to fund their own colonization projects, but under the strictures of the global (UCN) owners. Some immensely wealthy companies are also able to finance their own colonization, among them the Helghan Corporation, which has made its sizable fortune in energy and industrial refinement.

The global governments issue licenses to pursue colonization projects under strict criteria. Violation of these rules is considered a very serious infraction, warranting economic penalty. Continued infractions, depending on the circumstance, could result in anything from stiffer penalties, economic sanctions, and finally expulsion from the UCN to military action as a last resort.

|}

2095 - 2110:

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!EXPLORATION

|-

|

The colony ships begin to leave Earth, bound for various planets within the Terran solar system.

As colonization is still in its infancy, the UCN has not yet managed a way to skillfully deal with the massive amounts of administration necessary to deal with all these new colonies on top of their own significant requirements as a newly minted agency. They are, in a word, swamped. They rely on stiff economic penalties and overwhelming military force to keep the colonies and habitats in line.

UCN Defense Force

The UCN retains a defense force levied from volunteers across the colonies. Although many colonies still retain their own armed forces, the UCN Defense Force is widely recognized to have the highest tech and best trained troops. What they don't have is a lot of them. The UCN Defense Force is conceived as a temporary solution at best.

|}

2111:

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!THE UCN SURVEY OF ALPHA CENTAURI SYSTEM

|-

|

The first ships, having left ten years ago, begin to arrive in the Alpha Centauri system. The system is a "hub" system between Earth and the outlying proposed colony sites and thus will come to hold great significance in the years to follow. Initially two worlds are pinpointed for colonizat

|}

2113:

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!INAUGURATION OF THE UCA (UNITED COLONIAL ARMY)

|-

|

The UCN Defense Force is dissolved due to allegations of incompetence, corruption and bureaucratic inefficiency. Part of this deal is the formation of the United Colonial Army, now the only legally permitted military force on Earth and her stellar dominions. The UCA Navy is the first service branch formed.

|}

2116:

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!THE OMEN

|-

|

A cluster of six colony ships, Archon, Triumph, Pacifica, Jericho, Seraph, and Harbinger, completely drop off the tracking imager during a particularly intense solar flare. Contact cannot be re-established with them. The last transmissions from the ships seem to indicate a catastrophic system failure. At the time, all hands are presumed lost.

The loss of the colony ships is a significant financial hit for the UCN. They simply cannot afford to fund another interstellar colonization effort of the same size, and the chances of a smaller company failing are too high. In a mood of desperation, the UCN opens the bidding on the settlement right for the Alpha Centauri system. After a highly competitive bidding process they are won by the Helghan Corporation. The post-bidding news is full of allegations of vote fixing and bribery - and much is made of the fact that the Helghan Corporation has a fleet of colony ships almost completed - but nothing is proven. Key to the success of the Helghan bid is underwriting and credit from the IBG (Interplanetary Banking Guild) in return for some 10% of colonial profits once the colony is established.

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2118 - 2127:

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!THE HELGHAN JOURNEY TO ALPHA CENTAURI

|-

|

The journey is difficult at best, and although the 'Ice-Nod' chambers work well they do not work perfectly. 2% of the total Helghan population expires en route. Upon reaching the nearer planet, dubbed Helghan, there is some dismay as scientists realize that life here will be hard. Despite enormous free-energy resources, the eco-system on Helghan is extremely poor. A prefabricated space station is left in orbit around Helghan, staffed with volunteers who stay to seed the surface with automated refineries and power generators. The rest of the ships take a chance on their dwindling resources and push on to the second planet - which they name Vekta, after Helghan Corporation CEO Philip Vekta.

|}

2129:

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!THE SETTLEMENT OF VEKTA

|-

|

The first ships arrive on Vekta. Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, roughly Earth-sized, is an agrarian and idyllic world, full of natural splendor and lushly forested; an Eden. Agricultural produce skyrockets on Vekta, and the colony quickly becomes able to feed itself.

|}

2133:

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!SETTLEMENT OF THE ALTAIR SYSTEM

|-

|

The planetary colony of Gyre is founded in the adjacent Altair system. Gyre is largely ocean, smaller than Vekta and colder, with millions of tiny islands dotting the surface.

Inauguration of the ISA

As the first colonies get underway, the UCA discovers that communications do not allow it to efficiently manage colonial defense from a central headquarters. To combat inefficiency, the UCN creates the Interplanetary Strategic Alliance - a concept which allows systems of varying degrees of integration to enjoy membership of a unified defense alliance. The UCN provides backup, training and equipment whilst the local colonial administration provides funds and men. ISA duties are to include revenue gathering, policing and local defense. The local ISA Commands are subordinate directly to the civilians of the UCN and not under the military command of the UCA. All ISA Commands are completely independent of each other, their strength and budget determined solely by the funds the local authority provides.

ISA Altair and ISA Alpha Centauri are among the first ISA Commands created.

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2135:

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!COLONIZATION OF VEKTA IS SECURED

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|

Despite some very rough early years (and numerous occasions when the colony was almost wiped out) the initial Helghan settlers have managed to make the Vektan colony secure. In addition, their space station around the planet of Helghan is perfectly positioned to service ships that pass through Alpha Centauri on course Earth and the new colonies. Starships come here to be supplied, maintained and refueled. Tankers begin to ply the routes between their homeworlds and Helghan, bringing vital energy resources that command top prices. The money starts to roll in, offsetting the need to import comforts, medical supplies and food to the space station.

|}

2138:

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!ESTABLISHMENT OF THE HELGHAN PROTECTORATE

|-

|

Communications technology improves to the point where real-time communications are possible between Helghan and Vekta. The government on Vekta establishes the Helghan Protectorate, whereby both worlds are administered from Vekta. Helghan taxes and energy are now pouring directly into the Vektan market without going through the ISA, whilst Vekta provides Helghan with a wider, healthier variety of foodstuffs and luxuries. Employment is at 95% and morale skyrockets on both worlds. A new emblem is created to symbolize the mutually dependent relationship between Helghan and Ve

The Helghan Protectorate forms the first legally recognized militia service that is not a directly part of the ISA or UCN/UCA chain of command. They are small and lightly armed, performing only customs, police and ceremonial duties. Nevertheless, the ISA views them as something of a challenge and threat and imposes strict limitations on their size and equipment. In addition, all officers of the Helghan Militia are to be provided by the ISA.

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2149:

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!INFRASTRUCTURE OF HELGHAN IS COMPLETED

|-

|

Much of the infrastructure of industry has been laid by now, from turbines to the massive processing facilities in the Helghan wastes. The Helghan Corporation is in possession of vast sums of money and power, earned by selling energy to the passing colony ships, the newly established colonies, and Earth itself. Their presence on Earth has become minimal, with most of their assets and offices located on Vekta.

|}

2152:

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!INAUGURATION OF THE HELGHAN ADMINISTRATION

|-

|

Due to the increasing complexity of managing the colonies on Helghan and Vekta, the Helghan Corporation decides to set itself up as a civil administration. This expanded charter allows it to take over all local administration duties from the ISA, levy taxes against the entire population, and reorganize all social services. However, they are still bound by strict ISA regulation on ship construction, orbital industries, and the establishment of new colonies on their worlds.

|}

2155:

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!THE HELGHAN/VEKTAN PURCHASE

|-

|

The Helghan government turns in a significant tax-surplus in each budget, stockpiling the money in case of disaster. By 2155, this stockpile has gotten so big that the Helghan Administration makes an offer to the ISA to purchase the Alpha-Centauri system outright. This will allow them to avoid sending their yearly tithe to Earth in favor of a fee-paying system for individual services, such as support of the local ISA Command.

