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: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Evade
Champion Zealot
Primary weapon: Needle Rifle
Secondary weapon: Plasma Repeater
Grenade(s) 3 Plasma Grenades
Armor ability: Evade
Assassin
Primary weapon: Needler
Secondary weapon: None
Grenade(s) 1 Plasma Grenades
Armor ability: Active camouflage
Dark Assassin
Primary weapon: Needler
Secondary weapon: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Active camouflage
Champion Assassin
Primary weapon: Needler
Secondary weapon: Plasma Repeater
Grenade(s) 3 Plasma Grenades
Armor ability: Active camouflage
Sentry
Primary weapon: Needle Rifle
Secondary weapon: Plasma Pistol
Grenade(s) 3 Plasma Grenades
Armor ability: Armor lock
Champion
Primary weapon: Concussion Rifle
Secondary weapon: Plasma Pistol
Grenade(s) 2 Plasma Grenades
Armor ability: Active camouflage

Additional names[edit]

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:

Halo 4[edit]

An image of Halo 4's loadout selection menu in gameplay.
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 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 hardlight shields and holograms, with assault rifles and 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 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 sniper rifles and 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, guest profiles are able to customize their loadouts with any and all options which have been unlocked by their host.

Primary weapons[edit]

"Primary Weapons are the all-purpose starting weapons in each Loadout. Choose between short-range, mid-range and long-range weapons."
— Menu description.
Primary weapons Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
H4-MA5D-ICWS-AR-DefaultSkin.png
Assault Rifle
Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat. Unlocked by default Unlocked by default
H4 - Skin icon - BR85HB (default).png
Battle Rifle
Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
H4 - Skin icon - M395 DMR (default).png
DMR
Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
H4 - Skin icon - Storm rifle (default).png
Storm Rifle
Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
H4 - Skin icon - Covenant carbine (default).png
Covenant Carbine
Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
H4 - Skin icon - Suppressor (default).png
Suppressor
Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
H4 - Skin icon - Lightrifle (default).png
Lightrifle
Precision weapon that fires beams of hard light for mid-range to long-range combat. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Secondary weapons[edit]

"Secondary Weapons are short-range to mid-range handguns. You can equip Primary Weapons into this slot with the 'Firepower' Tactical Package."
— Menu description.
Secondary weapons Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
H4 - Skin icon - Magnum (default).png
Magnum
UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements. Unlocked by default Unlocked by default
H4 - Skin icon - Plasma pistol (default).png
Plasma Pistol
Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
H4 - Skin icon - Boltshot (default).png
Boltshot
Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Grenades[edit]

"Grenades are thrown projectiles that detonate on a timer."
— Menu description.
Grenades Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Icon of a grenade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Frag Grenade
The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. Unlocked by default Unlocked by default
Icon of a grenade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Plasma Grenade
The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Icon of a grenade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Pulse Grenade
The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Armor abilities[edit]

"Armor Abilities are additional hardware components which provide specific combat ability."
— Menu description.
Main article: Armor abilities
Armor abilities Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Icon for no armor ability being selected in Halo 4's loadout menu on Halo: The Master Chief Collection.
None
No armor ability equipped. Default selection Unlocked by default
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Promethean Vision
Allow users to detect enemy signatures through walls and other hard surfaces. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Thruster Pack
Enables a powerful burst of movement offering the ability to evade or quickly close the gap. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Jet Pack
Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Hologram
Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Hardlight Shield
Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Active Camouflage
Allows users to generate a visual effect astonishingly close to invisibility. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Autosentry
The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Icon of an armor ability in Halo 4's loadout menu on Halo: The Master Chief Collection.
Regeneration Field
An automated turret which can be deployed to defend its user or command a key battlefield chokepoint. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points

Tactical packages[edit]

"Tactical Packages are armor mods which enhance your combat capability."
— Menu description.
Main article: Tactical package
Tactical packages Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Icon for no tactical package being selected in Halo 4's loadout menu on Halo: The Master Chief Collection.
None
No modification equipped into the Tactical Package slot. Default selection Unlocked by default
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Shielding
Shielding speeds up your armor's energy shield recharge rate. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Mobility
Mobility allows unlimited sprint. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Resupply
Resupply allows the recovery of grenades from fallen allies and foes. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
AA Efficiency
AA Efficiency increases rate at which energy recharges for Armor Abilities. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Grenadier
Grenadier increases grenade carrying capacity. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Firepower
Firepower allows the use of a primary weapon in the secondary weapon slot. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Points
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Requisition
In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted. Reach Spartan Rank TK-10
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Wheelman
Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs. Reach Spartan Rank OP-10
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Fast Track
Fast Track allows user to advance quicker in rank. Reach Spartan Rank PR-10 Unavailable
Icon of a tactical package in Halo 4's loadout menu on Halo: The Master Chief Collection.
Resistor
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[4]

Support upgrades[edit]

"Support Upgrades are armor mods which enhance your support capability."
— Menu description.
Main article: Support upgrade
Support upgrades Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
None
No modification equipped into the Support Upgrade slot. Default selection Unlocked by default
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Ammo
Ammo increases the ammunition capacity for both starting weapons and ordnance drops. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Dexterity
Dexterity speeds up and weapon swapping. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Sensor
Sensor increases motion sensor range. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Awareness
Awareness allows the use of motion sensors while using a scope. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Explosives
Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Ordnance Priority
In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Stability
Stability steadies your weapon while being struck by incoming fire. Reach Spartan Rank RG-10
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Gunner
Gunner increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets. Reach Spartan Rank PT-10
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Stealth
Stealth dampens your footsteps, making you harder to see on Promethean Vision, and increases your assassination speed. Reach Spartan Rank WK-10
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Nemesis
Nemesis marks enemy responsible for your last death. Reach Spartan Rank SK-10
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Drop Recon
Drop Recon calls out ordnance drops in advance. Reach Spartan Rank EN-10
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Recharge
Recharge lowers the time it takes before one's shields begin recharging. Unlocked by default as of August 20, 2013[5] Unlocked by default as of December 2022 update[4]
Icon of a support upgrade in Halo 4's loadout menu on Halo: The Master Chief Collection.
Survivor
Survivor prevents the death of operators when their vehicle is destroyed.

Halo: Spartan Assault[edit]

Press kit screenshot for Halo: Spartan Assault. The loadout menu of Halo: Spartan Assault.
The loadout menu of Halo: Spartan Assault.

Through the UNSC Tactical Simulator, the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game XP or real-world credits.

Different sets of armor abilities and boosters are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.

Primary weapon[edit]

Help.png This section is a stub. You can help Halopedia by expanding it.

Secondary weapon[edit]

Help.png This section is a stub. You can help Halopedia by expanding it.

Armor abilities[edit]

Main article: Armor abilities

Booster[edit]

Main article: Boosters
  • Damage Booster
  • Score Booster
  • Resistance Booster
  • Respawn Booster
  • Shield Booster

Halo 2: Anniversary[edit]

A menu of Halo 2: Anniversary's weapon sets, showing 3 predetermined classes.
The weapon set menu of Halo 2: Anniversary, showcasing the three predetermined classes made for the game's multiplayer.

Loadouts received minimal use in Halo 2: Anniversary being in some social variations of gametypes present, such as Lockdown Slayer. While competitive gametypes would not use loadouts in the way Reach would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, Anniversary's social gametypes would shift to using a single loadout.

Social (2014)[edit]

SMG
Primary weapon: SMG
Grenade(s) 2 Frag Grenades
Plasma Rifle
Primary weapon: Plasma Rifle
Grenade(s) 2 Plasma Grenades
Magnum
Primary weapon: Magnum
Grenade(s) 2 Frag Grenades

Social (2018)[edit]

Battle Rifle
Primary weapon: Battle Rifle
Grenade(s) 2 Frag Grenades
Battle Rifle
Primary weapon: Battle Rifle
Secondary weapon: SMG
Grenade(s) 2 Frag Grenades

Hardcore[edit]

Battle Rifle
Primary weapon: Battle Rifle
Grenade(s) 2 Frag Grenades

Additional names[edit]

A returning feature from Reach, loadouts can be tagged with predetermined names for custom game setups. These include:

  • Custom 1
  • Custom 2
  • Custom 3
  • Assault Rifle
  • Battle Rifle
  • SMG
  • Plasma Rifle
  • Magnum Pistol
  • Sentinel Beam
  • Carbine
  • Energy Sword
  • Shotgun
  • Boomstick
  • Rocket Launcher
  • Sniper
  • Elite
  • Zealot
  • Guardian
  • Hunter
  • Shadow
  • Enforcer
  • Spartan
  • Heretic
  • Assault
  • Marksman
  • Scout
  • Juggernaut
  • Pro Battle Rifle
  • Survivor
  • SWAT
  • Heavy
  • Grenadier
  • Random
  • Noob

Halo: Spartan Strike[edit]

Loadout/armory menu of Halo: Spartan Strike.
The loadout system of Halo: Spartan Strike.

Following in Spartan Assault's footsteps, Spartan Strike offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like Spartan Assault, weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level.

