Forge objects in Halo 3/Weapons

From Halopedia, the Halo wiki

This article contains details on Weapons placeable in Forge mode in Halo 3. For objects in other categories, please see one of the pages listed below.

Weapons[edit]

  • Assault Rifle

    Good for short-to-medium-range combat.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them.
  • Battle Rifle

    Good for medium-to-long-range combat.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 24 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 24
    A BR can be deadly in open spaces.
  • Beam Rifle

    Beam Rifles have less ammo than Sniper Rifles and they overheat, but have a slightly higher rate of fire.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper.
  • Brute Shot

    Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either.
  • Covenant Carbine

    Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2
    Max 16 16 16 16
    The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes.
  • Energy Sword

    Covenant melee weapon. Attacking while the cross-hair is red will cause the player to quickly lunge at enemies.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    On maps lacking other options, like Construct, the Sword is a power weapon. Players often run for the weapon, trying to get it first.
  • Flamethrower

    A support weapon. It won't kill instantly, but a few seconds of exposure to fire should consistently kill enemies.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $10 $10 $10 $10 $10 $6 $10 $10
    Max 1 1 1 1 1 1 1 1
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $10 $10 $10 $10 $10 $10
    Max 1 1 1 1 1 1
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $10 $10 $10 $10 $10 $10
    Max 1 1 1 1 1 1
    The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower.
  • Fuel Rod Gun

    Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $6 $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4 4
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $6 $6 $6 $6 $6
    Max 4 4 4 4 4
    The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets.
  • Gravity Hammer

    Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    The Gravity Hammer is the ultimate weapon for close-quarters battle. Camping around a corner is a good way to get easy kills. Consider this when placing the weapon.
  • Machine Gun Turret

    A detachable turret.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $6 $6 $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4 4 4
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $6 $6 $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4 4 4
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $6 $6 $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4 4 4
    The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it.
  • Magnum

    Magnums are good for medium-ranged combat against weakened foes. Good aim is a must.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    A Magnum works well with an SMG or Plasma Rifle: drain the target's shields, and then use the pistol to get a headshot.
  • Mauler

    A weapon typically seen used by Brutes in the campaign, similar to a pistol but with the blast of a shotgun.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 16 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 16 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8
    A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target.
  • Missile Pod

    Eight missiles that lock onto vehicles and turrets.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $4 $4 $4 $4
    Max 4 4 4 4
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $4 $4 $4
    Max 4 4 4
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $4 $4 $6 $4 $4 $4
    Max 4 4 3 4 4 4
    Best placed where a player can get a good view of a large area. Note that sometimes players may try using it as a long-range anti-infantry weapon.
  • Needler

    Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them.
  • Plasma Cannon

    A detachable turret.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $6 $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4 4
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $6 $6 $6 $6 $6 $6
    Max 4 4 4 4 4 4
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $6 $6 $6 $6
    Max 4 4 4 4
    The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it.
  • Plasma Pistol

    The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 16 8 8 8 16 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 16 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 16 8 8 16
    Plasma Pistols are good for noob combos and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel.
  • Okarda'phaa-pattern plasma rifle

    Plasma Rifles can drain shields very rapidly.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16
    Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle.
  • Rocket Launcher

    Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    The Launcher is a power weapon; in many maps, such as High Ground and The Pit, entire firefights occur as players rush for the weapon. It is best placed in the middle where players will have to fight to get to it.
  • Sentinel Beam

    A powerful and accurate beam. If held on a target, it can kill them in seconds. A lack of a scope somewhat limits its effective range.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8
    A really good marksman could get onto a high perch and use this weapon to great effect. Otherwise, it's best for medium-range combat.
  • Shotgun

    Good for short-range combat.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Many players won't go out of their way for a shotgun, but if a player finds themselves near it, they usually try to obtain it.
  • SMG

    Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs.
  • Sniper Rifle

    Good for long-range combat, though talented players can no-scope at close range.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping.
  • Spartan Laser

    Able to annihilate anything in the game, the laser's only downside is its limited charge and its four-second delay, which makes it tricky to aim.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 8 8 8 8 8 8 8 8
    The Spartan Laser is a power weapon; in maps where it's located at the center, such as Valhalla, players often rush for control over it. Valhalla assists the chaos with Man Cannons, which allow quick access to the bluff the laser spawns on.
  • Spiker

    Spikers are good for medium-range combat.
    Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla
    Cost $2 $2 $2 $2 $2 $2 $2 $2
    Max 16 16 16 16 16 16 16 16
    Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases.