While you may not be able to play the game yet, you can now begin planning your conquest and what weapons Master Chief will carry. We now have an idea of the load-outs in game as well as a description of the weapons and abilities. Many are familiar hallmarks of the previous trilogy, and some are new and exciting. Here’s a list of the weapons we’ve seen so far.
I don’t know about you, but it’s hard to beat the classic battle rifle. The new support abilities look exciting too, maybe we’ll have some real, new excitement Halo multiplayer.
- Battle Rifle
Utilizes precise three-round burst functionality, making it a formidable mid-range, semi-automatic weapon.
- Assault Rifle
Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.
- Designated Marksman Rifle
Premiere marksman rifle of the UNSC, offering Impressive single-fire accuracy at reasonably long distances.
- Storm Rifle
Fully automatic energy weapon widely consider the successor to the traditional Plasma Rifle.
- Covenant Carbine
Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons.
Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.
Precision weapon that fires beams of hard light for mid-range to long-range combat.
UNSC’s personal sidearm of choice due to its excellence at close-range to mid-range engagements.
- Plasma Pistol
Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics.
Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close.
- Pulse Grenade
The Pulse Grenade forcefully detonates and forms a hazardous Ionization sphere which eventually collapses, destroying nearby targets.
- Plasma Grenade
- Frag Grenade
- Thruster Pack
Enables a powerful burst of movement allowing the ability to evade or quickly close the gap.
- Promethean Vision
Allows users to predict enemy signatures through walls and other hard surfaces.
Allows users to generate an almost identical holographic decoy to to deceive enemies during combat.
- Jet Pack
Allows users limited flight through a vertical lift propulsion system similar to that of EVA re-entry packs.
- Hard Light Shield
Allows users to a protective barrier of hard light which stops most small arms fire and some explosives.
- Active Camouflage
Allows users to generate a visual effect astonishingly close to invisibility.
An automatic turret which can be deployed to defend its user or command a key battlefield choke-point.
- Regeneration Field
Allows the user to release a short-range energy field that heals any nearby spartans.
Allows unlimited sprint.
Speeds up your armors recharge rate.
Allows the recovery of grenades from fallen allies or foes.
- AA Efficiency
Increases the rate at which energy recharges for armor abilities
Increases grenade carrying capacity.
Allows the use of a primary weapon in the secondary weapon slot.
Allows the user to advance quicker in rank.
In modes with personal ordnance, requisition lets the player request new choices when an ordnance is granted.
Increases the long term durability of your vehicle as well as how it reacts to EMP charges.
Steadies your weapon while being struck by incoming fire.
Increases ammunition capacity for both starting weapons and ordnance drops.
Speeds up reload and weapon swapping.
Increases motion sensor range.
Allows the use of motion sensors while using a scope.
Alters grenade performance, increasing blast radius and decreasing grenade damage received.
- Ordnance Priority
In modes with personal ordnance, offers more frequent ordnance drops to the user.
Increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets.
Allows Spartans to Sprint quietly. They also appear as an outline to players using Promethean Vision and perform quicker assassinations.