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{{Status|Gameplay}} {{Outdated|[[Halo: Spartan Strike]]}} [[File:Loadouts.png|thumb|A loadout selection for Spartans in the ''[[Halo: Reach Multiplayer Beta]]''.]] '''Loadouts''', also dubbed '''Weapon sets''' are a [[multiplayer]] feature that was first introduced in ''[[Halo: Reach]]''. In ''Reach'' they are a predetermined set of classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn. In ''[[Halo 4]]'', loadouts were advanced to become personalized starting equipment. In ''[[Halo: Spartan Assault]]'', they are to be customized each time before starting a [[campaign]] mission. Known as '''Weapon sets''' in ''[[Halo 2: Anniversary]]'s'' multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in ''Halo 4''. Loadouts returned in ''[[Halo: Spartan Strike]]'' and later in a refined fashion in ''[[Halo 5: Guardians]]''. == Overview == When a game begins the player is given the option of choosing a particular loadout. In ''Halo: Reach'', loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and [[Armor abilities|armor ability]] combinations.<ref name="Game Trailers TV">[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0='''Game Trailers TV''': ''Halo Reach Multiplayer Exposed'']</ref><ref name="Carnàge Carnivàle Vidoc">[http://www.youtube.com/watch?v=ZUv98eWVnL0'''Youtube''': ''Halo Reach Carnàge Carnivàle Vidoc'']</ref> In ''Halo 4'', loadouts are default in normal [[War Games]] modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike ''Halo: Reach'', loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode. In ''Halo: Spartan Assault'', loadouts are constituted of a primary and a secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only available through purchase via in-game or real-world currency. In ''Halo 2: Anniversary'', loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and secondary weapon, and grenades being alterable in gameplay. In ''Halo: Spartan Strike'', loadouts act very similarly to that of ''Spartan Assault's'', featuring primary and secondary weapons, an armor ability, and a booster. Loadouts are generally chosen before each mission. In ''Halo 5: Guardians'', loadouts were much akin to ''Halo 4's'', featuring a primary slot, a secondary slot, and an armor mod slot. Unlike ''Halo 4'', which enabled players to spawn with any weapon they wished, ''Halo 5'' enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. ''Guardian's'' [[requisition system]] can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an [[Overshield]] won't take up any slot, but will act as its own. {{clear}} ==''Halo: Reach''== [[File:HR - Loadout system.jpg|thumb|350px|The loadout menu of ''Halo: Reach''.]] Loadouts were initially introduced in ''Halo: Reach'' as non-customizable, preset variations of weapons and armor abilities. Gametypes such as [[Slayer]] and [[Capture the Flag]] would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present. Gametypes such as Invasion would go for a more lopsided approach, with Spartan and Sangheili both getting their own loadouts, with various weapons and armor abilities that are exclusive to the faction being played. As the game advanced and certain phases were passed, new loadouts would be introduced in a system dubbed "tiers", with each successive tier generally featuring more lethal loadout weaponry. {|cellspacing="3" |-valign="top" |class="Box 2" width="50%" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| ==== Spartan ==== ;'''Airborne''', '''Air Assault''' :Primary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Series 8 jetpack|Jetpack]] ;'''Scout''' :Primary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Sprint]] ;'''Marksman''' :Primary weapon: [[Reach:DMR|DMR]] :Secondary weapon: None :Grenade(s) 1 [[Reach:Frag Grenade|Frag Grenade]] :Armor ability: [[Sprint]] ;'''Recon''' :Primary weapon: [[Reach:DMR|DMR]] :Secondary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Sprint]] ;'''Recon Marksman''' :Primary weapon: [[Reach:DMR|DMR]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Sprint]] ;'''Expert Marksman''' :Primary weapon: [[Reach:DMR|DMR]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 3 