Unlike Spartan Assault, Spartan Strike forgoes real world currency as a means of obtaining weapons and loadout armaments. Instead, a currency dubbed "credits", in-game currency, is able to be earned and used to purchase weapons. Adding score multipliers in the form of skulls will add a percentage to the credits earned.

Primary weapon[edit]

Help.png This section is a stub. You can help Halopedia by expanding it.

Secondary weapon[edit]

Help.png This section is a stub. You can help Halopedia by expanding it.

Armor abilities[edit]

Main article: Armor abilities

Booster[edit]

Main article: Boosters

Halo 5: Guardians[edit]

An image of Halo 5: Guardians' loadout menu, featuring the six available loadout weapons.
Halo 5's loadout menu during a game of Warzone Firefight on Escape from ARC.

Loadouts in Halo 5: Guardians would see major changes from Halo 4's incarnation of the mechanic. Unlike Halo 4 which featured loadouts across most conventional gametypes, Halo 5: Guardians multiplayer would only allow the use of loadouts in Warzone, Warzone Assault, Warzone Turbo, and Warzone Firefight.

Predetermined loadouts also exist within the campaign, with each member of Blue Team and Fireteam Osiris possessing a unique primary weapon, secondary weapon, a grenade type, and two armor mods. Playing through Halo 5 in single-player will force the player to play as John-117 or Jameson Locke in their respective missions, limiting them to their specific loadouts.

Within multiplayer, loadouts are determined by the Requisition system, specifically, what cards the player has unlocked and what REQ energy level they've attained within the match. The player can select from 6 base loadout weapons, including their variants, along with 14 armor mods. Rather than the player earning score to call in an ordnance drop, the player is able to spawn with a power weapon or a power up, such as a Rocket Launcher, or a Damage Boost, assuming they have the required REQ energy.

Tactical packages and support upgrades did not return in Halo 5, being replaced by a simpler system dubbed "armor mods". Armor mods instead merge the two into a single chosen player trait, with multiple benefits per selection. Likewise, the ability to select grenade types did not return, with this being merged into specific armor mods that grant the player specific grenade types on spawn.

Weapons[edit]

Armor mods[edit]

Main article: Armor mods
  • An icon for the Advanced Sensors armour mod. Advanced Sensors - Combines the effects of Sensor and Awareness support upgrades from Halo 4. Increases motion tracker effectiveness.
  • An icon for the Auto-Medic armour mod. Auto-Medic - Combines the effects of Shielding tactical package and Recharge support upgrade from Halo 4. Increases health and shield recharge rates.
  • An icon for the Frag Grenade Expert armour mod. Frag Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Frag Grenades. Increases starting and max grenade capacity.
  • An icon for the Plasma Grenade armour mod. Plasma Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Plasma Grenades. Increases starting and max grenade capacity.
  • An icon for the Splinter Grenade Expert armour mod. Splinter Grenade Expert - Similar to Grenadier tactical package from Halo 4 but only for Splinter Grenades. Increases starting and max grenade capacity.
  • An icon for the Increased Strength armour mod. Increased Strength - Similar to Resistor tactical package from Halo 4. Increases melee and spartan charge effectiveness. Damage no longer disables sprint.
  • An icon for the Reflex Enhancers armour mod. Reflex Enhancer - Combines the effects of Dexterity tactical package and Stealth support upgrade from Halo 4. Increases character handling and assassination speeds.
  • An icon for the Speed Booster armour mod. Speed Booster - Increases movement speed and jump height.
  • An icon for the Upgraded Shields armour mod. Upgraded Shields - Increases shield strength.
  • An icon for the Upgraded Thrusters armour mod. Upgraded Thrusters - Similar to AA Efficiency tactical package from Halo 4. Increases thruster and sprint speed. Increases thruster recharge rate.

Four armor mods were added to Halo 5: Guardians over the course of the game's expansions:

  • An icon for the Death From Above armour mod. Death From Above - added in Hammer Storm. Increases ground pound effectiveness.
  • An icon for the Advanced Sensors armour mod. Grenadier - added in Ghosts of Meridian. Similar to Explosives support upgrade from Halo 4. Increases grenade effectiveness and explosive damage resistance.
  • An icon for the Wheelman armour mod. Wheelman - added in Memories of Reach. Similar to Wheelman tactical package from Halo 4. Increases vehicle survivability.
  • An icon for the Patrol Case armour mod. Patrol Case - added in Warzone Firefight. Similar to Ammo support upgrade from Halo 4. Increases starting and max ammo capacity.

Gallery[edit]

Menu images[edit]

Sources[edit]