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Halo 5: Guardians eGuide
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Contents

  • Introduction
    • Guide Overview
    • A Brief History
    • Cast
      • Fireteam Osiris
      • Blue Team
      • Supporting Characters
  • Spartan Training
    • The HUD
    • Controls and Options
    • Combat
  • Intel
    • Weapons
      • Overview
      • UNSC Weapons
      • Covenant Weapons
      • Forerunner Weapons
    • Enemies
      • Overview
      • Covenant Enemies
      • Promethean Enemies
    • Vehicles
      • Overview
      • UNSC Vehicles
      • Covenant Vehicles
      • Forerunner Vehicles
  • Campaign Walkthrough
    • Introduction
    • Walkthrough Elements
    • Difficulties
    • Mission 1: Osiris
      • Mission Briefing
      • Fireteam Osiris
      • Major Firefight: Security Checkpoint
      • Major Firefight: Kraken Battle
      • Major Firefight: Knight Encounter
    • Mission 2: Blue Team
      • Mission Briefing
      • Blue Team
      • Major Firefight: Assembly Bay
      • That Fair and Warlike Form
      • Major Firefight: Reactor Core
      • Major Firefight: Hazardous Hangar
    • Mission 3: Glassed
      • Mission Briefing
      • Strangers in a Distant Land
      • Major Firefight: Space Elevator Outpost
      • Major Firefight: Beyond the Bridge
    • Mission 4: Meridian Station
      • Mission Briefing
      • The Frontier
    • Mission 5: Unconfirmed
      • Mission Briefing
      • Unconfirmed Reports
      • Major Firefight: Apogee Station Base
      • Major Firefight: Apogee Station Rooftop
      • Major Firefight: Apogee Mine
      • Salvation Lies Within
    • Mission 6: Evacuation
      • Mission Briefing
      • Evacuation Plan
      • Major Firefight: Space Elevator Outpost
      • Sudden But Inevitable Betrayal
      • Major Firefight: Space Elevator Platform
    • Mission 7: Reunion
      • Mission Briefing
      • War Was in the Gates
      • Major Firefight: Covenant Camp
      • Major Firefight: Forerunner Facility Approach
      • The Mantle of Responsibility
      • Major Firefight: Warden Eternal
    • Mission 8: Swords of Sanghelios
      • Mission Briefing
      • Swords of Sanghelios
      • Major Firefight: Sanghelios Canyon
      • Major Firefight: Sanghelios Ruins
      • Hornet's Nest
      • Major Firefight: Arbiter Approach
    • Mission 9: Alliance
      • Mission Briefing
      • A Whisper in the Storm
    • Mission 10: Enemy Lines
      • Mission Briefing
      • Joint Operations
      • Major Firefight: Temple Grounds
    • Mission 11: Before the Storm
    • Mission 12: Battle of Sunaion
      • Mission Briefing
      • Fall of the Covenant
      • Major Firefight: Triple AA Turrets
      • Guardian
      • Major Firefight: Guardian Approach
    • Mission 13: Genesis
      • Mission Briefing
      • Danger Zone
      • Call Me Cupid
      • Major Firefight: Road to the Gateway
      • Major Firefight: Gateway Approach
    • Mission 14: The Breaking
      • Mission Briefing
      • Getting the Band Back Together
      • Major Firefight: The Warden's Horde
      • Major Firefight: Warden's Last Stand
    • Mission 15: Guardians
      • Mission Briefing
      • Leave No Spartan Behind
      • Major Firefight: Cryptum Facility
      • The Reclamation
  • Multiplayer
    • Introduction
    • What's New?
      • Overview
    • Getting Started
      • Interface
      • Controls
      • Movement
      • Combat Fundamentals
    • Progression and Customization
      • Spartan Hub
      • Requisition System
    • Tactical Primer
      • Pro Gamer Profiles
      • Terminology
      • Teamwork
      • Movement Mastery
      • Choose Your Battles
  • Armory
    • Loadout Weapons
    • Power Weapons
    • Grenades
    • Vehicles
    • Armor Mods
    • Power-Ups
    • Boosts
  • Warzone
    • Introduction
    • Warzone Fundamentals
    • Warzone Assault
    • Escape from A.R.C.
    • Dispatch
    • March on Stormbreak
    • Summit
    • Raid on Apex 7
    • Array
  • Arena
    • Introduction
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Appendix
    • Overview
    • Skulls
    • Mission Intel
    • Achievements
    • REQ Cards
      • Overview
      • Armor: Cosmetic, Permanent
      • Armor Mods: Game-Impacting, Permanent
      • Assassinations: Cosmetic, Permanent
      • Boosts: Game-Impacting, Single-Use
      • Emblems: Cosmetic, Permanent
      • Helmets: Cosmetic, Permanent
      • Loadout Weapons: Game-Impacting, Permanent
      • Power-Ups: Game-Impacting, Single-Use
      • Power Weapons: Game-Impacting, Single-Use
      • Random REQs: Game-Impacting, Single-Use
      • Stances: Cosmetic, Permanent
      • Vehicles: Game-Impacting, Single-Use
      • Visors: Cosmetic, Permanent
      • Weapon Skins: Cosmetic, Permanent
    • Ranks and Rewards
      • Spartan Ranks
      • Medals
      • Commendations
      • CSR Tiers
  • Arena Maps
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Videos
    • Mission 1--IWHBYD
    • Mission 2--Black Eye Skull
    • Mission 3--Iron Skull
    • Mission 5--Blind Skull
    • Mission 6--Thunderstorm Skull
    • Mission 7--Grunt Party Skull
    • Mission 8--Mythic Skull
    • Mission 10--Catch Skull
    • Mission 12--Cowbell Skull
    • Mission 13--Tilt Skull
    • Mission 14--Famine Skull
    • Mission 15--Tough Luck Skull

