This page contains a list of all weapons in the video game Halo: Combat Evolved.
NOTE: The below discussion of Halo's weapons pertains to specifically to gameplay; ie, how and when the weapons are to be used. For a more general discussion, see UNSC and The Covenant.
Most usable weapons in Halo belong to either the Covenant or the UNSC (humans). The player can only carry two weapons at a time, in addition to up to 8 grenades (four fragmentation grenades and four plasma grenades).
Covenant weapons are better suited for reducing shields, and typically fire faster than their human counterparts. With the exception of the needler, they do not require ammunition or reloading; instead, each weapon comes with its own battery. Once this battery is depleted, the weapon must be discarded. Covenant weapons can also overheat if fired too often, after which, they must be given time to cool down before they can be used again.
Human weapons, on the other hand, require both ammunition and constant reloading. They are better suited against unshielded opponents, and do not overheat.
Human weapons
Military technology is still largely unchanged from today. Human weapons are still largely based on ballistics and explosives from chemical reactions. Of course, you have to take into reason the power of the weapons, for they are very formidable to an advanced alien race and though they have less effect on shields and don't have a "battery", they still are (for balance reasons) stronger than a plasma weapon when shields are down. You also have to note that (though they didn't base or use any examples of guns) the makers were largely influenced by today's weapons. Though it may seem odd to think that humans would still be using the same basic weapon technology 500 years into the future, consider that all of the technology in the Halo universe is roughly equivalent to today's. The advances made in the universe seem to be largely improvements on the devices of today, which is actually not that strange, considering the precedent. 500 years ago, the main weapons were guns and cannons, which are really just primitive rifles and MAC guns. The choice to give humans familiar technology was almost certainly deliberate on the part of Bungie.
M6D Pistol
Rate of Fire : Average, semi-automatic (3.5 rounds per second)
Damage per Hit: High
Range : Medium to long
Accuracy : High
Magazine Size : 12 rounds
Maximum Ammo : 132 rounds (including a fully loaded magazine)
Advantages: The Pistol's accuracy and high damage per hit make it ideal for eliminating Covenant Grunts and Jackals. The pistol is also extremely effective against Hunters, killing it with one shot to the exposed orange skin. It can also be used against the Flood, especially to take out the large, exploding kind (the carriers); however, many players consider using the pistol against the Flood to be a waste of ammunition, because though it kills them quickly, it's rate of fire is not fast enough to combat groups of them. The pistol has a 2x zoom that makes it somewhat suitable as a substitute for the sniper rifle.
Disadvantages: The pistol performs poorly against Covenant shields; so taking on Elites with only this weapon is ineffective. However, the pistol can easily kill an Elite whose shield has already failed. In addition, the pistol performs poorly against Covenant tanks and other fully armored vehicles. The pistol is also less powerful against shielded players in Multiplayer than the Sniper Rifle, which can destroy shields in one shot.
Multiplayer Role: Many consider the pistol to be the best multiplayer weapon due to its flexibility. The pistol works well at medium and long ranges, and in the hands of a skilled player can even be effective when the target is close. Three shots can yield a frag in a multiplayer game – two to disable the shield, and one headshot to kill. This feat can be difficult to achieve due to lag.
Conclusion: While the game portrays the pistol one way, the reality of it is different. The pistol is a relatively weak weapon requiring multiple head shots to kill SPARTANs or Elites. It is only accurate to the point where a SPARTAN through their sheer strength can hold down the recoil.
MA5B Assault Rifle
Rate of Fire : High, fully automatic (15 rounds per second)
Damage per Hit: Low
Range : Short to medium
Accuracy : Low
Magazine Size : 60 rounds
Maximum Ammo : 660 rounds (including fully loaded magazine)
Advantages: When fired in short bursts to increase accuracy, the assault rifle is effective at killing unshielded opponents, even large groups of them. This includes Covenant grunts and all variety of Flood. The assault rifle is also effective at destroying Banshees, Ghosts and other Covenant vehicles.
