Weapons are the main element of any shooting game. In this guide we’ll cover all the weapons which are used in the game. From grenades to gun turrets, all UNSC, Covenant, and Forerunner weapons are covered here including their qualities, statistical overviews and drawbacks.
UNSC Weapons:
These are the weapons that fire some form of bullet or explosive. As a Spartan, you need to use a lot of UNSC Weapons so you need to know about them.
UNSC Ammo Crate:
While playing the game, keep an eye on the UNSC Ammo Crates because they can refill your Ammo. You just need to get close to them and before you are out of Ammo. These Ammo Crates can refill these weapons.
- Assault Rifle
- Battle Rifle
- DMR
- Magnum
- Shotgun
- SMG
Assault Rifle
- Range: Close or medium
- Headshots: No
- Magazine: 36
- Spare Ammo: 216
- Firing Speed: Full Auto
- Secondary Fire: No
Assault Rifle is a powerful fully automatic weapon and inflicts rapid damage to light armor and flesh at close or medium range.
- Inflicts great damage on close-range threats.
- Accuracy can be preserved by firing in short, controlled bursts.
- Suffers from a low magazine capacity.
Battle Rifle
- Range: Medium – long
- Headshots: yes
- Magazine: 36
- Spare Ammo: 108
- Firing Speed: Triple shot semi auto
- Secondary Fire: No
Battle rifles are great weapon for medium to long range. Its three shot burst is very effective but use it carefully because you’ll run out of ammo very quickly.
Fires three rounds per trigger pull
Capable of breaking enemy shields and defeating the enemy in the same firing burst.
Powerful and accurate, and its triple-shot firing mechanism makes it ideal for scoring headshots.
Chaingun Turret
- Range: Close – medium
- Headshots: no
- Magazine: 250 (detached)
- Spare Ammo: No (detached)
- Firing Speed: Full auto
- Secondary Fire: No
When you need to defend vital terrain as human troops then chaingun turret is the best weapon. These gun fire rapidly high caliber rounds and make them best for shredding through ground troops. These turrets never run out of ammo as long as they’re affixed to their mount. But their ammo has been limited once they are detached.
- Fast-firing, high-caliber firearm designed to dish out damage.
- Low accuracy but high volume.
- Unlimited ammo while affixed to mount. Can be detached for portability
DMR
- Range: Medium – long
- Headshots: yes
- Magazine: 15
- Spare Ammo: 45
- Firing Speed: Semi auto
- Secondary Fire: No
The Designated Marksmen Rifle is a very powerful semi-automatic rifle and it is made for mid to long range combat. Its pinpoint accuracy and firepower make it very deadly. Scope can be added for more accuracy but it is not effective as sniper rifle. So to say it is a less powerful sniper with a large magazine.
- Incredibly accurate and powerful rifle
- Scope allows for precision headshots over long distances.
- Dominant at range but vulnerable to close-combat rushers
Frag Grenade
- Range: Medium – long
- Headshots: No
- Magazine: N/A
- Spare Ammo: 2 (3 for Locke)
- Firing Speed: Single throw
- Secondary Fire: No
Frag Grenades are very deadly explosives and can be thrown really far and they detonates after striking the ground. Their fuse is short and radius of blast is very big so they are very good to clear groups.
- Powerful thrown explosive
- Bounces and skitters around before exploding.
- So effective against the enemies behind cover
Guass Turret
- Range: Medium – long
- Headshots: No
- Magazine: 9 (detached)
- Spare Ammo: No (detached)
- Firing Speed: Single shot
- Secondary Fire: No
Guass Turrets are very deadly weapons capable of annihilating hardened targets. These turrets can be fired quickly enough that a second shot is usually an option if the first one doesn’t get it done.
- Fire blasts at very long range
- Good accuracy, great damage
- Unlimited ammo while affixed to mount
Hydra Launcher
- Range: Medium – long
- Headshots: No
- Magazine: 6
- Spare Ammo: 18
- Firing Speed: Full auto
- Secondary Fire: No
Hydra Launcher is a missile launcher that can fire up to six missiles at medium to long range. Lock the enemies with Hydra then pull the trigger to fire one or more of its missiles to destroy them. But while reloading it, each missile need to be reloaded individually, increasing its reload time.
- Launches up to six missiles at enemies, with explosive results.
- Tracking system causes missiles to home in on targets once locks are established.
- Unloading a full volley will annihilate most threats.
