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{{Ratings}}
{{Status|Canon}}
{{Era|RVB|H1|FOR|TF|FS|HGN|HW|}}
{{Weapon infobox
{{Weapon
|image=  
| image=[[Image:S2_AM_Sniper_Rifle.jpg|250px]]
[[File:H2-SRS99CS2AM-SR-SniperRifle.png|350px]]
| name=SRS99C-S2 AM Sniper Rifle
[[File:HaloCE-SRS99CS2AM-SniperRifle.png|350px]]
| manufacturer=UNSC
|manufacturer=[[Misriah Armory]]
| model=Sniper Rifle System 99C-S2 Anti-Material
|series=[[SRS99 Series]]
| type=Anti-Material Sniper Rifle
|type=Sniper rifle, anti-materiel{{Ref/Reuse|HCEM}}
| cost=
|cost=
| size=Handheld, Two-Handed<br />
|variant=
*Halo 1
|service=[[Human-Covenant War]]
**length: 187.5 centimeters
|affiliation=[[United Nations Space Command]]
*Halo 2
|weight=
**length: 168.5 centimeters
|length=
| damage per hit=Very High/Fatal if Headshot
|ammotype=[[14.5×114mm]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
| magazine=4 rounds
|capacity=
| maxammo=28 rounds or 7 magazines
|feed=4-round [[wikipedia:Magazine (firearms)#Detachable box magazines|detachable box magazine]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
| fire=Semi-Automatic
|operation=[[wikipedia:Gas-operated reloading|Gas Operated]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
| ammotype=[[14.5x114mm]] AP-FS-DS (Armor-Piercing, Fin-Stabilized, Discarding Sabot Rounds)
|rate=[[wikipedia:Semi-automatic firearm|Semi-automatic]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
| operation=Gas System
|velocity=
| rate of fire=Average, 2 rounds per second
|optics=
| accuracy=Pinpoint
|range=
| range=Medium-Standoff
| era=
| counterpart=[[Particle Beam Rifle]]
| counterwep=*At Close Range: [[Shotgun]], [[Energy Sword]]
*At Medium Range: Dual [[Magnum]]s, [[Covenant Carbine]], Dual [[SMG]]s, [[BR55 Battle Rifle]]
*At Long Range:[[Beam Rifle]]
| affiliation=[[United Nations Space Command]]
}}
}}


The '''Sniper Rifle System 99C-S2 Anti-Material''' (abbreviated   '''SRS99C-S2 AM'''), otherwise known as the '''SRS99C-S2 AM Sniper Rifle''' is a [[United Nations Space Command]] firearm usable in ''[[Halo: Combat Evolved]]'' and [[Halo Wars]].
The '''Sniper Rifle System 99C-Series 2 Anti-Matériel''', abbreviated '''SRS99C-S2 AM'''{{Ref/Book|AoH|Page=100}} or just '''S2 AM''',{{Ref/Book|Id=HCEM|Halo: Combat Evolved Manual|Page=18}} is a commonly-utilized [[Sniper Rifle#Halo: Combat Evolved and Halo: Combat Evolved Anniversary|sniper rifle]] in the arsenal of the [[United Nations Space Command]]. As evidenced by its designation, is part of the [[SRS99 Series]].


==Background==
==Overview==
The SRS99C is the primary [[Sniper Rifle]] used by [[UNSC]] and is featured in ''Halo: Combat Evolved'' and ''Halo Wars''. It is, alongside its [[Covenant]] counterpart the [[Particle Beam Rifle]], the most accurate and arguably the most powerful small-arms [[weapon]] in both arsenals. It is modular, with the scope, stock, barrel and firing mechanism capable of being swapped to match a mission profile.<ref>''[[Halo: The Fall of Reach]]'', page 80</ref>  This rifle is closely modeled on the [http://world.guns.ru/sniper/sn55-e.htm NTW-20] present day Sniper Rifle.
===Design details===
{{Main|SRS99 Series}}
The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful [[14.5×114mm|14.5×114mm cartridge]].{{Ref/Book|Id=H2M|Halo 2 Manual|Page=11}} Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} As befits their sniping role, they are issued with optics, such as the [[Oracle scope|Oracle N-variant scope]].{{Ref/Novel|Id=GoO23|GoO|Chapter=23}}