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Sprint]] ;'''Guard''' :Primary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Armor lock]] ;'''Operator''' :Primary weapon: [[Reach:Shotgun|Shotgun]] :Secondary weapon: None :Grenade(s) 1 [[Reach:Frag Grenade|Frag Grenade]] :Armor ability: [[Armor lock]] ;'''Guard Operator''' :Primary weapon: [[Reach:Shotgun|Shotgun]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Armor lock]] ;'''Expert Operator''' :Primary weapon: [[Reach:Shotgun|Shotgun]] :Secondary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Grenade(s) 3 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Armor lock]] ;'''Grenadier''' :Primary weapon: [[Reach:Grenade Launcher|Grenade Launcher]] :Secondary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Grenade(s) 3 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Sprint]] ;'''Stalker''' :Primary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Active camouflage]] ;'''Medic''' :Primary weapon: [[Reach:Assault Rifle|Assault Rifle]] :Secondary weapon: [[Reach:DMR|DMR]] :Grenade(s) 2 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Drop Shield]] ;Specter<ref>[http://www.youtube.com/watch?v=wVTHwwCjKLk '''YouTube''': ''E3 2010 Firefight 2.0 Beachhead Gameplay'']</ref> :Primary weapon: [[Reach:Grenade Launcher|Grenade Launcher]] :Secondary weapon: [[Reach:Magnum|Magnum]] :Grenade(s) 1 [[Reach:Frag Grenade|Frag Grenades]] :Armor ability: [[Active camouflage]] |class="Box 2" width="50%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"| ==== Elite ==== ;'''Ranger''' :Primary weapon: [[Reach:Plasma Repeater|Plasma Repeater]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Series 8 jetpack|Jetpack]] ;'''Warrior''' :Primary weapon: [[Reach:Plasma Repeater|Plasma Repeater]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Gladiator''' :Primary weapon: [[Reach:Energy Sword|Energy Sword]] :Secondary weapon: None :Grenade(s) 1 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Honor Gladiator''' :Primary weapon: [[Reach:Energy Sword|Energy Sword]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Champion Gladiator''' :Primary weapon: [[Reach:Energy Sword|Energy Sword]] :Secondary weapon: [[Reach:Plasma Repeater|Plasma Repeater]] :Grenade(s) 3 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Hologram]] ;'''Zealot''' :Primary weapon: [[Reach:Needle Rifle|Needle Rifle]] :Secondary weapon: None :Grenade(s) 1 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Royal Zealot''' :Primary weapon: [[Reach:Needle Rifle|Needle Rifle]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Champion Zealot''' :Primary weapon: [[Reach:Needle Rifle|Needle Rifle]] :Secondary weapon: [[Reach:Plasma Repeater|Plasma Repeater]] :Grenade(s) 3 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Evade]] ;'''Assassin''' :Primary weapon: [[H3:Needler|Needler]] :Secondary weapon: None :Grenade(s) 1 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Active camouflage]] ;'''Dark Assassin''' :Primary weapon: [[H3:Needler|Needler]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Active camouflage]] ;'''Champion Assassin''' :Primary weapon: [[H3:Needler|Needler]] :Secondary weapon: [[Reach:Plasma Repeater|Plasma Repeater]] :Grenade(s) 3 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Active camouflage]] ;'''Sentry''' :Primary weapon: [[Reach:Needle Rifle|Needle Rifle]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 3 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Armor lock]] ;'''Champion''' :Primary weapon: [[Reach:Concussion Rifle|Concussion Rifle]] :Secondary weapon: [[Reach:Plasma Pistol|Plasma Pistol]] :Grenade(s) 2 [[Reach:Plasma Grenade|Plasma Grenades]] :Armor ability: [[Active camouflage]] |} === Additional names === Loadouts in ''Halo: Reach'' are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include: {{Columns|content= * Deceiver * Warden * Saboteur * Spec Ops * [[Sniper|Sharpshooter]] * [[Corpsman]] * Demolitions * Infiltrator * Security * [[Armor ability#Sprint|Sprint]] * [[Armor ability#Evade|Evade]] * [[Armor lock]] * [[Active camouflage|Active Camo]] * [[Type-27 hologram|Hologram]] * [[Drop Shield]] * [[Series 8 jetpack|Jet Pack]] * [[NOBLE Team|Noble 1-6]] * [[Carter-A259|Carter]] * [[Catherine-B320|Kat]] * [[Jorge-052|Jorge]] * [[Emile-A239|Emile]] * [[Jun-A266|Jun]] * [[Thom-293|Thom]] * [[Rosenda-344|Rosenda]] * Danny * [[John-117|John]] * [[Kelly-087|Kelly]] * [[Linda-058|Linda]] * [[Samuel-034|Sam]] * [[Kurt Ambrose|Kurt]] * Jerry * Jimmy * Bobby * [[wikipedia:Mario|Mario]] * Omar * [[Juggernaut]] * Berserker * Maverick * [[Zombie]] * [[Demon]] * Angel * [[wikipedia:Redshirt (character)|Redshirt]] * [[7 Steps to World Domination#Step 5|Ling Ling]] * Pookie * FNG * NOOB * Camper * Bunker * Claymore * Firebase * Intel * Ninja * Power * Cobra * Eagle * Hog * Bear }} ==''Halo 4''== [[File:H4 - Loadout system (In-game).png|thumb|350px|''Halo 4's'' loadout menu right before a game on [[Haven]] begins.]] Loadouts would return in ''Halo 4'', being heavily expanded upon and allowing for a greater level of player customization and freedom. Players are able to choose from primary weapons, secondary weapons, grenades, [[tactical packages]], and [[support upgrades]]. In-universe, loadouts are based on mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose tactical packages, and assign a support upgrade. In a manner similar to ''Reach'', and later, early ''Halo 2: Anniversary'' multiplayer, ''Halo 4'' features predetermined loadouts for players to use. These featured armor abilities such as [[Z-90 hardlight shield|hardlight shields]] and [[Type-27 hologram|holograms]], with [[H4:Assault Rifle|assault rifles]] and [[H4:DMR|DMRs]] respectively. Certain gametypes may also force premade loadouts, including Legendary gametypes, and those seen in the ranked playlists of ''Halo: The Master Chief Collection''. Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from ''Halo: Reach'', in which names were chosen from a pre-selected list. Unlike [[Service Tag|service tags]], loadout names are not censored against profanity, as they are not visible to other players. Loadouts can be edited for use in custom gametypes. In this situation, power weapons like [[H4:Sniper Rifle|sniper rifles]] and [[H4:Rocket Launcher|rocket launchers]] can be added. Additionally, options that the player hasn't unlocked for use in War Games can still be used, including Specialization-specific tactical packages and support upgrades. Like with [[Armor customization (Halo 4)|armor]], guest profiles are able to customize their loadouts with any and all options which have been unlocked by their host. ===Primary weapons=== {{Quote|Primary Weapons are the all-purpose starting weapons in each Loadout. Choose between short-range, mid-range and long-range weapons.|Menu description.}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Primary weapons ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4-MA5D-ICWS-AR-DefaultSkin.png|100px]]<br>[[H4:Assault Rifle|Assault Rifle]] |align="left"|Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat. |Unlocked by default |rowspan="7"|Unlocked by default |- align="center" |[[File:H4 - Skin icon - BR85HB (default).png|100px]]<br>[[H4:Battle Rifle|Battle Rifle]] |align="left"|Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon. |Reach {{Rank/H4|2}} and purchase for 1 [[Spartan Point]] |- align="center" |[[File:H4 - Skin icon - M395 DMR (default).png|100px]]<br>[[H4:DMR|DMR]] |align="left"|Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances. |Reach {{Rank/H4|2}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Skin icon - Storm rifle (default).png|100px]]<br>[[H4:Storm Rifle|Storm Rifle]] |align="left"|Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle. |Reach {{Rank/H4|5}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Skin icon - Covenant carbine (default).png|100px]]<br>[[H4:Covenant Carbine|Covenant Carbine]] |align="left"|Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons. |Reach {{Rank/H4|5}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Skin icon - Suppressor (default).png|100px]]<br>[[H4:Suppressor|Suppressor]] |align="left"|Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession. |Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Skin icon - Lightrifle (default).png|100px]]<br>[[H4:Lightrifle|Lightrifle]] |align="left"|Precision weapon that fires beams of hard light for mid-range to long-range combat. |Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points |} ===Secondary weapons=== {{Quote|Secondary Weapons are short-range to mid-range handguns. You can equip Primary Weapons into this slot with the 'Firepower' Tactical Package.