Halo Weapons Data

Very little is known about the Needler 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 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.

INSIDER TIP: This weapon is surprisingly damaging to Elites, since their combat armor provides very poor shielding against that type of projectile. But don't even think about anything as hefty as say, a Hunter.

NEEDLER

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 80
ROUNDS LOADED PER USE: 20
MAX AMMO CAPACITY: 80
ROUNDS FIRED PER SECOND: 3-10
RELOAD TIME: 1 second
MELEE RATING: 40-60 DU
HIT DAMAGE: 10 DU/needle

 

The Fuel Rod Gun is a single-shot repeating ballistic weapon employed by the Covenant. Its rounds detonate on impact, creating enough force to invert smaller vehicles. The source of the rounds is not known at this time. We do not know the dangers associated with prolonged exposure to this weapon.

INSIDER TIP: Take full advantage of the ballistic arc. Find a nice safe spot near where the gun spawns, and just start lobbing green death far across the map. Communicate with team members in Multiplayer though, since you don't want to ruin their days too.

FUEL ROD GUN

AVAILABILITY: Multiplayer Specific
ZOOM: NA
ROUNDS - DEFAULT: 12
ROUNDS LOADED PER USE: 4
MAX AMMO CAPACITY: 24
ROUNDS FIRED PER SECOND: 10 (subject to overheating)
RELOAD TIME: 5 seconds
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 40-75 DU
SPLASH DAMAGE RADIUS: 15 feet

The Plasma Pistol is a semi-automatic directed energy weapon. If you pull and hold the weapon's trigger it may become overcharged; when you release the trigger the overcharged bolt is launched. After the bolt is launched the weapon temporarily stops functioning and it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon's power core. We currently do not understand how to replace or re-charge a power core.

Core power output:
100-150 Kv @ 2-3 dA

Overcharge power output:

1.5 Mv @ 2-3 dA

INSIDER TIP: A fully charged blast should completely deplete a shield, so quickly switch to a projectile weapon (human pistol, for example) or melee attack to finish 'em off.

PLASMA PISTOL

AVAILABILITY: Common
ZOOM: NA
CHARGING TIME: 0.6 seconds
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 10-20 DU

The Plasma Rifle 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. We currently do not understand how to replace or recharge a power core.

Core power output:
100-150 Kv @ 2-3 dA

Rate of Fire:

420 to 600 RD/MIN


Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.

INSIDER TIP: Circle strafe, in short bursts, from a medium distance, or approach quietly from behind and get close to take out an opponent as quickly as possible. And replace it as often as possible.

PLASMA RIFLE

AVAILABILITY: Common
ZOOM: NA
ROUNDS FIRED PER SECOND: 7-10
RELOAD TIME: NA
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 10-14 DU

The MA5B Assault Rifle is gas-operated and magazine-fed. It fires 7.62mm 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.

INSIDER TIP: In Campaign mode, that built-in compass is actually useful, especially in the Library and the swamp level. The assault rifle is also remarkably effective against Flood infection forms.

MA5B ASSAULT RIFLE

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 240
ROUNDS LOADED PER USE: 60
MAX AMMO CAPACITY: 600
ROUNDS FIRED PER SECOND: 15
RELOAD TIME: 3.4 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 10 DU per round

The M6D Assault 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 semi-automatic or automatic fire. Shot 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.

INSIDER TIP: Although accurate pistol shots will bring down foes very quickly, the effect of two or more team mates using pistols on the same target is devastating. If you have a buddy who'll cooperate, you can take out vehicles and pedestrians almost instantly and from great range. You could also combo with a Plasma Pistol - one overcharge shot followed immediately by one pistol shot to the head is lethal to any shielded foe.

M6D Pistol

AVAILABILITY: Common
ZOOM: 2.5x
ROUNDS - DEFAULT: 60
ROUNDS LOADED PER USE: 12
MAX AMMO CAPACITY: 120
ROUNDS FIRED PER SECOND: 3.5
RELOAD TIME: 2.17 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 25 DU
HEADSHOT: 1-shot kill (with 0 shields)

 

The M19 SSM Rocket Launcher is a man-portable and shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendabe 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.

