Prima Games eGuides Halo 5: Guardians eGuide

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Halo 5: Guardians eGuide Armory

Power Weapons

Power weapons, like the Rocket Launcher, are very specialized. Make sure you have a more versatile weapon in your inventory to serve as a backup.

Arena

As their name implies, power weapons imbue Spartans with even greater firepower. During Arena matches, some of these weapons are found scattered across each map—the most powerful of these weapons appear on Weapon Pads. Race to collect power weapons before your opponents can get their hands on them.

Warzone

In Warzone, all power weapons must be activated through REQ Stations—assuming you have the corresponding REQ Cards in your collection. Most power weapons have even more advanced variants. These named weapons are more rare than their standard counterparts and usually offer a number of enhancements, making them even deadlier. Pay close attention to the rarity of a card before activating it—generally speaking, the rarer the card, the better the weapon is. REQ Cards for power weapons are single-use. Once activated, the card is removed from your collection. So choose the right time in the battle to activate power weapons, giving your team an offensive boost.

Beam Rifle

The Particle Beam Rifle is a Covenant long-range directed-energy weapon used by raiders, snipers, and scout-executors.

Faction: Covenant

Magazine Capacity: 10

Firing Mode: Semi-automatic

Field Notes

» The Beam Rifle is great for damaging enemy vehicles in Warzone. Keep your distance, preferably from behind cover, and place on-target shots.

» This weapon is a great counter to the Sniper Rifle or the Binary Rifle. Its fast rate of fire, compared to the other long-range rifles, makes it worth the risk of peeking out of cover to fire off a few shots. Score headshots for instant kills or body shots for knocking down shields.

» The Beam Rifle’s slow rate of fire and limited magazine capacity can be a liability in close quarters. A close-range weapon is recommended as a backup—an Assault Rifle or SMG is a good choice.

» When using Active Camo, take your time to line up lethal shots—but be ready to move out after firing. Overshield gives you the ability to withstand heavy damage, which is ideal during long-range sniper duels.

REQ Cards
WeaponNameRarityREQ LevelDescription

Beam Rifle Rare 6 Beam Rifle with 3.5x/9.5x Holoscope. Long-range semi-automatic energy rifle. 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 3.5x/9.5x Holoscope. Features faster heat reduction and higher rate of fire.

Krith’s Right Hand Legendary 7 Reclaimed from the pirate king’s personal vaults. Advanced Beam Rifle with 3.5x/9.5x Holoscope. Fires a burst of energy pulses each pull of the trigger.

Binary Rifle

The Binary Rifle leverages the power of twin, core-mounted particle accelerators, offering the ability to neutralize enemies with a single shot, even those of considerable mass.

Faction: Forerunner

Magazine Capacity: 2

Firing Mode: Single-Shot (Focus Fire)

Field Notes

» The Binary Rifle is a good counter to the Beam Rifle or Sniper Rifle—it’s most effective when zooming in with Smart-Link, for precision shots.

» Close-range battles require more skill to score hits, particularly against strafing, jumping, and thrusting opponents. But the weapon’s one-shot kill capability makes it worth the risk.

» The weapon is effective in large-scale matches—just make sure to not stay zoomed in too long. The Binary Rifle’s long, laser beam-like projectile is very visible and will have your enemies ducking for cover. But the weapon’s visibility also makes you easier to spot. Move frequently to keep your enemies guessing.

» Equipping Active Camo or Overshield allows you to play more aggressively. Covertly line up lethal shots while hidden with Active Camo. Or go toe-to-toe with opponents while using Overshield—and survive.

REQ Cards
WeaponNameRarityREQ LevelDescription

Binary Rifle Ultra Rare 6 Binary Rifle with 4x/9x Techscope. Semi-automatic sniper energy rifle. 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 with 4x/9x Techscope. Upgraded with a high-capacity energy storage core.

Twin Jewels of Maethrillian Legendary 7 A twin missing its sibling. An advanced Binary Rifle with 4x/9x Techscope. Dual beam emitters enhance the rifle’s anti-armor utility.

Carbine

The T-51 Carbine is a compact medium- to long-range infantry weapon employed by Covenant forces.

Faction: Covenant

Magazine Capacity: 20

Firing Mode: Semi-automatic

Field Notes

» The Carbine excels during mid- to long-range engagements. The weapon’s increased rate of fire, accuracy, and newly implemented sound effects make this one of the most improved weapons.

» While the weapon can be fired from the hip with surprising accuracy, zoom in with Smart-Link for greater precision. This is essential when attempting long-range headshots.

» Make sure to pace shots for better accuracy. While the Carbine can be fired quickly, recoil causes the muzzle to rise slightly. Let the weapon settle momentarily before firing a follow-up shot.

