Fun In The Sun With Guns
In general, Halo 1 had a better balance of weapons, while Halo 2 featured a longer and more varied arsenal.  Learning from that, these are the weapons that I would like to see for Halo 3.  They are divide into three classes: Light (dual-wield capable), Medium (mostly all-purpose rifles), and Heavy (specialized weapons).  This is done to take advantage of the greater number of weapons and so certain ones, like the Rocket Launcher and Energy Sword, can’t be horded by one person in multiplayer.  A little remapping of the buttons would take care of weapon switching.  Also, not all weapons will be available in all levels, because different troop types favor different combinations of primary/secondary weapons.  For example: ordinary Marines might prefer an Assault Rifle/Magnum combo while ODSTs prefer Battle Rifle/SMG.  Your support troops determine what kind of weapons you can take from them and what gets air-dropped for support.


Arm Shield
Type: Covenant/Light
Ammunition: None/100 unit battery; No Reload
Function: The only truly defensive ‘weapon’, these arm shields favored by Jackals can now be scavenged, assuming they were not destroyed while fighting the previous owner.  Another light-class weapon can be fired while the shield is raised.  The drain on the battery depends on what kind of fire it comes under.  A direct hit from an overcharged Plasma Pistol shot, Fuel Rod Gun bolt, or Energy Sword thrust will disable the shields completely, regardless of the battery life left.  The Arm Shield replaces the function of the Overshield, but a default Overshield is still an option for multiplayer custom games.

Beam Rifle
Type: Covenant/Heavy
Ammunition: Accelerated Particle Beam/100 unit battery; 18 shots per battery; 3 batteries max
Function: A highly precise particle beam used for sniping.  Firing in rapid succession may overheat the battery.  A battery may only be replaced if completely depleted.  One of many Covenant weapons that will go essentially unchanged.

BR70 Battle Rifle
Type: Human/Medium
Ammunition: 9.5x40mm High-Explosive Armor Piercing/36 round magazine; 4 magazines max
Function: Gameplay-wise, not much has changed from the BR55.  It still fires in three-round bursts, but now it automatically switches to single-shot when zoomed, for improved accuracy (and cut down on cross-map kill stealing).  Key differences are that the BR70 uses an electronic firing system, meaning it is virtually silenced.  Enemies will still hear the gunshot ‘buzz’ if they’re close, but when used at range through the 3x magnification scope, it is an effective stealth/sniping weapon.

Brute Shot
Type: Brute/Heavy
Ammunition: Ballistic Grenades/4 round belt; 4 belts max
Function: Weapon technology native to Brute culture; it launches a grenade at high speed, which can bounce off walls before exploding.  A wickedly curved scimitar built along the underside of the weapon takes full advantage of a Brute’s natural strength.  Could stand to use some tweaking of the aim (the targeting reticule is pretty much useless), but otherwise unchanged.

Carbine
Type: Covenant/Medium
Ammunition: Radioactive Projectiles/18 round spindle; 5 spindles max
Function: Very much a scaled down Fuel Rod Gun, it fires projectiles of radioactive material at high-speed.  In my opinion, the Carbine was a brilliant addition to the Covenant arsenal and I would leave it unchanged for Halo 3.

Energy Drill
Type: Covenant/Medium
Ammunition: Plasma Drill/100 unit battery; 1 unit per second; No Reload
Function: Not really a weapon, this is a digging tool used by Grunts and Jackals for excavating Forerunner buildings and technology.  However, diggers will not hesitate to use the cloud of swirling plasma it emits for self-defense.  The limited range is compensated by the sheer power of its sustained energy drill.  It can be used to cut through infantry like a hot knife through butter.  Good for tight quarters and anti-Sword combat.

