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» Weapons, Vehicles, Items
**All Weapons, Vehicles and Equipment are confirmed but are subject to change.**

Weapons, Vehicles & Equipment

Weapons

Covenant Loyalists

The Covenant Loyalists are made up of the Prophets, Brutes, Jackals, Drones, and some Grunts castes within the Covenant's hierarchical society. This faction is made up of those who (as of the end of Halo 2) still remain in the Covenant and are set on activating the Halos and starting the Great Journey. Since the beginning of the Covenant Civil War, they have been fighting the Covenant Separatists, led by the Elites and their Grunts and Hunter supporters. Fronts of this war include High Charity, Delta Halo, and areas of space where Covenant ships operate.

This is not necessarily the first internal dispute in the Covenant's society; when the current Arbiter was assigned to his office, he was reminded by the High Prophet of Mercy that an Arbiter was necessary during the Grunt Rebellion, a conflict between the Covenant and its lowest caste, the Grunts.

Plasma Pistol



Technical Specifications

Magazine Size -- 100 battery units

Maximum Ammunition -- 100 battery units

Fire Mode -- Semiautomatic

Ammunition Type -- Superheated Plasma

Rate of Fire -- Semi-automatic

Accuracy

* Medium
* Overcharged:Semi-homing

Range -- Close to Medium

Description

The Plasma Pistol, like the Plasma Rifle, fires directed energy bolts instead of traditional Human ballistic ammunition. This Covenant weapon is capable of quickly firing low-powered shots, or of charging a single high-powered blast which can rapidly deplete energy shielding. This high powered shot makes the Plasma Pistol a formidable strategic weapon if used in concert with other infantry weapons.


Plasma Pistol



Technical Specifications

Damage per Hit -- Medium

Magazine Size -- 400 charges per energy core per rifle

Maximum Ammunition -- 400 charges per energy core per rifle

Fire Mode -- Discontinuous Automatic

Ammunition Type -- Superheated Plasma

Rate of Fire -- High, 5 rounds per second

Accuracy -- Moderate

Range -- Short to Medium Range

Description

It is a common light weapon in the Covenant army, primarily wielded by Elites. The Plasma Rifle uses plasma technology instead of projectile ammunition, firing directed energy bolts. This means that the weapon draws from a power source to generate its energy projectiles rather then firing individual metal projectiles like modern guns. The core power output of these projectiles is 100-150 Kv @ 2-3 dA, and the rate of fire is 420 to 600 rounds per minute. The Plasma Rifle is particularly effective against shielded bipedal opponents.


Needler



Technical Specifications

Damage per Hit -- Variable - Low to Very High

Magazine Size -- 30 needles

Maximum Ammunition -- 120 needles

Fire Mode -- Automatic

Ammunition Type -- Crystalline Explosive Projectiles

Rate of Fire -- Variable - Average to High, 3 to 10 rounds per second

Accuracy -- High (Homing)

Range -- Short-Medium Range

Description

The Needler is a Covenant infantry weapon that fires a homing projectile capable of doing lethal damage.

The Needler's razor sharp crystalline projectiles are fired from this elaborately designed Covenant weapon; it is widely believed that they use heat or organic signatures to home in on targets. Although easily deflected by energy shields, the needles cause a chemical reaction in close proximity resulting in an explosive effect.[1]

The Needler is a highly unusual Covenant weapon in that it fires purple, translucent, crystalline projectiles. It is most often wielded by Unggoy (Grunts), and Drones (Yanme'e), but Sangheili (Elites) and Kig-Yar (Jackals) have also been seen utilizing this firearm.


Covenant Carbine



Technical Specifications

Damage per Hit -- Overall Damage: Medium

Magazine Size -- 18 rounds

Maximum Ammunition -- 90 rounds or 5 magazines

Fire Mode -- Semi-automatic

Ammunition Type -- Radioactive Projectiles

Rate of Fire -- Medium, 4.5 rounds/sec (approx.)

Accuracy -- High

Range -- Medium to Semi-Long Ranges

Description

The Carbine is the Covenant equivalent of the UNSC Battle Rifle. It is a semi-automatic weapon that combines high accuracy with decent stopping power. It is used primarily for mid-range combat.

Unlike most standard-issue Covenant weapons such as the Plasma Pistol, the Carbine does not run on a battery. Rather, it fires solid, radioactive projectiles from an 18-round magazine.

With a 2x zoom ability, it's possible to make lethal headshots from afar. The Carbine's only real shortcomings are that your position is betrayed by a yellowish-green trail with each shot, just like the Sniper Rifle's vapor trail or a Battle rifle's tracer trail. When you get your hands on one, be sure to take advantage of it. It is also quite effective at killing an unshielded opponent in Multiplayer, and has equal effectiveness to an unshielded enemy as that of a Battle Rifle, M6D, M6C and M6G. Like those weapons, it will kill an unshielded opponent with one shot to the head.

It is sometimes carried by Brutes and Elites, though this is not usually thier preferred weapon. In the hands of an enemy Brute or Elite, they can be deadly, allowing them to engage their enemies at mid range with deadly accuracy.

Because the Carbine fires projectiles, not plasma bolts, it is more useful against Flood than the other Covenant weapons, excluding explosives. One of the best uses for this weapon is to shoot the armored headpiece off of Brutes, after which another headshot from the weapon will dispatch them.

The Carbine, when used correctly, can take down an enemy slightly faster than a Battle Rifle can, though it requires more aim, taking at least seven shots to the head in multiplayer. Damage done by the Carbine is slightly lower than that of the Battle Rifle (if all three bullets hit), but it fires about twice as fast making it equally deadly.

The Covenant Carbine has one other advantage over the Battle rifle. It is able to do damage to Jackal energy shields, Enforcers shields, stationary shield generators, and other shields of such nature.