» The Carbine’s generous 20-round magazine gives you the ability to rapidly place multiple shots on-target. But even once all 20 rounds have been shot, the weapon can be reloaded in approximately two seconds.

REQ Cards
WeaponNameRarityREQ LevelDescription

Carbine Common 4 Carbine with 1.5x Holoscope. Versatile semi-automatic rifle renowned for its accuracy and long range.

Energy Sword

The Energy Sword, exclusively wielded by Sangheili, is a close-engagement weapon intended to express its owner’s personal skill, clerical honor, and combat viability.

Faction: Covenant

Magazine Capacity: N/A

Firing Mode: N/A

Field Notes

» Deadly as ever, the Energy Sword’s one-hit lethality should never be overlooked—keep your distance from opponents carrying one of these terrifying melee weapons. Smart-Linked Energy Swords can even kill from midrange. While equipped, Energy Swords also increase your movement speed.

» Opponents equipped with Active Camo or Overshield are extremely difficult to kill when using the Energy Sword. Keep your distance while firing or simply run away.

» The weapon is most effective while thrusting, sprinting, and performing Spartan Charges. Sprinting makes it easier to track down foes, while thrusting and Spartan Charges, when combined with a well-timed strike, allow you to kill opponents with one hit.

» Keep a Magnum or other long-range weapon to serve as a backup weapon. Equip the Energy Sword only when you are within melee range.

REQ Cards
WeaponNameRarityREQ LevelDescription

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 relic blades is marked by its creator and first owner, but their legacy has long been forgotten. Improved Energy Sword. Lightweight and ergonomic design allows for faster weapon switch speed.

Vorpal Talon Ultra Rare 4 Through and through. Advanced Energy Sword. Live a little, even if the repair teams hate you. Additional thruster hang time and two thruster evades per cooldown.

Prophet’s Bane Legendary 6 The Arbiter awaits the San’Shyuum’s inevitable return with blade in hand. Mythic Energy Sword. The sword’s infectious bloodlust increases movement speed and grant's the user Active Camo. When using Smart-Link the blade will seemingly move of its own volition, making lunge strikes easier.

Fuel Rod Cannon

The Fuel Rod Cannon is a shoulder-fired heavy weapon that launches extremely volatile explosive projectiles that detonate on impact.

Faction: Covenant

Magazine Capacity: 5

Firing Mode: Semi-automatic

Field Notes

» The Fuel Rod Cannon is great for scoring long-range hits on vehicles in Warzone. But despite the projectile’s impressive speed, it may be necessary to lead moving targets.

» If it’s found on Arena maps, make sure to take advantage of the weapon’s explosive projectiles in narrow hallways— the splash damage practically guarantees a kill.

» Make sure you have a solid midrange backup weapon when carrying the Fuel Rod Cannon. A Battle Rifle is always a good option.

» If opponents are carrying other heavy weapons, counter with a well-placed shot from the Fuel Rod Cannon. This is a great way to take out unsuspecting opponents armed with precision weapons like the Railgun or Sniper Rifle.

REQ Cards
WeaponNameRarityREQ LevelDescription

Fuel Rod Cannon Uncommon 4 Fuel Rod Cannon with 1.7x Holoscope. Magazine-fed heavy weapon that fires unstable rods in a ballistic arc.

Light of Urs Rare 5 The war on Sanghelios has led to unprecedented advances in fuel rod technology. Improved Fuel Rod Cannon with 1.7x Holoscope. Fuel rods are faster and have a larger explosion radius.

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 with 1.7x Holoscope. Fuel rod explosions leave a dangerous residue in their impact area.

Gauss Turret

This Gauss Turret is a portable anti-tank weapon, similar to those mounted on UNSC Warthogs.

Faction: UNSC

Magazine Capacity: 9

Firing Mode: Semi-automatic

Field Notes

» The Gauss Turret is best deployed as an anti-vehicle weapon. The projectile’s high speed makes it relatively easy to hit moving targets. The weapon is also very effective against Bosses in Warzone. As long as you keep your distance, you can engage Bosses and their minions without fear of retaliation.

» You can’t equip any other weapons while lugging around the Gauss Turret. If you come under fire while carrying the turret, drop it and return fire with other weapons in your loadout. You can always return and pick up the turret once the threat has subsided.

REQ Cards
WeaponNameRarityREQ LevelDescription

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.

Hydra Launcher

The Hydra Launcher is a shoulder-fired weapon system capable of rapidly firing up to six mini-missiles, each with homing capability.

Faction: UNSC

Magazine Capacity: 6

Firing Mode: Automatic

Field Notes

» The new Hydra Launcher is capable of firing explosive warheads in guided and unguided modes. Tap the trigger to fire one missile, or hold down the trigger to fire all six.

» Zoom in to lock on to targets before firing. A red diamond-shaped bounding box appears around suitable targets—when the word “Fire” flashes beneath the reticle, the weapon is locked on. This allows the missiles to home in on the target, which is ideal for engaging moving targets.

» In Warzone, try to take out Watcher minions before engaging nearby Bosses with the Hydra Launcher. Watchers can redirect missiles, sending them back at you.

» To hit enemies partially obscured by cover, acquire a lock, then look away before firing. As long as the lock is maintained before launch, the missiles will arc toward the target, often skimming over or around pieces of cover.

» Always carry a versatile backup weapon when carrying the Hydra Launcher. In the event your missiles are evaded, you’ll want to follow up with the rapid fire of an Assault Rifle.

REQ Cards
WeaponNameRarityREQ LevelDescription

Hydra Launcher Uncommon 5 Hydra with 1.2x Scope. Portable mini-missile launcher. Hold down trigger to lock on to targets before releasing.

Typhoon Rare 5 What Chalybs builds, Watershed Division perfects. Improved Hydra Launcher.

Echidna Ultra Rare 7 Experimental mini-missile warheads are just one of Chalybs Defense’s many R&D projects. Advanced Hydra Launcher.

Incineration Cannon

The Incineration Cannon is a shoulder-mounted munitions launcher that fires a high concentration of explosive particles along multiple streams, typically generating devastating results.

Faction: Forerunner

Magazine Capacity: 10

Firing Mode: Semi-automatic + Charge

Field Notes

» Aptly named, the Incineration Cannon is a powerful explosive weapon best deployed against vehicles and Bosses in Warzone. One fully charged shot from this weapon is capable of vaporizing Spartans and lesser targets.

» Tapping the trigger fires a relatively weak double explosive shot, expending approximately 10 percent of the weapon’s ammo. A fully charged shot results in a massive explosion, with tremendous knock-back capability. However, a fully charged shot expends approximately 30 percent of the weapon’s ammo. This means you can only fire three fully charged shots with this weapon—make them count.

» This is a highly specialized weapon best deployed at close to medium range. When carrying the Incineration Cannon, make sure you have a more versatile weapon to serve as a backup—a Magnum or Assault Rifle will suffice.

REQ Cards
WeaponNameRarityREQ LevelDescription

Incineration Cannon Rare 6 Incineration Cannon with 1.25x Techscope. 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 with 1.25x Techscope. Charging the cannon will unleash a long burst of energy blasts.

Heartseeker Legendary 8 Forerunner Warrior-Servants were relentless on the hunt. Advanced Incineration Cannon with 1.25x Techscope. Energy charges track on enemies.

LightRifle

The LightRifle is a precision Forerunner energy weapon wielded by Warrior-Servants against the Flood, and by the Promethean Knights against humanity.

Faction: Forerunner

Magazine Capacity: 12

Firing Mode: Semi-automatic

Field Notes

» The LightRifle is an extremely versatile precision weapon. For best results, zoom in before firing. Not only does this allow for precise targeting, but the LightRifle actually has a wider beam when zoomed, making it easier to score hits.

» Since the weapon is most effective while zoomed in, it’s best to deploy the LightRifle at mid- to long range. But limit your time peering through the scope—your peripheral vision is limited, leaving you vulnerable to flank attacks.

» Firing from the hip does less damage but can work in a pinch. However, you’re better off equipping a rapid-fire close-quarter weapon when engaging nearby threats. So consider keeping an Assault Rifle or SMG as a backup.

REQ Cards
WeaponNameRarityREQ LevelDescription

LightRifle Rare 5 Accurate and powerful LightRifles were the standard-issue weapons of ancient Promethean warriors.

Needler

The Needler is a compact, fully automatic munitions launcher that fires shards of exotic crystalline material that home in on targets and detonate.

Faction: Covenant

Magazine Capacity: 22

Firing Mode: Automatic

Field Notes

» The Needler is a compact, fully automatic Covenant weapon with some unique characteristics. The crystalline projectiles home in on targets. If multiple projectiles hit a target, they detonate, dealing even more damage. Individual hits with the Needler are relatively weak. So always try to land multiple shots to trigger an explosion.

» Compared to previous versions, the new Needler’s projectiles travel at much higher speeds. This makes it more difficult for opponents to evade the homing crystals.

» In Warzone matches, reserve Needlers for taking down Bosses. Their high rate of fire and explosive qualities are ideal for wearing down a Boss’s shields and health. But you’ll need to get in close and land multiple, consecutive shots to inflict optimal damage.

» The Needler is primarily a close-range weapon. Make sure you have a suitable backup for dealing with mid- to long-range threats. You can never go wrong with the Battle Rifle.

REQ Cards
WeaponNameRarityREQ LevelDescription

Needler Common 3 Needler with 1.4x Holoscope. Fires shards that home in on short-range targets. If multiple shards strike a target they will detonate, creating a “supercombine” explosion.

Hailstorm Uncommon 4 Improved Needler with 1.4x Holoscope. Fires fast-moving crystal shards that exhibit strong homing behavior.

Talon of the Lost Rare 4 Advanced Needler with 1.4x Holoscope. Shards remain embedded for longer periods and generate “supercombine” explosions faster.

Plasma Caster

The Plasma Caster is a unique Covenant weapon firing explosive plasma bolts capable of bouncing off surfaces or sticking to targets.

Faction: Covenant

Magazine Capacity: 5

Firing Mode: Semi-automatic + Charge

Field Notes

» The Plasma Caster functions like a grenade launcher, ideal for lobbing explosive munitions across the map with impressive accuracy. Plasma bolts are fired in an arc-like trajectory, so aim high when engaging distant targets.

» Tap the trigger to fire a bouncing plasma bolt. This can come in handy for hitting opponents hiding behind cover. But as with grenades, bouncing plasma bolts with precision takes practice.

» If you hold down the trigger, the weapon fires a charged shot that sticks to the target before chain-detonating, resulting in multiple secondary explosions. Sticking a shot to an opponent is always lethal. Charged shots are also a good way to block access to narrow chokepoints, like doorways—this is a good way to escape a pursuing opponent.

» Despite its explosive qualities, the Plasma Caster is best deployed at mid- to long range. So make sure you have a versatile backup weapon to handle those close-range threats.

REQ Cards
WeaponNameRarityREQ LevelDescription

Plasma Caster Uncommon 4 Plasma Caster with 1.5x Holoscope. 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 5 Modifying design patterns to enhance their performance was once considered apostasy. Improved Plasma Caster with 1.5x Holoscope. Fires two plasma bolts per shot and does not overheat.

White Scar Ultra Rare 6 There is little honor to be found in slaughter, but that’s enough for some. Advanced Plasma Caster with 1.5x Holoscope. Plasma bolts will proximity detonate if hip-fired and have a Needler fragmentation effect.

Plasma Pistol

The Plasma Pistol has become ubiquitous among combatants of all kinds after the Covenant War due to its versatility and lethality.

Faction: Covenant

Magazine Capacity: 100

Firing Mode: Semi-automatic + Charge

Field Notes

» When it comes to taking down shields or disabling vehicles, there’s no better weapon than the Plasma Pistol. While the weapon can be tap-fired to deal minor damage, it’s most effective when fully charged, firing a homing electromagnetic pulse—hold down the trigger to charge the weapon, then release the trigger to fire. Charged shots can completely eliminate an opponent’s shields, even if they’re equipped with Overshield.

» Each charged shot expends approximately 15 percent of the weapon’s ammo. Charged shots also overheat the weapon, leaving it inoperable for a few seconds. But the power of a charged shot is worth these minor drawbacks.

» When engaging opponents, hit them with a charged shot to drop their shields, then switch to a Magnum (or other weapon) to score a lethal headshot. Make a habit of switching weapons when an opponent’s shields are down—the Plasma Pistol isn’t effective for scoring kill shots.

» Hitting a vehicle with a Plasma Pistol’s charged shot renders it disabled for a few seconds. Try to disable open-cockpit vehicles like the Warthog or Ghost, then rush up and take out the occupants—or hijack the vehicle.

REQ Cards
WeaponNameRarityREQ LevelDescription

Plasma Pistol Common 3 Plasma Pistol with 1.3x Holoscope. Semi-automatic 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. Overcharge shots temporarily overheat the weapon.

Spitfire Uncommon 3 Kig-Yar armorers should never be underestimated. Improved Plasma Pistol with 1.3x Holoscope. Overcharges faster and does not overheat.

Void’s Tear Rare 4 Built with the best of intentions. Advanced Plasma Pistol with 1.3x Holoscope. Overcharged shots create an unstable gravimetric vortex at point of impact, pulling in nearby objects and then exploding.

Plasma Turret

The rapid-fire Plasma Turret is a portable variant usually found mounted on Covenant vehicles.

Faction: Covenant

Magazine Capacity: 200

Firing Mode: Automatic

Field Notes

» The Plasma Turret’s high rate of fire and large magazine capacity make it a surprisingly versatile weapon, effective against Spartans, Bosses, and vehicles alike. But due to the operator’s lack of mobility, it’s best to hold back and engage threats from long range. What it lacks in accuracy, it more than makes up for in volume of fire.

» As with all turrets, you can’t access your other weapons while carrying the Plasma Turret. So if you come under attack, drop the Plasma Turret and seek cover while returning fire with the weapons in your loadout. You can always retrieve the Plasma Turret from the ground once immediate threats subside.

REQ Cards
WeaponNameRarityREQ LevelDescription

Plasma turret Rare 2 Rapid-fire plasma cannon.

Railgun

The Railgun fires a dense tungsten projectile at hypersonic velocities to deliver massive amounts of kinetic energy to its target.

Faction: UNSC

Magazine Capacity: 5

Firing Mode: Charge

Field Notes

» The Railgun is a precision, high-powered weapon best deployed at long range. Its stopping power is effective against a variety of targets, including Spartans, Bosses, and vehicles. When you use Smart-Link, the Railgun’s range increases, making it effective for scoring one-shot kills.

» Before it can be fired, the Railgun requires a short charging cycle, initiated by holding down the trigger—watch the semicircular reticle animate while charging. Once fully charged, the weapon automatically fires. Timing shots can be tricky, particularly if pushing out of cover or trying to hit a moving target. The Arclight variant allows you to choose when to fire the shot—release the trigger when you’re ready to fire.

» The weapon’s charging cycle makes it very difficult to use in close quarters, particularly against strafing and thrusting opponents. So unless you’re very comfortable with the Railgun, keep a competent close-range weapon in your loadout to compensate for the weapon’s slow rate of fire.

» The normal firing sequence for the Railgun involves holding the trigger down until the weapon fully charges and then fires. However, you can release the trigger to discharge it early, causing less damage. But even when partially charged, a headshot is devastating and could catch the enemy off-guard.

REQ Cards
WeaponNameRarityREQ LevelDescription

Railgun Common 4 Railgun with 1.7x Scope. Powerful single-shot coilgun that requires a short charge cycle before firing.

Whiplash Uncommon 4 Acheron Security has recently made great strides in developing compact fast-discharge energy cells and miniaturized sensors. Improved Railgun with 1.7x Scope. Faster charge cycle and multiple shots per magazine. Railgun projectiles have a proximity airburst fuse.

Arclight Rare 5 Those who can’t acquire super-soldiers acquire super-weapons instead. Advanced Railgun with 1.7x Scope. Shots take longer to charge, but the armor-piercing high-explosive (APHE) projectiles are devastatingly lethal.

Rocket Launcher

The Rocket Launcher is a magazine-fed launcher that fires a range of guided and unguided munitions.

Faction: UNSC

Magazine Capacity: 2

Firing Mode: Semi-automatic

Field Notes

» The Rocket Launcher remains one of the most lethal heavy weapons in the game. Whether rushing an enemy Base, attacking a Boss, or blasting a vehicle, the Rocket Launcher’s explosive munitions are up to the task. The weapon can even lock on to aerial vehicles.

» Don’t be afraid to use the Rocket Launcher in close quarters. Its impressive splash damage practically guarantees a kill, regardless of your accuracy. In tight, high-traffic areas, it’s possible to score multiple kills with a single shot. But if you’re not careful, you can get caught up in the blast as well.

» Unguided, the rocket’s trajectory is relatively flat. So take your time lining up long-range shots. While it’s not a precision weapon, the rocket’s blast radius compensates for a lack of accuracy.

» The weapon has a two-rocket magazine capacity. This allows you to rapidly fire two consecutive shots before reloading. However, when it’s time to reload, seek cover—it takes approximately four seconds to load a new magazine.

REQ Cards
WeaponNameRarityREQ LevelDescription

Rocket Launcher Uncommon 6 Rocket Launcher with 1.8x Scope. Shoulder-fired heavy weapon. Can fire two missiles per magazine. Lock on to air targets before firing.

Ad Victoriam Rare 6 There’s nowhere to hide. Improved Rocket Launcher with 1.8x Scope. Three missiles are fired each shot, in a “V” pattern. The missiles can be laser-guided when using Smart-Link. The missiles also feature an airburst proximity fuse.

High Five Ultra Rare 7 BOOM! Advanced Rocket Launcher with 1.8x Scope. Each shot unleashes five Hydra mini-missiles that will lock on to ground and air targets.

Rocket Turret

Usually mounted on Warthogs, this mobile Rocket Turret is designed for deployment by Spartans, offering impressive explosive firepower.

Faction: UNSC

Magazine Capacity: 24

Firing Mode: Automatic

Field Notes

» Packed with 24 high-explosive rockets, the Rocket Turret offers plenty of bang in a relatively small package, ideal for taking down infantry and vehicles. By holding down the trigger, all rockets can be fired in quick succession, peppering targets with explosions. Aim the weapon skyward to lock on to aerial vehicles before firing—this is a great way to damage pesky Banshees and Phaetons.

» Compared to the Rocket Launcher, the rockets fired by the Rocket Turret are relatively small, inflicting moderate damage. Their splash damage is also modest. To compensate for the lack of damage, saturate targets with volleys of multiple rockets. Consecutive rocket strikes add up, dealing huge damage.

» You’re extremely slow while lugging around this bulky turret. Be ready to drop it and use your other weapons to fend off attackers. You can always retrieve the turret from the ground once the area is clear of threats.

REQ Cards
WeaponNameRarityREQ LevelDescription

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.

SAW

The SAW (Squad Automatic Weapon) is a gas-operated, drum-fed, fully automatic machine gun that provides incredible sustained fire in the field.

Faction: UNSC

Magazine Capacity: 72

Firing Mode: Automatic

Field Notes

» When it comes to full-auto cartridge-based weapons, the SAW is at the top of the food chain. Fed by a generous 72-round drum magazine, the SAW is capable of pumping out walls of hot lead with terrifying accuracy and lethality.

» The SAW exhibits more than its fair share of recoil. Even after firing a short burst, the weapon suffers from significant muzzle climb, causing the weapon to jump off-target. But this can be mitigated by applying some downward pressure during lengthy automatic bursts.

» The weapon’s high rate of fire is ideal for tearing through an opponent’s shields or for damaging Bosses and vehicles. Instead of firing in short bursts, keep the pressure on, striking targets with successive rounds. This denies enemies the chance to escape or recover.

» For best results, deploy the SAW at close to medium range. While the SAW can hit targets at long range, you’re better off rounding out your loadout with a Battle Rifle or DMR.

REQ Cards
WeaponNameRarityREQ LevelDescription

SAW Common 5 SAW with 1.5x Scope. Rapid-fire light machine gun with a large ammo capacity.

Appetite for Destruction Rare 6 Raze everything to the ground. Improved SAW with 1.5x Scope. Fitted with a high-capacity drum magazine.

The Answer Rare 6 Inquiring sentient beings want to know. Advanced SAW with 1.5x Scope. Fires explosive rounds.

Scattershot

The Scattershot is a prominent Forerunner channel weapon that was used for close-range defense toward the end of their war with the Flood.

Faction: Forerunner

Magazine Capacity: 5

Firing Mode: Semi-automatic

Field Notes

» The Scattershot is essentially a Forerunner shotgun with a unique characteristic. The weapon’s schismatic dispersal effect allows its projectiles to ricochet off hard surfaces. So if the projectiles initially miss the target, there’s a chance they’ll ricochet off the floor or nearby wall to score an indirect hit.

» Like the Shotgun, the Scattershot is a close-range weapon. Equip it when operating in close-quarter environments. Up close, all it takes is one shot to disintegrate an opponent. Using Active Camo, try to sneak up on opponents and one-shot them. But keep a more versatile weapon in your loadout to deal with mid- to long-range threats.

» The weapon must be loaded one round at a time, so try to reload after each shot or engagement. Firing the weapon until it’s completely empty results in a long reload time. Once one round is loaded, the reload animation can be interrupted by firing.

REQ Cards
WeaponNameRarityREQ LevelDescription

Scattershot Rare 4 Scattershot with 1.2x Techscope. Short-range semi-automatic shotgun. Energy projectiles can ricochet off hard surfaces.

Loathsome Thing Ultra Rare 4 Stained in the ichor of a thousand foul beasts. Improved Scattershot with 1.2x Techscope. Increased damage and an extended magazine.

Didact’s Signet Legendary 5 Made by the Didact’s own hand to reward his most elite Prometheans. Advanced Scattershot with 1.2x Techscope. Projectiles have aggressive homing characteristics on bounce and prolonged lifespan.

Shotgun

The Shotgun is a dual-tube-fed, pump-action tactical shotgun issued to ships’ troops and infantry expecting close-quarter combat.

Faction: UNSC

Magazine Capacity: 5

Firing Mode: Semi-automatic

Field Notes

» The Shotgun is absolutely deadly at close range, capable of dropping Spartans with one shot. As a result, never get in a close-quarter duel with Shotgun-wielding opponent—chances are, you won’t win. But the weapon’s poor performance at ranges beyond a few meters makes it necessary to carry a more versatile backup, like a Magnum or Battle Rifle.

» Active Camo and the Shotgun make for a deadly combination—casually walk up to opponents and one-shot them at point-blank range. If you’re not close enough for a one-shot kill, follow up with a melee strike to finish the job.

» The Shotgun’s internal tube magazines must be loaded one shell at a time. To avoid lengthy reload times, completely reload the Shotgun after each engagement or kill. The Shotgun doesn’t need to be fully loaded before it can fire again—you can interrupt the reload animation by pulling the trigger.

» The weapon is equipped with a tactical light. While this light does little to illuminate dark spaces, it’s bright enough to give away your position. So keep another weapon equipped while moving around and switch to the Shotgun when you’re ready to engage at close range. The tactical light cannot be turned off.

» When carrying Oathsworn, you benefit from a movement speed bonus. If you run out of ammo, the speed bonus is lost.

» Rush to point blank range with a well-timed slide or thrust to score a swift one-shot kill.