Magnum
- Range: Medium
- Headshots: Yes
- Magazine: 12
- Spare Ammo: 48
- Firing Speed: Semi Auto
- Secondary Fire: No
Magnum are small and deadly and very accurate weapons for getting headshots. Zoom in with the Smart-Link button and aim for the kill.
- Fast-firing, easy to handle, low recoil.
- Capable of one-shot kills against Grunts, Jackals, and Crawlers.
Railgun
- Range: Long
- Headshots: No
- Magazine: 1
- Spare Ammo: 13
- Firing Speed: Single charged shot
- Secondary Fire: No
Railguns are very deadly and can take down Hunters, Knights, and even armored vehicles in short order. Railgun take a few second to charge, then fire high explosive armor-piercing shell to the victim.
- Requires several seconds to charge prior to firing.
- Each blast punishes the target for tremendous amounts of damage.
- Rails penetrate armor and shields, crippling even the most hardened of targets.
Rocket Launcher
- Range: Short – medium
- Headshots: No
- Magazine: 2
- Spare Ammo: 4
- Firing Speed: Semi auto
- Secondary Fire: No
Rocket Launchers are very powerful weapons. The rocket travels slowly but lands with great impact. You can launch two rockets before reload which are enough to destroy most targets.
- Explosively powerful long-range weapon.
- Can destroy vehicles and bring down powerful enemies such as Knights and Hunters.
- Tracking system lets you lock on to flying vehicles and then “fire and forget.
Rocket Turret
- Range: Medium – long
- Headshots: No
- Magazine: 24 (detached)
- Spare Ammo: No (detached)
- Firing Speed: Three Rocket Volleys
- Secondary Fire: No
Rocket Turrets are stationary weapons designed to destroy advancing enemies. It has no tracking system but its volley can destroy ground troops can obliterate vehicles if multiple hits are scored.
- Unloads furious rocket volleys that can obliterate threats at any range.
- Low accuracy, great damage.
- Unlimited ammo while affixed to mount. Can be detached for portability.
SAW
- Range: Close – Medium
- Headshots: No
- Magazine: 72
- Spare Ammo: 216
- Firing Speed: Full auto
- Secondary Fire: No
This weapon is best for close combat and can fire massive amount of high caliber rounds in the wink of an eye. The SAW’s recoil and muzzle flare are so intense that even Spartans have difficulty handling these mighty firearms.
- Incredibly powerful full-auto assault rifle.
- Recoil can be compensated for by firing in short, controlled bursts.
Shotgun
- Range: Close
- Headshots: No
- Magazine: 5
- Spare Ammo: 15
- Firing Speed: Semi auto
- Secondary Fire: No
These are powerful weapons best to deal close combat. Shotgun is very powerful but it forces the user to enter close quarters to wield it effectively.
- Delivers devastating payloads to close-range threats.
- Very useful against the Hunters and Knights
SMG
- Range: Close
- Headshots: No
- Magazine: 60
- Spare Ammo: 360
- Firing Speed: Full auto
- Secondary Fire: No
Submachine Guns are very lethal weapons for close range and they can deliver bullets at blistering frequency. Their magazine doesn’t last long but often they don’t need to.
- Surprisingly powerful and effective at close and medium range.
- Tap the Fire Weapon button to improve accuracy against medium-range threats.
- Consumes ammo rapidly; select other weapons when ammo is scarce.
Sniper Rifle
- Range: Long
- Headshots: yes
- Magazine: 4
- Spare Ammo: 16
- Firing Speed: Semi auto
- Secondary Fire: No
Sniper Rifles are very effective long range weapons designed to deliver devastating rounds to remote threats with precision accuracy. They are best to take down targets from long range.
- Devastatingly powerful and accurate firearm.
- Advanced scope lets the user zoom in twice to fire on distant threats with incredible accuracy.
- Headshots are lethal, but being hit anywhere by a Sniper Rifle can kill.
Spartan Laser
- Range: Long
- Headshots: no
- Magazine: 1
- Spare Ammo: 3
- Firing Speed: Single charged shot
- Secondary Fire: No
This weapon is one of the few UNSC directed-energy weapons. It means you can’t get extra ammo for this weapon. Spartan Laser must charge briefly prior to firing like Railguns. A fully charge Spartan Laser can unleash four devastating blasts that can destroy any target.
- Exceptional power and penetration.
- Need several seconds to charge it
- Can annihilate vehicles and powerful hostiles
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