Particle Beam Rifle



Technical Specifications

Damage per Hit -- High

Magazine Size -- 100 Battery units (18 shots)

Maximum Ammunition -- 100 Battery Units (18 shots)

Fire Mode -- Semi-automatic

Ammunition Type -- Accelerated Particle Beams

Rate of Fire -- Average

Accuracy -- Very High

Range -- Very Long Range

Description

The Particle Beam rifle has little recoil and is mostly quiet, giving it an advantage over the human Sniper Rifle. Another advantage is there is not a need to reload or worry as much about giving away your position, as the beam of fire quickly dissipates. The disadvantage is it is slightly less powerful and accurate than the human counterpart, and like some other Covenant weapons, it suffers from overheating problems. Also, once the rifle is used up, which occurs in around 18 shots, the rifle must be replaced, or recharged, the latter of which humans have been unable to figure out. The Beam Rifle can also be used to shoot two fast shots, at the cost of temporary overheating. This can be used to quickly dispose of an oncoming enemy. These rifles are abundant in Halo 2, being used primarily by sniper Jackals, and their scope seems to be smartlinked.


Energy Sword



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 100 charges (Single and Multiplayer)

Rate of Fire -- None (Melee Only)

Accuracy -- Very High

Range -- Close, short range

Description

The Covenant Energy Sword, was thought at first to be purely ceremonial. They are rarely seen in combat, but are invariably carried by high-ranking Elites, and sometimes, Brutes.


Fuel Rod Cannon



Technical Specifications

Damage per Hit -- Very high

Magazine Size -- 5 rods

Maximum Ammunition -- 30 rods

Ammunition Type -- Fuel Rods

Rate of Fire -- Average (2 round per second)

Accuracy -- Medium

Range -- Medium

Description

The Fuel Rod Cannon is a Covenant heavy weapon. The Fuel Rod Cannon has no fail-safes (unlike the prior game's Fuel Rod Guns), allowing the player to pick up the weapon. It fires blobs of deadly radiation rounds that explode on impact with targets or surfaces. It is often wielded by heretic grunts. Unlike many Covenant weapons, the Fuel Rod Cannon fires ammunition in clips of 5. Up to 25 additional fuel rods can be carried for a total of 30 shots.


Plasma Cannon



Technical Specifications

Damage per Hit -- Medium

Magazine Size -- Unlimited

Maximum Ammunition -- Unlimited

Fire Mode -- Fully Automatic

Ammunition Type -- Superheated Plasma

Rate of Fire -- 300 RPM

Accuracy -- Medium

Range -- Medium to Medium-Long Range

Description

The Plasma Cannon is a portable, mounted weapon used by the Covenant that fires superheated plasma at a very high rate. It serves its purpose as a squad support weapon, used for suppressing enemies and defending Covenant positions. It is carried, deployed and crewed by green-armoured Gunner Grunts. It is carried and operated in a similar fashion to the M247 GPMG made by the UNSC. It has an approximate 65 degree turn radius and 50 degree pitch. It fires plasma bolts similar to those of the Covenant Plasma Rifle, and fires around 300 rounds per minute.


http://images.wikia.com/halo/images/9/94/Plasma_Grenade.jpg



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 1 grenade

Fire Mode -- Thrown

Ammunition Type -- Plasma

Rate of Fire -- Slow

Description

The Plasma Grenade sticks to targets and is impossible to release. It has some kind of internal mechanism that allows it to distinguish between targets and inanimate objects. 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 rest. In the most recent update in Halo 2, the Plasma Grenade has an instant kill effect if it goes off at the base of the target's feet (Does not have to be stuck) possibly because Plasma has the ability to melt through metal and would thus cause lethal damage even to a Spartan in MJOLNIR armor.

It should be noted that prolonged exposure to the radiation emitted by plasma grenades can cause a deviation in the neural electric pathways of the user--a disorder called Boren's Syndrome, which in one case renders them immune to infection by the Flood.


Spiker (Type-25 Carbine)



Technical Specifications

Damage per Hit -- Medium

Magazine Size -- 40 rounds

Ammunition Type -- Superheated Metal Spikes

Rate of Fire -- 480 rounds/minute

Accuracy -- Medium

Range -- 40 meters (131 feet)

Description

The Spiker was first seen in 2537, but only in the wake of the initial stages of the Covenant Civil War has it seen widespread usage amongst the Covenant. It is a weapon preferred by Brutes. Holding 40 spikes per magazine, this vicious and dangerous rifle is favored by Brutes and in fact, is based on their native pre-Covenant technology. Old as its technology is, the rapid-firing, razor-sharp projectile can tear through armor and flesh with ease.

The Spiker is a dual-wieldable weapon resembling a cut-down shotgun with two bayonets. It is the Brute equivalent to the SMG, Though its slightly more powerful and accurate than an SMG, it has a slightly slower rate of fire. Unlike the SMG, however, there is little recoil due to the sheer weight of the gun. This negates the action of having to adjust one's aim as one has to do with the SMG. It makes its debut in Halo 3. It is possible that this weapon will replace the Brute Plasma Rifle from Halo 2.


Mauler



Technical Specifications

Magazine Size -- Speculated to be between 6-9 rounds

Maximum Ammunition -- Unknown

Range -- Short

Description

The Mauler is a one-handed shotgun, a dual-wieldable version of the UNSC assault shotgun. It is not as powerful as the UNSC shotgun, but has the bonus of dual-wieldability, and also a bayonet-like blade attached to its fore, allowing for stronger melee attacks like the Type-25 "Spiker" Carbine.


Brute Shot



Technical Specifications

Damage per Hit -- Medium to High

Magazine Size -- 6

Maximum Ammunition -- 16 (including used clip)

Ammunition Type -- High Explosive Grenades

Rate of Fire -- Medium

Accuracy -- Medium-High

Range -- Close, Medium, Semi-long

Description

The Brute Shot is a Covenant weapon and the only known fact is that the Covenant Brutes seem to favor it to other Covenant weapons. It seems to fire a type of grenade similar to the Frag Grenade at very high velocities that bounce off of and around most surfaces. It was first encountered during Operation: FIRST STRIKE. The grenades seem to be Belt fed through the top of the weapon. The splash damage from this weapon is extremely high. It also has a very sharp curved blade on the underside of it, used as a powerful melee weapon. This bayonet delivers a higher than normal amount of melee damage. It can also be called the Type-25 Grenade Launcher.