REQ Cards
WeaponNameRarityREQ LevelDescription

Shotgun Common 3 Shotgun with 1.2x Scope. Short-range semi-automatic shotgun. Get up close and personal to maximize damage.

Lawgiver Uncommon 3 Dura lex, sed lex. Improved Shotgun with 1.2x Scope. Increased damage, accuracy, and rate of fire.

Blaze of Glory Rare 4 Advanced technology married to brutal simplicity. Advanced Shotgun with 1.2x Scope. Fires fast-moving hardlight projectiles with extra range.

Oathsworn Legendary 4 Memories of loss and dreams of vengeance, sealed in steel and composites. Mythic Shotgun with 1.2x Scope. Increased damage, accuracy, and rate of fire. The user’s movement speed is also increased while Oathsworn is equipped.

Sniper Rifle

The Sniper Rifle sees extensive anti-personnel use due to its long range and ability to penetrate both dissipative energy shielding and heavy armor plating.

Faction: UNSC

Magazine Capacity: 4

Firing Mode: Semi-automatic

Field Notes

» The Sniper Rifle is a Halo classic, still capable of scoring one-shot kills—but you need to land headshots. The enhanced mobility of Spartans makes headshots more difficult than ever. So don’t feel bad about going for body shots. One shot is enough to deplete a Spartan’s shield, and a follow-up shot to the body or head proves lethal.

» The weapon is equipped with a variable 4x/9x Oracle Scope. While the 4x zoom level is sufficient for most engagements in Arena matches, you may need the greater 9x magnification when targeting distant enemies on the massive Warzone maps. But limit your time peering through the scope—the lack of peripheral vision leaves you vulnerable to flank attacks and assassinations. Remember, if you take damage while zoomed in, you’ll be pulled out of the scope view.

» This is purely a long-range weapon. Equip it only when you’re in a relatively safe position and ready to take some shots at distant opponents or Bosses. While the weapon can be fired from the hip with impressive accuracy, its slow rate of fire and limited magazine capacity make it a liability during close-quarter engagements. So carry a rapid-fire weapon, like an Assault Rifle or SMG, as a backup.

» Take advantage of the weapon’s lethality while equipped with Active Camo or Overshield. Active Camo gives you the opportunity to line up headshots without immediate fear of retaliation—just move after taking a shot. Overshield gives you the durability to withstand incoming shots during long-range duels.

REQ Cards
WeaponNameRarityREQ LevelDescription

Sniper Rifle Uncommon 6 Sniper Rifle with 4x/9x Oracle Scope. Semi-automatic multi-role heavy rifle that is best used at long range with Smart-Link.

End of the Line Rare 6 All good things must come to an end. Improved Sniper Rifle with 4x/9x Oracle Scope. Instant zoom when using Smart-Link. Features a high rate of fire, with less recoil. But each shot inflicts less damage as well.

Arrow of Time Ultra Rare 7 There’s no going back. Advanced Sniper Rifle with 4x/9x Oracle Scope. Weapon has an extended magazine at the cost of increased recoil. However, you can't be descoped while zooming with this weapon.

Nornfang Legendary 7 A master-crafted instrument of death and destruction. Mythic Sniper Rifle with 4x/9x Oracle Scope. The weapon fires explosive projectiles, capable inflicting heavy damage. There is also an integrated Motion Tracker when zoomed, making it easier to locate targets.

Spartan Laser

The Spartan Laser is a shoulder-fired, Smart-Linked nonlinear rifle that projects a superheated beam of energy that is incredibly effective at destroying both enemy personnel and vehicles.

Faction: UNSC

Magazine Capacity: 4

Firing Mode: Charge

Field Notes

» The extreme damage inflicted by the Spartan Laser’s energy beam is best directed toward vehicles and Bosses during Warzone matches, but it can also take down Spartans with a single shot. Use the weapon to counter pesky opponents equipped with heavy weapons like the Hydra Launcher or Rocket Launcher.

» Similar to the Railgun, the weapon must be charged before firing—hold down the trigger to begin the charging cycle. Once charged, the weapon automatically fires. So try to keep the weapon aimed at your target throughout the entire charging cycle to ensure a hit.

» Each charged shot consumes 25 percent of the weapon’s ammo—this means you only get four shots with each Spartan Laser. Endgame and Selene’s Lance only consume 12 percent per shot, giving you a total of eight shots. So before deploying the Spartan Laser, find an isolated location where you can focus on a distant target without fear of coming under attack. The Spartan Laser is effective at extreme ranges—if you can see the target, you can hit it.

» This is a precision weapon, ideal for picking off opponents riding around in vehicles. Zoom in and take aim at the exposed occupants of Warthogs and Ghosts.

REQ Cards
WeaponNameRarityREQ LevelDescription

Spartan Laser Rare 5 Spartan Laser with 2.5x Scope. Anti-vehicle laser. Requires a short warm-up time before firing.