Disadvantages: Like the pistol, the assault rifle performs poorly against shields. Unlike the pistol, the assault rifle is inaccurate, preventing it from being effective against both Jackals and Elites. In addition, the assault rifle’s high rate of fire necessitates constant reloading.
Multiplayer Role: Since players in Halo multiplayer normally spawn with shields, the assault rifle’s effectiveness is limited. Normally, it is used because more specialized weapons are not available. However, when combined with the plasma pistol (which can destroy shields quickly), the assault rifle can be a powerful medium- and short-range option.
Conclusion: The MA5B is a Marine's best friend. It is highly powerful and very accurate (contrary to gameplay representation). It is also the weapon of choice of many SPARTANs.
M90 Shotgun
Rate of Fire : Low, semi-automatic (1 round per second)
Damage per Hit: High
Range : Point-blank to Short
Accuracy : Low
Magazine Size : 12 rounds
Maximum Ammo : 72 rounds (including fully loaded magazine)
Advantages: Since the shotgun fires 15 spreading slugs per shot, and since each slug does a significant amount of damage, this weapon can be devastating at short range. Its high damage potential makes it effective against any Covenant unit, even the Hunter if shot in its exposed back, if the player can get close enough to render the gun effective. The shotgun can also be used against all manner of vehicles, and many players consider it the ideal weapon with which to destroy Banshees. In addition, this weapon is extremely effective against all forms of Flood at the short and medium range. The shotgun also reloads in a different manner than the rest of the weapons in Halo. Each round is put into the shotgun, one-by-one, so reloading all 12 may take a while. However, you may stop reloading at anytime and shoot with however many clips are loaded into the shotgun currently.
Disadvantages: The shotgun’s greatest limiting factor is its range, making it useless in many wide, open terrains. Ammunition for this gun is also sometimes difficult to come by.
Multiplayer Role: The shotgun’s effectiveness in multiplayer games varies depending on the terrain – indoors and in tight spaces, it is considered by many to be the best weapon. In the PC version of the game, it also serves to balance the flying Banshee (although one player with a shotgun may find it very hard to bring one down). Many players carry the shotgun and a long range weapon such as the pistol, thus making for a more flexible arsenal.
S2 AM Sniper Rifle
Rate of Fire : Average, semi-automatic (2 rounds per second)
Damage per Hit: Very high
Range : Medium to very long
Accuracy : Very high
Magazine Size : 4 rounds
Maximum Ammo : 28 rounds (including fully loaded magazine)
Advantages: The sniper rifle is designed to be used at medium to long ranges, and is equipped with a scope and night vision for precisely this purpose. With its 10x zoom (8x on the PC) and ability to penetrate Covenant shields, the sniper is useful against distant Elites. A headshot against any unshielded Covenant infantry except a Hunter results in an instant kill.
Disadvantages: The sniper rifle is almost impossible to aim at the short range with a very small targeting reticle, and has a fairly small magazine. It also has a steeper learning curve than most weapons, taking significant practice to master. Like the pistol, there is a need to shoot slightly ahead of moving opponents if you are far away, and it is hard to use at short range because it is so precise. Ammunition for this gun is also quite rare. It is ineffective against the larger forms of the Flood and against Sentinels.
Multiplayer Role: Sniping, both moving and from a fixed location (camping), is very popular in Halo multiplayer (although it must be noted that, in multiplayer, the sniper rifle can only zoom 8x). Uses for the sniper rifle include base defense, teleport denial, and picking off enemy players in Warthogs and Scorpion tanks. Network lag is a serious problem for this weapon, as even a small error makes the difference between a hit and a miss. When you are using the Sniper rifle, an enemy can sneak up from behind and melee your back for an instant kill, for the motion tracker is not shown when zoomed in.