Gravity Hammer



Technical Specifications

Damage per Hit -- Large

Fire Mode -- Gravity Explosion

Range -- Close

Description

The Gravity Hammer is essentially a massive oversized blunt hammer that serves not only as an excellent melee weapon because of its tremendous mass and the force of the bearer, it can manipulate gravity, altering it to propel objects and living beings alike away from its blows.

As noted by lukems on Bungie.net on August ninth, the gravity hammer is a usable weapon in multiplayer, and therefore probably Single Player, much like the sword was unusable in Halo 1 but usable in Halo 2, the hammer was unusable in Halo 2 but will be usable in Halo 3.

It is primarily used by Brute Chieftains, although Brute Captains have been seen using it in Starry Night and the Halo 3 E3 2007 Trailer.

The most notable Gravity Hammer is the Fist of Rukt, who was wielded by the greatest Brute Chieftain, Tartarus.


Spike Grenade (Type-2 Antipersonnel Fragmentation Grenade)



Technical Specifications

Damage per Hit -- Low to Very high

Magazine Size -- 1 Grenade

Rate of Fire -- Low

Accuracy -- Killing radius: 3 meters (10 ft) Casualty radius: 11 meters (36 ft)

Description

The Type-2 Antipersonnel Fragmentation Grenade is believed to be the Covenant Loyalist analog to the Covenant Seperatist plasma grenade. The Spike Grenade is most notable for its adhesive properties, also similar to the plasma grenade.


Flame Grenade (Type-3 Antipersonnel/Antimateriel Incendiary Grenade)



Technical Specifications

Damage per Hit -- High

Ammunition Type -- Incendiary gel

Range --

* Can be thrown 10 meters (32.8 feet)
* Blast radius: 3.4 meters (11.2 feet)

Description

The Type-3 Antipersonnel/Antimateriel Incendiary Grenade, colloquially known as the "Firebomb", the "Molotov" or the "flame grenade", is a Jiralhanae (Brute) grenade.

It is a multipurposed infantry explosives munition, and can be thrown 10 meters (32.8 feet) by the average soldier. Upon impact with a hard surface, the casing converts to liquid form, burning at 2200 °C (3992 °F) and causing significant damage to vehicles or infantry alike, automatically killing all nearby infantry in an 3.4 meter (8 foot) radius. The gel-like filler substance also escapes from the burning casing, splashing over nearby objects and causing significant damage as it burns for 4.5 seconds.

It can also be used to create a "wall of flame" that restricts enemy movement in the area.


Covenant Separatists

The Covenant separatists are made up of the Elite, Grunt, and Hunter castes within the Covenant's hierarchical society. The members of the faction were somewhat "united" at the beginning of the Civil War of the Covenant, but the faction was "officially" formed when they learned the truth of the Halos and since both times, have been fighting the Covenant Loyalists, led by the Prophets and their Brutes, Drones, Jackals and some Grunt supporters.

It is speculated that this disgruntled faction is lead by the Arbiter, SpecOps Commander Rtas 'Vadum and Imperial Admiral Xytan 'Jar Wattinr. Fronts of this war include holy city of High Charity, Installation 05, Earth, and areas of space where Covenant ships operate.

- Plasma Pistol (Dual Wieldable)
- Plasma Rifle (Dual Wieldable)
- Needler
- Covenant Carbine
- Particle Beam Rifle
- Energy Sword
- Fuel Rod Cannon
- Plasma Cannon
- Plasma Grenade

**See Covenant Loyalists for Gun Descriptions**


United Nations Space Command



The United Nations Space Command (UNSC) may be the prime human government in the Halo universe, though this organization may only be the defense agency under the control of the Colonial Administration Authority. The UNSC's military arm is called the United Nations Space Command Defense Force, they are most commonly seen defending planets. Stations such as the Cairo Station are part of the UNSCDF. During the events of Halo 2 the UNSC fought the Covenant above Earth by defending their planet against all odds.

There are several breakaway factions opposed to the Colonial Administration and UNSC as well, including the United Rebel Front.

M6G Personal Defense Weapon System



Technical Specifications

Damage per Hit --

* High (shielded enemies)
* Very High or instant kill* (flesh damage, *headshots)
* Overall Damage: Medium-High

Magazine Size -- 12 Rounds

Maximum Ammunition -- 40 Rounds or 5 Magazines

Fire Mode -- Semi-Automatic

Ammunition Type -- 12.7 mm x 40 SAP-HE (semi-armor-piercing high-explosive)

Rate of Fire -- About 2 Rounds per Second

Accuracy -- Medium-High

Range -- 50 meters (152.5 ft) (Close to Medium)

Description

The M6G Magnum is a semi-automatic, recoil-operated, magazine-fed, dual-wieldable, magnum caliber handgun. It fires high explosive bullets (most likely 12.7x40mm, HE) from an 12 round magazine and has slightly less power than the M6D. It has a relatively fast rate of fire with great accuracy and range. It also does not have a scope. The M6G is the descendant of the earlier M6 models, combining the dual-wield aspect of the M6C, accuracy and per-shot damage between those two, and decent magazine capacity.


M7/Caseless Sub Machine Gun



Technical Specifications

Damage per Hit -- Very Low

Magazine Size -- 60 Rounds

Maximum Ammunition -- 240 Rounds or 4 Magazines(Single-Wielded)

Fire Mode -- Automatic

Ammunition Type -- M443 5x23mm Caseless

Rate of Fire -- High, Fully Automatic, 15 rounds per second

Accuracy -- Moderate to Low

Range -- Close to medium

Description

The M7/Caseless Sub-Machine Gun is a fully automatic, gas-operated, magazine fed, dual wieldable, short range sidearm. The SMG fires 5x23mm Caseless rounds from a 60-round magazine with an extremely high rate of fire (which leads to tremendous recoil and forces the barrel upward after continuous fire). It also sports a retractable stock and foregrip. The SMG lacks range as well as accuracy so it is strictly a short range weapon. The Halo 3 SMG is relatively the same, but with minor design and technical changes.


