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Red vs. Blue
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MA5B Assault Rifle
The MA5B is a gas-operated, magazine-fed assault
rifle. It fires 7.62 millimeter (.30 caliber)
armor-piercing 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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M6D
Pistol
The M6D is a recoil-operated, magazine-fed handgun. It
is issued with a smart-linked scope capable of 2x
magnification. It fires 12.7 millimeter (.50 caliber)
semi-armor-piercing, high explosive rounds. It can
shoot either semi-automatic or automatic fire. Shot
placement is very important, as 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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Covenant
Plasma Rifle
The Plasma
Rifle is a directed energy weapon. It is capable of
either semi-automatic or automatic fire. Continuous
rapid fire overheats the weapon--this in turn causes
the weapon's power core to deplete more rapidly. We
currently do not understand how to replace or recharge
a power core. It is wise to replace this weapon as
often as possible. Plasma weapons seem to be more
effective against Covenant armor and shields, so take
advantage of this weakness when possible.
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Covenant
Plasma Pistol
The Plasma
Pistol is a semi-automatic directed energy weapon. If
you pull and hold the trigger, the weapon will become
overcharged; when the trigger is released the bolt is
launched. After the overcharged bolt it launched, the
weapon temporarily stops functioning as it dumps waste
heat. Use of the overcharge capability rapidly
depletes the weapon's power core. We currently do not
understand how to replace or recharge a power core. It
is wise to replace this weapon as often as possible.
Plasma weapons seem to be more effective against
Covenant armor and shields, so take advantage of this
weakness when possible.
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Covenant
Needler
Very little
is known about this weapon other than that it is a
magazine fed weapon capable of automatic fire, with a
capability to track targets. Its projectiles penetrate
soft surfaces no matter what the angle of impact. They
ricochet off hard surfaces at oblique angles, however,
and are always deflected by energy fields, the only
exceptions being the shields generated by the MJOLNIR
battlesuit and the Elite's combat armor. The
composition and energy signature of the projectile is
unknown. The manner in which the projectiles home in
on their target is also unknown.
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S2
AM Sniper Rifle
The S2 AM sniper rifle is a gas-operated
magazine-fed weapon. It is issued with a smart-linked
scope with two levels of magnification (2x and 10x).
Also, while still in zoom mode, you can activate light
amplification. It fires 14.5 millimeter (.57 caliber)
armor-piercing fin-stabilized discarding-sabot rounds.
WARNING:
The 14.5x114mm APFSDS round is an anti-materiel
munition. It can easily over-penetrate several armored
soldiers. Be sure of what is on the other side of your
target before firing.
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Covenant
Fuel Rod Gun
The Covenant
Fuel Rod Gun is the alien equivalent of a grenade
launcher: a projectile-based, arc trajectory weapon.
Unlike most weapons, the fuel rod gun lobs projectiles
in an arc. Firing charges the fuel rod and launches it
a few seconds later. Fuel rod guns are carried by some
Special Ops Grunts, and a larger version of the weapon
is integrated into the armor of Hunters.
NOTE:
The Fuel Rod Gun is carried by Covenant in Halo's
single player, but is available to the player only
in Halo PC and Mac multiplayer.
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M19
SSM Man-portable Rocket Launcher (SPNKr)
The M19 SSM
is a man-portable and shoulder-fired rocket launcher.
The magazine (the expendable part of the system)
contains two 102 millimeter 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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M90
Shotgun
The M90 is a
pump-action magazine-fed (dual tubular non-detachable
type) weapon. It fires 8 gauge magnum (3.5")
rounds. This weapon is very useful against targets at
close range and may be used to engage several targets
simultaneously at long and medium range.
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M9
HE-DP Fragmentation Grenade
The M9 High Explosive/Dual Purpose grenade is a
thrown fragmentation device. It can be used to
suppress or disable vehicles, except tanks. 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 that it does not land too close
to your own location. Frag grenades are more difficult
to see and avoid than the Covenant grenades (see
below), and have a faster timer. Choose wisely which
grenade type to use.
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Covenant
Sticky Plasma Grenade
The plasma grenade is similar to the frag grenade
in that it is a thrown anti-infantry and anti-vehicle
weapon. It is a "sticky" grenade, meaning
that when it comes into contact with a target, it
fuses with the target and cannot be removed. It has
some kind of internal mechanism that allows it to
distinguish between targets and background, so that it
will not stick to a tree or wall. It has a
three-second fuse that activates after it comes in
contact with a target or otherwise comes to rest.
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Covenant
Shade Stationary Turret
The Shade is
the standard Covenant defensive turret. Though it
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. The Shade is a powerful weapon and
should be dealt with quickly; the best course of
action is to shoot the operator (usually a Grunt) in
the head with a pistol, but a grenade will also
suffice. Use caution when flying a Banshee, as Shades
are capable of bringing them down quickly.
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