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40px-Terminal.png This article, Halo: Warhunt/Weapon Requisitions, was written by UnggoyZealot. Please do not edit this fiction without the writer's permission.
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In Halo: Warhunt, there are 93 variants of 33 different weapons. They range from all REQ levels and can be small arms, automatic, sniper, heavy, melee, grenades, or turrets. Unlike Halo 5: Guardians, they are bought with earned credits instead of REQ Packs. Due to credits being used to buy much more valuable cosmetics as well, weapon REQs have been made cheaper to create a balance between the two.

UNSC Weapons

Assault Rifles

Assault Rifle

  • Cost: 0 cR (Default)
  • REQ Level: 1

"The MA5D's meaty grind is music to my ears."

The Assault Rifle is the primary weapon of the Marine Corps and Spartan Branch, having seen action through much of the Post-War Era. Automatic weapon with 1.5x Projection sight. Effective at short to medium range.

Recon Assault Rifle

  • Cost: 50 cR
  • REQ Level: 1

"The Army likes its MA's."

The UNSC Army uses the Recon configuration for reconnaissance missions often. Assault Rifle with 2x Recon sight. Effective at medium range.

Longshot Assault Rifle

  • Cost: 60 cR
  • REQ Level: 1

"An automatic BR? Hell yeah!"

The Longshot Assault Rifle proves as a surprisingly effective long-range suppressor. Assault Rifle with 3x Longshot sight. Effective at medium to long range.

The Ripper

  • Cost: 75 cR
  • REQ Level: 2

"Rip and tear."

The Ripper is an illegal variant of the Assault Rifle known for its use by independent mercenaries and Insurrectionists. Assault rifle with 1.5x Projection sight. Features increased damage and rate of fire. Effective at short range.

Magnums

Magnum

  • Cost: 0 cR (Default)
  • REQ Level: 1

"The M6H provides an exceptional balance to its MA5D counterpart."

The Magnum is the standard sidearm for almost all military personnel. Small arm weapon with 1.5x Projection sight. Effective at short to medium range.

SOCOM Magnum

  • Cost: 50 cR
  • REQ Level: 3

"Bip. Bap. Bam."

The Helljumpers have been known to utilize their suppressed Magnums in urban environments against the Covenant. Magnum with 4x SOCOM sight. Features integral sound suppressor and extra magazine. Effective at medium to long range.

Whispered Truth

  • Cost: 75 cR
  • REQ Level: 5

"Let the lady talk."

The Whispered Truth was a favorite weapon of Gunnery Sergeant Edward Buck's. Mythic Magnum with 1.5x Projection sight. Features burst fire and integral sound suppressor. Wielding the Whispered Truth increases movement speed. Effective at short range.

CE Magnum

  • Cost: 100 cR
  • REQ Level: 6

"The gun pointed at the head of the universe."

Many veteran Marines are adamant about the M6D being the best model of Magnum by far. Mythic Magnum with 2x Evolved sight. Features increased damage. Effective at short to medium range.

Dual Magnums

  • Cost: 50 cR
  • REQ Level: 2

"Take 'em out with a quick one-two!"

The M6C is useful for dual-wielding, despite its shortcomings. Dual small arms with no sight. Each fires simultaneously. Effective at short range.

Twin Bullseyes

  • Cost: 60 cR
  • REQ Level: 3

"Center action!"

Despite holding one in each hand, the users of these weapons always manage to hit precise marks. Dual Magnums with 1.5x sight. Effective at short to medium range.

Hands of Death

  • Cost: 75 cR
  • REQ Level: 4

"The Grim Reaper's got a new scythe."

The Hands of Death are used by the infamous Reaper in his endeavours to attain unknown goals. Dual Magnums with no sight. Features increased damage. Effective at short range.

Battle Rifles

Battle Rifle

  • Cost: 50 cR
  • REQ Level: 3

"One-two-three, one-two-three, one-two-three pop."

The heavy barreled version of the BR85 has been acclaimed by many in the Marine Corps. Reconnaissance weapon with 2x Recon sight. Effective at all ranges.

Longshot Battle Rifle

  • Cost: 60 cR
  • REQ Level: 3

"Basically a burst DMR, circa my opinion."

