LAU-65D/SGM-151 missile pod
From Halopedia, the Halo wiki
The LAU-65D/SGM-151, also known as the Missile Pod, is a portable United Nations Space Command infantry weapon. It is a missile-launching weapon, and holds up to eight small, highly explosive missiles when released from its tripod. The Missile Pod is capable of locking onto vehicle or turret position targets.
The mounted version of the Missile Pod can be seen in the Campaign level The Storm in Halo 3, and again in NMPD HQ in Halo 3: ODST. When mounted, it has an infinite amount of ammo. The Missile Pod can carry eight rounds when detached, which are less powerful than the M41 rocket launcher, but it can fire continuously without the need for reloading. In its mounted form, the Missile Pod is used by Marines as a rocket-powered mortar by firing its missiles vertically into the sky. This allows the missiles to hit targets from above, inflicting maximum damage and leaving less time for the target to avoid the strike; however, in its mounted form, it can't hit targets on the ground up close easily (it will just fire up into the air and do no damage).
Once the missile is fired, it will travel about five meters before becoming self-propelled. This, along with the pod's ability to maintain a lock even when there's an obstacle (such as a small hill in Valhalla) between the pod and the target, means the wielder can fire at an upward angle, giving the missile enough vertical clearance to fly over the hill and into the target.
It is also effective against foot-bound stationary targets (such as an enemy sniper); the missile's high speed means that even if the target hears the missile, he or she may not be able to react in time. This is most effective at short and medium range, mostly because it is harder to see an enemy at long ranges, much less determining if one is moving. One of the best anti-vehicle tactics is to lock on, aim up in the air, and fire; however, its low ammo capacity when unmounted means it should be used sparingly. Also, on Valhalla, a possible tactic is to carry the missile pod into the man cannon while firing at an enemy. The enemy will most likely not see one and will die confused, leaving one able to repeat the trick.
Due to its rarity in the campaign (it only appears on the level The Storm), not many tactics have appeared to support its usage in campaign. If picked up during that level, it can be used to take down the Deutoros-pattern Scarab appearing in the level fairly easily, as its lock-on will automatically target its joints and the enemies on board. Presumably, an ambitious player could carry it to the anti-aircraft gun, but accidental usage could waste all of its ammunition. The player could also kill the Arbiter, then quickly drop the pod next to him; missiles fired by the Arbiter will home in on enemy infantry, as well.
The missile pod also appears in the Halo 3: ODST campaign in the level NMPD HQ in the final area where Dutch and Mickey are holding out. There are two mounted missile pods, and numerous missile pods near the crashed Pelican, and you can use them to take out the many Type-26 Banshees and Ru'swum-pattern Phantoms that appear. As there are many flying enemy vehicles, a good tactic would be to keep the missile pods mounted, so you can utilize the infinite ammo, as there are other detached missile pods around the pelican which you can use.
Ensure that in both games the missile pod is clear of any debris surrounding it or firing it on an angle that does not have debris obstructing it. In some cases, a player may kill themself by accident if the player did not test fire it first. This commonly happens at NMPD HQ, where a player often kills themself without swinging the missile pods away from the construction site debris.
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