===Advantages===
[[File:S2 AM Sniper Rifle.png|thumb|left|An SRS99C-S2 AM in the configuration employed by UNSC forces on [[Alpha Halo]].]]
The SRS99C-S2 AM is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. It has two variants - one has a 2x and 10x zoom (seen in Halo: Combat Evolved). The PC version has 2x and 8x, and the [[Halo 2]] version has 5x and 10x. It is tremendously useful in its designated role, considering its extraordinary range, surpassing any other weapon of comparable size, and its incredible stopping power even against body armor and Covenant [[shields]] (i.e., those of an [[Elite]].) By far, its most useful application in [[Campaign]] mode is taking out the higher-ranking enemies in a group to destabilize their squad's discipline and morale (which makes combat much easier). A headshot against any Covenant infantry except a [[Zealot]], [[Major Domo Elite]]s, [[Ultra Elites]], [[Hunter]]s, or [[Brute]]s results in an instant kill; Hunters fall from one shot to their unarmored torso or neck and many Brutes require only two rounds to the head (one to get past the protective helmets they often wear). When playing in the highest difficulty, [[Legendary]], the Major Domo Elites will take two shots to the head and the Zealots will take three. Also when the night vision function is turned on, by pressing the flashlight button (q in PC, White button in Xbox) (this is exclusive to Halo: Combat Evolved), one can see an invisible (cloaked) Elite very easily if he is moving fast enough.  When playing online, some players use the Sniper Rifle to great effect when [[camping]]. For example, skilled users may crouch inside a confined hallway and fire without the use of the scope from close range, resulting in many instant kills. In competitive games between two organized teams, both will ''always'' have a sniper. Despite it's obvious role, the Sniper Rifle is can be highly effective at close range in the hands of a skilled operator, as the highly damaging round is just as powerful close-in; a single round followed by a melee strike will kill a hostile almost instantly. This does not account for [[Flood]], however, due to the body organization. See Disadvantages. Bottom line: If you don't kill them with the first shot, then they'll bite the dust on the next one. As an added bonus, the Sniper Rifle has a fast [[melee]] speed. One can even take out an Elite or Brute in close quarters with the Sniper melee. The Sniper Rifle is also capable of multiple rapid follow-on shots, unlike the Beam Rifle, which requires a reduction in maximum firing rate lest the weapon overheat.
A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.{{Ref/Reuse|TFoRChaper9}} Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.{{Ref/Novel|Id=FS29|HFS|Chapter=29}}{{Ref/Note|In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of [[Ghosts of Onyx]]'s release in 2006 (the first depicted non-S2 variant of the SRS99 family was in [[Halo: Reach]], released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.}} One configuration of the weapon, which was deployed during the [[Battle of Installation 04]], featured a noticeably longer barrel and different optic than the configuration observed later during the [[Battle of Mombasa]] and the [[Battle of Installation 05]].{{Ref/Game|Id=HCE|HCE|Sniper Rifle in-game weapon}}{{Ref/Game|Id=H2|H2|Sniper Rifle in-game weapon}} The former version mounted an optic capable of x2 and x8 magnification,{{Ref/Reuse|HCE}} and the latter an optic capable of x5 magnification, though both optics were [[smart-linked]] and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.{{Ref/Reuse|H2M}}{{Ref/Reuse|HCEM}}


[[Image:1221018064 Sniper.png|thumb|left|A side-view of a Sniper Rifle System 99C-S2 Anti-Matériel]]
[[File:H2-SRS99CS2AM-Angles.png|thumb|An SRS99C-S2 AM in the configuration used during the early stages of the [[Battle of Earth]] and the Battle of [[Delta Halo]].]]
During [[Operation: TALON]], [[Linda-058]] deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire [[.450|.450-caliber ammunition]].  Additionally, she removed any sight or scope, instead deeming to rely on an [[Smart-link|integrated link]] between the weapon and her [[HUD]] for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.{{Ref/Novel|Id=TFoRChaper9|HTFoR|Chapter=9}} She later employed the weapon in a different configuration during the [[Battle of Sigma Octanus IV]], this time with an [[Oracle scope|Oracle scope]].{{Ref/Novel|Id=TFoRChapter20|HTFoR|Chapter=20}}


===Disadvantages===
The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.{{Ref/Note|The model of the sniper rifle as seen in ''Halo: Combat Evolved'' does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.}} A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on [[Installation 04]] featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
The Sniper Rifle's projectile has a slight travel time at great distances, and requires practice to use effectively at range. When used in close quarters, it's precision nature, slow reload time, small magazine capacity, heavy recoil, and slow rate-of-fire leave absolutely no room for error. A small combat load and the relative scarcity of ammunition available for the weapon also make it bad practice to expend ammunition on smaller, less threatening combatants, such as Grunts. It is also largely ineffective against most forms of [[Flood]], unless the operator can land a round into the embedded infection form, or shoot combat form's limbs off at a distance. The projectile leaves a trail that can be traced back to the sniper's location, revealing the operator's hide or drawing hostile fire. Also, the weapon is fatally ineffective against even light-skinned and unarmored vehicles (belying its designation as an anti-materiel weapon) unless a shot can be taken on the vehicle's occupants, or on the power core of some Covenant vehicles like Ghosts and Wraiths.


==Tactics==
===Functionality===
{{Main|Sniping}}
As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
The '''Sniper Rifle''' is extremely powerful, but with a small combat load, it is not good practice to use this weapon against weaker enemies (Grunts, Drones).
However, the Sniper's penetration capabilities and superb, long range accuracy makes it excellent for killing higher ranking enemies at long range, which, in turn, disorganizes and demoralizes the enemy troops, making combat against a large ground force much easier.
[[File:Crosshair.png|thumb|The display of the [[smart-linked]] optic mounted on an S2-AM in [[Mombasa]], targeting a [[grunt minor]]. ]]
In the case of the configuration used on [[Installation 04]], when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.{{Ref/Reuse|HCE}} In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.{{Ref/Reuse|H2}} 


===Campaign Recommendations===
The [[smart-linked]] optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the [[heads-up display]] of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater  magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,{{Ref/Reuse|HCEM}} and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a [[night vision]] filter for functionality in the dark.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
Take cover behind any rock or building (if any). Easily take aim and make sure you fire before the hostile sees you. Also stick to high ground (if any). Do not waste rounds on minor threats like [[Unggoy]]s or shield bearing [[Kig-Yar]] since ammo is usually scarce. It usually takes 2 shots to kill a [[Brute Minor]] on all difficulties but for all other ranks, the number of headshots needed may change.


===Multiplayer Recommendations===
===Performance===
In ''Halo: Combat Evolved'', effective use of the 99C-S2 in multiplayer takes a lot of practice. It is necessary to aim in front of a target to accommodate for server lag, how far one should aim in front depends on their angle onto the target and the amount of lag in the server. Targets are shot easiest when they are head on, moving directly toward you.
While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.{{Ref/Reuse|H2M}} The [[14.5x114mm APFSDS]] ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.{{Ref/Reuse|HCEM}} The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.{{Ref/Book|Id=H2LCEM|Halo 2 Limited Collector's Edition Manual|Page=14}}