Halo 5: Guardians Guide › Appendix › REQ Cards

Power Weapons: Game-Impacting, Single-Use

Name Rarity Energy Cost Description
Beam Rifles

Beam Rifle

Rare

6

Long-range semi-automatic energy rifle with variable-zoom 4x/10x optics. Use Smart-Link to line up headshots for one-shot kills.

Sword of the Faithful

Ultra Rare

6

Personalized by the Prophet of Regret’s majordomo. Improved Beam Rifle with enhanced hip-fire accuracy, faster heat dissipation, and a higher rate of fire.

Krith’s Left Hand

Legendary

7

Reclaimed from the notorious Kig-Yar Pirate King’s personal vaults by the previous Arbiter, Ripa ‘Moramee. Advanced Beam Rifle that fires a burst of energy with each pull of the trigger.

Binary Rifles

Binary Rifle

Ultra Rare

6

Semi-automatic sniper energy rifle with variable-zoom 4x/9x optics. Use Smart-Link when engaging targets at long range.

Retina of the Mind’s Eye

Ultra Rare

6

The core of this ancient weapon holds a shackled mind. Improved Binary Rifle upgraded with additional magazine capacity.

Twin Jewels of Maethrillian

Legendary

7

A twin missing its sibling. Advanced Binary Rifle modified with dual beam emitters that enhance the rifle’s anti-armor utility.

Boltshots

Boltshot

Common

2

Burst-fire energy pistol. Bolts home in on close-range targets. This new functionality appears to be related to other adaptations the Prometheans have displayed since the disappearance of the Didact.

Closed Fist

Uncommon

2

Left hand of Endurance-of-Will, the Didact’s loyal lieutenant. Improved Boltshot with an extended magazine and faster rate of fire.

Open Hand

Rare

3

Right hand of Endurance-of-Will, the Didact’s loyal lieutenant. Advanced Boltshot that fires a swarm of tracking bolts with each press of the trigger.

Carbines

Carbine

Common

4

Carbine with Holoscope. Versatile semi-automatic rifle renowned for its accuracy and long range. New production models use a streamlined manufacturing process and reactive materials in place of radioisotopes for coating projectiles.

Energy Swords

Prophets’ Bane

Legendary (Mythic)

6

The Arbiter awaits the San’Shyuum’s inevitable return with blade in hand. Mythic Energy Sword with embedded Active Camo generator and a wider lunge radius when using Smart-Link. The sword’s infectious bloodlust also increases movement speed.

Energy Sword

Uncommon

3

Deadly plasma-based melee weapon. Successful strikes deplete the sword’s limited energy charge.

Ravening Sliver

Rare

3

Each of these lightweight relic blades is marked by its creator and first owner, but their legacy has long since been forgotten. Improved Energy Sword that can be swung more rapidly.

Vorpal Talon

Ultra Rare

4

Light as a feather when wielded with unrestrained malice. Advanced Energy Sword that provides additional thruster hangtime and two thruster evades per cooldown.

Fuel Rod Cannons

Fuel Rod Cannon

Uncommon

4

Magazine-fed, shoulder-fired heavy weapon that fires explosive fuel rods. Modern Fuel Rod Cannons are significantly more accurate than those than those used by the old Covenant—a refinement sourced from the multi-species workshops on Venezia.

Light of Urs

Rare

5

The war on Sanghelios has led to unprecedented advances in fuel rod technology. Improved Fuel Rod Cannon that fires faster-moving projectiles that do more damage.

Pool of Radiance

Ultra Rare

5

Both the Swords of Sanghelios and Covenant use once-forbidden armaments in their bloody civil war. Advanced Fuel Rod Cannon that fires unstable projectiles that leave a dangerous residue in their impact area.

Hydra Launchers

Hydra Launcher

Uncommon

5

Hydra with 1.2x Scope. Portable mini-missile launcher. Hold down trigger to lock on to targets before releasing.

Typhon

Rare

5

What Chalybs builds, Watershed Division perfects. Improved Hydra Launcher with upgraded recoil compensation, warhead damage, and reload speed.

Echidna

Ultra Rare

7

Experimental mini-missile warheads are just one of Chalybs Defense’s many R&D projects. Advanced Hydra Launcher loaded with experimental EMP warheads capable of temporarily disabling enemy vehicles.

Incineration Cannons

Incineration Cannon

Rare

6

Heavy cannon that fires a powerful energy charge. Main charge spawns submunitions on impact.

River of Light

Ultra Rare

7

The war against the Flood led to many technical advances. All proved fruitless. Improved Incineration Cannon that will unleash a long burst of energy blasts if allowed to charge up by holding the firing trigger.

Heartseeker

Legendary

8

Forerunner Warrior-Servants were relentless on the hunt. Advanced Incineration Cannon that fires tracking energy charges.

LightRifles

LightRifle

Rare

5

Accurate and powerful, LightRifles were the standard-issue weapon of ancient Promethean warriors.

Magnums

Whispered Truth

Ultra Rare

5

Let the lady talk. Mythic Magnum machine pistol with burst fire and integral Silencer. Wielding the Whispered Truth increases movement speed.

Needlers

Needler

Common

3

Exotic weapon that fires shards that home in on short-range targets. If multiple shards strike a target they will detonate—creating a “supercombine” explosion. Will bounce off heavy armor, such as that used by vehicles and Hunters.

Hailstorm

Uncommon

3

The Hailstorm owes much to a pre-Covenant weapon used during the volatile early-interstellar period of Sangheili history. Improved Needler that fires fast-moving crystal shards that exhibit strong homing behavior.

Talon of the Lost

Rare

4

Sangheili miners and engineers continue to discover amazing new properties of the Subanese crystals used in Needler ammunition. Advanced Needler that fires carefully calibrated shards that can embed themselves in armor.

Plasma Casters

Plasma Caster

Uncommon

4

Fires plasma bolts that can be bounced off terrain to reach targets behind cover. Bolts stick and will chain-detonate when fired using Smart-Link.

Scourge of Fire

Rare

4

Modifying design patterns to enhance their performance was once considered apostasy. Improved Plasma Caster that fires two plasma bolts per shot and does not overheat.

White Scar

Ultra Rare

5

There is little honor to be found in slaughter, but that’s enough for some. Advanced Plasma Caster that fires modified bolts set to proximity detonate if hip-fired and have a Needler fragmentation effect.

Plasma Pistols

Plasma Pistol

Common

3

Semi-automatic energy pistol that fires packets of superheated plasma. Holding down the trigger, then releasing, will fire a tracking overcharge shot with an EMP effect that will disable vehicles and knock out shields.

Spitfire

Uncommon

3

The skill and finesse of Kig-Yar armorers should never be underestimated. Improved Plasma Pistol with faster rate of fire and reduced heat generated per shot.

Void’s Tear

Rare

4

Superheating exotic nuclear isomers is pure folly, but it was done with the best of intentions. Advanced Plasma Pistol with overcharged shots that create an unstable gravimetric vortex at point of impact, pulling in nearby objects, then exploding.

Railguns

Railgun

Common

4

Powerful single-shot coilgun that requires a short charge cycle before firing. Will automatically fire if the charge is held for too long.

Whiplash

Uncommon

4

Acheron Security has recently made great strides in developing compact fast-discharge energy cells and miniaturized sensors. Improved Railgun featuring a faster charge cycle, multiple shots per magazine, and projectiles fitted with proximity airburst fuses.

Arclight

Rare

5

Those who can’t acquire super-soldiers acquire super-weapons instead. Advanced Railgun firing armor-piercing high-explosive (APHE) projectiles. Shots take longer to charge but can be held indefinitely.

Rocket Launchers

Rocket Launcher

Uncommon

6

Shoulder-fired heavy weapon widely issued to UNSC Army, Marine Corps, and Spartan infantry to counter enemy vehicles and Promethean Knights. Can fire two missiles per magazine. Lock on to air targets using Smart-Link before firing.