The Battle Rifle's Longshot configuration is a standard replacement to the DMR in the Air Force. Battle Rifle with 3x Longshot sight. Effective at medium to long range.

Sentinel Battle Rifle

  • Cost: 75 cR
  • REQ Level: 3

"Careful, it's always watching."

The Sentinel Battle Rifle is designed as one of two go-to weapons when a Sniper Rifle is not readily available. Battle Rifle with 4x/6x Sentinel sight. Effective at long range.

War Rifle

  • Cost: 100 cR
  • REQ Level: 4

"If they want a war, we'll give 'em one."

The War Rifle was manufactured late into the Human-Covenant War in the hopes of changing ground battles into humanity's favor. Their dream has been realized against the Covenant Remnants. Battle Rifle with 2x Recon sight. Features increased magazine capacity and damage. Effective at all ranges.

DMRs

DMR

  • Cost: 60 cR
  • REQ Level: 6

"The M395B has been used across many tours and campaigns."

The Designated Marksman's Rifle is a favorite of Marine scouts. Reconnaissance weapon with 3x Longshot sight. Effective at medium to long range.

Recon DMR

  • Cost: 75 cR
  • REQ Level: 6

"Despite being blinder, the Recon is quicker on the draw."

Designed for stealth engagements, the Recon DMR sees usage among Spartan tracker teams often. DMR with 2x Recon sight. Effective at short to medium range.

Sentinel DMR

  • Cost: 100 cR
  • REQ Level: 6

"A weapon to match the outfit."

The Sentinel DMR is another go-to weapon in the absence of a Sniper Rifle. DMR with 4x/6x Sentinel sight. Effective at long range.

Ghost's Mark

  • Cost: 125 cR
  • REQ Level: 7

"Line them up, then let loose."

The Ghost's Mark is the weapon of a fallen Spartan-II, recovered in the aftermath of the horrific battle that claimed its owner's life. DMR with 3x Longshot sight. Features increased damage and bleedthrough. Effective at medium to long range.

Railguns

Railgun

  • Cost: 200 cR
  • REQ Level: 4

"Acheron Security commonly leases the ARC-920 out to any willing customer."

The ARC-920 is a powerful handheld Railgun manufactured by Acheron Security. Heavy weapon with 1.7x Rail sight. Requires a short charge cycle before firing a high-damage projectile. Effective at short to medium range.

Shellshock

  • Cost: 225 cR
  • REQ Level: 4

"The effects of this weapon on psyche are almost as devastating as its damage."

Early predecessors used by Marine shock troops during the Insurrection showed promising results for the groundworks of the first Railguns. Railgun with 1.7x Rail sight. Features a faster charge cycle and area of effect. Effective at medium range.

Baby MAC

  • Cost: 250 cR
  • REQ Level: 5

"Rockabye baby."

Known as the Baby Mac by the Navy for its startling similarities, it is used by Spartans with devastating results. Railgun with 2.5x Spartan sight. Features increased damage and accuracy. Effective at medium to long range.

Sticky Detonators

Sticky Detonator

  • Cost: 150 cR
  • REQ Level: 3

"Use it like plasma grenades are goin' out of style."

The Sticky Detonator can be used for a variety of situations, from setting up minetraps for a defensive perimeter to sticking enemies at a distance for a guaranteed kill. Heavy weapon with 1.2x CQB sight. Fires grenades that stick to enemies and walls. Pulling the trigger a second time causes the grenade to explode, no matter how long after. Effective at short to medium range.

Stock-Up

  • Cost: 175 cR
  • REQ Level: 4

"A camper's dream weapon."

If multiple entryways need defending, the Stock-Up is the perfect weapon for it. Sticky Detonator with 1.2x CQB sight. Features extended magazine capacity and can fire two grenades at a time before detonating. Effective at short to medium range.

Lightning

  • Cost: 200 cR
  • REQ Level: 5

"Here comes the thunder!"

More intensive combat calls for fluid weapon mechanics. Sticky Detonator with 1.2x CQB sight. Features EMP ability and faster reload time. Effective at short to medium range.