MA5C ICWS Assault Rifle



Technical Specifications

Damage per Hit -- Low

Magazine Size -- 32 rounds

Fire Mode -- Automatic

Ammunition Type -- 7.62x51mm FMJ(Full Metal Jacket)

Rate of Fire -- High, Fully Automatic 750-900 Rounds/min

Accuracy --

* Average (In Bursts, Close Range)
* Low (Continuous Fire, Farther Range)

Range -- Close

Description

The MA5C Assault Rifle is a fully automatic, air-cooled, gas-operated, magazine-fed, short ranged weapon. The weapon houses an on-board electronics suite, including a screen indicating rounds left in the magazine and a compass. It fires 7.62mm x 51 FMJ (Full Metal Jacket) rounds automatically from a 32 round magazine with improved accuracy, range, and power over its cousin. The weapon's power has been described as being in between the MA5B Assault Rifle, and the BR55 Battle Rifle or M6G Magnum.


BR55HB SR Battle Rifle



Technical Specifications

Damage per Hit --

* Medium Against Shielded Enemies
* Low-Medium Against Flesh (Excluding Headshots)
* Overall Damage: Medium

Magazine Size -- 36 rounds

Maximum Ammunition -- 144 Rounds or 4 Magazines

Fire Mode -- Three Round Burst

Ammunition Type -- M634 9.5x40mm X-HP-SAP (Experimental, High Penetration, Semi-Armor Piercing)

Rate of Fire -- Average, 2.4 Bursts per Second

Accuracy -- High

Range -- Medium

Description

The BR55HB SR Battle Rifle is a burst fire, gas-operated, magazine-fed, mid-to-long range weapon. It is relatively the same as the BR55 Battle Rifle but with some design changes. It still fires the M634 9.5x40mm X-HP-SAP round in three round bursts from a 36 round magazine and it still has a scope with a 2x magnification. Its power, accuracy, and range are pretty much the same.


M90A Close Assault Weapon System



Technical Specifications

Damage per Hit --

* Very high, instant kill (close ranges)
* Low-medium (medium ranges)

Magazine Size -- 6 rounds

Fire Mode -- Pump Action

Ammunition Type -- 8-Gauge Magnum Buckshot

Rate of Fire -- Low-Medium

Accuracy -- Low to Medium

Range -- Short Range

Description

The M90A CAWS Shotgun is a United Nations Space Command firearm. It is a model in the DTM Series of shotguns made by Weapon System Technologies.

UNSC Law Enforcement units are equipped with a similar weapon, the M90A Law Enforcement, which has a fixed stock and no pistol grip.


SRS99D-S2 AM Sniper Rifle



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 4 rounds

Maximum Ammunition -- 24 rounds or 6 magazines

Fire Mode -- Semi-Automatic

Ammunition Type -- 14.5x114mm AP-FS-DS(Armor-Piercing, Fin-Stabilized, Discarding Sabot)

Rate of Fire -- Average, About 1 Round per Second

Accuracy -- 97.3%

Range -- Close, Medium, Long, Very Long

Description

It is a semi-automatic, gas-operated, magazine-fed, long-ranged weapon. It is relatively the same as the SRS99C-S2 AM Sniper Rifle but with some design and technical changes. It still fires the 14.5x114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) rounds semi-automatically from a four round magazine. It still has a 5x and 10x scope with real-time display but now it shows everything with an LCD screen that shows an infrared view of what the scope sees. Its power as well as accuracy and range are relatively the same compared to the SRS99C. Its rate of fire has slightly dropped, however. It also has more recoil, forcing the user to readjust the sights after every shot.


M41 SSR MAV/AW Rocket Launcher



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 2 rockets

Maximum Ammunition -- 8 rockets or 4 magazines

Fire Mode -- Anaconda surface-to-air missiles

Rate of Fire -- Low

Accuracy -- Perfect, no COF

Range -- Short to Medium Range

Description

The M41 SSR, alternatively called the "Spanker" or the "Jackhammer", is a heavy ordinance weapon of the UNSC arsenal used in Halo 3. It can fire Anaconda Surface to Air Missiles or HEAT (High Explosive Anti-Tank) rockets. The launcher sports a 2x scope and can fire rockets over long distances with devastating accuracy.

When reloaded, the barrels are removed. Two preloaded barrels are then inserted back into the launcher. With this mechanism, a Marine can greatly reduce the weight he carries without throwing the weapon away like with modern day disposable rocket launchers.

This is not the same rocket launcher as used in Halo: Combat Evolved. That rocket launcher was the M19 Rocket Launcher. It is not the same rocket launcher as the M19 SSM Rocket Launcher stated in the Halo 2 manual either. It is unknown whether this rocket launcher is the same and just has a different name or it is completely different.



Spartan Laser (W/AV Model 6 Grindell/Galileian Nonlinear Rifle)



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 5 shots

Ammunition Type -- Laser

Rate of Fire -- Semi-Automatic

Accuracy -- Very High

Range -- Long

Description

The M6 Spartan Laser is a shoulder-mounted direct energy weapon used by the UNSC. It fires an extremely powerful red laser capable of destroying vehicles and infantry with one accurate strike. When the trigger is pulled, a red sighting laser is projected on-target. The Spartan Laser will then charge for three seconds before firing its powerful and destructive burst.

In Halo 3 Multiplayer, if you kill another player with the Spartan Laser a unique medal, the Laser Kill Medal, is awarded due to the difficulty of having to charge and aim the weapon.