Ad Victoriam

Rare

6

There’s nowhere to hide. Improved Rocket Launcher that fires two additional missiles in a V pattern with each shot. All three missiles can be laser-guided when using Smart-Link and feature an airburst proximity fuse.

High Five

Ultra Rare

7

BOOM! Advanced Rocket Launcher loaded with experimental submunition ammo. Each shot unleashes five Hydra mini-missiles that will lock on to ground and air targets.

SAWs

SAW

Common

5

Rapid-fire light machine gun with a large ammo capacity.

Appetite for Destruction

Uncommon

6

Raze everything to the ground. Improved SAW fitted with a high capacity drum magazine.

The Answer

Rare

6

Inquiring sentients want to know. Advanced SAW with slightly lower rate of fire, but each projectile has a proximity-fused high explosive warhead.

Scattershots

Scattershot

Rare

4

Short-range semi-automatic energy shotgun. Energy projectiles ricochet off hard surfaces and exhibit homing behavior.

Loathsome Thing

Ultra Rare

4

Stained in the ichor of uncountable foul parasites slain in a hundred thousand wretched hives. Improved Scattershot with increased damage, faster rate of fire, and extended magazine.

Didact’s Signet

Legendary

5

Made by the Didact’s own hand to reward his most elite Prometheans. Advanced Scattershot that fires fast-moving, long-range projectiles with stronger homing behavior after ricochets.

Shotguns

Shotgun

Common

3

Short-ranged semi-automatic Shotgun. Get up close and personal to maximize damage.

Lawgiver

Uncommon

3

Dura lex, sed lex. Improved Shotgun with increased damage, accuracy, and rate of fire.

Blaze of Glory

Rare

4

Advanced technology married to brutal simplicity. Advanced Shotgun with Forerunner mechanism to fire fast-moving hardlight projectiles with extra range and anti-vehicle effect. Reloads with a single shell.

Oathsworn

Ultra Rare (Mythic)

5

Memories of loss and dreams of vengeance, sealed in steel and composites. Mythic Shotgun with increased damage, accuracy, and rate of fire. The user’s movement speed is also increased while Oathsworn is equipped.

Sniper Rifles

Sniper Rifle

Uncommon

6

Semi-automatic multi-role heavy rifle with variable-zoom 4x/9x optics. Best used at long range in conjunction with Smart-Link.

End of the Line

Rare

6

All good things must come to an end. Improved Sniper Rifle with reduced recoil, but emphasis on faster rate of fire has slightly reduced damage.

Arrow of Time

Ultra Rare

7

There’s no going back. Advanced Sniper Rifle with extended magazine and heavy-duty cyberlink that prevents descope. Unfortunately, the weapon does have extra recoil to compensate for.

Nornfang

Legendary (Mythic)

7

A master-crafted instrument of death and destruction. Mythic Sniper Rifle firing high-explosive armor-piercing (HEAP) rounds that increase overall damage. In addition, Linda’s modifications ensure the Motion Tracker is visible even when using Zoom.

Spartan Lasers

Spartan Laser

Rare

5

Anti-vehicle laser. Requires a short warmup time before firing.

Endgame

Ultra Rare

6

Checkmate. Improved Spartan Laser with reduced charge time and additional battery capacity, but each shot does less damage.

Selene’s Lance

Legendary

7

Built from components fresh from the labs in Seongnam. Advanced Spartan Laser with reduced charge time, longer beam duration, additional battery capacity, and targeting laser does damage. Multiplayer balancing adds extra recoil.

Storm Rifles

Storm Rifle

Common

1

Rapid-fire plasma rifle effective out to medium range when Smart-Link is engaged. Sustained fire can temporarily overheat the weapon.

Suppressors

Suppressor

Common

2

Fully automatic energy rifle effective at short range. Accuracy significantly improves when using Smart-Link.

Turrets

Chaingun Turret

Common

2

Rotary autocannon.

ONI Chaingun Turret

Ultra Rare

5

When guile and stealth fail, the direct approach is often the best. Fires high-explosive dual-purpose (HEDP) rounds.

Gauss Turret

Legendary

6

Precision anti-tank coilgun.

ONI Gauss Turret

Legendary

6

ONI field operatives appreciate the precision and power of Gauss weapons. ONI Gauss cannon impacts produce lingering area-of-effect damage.

Rocket Turret

Ultra Rare

5

Fires high explosive missiles that can lock on to air targets.

ONI Rocket Turret

Legendary

5

When it’s time to go loud, ONI accepts no substitutes. Fires missiles with both surface-to-air and surface-to-surface engagement profiles.

Plasma Turret

Rare

2

Rapid-fire plasma cannon.

Splinter Turret

Rare

3

Fires hardlight projectiles that break apart and detonate after impact.

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