Everything you need to know on all the weapons in Halo PC
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| Human Weapons |
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Ammo:
12.7mm semi-armor-piercing, high explosive rounds
Clip Size:
12 rounds
Max Ammo: 10 clips; 120 rounds
Range: Medium-Long
Rate of Fire: Medium
Reload Speed:
Medium
Melee Speed: Slow
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Description: This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart-linked scope capable of 2x magnification It fires 12.7mm semi-armor-piercing, high explosive rounds. It can shoot either semiautomatic or automatic fire. Placement is very important. The only shot that guarantees immediate and total incapacitation is one roughly centered in the head, above a horizontal line passing through the ear opening and below the crown of the alien skull. |
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Ammo:
7.62mm armor piercing rounds
Clip Size:
60 rounds
Max Ammo: 10 clips; 600 rounds
Range: Medium
Rate of Fire: High (15 rounds/second)
Reload Speed:
Slow
Melee Speed: High |
Description: This rifle is gas-operated and magazine-fed. It fires 7.62mm armorpiercing rounds. Rate of fire is limited by a soldier’s ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully
automatic fire. The MA5B’s integrated computer displays rounds left in the magazine and the relative direction of the gas giant, Threshold, for point of reference. This feature is particularly useful for orienting you in areas where it’s easy to get turned around and lose your sense of direction. |
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Ammo:
8-gauge magnum 3.5" rounds
Clip Size:
10 rounds
Max Ammo: 5 clips; 50 rounds
Range: Short
Rate of Fire: Low
Reload Speed:
Slow
Melee Speed: Slow |
Description: The shotgun is a pump-action magazine-fed (dual tubular nondetachable type) weapon. It fires 8 gauge magnum (3.5”) rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range. |
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Ammo:
14.4 mm armor-piercing fin-stabilized discarding-sabot rounds
Clip Size:
4 rounds
Max Ammo: 6 clips; 24 rounds
Range: Long
Rate of Fire: Medium
Reload Speed:
Medium
Melee Speed: Slow |
Description: This rifle is a gas-operated magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification. 2x and 8x. Also, while still in zoom mode you can switch to a night-vision scope. It fires 14.5mm armor-piercing fin-stabilized discarding-sabot rounds. |
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Ammo:
102mm shaped-charge high-explosive rockets
Clip Size:
2 rounds
Max Ammo: 4 clips; 8 rockets
Range: Long
Rate of Fire: Low
Reload Speed:
Medium
Melee Speed: Slow |
Description: The M119 SSM is a man-portable and shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains two 102mm shaped-charge, high-explosive rockets. It is designed for fast, easy detachment from the launcher. The launcher contains the sighting and fire control systems. |
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Ammo:
Ignited stream of volatile, semi-liquid adhesive
Clip Size:
100
Max Ammo: 100
Range: Short
Rate of Fire: High
Melee Speed: Medium
Notes: Only available in multiplayer |
Description: The M7057 Defoliant Projector is a standard chemical flamethrower which projects and ignites a stream of volatile, semi-liquid adhesive. Flamethrowers are cumbersome, difficult to aim and effective only at a short range. However, they are excellent suppression weapons, and against unshielded enemies or structures they are devastating. |
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Range: Medium |
Description: The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. It can be thrown, rolled, bounced or
ricocheted into places direct fire weapons can’t reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location. |
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| Covenant Weapons |
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Ammo:
Superheated Plasma Bolts
Clip Size:
100
Max Ammo: 100
Range: Medium
Rate of Fire: Medium
Melee Speed: Medium |
Description: This weapon is a semi-automatic directed energy weapon. If you pull and hold the trigger, the weapon may become over-charged; when the trigger is released the bolt is launched. After the over-charged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon’s power core. |
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Ammo:
Superheated Plasma Bolts
Clip Size:
100
Max Ammo: 100
Range: Medium
Rate of Fire: High (420-600 rounds/minute)
Melee Speed: Medium |
Description: This is a directed energy weapon. It is capable of either semiautomatic or automatic fire. Continuous rapid fire overheats the weapon—this in turn depletes the weapon’s power core. The Covenant can recharge these weapons, however we currently do not understand how to replace or recharge a power core. All Plasma guns eventually will deplete it's energy and become useless. |
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Ammo:
Homing Projectile
Clip Size:
20 rounds
Max Ammo: 4 clips; 80 rounds
Range: Medium
Rate of Fire: High
Reload Speed:
High
Melee Speed: Medium |
Description: Very little is known about this weapon other than that it is a magazine fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields, the only exceptions to this being the shields generated by the MJOLNIR battle suit and the Elite’s combat armor. The composition and energy signature of its projectile is unknown. The manner in which the projectiles home in on their target is also unknown. |
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Ammo:
Plasma mortar
Clip Size:
100
Max Ammo: 100
Range: Medium-Long
Rate of Fire: High
Melee Speed: Medium
Notes: Only available in multiplayer |
Description: The Fuel Rod Gun is an indirect-fire weapon: its explosive projectiles follow an arc-like trajectory. The impact of a Fuel Rod is powerful and effective against vehicles and infantry alike. Be careful, however, as rapid fire overheats the weapon. |
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Ammo:
12.7mm semi-armor-piercing, high explosive rounds
Range: Medium-Long
Melee Speed: Slow |
Description: Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses it almost exclusively in an anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear. |
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Range: Medium |
Description: This weapon is similar to the UNSC hand grenade in that it is a thrown anti-infantry and antivehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest. |
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