The UCN, which would normally have rejected the offer, is suffering from a shortage of funds. Other colonial endeavors are costing them heavily. The idea of getting a big cash payout up front, followed by negotiable fees - with no requirement for the UCN to underwrite any colonial costs - is too attractive to refuse. The UCN Senate votes to go forwards with the Helghan/Vektan purchase by a majority.

|}

2156 - 2190:

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!THE PLATINUM AGE

|-

|

Free to tax and invest in their colonies as they wish, a period of runaway economic and industrial growth grips the Helghan Administration's two worlds. The automated refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure outside the Terran system.

The Helghan system is a 'hub' system that connects Earth to her colonies - every ship MUST travel through it to get anywhere. The Helghan Administration begins to charge each ship for the privilege. Allegedly a fee for traffice control, customs, and search and rescue and other such services, it is actually a thinly disguised tariff upon all trade in space. Helghan-based ships are granted a 'residence permit' that frees them from many charges, encouraging some shipping companies to relocate.

|}

2198:

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!TENSIONS

|-

|

The UCN grows concerned at the increasing domination that Helghan exerts over star travel and space trade, areas which were traditionally under UCN control. They also become frustrated that the Helghan are creating vast wealth off the back of colonial endeavors that the UCN itself has underwritten. In response, it levies stricter controls and tariffs on all space traffic, and taxes the colonies more heavily than ever before. The money is used to expand the UCA, with the UCA Navy receiving the bulk of the new budget. For the first time the UCA Navy develops large scale troop transports and 'Heavy Cruisers' - warships principally designed to smash the ISA fleets of the outer colonies and invade them by force.

As part of these new regulations, several privileges granted to the Helghan Administration as part of the Helghan/Vektan Purchase are rescinded; specifically, the right to a large home fleet and tariffs on shipping. The Helghan Administration refuses, but does agree to high-level talks on a compromise solution. Back home, however, the wealthy people of Vekta and the powerful companies in orbit around Helghan pressure the Helghan Administration not to budge on the issues of tariffs or self-defense.

|}

2199:

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!THE SECESSION

|-

|

Despite multiple attempts to negotiate a settlement, the talks between the Helghan Administration and Earth fail to bring a mutually satisfactory resolution. Earth flat out demands compliance from the Helghan Administration, and the Helghan Administration responds by formally seceding from the UCN, declaring itself an independent colony.

The UCN considers retaliation by slamming an embargo on all trade with Helghan, but this is deemed to be counterproductive. The Helghan could simply prevent trade ships from reaching Earth, in the knowledge that Earth cannot survive for any length of time without colonial resources. The decision is made to send a powerful UCA Navy fleet to the Helghan system, to seize control of the navigation points between the Colonies and Earth. Protecting the flow of colonial trade to Earth would also allow a blockade of Helghan by the UCN, and brings this matter to resolution.

|}

2200:

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!THE HELGHAN POLICE ACTION

|-

|

As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines and Navy respond with lethal force, and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric superiority, Helghan troops are underequipped, poorly trained and inexperienced, allowing many ISA forces to escape the initial fighting. The experienced ISA troops and ships scatter to conduct hit-and-run operations from hidden bases.

|}

2201:

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!THE FIRST EXTRASOLAR WAR

|-

|

The UCA Navy fleet dispatched in 2199 arrives at the Helghan system, hooking up with the local ISA ships and quickly moving to secure the navigational points. The main force of the fleet heads to the planet of Helghan for a blockade, but the massed custom fleets of the Helghan Administration attempt to prevent this by engaging the UCA Navy fleet in battle.

The UCA Navy Cruisers prove to be untouchable by the much smaller Helghan vessels. The fleet action is a massacre, with almost the entire Helghan fleet being destroyed or disabled. During the fighting, however, the massive orbital structure is destroyed under mysterious circumstances.

The UCA claim that the Helghan aboard the station fled to the planet below and sabotaged it to prevent it from falling into UCA hands. The Helghan Administration claim that the UCA fired on the station deliberately. The true story never emerges, but a result of this incident the Helghan Authority declares war on the UCN.

The UCA Navy fleet decides that dropping directly onto Helghan would be a waste of resources and lives. Leaving a picket fleet to watch the planet, they push on to Vekta.

|}

2202:

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!THE END OF THE FIRST EXTRASOLAR WAR

|-

|

The combined ISA and UCA Navy fleet arrives around Vekta and quickly subdues the remnants of the Helghan Customs Service in orbit. Initially the Helghan Administration threatens to fight to the last man, but after a demonstration of orbital bombardment they quickly yield to the inevitable. The Helghan Administration is shut down; all senior civil servants are arrested, as are any executives of the Helghan Corporation. Many escape into hiding.

When a courier ship returns from Alpha Centauri with the news, the UCN Senate debates the matter. Eventually, it determines that the Helghan are too unruly to ever settle comfortably within the UCN. They also decide that the ISA needs a colony nearby, to keep an eye on the Helghan and stop them from causing trouble in the future. A decision that is little more than outright theft dressed up as diplomacy is drafted, and a broken Helghan Administration can do little more than rubberstamp it. The local ISA takes over administration of Vekta. New colony ships of loyal UCN civilians start to be sent from Earth to expand the Vektan Colony.

The harsh consequences of rebellion are not lost on the other colonies. The UCN's rights to regulate and tax space shipping is never challenged again.

|}

2202 - 2204:

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!THE RESISTANCE

|-

|

Helghan extremists begin a terrorist campaign in an attempt to make the occupation of Vekta too expensive for the ISA. Although the majority of Vektan-based Helghans simply want to live out their lives peacefully, sufficient numbers of the local populace assist the guerrilla movement to enable it to flourish. Bombings, ambushes and shootings against the UCN minority become more common. Vekta is no longer an innocent paradise.

|}

2204 - 2210:

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!THE EXODUS

|-

|

The ISA Governor General of Vekta responds to the growing terrorism by clamping down harder and harder on the local Helghan population. Finally, in desperation, many prominent Helghan families pool their wealth to purchase the old colonizing ships and get them space worthy again. The community appoints a representative to speak with the ISA Governor and request permission for the Helghan to resettle on the planet of Helghan - joining those few souls who escaped there from the transfer station. The ISA Governor agrees and the Helghan Exodus begins, shuttling millions of disaffected Helghan from Vekta to the growing Helghan colonies.

Neither the ISA nor the UCN want to foot the bill for establishing this colony, preferring to leave the Helghan to either survive or die on their own merits. In order to legitimize the operation, the UCN formally recognizes the Helghan Administration as a sovereign nation and declares the planet of Helghan to be their territory in perpetuity - subject to ISA blockades and restrictions until diplomatic relations are normalized.

|}

2215 - 2220:

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!THE SURFACE OF HELGHAN FORMALLY SETTLED

|-

|

The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high. Within two years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly, a civilization arises from the refugee camps, and token industry and food production starts again.

|}

2220:

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!HARDSHIPS

|-

|

In 2220 the heads of the various refugee camps come together for the first time to reform the Helghan Administration. 90% of the refugee camps agree to collectivize their resources and labor, in order to cooperate in the rebuilding of their civilization.