Endgame Ultra Rare 6 Checkmate. Improved Spartan Laser with 2.5x Scope.

Selene’s Lance Legendary 7 Built from components fresh from the labs in Seongnam. Advanced Spartan Laser with 2.5x Scope.

Splinter Turret

This Forerunner Splinter Turret is a mobile heavy-weapon system designed for use by Promethean Knights.

Faction: Forerunner

Magazine Capacity: 30

Firing Mode: Semi-automati

Field Notes

» The Splinter Turret fires explosive hardlight projectiles. Each projectile explodes upon impact, releasing a few bomblets that bounce around before detonating. Combined, the primary and secondary explosions inflict impressive damage, particularly in confined spaces. For best results, fire a volley of four or five shots to completely saturate an area with explosions.

» This is a semi-automatic weapon, firing one shot per trigger pull. The large, low-velocity projectiles have a tendency to drop over range, so aim a little high when engaging targets at mid- to long range. For best results, deploy this weapon against Bosses and slow-moving vehicles like Wraiths or Scorpions.

» Carrying the Splinter Turret reduces your movement speed significantly. So if you come under attack, be ready to drop the turret. You can always return to the turret and pick it up once the threat has been eliminated.

REQ Cards
WeaponNameRarityREQ LevelDescription

Splinter Turret Rare 3 Fires hardlight projectiles that break apart and detonate after impact.

Storm Rifle

The Storm Rifle is a more resilient and higher-performing variant of the standard Plasma Rifle, including a modular coil set, a high-mounted cooling shroud, and an extended barrel.

Faction: Covenant

Magazine Capacity: 100

Firing Mode: Automatic

Field Notes

» The Storm Rifle is the Covenant’s answer to the Assault Rifle, capable of rapidly firing plasma bolts. The weapon’s high rate of fire is ideal for peppering opponents in close quarters, quickly tearing down their shields. A quick burst followed by a melee strike is a great way to deal with threats at point-blank range.

» When firing prolonged automatic bursts, the Storm Rifle has a tendency to overheat. The weapon’s semicircular heat gauge appears beneath the reticle—cease fire before this gauge is full to prevent overheating. If the weapon overheats, it becomes inoperable for approximately three seconds. For best results, fire the Storm Rifle in short three- to four-round bursts. This keeps the weapon cool and mitigates muzzle climb due to recoil.

» The weapon has a very generous ammo capacity—each shot translates to 1 percent of the weapon’s total ammo, giving you 100 shots per deployment. But go easy on the trigger—that ammo disappears fast thanks to the weapon’s blistering rate of fire.

» Despite being effective at close range, the Storm Rifle struggles at long range. You can get a bit more accuracy out of the rifle by crouching and zooming in. But you’re better off switching to a more competent long-range weapon like the Battle Rifle or DMR. Even the Magnum is a good backup alternative.

REQ Cards
WeaponNameRarityREQ LevelDescription

Storm Rifle Common 1 Storm Rifle with 1.4x Holoscope. Rapid-fire plasma rifle effective out to medium range when Smart-Link is engaged. Sustained fire can temporarily overheat the weapon.

Suppressor

The Suppressor was an integral part of the Forerunners’ arsenal against the Flood, but it also proved useful against human forces.

Faction: Forerunner

Magazine Capacity: 42

Firing Mode: Automatic

Field Notes

» Similar to the Covenant’s Storm Rifle, or UNSC’s Assault Rifle, the Suppressor is the standard-issue weapon of Forerunner forces. Its accuracy, rate of fire, and damage output make it one of the most versatile weapons available.

» The Suppressor is capable of rapidly firing energy bolts, perfect for wearing down a target’s shields and health. While hip fire is sufficient when engaging opponents at close range, for improved accuracy zoom in with Smart-Link when targeting enemies at mid- to long range.

» While the Suppressor doesn’t overheat, its high rate of fire results in significant muzzle climb, caused by the weapon’s recoil. To improve accuracy, fire in short, controlled bursts to keep the weapon on target. Alternatively, apply some downward pressure during prolonged automatic bursts in an effort to keep the reticle centered.

» Offering impressive accuracy at close to medium range, the Suppressor is less effective when it comes to taking down targets at long range. So consider backing it up with a Battle Rifle or DMR to deal with those long-range threats.

» The weapon benefits from an accelerating rate of fire. The longer you hold down the trigger, the faster the Suppressor fires. This makes the weapon extremely deadly when firing prolonged automatic bursts. But the higher rate of fire also results in faster ammo consumption.

REQ Cards
WeaponNameRarityREQ LevelDescription

Suppressor Common 2 Suppressor with 1.2x Techscope. Fully automatic energy rifle effective at short range. Accuracy significantly improves when using Smart-Link.