Single head-shot kill ability. It is the most inferentially accurate weapon in the Halo series. It's Covenant counterpart is the Beam Rifle.
Spiky and shoots needles that can bounce of walls and explode.
Accuracy is high when fired in bursts, and the overall accuracy of this weapon is good at medium ranges (even higher at close). This is a very good all round weapon that can be effective in almost all situations if used correctly, and is an even better weapon with grenades, and melee attacks
With reduced aim assist, this weapon takes even more effort to be used effectively. And the new, heavier, sound is so rewarding, and is semi- automatic.
This weapon does not use ammunition and will overheat when fired too quickly for too long, and is similar to the Sniper Rifle.
It fires grenades which explode on contact, doing serious damage, especially in confined spaces.
It remains a powerful and accurate semiautomatic weapon with a moderately-sized clip. Because of the changes made to the Battle Rifle however, this weapon is a Covenant type.
(also known as the Plasma Sword) returns, with a battery and a reduced lunge to bring it into the overall balance. It also has specific medals attributed to it.
This is a support weapon, strong against both vehicles and ground units, but balanced by a relatively short range and limited ammunition.
Fuel Rod Gun
A heavy Covenant weapon that is a counter to the Rocket Launcher. Before Halo 3 it was only available for multiplayer use in Halo PC. Alien type rocket launcher.
A weapon similar to that of Tartarus' in Halo 2. A melee weapon that has a lunge shorter than the energy sword but has the power to knock back projectiles or vehicles out of the way.
Machine Gun Turret
Not only can you walk with this thing but its more powerful and the aim too has improved. Go take out their whole team or that one annoying Mongoose!
dual-wieldable semiautomatic pistol that does great damage to shields and flesh, has a headshot bonus, and is accurate out to medium range.
A dual wieldable Brute shotgun that has less power than the human varient when single wielded, but can be more powerful when two are wielded.
This weapon can be thought of as a rebalanced answer to Halo 2's tracking rockets: it has a larger ammunition capacity than the rocket launcher and is capable of tracking vehicles, but each missile does less direct and splash damage than a rocket.
This is a 3rd person Support Plasma Weapon that can be pulled off from the covenant turrets on a level.
This is the most basic of the Covenant weapons. The non-charged shot has little use. However, the overcharge can completely deplete enemy Shields allowing an easier kill with other weapons or it can overheat a vehicles engine, not allowing it to move for a few seconds.
A rifle of Covenant origins that fires plasma bolts at the enemy. Like most Covenant weapons that fire plasma it helps to deplete shields faster than Human weaponry.
That attribute was lost to the Missile Pod. In the Beta, the rocket had slight auto aim, it would bend course very slightly towards a player. Does lots of damage.
A laser or Forerunner origin. The weapons of the sentinels. Ammo is a battery powered laser.
This weapon now sees a slight reduced clip. But is still devastating at close range.
No longer the default starting weapon as it was in Halo 2. This weapon is still dual wieldable. It works well at close, to medium ranges and is considered to be similar to the Spiker.has increased accuracy and range, making it much more effective than it was in Halo 2.also has a faster rate of fire.
Portable Power!It is designed for anti-vehicle use, but is also very effective as an anti-personnel weapon. The directed energy mechanism fires a highly charged laser beam that, if it hits, totally destroys the target. A brief charge time before firing and a small laser "pointer" coupled with humming noise makes surprise attack with this weapon somewhat tricky.
What some people call it the brutes SMG. It shoots out the spikes like the Spike Grenade.