Disturbing medical problems are found to be common throughout the colony — high gravity, exotic radiation and storms have serious effects on the longevity of the human being. Medical support from the ISA is non-existent, and indigenous facilities are too primitive. The wearing of masks for those who work in the outdoors becomes mandatory. Mask wearing becomes the sign of having a working class profession. Even with masks, 'lung burn' (as the settlers call it) becomes the primary cause of death in Helghan over the age of thirty.

|}

2223:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!HELGHAN APPROACHED BY THE ICSA

|-

|

As the colony of Helghan begins to reform the Helghan Administration and secure the basic infrastructure and facilities needed for life, the ICSA (Independent Colonial Strategic Alliance) approaches them offering membership and support. The ICSA is an unaligned version of the ISA, created to allow worlds that decide to go it alone have some sort of support. Despite the ICSA making few demands and offering much help, the Helghan are now paranoid of outside influences and strongly decline the offer.

|}

2223 - 2305:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!THE EARLY HELGHAN ERA

|-

|

ISA trade sanctions force the Helghan to trade on unfavorable terms for over a decade, and initial growth of wealth is slow despite the unexpected addition of a trade in minerals. Life is short, hard and painful for the majority of Helghan, as they fight to cope with poor nutrition, poor enviroment and grueling work conditions and practices. Frequent austerity drives and a Spartan approach to existence allow the Helghan to survive (and even profit) under these harsh conditions, but the more things improve, the more the Helghan become angry at the restrictions imposed upon them by the ISA and meekly accepted by the cowed Helghan Authority.

|}

2304:

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!CONSTRUCTION OF THE ISA DEFENSE NETWORKS BEGINS

|-

|

Several of the richer ISA forces begin construction of elaborate orbital defense facilities in favor of maintaining an extensive fleet. The Vektan ISA High Command decides to stand down the blockade of Helghan in favor of a smaller customs fleet and its own orbital defense network around Vekta.

|}

2305:

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!THE INHERITORS

|-

|

The third generation of indigenous Helghan are beginning to be born. Helped along by basic genetic conditioning and the harsh environment, they are more suited to the heavy gravity. They also feature lungs that are more efficient against the pollutants on Helghan, and cells that are more resistant to the high radiation levels.

|}

2307:

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!THE BIRTH OF SCOLAR VISARI

|-

|

The man who would one day be Autarch is born to a wealthy family of diehard Helghan nationalists. Rumored to be descended from one of the original Helghan Directors, Scolar Visari shows great early promise as a thinker and leader.

|}

2330 - 2350:

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!THE GREAT DEPRESSION

|-

|

Vekta's monopoly of the Helghan trade allows them to develop great wealth, at the expense of reinvestment on Helghan. As the Helghan population increases, more and more of their own wealth is diverted to the feeding and protection of their civilians. This leads to a series of industrial accidents, where expensive machinery is not serviced sufficiently to cope with the harsh Helghan conditions. The resulting downtime that occurs while Helghan pays for the servicing and replacement of its old machinery causes a severe economic downturn that lasts almost 20 years.

Helghan economists blame the depression on greedy Vektan exploiters. Vekta has its own troubles with the collapse of the lucrative black-market trade in Helghan minerals and can spare no resources for a relief effort.

For the first time since 2220, citizens of Helghan die of starvation in the cities.

|}

2340 - 2347:

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!THE RISE OF VISARI

|-

|

With the economy in the abyss and Helghan morale below that, a singular and remarkable figure rises to promine

Visari's oratorical skill and magnetic personality draws many of the disaffected public to his cause. It spreads among them like wildfire and galvanizes them in a single recognit

|}

2347:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!BIRTH OF THE HELGHAST

|-

|

Visari coins the term Helghast in a public speech. Its purported origin is from the Old English word, gast, meaning spirit, or ghost, connoting great fear. Visari states that they are no longer what they once were. Where they were once human and spiritless, their generations on Helghan, their sufferings; these have forged them into a new race, the only truly 'living' race. Whatever the etymology, the name sticks.

Feigning an attempt on his life to garner public support, Visari leads a military coup backed by a popular uprising to assume the title of Autarch. He seizes unrestricted power from the Helghan Administration and begs the army for 10 years of unchallenged authority to reforge the Helghast into a true independent power. As part of his plan, Visari begins a major enlargement of the Helghast Military. A secondary aspect of the Helghast revolution is a cultural evolution, led personally by Visari to change the face of Helghan society. Visari bans the use of written English in 2349, devising a new Helghast alphabet to be used in its place. Plans for an entirely new Helghast language are never fully implemented due to logistical difficulties, but the ideal of this linguistice seperation remain dear to Visari. As a final touch, the old Helghan banner is dropped in favor of a simpler, starker and more dynamic logo. The Helghast Triad becomes the official banner of Helg

|}

2350:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!THE NEW HELGHAN ECONOMY

|-

|

Starting with low level smuggling operations but gradually building up in scale, the Helghast begin breaking the ISA embargo of their world to trade directly to black-market suppliers. At first the trade is exclusively to the Vektan energy market, but slowly Visari encourages off-world agents to source their power from Helghan. The whittled down ISA fleet is powerless to do more than put a dent in the trade, and some factions on Vekta question whether the Helghan blockade is even needed at this point. The Helghast rebuild their transfer station, albeit on a more modest scale than before, and trade really starts to take off. The depression officially ends when the Helghast secure a contract with the ICSA for energy and materials. The deal is mutually beneficial, and both parties gain immensely from it.

The ISA governor does not increase funding to the ISA Navy, making the issue of containment a moot point.

|}

2356:

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!S

|-

|

Concerned by the Helghast military build up in progress, the ISA Governor orders the construction of an additional orbital defense platform to complement the 52 year old defense network already in place. ISA General Stuart Adams is appointed the military commander of the network.

|}

2357 - 2360:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!SECOND EXTRASOLAR WAR

|-

|

Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightm

|}

2357:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!PLANS FOR INVASION

|-

|

(The Start Of Killzone)

Autarch Scolar Visari outlines his bold strategy for changing the face of governance in this system by returning to Vekta and seizing it again as a Helghast colony. Ignoring the many generations of UCN settlement under the ISA he inflames the passions of the Helghast for revenge. The Helghast High Commands takes the bait and eagerly declares loyalty to Visari for the coming campaign, offering to make him Emperor if it succeeds.

Visari's plan is simple:

#Utilize deep-cover agent ISA General Stuart Adams to neutralize the orbital defense platforms.

# Utilize deep-cover agent ISA General Dwight Stratson to gain access to intelligence and lure the ISA troops out of the cities.

#Mount an invasion of Vekta whilst the orbital defense platforms are down, under the command of General Joseph Lente.

#Reactivate the defense platforms in time to defend Vekta against the inevitable support fleet sent by the UCA.

#Declare the system to be under Helghast control and sue for peace with the UCN whilst the UCA is still reeling from the loss of its fleet.

#Use the resources of Helghan and Vekta, as well as technology captured from the wrecked UCA Navy fleet, to build a Helghast fleet capable of defending the system from the UCA Navy.

#Begin charging trade tariffs for passage through Helghast space to Earth again.

#Blockade the Earth and strangle the UCN into submission.

#Capture the UCN Navy shipyards and orbital defenses. Leave Earth's population to starve to death. Build an enormous fleet and establish Helghast hegemony over all colonies.

|}

2357:

EARLY AUGUST:

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!THE SECOND EXTRASOLAR WAR IS DECLARED

|-

|

Visari's plan works like clockwork. General Adams and Stratson send word that their plans are in place. Visari sends most of his fleet after the ISA Navy, and a second fleet to invade Vekta.

