Instruction: Provide detailed information regarding Tomas Sevchenko in the Killzone universe.

Output:
|alias       = Sev

|planet      = Vekta

|birth       = 2334Bradbury, Sam. (March 30, 2011). Killz

|race        = Vektan

|family = Amy Sevchenko

|game        = Killzone 2  Killzone 3

|book        = Killz

|voice = Demetri Goritsas Andrew Bowen

}}

Tomas "Sev" Sevchenko is the main protagonist in Killzone 2 and Killzone 3. He is a Vektan soldier who suffered the loss of his family during the outbreak of the Second Extrasolar War. He is a member of Alpha Squad who participated in Operation Archangel to bring an end to the conflict.

Biography:

Born in 2334 to a solid, respectable family in the northern part of Vekta City, Sev enlisted in the army against his parents' wishes, seeing it as his duty to defend the homeland. His powerful idealism acquired a raw personal edge when members of his own family suffered during the Helghast invasion of Vekta, an incident which caused Sev to take up arms again and still plagues him with nightmares. Unlike other Vektans affected by the invasion, Sev is not consumed by fanatical hatred of the Helghast.Killzone 2: Collector's Guide to Campaign and Warzone

Younger and less experienced than the veterans Rico Velasquez and Shawn Natko, he makes up for this by being a superb technical soldier, having distinguished himself in service as courageous, intelligent and highly resourceful. This caught the eye of Jan Templar, who saw something of himself in Sev and followed his rise through the ranks, until a fatality in Alpha opened up the position of second-in-command to Rico.

Operation Archangel:

Sev and Alpha Squad participated in the ISA invasion of the Helghast capital city of Pyrrhus in Operation Archangel. Sev and his squad land at the Corinth River, assisting ISA forces through the city and helping Captain Jason Narville's Avenger Convoy in pushing their way into Visari Square. However, the ISA assault was stopped by the Helghast's Arc Towers.

Sev and Alpha Squad along with Dr. Evelyn Batton later traveled to the wastelands south of Pyrrhus in finding the energy source, Petrusite, that were powering the Arc Towers. He and Rico split up to activate communication with the New Sun and trying to find a missing ISA scout team that were last seen in the area. Eventually, they found the scout team having been killed by the Helghast. After establishing the uplink with the New Sun, the rest of Alpha Squad and Batton were captured, forcing Sev and Rico to chase after their captors to the Tharsis Refinery. There, they discovered the schematics for the Petrusite distribution system and a central grid somewhere in the wastelands. The two soon found their comrades being interrogated by Colonel Mael Radec. Sev tried to plan to outflank Radec and his guards, but a very impatient Rico charged in and attacked, and indirectly causing Garza to be mortally wounded in the crossfire.

After Radec was forced to retreat, Sev was unable to save Garza who died in Sev's arms. Sev and his remaining squad returned to the New Sun and mourn over Garza's death. When Rico tried to comfort Sev, who instead rejected his teammate's sympathies and venomously blames him for Garza's demise. Garza's funeral was soon interrupted by a Helghast counterattack on the flagship and its escorts. Sev and Alpha hold off Helghast boarders until finally abandoning ship but not before learning that Templar has been fatally wounded by Radec. Sev and his comrades then witnessed Templar's final act in crashing the New Sun into the Petrusite grid, shutting down Pyrrhus's defenses.

They land near the New Sun's crash site in the Maelstra Barrens before rendezvousing with Captain Narville, who was preparing his forces to renew their advance into Pyrrhus. Just then, Sev and the others witnessed the detonation of the Red Dust nuclear warhead on Pyrrhus, significantly wiping out much of the ISA forces and Helghast in the city. Despite the losses, Sev and his teammates continued in their assault on Pyrrhus. After fighting their way through the city and eventually reaching Visari Palace, Sev and along with Rico head inside the palace where they confronted and defeated Radec and Visari's Honor Guards. Thereafter, they entered Visari's main chambers, where they attempt to arrest Visari. When Visari goes into a rant by claiming that the ISA have not won the war, Sev was prepared to arrest Visari but only for Rico to impulsively kill the Autarch much to Sev's shock and horror.

With Visari dead, Sev was emotionally overwhelmed by the failure to take in Visari after so many lives were wasted in the invasion, and exited the palace, ignoring Narville's demands of what had happened on the way. Outside, Sev sat on the palace's steps to witness the arrival of the Helghast First Army that was preparing to wipe out the remains of the ISA invasion force.Killzone 2, campaign level Visari Palace

Six Months On:

Sev and what is the left of the ISA forces attempted to escape from Helghan, but only to become stranded as the remaining ISA ships fled from the planet. Sev was separated from Rico during the chaos and went into hiding with Captain Narville.

For the next six months, Sev had been helping Narville and their men in avoiding the Helghast, and trying to reestablished communication with Vekta. After establishing communication with ISA command in which they learned a ceasefire has been declared, their transmission was intercepted by Helghast soldiers under Jorhan Stahl and Sev was captured. Fortunately, Sev was rescued by Rico and his "Raiders". Reunited with Rico, Sev and the Raiders went to rescue Narville and the other prisoners at Stahl Arms Deep South, where he and Rico infiltrated the facility by disguising themselves in Helghast uniforms. After rescuing the prisoners, Sev and the others learned about Stahl's plans for his invasion of Earth by scorching the UCN capital planet with irradiated Petrusite weaponry.

Sev helped the ISA remnants in their escape from Helghan and to warn the ISA of the attack by traveling to the space elevator and hijacking a ship. But they came under attack by a Helghast assault mech, a MAWLR. Though Sev and the others managed to destroy it, many ISA soldiers were killed and leaving only sixty soldiers remaining. When Narville expressed the futility of their escape, Sev gave an inspirational speech to everyone not to give up and to continue in their escape.

The ISA soon succeed in accessing the elevator and taking a ship. Sev along with Rico and Jammer hijacked Striker Fighters and attacked Stahl's flagship, the Khage, from warping to Earth. Sev destroyed the Khage's warp coil and causing the flagship to drop into Helghan's surface before launching a nuclear warhead at the vessel, which inadvertently released its Petrusite arsenal on Helghan, violently irradiating the planet.

Despite stopping Stahl's plan to destroy Earth, Sev was left horrified of the destruction brought to Helghan and commenting on how many people were killed as a result of their actions. Sev and his comrades then began their journey home to Vekta.

Post-War:

Shortly after the end of the war, Sev along with Rico were acknowledged by the surviving Helghast for their roles in causing the Terracide in which they were deemed as wanted war criminals. As a result, he and Rico went into hiding while the ISA claimed them as "missing in action" and the Vektan government denying information of their whereabouts.Helghast Daily News, "Vektan War Criminals at Large"

Conversations:

Killzone 2, Gameplay:

Killzone 2, Cutscenes:

Corinth River:

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!S

|-

|

ISA: "Units twenty through forty mounting in three minutes..."

R

Temp

R

Temp

R

Temp

R

(Draws attention to his team)

R

(Aboard the Intruder)

R

Na

R

S

Na

R

(ISA cruisers fire at the enemy)

Na

Ga

(Natko looks over the edge)

Na

S

Na

S

Na

R

(Intruder is successfully launched)

Na

Ga

S

Ga

Na

R

Na

R

(Approaching the beach)

R

S

(The Intruder above the team is hit)

R

Ga

Na

R

S

Na

(Craft crashes onto the beach)

Na

R

Ga

R

|}

Blood Meridian:

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!S

|-

|

ISA: "Captain Narville is expecting you ASAP. Convoy's taking a real hammering."

Na

R

Ga

ISA: "I never saw anything like it before."

Na

(While getting closer to the square, Sev looks at the ISA cruisers)

R

S

R

Pi

R

Na

Ga

R

S

Na

(ISA soldier messes with his rifle)

S

Ga

ISA: "Where are the other units?"

R

(Two more ISA Intruders flies overhead)

ISA 2: "Get out of the way!"

Na

R

ISA 3: "Same as you, assisting the convoy in Visari Square."

(One of the Intruders gets blown out of the sky by an Arc Tower)

S

Na

Ga

R

Na

(The team flies over the city to the landing point)

Ga

R

(Arc Tower fires at the Intruder, barely missing)

R

Na

Ga

S

R

(Rico looks at the convoy)

R

Na

R

Ga

R

(Intruder lands)

R

Na

R

|}

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!S

|-

|

Ga

Narvi

(ATAC appears on the site)

ISA: "ATAC!"

Narvi

S

S

(ISA soldier gets killed by ATAC, Garza and Sev rush to safety)

S

|}

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!S

|-

|

Helgh

Helghast 2: "Go on!"

Na

(Helghast kicks Evelyn)

Helgh

R

|}

Tharsis Refinery:

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!S

|-

|

(Sev and Rico find Radec interrogating the rest of the squad)

Eve

Ra

R

Ra

Ga

Ra

Na

(Natko is hit)

R

S

R

Eve

Ra

Eve

Ra

R

S

(Rico opens fire on the Helghast)

R

Ra

(Garza is hit)

Na

Eve

Helgh

|}

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!S

|-

|

Eve

(When the Intruder arrives)

S

Ga

(Garza falls down)

S

(Intruder lands)

S

|}

The Cruiser:

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!S

|-

|

R

S

Na

(Explosions on the ship)

ISA: "All personnel to battle stations. Repeat - all personnel to battle stations."

Na

R

|}

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!S

|-

|

R

S

(Cutscene of Templar plays)

S

R

Na

R

Na

R

Na

R

(The Intruder is launched and the New Sun crashes)

Na

R

Na

S

Na

S

|}

Maelstra Barrens:

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!S

|-

|

S

R

Na

R

S

R

Narvi

S

Narvi

S

|}

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!S

|-

|

Narvi

(Nuke goes off)

R

Na

(Narville is talking to ISA marines)

Narvi

R

Na

R

S

R

|}

Visari's Palace:

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!S

|-

|

R

S

Vis

S

Vis

S

Vis

R

S

Vis

(Rico shoots Visari)

S

Vis

(Visari dies and Narville enters the building)

Narvi

Na

Narvi

(Outside)

ISA: "Fuck! Helghast ships! I thought first wave took all of them out."