Energy Sword
Type: Covenant/Heavy
Ammunition: None/100 unit battery; 20 normal slashes or 10 timed thrusts; No Reload
Function: A heavy-class weapon only by merit of its fearsome strength, it can easily destroy personnel shields and slice through plate armor.  The much maligned lunge will be replaced in favor of a timed thrust.  Holding the reticule over a target activates a timer and after roughly one second, you may unleash a lethal one-hit kill.  In regards to gameplay, the thrust may be necessary against Brutes and Hunters, who are otherwise difficult to take down.  The battery limit should also be present in multiplayer.

Fuel Rod Gun
Type: Covenant/Heavy
Ammunition: Radioactive Projectiles/6 round magazine; 1 magazine max
Function: The FRG of Halo 2 was an over-powered monster, with quick firing and a massive ammo clip, meaning it wasn’t even available in multiplayer.  To better balance this gun with the others, the Halo 3 FRG should be a throwback to the Halo 1 version.  It can lob a single shot before needing to recycle the launch system.  Because the ammo is so highly radioactive, you cannot carry extra magazines.  But if you happen across more lying around or another FRG, you can top off the current magazine.

Large Machine Gun (actual name unknown)
Type: Human/Turret
Ammunition: Unknown/unlimited; Reload Unnecessary
Function: A Marine machine gun that can be carried onto the battlefield and set up for stationary suppression fire.  The player may use this weapon, but cannot move it from the stationary position.  However, an ally can be ordered to bring it along and lay it down at another vantage point for the next battle.

Large Plasma Gun
Type: Covenant/Turret
Ammunition: Plasma Bolts/unlimited; Reload Unnecessary
Function: Much like a scaled up Plasma Rifle, the improved battery pack allows it to fire a continuous stream of energy bolts.  The player may use this weapon, but cannot move it from the stationary position.  However, an ally can be ordered to bring it along and lay it down at another vantage point for the next battle.

M6E Magnum Pistol
Type: Human/Light
Ammunition: 12.6mm High-Explosive Squash-Heads/12 round clip; 4 clips max
Function: Fans of the old M6D HE Pistol will be disappointed, because I second Bungie’s choice of removing the scope.  As a dual-wield weapon, the Magnum is best used when combined with an SMG or Plasma weapon.  What HESH rounds lack in penetration, they make up for in knockdown power.  Designed to expand on impact, they inflict a massive kinetic force and are excellent for dropping Covenant personnel shields.

M7S Sub-Machine Gun
Type: Human/Light
Ammunition: 5x23mm Shredders/60 round magazine; 3 magazines max
Function: Nothing has changed from the SMG of Halo 2.  However, the type of ammunition has been modified to increase effectiveness on lightly armored troops.  I know I’m not the only one who was annoyed that it can take up to half a clip to kill one Grunt.  Shredder rounds (from the Halo novels) are designed to splinter on impact, tearing through light armor and rending flesh.  However, they have a severe lack of penetration power and are almost useless against Covenant personnel shields.  Best used when paired with the Magnum or Plasma weapons.

M9A Frag Grenade
Type: Human/Grenade
Ammunition: High-Explosive Dual-Purpose Fragmentation/4 max
Function: Statistically the same as the old M9, the key difference is that these aren’t impact-timed.  Holding the Left Trigger primes the grenade and it can be cooked for up to three seconds.  After that, it will be automatically thrown.  This improves the tactical use of the Human grenade because it can be set to explode over an enemy’s head, rather than bouncing on the ground and giving them a chance to jump clear.

M19 SSM Rocket Launcher
Type: Human/Heavy
Ammunition: SNPKr 102mm Shape-Charge High-Explosive/2 round magazine; 2 magazines max
Function: The only Human weapon that remains unchanged from Halo 2, complete with lock-on feature.  The only significant difference in gameplay is that you can only carry a total of four rounds at a time; two in the magazine and two in a spare crate.  This is primarily to prevent it from being horded in multiplayer.

M91 Shotgun
Type: Human/Medium
Ammunition: 8 Gauge Magnum/12 shell drum magazine; 4 magazines max
Function: It works the same way as the previous M90, but the new drum magazine means you no longer have to reload one tedious  shell at a time.