|Menu description.}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Secondary weapons ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4 - Skin icon - Magnum (default).png|100px]]<br>[[H4:Magnum|Magnum]] |align="left"|UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements. |Unlocked by default |rowspan="3"|Unlocked by default |- align="center" |[[File:H4 - Skin icon - Plasma pistol (default).png|100px]]<br>[[H4:Plasma Pistol|Plasma Pistol]] |align="left"|Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics. |Reach {{Rank/H4|8}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Skin icon - Boltshot (default).png|100px]]<br>[[H4:Boltshot|Boltshot]] |align="left"|Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close. |Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points |} ===Grenades=== {{Quote|Grenades are thrown projectiles that detonate on a timer.|Menu description.}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Grenades ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4 - Loadout icon - Frag Grenade.png|100px]]<br>[[H4:Frag Grenade|Frag Grenade]] |align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. |Unlocked by default |rowspan="3"|Unlocked by default |- align="center" |[[File:H4 - Loadout icon - Plasma Grenade.png|100px]]<br>[[H4:Plasma Grenade|Plasma Grenade]] |align="left"|The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating. |Reach {{Rank/H4|8}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Pulse Grenade.png|100px]]<br>[[H4:Pulse Grenade|Pulse Grenade]] |align="left"|The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets. |Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points |} ===Armor abilities=== {{Quote|Armor Abilities are additional hardware components which provide specific combat ability.|Menu description.}} {{main|Armor abilities}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Armor abilities ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4 - Loadout icon - None (Armor ability).png|100px]]<br>None |align="left"|No armor ability equipped. |Default selection |rowspan="9"|Unlocked by default |- align="center" |[[File:H4 - Loadout icon - Promethean Vision.png|100px]]<br>[[Z-5080 Promethean vision|Promethean Vision]] |align="left"|Allow users to detect enemy signatures through walls and other hard surfaces. |Reach {{Rank/H4|3}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Thruster Pack.png|100px]]<br>[[M805X thruster pack|Thruster Pack]] |align="left"|Enables a powerful burst of movement offering the ability to evade or quickly close the gap. |Reach {{Rank/H4|3}} and purchase for 2 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Jet Pack.png|100px]]<br>[[Series 12 Jet pack|Jet Pack]] |align="left"|Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs. |Reach {{Rank/H4|6}} and purchase for 3 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Hologram.png|100px]]<br>[[Type-27 hologram|Hologram]] |align="left"|Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat. |Reach {{Rank/H4|6}} and purchase for 3 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Hardlight Shield.png|100px]]<br>[[Z-90 hardlight shield|Hardlight Shield]] |align="left"|Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives. |Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Active Camouflage.png|100px]]<br>[[Type-3 active camouflage|Active Camouflage]] |align="left"|Allows users to generate a visual effect astonishingly close to invisibility. |Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Autosentry.png|100px]]<br>[[Z-2500 autosentry|Autosentry]] |align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. |Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Regeneration Field.png|100px]]<br>[[M2705 regeneration field|Regeneration Field]] |align="left"|An automated turret which can be deployed to defend its user or command a key battlefield chokepoint. |Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points |} ===Tactical packages=== {{Quote|Tactical Packages are armor mods which enhance your combat capability.|Menu description.