Early warning is given by a UCA scouting force, but word doesn't reach the ISA in time to prevent the bloodbath in space. The UCN votes unanimously to dispatch a heavy fleet of UCA reinforcements to Vekta, to prevent the destabilization of that entire sector.

|}

LATE AUGUST:

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!LENTE FAILS

|-

|

(The End Of Killzone)

The invasion incurs casualties on both sides. It is only with the help of four unlikely heroes, led by Jan Templar, that Vekta City does not fall. The Helghast have been thwarted but a sizable contingent is still present on Vekta. Lente is killed by his former chief of staff, Colonel Gregor Hakha, and the ground campaign is disrupted as a result. The ISA traitor who enabled the Helghast to invade Vekta, General Adams, is also killed when Templar and crew sabotage the orbital platform to prevent its ambush of the UCA fleet from Earth — which arrives in a timely fashion. General Stratson manages to keep his cover intact.

|}

SEPTEMBER:

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!METRAC APPOINTED TO LEAD HELGHAST VEKTAN FORCES

|-

|

(The Start Of Killz

The ISA Council stops the development of the second orbital defense platform as a result of the Helghast capture of the first one. General Dwight Stratson proposes a nuclear program to purge the remaining and regrouping Helghast from Vekta. The suggested nuclear weapons are being prepared in Rayhoven base — but require ISA Council approval to use in the field. Because nuclear weapons have always been seen as a taboo weapon, the political consequences of possessing them, let alone using them, is likely too high.

Helghast General Armin Metrac arrives on Vekta and takes command of remaining forces. Establishing a stronghold in southern Vekta, the Helghast are gaining ground again.

|}

OCTOBER:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!RAYHOVEN BASE FALLS, BUT THE INVASION FAILS

|-

|

(The End Of Killz

Helghast General Metrac attacks the ISA base at Rayhoven where the ISA Council was voting for the use of General Stratson's proposed nuclear plan.

Meanwhile, Captain Jan Templar is sent to reinforce the troops at Rayhoven. Together with Rico Velasquez, he destroys Metrac's base. Stratson is unmasked, he and Adams were collaborating with the Helghast together. However, the Helghast now possess the nuclear weapons developed for them by General Stratson, as well as numerous other high-tech weapons stolen from the facilities of weapons researcher Evelyn Batton.

|}

2358:

JANUARY:

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!END OF THE CONFLICT ON VEKTA

|-

|

The remaining Helghast on Vekta are retreating. Using bounty hunters, they ship their troops and materials back to Helghan.

Sergeant Velasquez's team is assigned to retrieve vital ISA information from an escaping Helghast cruiser. They discover that Metrac and his forces are about to strike back with one massive attack. The last decisive battle of Vekta is then fought on the northern plains.

All the Helghast forces on Vekta are destroyed. The UCA fleet — having stabilized the situation — retires after issuing the ISA with specific orders:

*To restore the Helghan blockade — but not take any other offensive action.

*To cooperate with a Judge Advocate General's inquisition team fully when it arrives to investigate the matter.

|}

MARCH:

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!THE VEKTAN COUNCIL

|-

|

With the Helghan forces on Vekta shattered a council is called at Vekta City to decide the best policy for the further pursuit of the War against the Helghast to its conclusion. The Council quickly establishes a working list of priorities:

*Remove the Helghast as a military threat.

*Capture Autarch Visari for a public trial.

*Establish a more easily controlled regime on Helghan that avoids the oppression that sparked this conflict.

These priorities are in clear violation of the UCA orders given before their fleet's withdrawal, but the ISA Council becomes concerned that the UCN wishes to blame past decisions regarding treatment of the Helghast upon them.

|}

SEPTEMBER:

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!OPERATION ARCHANGEL COMMENCES

|-

|

The ISA fleet launches for Helghan to begin the most complex military action in human history.

|}

2359:

NOVEMBER:

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!THE INVASION OF HELGHAN BEGINS

|-

|

The Start Of Killzone 2

Twelve battle groups arrive at Helghan. Among them is Battle Group Mandrake, comprised of one division of ISA and 10 divisions of Legionnaires. ISA Cruiser New Sun is the flagship of the battle group, under the command of war hero Colonel Jan Templar. Mandrake is to deploy to Pyrrhus and take the city, hopefully snagging Visari in the process. Pyrrhus is one of the utmost strategic importance, because it constitutes one of the primary population bases, as well as a centre of trade for the planet.

The ISA and Helghast warships engage each other in orbit. The ISA fleet outclasses the Helghast fleet significantly and quickly establishes a total orbital blockade.

At this point the ISA Council reaffirms its decision to break the UCA orders to simply isolate the Helghast, and launch their invasion. Channels are cleared for the troop deployment and the way is paved for the invasion. Negotiations are not a possibility. Visari vows that the entire world of Helghan will repel the invaders. The ISA knows it has to complete the invasion swiftly.

However, the bulk of the ISA invasion is annihilated when the the nuclear weapon Red Dust is detonated directly on the heart of Pyrrhus, where the majority of the ISA troops were preparing for an advance into the Imperial Palace. Luckily, a small ISA contingent under the command of Captain Narville managed to avoid the nuclear explosion entirely, due to being situated outside the capital city in the Helghan desert wastes while conducting rescue operations. This small contingent then gathered any surviving troops and launched a desperate, all-out attack on Visari's Palace in an attempt to capture the dictator.

THE END OF KILLZONE 2

After a brutal battle between Visari's Palace Guard and the remaining ISA forces in a large courtyard, the Helghast forces were driven back to the massive entrance of the Palace where they died to the last man. This allowed two members of the elite ISA unit Alpha Squad to storm Visari Palace itself. There, Colonel Radec, leader of the Helghast defense of Pyrrhus, and Visari's remaining bodyguard contingent were killed, and these two ISA soldiers entered Visari's throne to finally place him under arrest.

Unfortunately, Alpha Squad Sergeant Rico shoots Visari out of anger. Soon after, a massive Helghast fleet launches a surprise attack on the remaining ISA cruisers, forcing them to retreat while destroying many of the ISA's starship contingent. Thus, the surviving remnant of the ISA invasion is currently stranded on Helghan, and must now find a way to escape.

It is unknown what the other Battle Groups were tasked with while Battle Group Mandrake assaulted Pyrrhus, or what happened to them after that and why they were unable to assist the survivors of Mandrake. Presumably, these Battle Groups simply withdrew back to Vekta once the orders for ceasefire were given, not being in such dire straits as the troops of Battle Group Mandrake.

|}

2360:

MAY:

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!HELGHAST INVASION OF EARTH THWARTED

|-

|

(KILLZONE 3)

The small ISA remnant has finally managed to escape Helghan after fighting tooth and nail across the planet, six months after Visari's death. Eventually, the ISA forces board a Helghast space station and hijack several Helghast strike fighters while the Helghast forces destined for the invasion of Earth were plunged into civil war over who was to be Visari's successor. They then use the fighters to destroy the experimental cruiser of Helghast corporate chairman Jorhan Stahl, who planned to bombard Earth with hundreds of irradiated petrusite warheads, thus killing or irradiating millions of people on the UCN capital world and causing the UCN to capitulate. The experimental cruiser's destructive payload was then detonated over Helghan due to secondary explosions, irradiating the entire planet and obliterating the remains of the Helghast invasion fleet destined for Earth. Managing to avoid the cataclysmic explosion in time, the remaining ISA troops onboard the hijacked strike fighters then made their way back to Vekta.

Presumably, Earth has been warned of the events that have transpired on Helghan. Though the ISA survivors were ordered to stand down and surrender to the Helghast as prisoners of war while peace negotiations were underway, the UCN possibly mobilizing the United Colonial Army to quell the continuing threat of the Helghast, having learned of their plan to ruthlessly force the UCN's capitulation.

|}

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Instruction: Provide detailed information regarding United Colonial Broadcast Network in the Killzone universe.