M134-SE Minigun
Type: Human/Heavy
Ammunition: 7.62mm Depleted Uranium Cores/2000 round belt feed; No Reload
Function: A weapon made famous in the Hollywood cinema of old, Spartans alone have the strength to wield this beast in infantry combat.  Even so, the recoil is such that you can only move at the speed of a crawl while firing.  It fires solid DUC rounds that tear through armor; hiding behind a wall or vehicle is no defense from the Minigun.  One of two weapons that cannot be reloaded or even switched out while held.  Grenades cannot be used, but you can melee.  You must expend the ammo and drop it.

M247 GPMP Turret
Type: Human/Turret
Ammunition: .30 Caliber Armor Piercing/unlimited; Reload Unnecessary
Function: A stationary gun emplacement for anti-aircraft defense.  Mounted plate shields protect the gunner.  Firepower is comparative to a Warthog’s M41 LAAG.

M7057 Defoliant Projector
Type: Human/Heavy
Ammunition: Ignited stream of volatile, semi-liquid adhesive/100 fluid unit canister; 1 unit per second; 2 canisters max
Function: A traditional chemical flamethrower and fan favorite.  It is not immediately lethal, but causes persisting damage--even through Covenant personnel shields--and sticks to various surfaces for a limited time before burning out.  It’s not a very effective killing device, but is extremely demoralizing to the enemy and is an excellent infantry deterrent.  It burns approximately 1 unit per second.

MA6 Assault Rifle
Type: Human/Medium
Ammunition: 7.62mm Armor Piercing/120 round magazine; 3 double-magazines max
Function: The ol’ bullet hose returns.  Successor to the MA5, some would wonder if it's redundant.  However, the MA6 kills with the same speed as two SMGs, sometimes better, because the AP rounds are more effective against Covie personnel shields.  It also has a 2x magnification scope and uses a dual-magazine set up that allows for increased ammo capacity.  In light of the infantry charges favored by Grunts, the MA6 has been fitted with a traditional bayonet for melee attacks.

Needler
Type: Covenant/Light
Ammunition: Explosive Crystalline Fragments/30 needle magazine; 4 magazines max
Function: One of few Covenant weapons that fire solid projectiles, the Needler fires crystal shards capable of tracking the target, even after deflecting off obstacles.  Individual shard explosions are relatively weak, but a chain reaction can cause massive damage to unprotected flesh.  Unchanged from previous incarnations.

Needle Launcher
Type: Forerunner/Heavy
Ammunition: Explosive Crystalline Fragments/300 needle magazine; No Reload
Function: Salvagable from defeated Enforcers, this is the big brother of the Needler.  It has the range and approximate power of a Battle Rifle, but fires a persistent stream of explosive shards.  Very useful for crowd control.  One of two weapons that cannot be reloaded or even switched out while held.  Grenades cannot be used, but you can melee.  You must expend the ammo and drop it.

Plasma Grenade
Type: Covenant/Grenade
Ammunition: Plasma Emission/4 max
Function: Upon activation, the grenade will issue a minor amount of plasma, enough to fuse the grenade housing to the target.  After a three second timer, the core will overload and explode in a ball of plasma capable of melting armor plates and vaporizing flesh.  Gameplay-wise, there is no change from previous gams.

Plasma Mortar
Type: Covenant/Turret
Ammunition: Plasma Mortar/unlimited; Reload Unnecessary
Function:  A giant siege weapon employed during extended ground invasions.  It takes a crew of several soldiers to operate and cannot be used by the player.  But unlike in Halo 2, you will actually get to see this in use and be required to take out the crew in order to defend a human base.

Plasma Pistol
Type: Covenant/Light
Ammunition: Plasma Bolts/100 unit battery; 200 shots per battery or 7 overcharged shots; 3 batteries max
Function: A semi-automatic directed energy weapon, it has a secondary firing feature that allows it to gather and launch an overcharged shot capable of tracking a locked target’s movement, to a limited degree.  However, this causes the pistol to overheat for a short period of time and it drains the battery faster.  A battery may only be replaced if completely depleted.

Plasma Rifle
Type: Covenant/Light
Ammunition: Plasma Bolts/100 unit battery; 400 shots per battery; 3 batteries max
Function: A directed energy weapon capable of full-automatic fire.  Thought somewhat misnamed, the Plasma Rifle sears flesh and scores metal with equal ease.  Due to a mirrored architecture, it fires two shots per trigger pull.  Beware; continuous fire will quickly cause it to overheat.  A battery may only be replaced if completely depleted.

Plasma Turret
Type: Covenant/Turret
Ammunition: Plasma Bolts/unlimited; Reload Unnecessary
Function: A stationary plasma cannon emplacement for anti-aircraft defense.  An energy shield protects the gunner.  Firepower is comparative to a Phantom’s plasma cannons.

Pulse Cannon
Type: Forerunner/Turret
Ammunition: Gravity Bolts/unlimited; Reload Unnecessary
Function: An automated defensive gun emplacement.  It fires a burst of magnetic energy that can easily scatter attackers.  Unlike Covenant plasma cannons, a direct hit isn’t lethal, but you can be killed by prolonged exposure.  You can board it and override the controls, but make sure you destroy it before you move on, because the automated system will recover quickly.

S1 Kopis Combat Knife
Type: Human/Light
Ammunition: None/unlimited; Reload Unnecessary
Function: A lot of people have clamored for a Human equivalent to the Covenant Energy Sword, which was seen as a machete in the old Halo 1 beta.  I doubt the UNSC would encourage hand-to-hand combat with any Covenant soldiers, but if anyone could do it, a Spartan-II could.  The S1 is named for the infantry sword of ancient Greek warriors and is issued only to Spartans.  It is a twelve-inch blade of Titanium-A honed to a monofilament edge, which is then specially treated to withstand extreme temperatures.  Combined with the strength of a Spartan, you get a weapon capable of penetrating Covenant personnel shields and shearing through their alien armor.  The S1 lacks a one-hit kill function like the Energy Sword, but the ammo is unlimited and it allows for melee attacks while dual-wielding.  Ideal for stealth missions.

Sentinel Beam
Type: Forerunner/Medium
Ammunition: Plasma Beam/100 unit battery; 1 unit per second; No Reload
Function: Salvageable from defeated Sentinels, it is a laser beam projector used primarily for dismemberment of Flood with surgical precision.  It is also highly useful for overpowering Covenant personnel shields, but is slow to kill.

Shredder
Type: Brute/Medium
Ammunition: Razor Discs/6 disc clip; 6 clips max
Function: With the start of the Covenant civil war, Brutes discarded their modified Plasma Rifles as “weak Sangheili toys” in favor of their own native weaponry.  Not to be confused with SMG Shredder rounds, this appropriately named death-dealer is favored by Brute infantry.  It launches a circular blade at high speed, or the entire stack of six discs at full-auto.

SRSC99C-S3 AM Sniper Rifle
Type: Human/Heavy
Ammunition: 14.5x114mm Armor Piercing Fin-Stabilized Discarding Sabot/4 round clip; 4 clips max
Function: Not so much a rifle as a scaled-down rail gun.  After extensive study of Covenant portable power plant technology, a battery has been fitted into the magazine of standard APFSDS rounds.  This provides enough power for each of the four shots in the new electromagnetic linear accelerator system.  Gameplay-wise, it works the same as the old S2, but has an improved ability to penetrate (some) walls and vehicle compartments.  The vapor contrail is replaced by a lightning bolt. ("Don't stand there gawking, like you've never seen the hand o' God before!")  The scope retains two magnification settings, 5x and 10x.


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