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Spartans are trained to use any weapon found on the battlefield-Human or otherwise. This training and philosophy means that resupply is always just one victory away. Efficient and deadly, Spartans often look at opposing forces as a kind of mobile weapons cache.

USNC Weapons

Gun Hand Shoot Reload Y button B button
Right RT button RB button Change Primary Weapon Melee Attack
Left LT button LB button Drop Secondary Weapon Drop Weapon
Melee Attack

Magnum


12 rounds/Magazine
Can Dual-Wield
A recoil-operated, semi-automatic handgun. Accurate and utilitarian in design, it is the ideal sidearm for a wide variety of USNC troops, packing a strong punch for such a small gun.
Magnum - M6G Pistol

Sub Machine Gun


60 Rounds/Magazine
Can Dual-Wield
Sub Machine Guns, while not accurate over long distances, are particularly effective at close quarters. What this model lacks in accuracy, it makes up for in magazine capacity, a rather large clip.
Sub Machine Gun - M7/Caseless

Assault Rifle


32 Rounds/Magazine
Gas operated, fully-automatic projectile rifle capable of sustained continuous fire. Accurate if used in short, well aimed bursts and otherwise ferociously powerful at close range.
Assault Rifle - MA5C ICWS

Battle Rifle


36 Rounds/Magazine
The UNSC’s accurate semi-automatic medium range rifle, fires three rounds per squeeze of the trigger. This particular rifle has a 5x zoom making it ideal for mid ranged battles. Press R button to zoom in and out.
Battle Rifle - BR55HB SR

Shotgun


6 8 Gauge Shells
The UNSC’s resident close-quarters assault weapon. One shot to your foes head is likely to take it clean off with a blast from one of these semi-automatic shotguns.
Shotgun - M90A CAWS

Sniper Rifle


4 Rounds/Magazine
The primary sniper rifle system used by UNSC forces. The clip will leave some to be desired, but the power will not. Equipped with a scope capable of 5x and 10x zoom, great for the long range, incognito, battles. Press R button to zoom in for 5x, again for 10x and once more to zoom out.
Sniper Rifle - SRS 99D AM

Rocket Launcher


2 HE Rockets per
Launch Assembly
Equipped with a 5x scope, this Rocket Launcher has a high degree of both destructive force and accuracy. Though it packs a punch, it has the burden of limited rounds before reload as well as a minimal carrying capacity. Use your rockets wisely.
Rocket Launcher - M41 MAV/AW

Spartan Laser


5 Shots/Charge
A directed energy weapon. Its battery conservation scheme requires the user to give it's target fair warning during the brief charge lag. A zoomed scope will assist in aiming, but the quickness of the blast will leave many missing their targets anyways, unless truely skilled. However, it is still one of the most powerful portable armaments in the UNSC arsenal.
File:H3-SLaser2.jpg
Spartan Laser - WAV M6 GGNR

Covenant Weapons

Plasma Pistol


100-150 kV, 2-3 dA
Can Dual-Wield
This Covenant weapon is capable of quickly firing low powered shots, or of charging a single high-powered shot which can rapidly deplete an energy shielding.
Plasma Pistol

Plasma Rifle


420-600 Rounds a
Minute [variable]
Can Dual-Wield
A common, light plasma weapon favored by Covenant forces. The plus factor? You never need to reload this gun. The down fall? There will be brief pauses from shooting if the gun is left to overheat from constant, non-stop firing.
Plasma Rifle - (Type-25 DER)

Mauler


Mauler - (Type-52 Pistol)
5 shells/Magazine
Can Dual-Wield
This massive handgun is favored by Brutes and is based on their native, pre-Covenant technology. I packs a devastating punch, but is fairly inaccurate in long range. The cross-hair display is possibly too large for even some to use in close range situations.