ISA 2: "We're screwed!"

ISA 3: "Oh, man! I can't believe this... We need to get the fuck out of here!"

ISA 4: "Move out, move out, report to your CO's."

ISA 5: "Come on people, let's go, let's go!"

|}

Killzone 3, Cutscenes:

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

|}

Evacuation Orders:

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!S

|-

|

R

S

(Cuts to Visari's corpse)

Narvi

ISA me

Narvi

ISA me

Narvi

(Cuts back to Sev)

R

Narvi

S

Narvi

S

R

Narvi

R

Narvi

S

Narvi

(Hooper arrives with transport)

Narvi

(Sounds of lightning)

R

(A Helghast cruiser flies overhead, firing at the convoy, killing soldiers and destroying armor)

Narvi

(While driving, Helghast forces attack the evacuating troops)

S

R

S

(A Helghast tank shows up)

S

(Their vehicle gets pushed off the road, but stops just before it falls off a cliff)

S

R

(Vehicle still falls down)

R

S

R

|}

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!S

|-

|

S

R

S

R

S

R

S

R

S

|}

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!S

|-

|

(Sev and Rico watch as Helghast collect irradiated Petrusite)

Helgh

R

S

(Rico puts his hand in some of the Petrusite)

R

|}

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!S

|-

|

Narvi

S

Narvi

S

R

(Rico gets cut off by Narville)

Narvi

S

Narvi

S

Narvi

|}

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!S

|-

|

Narvi

S

Narvi

S

Narvi

|}

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!S

|-

|

ISA: "Come forward!"

(Helghast fire at the ISA)

ISA 2: "No way. No way, man."

S

ISA 2: "Captain Narville says we gotta take out that Arc Cannon, but those machine guns are tearing us apart. We don't have enough men."

S

R

ISA 2: "Gutmann."

R

ISA 2: "Yeah."

R

|}

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!S

|-

|

S

R

|}

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!S

|-

|

S

Jam

R

Jam

R

Narvi

(MAWLR arrives near Sev and Rico, crushing their HAMR and firing at an ISA cruiser)

Cruiser ISA: "Dispersive armor is holding."

Cruiser Capt

(Back at Sev and Rico)

S

|}

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!S

|-

|

Jam

Narvi

R

Narvi

R

S

R

S

R

|}

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!S

|-

|

(MAWLR fires at ISA cruiser)

Cruiser Capt

Cruiser ISA: "That last blast took out all electronics on G deck. Rerouting system."

Cruiser Capt

Cruiser ISA 2: "The Dauntless reports minor damage. And the Arcturus has safely reached orbit."

Cruiser Capt

(MAWLR fires at another ISA cruiser)

Cruiser Capt

(At the evac site)

Narvi

S

(Intruder lifts off)

S

Narvi

(Back on the ground)

R

S

R

(ISA cruiser crashes down)

R

Narvi

|}

Six Months On:

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!S

|-

|

Kowal

(When approaching Narville after the Hooper cutscene)

S

Narvi

S

Narvi

Kowal

S

Narvi

S

|}

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!S

|-

|

Kowal

S

(A Helghast Capture Trooper rushes at an ISA soldier, stabbing him and loading him on a dropship)

S

Kowal

|}

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!S

|-

|

Kowal

S

Narvi

S

Narvi

S

Kowal

|}

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!S

|-

|

Sys

S

(Uplink starts)

Narvi

UCA Gene

Narvi

UCA Gene

Narvi

UCA Gene

Narvi

S

|}

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!S

|-

|

S

Narvi

S

Narvi

S

Narvi

S

|}

Icy Incursion:

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!S

|-

|

Helgh

Vigilant B

(Aboard the dropship)

S

(Soldier attempts to punch Sev, but is stopped by another soldier)

S

Helgh

S

Helghast 2: "You shut your mouth."

S

(Soldier punches Sev, Sev draws his knife and stabs him in the leg)

Helgh

Helghast 2: "Okay... I'm alright..."

S

Helghast 2: "Waddya say scum!?!"

(Soldier attempts to stab Sev, but is hit by a harpoon and dragged out the dropship)

R

(Rico kills the other soldier and saves Sev)

S

R

S

(Sev falls out of the dropship onto Rico's Intruder)

R

Rai

R

S

R

S

R

(Rico gets cut off)

S

R

Raider 1: "With all due respect Sir, that is a bad plan."

R

|}

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

|-

|

Narvi

S

R

S

(Sev gets cut off by Narville)

Narvi

R

S

Narvi

R

Narvi

S

Narvi

S

|}

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!S

|-

|

R

(After seeing a test subject, Earth shows up being bombed in a simulation)

R

S

|}

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!S

|-

|

Narvi

S

(After Stahl's cutscene)

S

Narvi

(The Khage passes overhead)

S

Narvi

R

Jam

R

|}

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!S

|-

|

S

R

(After moving to a small platform)

S

Narvi

S

R

S

Narvi

S

|}

Scrapyard Shortcut:

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!S

|-

|

R

S

R

(Petrusite fence starts)

R

(Cuts to the ISA convoy)

Narvi

ISA: "What the hell? What's going on? Oh god. I can't do this. I can't do this! I can't do this! I got to get out of here. I got to get out. (Gets hit by Petrusite) No! No, no, NO!"

R

Jam

Narvi

(Cuts back to Rico and Sev)

R

Jam

R

|}

The Reckoning:

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!S

|-

|

R

Narvi

R

Narvi

R

Narvi

R

Narvi

R

S

R

Jam

R

Jam

|}

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!S

|-

|

R

Narvi

R

S

Narvi

R

Narvi

R

S

Narvi

S

R

S

Narvi

S

Narvi

R

Narvi

R

|}

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!S

|-

|

R

ISA: "There are no ships down here. The only way off this planet are those space elevators."

Narvi

R

Jam

Narvi

R

Narvi

S

R

Narvi

S

Jam

S

ISA: "How?"

S

Narvi

|}

Interception:

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!S

|-

|

R

S

Narvi

R

Jam

Narvi

|}

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!S

|-

|

S

(Aboard the ship)

S

R

S

|}

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!S

|-

|

R

S

|}

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!S

|-

|

S

R

Jam

Hoo

S

Jam

R

Jam

S

|}


Instruction: Provide detailed information regarding Advanced Assault Infantry in the Killzone universe.

Output:
The Advanced Assault Infantry is a Helghast enemy in Killzone 2, Killzone 3, and Killz

Description:

The Advanced Assault Infantry are identical to the regular Assault Infantry, but are more heavily armored and skilled at combat. While they do prefer utilizing cover as the regular Assault Infantry does, they won't hesitate to charge in for melee attacks if their enemies get too close.

Tactics:

While similar in combat as the Assault Infantry, the Advanced Assault has more health and takes more gunfire to be brought down. They also have a better aim and tends to fire faster. It is advisable for players to be mindful of the Assault Infantry if trying to rush for an R&G attack, getting too close or staying out in the open too long when more than one is around.

As with the regular Assault Infantry, the Assault Infantry constantly seek cover. When they achieve crouching cover, always zoom-in and target the tops of their heads that you can just barely see over the cover point. When they seek standing cover, their elbow or leg will usually be exposed, so don't hesitate to fire on any body part that you can target. If more than one is at the same cover point, use your grenades to take them all out quickly.

Notably, their helmets will not deflect a headshot, unlike the helmets worn by the lower-ranking Assault Infantry.


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

Output:
The Advanced Shock Trooper is a Helghast enemy in Killzone 2.

Description:

Also known as the "Autarch's Guard," the Advanced Shock Troopers are the personal protectors of the Autarch and any other of the high-ranking officials which serve him. They are distinguished by their long-coats, emblematic of the vow they took to the Autarch, and wear a similar helmet to the regular Shock Troopers. To prevent them from being overrun during riots, these troopers are trained to work in pairs.

Tactics:

Deal with the Advanced Shock Trooper as you would the normal Shock Trooper. Try to keep your distance and pick them off as they rush you. The Advanced Shock Trooper is a bit faster and more accurate with his gunfire, so be mindful of this if you try a rush attack.

Once they get close, they will often throw Teslite Grenades to flush you out from your cover. When you see one preparing a grenade, immediately move to a new location. If the Trooper is alone and throws a grenade, then rush him as he is prepping it, and you can often reach and dispatch him before he can regain his weapon and fire on you.


Instruction: Provide detailed information regarding Anton Saric in the Killzone universe.

Output:
Anton Saric is a supporting antagonist in Killzone Shadow Fall. Saric is the ruthless and sadistic head of Helghast Security who is tasked by his superiors to defend New Helghan against threats both internal and external.

Biography:

Little is known of Saric's life, but as a child he witnessed and survived Helghan's destruction in the Terracide. As he grew, so too did his contempt and hatred for the Vektans, whom he sees as responsible for the deaths of over a billion Helghast.[ht

When the Shadow Marshal, Lucas Kellan, was captured during a rescue mission in New Helghan, Saric personally interrogated and tortured Kellan. However, under orders of Chancellor Hera Visari, he escorted Kellan to the Wall where he was to exchange the Shadow Marshal for the Helghast operative Echo.

Whilst on their way, he expressed disgust to Kellan of how the Helghast were forced to live alongside the very people that they had warred with and whom he saw as responsible for the destruction of their homeworld. He also promised Kellan that one day, his people would march across the wall and take Vekta City. During the exchange, a fire fight broke out. However, both prisoners successfully returned to their respective factions.

Saric once again brutally interrogated Kellan when the Shadow Marshal was recaptured during his mission to assassinate the Black Hand leader, Vladko Tyran. Saric was then ordered personally by Chancellor Hera Visari to continue his interrogation. Visari also requested that Kellan be kept alive. Saric then proceeded to electrocute Kellan until he lost consciousness.

Characteristics:

Saric, like most high-ranking Helghast, is a ruthless man. Anton possessed a deep loathing of Vektans that is motivated by the death and devastation wrought by the Second Extrasolar War and the Terracide. He is disgusted by the fact that he and his people are forced to live alongside the Vektans, and longs for the day for the Helghast to conquer all of Vekta. As such he uses his position to inflict as much violence and suffering on captive Vektans whenever possible, but is careful not to violate orders against killing prisoners.

Quotes:

Chapter 1: The Father:

*"You have no idea how sickening this is to us. Forced to live here alongside the people who destroyed our planet. And then there are people like you, Lucas Kellan. Judging us, treating us like we are the criminals. This Wall won't protect you forever, Shadow Marshal. We will march through it and take the rest of your city."

Chapter 5: The Helghast:

*"We have your contact. There's no use holding out."

*"It's no use fighting. He told us everything."

*"Vekta has let you down. Her power is waning. She is inferior."

*"Take this opportunity to reflect on your behavior. I hope you will prove to be more helpful when I return."


Instruction: Provide detailed information regarding Beach Head in the Killzone universe.

Output:
Beach Head is a multiplayer map in Killzone. A later remastered version of the map was leased in the Flash and Thunder pack for Killzone 2.

Killzone:

A massive multiplayer map, it basically featured a large base at one end, complete with two sniper towers and two gaping holes in the wall. This was in most cases a major point of conflict because of the many spawning areas situated within its walls.

On the other end of the map was a one roomed outpost and a separate sniper tower, both situated on the water front. The vast (By old gen standards) map in between was an elongated beach, complete with a few trenches, hills, sandbags and even a few buildings that had been bombed down to the size of waist-high rubble. This beach was surrounded by an un-scalable cliff. The prevailing weapons on the map are (in most cases) the M327 Grenade Launcher and the BP-02 Pup Grenade Launcher simply because the long expanse between bases offered a lot of room to open fire across

Killzone 2:

In the Killzone 2 version, the map takes place in a city. There is a large bridge cutting through the map but the central section is destroyed. The platforms the factions started on were altered.

Several man-made structures are placed across the map, along with buildings with Helghast banners on top of the impassable cliff. It takes place at night time with heavy wind and rain battering the beach front.


Instruction: Provide detailed information regarding Erwin Wechter in the Killzone universe.

Output:
Erwin Wechter is a Helghast Security member on New Helghan by the time of the Vektan Cold War.

Biography:

Wechter was stationed at Port 33.Emergency Call ReportShots Fired


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

Output:
|affiliation =

|status = Defunct

|dissolution =2347

|capital=Corinth Palace, Pyrrhus DeepVekta City|military=Helghast Army}}

The Helghan Corporation was a massive energy, industry and mining conglomerate that originated on Earth after the formation of the United Colonial Nations. In 2116 the Helghan Corporation bought the colonization rights of the Alpha Centauri system. After establishing the colonies of Vekta and planet Helghan, the corporation was reorganized into the Helghan Protectorate and then the civil Helghan Administration. After the First Extrasolar War, the Helghan Administration was dissolved and reorganized in-exile on planet Helghan where it ruled for over a century until it was dismantled and replaced by the Helghan Empire in 2347.

History:

Alpha Centauri Contract and colonization:

After 'The Omen' incident in 2116, when six colonial ships launched by the UCN were lost due to a massive solar flare, the UCN opened up bidding on the colonization rights of the Alpha Centauri system. The Helghan Corporation, knowing the economic importance of the hub system, managed to win the contract due to the impressive credit it secured from the Interplanetary Banking Guild. In return, the UCN was to receive 10% of the settlement's profits. However, this was not without accusations of fraud and bribery due to the Helghan Corporation's speed of securing the contract and conveniently having a colonization fleet nearing completion.Timeline retrieved from the official Killzone website

When the Helghan Corporation's colonial fleet entered Alpha Centauri in 2127-2128, the first planet encountered was rich with resources, but uninhabitable. This planet was named Helghan and a prefabricated space station was set up to manage mining operations on the surface. The rest of the Helghan Corporation's colonists reached the more verdant planet in 2129, which they named after the corporation's CEO Philip Vekta, Vekta. The resource-rich planet of Helghan was managed by an orbital space station to manage the facilities which extracted resources.

When the Interplanetary Strategic Alliance was formed in 2133, the Helghan Corporation agreed to help fund ISA Alpha Centauri's forces.

By 2135, Vekta's settlements were firmly established. Mining operations on Helghan were well underway, and ships en route to new systems docked in Helghan's orbital station for refueling and trade. The Helghan Corporation gained lucrative profits from the fees charged to refill the ships, which it spent on building up Vekta and operations on Helghan.

As a Protectorate and Administration:

The Helghan Protectorate was established in 2138, which helped to better coordinate activities on Vekta and Helghan. A symbol was chosen consisting of three interlocking arms, representing Peace, Justice, and Freedom to represent the unity between Vekta and Helghan. The Helghan Protectorate however was under the authority of the ISA, as was the Helghan militia which was filled with officers from the ISA Alpha Centauri.

Infrastructure on Helghan was completely finished in 2149. This increased the already substantial profit the Helghan Corporation made from mining and processing on the planet. By this year, most of the Helghan Corporation had relocated to Vekta to be closer to their operations, including the company's higher ups and their families.

In 2152, with the Helghan Corporation headquartered in Vekta, the Helghan Corporation reorganized itself into a civil administration, the Helghan Administration. The Helghan Administration took over the governing and police security duties of the Helghan Protectorate from the ISA, putting the activities of Vekta and Helghan firmly in their control. The Helghan Corporation exists within the administration and maintains a monopoly over mining operations on Helghan.

The Helghan Administration's taxes on commercial activities and profit from mining operations are poured more and more into the lives of their people, but a large portion of their money is stockpiled for emergency purposes. In 2155, this stockpile reached a level to where the Helghan Administration made a bold offer to the UCN to buy Alpha Centauri and the rights to levy taxes and construct a fleet. Due to the UCN's financial situation, this offer was accepted and Alpha Centauri was completely under the control of the Helghan Administration.

The Platinum Age:

Until 2190, Alpha Centauri went through an economic boom under the control of the Helghan Administration. Alpha Centauri's importance as a hub-system gave the Helghan Administration the opportunity to tax all ships going through the system, on top of the considerable income from trade and re-fueling. A clause allowing Alpha Centauri based companies to be exempt from this tax ends up causing many Sol-based corporations to move to Alpha Centauri, increasing the Helghan Administration's prestige. The shipyards orbiting Helghan also became the largest of its kind outside of Sol.

First Extrasolar War:

The UCN took notice of the Helghan Administration's stranglehold on the economy and became frustrated that the Helghan Administration is profiting off colonial endeavors that the UCN itself had underwritten. In response, the UCN ordered a massive increase of the UCA's capabilities and creating new taxes and regulations on space travel and shipping, which ends up revoking the Helghan Administration's right to a fleet and right to levy their own taxes.

The Helghan Administration refused to follow the UCN's regulations, but agreed to enter into talks with the UCN to resolve the issue. However, on the urging of powerful individuals and corporations, they decided not to budge on the critical issues of tariffs and self-defense, and the negotiations soon fail.

In 2199, the Helghan Administration declared Alpha Centauri an independent entity, beginning the First Extrasolar War. The UCN acted swiftly, knowing the economic chaos it could cause to Earth and the ideas it would give to other colonies. A UCA fleet was launched the same year to Alpha Centauri. Meanwhile, the Helghan Administration's numerically superior fleet and armies attacked local ISA forces in an attempt to expel them from Vekta and Helghan, though the better trained and equipped ISA forces manage to withdraw in good order, falling back to hidden bases to conduct hit-and-run operations.

The UCA fleet finally arrived in 2201 and engaged the Helghan Administration's forces over Helghan. Most of the Helghan fleet were easily destroyed by the UCA Navy with no losses of their own, and the main orbital facilities around Helghan were destroyed under mysterious circumstances, leaving the Helghan Administration and UCA to blame each other for its destruction.

The UCA fleet linked up with ISA holdouts and moved on to Vekta. Initially the Helghan forces stationed on Vekta threatened to fight to the last man, but a UCA orbital bombardment convinced them otherwise, leaving them little choice but to surrender. By 2202 the war was over, Vekta was subjugated, the Helghan Administration forcibly dissolved, and the leaders of the Helghan Administration and Corporation are arrested, though some managed to elude capture.

The Exodus:

In order to prevent future unrest in Alpha Centauri, the UCN passed authority of Vekta to the ISA. Another organization, the Helghan Authority, is set-up to manage the industries on Helghan. As Earth-loyal citizens began arriving from Earth to settle on Vekta, a resistance flares up by diehard Helghan loyalists, and terrorist attacks were carried out by the resistance in an attempt to persecute and intimidate the Earth-loyal minority. However, all action is put down by the ISA, which is forced to enact more brutal and draconian punishments on the Helghan population. Eventually in 2204, the Helghan extremists ceased their attacks and, along with other Helghan loyalists, began an exodus to Helghan.

By 2209 a fleet of old colonization ships were refitted to carry the original residents of Vekta to a harsh existence on Helghan. By 2220, settlements were established around the mining activities of Helghan. The heads of the individual settlements come together that year and reformed the Helghan Administration. The Helghan Administration managed the industries of the settlements, which were pooled for the society. Additionally, various medical problems arose from the harsh environment, and the lack of medical supplies led to the Helghan Administration issuing respirators for all workers and soon the majority of the population.