A head-shot will kill and enemy outright, regardless of shield. Night vision is best used in dark areas (obviously) but is useless in maps that have high color contrast. Good secondary weapons include the Human [[pistol]] which, when shot accurately dispose of an enemy in 3 shots regardless of shield. It's 2x zoom make it the perfect partner for the sniper rifle.  
===History===
[[File:Masterchief with sniper.jpg|300px|thumb|[[John-117]], armed with an SRS99C-S2 AM during the [[Battle of Earth]].]]
SRS99C-S2 AM rifles were prominently employed by [[UNSC]] forces during the [[Battle of Installation 04]],{{Ref/Reuse|HCE}} with [[John-117]] notably deploying with one during the mission to board the ''[[Truth and Reconciliation]]'' to retrieve [[Captain Jacob Keyes]].{{Ref/Novel|Id=HTF4|HTF|Chapter=4}} They were also employed in the early stages of the [[Battle of Earth]], and the [[Battle of Installation 05]].{{Ref/Reuse|H2}} [[Spartan]] [[Linda-058]] is particularly notable for her use of this weapon, specifically during [[Operation: TALON]],{{Ref/Reuse|TFoRChaper9}} the [[Battle of Sigma Octanus IV]],{{Ref/Reuse|TFoRChapter20}} [[Operation: FIRST STRIKE]],{{Ref/Reuse|FS29}} and the [[Onyx Conflict]].{{Ref/Novel|GoO|Chapter=29}}


Use natural formations and buildings to snipe from, but move constantly and erratically (including jumping and crouching) to lower the effectiveness of counter-sniping. The fact that sniper rifle bullets leave a smoky trail is the weapons largest downside (apart from the small magazine capacity) it exposes one's position and alerts the enemy easily, constant position changing is advised to confuse the enemy. Also find something to hide behind while you reload, and reload when not shooting. Good snipers cover teammates and kill anyone who is chasing the person on your team with the [[flag]] (note: this is only for CTF).
==Gameplay==
{{Main|Sniper Rifle}}
The Sniper Rifle is a [[Precision weapon|precision]] [[power weapon]], which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the [[Battle Rifle]] significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.


Sniping is easier if you turn down your look sensitivity. Unfortunently this makes shotgun and other close quarters combat weapons are slightly harder to use in a chaotic environment.
== Trivia ==
{{Linkbox|gameplay=yes|gallery=yes}}
*During an interview, [[William O'Brien]], an animator for ''Halo 2'', said, "Robert McLees is definitely the go-to guy for the gun stuff. I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right...? He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that.' That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing."{{Ref/Book|The Art of Halo: Creating a Virtual World|Page=100}}
*In ''Halo: Combat Evolved'', enemy NPCs do not acknowledge the sniper rifle's shot if they do not see the sniper, despite its loud ''crack'' in close-medium quarters. If the player downs an enemy with the sniper rifle, some will note the fallen AI, but will not search for the player as they would if the player fired with any other weapon. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of [[Truth and Reconciliation]], and is essential to getting the achievement [[All According to Plan]] in ''Halo: Anniversary''
*In the original [[Xbox 360]] version of ''[[Halo: Combat Evolved Anniversary]]'' the sniper rifle's [[reticule]] is far larger than it is in the original ''[[Halo: Combat Evolved]]'' on [[Xbox]] and PC. In the ''[[Halo: The Master Chief Collection]]'' version of ''Halo: Anniversary'', the reticule returns once again to its original size.


