A long time ago I made a gametype for Halo 3 where the roles of the Humans and Zombies were reversed. This is the Reach upgrade. Base Player Traits (non-infected "Zombies": primary weapon: Energy Sword secondary wep: none infinite ammo no weapon/armor pickup no vehicle access 150% speed 125% jump 150% Damage resistance Normal Shields no shield recharge 50% health recharge enhanced radar - 150 meter range forced color - Zombie Loadout 1 : Sprint Loadout 2 : Evade Infected Traits ("Humans"): secondary wep : none all other options reset to "normal" values Loadout 1: Assult Rifle / Sprint Loadout 2: Pistol / Drop Shield (lol) Loadout 3: Plasma Rifle / Armor Lock Loadout 4: Spiker / Jetpack/hologram (I forgot but I think it is jetpack) Last Man (Zombie) Standing Traits: Base Player Traits plus: Armor Ability: Hologram 200% damage resistance 2X overshield 10% Shield recharge 50% Speed 25% jump Immune to headshots ____________________________________ The "Humans" spawn with semi-sub-par equipment and must procure better arms on-site; typically in sites where the zombies spawn. The final Zombie should be stronger, enough that the humans need to work together to bring it down. (I miss shield Vampireism and decay) I am still tweaking this gametype, as I typically do not have a chance to test it in larger parties (5+) so any suggestions are welcome