}} {{main|Tactical package}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Tactical packages ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4 - Loadout icon - None (Tactical Package).png|100px]]<br>None |align="left"|No modification equipped into the Tactical Package slot. |Default selection |rowspan="9"|Unlocked by default |- align="center" |[[File:H4 - Loadout icon - Shielding.png|100px]]<br>Shielding |align="left"|Shielding speeds up your armor's energy shield recharge rate. |Reach {{Rank/H4|7}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Mobility.png|100px]]<br>Mobility |align="left"|Mobility allows unlimited sprint. |Reach {{Rank/H4|7}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Resupply.png|100px]]<br>Resupply |align="left"|Resupply allows the recovery of grenades from fallen allies and foes. |Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - AA Efficiency.png|100px]]<br>AA Efficiency |align="left"|AA Efficiency increases rate at which energy recharges for Armor Abilities. |Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Grenadier.png|100px]]<br>Grenadier |align="left"|Grenadier increases grenade carrying capacity. |Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Firepower.png|100px]]<br>Firepower |align="left"|Firepower allows the use of a primary weapon in the secondary weapon slot. |Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Points |- align="center" |[[File:H4 - Loadout icon - Requisition.png|100px]]<br>Requisition |align="left"|In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted. |Reach Spartan Rank [[TRACKER-class Mjolnir|TK]]-10 |- align="center" |[[File:H4 - Loadout icon - Wheelman.png|100px]]<br>Wheelman |align="left"|Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs. |Reach Spartan Rank [[OPERATOR-class Mjolnir|OP]]-10 |- align="center" |[[File:H4 - Loadout icon - Fast Track.png|100px]]<br>Fast Track |align="left"|Fast Track allows user to advance quicker in rank. |Reach Spartan Rank [[PIONEER-class Mjolnir|PR]]-10 |Unavailable |- align="center" |[[File:H4 - Loadout icon - Resistor.png|100px]]<br>Resistor |align="left"|Resistor allows the player to maintain their full mobility and dexterity while taking incoming fire. |Purchase the [[Champions Bundle]] |Unlocked by default as of December 2022 update{{Ref/Site|Id=mcc1222|URL=https://support.halowaypoint.com/hc/en-us/articles/11067636381716-Halo-The-Master-Chief-Collection-MCC-Update-December-2022|Site=Halo Support|Page=Halo: The Master Chief Collection (MCC) Update - December 2022|D=17|M=7|Y=2023}} |} ===Support upgrades=== {{Quote|Support Upgrades are armor mods which enhance your support capability.|Menu description.}} {{main|Support upgrade}} {| class="wikitable" style="width: 75%;" ! style="width: 15%"|Support upgrades ! style="width: 55%"|Description ! style="width: 15%"|Unlock requirements<br>(''Halo 4'') ! style="width: 15%"|Unlock requirements<br>(''Halo: MCC'') |- align="center" |[[File:H4 - Loadout icon - None (Support Upgrade).png|100px]]<br>None |align="left"|No modification equipped into the Support Upgrade slot. |Default selection |rowspan="12"|Unlocked by default |- align="center" |[[File:H4 - Loadout icon - Ammo.png|100px]]<br>Ammo |align="left"|Ammo increases the ammunition capacity for both starting weapons and ordnance drops. |Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Dexterity.png|100px]]<br>Dexterity |align="left"|Dexterity speeds up and weapon swapping. |Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Sensor.png|100px]]<br>Sensor |align="left"|Sensor increases motion sensor range. |Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Awareness.png|100px]]<br>Awareness |align="left"|Awareness allows the use of motion sensors while using a scope. |Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Explosives.png|100px]]<br>Explosives |align="left"|Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received. |Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Ordnance Priority.png|100px]]<br>Ordnance Priority |align="left"|In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user. |Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point |- align="center" |[[File:H4 - Loadout icon - Stability.png|100px]]<br>Stability |align="left"|Stability