==Effectiveness==
==Gallery==
*[[Elites]]: One-hit kill headshot; Zealots three-hit headshot; Ultra Elites 4-hit headshot.  
<gallery>
*[[Grunts]]: One-hit kill if headshot or bodyshot; [[Major Grunts]] can withstand 2 body shots on Legendary.
File:SRS99C Sniper Rifle.png|A first person view of the SRS99C-S2AM in ''Halo: Combat Evolved''.
*[[Drones]]: One-hit kill in all cases.
File:HCE-SRS99CHUD.png|First-person view of the SRS99C on [[Blood Gulch]].
*[[Jackals]]: One hit kill for headshots and 2 shots through the pistol opening in the shield.
File:HCE-SRS99Czoom2x.png|The 2× zoom
*[[Hunters]]: Aim for the bright orange skin of the body. Successfully hitting this part will bring the Hunter down in one shot.  
File:HCE-SRS99Czoom10x.png|The 10× zoom.
*[[Brutes]]: in halo 2 it takes two head shots - one to knock away a helmet But in Halo 3 it is only a one shot headshot. Note: [[Chieftain]]s withstand more shots. Not effective for body shots.
File:HaloCE-SRS99C-2xScope-screen.png|The 2× scope of the SRS99C-S2AM in ''Halo PC''.
*[[Humans]]: One-hit kill headshot.
File:HaloCE-SRS99C-8xScope-screen.png|The 8× scope of the SRS99C-S2AM in ''Halo PC''.
*[[Flood]]: It is completely useless against the Flood in Halo: Combat Evolved. This is most likely due to the fact that their flesh and bone is less dense than that of humans or Covenant. In [[Halo 2]] and [[Halo 3]], a shot to the 'heart' (where there are tentacles protruding from the chest) of any Flood [[Combat Form]] will kill them, but body shots are less effective.
File:HaloCE-SRS99C-NightVisionScope-screen.png|The night-vision function of the scope of the SRS99C-S2AM in ''Halo PC''.
File:1220655987 Crosshair.png|The SRS99C-S2 AM's targeting reticule in ''Halo PC''.
File:H2 Sniper Rifle.jpg|Side view of the sniper rifle as seen in ''[[Halo 2]]''.
File:H2 - SniperHUD.png|A first person view of the SRS99C-S2 in ''Halo 2''.
File:Homecoming_SniperRifle_Concept.png|Views of the sniper rifle as seen in ''[[Halo Legends]]: [[Homecoming]]''.
</gallery>


Most of the effectiveness of the sniper will vary by difficulty.
==List of appearances==
 
{{col-begin}}
==Appearances==
{{col-2}}
[[Image:24sniperrifle.jpg|250px|thumb|right|The SRS99C-S2 AMB from Halo 2]]
*''[[Halo: The Fall of Reach]]'' {{1st}}
The Sniper Rifle was featured in  ''Halo: Combat Evolved'', ''Halo 2'' and ''Halo 3''. The original Halo Combat Evolved Sniper Rifle had a digital radar-like view which was green and had 4 knobs below the scope. It also had a longer shoulder guard. In ''Halo 2'', the view was replaced with a visual image of the sniper's scope in real time, and had a more compact butt-stock. This weapon has returned in ''Halo 3'' as a new variant known as the "[[SRS99D]]", which has a new design and thermal scope, but otherwise functions the same. Also, in ''Halo: Combat Evolved'' the Sniper Rifle gives data about the target's distance and elevation. The ''Halo 2'' rifle does not.
 
===SRS99C-S2 AMB Sniper Rifle===
{{Main|SRS99C-S2 AMB Sniper Rifle}}
The '''SRS99C-S2 AMB Sniper rifle''' is an upgrade of the SRS99C-S2 AM Sniper Rifle found and usable in ''Halo 2'', instead of SRS99C-S2 AMB, SRS99C-S2 AM is put instead. It is properly shown to be the SRS99C-S2 AMB in ''[[Halo: Ghosts of Onyx]]''. The upgrade consists of a new scope called [[Oracle N-variant Scope]] for accuracy and a better designed and gripped handle.
 
==Ammunition==
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses 14.5x114mm [[Armor Piercing Rounds|Armor Piercing]], Fin Stabilized, Discarding Sabot rounds. These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are ripped off of the projectile before entering the actual target, their job having been completed. [[Image:Sabot_separating.gif|thumb|The sabot round separating before hitting its target.]]
 
The rounds are described as ''being made of very hard metal'', with the core probably composed of tungsten or depleted uranium, like most anti-material ammunition today. The APFSDS round is an anti-material munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body [[Armor]], [[Energy Shield]]s, etc)
 
The APFSDS rounds fired by the Sniper Rifle leave behind a noticeable vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself.
 
