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Halo Weapons
Halo 2 Weapons
M41 LAAG
The Warthog's M41 light anti-aircraft gun is a three-barreled, electric-powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penetrating rounds per minute. Turret traverse rate is 100 degrees per second and weapon elevation rate is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range. This weapon is great in the Campaign because you get to ride around shooting people with your friends.
Pistol
This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart linked scope capable of 2x magnification (press in the Right thumbstick). It fires 12.7mm semi-armor piercing, high-explosive rounds. It can shoot either semi-automatic or automatic fire (pull and hold the Right trigger for 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. My favorite weapon of all time!!!
Fragmentation Grenade
The M9 high-explosive, dual-purpose grenade is a 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.
Shotgun
The 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. An incredibly powerful weapon, the shotgun is capable of dispatching many enemies in only a shot or two. But beware of slow firing time. Magazine holds 12 shells, which can help you out when clans try to ambush you.
Assault Rifle
The 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 round left in the magazine helps you not loose your sense of direction.
Sniper Rifle
This rifle is a gas-operated, magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification (press in the Right thumbstick one for 2x, press again for 10x, and once more to deactive). Also, while still in zoom mode you can press the White button to active light amplification. It fires 14.5 armor piercing fin-stabilized discarding-sabot rounds.
Rocket Launcher
The M19 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.
Needler
Very little is known about the needler other than 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.
Plasma Grenade
The Covenant granade is similar to our own hand grenade in that 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 Pistol
The Plasma Pistol is a semi-automatic directed energy weapon. If you pull and hold the Right trigger, the weapon may become over-charged: when the Right 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. We currently do not understand how to replace or re-charge a power core.
Plasma Rifle
The plasma rifle is a directed energy weapon. It is capable of either semiautomatic or automatic fire (pull and hold the Right trigger for automatic fire). Continuous rapid fire overheats the weapon--this in turn depletes the weapon's power core.An excellent supplemental weapon. Backs up almost anything well. Note that a fully-automatic stream of shot will temporarily stun an opponent. Cannot be reloaded
Plasma Turret (Shade)
Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses the Plasma Turret 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. A surprisingly powerful plasma weapon, the Plasma Turret (or "Shade") is an excellent anti-vehicle station. It also can be put to good use against infantry - its bursts of fully-automatic plasma fire will spread nicely at long ranges.
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