M19 SSM (SPNKr) Rocket Launcher
Rate of Fire : Low (1 round per 2 seconds)
Damage per Hit: Very high
Range : All (most effective at short-medium range)
Accuracy : Pinpoint
Magazine Size : 2 Rockets
Maximum Ammo : 10 Rockets (including fully loaded magazine)
Advantages: The rocket launcher spreads huge amount of damage over a large area. It is capable of taking out entire groups of targets at any range, and can destroy nearly any vehicle with one hit.
Disadvantages: Several things counterbalance the rocket launcher’s sheer power. First, it fires and reloads slowly. Second, ammunition is often unavailable, and the player can carry only 8 extra rockets at once. Third, the rocket launcher can damage its own user if used at short ranges. Finally, at long range the rocket travels slow enough to be dodged, and trying to hit moving vehicles from long range will require very precise timing.
Multiplayer Role: Acquiring the rocket launcher in the multiplayer game may prove difficult, since it rarely appears in the spawn area. However, once acquired, this weapon can prove very effective for all the reasons mentioned above: it can take out a large group of enemies in one shot, and can painlessly eliminate vehicles. Additionally, the pinpoint accuracy of the rocket launcher makes it very effective when combined with the sniper rifle (the rocket launcher is more accurate than the sniper rifle). Remember to always aim at the ground in front of the enemy or the wall to the side, because you won't miss. The area damage will kill the opponent; head-on collisions with the rocket are hard to obtain.
M7057 Defoliant Projector Flamethrower (PC Multiplayer Only)
Rate of Fire : N/A (12 fuel units per second)
Damage per Hit: Very high
Range : Short to medium
Accuracy : Low
Magazine Size : 100 fuel units
Maximum Ammo : 700 fuel units (including fully loaded magazine)
Advantages: The Flamethrower can kill an enemy very quickly if you are close enough, and the enemy continues to burn after they are hit with the flamethrower, sometimes causing them to die even if they run away. It is also stingy when using up fuel units, so you can go about 8 seconds on one magazine.
Disadvantages: Several things counterbalance the Flamethrower's sheer power. First, it reloads slowly, and is subject to overheating. Second, ammunition is often unavailable. Third, the Flamethrower can damage its own user if you walk into the trail of flame left behind by the flamethrower. This lets the enemy run away while stopping you from giving chase. Finally, the Flamethrower is very rare and there are only about two of them per map, which makes them hard to obtain.
Multiplayer Role: Using it in small spaces or in groups of enemies works best, and the trail of flame blinds snipers. Good for taking out groups of enemies, but if you're not careful you'll commit suicide. This weapon can also take out groups of people in vehicles, provided you're close and they are moving slowly. Helpful uses include infiltrating an enemy base and defending the flag in CTF.
M9 HE-DP Grenade
The UNSC issued standard grenade, you can only carry four of these at a time.
Advantages: This grenade can be bounced around corners and travels farther than the Plasma grenade. It is also harder to see and has a shorter fuse, therefore making it harder to avoid.
Disadvantages: Unlike the Plasma grenade, this grenade doesn't stick to objects, making them harder to hit.
Multiplayer Tactics: A multipurpose weapon, it can be used around corridors to blow out the occupants, and if you toss it under a vehicle it will make it explode, killing or damaging everyone inside.
Covenant weapons
Plasma pistol
Rate of fire: N/A (fully semi-automatic)
Damage per hit: Low to high (charged blasts infict more damage)
Range: Short to medium
Accuracy: Low to medium (charged blasts are homing)
Magazine size: 100 battery units (cannot be reloaded)
Maximum ammo: 500 regular blasts or 10 overcharges
Advantages: Capable of quickly firing low-powered shots, or firing a single high-powered blast which tracks its target to some degree. This blast is capable of immediately dissipating all types of energy shields on the target. It holds five rounds to 1% battery, and 10 overcharges to 100% battery.
Disadvantages: Overheats when more than eleven rounds are fired in one second. Also, the rounds are low-powered and the charged shot is not fully homing and dissipates at long distances.