Sniper Rifles

Sniper Rifle

  • Cost: 225 cR
  • REQ Level: 6

"The SRS99-S5 AM isn't exactly a name that rolls off the tongue."

The Sniper Rifle is the perfect option for a marksman to use in long-range combat. Sniper weapon with 4x/9x Oracle sight. Fires powerful, high velocity rounds. Effective at long range.

Snapshot

  • Cost: 250 cR
  • REQ Level: 6

"Plink, plink, plink."

Users in training simulations like to use the Snapshot without a scope in order to "Improve their skills." Sniper Rifle with 4x/9x Oracle sight. Features increased rate of fire. Effective at medium to long range.

World's Edge

  • Cost: 275 cR
  • REQ Level: 7

"Be careful not to fall off."

The World's Edge is a weapon meant for only the most extreme of distances. Sniper Rifle with 4x/9x/20x Infinite sight. Features slightly increased damage. Effective at very long range.

Nornfang

  • Cost: 300 cR
  • REQ Level: 8

"A master-crafted instrument of death and destruction."

Spartan Linda-058's Sniper Rifle is notorious in War Games simulations for its modifications and handling. Mythic Sniper Rifle with 4x/9x Oracle sight. Features increased damage and integrated motion tracker when zoomed. Effective at long range.

SAWs

SAW

  • Cost: 75 cR
  • REQ Level: 5

"The Assault Rifle's faster, lighter, and stronger counterpart."

The SAW is used for close-quarters combat in place of Submachine Guns and Shotguns. Automatic weapon with 1.5x Projection sight. Effective at short to medium range.

Slow and Steady

  • Cost: 100 cR
  • REQ Level: 5

"Patience is the key to victory."

The SAW's strengths lie not only in fast suppression, but also slow progression. SAW with 1.5x projection sight. Features increased accuracy and increased damage at the cost of decreased rate of fire. Effective at short to medium range.

Double Trouble

  • Cost: 125 cR
  • REQ Level: 6

"Bond-brothers stand no chance."

The Double Trouble is a specialized weapon designed for shredding through the armor of Mgalekgolo combatants. SAW with 1.5x Projection sight. Features increased damage and rate of fire. Effective at short range.

Rocket Launchers

Rocket Launcher

  • Cost: 250 cR
  • REQ Level: 6

"The Rocketeer is a man that doesn't lose."

The SPNKR Rocket Launcher is one of the most powerful weapons in the UNSC arsenal, capable of going toe to toe with even tanks. Heavy weapon with 1.8x SPNKR sight. Fires powerful rockets that track aircraft. Effective at medium to long range.

Kaboom

  • Cost: 275 cR
  • REQ Level: 6

"Kapow!"

The Kaboom is labeled so for its destructive capabilites. Rocket launcher with 1.8x SPNKR sight. Features increased area of effect. Effective at medium to long range.

Fist Bump

  • Cost: 300 cR
  • REQ Level: 7

"Cooler than the High Five."

The Fist Bump is an unofficial term for a weapon used for anything but. Rocket Launcher with 1.8x SPNKR sight. Features increased damage and projectile speed. Also includes EMP effect. Effective at medium to long range.

Spartan Lasers

Spartan Laser

  • Cost: 250 cR
  • REQ Level: 6

"This ain't called the Spartan Laser for nothing."

Originally developed for exclusive usage by Spartans, the Spartan Laser has expanded to new horizons. It is still best wielded in the hands of a super soldier, however. Heavy weapon with 2.5x Spartan sight. Requires a short charge cycle before firing a powerful laser that instantly destroys anything short of a tank. Effective at medium to long range.

Glass and Ashes

  • Cost: 275 cR
  • REQ Level: 7

"Time to return the favor to the Covenant."

Inspired by the Covenant's glassing procedures, the Glass and Ashes is a powerful weapon in the hands of vengeful soldiers. Spartan Laser with 2.5x Spartan sight. Features increased damage at the cost of longer charge cycle. Effective at medium to long range.

Gamma Ray

  • Cost: 300 cR
  • REQ Level: 8

"A nuke in laser form."

The Gamma Ray is incorporated with a small but potent nuclear generator to strengthen its pulses, but requires the user to wear a radiation-proof suit. Spartan Laser with 3x Longshot sight. Features increased damage and bleedthrough. Effective at medium to long range.

Shotguns

Shotgun

  • Cost: 75 cR
  • REQ Level: 3

"Time to hunt some Covies."

The M45D is used by big-game hunters on Outer Colonies as well as conventional militaries in close-quarters. Close-quarters weapon with 1.2x CQB sight. Inaccurate, but does high damage. Effective at close range.

Pellet Spitter

  • Cost: 100 cR
  • REQ Level: 3

"Seeds of death at 60 rounds per minute."

The Pellet Spitter is a tool of death used by Marine Sergeant and former gardener Josh Luayn. Shotgun with 1.2x CQB sight. Features increased accuracy and rate of fire. Effective at close range.

Buckshot

  • Cost: 150 cR
  • REQ Level: 4

"I shot Gunny out of one of these things. He didn't like that."

Truly, if it were any better, it would be used by Buck. Shotgun with 1.5x Projection sight. Features increased damage. Effective at close range.

Oathsworn

  • Cost: 200 cR
  • REQ Level: 5

"Memories of loss and dreams of vengeance, sealed in steel and composites."

Spartan Kelly-087's Shotgun Oathsworn is known as a death wish for any who face it in close quarters. Mythic Shotgun with 1.2x CQB sight. Features increased damage, accuracy, and rate of fire. Also boosts the user's movement speed. Effective at close range.

Machine Guns

Machine Gun

  • Cost: 100 cR
  • REQ Level: 2

"It's raining bullets!"

The M247H Machine Gun is a commonly employed turret across the UNSC colonies. Automatic turret with large ammo capacity. Slows down user when detached. Effective at close to medium range.

ONI Machine Gun

  • Cost: 150 cR
  • REQ Level: 5

"Those are some shady bullets."

The Office of Naval Intelligence often entrusts their specialized turrets to skilled operators. Machine Gun with increased damage. Effective at close to medium range.

Spartan Machine Gun

  • Cost: 200 cR
  • REQ Level: 6

"300 Spartans, 300 bullets."

Based off of Spartan Jorge-052's personal Machine Gun, the Spartan Machine Gun is a favorite among heavy Spartan operators. Machine Gun with increased ammo capacity. Also increases the user's movement speed. Effective at close to medium range.

Covenant Weapons

Plasma Pistols

Plasma Pistol

  • Cost: 0 cR (Default)
  • REQ Level: 1

"Iruiru's weaponsmiths are widely known for their commonly used sidearms."

The T-25 Plasma Pistol is one of the most widely-seen Covenant firearms in use. Small arm weapon with 1.3x Plasma sight. The trigger can be held down to fire overcharged shots that do increased damage and have EMP capabilities. Shots in quick succession will result in the weapon overheating. Effective at short to medium range.

Holoscope Plasma Pistol

  • Cost: 50 cR
  • REQ Level: 1

"Plasma Pistols are commonly modified, even during the time of the Prophets."

The Plasma Pistol has undergone extensive and numerous variations since the Great Schism. Plasma Pistol with 2x Holo sight. Effective at medium range.

Nuclear Plasma Pistol

  • Cost: 60 cR
  • REQ Level: 1

"Infused with the light of the Luminaries, and bursting with the wisdom of Urs."

Plasma Pistols are not only meant for close quarters. Plasma Pistol with 3x Nuclear sight. Effective at medium to long range.

The Splat

  • Cost: 75 cR
  • REQ Level: 2

"Human paintball is a surprisingly fun sport."

You're out! The Splat is a highly specialized Plasma Pistol designed for usage in Covenant equivalents of paintball matches. Plasma Pistol with 1.3x Plasma sight. Features increased damage and highlights enemies hit by its projectiles. Effective at close to medium range.

Needlers

Needler

  • Cost: 60 cR
  • REQ Level: 3

"Infused with the essence of Suban and containing the destructive tendencies of its shards."

The T-33 Needler is a common substitute to the weaker Plasma Pistol. Automatic weapon with 1.4x Crystal sight. Multiple hits in quick succession can trigger a small but powerful explosion. Effective at close to medium range.

Unfathomed Gaze

  • Cost: 75 cR
  • REQ Level: 3

"Nothing can escape its line of sight."