INSIDER TIP: It takes practice but the rocket "lead" times are very predictable. With a little patience you should be able to anticipate an intersect path for any vehicle and blast 'em from all the way across a map

M19 SSM ROCKET LAUNCHER

AVAILABILITY: Rare
ZOOM: 2x
ROUNDS - DEFAULT: 4
ROUNDS LOADED PER USE: 2
MAX AMMO CAPACITY: 8
ROUNDS FIRED PER SECOND: 0.5
RELOAD TIME: 5 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 80-300 DU
SPLASH DAMAGE RADIUS: 20 feet

The M90 Shotgun is a pump-action magazine-fed (dual tubular non-detachable 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.

INSIDER TIP: In CTF games, this is a great weapon for in-base attack and defense, since it's almost as devastating in an opponent's face as a rocket, but without the suicide potential.

M90 SHOTGUN

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 24
ROUNDS LOADED PER USE: 12
MAX AMMO CAPACITY: 60
ROUNDS FIRED PER SECOND: 1
RELOAD TIME: 0.4 seconds/round
MELEE RATING: 40-60 DU
HEADSHOTS: Causes more damage on headshots
HIT DAMAGE: 8-25 DU per pellet

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. Also, while in zoom mode you can activate light amplification. The rifle fires 14.5mm 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.

INSIDER TIP: Although you can take your time in Campaign mode sniping, in Multiplayer a good trick is to squeeze off two shots in rapid succession. If they hit a torso, that'll kill instantly, and lessen the chance of a defender spotting your perch

S2 AM SNIPER RIFLE

AVAILABILITY: Rare
ZOOM: 2x, 8x
ROUNDS - DEFAULT: 12
ROUNDS LOADED PER USE: 4
MAX AMMO CAPACITY: 24
ROUNDS FIRED PER SECOND: 2
RELOAD TIME: ??
MELEE RATING: 40-60 DU
HEADSHOTS: One-shot-kill
HIT DAMAGE: 101 DU
MAX EFFECTIVE RANG: 1.8 miles

The M9 Grenade is a high-explosive, dual-purpose thrown fragmentation device. Use it 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 not to throw it too close to your own location.

INSIDER TIP: You can use grenades to distract defenders in CTF - simply throw them as far away from your position as possible, and watch as your opponents are distracted while you sneak to a better position.

M9 HE-DP Grenade

AVAILABILITY: Plentiful
DETONATION TIMER: 0.5 seconds
HIT DAMAGE: 80-120
SPLASH DAMAGE RADIUS: 22.5 feet

A new multiplayer weapon found only in the Mac and PC versions of Halo, the Flamethrower is unique among the weapons in that its  range of fire is limited to just a few feet in front of the player. It's also unique in that its effects last longer than the moment of impact. A burning opponent will continue to take damage basically until the flames subside. The user should be careful however, that he or she not walk into their own fan of flames, since it causes the same damage to good guys as to bad.

INSIDER TIP: The bloom of flame is a pretty good visual shield and if you're retreating from a sniper, the wall of flame can prevent you from being head-shot. It's also very, very useful to run backwards when being chased, leaving a deadly trail of flame behind you to deter pursuers.

FLAMETHROWER

AVAILABILITY: Multiplayer Specific
ZOOM: NA
ROUNDS: Limited Fuel Supply FUEL UNITS - DEFAULT: 300
FUEL UNITS LOADED PER USE: 100
MAX FUEL UNIT CAPACITY: 600
FUEL UNITS BURNED/SEC: 12
RELOAD TIME: 3.4 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 18-23 DU per burst

 

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. Since this is a very powerful automatic plasma weapon, it does lack in accuracy. It is recommended to use this weapon to full advantage at close range.  
This weapon is similar to our own hand grenade, the Plasma Grenade it is a thrown anti-infantry and anti-vehicle 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.

PLASMA GRENADE

AVAILABILITY: Common
DETONATION TIMER: 2 seconds
HIT DAMAGE: 80-120 DU
SPLASH DAMAGE RADIUS: 22.5 feet