HUMAN WEAPONS INTRO
Human weapons technology in the future described by Halo, is
built around the honing of projectile-based weapons - weapons that human forces believe are more reliable, practical and powerful
than Covenant energy weapons, across a wider range of eventualities, and are usefully immune to EMP (Electro Magnetic Pulse)
bursts. Human weapons rely on excellent hand-eye coordination and lack the homing features found in some Covenant guns. Obvious
flaws in this strategy include limited ammunition, and reliance on constant re-supply. In capable hands however, human weapons
are more than a match for any alien technology.
M9 HE-DP Grenade
AVAILABILITY: Plentiful
DETONATION TIMER: 0.5 seconds
HIT
DAMAGE: 80-120
SPLASH DAMAGE RADIUS: 22.5 feet
The M9 high explosive, dual purpose grenade, or pineapple for
short. Toss it, cram it or wing it, but make sure you're not around when it bears fruit. This human grenade is one of the
most versatile weapons in the game. It can be hurled over obstacles, down holes and through foliage. The timer starts after
the first bounce, so bear that in mind for long throws. It can be artfully bounced off a wall, or simply flung into a crowd.
Use it to scatter foes in open landscapes, or inflict massive harm in closed environments. Splash damage can disable, destroy
or upend smaller vehicles, including Warthogs and Ghosts. In frenetic combat, tossed grenades add an element of chaos to even
the most well-planned strategy. Enjoy 'em, but be careful.
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.
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)
Newbies hate it, but pros swear by it and guess who wins in
a fight? The standard issue human sidearm may seem underpowered on a purely visual and auditory basis, but like a real pistol,
it's every bit as vital as the body part you aim it at. In this case, we recommend the head. Three headshots on a fully shielded
human will drop him or her like a sack of burning crap. Why? Because - and not a lot of people know this - the pistol does
lethal one-shot headkills. The reason fools don't drop more readily is that unlike the sniper rifle, pistol shots are blocked
slightly by shields - but once the shield is gone - a single pop to the head should suffice. Thanks in no small part to its
12.7 mm, semi-armor piercing, high-explosive rounds; it will even come in handy as you take on vehicles by foot.
INSIDER TIP: Although accurate pistol shots will bring down foes very quickly, the
effect of two or more teammates 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.
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
A gas-operated, magazine-fed, fully automatic assault rifle,
fires continuously, but is much more accurate in short, sharp bursts. A compass shows a fake "North" (actually it points to
the nearby Gas Giant called Threshold) to help you navigate, and a neat little display also shows you how much ammo you have
left. It's very useful at short range, if all the rounds are pummeling a single target, but its efficacy diminishes rapidly
with distance.
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.
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
Of all the weapons in Halo this one is the least hi-tech. Identical
in most respects to a modern combat shotgun, the M90 fires 3.5', 8 gauge magnum rounds. Like any shotgun, the round, once
fired, disperses shot pellets in an ever widening cone. This means that it works great close up, but loses power with distance
as the volume of shot lessens. But up close - it's devastating. Another disadvantage is the long reload times - make sure
you have enough rounds before you get into anything major.
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.
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
Certainly one of the most popular weapons, the Sniper rifle
is a powerful gun, but also a useful tool. Magnification steps from 2X up to 8X and it can be used as a spotting scope on
bigger levels for the more strategic among you. Its 14.5mm armor piercing rounds are fin-stabilized for accuracy and speed,
and a headshot from this weapon is always lethal. Two rapid hits to any other body part are equally deadly. Ammo is scarce
too, so use it wisely.
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.
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
It helps that Master Chief is seven feet tall and built like
a brick outhouse. Not only can he handle the recoil from 102mm shaped charge explosive rockets, he can actually use an empty
rocket launcher as a club. 2X magnification can be useful sometimes, but the explosion and subsequent splash damage means
you don't have to be that precise. Loading the launcher with rockets is s-l-o-w so think ahead, and ammunition is always scarce.
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.
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
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.