The Unfathomed Gaze is a powerful Needler designed exclusively for Sword Kill Teams. Needler with 2x Holo sight. Features increased homing capabilities. Effective at medium range.

Subanese Principle

  • Cost: 100 cR
  • REQ Level: 4

"The Subanese people are a society of principle."

The Subanese Principle is manufactured for the sole purpose of mining more Subanese crystals to fuel the furnace. Needler with 1.4x Crystal sight. Supercombines deal more damage and can be triggered more quickly. Rounds also remain embedded in non-organic entities. Effective at close to medium range.

Storm Rifles

Storm Rifle

  • Cost: 0 cR
  • REQ Level: 1

"Long live the storm."

The tensions between the Swords of Sanghelios and the Covenant Remnants have seen the T-25 Plasma Rifle go out of style, only to be replaced by the venerable T-55 Storm Rifle. Automatic weapon with 1.1x Storm sight. Prolonged bursts will result in the weapon overheating. Effective at close range.

Holoscope Storm Rifle

  • Cost: 50 cR
  • REQ Level: 1

"Not all members of the Storm class relish close quarters."

Holoscopes are created for all common Covenant weapons. Storm Rifle with 2x Holo sight. Effective at medium range.

Nuclear Storm Rifle

  • Cost: 60 cR
  • REQ Level: 1

"Nuclear Storm Rifles are a matter of irony, not viability."

Many who use Nuclear Storm Rifles are ridiculed for their sense of combat. Storm Rifle with 3x Nuclear sight. Effective at medium to long range.

Unrestrained Fury

  • Cost: 75 cR
  • REQ Level: 2

"Purge the Heretics, burn the traitors!"

Used by the personal lance of Covenant Commander Jel 'Guto during the Kaltovo massacres, the Unrestrained Fury remains a symbol of the Covenant Remnants' hatred of nonbelievers. Storm Rifle with 1.1x Storm sight. Features increased damage and rate of fire, as well as a reduced cooldown time. Effective at close range.

Carbines

Carbine

  • Cost: 50 cR
  • REQ Level: 4

"Thou is the fruit of thy burden."

The T-51 Carbine is the primary weapon of Sangheili troops in mid-range engagements. Reconnaissance weapon with 2x Holo sight. Effective at all ranges.

Nuclear Carbine

  • Cost: 60 cR
  • REQ Level: 4

"The radiation mitigated by the addition of a Nuclear scope is dampened by its protection casings."

The Nuclear Carbine is favored as a secondary weapon by many Swords of Sanghelio marksmen. Carbine with 3x Nuclear sight. Effective at medium to long range.

Omniscope Carbine

  • Cost: 75 cR
  • REQ Level: 4

"The mind of a sniper seems omniscient to his victims."

Many members of Jul 'Mdama's Covenant are using Omniscope Carbines in replacement of Beam Rifles they cannot afford. Carbine with 4x/6x Omnic sight. Effective at long range.

Qikost's Might

  • Cost: 100 cR
  • REQ Level: 5

"Many of the Qikost people consider themselves superior to their brothers on Suban."

The Merchants of Qikost rarely deal in absolutes, which is the reason for the creation of Qikost's Might. Carbine with 2x Holo sight. Features increased damage and slows down the movement of NPC enemies. Effective at all ranges.

Plasma Strikers

Plasma Striker

  • Cost: 150 cR
  • REQ Level: 5

"Tearing through hordes of enemies as the tide comes ever closer."

The Merchants of Righteous Cause only sell a fraction of their goods, of which the T-56 Plasma Striker is a prime example. Automatic weapon with 1.1x Storm sight. Features two firing modes, one of which functions normally. The second firing mode gives the player the option to add two extra barrels to divert energy. This causes the damage output to triple, but decreases the energy capacity threefold. Effective at close range.

Beam Rifles

Beam Rifle

  • Cost: 200 cR
  • REQ Level: 6

"A Kig-Yar's best friend."

Covenant long-range weapons are utilized by many Kig-Yar and Sangheili Snipers in the Covenant, as well as a few Unggoy in the Swords of Sanghelios. Sniper weapon with 4.5x/9.5x Domain sight. Fires powerful bolts of plasma. Shots in quick succession will result in the weapon overheating. Effective at long range.