Missile Pod



Technical Specifications

Damage per Hit -- Medium to High

Magazine Size -- 8

Maximum Ammunition -- 8

Ammunition Type -- Missile

Rate of Fire -- Medium

Range -- Long

Description

The Missile Pod is a United Nations Space Command infantry weapon. It is a missile-launching weapon, holding up to eight small highly explosive missiles. The Missile Pod is capable of tracking down targets.

It's extreme size and weight probably means only a Spartan, Elite or a vehicle can operate it.


M7057 Defoliant Projector Flamethrower



Technical Specifications

Damage per Hit -- High

Magazine Size -- 100 fuel units

Maximum Ammunition -- 7 Canisters or 700 fuel units

Fire Mode -- Burst fire

Ammunition Type -- Pyrosene-V

Accuracy -- High

Range -- 13.4 meters (44 feet)

Description

The M7057/DP is a standard chemical flamethrower, which projects and ignites a stream of a volatile, semi-liquid fuel. Flamethrowers are cumbersome and relatively difficult to use (psychologically as well as mechanically, especially when the fuel is located on the weapon itself). It appeared in the multiplayer of Halo PC and Halo 3. The Halo 3 version of the M7057 varies slightly from it’s first appearance in Halo PC, with the nozzle being much wider and shorter which possibly means it could be deadlier. It also poses a threat to vehicles and should it be able to hit it enough the vehicle will be destroyed with ease.

For those who have grown fond of the bubble shield, O'Connor confirmed that the gadget will provide safe haven from fire. "It will wash over the shield", only burning the surface. However, the flamethrower's power comes at a cost: it can only sustain fire for about three seconds, so you'll need to pump the trigger once a burst dries out. The M7057 is in the Support Weapons category, like the Missile Pod. That means you'll be controlling it in a third-person view and will move slowly.


AIE-486H Heavy Machine Gun



Technical Specifications

Magazine Size --

* 200 (Unmounted)
* Unlimited (Mounted)

Fire Mode -- Fully Automatic

Ammunition Type -- Projectiles

Rate of Fire -- High

Description

The AIE-486H Heavy Machine Gun is a standard heavy weapon in use by the UNSC for offensive and defensive purposes. It seems to have replaced the UNSC's M247 GP Machine Gun (which was seen in Halo 2 carried into combat by Marines) as the standard UNSC machine gun turret. For defensive purposes, it can be mounted on a tripod (M247 GP Machine Gun), but when used for assault, it can be detached from its tripod by a SPARTAN-II's brute force. In its unmounted form, while mobile, it has a limited ammunition capacity of 200 rounds and takes about a second to "spin up" before reaching its highest rate of fire. When the player picks up this weapon, they still keep their two other weapons. However, they must drop the HMG before using their other weapons.

The label of "heavy machine gun" most likely places this weapon in a category above 7.62mm ammunition. Due to the triple rotating barrels, as seen on the standard version of the Warthog LRV's M41 LAAG, the AIE-486H HMG may very well use 12.7mm (.50 Cal) cartridges, although this is unconfirmed.


M9 HE-DP Grenade



Technical Specifications

Damage per Hit -- Very High

Magazine Size -- 1 grenade

Fire Mode -- Thrown

Ammunition Type -- M9 HE-DP Grenade

Rate of Fire -- Slow

Accuracy -- Depends On Throw

Range -- Depends On Throw

* Killing radius: 5 meters (16 ft)
* Casualty radius: 15 meters (49.5 ft)

Description

The UNSC-issued M9 HE-DP Grenade functions in a manner very similar to contemporary hand grenades. A blast bursts the grenade's shell open and sends countless small metal fragments flying at extreme speed, causing damage to energy shields, armor, and flesh in around ten meters (30ft) radius. Four may be carried at a time. An "infinite grenades" option is available in multiplayer on a single Xbox, as well as in all multiplayer Halo PC games.


Vehicles

Covenant Loyalists

Ghost



Technical Specifications

Maximum Acceleration --

Normal: 20 KPH (12.42 MPH)
Boost: 60 KPH (37.26 MPH)

Weapons -- Twin 100-250 kW Plasma cannons

Crew -- 1 Pilot

Description

The design of the Ghost is optimized for speed, agility and maneuverability, sacrificing other attributes to achieve its status as a rapid response and reconnaissance vehicle. The Ghost has seating for a single pilot. It's low weight coupled with it's nature as an anti-gravity vehicle means that it is easily overturned by collisions or shockwaves from near explosions.

In order to achieve the great speeds it is famous for the Ghost has thin armor. This makes it vulnerable to small arms fire, especially when directed against the exposed fuel tank mounted on its side. Ghost pilots rely solely on the armor and shielding they wear for protection; further, the lack of defense urges pilots to stay mobile. It's open topped design, although reducing weight, leaves the pilot open to the elements and incoming enemy fire.

Seemingly designed with Elite and Brute pilots in mind the front cowling does restrict the view of shorter species as forward visibility is impeded.

Ghosts can be transported to and from the battlefield by a variety of craft, such as Spirit and Phantom dropships. Allowing great tactical flexibility for Covenant ground force commanders in getting fast, hard hitting vehicles to harass enemy infantry formations within a short time.


Banshee



Technical Specifications

Weapons --

* Twin Plasma cannons[1]
* Fuel Rod Gun[1]

Crew -- 1 Pilot

Description

The Banshee is very fast, extremely maneuverable and in Halo 1 it is capable of hovering. It has two weapon pods mounted to either side of the fuselage. Each of these pods contains a light plasma cannon and a Fuel Rod Gun (the Fuel Rod Gun is disabled in Halo 2 Multiplayer). Though small arms fire may disrupt or disable the pilot (the SMG is very effective against it in Halo 2), only heavy weapons are capable of inflicting enough damage to destroy the vehicle.

The Banshee is propelled by small anti-gravity pods attached to its wings. These pods create the field that keeps it flying, and make wailing sounds as the craft maneuvers, thus the name "Banshee". The Banshee is also capable of space flight.

Although the Banshee is made for one pilot it is possible to have a team-mate stand on top of the banshee. It limits the agility of the banshee but it saves time and when in enemy territory you can drop the team-mate into enemy lines so the team-mate on the ground can start fighting on ground while the player in the banshee can fight from the air.


Brute Chopper (Type-25 Rapid Assault Vehicle)



Technical Specifications

Maximum Acceleration -- 120 kph (75 mph)

Weapons --

* 4 x 35mm Autocannons
* Bladed chassis

Crew -- 1 pilot/gunner

Description

The Brute Chopper is a heavily-armored single-wheeled motorbike kept afloat by a gravitic array on its rear (behind and below the pilot), and is widely believed to be the Covenant Loyalist analog to the Covenant Separatist Ghost. The Brute Chopper was uncommon before Halo 2, when the Jiralhanae were not actively delegated to frontline battle, but with their resurgence onto the battlelines, it appears that they have brought their vehicles with them.


Wraith



Technical Specifications

Weapons --

* Plasma Mortar
* Secondary Gunner Turret

Crew --

* 1 Driver
* 1 Secondary gunner

Description

The Wraith mobile artillery is the Covenant's main assault vehicle for ground engagements. It fires large bolts of super heated plasma encased in a magnetic field into the air. These bolts then rain down on enemy troops from above with tremendous force. Because the Wraith fires in an arc, rather than line-of-sight, this vehicle's attacks are very dangerous. The indirect fire is capable of catching many off guard with tragic consequences. The mortar can bypass most defenses that its enemies can muster. It is equipped with anti-gravity plates underneath its mainframe similar to those of the Ghost but on a much larger scale, allowing it to hover over any anti-vehicular mines that have been placed in its path as a deterrent. The pilot is completely encased within the armoured hull of the tank and thus protected from all small-arms fire. The vehicle can only be incapacitated by heavy weapons, artillery or internal explosions.

The Wraith's engines can be pushed to provide an excellent boost in speed, but at the cost of manueverability and weapon power. Mimicking the Ghost once again, however as a result of the Wraith's much greater weight the increase in speed is marginal.

The Wraith is the main heavy vehicle of the Covenant army and can be seen as a counterpart to the UNSC M808B Scorpion Main Battle Tanks. However, the two tanks are considerably different. The Wraith weighs approximately twenty tons, and can move much faster.

Its main weapon, a short barreled Plasma Mortar, can be tilted vertically but remains in fixed position horizontally, meaning that the whole vehicle has to turn to aim the weapon. The mortar can be withdrawn inside the chassis whilst not in use.

The Wraith moves in the same fashion the Ghost, hovering above ground. Its armor is unevenly divided similar to modern tanks; the bulky front skirt can take more punishment than the flanks or rear, making frontal assaults both fruitless and a waste of ammunition.


UNSC

Mongoose (M274 Mongoose ULATV)



Technical Specifications

Maximum Acceleration -- 1000cc liquid-cooled, mid-engine mounted, four-stroke, hydrogen-injected ICE

Crew -- Driver

Description

One of the fastest ground vehicles available to UNSC Marine Personnel is the M274 Ultra-Light All-Terrain Vehicle, also known as the Mongoose. Essentially four wheels and an engine, this ATV can travel rapidly over nearly every type of terrain. It can be seen as an analog to the Ghost, but unlike the Covenant vehicle, it has no armament in its design. The Mongoose possesses no defensive or offensive capabilities what so ever, besides running over enemies, but this has proven harder to do than with the Warthog. As a result, troops often seat weapon specialists behind the driver to provide much needed fire support during combat. What it lacks in firepower however, it makes up for with raw speed.

This vehicle is reportedly unwieldy and difficult to control at high speeds, thus making the passenger's role of vehicle defense all the more difficult. Both the driver and passenger are completely exposed to the elements and enemy fire, making them extremely vulnerable. An ATV slowing down in a combat zone is tantamount to suicide. The Mongoose survives most encounters through sheer speed, ensuring it is in and out of an enemy position before heavy firepower can be brought to bear on it.

It can be used as a last resort offensive vehicle when the passenger is equipped with heavy armament and is useful for chasing down fleeing enemies or ambush.

The UNSC Elephant Mobile Command Vehicle apparently has a vehicle bay that fits one Mongoose, perhaps to use as a courier during communications black out, a personnel transport in friendly terrain, an advance scout or a last resort escape vehicle.

It can be viewed as the smaller cousin of the Warthog. Some Halo fans even get it confused with the Warthog because of its shape, size, and purpose.


Warthog



Technical Specifications

Maximum Acceleration -- 125 KPH (78 MPH)

Weapons -- Varies

Crew --

* Driver (1)
* Passenger(s)
* Gunner (1)

Description

The M12 Warthog LRV (Light Reconnaissance Vehicle) is the most common type of Warthog used by the UNSC, being common in every Halo game to date. It uses a back-mounted M41 Light Anti-Aircraft Gun that is effective against both infantry and other vehicles, making this one of the most versatile Hogs around.


M12A1 Warthog LAAV



Technical Specifications

Weapons -- Rocket Launcher Turret

Crew --

* Driver (1)
* Gunner (1)

Description

The M12A1 Warthog is exactly the same as the standard M12 Warthog LRV, except for two differences:

1. It has yellow paint stripes lined through the base to distinguish it from the standard M12 Warthog.

2. It is armed with a 102mm SC-HE Rocket Turret on the back seat. The turret can shoot three surface-to-surface rockets before reloading, but like all projectile weapons, it must be reloaded when the magazine capacity is depleted.


M12G1 Warthog LAAV



Technical Specifications

Weapons -- Gauss Cannon

Crew --

* Driver (1)
* Gunner (1)

Description

The M12G1 Warthog is exactly the same as the standard M12 Warthog LRV except that the chaingun on the back is replaced with an M68 Gauss Cannon .