It's to be noted that in the [[Eric Nylund]] novels the rifle is not limited to a four round magazine size. The reason for this in the games is to ensure balanced game play. Twenty-eight rounds total (four rounds per magazine) in Halo: Combat Evolved, twenty rounds total (four rounds per magazine) in Halo 2 and Halo 3. However, in the Halo: Combat Evolved level [[The Truth and Reconciliation (Level)|Truth and Reconciliation]] you start with a Sniper Rifle and a 68 round combat load.
 
==Character Compatibility==
*[[Elites]]
*[[Spartans]]
*[[Marines]]
*[[Drones]](have animation but not used)
*Flood Combat Form (Human)
*Flood Combat Form (Elite)
 
==Influence==
The Sniper Rifle appears to be heavily inspired by (if not directly copied from) the South African [[Wikipedia:Mechem NTW 20 mm Anti-material rifle|NTW-20 ]], (most notably the Denel NTW-20), the Barrett .50 caliber rifles, the [[Wikipedia:XM107/M107 Barrett rifle|M107 Special Application Scoped Rifle]]. Many of the features present in the Halo version are included in both weapons, such as the recoil-dampening piston, the general look of the receiver, the magazine placement, muzzle brake and many other attributes. The muzzle brake of the rifle comes directly from the Barrett line of anti-materiel rifles, which includes the M82 and M95 series. In addition, the round (14.5 × 114mm) is an actual rifle cartridge, developed by the Russian Army for Anti-Tank Rifles, Heavy Machine Guns, and Sniper Rifles. However, the real 14.5 mm round has a standard cartridge design, whereas the round used in Halo is an APFSDS round (Armor-Piercing, Fin-Stabilized, Discarding Sabot).
The Sniper Rifle appears to takes its APFSDS ammunition concept from the [http://en.wikipedia.org/wiki/Steyr_IWS_2000 Steyr IWS 2000]. It fires a 15.2 mm Steyr Armor Piercing Fin Stabilized Discarding Sabot.
 
==Trivia==
[[Image:Mechem_NTW-20.jpg|right|thumb|200px|The Mechem NTW-20 bears a close resemblance to the 99C-S2 Sniper Rifle.]]
*In Halo:Combat Evolved, if one fires all four shots, then reloads, the player will rack the charging handle on the rifle's left side after loading the new magazine. This only works when all four rounds are fired (and in fact, is only necessary if there are no rounds in the chamber), so reloading after every shot will not cause this.
*One thing to take notice of, is that in Halo CE the rifle seems to be scripted. In fact if you shoot a [[Minor Domo]] in his foot on [[Normal]], will react as if he's about to die. The same happens if his shields are either up or down. This factor was removed in [[Halo 2]], where the rifle does a little bit less damage.
*There is a glitch where the sniper bullet is seen from seven angles and looks green.
*[[Linda-058]] changes the sniper's ammo size to [[.450]]-caliber in [[Halo: The Fall of Reach]]. In fact, she shoots many more rounds than simply four bullets at a time.
*The Spartans on [[Onyx]] use Grapple Rounds in place of standard ammunition. These rounds are described as harpoon-like shafts attached to braided monoline rope which is coiled in a bag.
*"[[Robert McLees]] is definitely the go-to guy for the gun stuff," says William O' Brien, part of Halo 2's animation team, "I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right?... He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that. That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing." Despite the fact that Mr. McLees is wrong, and that situational adjustment and maintenance of weapon systems in the field is necessary for engaging targets at different ranges, and is one purpose of a recon or STA team pre-scouting an area, and working up variables and distances prior to engagement; and if the settings are offed somehow, they can quickly be readjusted by an experienced operator.
*The rifle in Halo: Combat Evolved has a night vision setting on the scope but that was removed in Halo 2.
*The Sniper Rifle is closely related to the [[wikipedia:Mechem NTW-20|NTW-20]].
*One possible reason that the Halo: Combat Evolved Sniper Rifle has a night-vision setting, is that, like the rest of the equipment available on board, was upgraded for the Spartans' mission. Also, Linda-058 needed specialized equipment, so the stock of snipers may have been upgraded for her.
*In Halo: Combat Evolved, the Sniper Rifle has a "screen array" on the scope, while in Halo 2, this is not present.
*In [[Halo: Custom Edition]], there are over 15 variants of Sniper Rifles.
*If you run into a person when you or the other player is wielding a Sniper Rifle, the barrel will sometimes go through their body. If you shoot, they will take damage even though the barrel isn't in front of them, but through them.
*In the level [[The Truth and Reconciliation (level)|Truth and Reconciliation]] you carry three times the usual combat load of ammunition for the sniper rifle.
*In Halo Wars rebel troopers in teams of two will use the sniper. This is the only incarnation of the sniper in Halo Wars.
*In Halo 2, The equipped scope was referred to as an A2 scope by the Master Gunnery Sergeant(addressed by Johnson as Master Guns) in the armory. It is assumed that it is the standard scope in Halo 3, which is highly likely due to the fact that material resources would be low in late 2552.
 