Scavenger's Plunder

  • Cost: 225 cR
  • REQ Level: 6

"Take treasure for self! Kill, KILL!"

Only the most renowned Kig-Yar pirates can afford the stunning firepower of the Scavenger's Plunder. Beam Rifle with 4.5x/9.5x Domain sight. Features increased damage. Effective at long range.

Eye of the Prophets

  • Cost: 250 cR
  • REQ Level: 7

"They are always watching."

Despite the nature of their missions, a group of six Ossoonas were gifted The Eyes of the Prophets, six specialized Beam Rifles blessed by the Hierarchs themselves. Beam Rifle with 4.5x/9.5x/15x Journey sight. Features reduced cooldown time. Effective at very long range.

Concussion Rifles

Concussion Rifle

  • Cost: 100 cR
  • REQ Level: 4

"Your head is as much as pulp against one of these weapons."

A useful weapon against both infantry and vehicles, the T-50 Concussion Rifle is named for it's extreme knockback capabilities. Heavy weapon with 1.3x Plasma sight. Features knockback capabilities. Effective at close to medium range.

Knockback

  • Cost: 125 cR
  • REQ Level: 4

"Push back the intruders!"

The Knockback excels at pummeling enemies. Concussion Rifle with 1.3x Plasma sight. Features increased knockback. Effective at close to medium range.

Pouncing Helioskrill

  • Cost: 150 cR
  • REQ Level: 5

"Wort, Nishum!"

A Helioskrill pounces on its prey after patiently waiting for extended periods of time. As does the user of a Pouncing Helioskrill. Concussion Rifle with 1.3x Plasma sight. Features increased firing rate and projectile speed. Also has a built-in suppressor, but at the cost of decreased knockback. Effective at close range.

Fuel Rod Guns

Fuel Rod Gun

  • Cost: 250 cR
  • REQ Level: 5

"The toxicity is almost as strong as the blasts of this weapon."

Covenant heavy troops often put the T-33 Fuel Rod Gun to use against vehicles. Heavy weapon with 1.7x Heavy sight. Fires powerful fuel rods with an area of effect. Effective at medium range.

Pool of Radiance

  • Cost: 275 cR
  • REQ Level: 5

"Do you wish to swim in the abyss of death?"

Both the Swords of Sanghelios and Covenant use once-forbidden armaments in their bloody civil war. Fuel Rod Gun with 1.7x Heavy sight. Features lingering area of effect at the cost of decreased rate of fire. Effective at medium range.

Light of Urs

  • Cost: 300 cR
  • REQ Level: 6

"And Urs said, 'The three lights of Helios will shine forever!'."

The war on Sanghelios has led to unprecedented advances in fuel rod technology. Fuel Rod Gun with 1.7x Heavy sight. Features increased damage and rate of fire, as well as projectile speed. Also has the ability to lock onto ground and air vehicles. Effective at medium to long range.

Energy Swords

Energy Sword

  • Cost: 150 cR
  • REQ Level: 5

"The Forgemasters bring forth their finest crafts."

The T-1 Energy Sword is a longstanding weapon of tradition and honor among Sangheili society. Melee weapon with short range. Attacks do high damage. Effective at close range.

Wound Weaver

  • Cost: 200 cR
  • REQ Level: 6

"And I shall draw lines across your hide, showing the might of the Wound Weaver."

The Wound Weaver is the personal weapon of Sangheili Ultra Ponutu 'Ouitan. Energy Sword with short range. Features the ability to slow down the recharge rate of the shields of any in its presence, but at the cost of decreased attack speed. Effective at close range.

Varmint's Nail

  • Cost: 250 cR
  • REQ Level: 7

"Blessed and desecrated by the same pair of hands."

Forged in the fires of the Tunost armories and passed down from a legacy of Shipmasters. Energy Sword with short range. Features slightly increased damage and energy capacity. Also speeds up the shield recharge rate of the user while equipped. Effective at close range.