The Gauss Cannon is an anti-vehicular weapon that is like a miniature Magnetic Accelerator Cannon - it fires fast-moving projectiles by asynchronous magnetic acceleration in the base of the cannon. It takes about a half of a second to recharge between shots and has unlimited ammunition.

Although the Gauss Warthog was featured in Halo 2, the only official level in which you will be offered a Gauss Warthog is Metropolis. You can find one late in the level Quarantine Zone, but since you probably are alone by then, it is of little use.


Troop Transport Warthog



Technical Specifications

Maximum Acceleration -- 125 KPH (78 MPH)

Crew -- Driver (1)

Passengers

* Passengers (4) in rear[6]
* Passenger (1) in the foward passenger seat

Description

It does not mount a M41 LAAG or M68 Gauss Cannon like most other Warthog models, instead simply having room for four personnel in the rear section along with one driver and a passenger in the front seat. The Troop Transport relies on its passengers for any defensive or offensive assets. Its roll cage seems to be made of several metal beams unlike normal roll cages.


Hornet



Technical Specifications

Crew -- 1 Pilot

Description

It appears as little more than a one man cockpit, a rear section extending out perhaps a meter or two from the cockpit, a pair of wings and either a jet engine or a turbo fan on the end of each wing. No obvious weapons have been seen as of yet, but there are bulges on the wings inward from the engines that could be machineguns or cannon, and something resembling the barrel of a weapon can be seen portruding from under the cockpit. Adittionally it possesses a pair of stands attached to the underside of the fuselage that act as infantry platforms capable of holding 2 Marines, ODSTs, SPARTAN-IIs or Elites during battle for extra support. It may not be an immediate equivalent to the Banshee despite the EGM article but perhaps more of a threat to ground forces than initially suggested due to the presence of said infantry platforms. It is slightly shorter in length than the banshee, but it's wingspan is larger. However if The Hornet is the equivalent to the Banshee, then the weaponry must be a machinegun and a missile pod. (The banshee has plasma cannons and a fuel rod gun)


Elephant




Technical Specifications

Weapons -- M41 LAAG

Passengers -- SPARTAN-IIs or Elites

Description

This drivable vehicle appears to be like a mobile base: twelve soldiers can ride in it, it can house a Mongoose in its belly, and it is armed with a M41 Light Anti-Aircraft Gun towards it's front to the right side. It is a 3-storied vehicle (24 to 42 feet high). There is a hollow hold in its bowels that can store a Scorpion, a warthog, two Mongooses, and infantry inside. Also a second story that appears to feature a crane, its M41 LAAG for defending it and also a general elevated position where defenders can fire down at attackers that are on the ground near the Elephant, providing a strategic advantage for defenders. It appears to be in the same track set up of the Scorpion Tank with a set of four tracked bogies along its chassis. It's chassis appears as high as it is long, providing stability.

In multiplayer, it can respawn troops, and holds both the flag and the capture point for certain multiplayer maps on Capture The Flag mode.

Size-wise, it appears to be the largest land vehicle (besides the Scarab), towering over the Scorpion and the Wraith.


Equipment

Bubble Shield



Description

The Bubble Shield is a United Nations Space Command defensive device. The shield itself is a Geodesic dome (of sorts) made of tessellating hexagons. The bubble shield projects a defensive field around the user when deployed that blocks all projectiles. Vehicles and players however, are still able to pass through it. This "object" is one of the few equipment items, next to the Trip Mine, Power Drainer, Radar Jammer and Portable Gravity Lift. It was first seen in the Halo 3 "Starry Night" CGI Trailer.


Power Drainer



Description

The power drainer creates a short-range magnetic induction effect which causes disastrous failure of powered field systems within a set radius, and is designed primarily to interfere with common varieties of field-based shielding and power generation. It also has a damaging effect on biological systems and can wound or kill most bipeds in its resulting explosion. Essentially, the Power Drainer is like a reverse bubble shield; instead of keeping the player inside unharmed, it causes any player's shields within the area of effect to drain away, making them vulnerable to harm. Unlike the bubble shield however, the power drainer will roll.

It is a deployable device that has been confirmed in the leaked internal beta build on Last Resort and in the recent public "Friends and Family" Beta Test. It has not been confirmed to be in the finalized game. The Power Drainer, like the Bubble Shield, Trip Mine, Radar Jammer and the Portable Gravity Lift, are all in the category of equipment and can be deployed using the "X" Button. It is activated immediately when deployed.

Many fans are quite critical of the weapons countdown fuse, and argue that it does not allow the user enough time to escape to a safe distance before it activates and completely drains their shield.

In the Multiplayer Beta, the players got the Power Drainer and the Bubble Shield mixed up and ended up dieing or shielding the enemy player.


Trip Mine



Description

The Trip Mine, like the Bubble Shield, Power Drainer, and Portable Grav Lift, are all in the category of equipment. It can be deployed using the "X" Button. It may be the same thing as a Lotus Antitank Mine, as both are activated by nearby motion and inflicts lethal damage to vehicles.

The trip mine can be activated by proximity or touch, but will not be activated by a crouched player. Once deployed, it can be identified by a high pitched beeping noise or by a distinctive flashing red light on its top. It's blast radius is considerably larger than a grenade explosion or rocket explosion. The activation radius is smaller than the kill radius. The trip mine can not be deactivated once deployed. However, it can be remotely activated by projectile weapons or grenade explosions.

The trip mine has the ability to attach itself to vehicles if it is deployed nearby. There is a several second delay between deployment and detonation, but it will stick to vehicles immediately. It will detonate by itself after a period of time.


Radar Jammer



Description

The Radar Jammer is an equipment item that scrambles nearby players' motion sensors and HUDs when deployed and also makes their screen flicker and flash as if they're taking damage. While it can create chaos for enemies, it has the same effect on teammates. In the September 2007 EGM magazine it was stated that the radar jammer is "mostly useless" because enemies in campaign mode do not use motion sensors.