Brute Spiker


48 Spikes/Magazine
Can Dual-Wield
This vicious and dangerous rifle is favored by Brutes and based on their native, pre-Covenant technology. Shoots sharp, inaccurate spikes that allow you to mow down your foes quickly.
Spiker - (Type-25 Carbine)

Needler


30 Needles/Caddy
Razor sharp crystalline projectiles with a combined explosive property, are fired from this elaborate Covenant weapon. The projectiles follow the desired target, like a homing missile, but to a lesser degree extent.
Needler - (Type-33 GML)

Carbine


36 Rounds/Magazine
An unusual Covenant projectile weapon, firing shielded radioactive rounds. This semi-automatic has a 5x zoom allowing for some mid range precision shooting.
Carbine - (Type-51 Carbine)

Brute Shot


6 Rounds/Belt
This semi-automatic gun launches explosive projectiles pretty accurately at even long ranges. It also has a deadly bayonet equipped under it's barrel, very dangerous in close quarters. Its only draw back is the limitation of ammo, allowing for 6 rounds per belt, while only being able to carry 2 extra belts.
Brute Shot - (Type-25 GL)

Beam Rifle


18 Shots/Charge
The Covenant equivalent to the sniper rifle, a hand carried particle beam weapon, with an adjustable 5x - 10x scope. Again, no reload required, has a minor drawback of brief pauses from shooting if the gun overheats from a happy trigger. Press R button to zoom in for 5x, again for 10x and once more to zoom out.
Beam Rifle - (Type-50 Sniper Rifle)

Energy Sword


50 Uses/Charge
Favored by Elites, this energy weapon is more dangerous than its ceremonial nature implies. Allows for easy slaying of any foe while also offering a somewhat defensive property if swung near the same time as one is swung in your direction.
Energy Sword - (Type-1 Energy Weapon/Sword)

Gravity Hammer


Gravity Hammer
(Type-2 EW/Hammer)
20 Uses/Charge
Favored by Brutes, this weapon is as much a symbol of leadership as it is a weapon. The brute force behind this weapon allows you to pummel your enemies. Offers a defensive property, allowing you to bat projectiles away with a simple swing. What you miss, the force of gravity caused by the swing is likely to hit.

Grenades

You can carry a maximum of two of each grenade type at a time. Press LB button to switch between available grenade types when not dual-wielding.

Frag Grenade


Frag Grenade - M9 HE-DP
Kill Radius: 5m
Casualty Radius: 15m
Standard issue UNSC fragmentation grenade. Ideal for, but not to be limited to, enemies in small areas. Bounce them off walls to get to hard to reach areas. Your foes will either take a hit or come out from hiding.

Plasma Grenade


Plasma Grenade
(Type-1 AP-G)
Kill Radius: 4m
Casualty Radius: 12m
Highly explosive Covenant grenade. The beauty of these little blue/purple grenades is that they have an adhesive casing, allowing you to stick these directly to your foes. Hopefully they don't notice and run after you before the fuse goes...

Spike Grenade


Spike Grenade
(Type-2 AP-FG)
Kill Radius: 3m
Casualty Radius: 11m
A new grenade for the Spartan arsenal is the requisitioned Brute Spike grenade, a primitive and deadly explosive device that impales any target. Has a somewhat adhesive property that holds tight until it explodes in a shredding hail of razor sharp metal.

Support weapons

Halo 3 introduces the idea of Support weapons, large weapons that require the player to be controlled in third person view. Players cannot melee, nor throw grenades while using these weapons. A turret is typically activated by pressing RB button. A Spartan, however, is strong enough to tear off these weapons (press B button while using the turret) and use them almost like rifles. When detached, these weapons have limited ammunition capacity.

Machine Gun


Heavy Machine Gun
AIE-486H
200 Shots/Charge
A Spartan is easily strong enough to remove, or more accurately, rip a turret-mounted machine gun from its tripod base. Although doing so will detach it from its main ammo feed, a Spartan can use whatever is left attached to the gun to devastating effect. It’s heavy even for a Spartan, and slow to spin up to full firing rate.

Plasma Cannon

Missing Plasma Cannon image
Type-52 Automatic Plasma Cannon
200 Shots/Charge
Very similar to the above machine gun, shooting plasma rounds instead of bullets.

Missile Pod


Missile Pod - LAU-65D
8 Guided Missiles/Charger
Great for taking down vehicles quickly. The missiles are equipped with a homing beacon allowing them to change direction in the air to follow their originally intended target.

Flame Thrower


FlameThrower - M7057 DP
100 oz/Charger
The M7057 is a standard chemical flamethrower, which projects and ignites a stream of volatile, semi-liquid fuel.

Other Weapons

These objects can be used in melee attacks. Used mostly in multi-player modes, aside from the hidden skulls in campaign mode. To pick these up, hold RB button. To attack, press B button.


Ball


Standard issue information storage and sensory group housing.


Bomb


Mainly used for blowing up targets, but yes, you can hit people with it!


Flag


Its sole purpose is to bring it back to your base, but you will need to swing it to defend yourself.