SRS99D-S2 AM sniper rifle

The SRS99D-S2 AM Sniper Rifle is a UNSC sniper rifle.

Introduction
The SRS99D-S2 AM Sniper Rifle is a variant of the SRS99C-S2 AM Sniper Rifle, which was seen in Halo: CE and Halo 2, and made its debut in the Halo 3 Beta. It is an extremely powerful weapon and is relativley the same as the SRS99C but with some design and technical changes. This weapon appears in the Halo 3 Beta.

Summary
The SRS99D-S2 AM Sniper Rifle is a semi-automatic, gas-operated, magazine-fed, long-ranged weapon. It is relatively the same as the SRS99C-S2 AM Sniper Rifle but with some design and technical changes. It still fires the 14.5x114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) rounds semi-automatically from a four round clip. It still has a 5x and 10x scope with real-time display but now it shows everything with an LCD screen that shows a infrared view of what the scope sees. Its power as well as accuracy and range are relatively the same compared to the SRS99C. Its rate of fire has slightly dropped, however.

Physical Description And Appearance
The SRS99D-S2 AM Sniper Rifle is a semi-automatic UNSC sniper rifle. It fires 14.5x114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) rounds from a 4 round mag, which does not fit flush. The reciever is located in front of the handle(in a conventional layout).

The SRS99D is gas-operated and therefore must be cocked to load the first round. The bolt used to chamber the round is located on the left side of the weapon and moves during operation. From then on, the gases from the previous round forces the bolt back and forth and continues to do so until the mag is empty. Once the mag is empty, the bolt(although not illustrated in Halo 3) locks back. After a new mag is inserted, the bolt must be pushed forward to chamber a new round. The ejection port is located on the right side of the weapon and posseses a dirt cover.

The SRS99D, having a rifled barrel, is about 73.8in long and is completely interchangeable. From the barrel to the breech to the stock everything can be changed to fit the current situation and satisfy the operator. The SRS99D in Halo 3 has some noteable changes from the SRS99C. First off, it is fitted with a 5x and 10x scope that shows real time images in infared vision when not looking through it. When looking through it, the scope shows a taget's distance and elevation as well as the current wind velocity. The SRS99D also has an altered foregrip and stock and sports a trigger guard. The barrel also now has a iron sight. This weapon does not posses a safety and has a frame that serves as a carrying handle as well as a scope protector and a folding bipod located in front of the mag on the underside of the gun.

Changes From The SRS99C

 * New muzzle brake with front iron sight
 * Fore grips and stocks have been altered
 * The scope now shows real-time with an LCD screen and infared vision
 * The Rifle has a new flat black color to it, or so it appears...
 * The range & elevation indicator from Halo 1 has returned. It also displays wind velocity now.
 * Now has a trigger guard
 * Decreased rate of fire

Close Range
This is not the smartest situation to use a sniper. Melee and grenades would be much more effient.

Medium Range
Still not the best place to use the sniper but it is possible to kill with some ease. Melee and grenades help in this situation as well.

Long Range
This is where the sniper excells. Use the scope to sight in on enemys and aim for the head. If the head is missed quickly hit them again for a kill.

Sniper Rifle And Battle Rifle
The best sniper combo to have, the Sniper Rifle can take care of enemies at the long range, while the Battle Rifle can deal with enemies at medium range and close range. If you hit your enemy Spartan/Elite it will bring the shield down instantly. Then all you have to do is switch to the Battle Rifle and get a nice shot to the "dome".

Sniper Rifle And SMG
Not as useful as the Sniper Rifle/Battle Rifle, but still great and flexible. The SMG lacks the range and damage of the Battle Rifle, but has a higher rate of fire, making it more useful in tight urban combat. The SMG also has the advantage of being able to be paired with other weapons, increasing the arsenals flexibility.

Sniper Rifle And Assault Rifle
One of the best combos, the Sniper Rifle can take care of farther targets and the assault rifle can be taken out if an enemy gets too close. Its a non-dual wieldable version of the Sniper Rifle and SMG combo.

Sniper Rifle And Shotgun
A sort of mismatched combo, best used in urban combat in tight quarters. The Shotgun takes care of anyone close and the Sniper takes care of anyone farther away.

Against The Flood
Unforunentely, due to the high speed of the sniper rounds with the previous Halo's, the sniper rifle was completely useless against the Flood, with the rounds passing through them without phasing them. This could be true with the SRS99D-S2 version as well.

Ammunition
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses Armor Piercing, Fin Stabilized, Discarding Saboted rounds. These rounds are large in both length and width, and are equipped with four symmetrical fins on the sides of the round, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are ripped off of the projectile before entering the actual target, their job having been completed.

The rounds themselves were inspired by the 14.5 × 114 mm Russian made projectile, used primarily in HMGs and Sniper Rifles. The rounds are described as being made of very hard metal, so they are probably made of a skin of hardened steel or titanium, with a hardened core of super dense tungsten or depleted uranium for maximum penetration. However, despite being labeled as Armor Piercing, the Sniper Bullet is actually Anti-Material, meaning that it is specifically designed to pierce body armor, energy shielding, and all types of flesh, but not heavy armor plating, like that of a tank. Therefore, the weapon is entirely useless against vehicles unless you have a clear head or body shot.

The large caliber rounds make necessary for a small magazine size and small combat loads (28 rounds total in Halo 1, 24 rounds in Halo 2.) However, a "full combat load" was described in Halo: First Strike, and in the Halo 1 level Truth and Reconciliation you start with a Sniper Rifle that has a 68 round load.

In Halo 1, the SR round is very powerful. On Normal Difficulties, one direct shot to the head of any Elite (i.e. Minor, Major, Zealot) will result in an instant kill.

Influences
The sniper rifle appears to be heavily inspired by (if not directly copied from) the Barrett .50 caliber rifles (most notably the Barret M82 ), the M107 sniper rifle, and the South African NTW-20. Many of the features present in the Halo version are included in both weapons, such as the recoil-dampening piston, the general look of the receiver, the magazine placement, muzzle brake, and many other attributes. In addition, the Sniper bullet (14.5 × 114mm) is an actual rifle cartridge, developed by the Russian Army for Anti-Tank Rifles, Heavy Machine Guns, and Sniper Rifles. However, the real 14.5 mm round has a standard cartridge design, whereas the round used in Halo is an APFSDS round (Armor-Piercing, Fin-Stabilized, Discarding Sabot).

Character Compatibility
This will most likely be the compatibility for Halo 3.
 * Elites
 * Spartans
 * Marines
 * Drones (have animation but not used)
 * Flood Combat Form (Human)
 * Flood Combat Form (Elite)

Related Links
SRS99C-S2 AM Sniper Rifle