Halo: Reach manual
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|Image||Weapons - UNSC||Close||Med||Long||Support||Grenade|
2x zoom - AM rated[Note 1]
Short, controlled bursts are most effective; high ROF.[Note 2]
|M392 DMR—Designated Marksman Rifle
3x zoom. AM rated.[Note 1]
Most effective at close range; small magazine.
5x, 10x zoom; small magazine; AM rated.[Note 1]
|M41SSR MAV/AW-Rocket Launcher
1.8x zoom; tracks flying targets;AOE.[Note 3]
|M6 G/GNR-Spartan Laser
2.5x zoom;2.5 sec. charge up.
|M319 GL-Grenade Launcher
Hold trigger for alt. fuse: manual detonate/EMP[Note 4]; knocks out shields; temporarily disables most vehicles; projectile is bounceable; AOE.[Note 3]
|M247H HMG-Machine Gun
Heavy; limited ammo.
|M9 HE/DP-Frag Grenade
Bounceable; deflected by Jackal shield; AOE.[Note 3]
|H-165 FOM-Target Locator
2x, 4x zoom; very low ROF.[Note 2]
|Image||Weapons - Covenant||Close||Med||Long||Support||Grenade|
|T25 DEP-Plasma Pistol
Hold trigger for alt. fire: overcharge; semiguided; knocks out shields; temporarily disables most vehicles; overheats; AOE.[Note 3]
|T25 DER-Plasma Rifle
Very effective against shields; overheats; high ROF.[Note 2]
|T51 DER/1-Plasma Repeater
Very effective against shields; hold X to vent waste heat (can be interrupted).
|T25 C-Spike Rifle
Short, controlled bursts are most effective; only issued to Brute shock troopers; high ROF.[Note 2]
Six projectiles to cause S-C[Note 5]; semi-guided; projectiles deflected by Jackal shield; high ROF.[Note 2]
|T31 R-Needle Rifle
2x zoom; three projectiles to cause S-C[Note 5]; semi-guided; projectiles deflected by Jackal shield; AM rated.[Note 1]
|T50 DER/H-Concussion Rifle
Small magazine; AOE[Note 3]
|T1 EW/S-Energy Sword
|T2 EW/H-Gravity Hammer
Melee weapon; AOE.[Note 3]
|T33 LAAW-Fuel Rod Gun
2.5x zoom; AOE.[Note 3]
|T52 GML/E-Plasma Launcher
2.5x zoom; very effective against shields; tracks targets; hold trigger to increase number of projectiles (max. 4); AOE.[Note 3]
|T52 SAR-Focus Rifle
3.5x, 9.5x zoom; overheats.
|T52 DESW-Plasma Cannon
Very effective against shields; heavy; limited ammo.
|T1 APG-Plasma Grenade
Sticks to target; deflected by Jackal shield; AOE.[Note 3]
- ⬤ optimal range
- O effective range
Unarmored vehicle used primarily by couriers.
|Crew 1+1 (1 driver, 1 passenger)|
Lightly armored force application vehicle; highly maneuverable, extremely versatile platform.
|Crew 2+1 (1 driver, 1 gunner, 1 passenger)|
Armament LRV: M41 12.7mm LAAG (vulcan machine gun); LAAV-G: M68 25mm ALIM (gauss cannon); LAAV-R: M79 65mm MLRS (rocket launcher)
Primary armored fighting vehicle; requires support on today's high-speed battlefield.
|Crew 1+1 (1 commander, 1 machine gunner)-can accommodate up to 4 riders|
Armament M512 90mm SBHV (smooth bore, high velocity) cannon; M247 7.62mm MMG (medium machine gun)
Primary air-to-ground support/transport VTOL.
|Crew 3 (1 pilot, 2 gunners)-can accommodate up to 3 riders|
Armament UH-144A: M638 20mm auto-cannon, 2 x M460 40mm AGL; UH-144S: M638 20mm auto-cannon, 2x M247H 12.7mm HMG
Primary space-to-ground support/transport VTOL; extremely versatile platform.
|Crew 3 (1 pilot, 1 co-pilot, 1 crew chief)-can accommodate up to 10 passengers and 1 vehicle|
Primary planetary defense fighter for the Inner Colonies.
