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Vehicles — Halo: Campaign Evolved

Warthog, Scorpion, Ghost, Wraith, Banshee, and Seraph guide for Halo: Campaign Evolved—hijacking, first-time drivable Wraith, and 4-player co-op vehicle tips.

Vehicle arsenal

Halo: Campaign Evolved ships six campaign vehicles: Warthog, Scorpion, Ghost, Wraith, Banshee, and Seraph. Human armor keeps the familiar CE feel—Warthog for squad moves, Scorpion for breakthroughs—while Covenant rides add speed and plasma pressure across remastered maps and Operation: METEORITE drops.

The table below lists seats and roles for Legendary and Campaign Remix runs. Seraph appears in METEORITE space sequences; Ghost and Banshee remain the easiest hijack targets when you need a quick exit from a choke.

On Heroic and below you can treat most of the sandbox as pickup toys. On Legendary, assign drivers before the fight starts so the fireteam is not fighting over a single Scorpion hatch under Wraith fire.

VehicleSeatsRole
Warthog4Squad transport, gunner seat
Scorpion2Heavy tank, driver + gunner
Ghost1Fast scout, hijackable
Wraith2Plasma mortar tank — newly drivable
Banshee1Air superiority, hijackable
Seraph1Space fighter (METEORITE sequences)
Halo: Campaign Evolved vehicles and hijacking overview

Hijacking

Campaign Evolved brings Halo 2–style vehicle hijacking into the Combat Evolved campaign for the first time. Sprint into a Ghost or Banshee, board mid-fight, and flip the fight instead of waiting for a clean spawn pad.

Timing matters more than raw damage: soften the driver with a Plasma Pistol overcharge or a sniper shot, then board while shields are down. Co-op squads should call the hijack so a teammate covers the pull—leaving you exposed on the board animation is still a free Elite delete.

Not every ride is equal: Ghosts and Banshees are the bread-and-butter hijacks, Wraiths take more setup, and Seraph only shows up in dedicated METEORITE space sections. Practice the board prompt on Heroic before stacking Iron Skulls.

  • Ghost / Banshee — fastest board windows
  • Wraith — soften the gunner first, then board
  • Seraph — METEORITE space sequences only

Drivable Wraith

The Wraith is newly fully drivable in this campaign—no more watching Covenant mortars pound your Warthog while you wait for a lucky explosion. It is a two-seat plasma mortar tank: one driver, one secondary seat for a gunner or passenger.

Compared with the Scorpion, the Wraith is faster and better at lobbing plasma over cover, but it trades raw frontal armor and the classic cannon punch. Use it to deny ridges and beach approaches; swap back to a Scorpion when you need to push a choke head-on.

In co-op, put your most accurate player on the mortar and keep a spotter calling targets. Campaign Remix enemy swaps can park extra Wraiths on classic CE maps—hijack or steal them early so the AI does not own the high ground.

Co-op vehicles

The Warthog seats four Spartans—driver, gunner, and two passengers—so a full fireteam can roll as one unit without leaving someone on foot. Call seats before the beach or snow gauntlets; the gunner should stay on the turret while passengers handle boarders and sticky grenades.

Coordinate heavy armor the same way: one squad on a Wraith for indirect fire, another on a Scorpion for the push, with Ghost runners cleaning flanks. Split roles beat four players fighting over one hatch.

Operation: METEORITE space beats mix Seraph dogfights with ground recovery—leave at least one Spartan comfortable in air controls so the lobby is not stuck when the sequence flips to vacuum.

  • Warthog — four seats, full squad transport
  • Wraith + Scorpion — mortar cover and breakthrough tank
  • Ghost runners — flank clear and hijack duty

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