== Gallery ==
<GALLERY>
Image:1220655987 Crossair.png|The Sniper Rifle System 99C-S2 Anti-Matériel's cross hair.
</GALLERY>
 
==References==
*''[[Halo: Combat Evolved]]''
*''[[Halo: Combat Evolved]]''
*''[[Halo 2]]''
*''[[Halo: The Fall Of Reach]]''
*''[[Halo: The Flood]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo: First Strike]]''
*''[[Halo: Ghosts Of Onyx]]''
*''[[Halo 2]]''
*''[[Halo: Graphic Novel]]''
*''[[Halo Graphic Novel]]''
**''[[Armor Testing]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Contact Harvest]]''
{{col-2}}
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo Legends]]''
**''[[Homecoming]]''
**''[[The Babysitter]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Boot Camp|Boot Camp]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
{{col-end}}
 
==Notes==
{{Ref/Notes}}


==Related Pages==
==Sources==
[[SRS99D-S2 AM]] Sniper Rifle - A newer variant of the SRS99C.
{{Ref/Sources}}


<br clear="all">
{{UNSC rifles}}
{{UNSC Infantry Weapons}}
[[Category:Rifles]]
[[Category:Held Weapons]]
[[Category:Human Weapons]]
[[Category:UNSC]]
[[Category:Weapons]]

Latest revision as of 19:33, January 30, 2024

SRS99C-S2 AM sniper rifle
H2-SRS99CS2AM-SR-SniperRifle.png

HaloCE-SRS99CS2AM-SniperRifle.png

Production overview

Manufacturer:

Misriah Armory

Model series:

SRS99 Series

Type:

Sniper rifle, anti-materiel[1]

Specifications

Ammunition type:

14.5×114mm[1][2]

Feed system:

4-round detachable box magazine[3][4]

Operation:

Gas Operated[1][2]

Rate of fire:

Semi-automatic[3][4]

Service history

In service:

Human-Covenant War

 

The Sniper Rifle System 99C-Series 2 Anti-Matériel, abbreviated SRS99C-S2 AM[5] or just S2 AM,[1] is a commonly-utilized sniper rifle in the arsenal of the United Nations Space Command. As evidenced by its designation, is part of the SRS99 Series.

Overview[edit]

Design details[edit]

Main article: SRS99 Series

The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful 14.5×114mm cartridge.[2] Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.[3][4] As befits their sniping role, they are issued with optics, such as the Oracle N-variant scope.[6]

An SRS99C-S2 AM in the configuration employed by UNSC forces on Alpha Halo.

A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.[7] Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.[8][Note 1] One configuration of the weapon, which was deployed during the Battle of Installation 04, featured a noticeably longer barrel and different optic than the configuration observed later during the Battle of Mombasa and the Battle of Installation 05.[3][4] The former version mounted an optic capable of x2 and x8 magnification,[3] and the latter an optic capable of x5 magnification, though both optics were smart-linked and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.[2][1]

An SRS99C-S2 AM in the configuration used during the early stages of the Battle of Earth and the Battle of Delta Halo.