|Crew 1+1 (1 pilot, 1 radar intercept officer)|
Armament 2x M1024 ASW/AC 30mm MLA; 2x ST/Medusa missile pod
Primary A/X strike fighter; extremely versatile platform.
|Crew 4 (1 pilot, 1 co-pilot, 1 navigator, 1 systems technician)|
Armament 2x M9109 ASW/AC 50mm MLA; 4x ASGM-10
Primary reconnaissance/rapid attack vehicle; very little protection for pilot.
|Crew 1 (1 pilot)|
Armament 2x plasma cannons (linked)
Lightly armored mobile artillery; open vehicle affords very little protection to crew.
|Crew 1+1 (1 pilot, 1 plasma passenger)|
Armament Plasma mortar
Primary armored fighting vehicle for ground forces; blind spot/relatively weak rear armor.
|Crew 1+1 (1 pilot, 1 plasma cannon gunner|
ArmamentHeavy plasma mortar; plasma cannon
Recent intelligence suggests this is not a fighting vehicle, but an ultra-heavy infantry unit.
|Crew 1+5 (1 pilot, 5 defenders)-can accommodate 12 defenders|
Armament Ultra-heavy focus cannon; ultra-heavy plasma cannon, 3x T-52 DESW
Primary troop carrier, heavy armor is virtually immune to damage.
|Crew 1 (1 pilot) - can accomodate up to 30 passengers and 2 vehicles|
Armament Heavy plasma cannon
Primary ground support/troop carrier; heavy armor is virtually immune to damage.
|Crew 4 (1 pilot, 1 weapon officer, 2 plasma cannon gunners)-can accommodate up to 30 passengers and 2 vehicles|
Armament Heavy plasma cannon, 2x T-52 DESW
Primary ground support, lightly armored, but extremely maneuverable.
|Crew 1 (1 pilot)|
Armament 2x heavy plasma cannon; FRC-G
|T-27 XMF-Space Banshee
Most common interceptor/escort spacecraft; unshielded, but extremely maneuverable.
|Crew 1 (1 pilot) |
Armament 2x heavy plasma cannon; FRC-G
superiority fighter; heavy shields, but extremely maneuverable.
|Crew 1 (1 pilot)|
Armament 2x heavy plasma cannon
Information regarding armor abilities may also be accessed by pressing BACK while in the field.
FIELD DATA This newest model portable jump jet finally has the power to lift a Spartan in the latest-generation MJOLNIR armor.
FIELD DATA S-320 is largely responsible for this plug. While not quite a hack, it does temporarily override the safety limiters on actuators and “muscles”—cheating the system regulators to keep the operator cool as well.
FIELD DATA This gives the operator the ability to create a virtual, holographic projection, which can be used as a decoy to draw enemy fire. The decoy has a regular lifespan of 10 seconds, but may be canceled at any time.
FIELD DATA Renders the operator virtually invisible. Overall effectiveness is dependent on operator discipline—rapid or sudden movement tends to overtax the system.
FIELD DATA An evolution of the bubble shield employed by β5 Strike Teams, it creates a temporary, semi-spherical protective shield that also provides a curious restorative effect (still under investigation).
FIELD DATA Fairly effective even in this early prototype stage, it has internal components nearly identical to the Covenant gear that spawned it. The biggest drawback is that the local gravitic effect essentially immobilizes the operator.
|Evade [RESTRICTED - COVENANT MATERIEL]|
FIELD DATA This appears to be a dummy module or terminator plug. While it is critical for operating the Elites' armor, its precise function is unknown. Spartans are encouraged to acquire it in the field if possible.
The leadership in any given group. In most cases, neutralizing Elites will cause the rest of the unit to lose cohesion.
Heavily armed and armored infantry who are always deployed in pairs, compensating for their relative lack of agility.
Aggressive and prone to shocking acts of violence, these creatures are easily provoked into foolhardy acts of bravado.
Although of the same species as Jackals and similarly deployed, Skirmishers are quicker and more agile than their smaller cousins.
Jackals employ energy shields that are considerably stronger than any other known personal shield system, thanks to their linear configuration.
Also known as "Buggers," they are essentially flying insects with guns. Where one appears, there are bound to be many more.
While lacking in intelligence and discipline, they are ferocious in large packs, but rapidly devolve into disarray when their leadership is neutralized.
These units are noncombatant support "personnel," but they still represent a significant threat and should be dealt with appropriately.