Output:
The United Colonial Broadcast Network (UCBN) is a UCN news channel. It broadcast colonial public information in an instant and can give 24 hour coverage of an ongoing political situation such as the Second Extrasolar War.

During the prelude to Operation Archangel, the UCBN was seen broadcasting one of Scolar Visari's speeches and then countering by rallying support for the ISA. It also gave headlines related to issues of the Helghan campaign, such as the questionable significance of ISA combat helmets in protecting the troops, the hazards of Helghan's atmosphere, and the Independent Colonial Strategic Alliance urging for diplomacy.Killzone 2 cinematic intro


Instruction: Provide detailed information regarding VC11 Launcher in the Killzone universe.

Output:
The VC11 Launcher is a weapon featured in Killzone Mercenary.

Specifications:

The VC11 is a single shot launcher that fires air burst shells. These shells fire up, and then propel downwards. The VC11 requires some amount of clearance to be used effectively, but has a wide area of effect.

Strategy:

The VC11 should ideally be used to kill enemies that are hiding behind cover or trenched in a certain location. The VC11 is not a rocket launcher and shouldn't be mistaken as such.


Instruction: Provide detailed information regarding Vekta in the Killzone universe.

Output:
Planet Vekta

|surfacearea = 199,620,662 km2

|population = 1.9 billion

|species    = Human (Vektan)

|government = Colonial Government under the jurisdiction of the ISA

|military = ISA Alpha Centauri

}}

Vekta is a planet located in the Alpha Centauri system orbiting Alpha Centauri B.Timeline retrieved from the official Killzone website It is a rich agrarian planet with atmospheric and geological conditions similar to Earth. Vekta is of highly strategic importance to the United Colonial Nations and its surrounding colonies.

History:

Colonization:

The Helghan Corporation's colonization fleet reached Alpha Centauri in 2127. After deeming the planet Helghan to be unsuitable for human colonization due to a volatile atmosphere and poor ecosystem, they chose the nearby planet that closely resembles Earth's pristine biosphere. The Helghan Corporation named the planet after its CEO Philip Vekta and began settling the planet in 2129. Within a decade Vekta became an agrarian world that provided a variety of foodstuffs and luxuries, and its government was ruled by the Helghan Protectorate and later the Helghan Administration.

First Extrasolar War and Aftermath:

Though the vital planet's ownership fell under the Helghan Administration for decades, it was eventually ceded to the United Colonial Nations following the events of the First Extrasolar War and the dissolution of the Helghan Administration in 2202. The UCN then installed the Alpha Centauri Interplanetary Strategic Alliance Command to act as a new government for Vekta. In addition, settlers from Earth were brought in to supplement the corporate population that was already on Vekta.

However, tensions soon rose between the Helghan corporate majority and a growing Earth-loyal minority. Some of the Helghan population formed resistance groups and terrorized the Earth-loyal citizenry with constant terrorist attacks. In response, the ISA administration enacted harsh punishments and sanctions on the Helghan population to protect the Earth colonists. Eventually in 2204, the Helghan corporate loyalists could no longer endure the hardships imposed by the ISA and chose to resettle on planet Helghan. Thus, Vekta was left solely to the ISA and its Earth-loyal settlers.

For over a century, Vekta had remain in peace while the ISA maintained an economic blockade on Helghan that was exploited by the Vektan government. However in 2330, Vekta's exploitation of Helghan's mineral wealth led to a great depression that affected the two planets and consequently gave to the rise of the Helghan Empire that became hostile to Vekta.

Second Extrasolar War:

Vekta was invaded by the Helghast during the outbreak of the Second Extrasolar War in August 2357. Vekta's defenses were sabotaged by Helghast collaborators and allowing thousands of Helghast troops to land on the planet and overwhelmed unprepared ISA ground forces. Vektan cities such as Vekta City were turned into war zones as Vektan civilians were killed in the crossfire or massacred by Helghast troops, and some were forced to take up arms against the invaders.Bradbury, Sam. (March 30, 2011). Killz

By 2359, the planet was fully liberated and rebuilt for the ISA counter-invasion of Helghan. However, the counter-invasion failed and by 2360 the Vektan Colonial Government capitulated and agreed to end all conflict with the Helghan Empire.Killzone 3 Any ISA troops that were trapped on Helghan were then ordered to stand down and surrender to the Helghast as prisoners of war. However, the Second Extrasolar War abruptly ended in Vekta's favor when the remnants of the ISA invasion force inadvertently caused the Terracide which devastated Helghan, during an effort to save Earth from destruction by the Helghast and escape the planet.

Vektan Cold War:

Despite Vekta's victory, the Vektans agreed to an uneasy truce with the Helghast in which the ISA allowed the survivors of the Terracide to take refuge on Vekta in the wake of Helghan's devastation. Due to the two civilization's animosity towards each other, as part of a political settlement, the entire planet was to be split in half between Vektans and Helghast.

Towering and heavily fortified walls separate the cities and communities of the Vektan and Helghast people, with both living starkly contrasting lives on either side of the walls, as the Helghast attempted to replicate their harsher and industrialized lifestyle while the Vektans had retained its more cleaner and utopian one. At this point, Vekta became used to identify the ISA half of the world, while the other was renamed New Helghan. Many disaffected Helghast had chose to remain in the Vektan side in which they were treated as unwanted pariahs liable to be faced with varying degrees of persecution by the Vektans.

Despite the Second Extrasolar War exhausting both sides, tensions between New Helghan and Vekta grew once again. The partitioning of Vekta caused dissent to grow in the Vektans and Helghast alike, and the governments of the two peoples soon rearmed and fought covert wars. Helghast terrorists would attack ISA installations and Vektan civilians, while the Vektan Security Agency conducted illegal incursions into New Helghan. Despite the insurgency, open conflict was narrowly averted, even as the ISA and Helghast attacked each other covertly.Killzone Shadow Fall

Government:

Vekta was initially governed by the Helghan Administration until it fell under the control of ISA Alpha Centauri in 2202. The senior government official on Vekta was the ISA Governor General.

By the time of the Second Extrasolar War, the Vektan Colonial Government had remained under the jurisdiction of the ISA.

Military:

and Rico Velasquez.]]

The mandatory military of all UCN colonies is known as the Interplanetary Strategic Alliance. Each ISA is independent, much like a normal military. Planets provide funding and manpower, while the UCN provides training and equipment, although they keep the ISA of every colony world, including Vekta, inferior compared to the United Colonial Army in order to prevent them from ever staging a successful rebellion.

Even though the UCN provide equipment to ISA Alpha Centauri, this is not to say Vektans do not manufacture their own equipment or even develop new weapons, as weapons such as the M55 Rumbler by ISA Weapon Systems clearly prove otherwise.

Physical Aspects:

Typically described as an Eden class world, Vekta is covered with lush, fertile land, with flowing lakes and oceans. Vekta is self-sufficient in food production and serves as a stable point for administration and manufacturing. Vekta's approximate mass and atmospheric conditions mirror that of Earth's.

It is also a planet of significant strategic importance to the UCN as it acts as a jump point between Earth and the other colonies. It is also a significant source of food and various other resources. Upon the arrival of Helghast refugees and the founding of New Helghan, half of the planet has been heavily industrialized and somewhat replicate the polluted urban environment of Helghan.

The population of Vekta was numbered around 3.2 billion according to a census that was carried out at least 5 years before the Second Extrasolar War, but due to the war the population had been halved due to the Helghast's brutal attack on the civilian population in Vekta City and the surrounding areas.

Locations:

Northern Vekta:

*Vekta City is the only populated area on Northern Vekta. Founded in 2129, Vekta City is the capital of Vekta and home to the VSA Headquarters. Following the establishment of New Helghan, Vekta City was divided in half in which the other half is administered by the New Helghan government.

Southern Vekta:

* Rayhoven[h

* Diortem was a city the ISA chose to research technology during the Helghast invasion of Vekta. One such project was the development of a biological weapon overseen by ISA Admiral Alex Grey that could be used as a deterrent against the Helghast. Diortem is also home to the Hall of Justice, as well as Diortem Plaza.

* Magus City is known for the nearby Magus Harbor, which the war hero Jan Templar had to search for a hovercraft to maneuver the Reag swamplands and rescue ISA VIPs from Armin Metrac.

* Sedah City is home to the Royal Vektan Palace, indicating that Vekta had a monarchy at some point. It was also one of many places where government officials died during the Helghast invasion of Vekta. Tendon Cobar tortured and killed three ISA council members here, and Dwight Stratson would kill General Murphy inside the Palace to gain total control of all forces in Southern Vekta.

* Dilos

* Oas

* Suiten

* Anemos

* Kirin

New Helghan:

*Containment City, also known as the New Helghan Slums, is located in one of the lower tiers of New Helghan. It has a population of over 3 million as of 2390, and 43% of these 3 million are believed to be non-Helghast, and the rest are Helghast migrants. Due to its high level of poverty and civil unrest, the Black Hand has a lot of influence in this area, while the New Helghan government is struggling to maintain control.


Instruction: Provide detailed information regarding Vultur in the Killzone universe.

Output:
The Vultur is an aerial surveillance drone featured in Killz

Specifications:

The Vultur is an aerial drone that can scan the battlefield and locate enemies and equipment directly on your HUD and radar.

Strategy:

It is best to use the drone when you actually need it, such as when an enemy is camping and you can't find him, you're low on ammo, or when you need to pinpoint the location of some enemies. Using it for no reason would be a waste.


Instruction: Provide detailed information regarding Yasen Vink in the Killzone universe.

Output:
Yasen Vink was a Helghast worker who worked on the ISC Cassandra.

Biography:

Yasen made an audiolog addressed to his mother, which he explained how the Vektans on the ship do not treated their Helghast counterparts as equals, but he and his comrades just got on with their business. This attitude gained them a lot of respect from the Vektan crew, but he acknowledged his mother's warni

He then finished the audiolog by saying to his mother to tell his father what he endured on the ship. Yasen still hoped that his father would change his mind and one day cross The Wall. He also said that no matter what, the life in the Vektan side of the planet was far better than the life on New Helghan.Message Home


Instruction: Provide detailed information regarding ACOG in the Killzone universe.

Output:
The ACOG is an attachment featured in Killzone Shadow Fall.

Description:

The ACOG is unlockable for a large number of weapons, and provides a 1.6x magnification level. Compared to the standard Dot Laser, it provides a more precise sight reticle, larger sight body and greater magnification for all weapons which can mount it.

The Helghast and VSA each have their own unique versions of the ACOG. The Helghast version utilising a white dot and line reticle, with black range markings, on a red-tinted lens. The VSA version used a cyan dot and circle reticle, with cyan range markings, on a blue-tinted lens. As such, all Helghast weapons will have the Helghast model if they are equipped with the ACOG and all VSA weapons will have the VSA model if they are equipped with the ACOG.

The Helghast version of the ACOG has the benefit of an IFF feature, which allows the user to distinguish enemies from allies at a glance. The central white dot of the Helghast ACOG's reticle turns red when the reticle passes over a hostile.

Nearly all small-arms in the game can be equipped with the ACOG Sight. The StA-14 battle rifle, released as part of the Insurgent Pack DLC has a non-interchangeable ACOG which looks different from, and offers a slight magnification increase over the normal Helghast model present in Shadow Fall.

Weapons:

*M6 Punt

*LS21 Valk

*StA25 Vlug

*StA409 Keyzer

*M55 Rumbler

*StA59B Pulver

*StA4 Stova

*LSR44 Spoor

*StA-14

*StA61 Vultur

*StA101 Kameraad


Instruction: Provide detailed information regarding Andrea Parsons in the Killzone universe.

Output:
Andrea Parsons was an aide of Dr. Hillary Massar who worked on the ISC Cassandra.

Biogrpahy:

Parsons was unaware of the project's goals that was conducted by Dr. Massar and the VSA, as no one has been told anything except that they are working on Helghast genetic coding. Parsons grew increasingly concerned of the project as he learned about Helghast laborers began piling up in the ship's morgue and hearing screams coming from the corridors.What's Happening? He eventually learned the horrifying truth of Massar's "ethnic bullet" project, which was experimenting a biological weapon designed to genetically kill the Helghast. Parsons witnessed firsthand of Massar's bio-weapon as it entered the ship's ventilation system and burned the flesh off all of the Helghast crew, killing them all.Ethnic Bullet

Initially, Parsons tried to cope, believing that Massar's project was for the better of Vekta, but he quickly realized that he and his colleagues were doing are wrong. Parsons attempted to confront Massar and stop the project, but only to backed out in fear.More Worries Andrea was presumably killed along with the Cassandra's crew after Massar released her bio-weapon upon them.


Instruction: Provide detailed information regarding Armadillo Trooper in the Killzone universe.

Output:
The Armadillo Trooper is a special version of the Assault Trooper. They serve as security at Stahl Arms on Helghan during the Vektan Cold War, rather than Security and Riot Troopers.

Tactics:

They use powerful personal shields that greatly helps protect them. The OWL's stun mode and charged up shots from the LSR44 Spoor are used to disable them. They can be killed instantly by running up to them, and using Brutal Melee, but it must be done quick.


Instruction: Provide detailed information regarding Defiance in the Killzone universe.

Output: Defiance (real name unknown) was an ISA Archer Tank during the Second Extrasolar War that took part in the evacuation after the three-pronged failure of Operation Archangel. During the evacuation in the mission Senlin Beach, they sped ahead of the HAMR IFV protection and was subsequently destroyed by a Helghast ambush.


Instruction: Provide detailed information regarding Dorweiler in the Killzone universe.

Output:
Dorweiler was an ISA Exoskeleton pilot who took part in Operation Archangel.

Biography:

During the evacuation from Helghan, Dorweiler piloted his Exoskeleton to clear a road alongside Tomas Sevchenko. He battled and destroyed a Helghast Trooper Carrier before he sustained critical damage by a Helghast rocket launcher. Shortly thereafter the Exo exploded and killing Dorweiler in the process.


Instruction: Provide detailed information regarding E-Stun Missile in the Killzone universe.

Output:
The E-Stun Missile is an attachment featured in Killzone Shadow Fall.

Description:

The E-Stun Missile is a small, underslung missile launcher which fires small, guided, EMP missiles.

The E-Stun Missile can only lock onto enemy equipment and will not fire until a lock has been established, meaning that it cannot be free-fired at enemy players. It is available only for the Scout class in multiplayer. The E-Stun Missile attachment normally carries one missile loaded, with two additional missiles in reserve, giving the player a total of three guided, EMP missiles.

Only the StA61, StA101, and LS70 of the Scout class can be equipped with the Missile attachment. The appearance of the attachment is identical to that of the Missile attachment, although the E-Stun Missile will take on a white and grey colour-scheme when equipped with the LS70 Fors, as opposed to the normal black and grey colour scheme.

Weapons:

*StA61 Vultur

*StA101 Kameraad

*LS70 Fors


Instruction: Provide detailed information regarding Forging a Path in the Killzone universe.

Output:
Forging a Path is the eighth level of Killzone.

Plot:

Templar's squad make their way to the uplink while attacking Helghast positions. They come across a forward logistic base in which they raid it to find transportation to the uplink. After securing the base, they examine a map and find they are still far away from the uplink, and they do not have enough time to stop General Adams from attacking the Earth fleet. Luger noticed a nearby missile base and proposed going there to acquire Helghast transport. Although Hakha points out the missile base is heavily defended, Templar sees no other choice but to go there.

Unknown to the squad, General Lente is also heading to the same base. Meanwhile General Adams is left very displeased to hear of Templar's squad's recent actions of hindering the Helghast's invasion, in which Adams loses his temper by repeatedly smashing his underling's head.

Transcript:

Trophies:

*Forging a Path - Complete Chapter 8.

*Designat

*Abridged Bridge - Collapse the Helghast bridge in the Jungle Valley.

*Supply and Demand - Blow up the ammo dumps in the Forward Logistics Base.


Instruction: Provide detailed information regarding Helghan Embassy Boat in the Killzone universe.

Output:
The Helghan Embassy Boat is a boat manufactured by Stahl Arms.

Killz

The boat appears near the end of the Mission "Diplomatic Incident" and was used by Arran Danner and Justus Harkin to make their getaway from the Vektan Embassy.


Instruction: Provide detailed information regarding Helghan Senate in the Killzone universe.

Output:
Admiral Orlock

|affiliation = Helghan Empire

|status = Defunct

|established = 2347

|dissolution = 2360

}}

The Helghan Senate, also known as the High Council, was a major governing component of the Helghan Empire. Nine members of the Senate served directly under the Autarch and helped lead and direct the Helghan Nation alongside the Empire's leaders, Admiral Orlock and Autarch Scolar Visari, acting as the Autarch's cabinet of advisers, while still representing the Helghan legislature.

Overview:

The Senators are older evolved Helghast, beyond the need of breathing devices. Most had earned their position as senators simply due to the fact they were loyal to Visari, not because they had earned the respect of the Helghan citizens or deserved them. The appointment led to hereditary, effectively establishing a system of birthright and patrimony to be preserved in perpetuity.Bradbury, Sam. (March 30, 2011). Killz

The Senate was shown to function on a majority rule vote system when there is no Autarch to make a final decision on a topic, as evidenced by one Senator's proposal to place Jorhan Stahl in charge of the military. Any further information in regards to the Senators such as their individual names, roles, or how they are appointed is unknown; only two have been named so far in Killz

*Senator Gunsteling - The oldest and most decrepit senator. He despised Chairman Stahl above all other senators.

*Senator Kuisma - A senator who had been blackmailed by Stahl, in return Kuisma put a vote on the table to give military control to the Chairman in fear of publicity.

Both Admiral Orlock and Jorhan Stahl appeared to serve on the Senate alongside the Senators, yet the reactions given towards Stahl hints that he is not an official member of the Senate who was merely permitted to take a seat in their meetings due to his importance to the war effort (Stahl Arms being the primary weapons distributor and one bearing a private military of his own, specifically).

History:

During the ISA's invasion of Helghan in Operation Archangel the Senators hid themselves in heavy fortified panic facilities below ground at Visari Palace until the ISA had ended their occupation, with some of the Senators wresting with the guilt for abandoning their Autarch while he faced their enemy.Bradbury, Sam. (March 30, 2011). Killz

The Senate were present in hearing Admiral Orlock's plans to defeat the retreating ISA forces within three hours, promising to avenge Visari's death. During this hearing, they bore witness to the animosity between Admiral Orlock and Chairman Stahl, who criticized the Admiral's handling of the operation.Killzone 3, campaign level Pyrrhus Evac

Six months after the ISA invasion, the Senate, following Senator Kuisma's proposal, started to consider giving command of the Helgast military to Stahl after Orlock failed to crush the remaining ISA forces.Killzone 3, campaign level Six Months On However, the senators eventually appointed Orlock as the new Autarch of the Empire and backed his choice to seize all of Stahl's assets, after Stahl both insulted the military and failed to execute ISA Captain Jason Narville during a planetary broadcast.Killzone 3, campaign level Stahl Arms Infiltration When Helghan was devastated by the Terracide, it is unknown what became of the Senate, but there is a strong possibility that they were killed with the rest of the Helghast population.


Instruction: Provide detailed information regarding Helghast First Army in the Killzone universe.

Output:
Col. Mael Radec Col. Vyktor Kratek

}}

The Helghast First Army, under the command of Colonel Mael Radec, was in charge of defending Helghan from ISA Alpha Centauri during their invasion of Helghan. The total strength of the Helghast First Army was 800,000 soldiers.Report #JL28X

History:

Most likely formed after the Helghast Third Army's failed attempt to conquer Vekta, the Helghast First Army was tasked to defend Helghan from ISA retaliation in Operation Archangel. The First Army defended Pyrrhus in which they maintained and defended Arc Battery defenses used against ISA air forces. However, their efforts to defend the batteries failed due to the actions of the Phantom Talon Corp, especially their member Arran Danner, who destroyed the Arc weapons and allowing ISA forces to assault Pyrrhus.

The First Army fiercely defended the city but gradually losing ground to the ISA until temporarily stalling the ISA's advance by a network of Arc Towers that were hidden in Pyrrhus. A small detachment of the Helghast First Army under orders from Colonel Vyktor Kratek attacked the Vektan Embassy in order to eliminate Sepp Harkin and his family, and capture Mandor Savic. But they were stopped by Arran Danner and Harkin's bodyguard, Borischek.

After Radec obtained the codes to the Red Dust nuclear warhead, the First Army in Pyrrhus was instructed to move ten kilometers from Corinth River to avoid the detonation of the warhead that wiped out the vast majority of the ISA forces.Project Red Dust While the Helghast succeeded in wiping out a large majority of Battle Group Mandrake, the First Army failed to stop the Vektans from taking Visari Palace and causing the death of Scolar Visari. Shortly after the Autarch's death, a fleet of ships of the First Army under the command of Admiral Orlock arrives at Pyrrhus and wiping out much of the remaining ISA, and forcing their surviving ships to retreat from Helghan.


Instruction: Provide detailed information regarding ISA Intruder in the Killzone universe.

Output:
The ISA Intruder is a versatile ISA dropship that saw action in the later stages of the Second Extrasolar War. It replaces the ISA VTOL due to being less expensive production costs and having a smaller frame.

Overview:

The Intruder is a dropship commonly fielded by ISA ground troops. Despite its modularity and good reputation of reliability, it is often disliked by new recruits, often stating that it would break apart in midair. However, it is well-liked by veterans due to its lightweight nature and its speed. It has a small profile and the ability to drop troops on the dime. As a result, the Intruder is perfect for rapid deployment operations, but is fairly fragile, and despite great maneuverability has very limited protection for the exposed troops.

Design Detail:

The Intruder is essentially a cargo lift platform that has been modified for combat use. Initially it was seen as a way to quickly transport ammunition, supplies and other equipment to soldiers in the field in the heat of battle. Once, a desperate yet enterprising ISA soldier somehow managed to successfully convince an Intruder pilot to transport some of his wounded comrades to safety, and so began its good reputation as a reliable dropship. All versions of the Intruder are also equipped with flares and other forms of countermeasures.

Troop Capacity:

Instead of the standard infantry bay with troops exiting from a forward or rear door commonly found in many military dropships, the troops resort to riding directly on top of its flatbed, often in dangerous fashion. The Intruder can carry a total of 10 combat-ready personnel.

Armament:

The Intruder is commonly equipped with wing-mounted rockets and a chin-mounted autocannon allowing direct-fire support in ground engagements, but is inferior in this role as compared to the Helghast Overlord; with its heavy armor, two  VnS-10 Scylla heavy machine guns, and a pair of unguided missile pods. Its main advantage over the dropship however, is its fast speed, its modularity and its versatility, giving it the ability to participate in multiple kinds of ground engagements. Another advantage over the Overlord  is that the Intruder uses wheeled skids, allowing it to be moved around with ease while on the ground or when maintenance crews need to move it into hanger bays. Additionally, Intruders can also lean on its passengers for firepower, as while they're exposed, they can use weapons ranging from rifles to miniguns to great effect and with very limited obstruction.

The dropships appear to use anti-gravity and thrust-vectoring (VTOL) technology. They are deployed from ISA Cruisers by way of being dropped from a track, in a similar fashion to the tracks on a roller-coaster drop.

Service History:

Intruders participated in the invasion of Helghan in Operation Archangel, in which the dropships deployed thousands of ISA ground troops in Pyrrhus. During the initial invasion, Intruders came under fire from Helghast anti-aircraft weaponry, such as Arc Towers.

The private military company, Phantom Talon Corp, also used Intruders and assisted ISA forces in Operation Archangel. Due to the Intruder's lightweight frame and open, PTC used the dropship for deploying glide-suit equipped soldiers

Following the failure of Operation Archangel, many ISA personnel were left stranded on Helghan. Without any other means of air support, the ISA survivors, such as Rico's Raiders, have taken to carrying miniguns while riding Intruders, for performing more aggressive tactics such as actively hunting Helghast Overlord Dropships, strafing flights and hit-and-run raids. The Intruders used by Rico's Raiders participated in the ISA remnants' escape from Helghan, and were deployed against a MAWLR.


Instruction: Provide detailed information regarding Joseph Lente in the Killzone universe.

Output:
General Joseph Lente is the secondary antagonist in Killzone. He is the commander of the Helghast Third Army, and answered only to the direct authority of the Helghast leader, Scolar Visari. Lente personally led the First Assault Division of the Third Army during the invasion of Vekta, and stormed several beachheads, as well as command the overall Helghast invasion forces.

Biography:

Joseph Lente was a staunch supporter of Visari and his beliefs of Helghast nationalism and expansionism. He was a close friend of his Chief of Staff Gregor Hakha until the latter grew disgusted with Visari's ideology and defected to the ISA. Lente was angered by Hakha's betrayal in which he executed Hakha's brother for defending his "heroism".Killzone, campaign level Hidden Pasts

Lente was responsible for devising the Helghan Empire's invasion of Vekta and would personally supervised the assault on the planet.Killzone 2 Signature Series Guide In 2357, Lente led the Third Helghan Army in the invasion. The ISA traitor, General Stuart Adams, would deactivate the SD Network over Vekta, and the Helghast would successfully invade the planet with ease.

Second Extrasolar War:

The invasion plan went off perfectly. Helghast forces pushed through Vekta while Lente led a squad of soldiers to board the SD Platform commanded by Adams and took it over after Adams and General Bradley Vaughton reactivated the defense network. Vaughton was then executed by one of Lente's men at the behest of Adams, and Lente supervised the Helghast invasion from the SD Platform, as it caused havoc on the ISA with its reactivated weapon now in Lente and Adam's hands, while waiting to use the defense network to ambush the UCA reinforcements from Earth.Killzone, campaign level Escape

While the ISA remained ignorant of Adams' betrayal, Lente and Adams learned that a squad of soldiers, led by Captain Jan Templar, had discovered Adams' treachery and attempted to stop their plans. Lente was disappointed with Adams' failed attempts to eliminate Templar's squad and decided to go planet side to take care of them himself.Killzone, campaign level Hunting The Traitor

Death:

He traveled to a ISA missile base with a team of bodyguards to ambush the ISA squad. Templar and his squad, however, managed to fight back and defeat Lente and his bodyguards.

Left badly wounded, Lente discovered that Hakha was among Templar's squad, and he spitefully told him that he was a disgrace to the Helghast and informed him how his family were ashamed of him, and his role in his brother's execution. Upon hearing his brother's death, Hakha shot Lente dead. Templar's squad soon undone Lente's plans, disrupting the invasion and costing Visari the loss of one of his most prized commanders.

Characteristics:

Lente is fiercely loyal to Visari and will stop at nothing to ensure that the Helghast conquest of Vekta is successful. He is described as the black heart that beats within the Helghast, and a sane, cold, intelligent and notoriously proud Helghast. He is tactically astute and shouldn't be underestimated, physically or mentally.

He appears to be ruthless enough for a Helghast and is a man of enormous experience. He is also a man of infectious patriotism and is hugely respected by all corners of the Helghast military. Unlike most Helghast who are aggressive and violent, Lente is a calm and sophisticated general,

While most Helghast hate humans with a strong passion, Lente holds a less intense disdain for them but still considers them inferior to the Helghast race. He does not like having to work with General Adams, even if he is on their side. When Adams failed to kill Templar, Lente decided to do it himself, stating that "it takes a Helghan to do a Helghan's job."

Lente had a genuine friendship with Hakha whom he once trusted him with his life, and even considered making him a General had he stayed loyal to the Empire. He was left angered by Hakha's betrayal to the Empire and he personally executed Hakha's brother for supporting his "heroism." During his last and final encounter with Hakha, Lente only expressed his contempt to Hakha by recalling how his family shunned him and his brother's execution.

Description:

Like most Helghast, Lente is bald with pale skin and frail in appearance. He appears quite old and has somewhat oily skin. He is likely in his 50s. Lente wears a long dark- grey, cloak-like jacket like military uniform, which is also worn by the Helghast officers during the invasion. He has very thin, dark, striking eyebrows. Like most other Helghast leaders, Lente seems taller than most other soldiers. He is most likely an evolved Helghast as he doesn't wear a breathing mask like other Helghast. His voice is calm and a more upper class kind of accent. Although it could just be a shadow, his neck seems to be much darker and almost black. Although he never fights in battle anymore, Lente likely carries an officer's pistol, and when he fights Templar's team, he is using a StA-52 Assault Rifle.

Conversations:

Escape:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

ISA: "We're cleared to lift off in five General! You and your men will be up on the platform in fifteen!"

(Aboard the SD Platform)

ISA: "General Adams is prepared and waiting for you General."

(After Hakha is seen discovering which computer was hacked)

General Vaugh

General Ad

General Vaugh

General Ad

(After Hakha announces to the team whose computer was hacked)

General Vaugh

General Ad

(Helghast rush into the meeting area)

General Vaugh

General Ad

General Vaugh

General Ad

(Vaughton is knocked out and shot)

General Le

General Ad

|}

Misty Waters:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

General Ad

General Le

General Ad

ISA: "News from below, sir. We have detected some hacking concerning your computer. We believe the source of the intrusion to be the Colonel Hakha, the spy."

General Le

General Ad

ISA: "He was sprung, sir, by a three man unit believed to be acting under the specific command of General Vaughton. Which is also assumed to be responsible for a shoot-out at the docks and the destruction of a code 3-3 Firebase."

General Le

General Ad

General Le

General Ad

General Le

General Ad

|}

Hunting the Traitor:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

General Ad

General Le

General Ad

General Le

General Ad

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Forging a Path:

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Helgh

General Le

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Hidden Past:

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R

Ha

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(Hakha kills Lente)

Ha

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Instruction: Provide detailed information regarding M42 Sniper Rifle in the Killzone universe.

Output:
The M42 Sniper Rifle is a weapon featured in Killz

Design:

It fires armor piercing rounds and is able to kill all but the toughest of enemies with one shot.