The Helghan Administration isolated itself from all outside contact, becoming increasingly paranoid of all outside influences and motivations. Because of this, they notably denied an offer made by the Independent Colonial Strategic Alliance for them to join in 2223, despite the favorable conditions offered to them.

Embargoes on the system and the corrupt Helghan Authority's control of profits caused the Helghan Administration's job of managing their new existence even harder. The third generation of Helghan Administration subjects began to be born on 2305, and thanks to genetic conditioning, they possessed traits making them more resistant to Helghan's environment, which helps to ease the demand for medical supplies. Regardless, the Helghan Administration ran the settlements well enough, and finally headquartered itself in the planet's main city, Pyrrhus.

The Helghan Administration began to run into issues in 2330, from a combination of the continued trade restrictions, their industries going through degradation, and a growing population. A bad economic depression hits the planet and causing a lack of vital supplies to develop, leading to Helghan citizens dying from starvation. These conditions caused the people to grow more resentful of the ISA and their collaborators, as well as losing faith in the Helghan Administration's handling of the situation.

End of the Administration:

In 2347, Scolar Visari, a politically ambitious man born to wealth and privilege, led a military coup after he staged an attempt on his own life. The people, deceived into thinking that the Helghan Administration wanted a man who gave them hope dead, supported the move. Visari ordered the Helghan Administration to declare him the "Autarch" and the authority to have unrestrained power for the next ten years to resolve the economic crisis. Not in a position to refuse, the Helghan Administration conceded to Visari, who then gradually dismantled the original structure of the Helghan Administration, replacing the governing body with a militaristic totalitarian regime, the Helghan Empire. The original building which housed the Helghan Administration in Pyrrhus was converted to Visari Palace. The old symbol for the administration, the three interlocking arms, was adapted into the Helghast Triad.


Instruction: Provide detailed information regarding Helghast Hover APC in the Killzone universe.

Output:
The Helghast Hover APC refers to a series of armoured personnel carriers (APCs) used by the Helghast Army. They are featured in Killzone, with prop versions appearing in Killz

Specifications & Armament:

Standard Hover APC - 1x Twin-Mount VnS-10 Scylla:

The Standard Hover APC serves as the universal chassis for all models following in the series. The Hover APC is equipped with front and rear anti-gravity stabilisers, with similar technology used on the Light Hovertank & Heavy Hovertank also used by the Third Army. These give the Hover APC balance whilst driving to avoid rolling over when traversing the terrain and act as rudders to control its directional movement. The anti-gravity stabilisers are powered by Petrusite, which also has the benefit of ensuring the vehicle doesn't elevate too much. However, the vehicle remains susceptible to land mines, and were outfitted with an anti-mine trawl at the front of the vehicle, just ahead of the gravity stabilisers. This trawl can be lowered to safely detonate any mines obstructing the vehicle's path, and doubles as a battering ram.

These Hover APCs in general were able to navigate shallow terrain and travel at higher speeds than any other ground vehicles in use by the Helghast Army at the time. They were more mobile than the ISA Lancer over the rugged terrain of the Vektan mountains and swamps, and therefore became responsible for many of the Third Army's early victories. It's almost certain that it was designed specifically with the Invasion of Vekta in mind.

As an armoured personnel carrier, its main purpose is to transport mechanised Helghast troops into combat, and evacuate any wounded or injured personnel from the battlefield. It carries a squad of up to 10 Helghast in a closed rear compartment. These troops are seated in rows of five with their backs to the sides of the vehicle, with their commander having access to a computer built into the wall enabling them to communicate with the crew and access other data.

Underneath the computer, there is a small cabinet with two drawers for the officer's belongings. To the left of them, a small door leads to the crew compartment which can be opened and closed by an electronic lock. In the concept art it's assumed that on the right side of this door in the troop compartment there would be a full-fledged weapon rack for the troops, fenced off by a retractable gate, however in transition to the game there is instead closely spaced mounts for weapons and a small cabinet containing the personal belongings of said troops. Finally, in order for the troops to enter and disembark from the vehicle, there is a hydraulically operated aft-hinged ramp door, controlled from an electronic lock panel requiring key-input, as well as a tall hatch.

They are adequately well-armoured for their roles, which protects its crew and personnel from small arms fire with all-around protection. They're also capable of withstanding up to two hits from an M404 Missile Launcher used by the ISA, otherwise later known as the M80 Rocket Launcher. In order to avoid wasting interior space, the APCs feature special fasteners along the sides of the vehicle for the crew to attach personal belongings and equipment.

At the front of the vehicle, you'll find the engine compartment. Immediately behind this, there is a section with batteries, each of which has small hatches on either side for the crew to access. This is also where the crew compartment is found, accessible via two doors and a tall hatch on the right side of the vehicle. The driver is positioned on the left hand-side of this compartment, which is also accessible via a small hatch above the seat. Their field of view relies upon cameras built into the Hover APC's headlights.

It is armed with a fully-traversable twin-VnS-10 Scylla that retains a 360° view of the area surrounding the vehicle. It's usually operated by the Hover APC's commander, but is vulnerable to incoming fire due to the lack of an armoured shield. It can be accessed by a small hatch on the roof of the vehicle and is located on the right-hand side, above where the commander would normally sit. The commander also has an on-board screen which enables them to coordinate with other vehicles in the area, as well as operating the vehicle's radar. The latter enables the commander to detect hostile forces and avoid unnecessary encounters. The radar itself can be found on the roof, and is located directly behind the driver's roof hatch. Lastly, there is a ventilation system covering the troop compartment at the rear.

Anti-Air Hover APC - 1x 25mm EAW25/4 Chimera & x5 Missile Pods:

Arguably the best version produced of all the Hover APC variants, this version boasts far superior firepower than the standard model. It has traded the twin-VnS-10 Scylla for a 25mm EAW25/4 Chimera Anti-Air Gun, in addition to a small group of surface-to-air missile pods that have been installed in the top of the turret, in between the main guns. This enables the Hover APC to engage most aircraft operating at a low to medium altitude, as well as being powerful enough to engage lightly armoured ground targets. This turret can be fully traversed 360° and has been mounted directly above the crew compartment, thereby removing the hatches in the roof and altering the hull's roof for the troop compartment as well.

The EAW25/4 Chimera itself retains its quad-barrel design of the same calibre, though the muzzle brake has been changed. In order for the Hover APC to support this complex mounting, it uses a liquid nitrogen cooling system, with hoses that are attached to the barrels feeding into the rear roof. This ensures that the gun barrels are not quickly overheated, however it makes for a rather considerable hazard, as the hoses being damaged could lead to an explosive effect. Carrying on, the ammunition belt is denoted by an incendiary-tracer and ammunition boxes used to feed the guns are found directly behind. The guns themselves use a separate electronic sensor station at the front of the turret, which is capable of horizontal traverse, in addition to a fixed sensor above the turret. They are then controlled with horizontal and vertical laying drives. This station is controlled by the APC's commander, who similarly operates the vehicle's radar in the standard Hover APC.

Whilst the missile system has not been identified, it can be said that there are five missile pods in total and are likely guided by an improved radar, in addition to optical sensors built into the missile launcher itself. It is believed that these missiles are not used against ground targets as they appear to be unable to vertically traverse downwards. Again, these are controlled by the APC's commander.

Returning to the cooling system, the hull roof above the troop compartment has had its ventilation system greatly reduced, and instead only occupies roughly half of the hull roof itself. Several racks were installed in this space, which made way for cylinders containing hydrogen to be mounted at the rear. Whilst the size of the troop compartment has not been altered, only six Helghast troops are witnessed disembarking instead of the usual ten.

In Killz

MRL Hover APC - 1x Multiple Rocket Launcher System (x16 Missiles):

The third variant is known as the 'APC (MRL).' This abbreviation stands for 'Multiple Rocket Launcher,' and is designed to be used as an indirect-fire artillery ordnance that can be directed by units such as the Bounty Hunter, to target specific positions within its range. It mounts sixteen rockets in a pair of roof-mounted packs and can suppress an area with devastating firepower in a short time span.

In terms of its design, the MRL Hover APC doesn't differ too much from the standard model. The commander's hatch has been removed and a mechanism for traversing the MRL was installed in its position instead, as it's offset to the right side of the crew compartment. The launcher itself is designed to work in unison with a spotter, who can be identified by their adornment of specific headwear which are then used to guide said rockets with a laser. The spotter need only illuminate the target with a BDL-23 Dohvat Laser Designator as their headwear will automatically transmit the relevant coordinates of the target to the nearest MRL APC. From there, the APC commander receives the coordinates and can quickly target the desired area.

Whilst these APCs no longer transport infantry, they do retain the seating provisioned in the standard model to house troops if necessary. However, the troop compartment is actually used to store containers with additional missiles, and it is noted that the MRL itself must be manually loaded by the crew each time it is fired.

Service History:

The Helghast Hover APC was commonly used by the Helghast Third Army and were deployed solely during the Vektan Campaign of the Second Extrasolar War. Unfortunately, the Hover APC overall was expensive to produce and rather complex in design. With very few anti-gravity vehicles returning to Helghan, as recognised by the withdrawal of the Light and Heavy Hovertanks, it is safely assumed that these APCs were mostly abandoned on the planet and were not seen in-use by the Helghast again.

Instead, they are replaced by the Helghast Tracked APC, which is encountered in Killzone 2 and Killzone 3, as well as the Helghast  Trooper Carrier, an autonomous quadrupedal vehicle, suited to terrain where the Helghast Tracked APC could not be deployed practically. The Helghast Army also seemed to opt more towards the use of Overlord Dropships as times goes on, in addition to Stahl Arms' Private Army, and appears in every instalment of the Killzone franchise.


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

Output:
The ISA Fighter Bomber is an ISA aircraft.

Specifications:

The fighter is capable of taking off in a very short distance. The craft also appears to need very little room to land which probably means it is STO/VL aircraft. The shape of the craft appears to have a three wing design with three or four engines although the nose is shaped to deflect supersonic shock waves.

The main armament is the AUD-6/D Devastator 25mm, hydraulically-driven six-barrel gatling-type rotary cannon. This beast of gun fires 25mm depleted uranium projectiles with an rate of fire of 4500rpm. Normally loaded with UAP-12/A armour piercing rounds and UAP-15/D high explosive rounds in an five-to-two mix, the gun is able to destroy every enemy in the air and on the ground, pumping out hundreds of bullets instantly.

The bomber is also able to use laser-guided bombs and rockets for fire support. Those bombs are stored internally and with the use of radar-absorbing material, giving the ISA Fighter Bomber stealth capability.

Killzone:

A Fighter Bomber makes a bombing run on a Helghast Dropship that is being used as a command post and in a crashing sequence in Misty Waters.

Killz

Fighter Bombers participated in destroying Armin Metrac's fortress.


Instruction: Provide detailed information regarding IvP-18 Tropov in the Killzone universe.

Output:
The IvP-18 Tropov is a Helghast Army sidearm featured in Killzone and Killz

Specifications:

The IvP-18 fires a three-round burst mechanism. Like most Helghast weapons, it has a cylindrical magazine, located below the barrel. It fires the same 9.2 x 20 mm high velocity cartridge as its successor, the StA18 Pistol. Unlike the StA18, it has both a single shot and burst fire mode.

Strategy:

The IvP-18 has a slightly larger magazine than the M4, along with the impressive burst-fire ability. However, its downsides includes a slow rate of fire and lack of zoom ability. However, practice with the IvP-18 will be rewarded with incredible damage.


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

Output:
Killzone features a multiplayer called Battlefields which featured 6 game modes, 8 playable maps, and almost all weapons used in campaign.

Factions:

*ISA - A standard looking bald ISA soldier. He's equipped with a M82-G Assault Rifle and a M4 Semi-Automatic Pistol

*Helghast - A standard Helghast soldier equipped with a StA-52 LAR and a IvP-18 Tropov Machine Pistol.

Multiplayer Maps:

Killzone has 8 unique multiplayer maps. Not all maps were playable in every game mode. Some maps were not fit for that certain game mode if its not playable.

*Delta Creek - A map taking place in the marshes of Vekta.

*Canyon Crossing - A snowy canyon connected by a bridge.

*Vektan Slums - A map based on the slums in the campaign.

*Core Shaft - Part of the ISA headquarters.

*Park Terminal - A map greatly based on the Park Terminal from campaign.

*Orbital Station - The SD Platform orbiting Vekta.

*Southern Hills - A open map with a large Hilltop Base situated at the center.

*Beach Head - A Helghast assault on Vekta, via the beach.

Multiplayer Modes:

There are 6 multiplayer modes. For modes which are played with teams, there is a maximum amount of 8 players per team, 7 if the team only has bots. Game mode options can be changed.

*Deathmatch - The only game mode that doesn't use teams. You start at a random part of the map and try to be the first with a certain amount of kills.

*Team Deathmatch - You spawn at a random part of the map and the winner is the first team that can achieve a certain amount of kills.

*Domination - Several markers are placed across the map and can be captured by getting near it. A team that has control of a marker will slowly get points. The first team to acquire a certain amount of points wins.

*Supply Drop - Several crates of supplies are found across the map. You need to pick up the supplies and bring them to your base. Having supplies will slowly earn you points. The first team to acquire a certain amount of points wins.

*Assault - One team attacks the other team in an attempt to destroy two generators. If the attacking team isn't successful in a certain time limit, the defenders win.

*Defend and Destroy - Both teams have two generators that can be destroyed at their base. The team that destroyed more of the enemy's generators within the time limit wins.

Weapons:

Weapons - You could only carry 3 weapons with you at time. You also start out with 3 M194 Fragmentation Grenades. There are 15 weapons that you can pick up.

Starting Weapons:

ISA:

*M82-G Assault Rifle

*M4 Semi-Automatic Pistol

Helghast:

*StA-52 Light Assault Rifle

*IvP-18 Tropov Machine Pistol

Retrievable weapons:

Neutral:

*M194 Fragmentation Grenade

ISA:

*LS13 Shotgun

*M224-A3 Heavy Support Weapon

*M66-SD Submachine Gun

*M327 Grenade Launcher

*M404 Missile Launcher

Helghast:

*BLR-06 Hadra MRL

*BP-02 Pup Grenade Launcher

*Pnv-3 Siska Squad Cannon

*StA-3 Stova Light Machine Gun

*StA-52 Sniper/Light Assault Rifle


Instruction: Provide detailed information regarding LS209 Exoskeleton in the Killzone universe.

Output:
The LS209 Exoskeleton is a bipedal weapon platform which represents the latest in the ISA's development of war machines. It was used by ISA forces in the Second Extrasolar War against the Helghast.

Specifications:

Fast and agile, the ISA Exoskeleton is ideal for providing support for convoys, as it is able to traverse even the most difficult of terrain, as opposed to being confined to established trails and roads. It is equipped with advanced armor plating, and furthermore, it is rugged and reliable enough to withstand the worst of Helghan's electric storms. Despite proving its worth however, the suit itself is just a mass produced prototype.

The prototype in Killzone 3 is the third model type, and the first to be mass produced, as the first two exploded during unmanned testing. Several technicians can be heard discussing the suit's drawbacks and abilities, with the most major drawback being the lifespan of the vehicle, stated to only be capable of usage on Helghan for a few months before breaking down. The pilot is also quite vulnerable due to the fragile glass windshield that seals the cockpit.

Weapons:

The LS209 is armed with a 70mm rocket launcher mounted on the left arm, and a right arm-mounted M224 MOMAG .50 Caliber M224 machine gun.

Killzone 2:

Killzone 3:

The Exoskeleton is first used by Sev and Rico in "Pyrrhus Evac".

Multiplayer:

The controls for the Exo in multiplayer are identical to those in the campaign. The damage on the heavy machine gun is increased and also remains constant at extreme range. The repair on the Exo is different, as it is only capable of regenerating up to 75% of the total health, once sufficient damage has been sustained to take it below that level.

The Exoskeleton is usable during botzone in the map "Corinth Highway" and "Salamun Market".


Instruction: Provide detailed information regarding M66-SD Submachine Gun in the Killzone universe.

Output:
The M66-SD Machine Gun is a weapon featured in Killzone, Killzone 3, and Killz

Killzone:

Specifications:

An effective assassination and CQB (Close Quarters Battle) weapon, the M66-SD Machine Pistol is fitted with a sound suppressor as standard. The high temperature alloy of the suppressor can make single shots almost totally silent, although it is incapable of muffling full-auto fire. The Shadow Marshals nicknamed the M66-SD "Silent Death". The M66-SD fires special subsonic 7.62 x 33 mm carbine ammunition.

Strategy:

The M66-SD is Luger's weapon of choice.

Killzone 3:

Campaign:

The M66 is only available in "Six Months On" with a 20 round magazine, a silencer, and is further augmented with a holographic sight. It will fire a single shot if aimed with the holo-sight at a considerably reduced fire rate.

Multiplayer:

Known as the M66 Machine Pistol, it can only be use by the Marksman and Field Medic class and is one of the most versatile and useful Secondary Weapons to the classes that can use it. This is especially true for the Marksman as it gives them a highly effective weapon which they can switch to for short range encounters, while still keeping the VC32 Sniper Rifle. Being a silenced weapon helps as the Marksman will always be trying to stay off the enemy´s radar and not give away his position.

The M66 is always fully automatic, so it is always recommended to fire in short bursts unless extremely close to the enemy. At very close ranges, however, spraying targets can be quite effective due to the M66's high rate of fire. Its drawback is its low ammo count that prevent the M66 from constant use. However, it can be ramified by being near a Ammo Box.

Killz

Campaign:

The M66 Submachine Gun is based on its incarnation in Killzone 3, with the main difference that it shoots 3-round bursts using a 24 round magazine, no matter if shot from the hip or from the green-dot sight.


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

Output:
Captain Mandaloniz was a minor character in Killzone 3. He served as the ISA captain of the Compulsion who participated in Operation Archangel. He was killed during the ISA's desperate evacuation from Helghan.

Biography:

After Operation Archangel failed to capture Autarch Scolar Visari, ISA forces were haphazardly forced to evacuate Helghan as overwhelming Helghast military forces began attacking on what remains of the ISA fleet. Mandaloniz coordinated the evacuation with Captain Jason Narville and remnants of Avenger Convoy. During the evacuation, Mandaloniz was urging Narville to get his men to the Compulsion, all the while his ship came under attack by a MAWLR.

Ultimately, the Compulsion was later hit by the debris of the Dauntless, destroying the cruiser and killing Mandaloniz and everyone onboard.


Instruction: Provide detailed information regarding Pyrrhus Deep in the Killzone universe.

Output:
|affiliation = Helghan Administration Helghan Empire

}}

Pyrrhus Deep, commonly referred to as Pyrrhus City or simply Pyrrhus, was the largest city and capital of Helghan, located on the banks of the Corinth River. Visari Palace and its complex was located on a hill overlooking the city. Pyrrhus was one of only a small handful of cities of its size on Helghan, and was the largest population center on the whole planet. During and after the Second Extrasolar War, Pyrrhus was devastated by the Red Dust nuclear warhead and later utterly destroyed in the Terracide.

Description:

As the largest city, the population of Pyrrhus before Operation Archangel was about 12 million, mostly workers and their families. Most of Pyrrhus consisted of run-down housing and apartments, with a vast stretch of slums and factories. Various ground cars were scattered across the city, and cable cars were located in the more heavily traveled sections.

The buildings drew power from Helghan's electrical storms and the Petrusite power grid running underneath the city. Cables were typically messily strewn across the city from house to house. There were small markets in the city, and the main avenue of the city was Visari Square, with cable cars leading up to the military sector and ultimately Visari Palace. Near the Palace, the headquarters of many companies, such as the Visari Corporation, Stahl Arms and Corinthmetall, were located. Most of the city's resources were invested into the military and propaganda-related structures. The military academy and related structures were much more strongly built and articulated than the more common civilian buildings.

Outside of the city is the characteristic Helghan terrain and mining settlements. An underground pipe system out of the Tharsis Refinery fed Pyrrhus with refined Petrusite.

Due to the sheer size of the city, Pyrrhus was very much visible from space.

Notable locations:

* Radec Academy - A military academy.

* Salamun District - One of many industrial centers. It was a harsh working environment due to lack of modernisation.KZ2 Loading Scre

* Vektan Embassy - Diplomatic mission of Vekta.

* Visari Palace - Home to Scolar Visari and the former home of the Helghan Administration.

* Visari Square - A city square where Scolar Visari made his early speeches and the site of his assassination attempt in 2347.KZ2 Loading Scre

History:

Early Years:

Pyrrhus Deep was founded in 2212 by the remnants of the Helghan Corporation following in the aftermath of the First Extrasolar War. It quickly established itself as a stable settlement and within 20 years the region known as Central Pyrrhus was built. Petrusite exportation funded the city's expansion from this central hub and stimulated further industrial and military growth, leading to the foundation of many leading interplanetary corporations such as Visari Corporation and Stahl Arms.

In 2344, Autarch Scolar Visari chose Pyrrhus as his principal workplace and construction began on his residence Corinth Palace. With its strategic position overlooking the city, the fortified complex holds regular state functions for leaders and visiting foreign dignitaries.

Second Extrasolar War:

overlooking a war-torn Pyrrhus.]]

After the Helghast's failed invasion of Vekta, ISA Alpha Centauri attacked Pyrrhus during the events of Operation Archangel.  This devastating invasion wrought unspeakable destruction upon Pyrrhus as ISA ground forces pushed convoys through the streets and both sides took refuge in and around destroyed civilian buildings. The majority of the populace was evacuated to mining settlements and Constantine City before the assault, leading to fewer civilian casualties.KZ2 Loading Scre

The Helghast's attempt to preserve the city and the ISA's hopes of taking it were dashed when Scolar Visari detonated a stolen Red Dust nuclear warhead over Pyrrhus, annihilating thousands of soldiers and the collected culture of the Helghast capital.Killzone 2, campaign level Maelstra Barrens The mushroom cloud remained visible for some time from the ISA drop zone outside Visari Palace. Despite the devastation, the battle in the capital resumed as remnants of the ISA invasion force led by Captain Jason Narville launched an offensive on Visari Palace, where they overcome Helghast forces under Colonel Mael Radec. However, the ISA failed to capture Visari, who was murdered by Rico Velasquez.Killzone 2, campaign level Visari Palace

The Helghast First Army soon arrive over Pyrrhus and engaged against the ISA, which they were forced to fight their way through the city's ruins to reach an extraction point outside of the city.Killzone 3, campaign level Evacuation Orders The First Army's MAWLRs destroyed several ISA ships during the evacuation, forcing the remaining ships to leave Helghan without the ISA forces.Killzone 3, campaign level Pyrrhus Evac

Post-War:

By 2390, Pyrrhus is an uninhabited and ruined city that was further damaged by the Terracide. Due to the Terracide, Helghan's core is left unstable in which Pyrrhus is frequently plagued by tremors.Killzone Shadow Fall, campaign level The Dead The Helghast led by Jorhan Stahl established a base of operations beneath Pyrrhus where they constructed warships and MAWLRs for their planned invasion of Vekta.

On July 7, 2390, ISA Alpha Centauri launched an attack on Stahl's base. However, most of the ISA fleet was destroyed by a bio-tech weapon that was based on the Vektan Security Agency's technology.Killzone Shadow Fall, campaign level The Destroyer


Instruction: Provide detailed information regarding Radec Academy in the Killzone universe.

Output:
Radec Academy is a Helghast military academy in Pyrrhus.

History:

Radec Academy is a major icon of the Helghasts' military supremacy. Countless soldiers graduate there each year, forming the bulk of the Helghast Army.Killzone 2: Collector's Guide to Campaign and Warzone During Operation Archangel, ISA special forces, Alpha Squad, raided Radec Academy in an attempt to capture Colonel Mael Radec. However, Radec was not present, but instead he had set up a trap for Alpha Squad in which they faced against Helghast soldiers and an ATAC. Alpha Squad survived the ambush and managed to destroy the ATAC.Killzone 2, campaign level Salamun Bridge

Radec's office:

A small description of Radec's office in the Academy follows:

"As commander and honorary master of military sciences, Radec was entitled to have an office matching his rank and titles. Its grandeur is translated in size and height, but also through the use of rich materials like the polished marble floors, the gold lining and frames.

Still, it stays true to the spartan and sombre style in which the academy is built. Sunken in the floor are some of the relics and trophies from Radec's campaigns. Behind the desk on the left you can see the torn and shredded war banner of Radec's 9th division, which was planted on the top of the control tower of Rayhoven Airport after conquering the southeastern territories of Vekta, and was wiped out in the defence of the base from ISA."


Instruction: Provide detailed information regarding StA409 Keyzer in the Killzone universe.

Output:
The StA409 Keyzer is a Helghast weapon featured in Killzone Shadow Fall. It is the successor to the StA-52 Assault Rifle seen in previous games, and the new standard rifle for Helghast forces.

Specifications:

The StA409 continues with Helghast weapon design tradition, favouring volume of fire over accuracy with a high rate of fire. While the Keyzer features a smaller magazine than its previous incarnation, it is also vastly improved in terms of recoil and bullet spread. The new motorized drum magazine also allows for a faster reload, since the magazine lock will automatically move into place when the magazine is pushed in.

Attachments:

;Optical

*ACOG

*Dot Laser

*Holo Sight

;Underbarrel

*Shotgun

*HE Grenade


Instruction: Provide detailed information regarding Terran Era in the Killzone universe.

Output:
The Terran Era began from 2055 to 2128 when humanity began leaving Earth and establishing extraterrestrial colonies.Timeline retrieved from the official Killzone website. The period saw the formation of the United Colonial Nations, the colonization of the Solar System, and the settlement of the Alpha Centauri system.

The call for colonization originated from resources shortages on Earth that triggered a nuclear war which rendered the planet nearly uninhabitable. In the war's aftermath Earth's world governments formed the United Colonial Nations and engaged a massive effort to colonize space in order to continue humanity's survival and finding new resources to supporting Earth. This endeavor includes the development of near-light speed space propulsion technology and cryotechnology, the construction of a fleet of deep-spacecraft, and infrastructure on newly colonized planets and moons. Wealthy private firms, such as the Helghan Corporation, were able to independently finance their colonization projects, though under the strictures of the UCN.

The age ended with the Helghan Corporation winning the settlement rights for the Alpha Centauri system, establishing the first permanent settlements on the extrasolar planets Helghan and Vekta.


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

Output:
The Trooper Carrier is an autonomous quadrupedal vehicle used by the Helghast Army.

Specifications:

The Trooper Carrier is a transport vehicle for delivering Helghast troops to the frontlines. It's employed in situations and terrains where using a standard Helghast APC is impractical. The Trooper Carrier is also an AI sentry. After delivering the troops to an area, it can be set to guard the area as well.

The Trooper Carrier armed with a single flamethrower mounted underneath its sensory head, along with a light mortar cannon that is mounted on its back. It fires its mortar cannon when attacking a target far away, and when the target is close to it, it will use its flamethrower.

Killzone 3:

Trooper Carriers are first encountered in "Evacuation Orders". In a few areas, players are tasked with destroying these vehicles.

A direct hit from the cannon can be lethal on Trooper difficulty. It can engage in melee combat, as it is seen in the gameplay fighting an Exo unit. Trooper Carriers are moderately armored against small arms fire, and can withstand about 89 rounds from the StA52 Assault Rifle before being destroyed. It takes two direct hits from a VC9 Rocket Launcher to destroy it on Trooper difficulty.


Instruction: Provide detailed information regarding VnS-10 Scylla in the Killzone universe.

Output:
The VnS-10 Scylla is an emplaced machinegun featured in Killzone.

Specifications:

The Scylla is the standard mounted machine gun of the Helghast Army. It utilized a special cooling system designed to rotate a water-filled sleeve around the barrel to keep it from overheating, and allow for uninterrupted fire. The weapon is also available in a slightly smaller man-portable version for easy transport in places like the mountains and swamps in Vekta.

Strategy:

Because it is sitting on a tripod instead of an extendable arm - pitched lower than the ISA MOMAG - the Scylla works better as a general purpose machine gun. It has a similar cooling structure to the MOMAG, and the damage per shot is also very close.


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

Output:
Assault Troopers are the current backbone of the Helghast Army of New Helghan. They are the successor of the Assault Infantry.

Tactics:

After the decimation of the Helghast population at the end of the Second Extrasolar War, the Helghast had to make several large changes to their military doctrine. The Helghast army was composed of masses of lightly trained and equipped assault troopers, however as there is only a fraction of the previous population to recruit from they are no longer the lightly trained, expendable units that won through overwhelming numbers. To compensate for their smaller numbers, each assault trooper is now rigorously trained and well equipped.2013-08-09, [ht

The first notable improvement to the troopers is that they feature full composite body armor which cover the majority of their bodies, compared to older troopers who wore only a helmet and light chest armor that left their limbs and facial area exposed. Another change is that troopers are now armed with the StA409 Keyzer assault rifle as their standard firearm, replacing the aging StA-52. Finally, besides their armor plates the helmets of these troopers have tubes linked to them. These soldiers will try to take you down in groups and easy to kill if engaged or if there is a group just deploy the OWL in attack mode and it will assist you in fighting.

Conversations:

Chapter 6: The Agent:

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

!S

|-

|

Assault Troo

Helghast citi

Assault Troo

Helghast citi

Assault Troo

Helghast citi

Assault Troo

Helghast citi

|}

Quotes:

Chapter 9: The Destroyer:

*"I lost my entire family here... everyone. I was the only person in my family who survived... and then they keep us like animals, it sickens me... yes, brother. There will be a reckoning. Stahl knows this. Vekta will be ours...the civilians will not be killed; we will give them the chance to leave... If they choose to stay, that is a different matter... that planet is ours, we were there first."


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

Output:
The Autarch is the official title of the supreme leader of the Helghan Empire. The title was created with the founding of the Empire, with its founder, Scolar Visari, being the first Autarch in 2347.Timeline retrieved from the official Killzone website

The Autarch has unrestricted power over Helghast society, civilian and military, and all decisions made by the Autarch are absolute and ultimate. People who disobey orders given directly by the Autarch or refuse to follow his rule are often considered enemies of the state and marked for summary execution, either in an event or a simple kill-on-sight order.

Autarch assignment/election:

Different from the traditional popular voting in democratic states, the Autarch is selected by a few amongst the Helghast elite, those being from the Helghast Senate. However, it is not excluded the possibility of heirship on the appointment of Autarch.Killzone 3 As of the Helghast resettlement it seems that the title of Autarch and possibly its role has been dissolved with Hera Visari, daughter of Scolar Visari, becoming Chancellor of New Helghan.

Known Autarchs:

* Scolar Visari (2347–2359)

* Admiral Orlock (2360)


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

Output:
Corporal

|affiliation = ISA Alpha Centauri

*Battle Group Mandrake

|status = Unknown

|race = Vektan

|planet = Vekta

|game = Killzone  Killzone 2

}}

Corporal Bilinghurst is an ISA soldier who appears in Killzone and Killzone 2.

Biography:

Second Extrasolar War:

During the outbreak of the Second Extrasolar War, Private Bilinghurst briefly helped guide Captain Jan Templar through burning offices until he stayed behind to secure the area.Killzone, campaign level Vekta Evacuates

Bilinghurst later confronted Templar and his team at gunpoint in which he accused them of being traitors working for the Helghast; Bilinghurst and along with other ISA soldiers were lied to by General Stuart Adams, the real traitor who framed Bradley Vaughton and his allies for attempting to take control of the SD Platform for the Helghast. Bilinghurst was then quickly subdued by Luger and was forced to reveal Templar of Vaughton's death. He was then released and Luger told him to return to his squad.Killzone, campaign level Misty Waters

Operation Archangel:

After the Helghast were repelled from Vekta, Bilinghurst was promoted to Corporal and participated in Operation Archangel. He was on board the New Sun while it was being being attacked by Helghast Leech Pods. Tomas Sevchenko became trapped with Billinghurst in a security airlock, which leads to the cruiser's AA-guns. Because the security camera system on the New Sun was down, the frightened crew refused to let anyone pass through the airlock without matching their identity against the cruiser's personnel database. After Billinghurst provided his name, rank and serial number, the crew opened the doors and allowed Sev to man the AA-guns.Killzone 2, campaign level The Cruiser

It is unknown if Billinghurst made off the New Sun prior to its destruction.


Instruction: Provide detailed information regarding Black Hand Heavy in the Killzone universe.

Output:
The Black Hand Heavy is one of two types of specialized insurgent that are available to the Black Hand. The heavy is deployed in less frequent numbers than the Black Hand Operative, and performs the role of a more heavily armored soldier.

Tactics:

The Heavy is seen less often than the Operative, although they largely follow the same tactics and die just as easily. The Heavy will take cover, attempt potshots, and fire out in the open while moving.

Deal with the heavy in the same way you would any standard infantry, or in the same way as the operative. Catch them out in the open or quickly gun them down when they are in you line of fire. Being a heavy, they may take more hits to go down but this is not noticeable, at least on standard difficulties.


Instruction: Provide detailed information regarding Brown Industries in the Killzone universe.

Output:
Brown Industries is a small Helghan weapon manufacturer, located in Constantine City. The BP-02 Pup Grenade Launcher and BLR-08 Hadra Rocket Launcher are products of this company, as well as commercial an military explosives.

They later launched a court action against Stahl Arms due to patent infringement, but lost. Stahl Arms was capable of demonstrating significant improvements of their StA-2 Battle Pistol, such as enhanced use of synthetic material, introduction of high pressure ammunition and ergonomic changes.


Instruction: Provide detailed information regarding Derek Politeski in the Killzone universe.

Output:
Sergeant Derek Politeski is a member of Helghast Security.

Biography:

Politeski and his colleague Reaper 1 were assigned to investigate Black Hand activities in Containment City. They discovered the Black Hand had been gaining more followers to join their ranks and expanded their influence across the slums.Tracking Record 2 Although Politeski and Reaper 1 expressed their concerns of Chancellor Hera Visari losing control of Containment City to the Black Hand, the former hoped that the Black Hand will redirect their attention to the Vektan side and killing themselves in the process.Tracking Record 3


Instruction: Provide detailed information regarding First Vektan War in the Killzone universe.

Output:
The First Vektan War was a conflict on the planet of Vekta.

History:

It is unknown when the war happened, or how and why it happened, but it can be said that this conflict was very brutal and violent, since innocent civilians were killed. It can also be said that the war started a few years after 2319, since Jan Templar was born in 2319 and that his father, Dirk Templar, was killed in combat when Jan was a young boy.

The ISA participated in that conflict, since both Bradley Vaughton and Dirk Templar were ISA soldiers that fought in this war.


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

Output:
}}

The Heavy Trooper is a Helghast enemy in Killzone 2, Killzone 3, and Killz

Description:

The Heavy Trooper is a heavily armored and well equipped Helghast soldier armed with a custom StA-6 HMG. Heavies will open fire on enemies that get caught out of cover and flushes out enemies that are hiding. The Heavy is extremely well armored in a bulletproof and blast-resistant suit, making them impervious to gunfire. The only exceptions are his head and the tanks on his back.

Tactics:

Heavy Troopers are vulnerable to explosives such as grenades, rocket launchers (VC9), or explosive items. Their heads are not armored, and hitting it with gunfire, or the wash of a nearby explosion, will temporarily stun them and lose sight of their target. This will also cause the Heavy to spin around and fall on his knees, and exposing his red tanks. After causing enough damage, the tanks will glow before exploding, killing the Heavy. It is advisable to stay at a safe distance to avoid the explosion, which can damage or even kill you.

Kill all other Helghast enemies before trying to take on the Heavy.

In Killzone 3, the Heavy is armed with a grenade launcher fitted to his custom HMG. If players are taking cover out of sight for too long, and especially when there are no NPCs to target, the Heavy will fire grenades into their last known location. The launched grenades emits a beeping countdown of its fuse.


Instruction: Provide detailed information regarding Helghast Jet Fighter in the Killzone universe.

Output:
The Helghast Jet Fighter is a fast aerial vehicle designed to fight enemies on land, sea and air. They have minimal armor but are incredibly fast.

Overview:

Helghast Jet Fighters are armed with dual 35 mm autocannons. They have one thruster, and two smaller thrusters on the back. The primary wings are very thin swing wings reminiscent of the F-111 and F-14 fighter jets but are mounted towards the back of the fighter.

Service history:

The jet fighter was prominent in the Second Extrasolar War, participating in air raids on the ISA and harassing ISA Cruisers during Operation Archangel. By 2360, they are complimented by the VTOL and orbital capable Strike Fighter.


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

Output:
|affiliation = Interplanetary Strategic Alliance

* Rapid Reaction Force

|established = 2133

|dissolution = 2357

|leader = Captain Jan Templar

}}

ISA Regulars are the backbone of the ISA Rapid Reaction Forces, making up 75% of any ISA colonies' ground forces.

Overview:

Regulars are trained to an impressive standard when it comes to defensive operations, however they are severely lacking in offensive capabilities. In either regard, they would certainly be outmatched by UCN troops. The most common weapon used by the Regulars is the M82 Assault Rifle and M4 Semi-Automatic Pistol.

Some Regulars who display strength, courage and duty more so than others, are given special training and become Heavy Weapons Experts - essentially 'Human Tanks'. They are given the heaviest portable weapons available such as the M224-A3 Chain Gun and M404 Missile Launchers and are used as human bulldozers to plough through enemy defences. ISA Regulars are at times called the life blood of the ISA ground forces.Killzone Game Manual, "ISA Regiments - Summary", p. 19.

One of the Regulars' standard size units is a division, there is possibly one division per colony, or else it varies depending on funding available in that colony.

History:

As the Regulars make up three quarters of the ISA forces, the Vektan Regulars sustained the brunt of the Helghast invasion and suffered high casualty rates defending the planet during the Second Extrasolar War. A platoon of Regulars, H-Company, was decimated by the Helghast 17th Tank Division. Only H-Company's leader Sergeant Rico Velasquez was the sole survivor.

Conversations:

Introduction:

ISA: "General Adams, sir! We've got multiple Helghast vessels approaching. What do we do, sir?"

General Ad

Sys


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

Output:
The VSA-HCD 1.3 or OWL is an advanced hovering combat drone featured in Killzone Shadow Fall.

Overview:

The OWL is used exclusively by the VSA Shadow Marshals to give them different kinds of tactical abilities in the field. It attaches itself onto the Shadow Marshal's suit until they give it an order. When damaged, the OWL automatically returns and repairs itself until it receives an order again.

Features:

The OWL has a number of different modes that players can access via the PS4 Controller Touch Pad.

*Attack Mode - Orders the OWL to move to an area and attack anyone within range; alternatively, it can be commanded to attack a single enemy directly. It will continue to attack until given another order, or until it runs out of power.

*Zipline - The OWL fires a zipline, allowing the Shadow Marshal to traverse incredibly quickly across difficult to reach areas.

*OWL Shield - When the terrain allows, the OWL deploy a nano shield right in front of the Shadow Marshal. This shield will block incoming enemy fire while permitting the Shadow Marshal to shoot through. The shield can absorb significant damage before it deconstructs. Deploying a shield drains the OWL of power.

*OWL Stun - The OWL use up its power to create an area-of-effect shock blast that turns off all nearby electronics and stuns humanoid enemies within range.

*OWL Hack - The OWL has the ability to hack computer consoles, alarms and other electronic equipment. When the Shadow Marshal focuses on anything hackable, the on-screen OWL icon will indicate that this action is possible.

*OWL Revive - In the event of the Shadow Marshal being seriously injured, the OWL can use one of the adrenaline packs the Shadow Marshal carries to help restore them to combat effectiveness. This is only possible if the Shadow Marshal has an adrenaline pack, the OWL is in a functioning state and the Shadow Marshal’s injures can be healed.

*OWL Return - At any point, press and hold the L1 button to call back the OWL. When docked with the Shadow Marshal’s suit, the OWL will recharge power.


Instruction: Provide detailed information regarding Rapid Reaction Force in the Killzone universe.

Output:
}}

The Rapid Reaction Force (RRF) is a gendarmerie-style military organization deployed across planets governed by the Interplanetary Strategic Alliance. It functions as both a paramilitary police force in peacetime and a frontline military unit during wartime.

Overview:

Each ISA-administered planet maintains its own RRF units, with their quality, training, and effectiveness varying according to the level of funding and support provided by local governments. In peacetime, the RRF is primarily tasked with riot control and maintaining civil order. In wartime, it transitions into a combat role, effectively serving as the ISA’s primary defensive force until larger military formations can be mobilized.

Recruitment into the RRF emphasizes natural leadership ability, discipline, and personal traits suited to exemplary service.Killzone Game Manual, "ISA Regiments - Summary", p. 18. As elite soldiers, RRF personnel are expected to act as the first line of defense in hostile engagements, buying time for conventional ISA forces to establish more robust defensive positions.

Despite their elite designation, the United Colonial Nations has historically regarded the RRF as little more than an expanded colonial policing force. This perception was not universally accepted, with notable exceptions such as Jan Templar, an RRF officer, founding the ISA’s elite Special Forces division.

History:

During the Second Extrasolar War, the RRF of ISA Alpha Centauri played a critical role in resisting the Helghan Empire's invasion of Vekta.Killzone, campaign level Helghast Assault

RRF units were heavily engaged in defensive operations, often fighting under extreme conditions and sustaining significant casualties. Their efforts were instrumental in delaying Helghast advances and stabilizing key positions on the planet.

However, the losses suffered during the Vektan campaign were severe. Following the successful expulsion of Helghast forces, the Vektan RRF was formally disbanded. The surviving personnel — numbering only a few dozen — were reassigned as commanding officers within the ISA Legionnaires, a naval special forces unit formed in preparation for a counteroffensive against Helghan.

Rapid Reaction Force Roster:

{| class="fandom-table"

|Name

|Rank\Position

|Status

|-

|Jan Templar

|Captain

|Inactive

|-

|Sanchez

|Private

|KIA

|}


Instruction: Provide detailed information regarding Scout (Killzone) in the Killzone universe.

Output: The Scout is a type of unit deployed by the Helghan Empire and serve the role as field communication operators. These Helghast are often embedded within troop regiments where they offer radio assistance at the first sign of enemy activity. They also function as runners for squads when the radio equipment is damaged or destroyed or when the squads are separated when their radios are damaged.


Instruction: Provide detailed information regarding Shadow Marshal Stealth Ship in the Killzone universe.

Output:
The Shadow Marshal Stealth Ship is a VSA infiltration aerospace vessel.

Operational History:

On June 22, 2390, a Stealth Ship deployed Shadow Marshal Lucas Kellan to the ISC Cassandra to scuttle the ship and apprehend Dr. Hillary Massar. Afterwards, the ship extracted Kellan and returned to Vekta.Killzone Shadow Fall, campaign level The Doctor

On July 7, 2390, a Stealth Ship deployed Kellan to a mining spire over planet Helghan to recover Dr. Massar and her bioweapon.Killzone Shadow Fall, campaign level The Handler


Instruction: Provide detailed information regarding StA-12 Inferno Shotgun in the Killzone universe.

Output:
The STA-12 Inferno Shotgun is a weapon featured in Killz

Specifications:

The StA-12 makes use of incendiary rounds. It utilizes a drum magazine with a fairly low ammo count, which will cause the user to have to reload rather frequently.

Strategy:

In comparison to the two ISA shotguns of the period, the LS13 Shotgun and the LS18 Shredder Shotgun, the StA-12 underperforms in just about every area, and is completely outclassed by both. Unless you are planning to make use of its gimmick, it is recommended you use the other two instead if you want a normal shotgun.


Instruction: Provide detailed information regarding StA-52 Assault Rifle in the Killzone universe.

Output:
The StA-52 is an assault rifle used by the Helghast Army and featured in Killzone, Killz

Killzone:

|reload      = Average/Average

|rof         = Fast/Slow

|accuracy    = Fair/Fair

}}

The StA-52 LAR is the standard weapon of the Helghast Army. It is a fast-firing assault rifle chambered in 5.56x45mm cartridge with a 12 gauge under-barrel shotgun.

Strategy:

The StA-52 fires faster and from a larger magazine than the ISA M82, but its accuracy leaves something to be desired. Fire in short bursts and you will notice your accuracy increase tenfold. The secondary shotgun attack is absolutely damaging from close range.

Killz

The StA-52 LAR as with all other weapons, has 2 versions, with the 2nd one being more powerful than the previous.

StA-52 LAR V1:

*Amount needed to unlock V1: 15,000 Vektan Dollars

*Dam

*Accur

*Rate of Att

*Reload T

*Magazine Capac

StA-52 LAR V2:

*Amount needed to unlock V2: 78,000 Vektan Dollars

*Dam

*Accur

*Rate of Att

*Reload T

*Magazine Capac

Killzone 2:

The Helghast Assault Rifle is the standard Helghan automatic assault weapon, well-suited for short-mid range engagements. It has a high fire rate but quickly loses accuracy with sustained fire. It has an iron sight for greater accuracy, though it lacks the level of accuracy that the ISA's M82 delivers. The shotgun attachment has also been removed in Killzone 2, reducing its firepower in short-range combat, unlike its Killzone  interation.

Killzone 3:

Campaign:

The StA-52 is commonly found throughout the campaign on Helghast Assault Infantry. Stahl Arms has modified the StA-52 in an attempt to bring it up to the standards of the M82; most notably, its modular rail/iron sight has been replaced with a red holographic sight. The weapon's recoil and accuracy have also been drastically improved.

Multiplayer:

The StA-52, though lacking in accuracy, has a higher rate of fire and larger magazine size in which make it better suited for players who prefer to engage their opponents head-on and in more confined areas. This makes it an excellent choice for Guerrilla Warfare or on some confined maps such as Bilgarsk Boulevard.

Any Marksman players are recommended to use the StA-52 in conjunction with one of their long-range specialty guns with the Extra Primary Weapon Skill. Having the StA-52 as a back-up weapon will ensure that the Marksman is ready for encounters at all ranges and their natural ability to remain off the enemy's radar means they can clear rooms without revealing their position.

|-|Killz

The StA-52SE Assault Rifle is available at Blackjack's shop. It can be used for infiltration missions as a silent mid-range assault rifle because none of the soldiers can hear the gunfire unless it is seen. It can also be used in close to mid-range combat instead of stealth if the player chooses. It can take out most targets easily with a couple of rounds or a headshot, but more heavily armored Helghast such as Pyro troopers and heavies are impervious to the weapon.


Instruction: Provide detailed information regarding United Colonial Nations Senate in the Killzone universe.

Output:
The United Colonial Nations Senate is the legislative branch of the United Colonial Nations that govern Earth and to make rulings of the UCN's decisions regarding its colonial dominions.

History:

In 2155, the Helghan Administration made an offer to the UCN to outright purchase the Alpha Centauri system. The Senate voted the motion to pass the Helghan/Vektan purchase as the UCN needed the funds to compensate for their very expensive colonial endeavors.Timeline retrieved from the official Killzone website Decades later, however, the UCN grew concerned of the Helghan Administration's domination over star travel and trade, areas which were traditionally under UCN control. As a result, the UCN passed new regulations that rescinded several privileges granted to the Helghan Administration that were part of the Helghan/Vektan purchase. This provoked the Helghan Administration to secede from the UCN and the instigation of the First Extrasolar War.

After the Helghan Administration was defeated in the war, the Senate deemed the Helghan colonists to be too unruly to ever settle comfortably within the UCN and allowed ISA Alpha Centauri to administrate Vekta to prevent future unrest.


Instruction: Provide detailed information regarding VC39 Accelerator Rifle in the Killzone universe.

Output:
The VC39 Accelerator Rifle is a weapon featured in Killzone Mercenary.

Design:

As opposed to other sniper rifles featured in the game, this weapon fires a devastating burst. The player must wait for the weapon to charge before follow up shots can be made. It is useful for taking out more heavily armored targets due to its explosive properties.


Instruction: Provide detailed information regarding VC5 Arc Rifle in the Killzone universe.

Output:
The VC5 Arc Rifle is one of the latest additions to the Helghast arsenal and is manufactured by Visari Corporation.

Design:

The VC5 holds four reservoirs of weapons-grade petrusite, a substance which draws energy from the surrounding air and condenses it into high voltage charges. When fired, the electrical charge locks onto the closest conductive target and other targets close enough to that target. It has interruptible reload, which is ideal in the middle of a fight.