The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It is the secondary weapon of special forces Orbital Drop Shock Troopers and is used in operations that rely on stealth rather than direct engagements. In lieu of the KFA-2 sight used on the M6D PDWS, the M6C/SOCOM utilizes the VnSLS/V 6E smart linked 4× scope, enabling the user to eliminate targets at long range while incurring limited recoil due to the integral sound suppressor and compensator. It has a considerably high rate of fire with an long effective range, being able to hit a target accurately at about fifty meters. The M6C/SOCOM is, like its M6C counterpart, weaker than the standard-issue M6G PDWS due to lower efficiency against shielded and heavily armored targets.
The M6C/SOCOM uses the short recoil principle. This means that the trigger needs to be pulled after every shot for the next round to be fired. Because it is semi-automatic, the gun will cock itself after every shot due to recoil and will continue to do so until the magazine is empty. The recoil comes from the gases of the rounds fired. The gases force the slide, located on the top of the gun, backward. The slide not only absorbs the force of the gases but also uses the force to eject spent casings out of the ejection port and load new rounds into the chamber. It also recocks the gun. Before the first round can be fired, the round must be chambered; this is done by inserting a magazine with ammunition into the grip of the weapon and then pulling the slide back completely and letting it launch forward, chambering the next round in the process. There is a small, red rectangular box on the flat back of the slide that protrudes slightly when the weapon is cocked. Once this is done, the safety, located at the back of the slide on both sides, must be switched off or the weapon will not fire. Once all the rounds have been spent, the slide catch, a rectangular lever located above the trigger, is forced upward and “catches” the slide by a small notch. To reload, the empty magazine must be removed, done by using the magazine release button located on the grip. Once the empty magazine is removed, a "fresh" one can be inserted. Once the fresh magazine is inserted, the slide catch is pressed downward and the slide chambers a round.
The Automag was added to the Halo: The Master Chief Collection version of Halo 3 when Halo 3: ODST was added to PC. Like the BR55HB it will kill players in 4 headshots.
The M6C/SOCOM, being a sound suppressed variant of the M6C, features several key advantages. The first is an increase in accuracy by the addition of a muzzle brake which reduces the recoil of the gun - this allows for better aiming and more controlled fire. The weapon also has an increased effective range, making it a very formidable weapon when used against lightly armored infantry. A skilled marksman can make good use of these aspects to tear through unshielded enemies at just about and range, and when used with the plasma pistol makes up what without a question is the best Noob Combo in the entire series. Its suppressor allows for more stealthy engagements and excels at eliminating enemy infantry from concealed locations without compromising the user's location. The addition of a optics module, located underneath the suppressor/muzzle brake, gives the user 4× digital zoom for long range targets; the optics module also includes a flashlight to provide illumination in low-light situations.
Like the M6C, the M6C/SOCOM is not a purely offensive weapon among the M6 series. While it is more effective than the standard M6C, the role of the M6C/SOCOM falls between offensive and defensive combat. The M6C/SOCOM, like the M6C, is not effective against energy shield systems, making engagements against shielded enemy infantry very dangerous. In order for the weapon to be effective, a user must rely on a more powerful weapon to take down the shield and then switch to the sidearm, killing the target with a headshot. This requires a great deal of focus, and the time required to switch weapons leaves the user vulnerable to return fire. Rapid fire will cause the gun to climb like the M7.
Changes from the M6G PDWS in Halo 3
List of appearances