References were found to it in the Halo 3 Beta code[1] and its effect was seen in leaked beta footage. It has now been confirmed in the June issue of GamePro.

The Radar Jammer is identical to the Power Drainer, except for its reddish-brown metal color and a red under color instead of blue.
It has been seen dropped by a Brute with a Jetpack in the Halo 3 E3 2007 Trailer, confirming that Brutes can use more than just the Bubble Shields.


Portable Gravity Lift



Description

The Portable Gravity Lift must be picked up. Afterwards, it may be deployed by pressing the "X" button. Once deployed, the Portable Gravity Lift unfolds and projects a bluish-purple gravity beam that propels the player into the air - exactly the same as the Covenant's larger version, the unmodified Gravity Lift, but on a smaller scale. When placed near a wall, a player can use this grenade to jump over it. Doorways can also be blocked with it. It has the power to lift vehicles and other objects besides players into the air.

Also,players of the multiplayer beta used tactics like deploying the grav lift and launching the power drainer up to the enemy.


Positional Shield Generator



Description

The Portable Shield Generator is new piece of Covenant Equipment that will be included in halo 3. It was officially released in the September 2007 EGM magazine. It is a portable version of the Stationary Shield Generators seen throughout Halo 1 and 2. The portable shield generator should be an ecellent cover mechanism, providing 360 degrees of cover and allowing you to shoot through it on one side.

The Portable Shield is deployed in a same manner as the Portable Gravity Lift. Once activated, a player can hide behind the shield until it dissappears.


Regenerator



Description

This new piece of equipment, suspected to make its debut in Halo 3, works in the opposite way of the Power Drainer. The 'green field' emitted by the Regenerator immediatly restores a player's shield, which proves to be really handy in multiplayer games. "If you're standing on the hill, you're practially invicible unless somebody kills you with one shot."


Flare

Description

This new equipment type is similar in appearance to the Radar Jammer and Power Drainer and is confirmed to make its debut in Halo 3. It functions in a similar manner to a flashbang grenade, blinding foes and allies alike.

There was some speculation among Halo fans that the fourth grenade type (found in the E3 2007 Trailer) was the Incendiary grenade, but seeing how it was announced in the September 2007 Issue of EGM to be equipment, the "Flare Grenades" theory can be dismissed because it's being confused with the "Flame Grenade"

(In refrence to the Flare Equipment by Griesmer): The Flare Merely Blinds rather than hurts, anyone friend or foe alike who sees it-and that's OK. "If you have a short range weapon, the flare will blind foes long enough for you to get close" says Griesemer. His favorite strategy? "See a bunch of people guarding the flag? Throw the flare down." He says "By the time the Flare's gone, their flag is too." Just take care to divert your own eyes-the Flare will blind the player who throws it, too. - ((Quote from EGM September 2007 Issue))


Man Cannon



Description

The Man Cannon is an object in Halo 3 that tosses a player through the air to another part of the map. The user is unprotected while in mid-air, but can still attack other players. It is much like the Covenant's Gravity Lift technology, possibly the Covenant learned this from the Forerunners. The Man Cannon works as a kind of replacement for the teleporter, but the teleporter may still exist in other maps not yet shown.

While the name specifies a man, the cannon will launch anything that enters it. Unfortunately, its strength will be diminished on heavy objects such as Warthogs, and not launch them as far.


Power-Ups

Active Camouflage



Description

The Active Camouflage power-up is light-bending energy which is stored in the same way as the Covenant Overshield. When the user breaks the active camouflage container, the energy envelops the wearer and bends light around the skin, armor, or shielding, conforming to it's user's form, rendering him almost invisible. This effect wears off as the energy dissipates.

When any projectiles pass through this shielding, it is temporarily deactivated causing the user to become visible. It should be noted that this is speculation based on field reports, and has not been proven because no one has yet captured an intact device.

The technology can be utilized on human armor systems, such as the MJOLNIR armor, but the UNSC has only developed a rough equivalent, the Camouflage Cloak.

Some Elites have active camouflage generators, as do some Grunts. The Arbiter has old armor with an old active camouflage generator that needs to recharge after using the camouflage for too long.


Overshield



Description

The Overshield technology is used by the Covenant to enhance their Elite warriors' shields by a factor of three. It can be used by any Spartans that might come upon it. During multiplayer it is temporary and gradually deteriorates.

It looks simply like a red ball of energy encased in a glass cube (it is gold in Halo 2). A fan-theory states that once the user breaks the glass container, the energy dumps directly into the nearest energy field and increases it for a limited time. This theory hasn't been proven, because hardly any Covenant technology has been recovered intact by UNSC forces.

While present in both Halo: Combat Evolved's campaign and multiplayer, in Halo 2 it can only be found in multiplayer. It is likely that overshields are purely gameplay devices and have no actual presence in the Halo canon.

After walking over an overshield powerup, Master Chief's shield is raised from blue to red then green. In Halo 1's campaign, the overshield will not go down unless fired upon. You cannot pick up another overshield while still wearing one, no matter how low it is.

When wearing an overshield in Halo 2's multiplayer, the MJOLNIR armor is surrounded by a glowing force field, which is easily seen even if you are also wearing the Active Camouflage.

When picked up, it takes approximately three seconds to completely charge, but during the charging period the player will be invincible. When it is active, the normal shield does not take damage until the overshield is completely gone (although any damage overlapping from something destroying the overshield, for example a grenade's explosion, will take the full rest of its effect on the original shield/health). If the over shield is picked up when the shield is down, the player receives a full charge and the effects of the over shield stay. In the single player game, the overshield is reduced only when the player is hit, while in the multiplayer game, it also weakens at a constant rate (see MJOLNIR MARK V battle suit).

Note: Unlike in Halo 2, If you get an overshield and an Active camouflage at the same time in Halo: Combat Evolved, you cannot be seen.


Agility

Description

Agility is a power up to be featured in Halo 3. It is believed that this Power Up increases speed, jump height, and melee strength.
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