Prophet's Bane

  • Cost: 300 cR
  • REQ Level: 8

"And so it is that Thel ‘Vadam who bears the titles of Kaidon, Arbiter, Supreme Commander, Judge, Traitor, and Leader, wields the Prophets’ Bane, and soon - perhaps - the Covenant’s End."

The Arbiter awaits the inevitable return of the treacherous San'Shyuum with blade in hand. Mythic Energy Sword with increased range. Features increased movement speed and permanent active camouflage when equipped. Effective at close range.

Plasma Casters

Plasma Caster

  • Cost: 150 cR
  • REQ Level: 5

"I cast my big, blue balls upon you, Demon!"

The Covenant's replacement of the formidable T-52 Plasma Launcher with the more easily handled T-53 Plasma Caster does not go unappreciated. Heavy weapon with 1.3x Plasma sight. Fires powerful plasma grenades that bounce off of surfaces. The trigger can be held down to fire charged shots that stick to enemies and deal increased damage. Effective at close to medium range.

Casting Launcher

  • Cost: 175 cR
  • REQ Level: 5

"Watch out for its arc, lest you become the one to fall under it."

The Casting Launcher is effective when the user holds the high ground. Plasma Caster with 2x Holo sight. Features longer arc and homing projectiles. Effective at medium to long range.

Cling to Life

  • Cost: 200 cR
  • REQ Levl: 6

"Come with me if you want to live."

The Colony of Whispering Trees is known for their efficient combat upgrades, notable in both Ultra variants and the Cling to Life. Plasma Caster with 1.3x Plasma sight. Features increased damage. Uncharged shots also stick to enemies. Effective at close to medium range.

Plasma Cannons

Plasma Cannon

  • Cost: 100 cR
  • REQ Level: 2

"Plasma bolts rain down from the sky like hellfire."

The T-52 Plasma Cannon is not only a handy addition to large Covenant vehicles, but it can help preserve chokepoints with ruthless efficiency. Automatic turret with high energy capacity. Slows down user when detached. Effective at close to medium range.

Cult Plasma Cannon

  • Cost: 150 cR
  • REQ Level: 4

"The heathens shall be purged by the hundreds."

The Followers of the Forgotten Oath hold a dedication to the gods so deep that they will slaughter any and all who oppose the ancients' wills. Plasma Cannon with increased damage and rate of fire. Slows down user when detached. Effective at close to medium range.

Forerunner Weapons

Boltshots

Boltshot

  • Cost: 50 cR
  • REQ Level: 2

"Analysis indicates a standard variation of charged shots and bursts."

The Z-110 Boltshot is the only known sidearm manufactured by the Forerunner Ecumene up to this point. Small arm weapon with 1.5x Armiger sight. Fires homing bursts. Effective at close to medium range.

Silent Voice

  • Cost: 60 cR
  • REQ Level: 3

"Whispers echo of a lost civilization, more advanced than even the Forerunners."

The Silent Voice has modifications that do not seem to be of Forerunner origin. Boltshot with 1.5x Armiger sight. Features an integral suppressor and permanent active camouflage when equipped. Effective at close to medium range.

Sharpened Eye

  • Cost: 75 cR
  • REQ Level: 3

"The Forerunners saw many solutions in problems we couldn't possibly fathom."

The Sharpened Eye has been predicted to be a sidearm used by Forerunner marksmen, Prometheans in particular. Boltshot with 2x Lancer sight. Features increased accuracy and rate of fire. Effective at medium range.

Suppressors

Suppressor

  • Cost: 50 cR
  • REQ Level: 2

"The Suppressor boasts a large capacity of hardlight mass rounds."

The Z-130 Suppressor is the Forerunner Ecumene's primary assault tool in infantry scenarios. Automatic weapon with 1.2x Battlewagon sight. Effective at close range.

Silencer

  • Cost: 60 cR
  • REQ Level: 2

"Forerunners seem to have their own take on stealth."

The Silencer is a weapon that goes hand in hand with the Silent Voice. Suppressor with 1.5x Armiger sight. Features integral suppressor. Effective at close to medium range.

Scourge of Etran Harborage

  • Cost: 75 cR
  • REQ Level: 3

"Etran Harborage is a Shield World rich in the tools of war."