Multiplayer Role: The only saving grace with the Plasma pistol is the overcharge shot, which brings down shields instantly. It is useful to bring down the enemy's shields with an overcharge for a quick pistol headshot or melee kill.
Plasma rifle
Rate of fire: Medium to high (7-10 rounds per second, automatic mode fires faster)
Damage per hit: Medium
Range: Short to medium
Accuracy: Medium
Magazine size: 100 battery units (cannot be reloaded)
Maximum ammo: 500 regular blasts
Advantages: Rapid fire gun which overheats slower than the plasma pistol. The plasma rifle has a far smaller radius of fire than the assault rifle. The plasma hinders movement on the target, making them easier for your allies to take out. The plasma rifle is also good at removing the elite's shields in single-player mode.
Disadvantages: Its accuracy degrades somewhat as it heats up. Overheats with four seconds of sustained fire. Each individual shot damages only so-so.
Multiplayer Role: A largely discarded weapon in large maps, it is useful only in small/medium spaces or when you are close to your target. However it is often preferable to the assault rifle, due to higher accuracy and the capacity to momentarily immobilize an opponent when used for suppressive fire.
Needler
Rate of fire: Average to high (3-10 per second, increases with continued fire)
Damage per hit: Low to very high (Explosion will occur per 7 needles embedded in target)
Range: Short to medium (most effective at short range)
Accuracy: High (Needles are homing)
Magazine size: 20 needles
Maximum ammo: 100 needles (including fully loaded magazine)
Advantages: This weapon fires tracking needles that embed themselves in the flesh of a target. Rate of fire increases with continuous fire, up to 20 rounds per second (the whole clip). If a large number of needles (seven per explosion) accumulate in the target, an explosion will occur, causing small splash damage. Needles can penetrate the energy shields of Elites/Sentinels/Spartans (and the Master Chief), but not the hand-held shields of Jackals.
Disadvantages: Needles are slow, and are not effective against vehicles. The needles also take time to hit/explode on the target, leaving them time to bring you with them.
Multiplayer Role: The needler is an all-purpose weapon, useful for particularly annoying opponents with fuel rod guns, etc.
Fuel Rod Gun (PC Multiplayer Only)
Rate of fire: Average (1 round per second)
Damage per hit: Very high
Range: All
Accuracy: Low
Magazine size: 100 battery units (cannot be reloaded)
Maximum ammo: 12 rounds
Advantages: This weapon is powerful, fast-firing, and can shoot over obstacles. It is the Covenant version of the rocket launcher, but with faster firing and no reloading. It can be used to bombard enemies from afar or high up and spread damage across a wider area.
Disadvantages: The battery is the same one as in the Plasma pistol/rifle, so it runs out of power fairly quickly, and is subject to overheating. It also may hurt/kill you if used at close range, and has much lower accuracy than the missile launcher to balance the fact that it is more convenient. There are also very few per map (in the Blood Gulch map there is only one). The huge green projectiles give away your position when using this weapon and it somewhat obstructs your visibility when carrying it since it is so large.
Multiplayer Role: The ultimate annoying weapon, this can wipe out whole groups of enemies with a few shots and can bombard enemy bases from far away. If used in closed spaces it is devastating. A player with this weapon can become an unstoppable juggernaut with good cover/backup. Good for CTF and Slayer.
Plasma grenade
The Covenant standard grenade, you can carry four of these at a time as well as four Frag grenades.
Advantages: This grenade sticks to vehicles and enemies, destroying them and doing splash damage to everything nearby. It also bounces less than its human counterpart.
Disadvantages: This grenade is easier to see than the human grenade and has a longer fuse (2 seconds). This makes it easier to avoid.
It also bounces less than its human counterpart.
Multiplayer Role: The plasma grenade can blow up just about any vehicle, provided you get close enough. This has led to a process called "tagging" in which you distract the vehicle's driver and stick the vehicle with a plasma grenade before you get run over, killing the occupant. This even works on Banshees, instantly killing or seriously injuring the pilot.
See also