During Operation: TALON, Linda-058 deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire .450-caliber ammunition. Additionally, she removed any sight or scope, instead deeming to rely on an integrated link between the weapon and her HUD for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.[7] She later employed the weapon in a different configuration during the Battle of Sigma Octanus IV, this time with an Oracle scope.[9]

The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.[Note 2] A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on Installation 04 featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.[3][4]

Functionality[edit]

As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.[3][4]

The display of the smart-linked optic mounted on an S2-AM in Mombasa, targeting a grunt minor.

In the case of the configuration used on Installation 04, when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.[3] In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.[4]

The smart-linked optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the heads-up display of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,[1] and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a night vision filter for functionality in the dark.[3][4]

Performance[edit]

While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.[2] The 14.5x114mm APFSDS ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.[1] The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.[10]

History[edit]

John-117, armed with an SRS99C-S2 AM during the Battle of Earth.

SRS99C-S2 AM rifles were prominently employed by UNSC forces during the Battle of Installation 04,[3] with John-117 notably deploying with one during the mission to board the Truth and Reconciliation to retrieve Captain Jacob Keyes.[11] They were also employed in the early stages of the Battle of Earth, and the Battle of Installation 05.[4] Spartan Linda-058 is particularly notable for her use of this weapon, specifically during Operation: TALON,[7] the Battle of Sigma Octanus IV,[9] Operation: FIRST STRIKE,[8] and the Onyx Conflict.[12]

Gameplay[edit]

Main article: Sniper Rifle

The Sniper Rifle is a precision power weapon, which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the Battle Rifle significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.

Trivia[edit]

  • During an interview, William O'Brien, an animator for Halo 2, said, "Robert McLees is definitely the go-to guy for the gun stuff. I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right...? He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that.' That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing."[13]
  • In Halo: Combat Evolved, enemy NPCs do not acknowledge the sniper rifle's shot if they do not see the sniper, despite its loud crack in close-medium quarters. If the player downs an enemy with the sniper rifle, some will note the fallen AI, but will not search for the player as they would if the player fired with any other weapon. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of Truth and Reconciliation, and is essential to getting the achievement All According to Plan in Halo: Anniversary
  • In the original Xbox 360 version of Halo: Combat Evolved Anniversary the sniper rifle's reticule is far larger than it is in the original Halo: Combat Evolved on Xbox and PC. In the Halo: The Master Chief Collection version of Halo: Anniversary, the reticule returns once again to its original size.

Gallery[edit]

List of appearances[edit]

Notes[edit]

  1. ^ In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of Ghosts of Onyx's release in 2006 (the first depicted non-S2 variant of the SRS99 family was in Halo: Reach, released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.
  2. ^ The model of the sniper rifle as seen in Halo: Combat Evolved does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.

Sources[edit]

  1. ^ a b c d e f g Halo: Combat Evolved Manual, page 18
  2. ^ a b c d e Halo 2 Manual, page 11
  3. ^ a b c d e f g h i j Halo: Combat Evolved, Sniper Rifle in-game weapon
  4. ^ a b c d e f g h i Halo 2, Sniper Rifle in-game weapon
  5. ^ The Art of Halo, page 100
  6. ^ Halo: Ghosts of Onyx, chapter 23
  7. ^ a b c Halo: The Fall of Reach, chapter 9
  8. ^ a b Halo: First Strike, chapter 29
  9. ^ a b Halo: The Fall of Reach, chapter 20
  10. ^ Halo 2 Limited Collector's Edition Manual, page 14
  11. ^ Halo: The Flood, chapter 4
  12. ^ Halo: Ghosts of Onyx, chapter 29
  13. ^ The Art of Halo: Creating a Virtual World, page 100