The Scourge of Etran Harborage is presumed to have been the personal weapon of its Forerunner caretaker. Suppressor with 1.2x Battlewagon sight. Features increased magazine capacity and damage. Effective at close range.

Lightrifles

Lightrifle

  • Cost: 100 cR
  • REQ Level: 5

"Studies have shown the adaptive properties of the Lightrifle."

The Z-250 Lightrifle is primarily a marksman's weapon, but can adapt to a variety of combat scenarios. Reconnaissance weapon with 2x Lancer sight. Effective at all ranges.

Repeating Discipline

  • Cost: 125 cR
  • REQ Level: 5

"Works well as a torture device for interrogations."

The Repeating Discipline is one of the Forerunner's less savory inventions. Lightrifle with 1.5x Armiger sight. Features increased firing rate. Effective at close to medium range.

Devastation

  • Cost: 150 cR
  • REQ Level: 6

"The Devastation appears to be a Forerunner equivalent of a long-range heavy weapon."

The Devastation brings its namesake to all who cross it. Lightrifle with 3x Snipe sight. Features increased damage. Effective at medium to long range.

Scattershots

Scattershot

  • Cost: 100 cR
  • REQ Level: 4

"The Scattershot is the Forerunner answer to our Shotgun."

The Z-180 Scattershot is a close quarters weapon hefted by Promethean shock troops. Close-quarters weapon with 1.2x Battlewagon sight. Effective at close range.

Particle-Shot

  • Cost: 125 cR
  • REQ Level: 5

"The replacement of 'scatter' with 'particle' is quite confusing."

The Particle-Shot was designed for Forerunner combat in extended hallways. Scattershot with 1.5x Armiger sight. Features increased accuracy. Effective at close to medium range.

Kalincton Wave

  • Cost: 150 cR
  • REQ Level: 6

"It is a one-of-a-kind weapon recovered from Kalincton during Operation: WARHUNT."

The Kalincton Wave's true purpose is unknown, but it is suspected to have been used by Field Master Grono 'Yendam at some point in time. Scattershot with 1.2x Battlewagon sight. Features increased damage. Particles also travel further before dissipating. Effective at close to medium range.

Binary Rifles

Binary Rifle

  • Cost: 200 cR
  • REQ Level: 6

"The Binary Rifle's range far outperforms any of our own weapons."

The Z-750 Binary Rifle is the prime example of a top-tier marksman's weapon. Sniper weapon with 4x/9x Dyson sight. Effective at long range.

Retina of the Mind's Eye

  • Cost: 225 cR
  • REQ Level: 6

"The core of this ancient weapon holds a shackled mind."

The Retina of the Mind's Eye is infused with a shackled Ancilla at its core. Binary Rifle with 4x/9x Dyson sight. Features increased magazine capacity. Effective at long range.

Twin Jewels of Maethrillian

  • Cost: 250 cR
  • REQ Level: 7

"A twin missing its sibling."

The Twin Jewels of Maethrillian seems to be one of a pair of invaluable artifacts. Binary Rifle with 4x/9x Dyson sight. Features increased magazine capacity and damage at the cost of decreased rate of fire. Effective at long range.

Incineration Cannons

Incineration Cannon

  • Cost: 250 cR
  • REQ Level: 6

"The pinnacle of Forerunner destruction in infantry combat."

The Z-390 Incineration Cannon is a Forerunner heavy weapon on the battlefield. Heavy weapon with 1.8x Promethean sight. Fires powerful ionized particles. Holding down the trigger will unleash more powerful bursts that expend more energy. Effective at medium range.

Rapid Ionization

  • Cost: 275 cR
  • REQ Level: 7

"Sometimes the Forerunners prefer faster ways to solve their problems."

The Rapid Ionization was developed to be particularly effective against Flood Tank Forms. Incineration Cannon with 1.8x Promethean sight. Features increased rate of fire and increases the user's movement speed. Effective at medium range.

The Disintegrater

  • Cost: 300 cR
  • REQ Level: 8

"Nothing has survived."

The Disintegrater is a testament to the Forerunner's brutal firepower. Incineration Cannon with 1.8x Promethean sight. Features increased damage and a secondary explosion when charged shots are fired. Effective at medium range.

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