Gameplay

Loadout

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The loadout selection menu in Halo: Reach.
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[edit]

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 ability combinations.[1][2]

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.

Halo: Reach[edit]

The menu for Reach's loadouts in the final version of the game.
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.

Spartan[edit]

Airborne, Air Assault
Primary weapon: Assault Rifle
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Jetpack
Scout
Primary weapon: Assault Rifle
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Sprint
Marksman
Primary weapon: DMR
Secondary weapon: None
Grenade(s) 1 Frag Grenade
Armor ability: Sprint
Recon
Primary weapon: DMR
Secondary weapon: Assault Rifle
Grenade(s) 2 Frag Grenades
Armor ability: Sprint
Recon Marksman
Primary weapon: DMR
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Sprint
Expert Marksman
Primary weapon: DMR
Secondary weapon: Magnum
Grenade(s) 3 Frag Grenades
Armor ability: Sprint
Guard
Primary weapon: Assault Rifle
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Armor lock
Operator
Primary weapon: Shotgun
Secondary weapon: None
Grenade(s) 1 Frag Grenade
Armor ability: Armor lock
Guard Operator
Primary weapon: Shotgun
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Armor lock
Expert Operator
Primary weapon: Shotgun
Secondary weapon: Assault Rifle
Grenade(s) 3 Frag Grenades
Armor ability: Armor lock
Grenadier
Primary weapon: Grenade Launcher
Secondary weapon: Assault Rifle
Grenade(s) 3 Frag Grenades
Armor ability: Sprint
Stalker
Primary weapon: Assault Rifle
Secondary weapon: Magnum
Grenade(s) 2 Frag Grenades
Armor ability: Active camouflage
Medic
Primary weapon: Assault Rifle
Secondary weapon: DMR
Grenade(s) 2 Frag Grenades
Armor ability: Drop Shield
Specter[3]
Primary weapon: Grenade Launcher
Secondary weapon: Magnum
Grenade(s) 1 Frag Grenades
Armor ability: Active camouflage

Elite[edit]

Ranger
Primary weapon: Plasma Repeater
Secondary weapon: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Jetpack
Warrior
Primary weapon: Plasma Repeater
Secondary weapon: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Evade
Gladiator
Primary weapon: Energy Sword
Secondary weapon: None
Grenade(s) 1 Plasma Grenades
Armor ability: Evade
Honor Gladiator
Primary weapon: Energy Sword
Secondary weapon: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Evade
Champion Gladiator
Primary weapon: Energy Sword
Secondary weapon: Plasma Repeater
Grenade(s) 3 Plasma Grenades
Armor ability: Hologram
Zealot
Primary weapon: Needle Rifle
Secondary weapon: None
Grenade(s) 1 Plasma Grenades
Armor ability: Evade
Royal Zealot
Primary weapon: Needle Rifle
Secondary weapon: