Halo: Reach manual: Difference between revisions
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| [[File:ReachSchematic_-_Shotgun.png|75px|center]] ||| '''[[M45 shotgun|M45 TS-Shotgun]]'''<br>Most effective at close range; small magazine. || ⬤ || O || || || | | [[File:ReachSchematic_-_Shotgun.png|75px|center]] ||| '''[[M45 shotgun|M45 TS-Shotgun]]'''<br>Most effective at close range; small magazine. || ⬤ || O || || || | ||
|- | |- | ||
| [[File:ReachSchematic_- | | [[File:ReachSchematic_-_Sniper.png|75px|center]] || '''[[SRS99-AM sniper rifle|SRS99-Sniper Rifle]]'''<br>5x, 10x zoom; small magazine; AM rated.{{Ref/NoteReuse|AM}} || || ⬤ || O || || | ||
|- | |- | ||
| [[File:ReachSchematic_- | | [[File:ReachSchematic_-_Rocket.png|75px|center]] || '''[[M41 SPNKr|M41SSR MAV/AW-Rocket Launcher]]'''<br>1.8x zoom; tracks flying targets;AOE.{{Ref/Note|Id=AOE|Area of effect.}} || || ⬤ || O || ▲ || | ||
|- | |- | ||
| [[File: | | [[File:Spartanlaser.png|75px|center]] || '''[[M6/V Spartan Laser|M6 G/GNR-Spartan Laser]]'''<br>2.5x zoom;2.5 sec. charge up. || || O || ⬤ || ▲ || | ||
|- | |- | ||
| [[File:ReachSchematic_-_GL.png|75px|center]] || '''[[M319 grenade launcher|M319 GL-Grenade Launcher]]'''<br>Hold trigger for alt. fuse: manual detonate/EMP{{Ref/Note|Id=EMP|[[Electromagnetic pulse]].}}; knocks out shields; temporarily disables most vehicles; projectile is bounceable; AOE.{{Ref/NoteReuse|AOE}} || || ⬤ || O || ▲ || ▲ | | [[File:ReachSchematic_-_GL.png|75px|center]] || '''[[M319 grenade launcher|M319 GL-Grenade Launcher]]'''<br>Hold trigger for alt. fuse: manual detonate/EMP{{Ref/Note|Id=EMP|[[Electromagnetic pulse]].}}; knocks out shields; temporarily disables most vehicles; projectile is bounceable; AOE.{{Ref/NoteReuse|AOE}} || || ⬤ || O || ▲ || ▲ | ||
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| '''[[M808C Scorpion|M808 MBT-Scorpion]]'''<br>Primary armored fighting vehicle; requires support on today's high-speed battlefield. || '''Crew''' 1+1 (1 commander, 1 machine gunner)-can accommodate up to 4 riders<br><br>'''Armament''' [[M512 smooth-bore high-velocity cannon|M512 90mm SBHV]] (smooth bore, high velocity) cannon; [[M247T machine gun|M247 7.62mm MMG]] (medium machine gun) | | '''[[M808C Scorpion|M808 MBT-Scorpion]]'''<br>Primary armored fighting vehicle; requires support on today's high-speed battlefield. || '''Crew''' 1+1 (1 commander, 1 machine gunner)-can accommodate up to 4 riders<br><br>'''Armament''' [[M512 smooth-bore high-velocity cannon|M512 90mm SBHV]] (smooth bore, high velocity) cannon; [[M247T machine gun|M247 7.62mm MMG]] (medium machine gun) | ||
|- | |- | ||
| '''[[UH-144 Falcon|UH-144-Falcon]]'''<br>Primary air-to-ground support/transport VTOL. || '''Crew''' 3 (1 [[pilot]], 2 gunners)-can accommodate up to 3 riders<br><br>'''Armament''' [[UH-144A Falcon|UH-144A]]: [[M638 autocannon|M638 20mm auto-cannon]], 2 x [[M460 | | '''[[UH-144 Falcon|UH-144-Falcon]]'''<br>Primary air-to-ground support/transport VTOL. || '''Crew''' 3 (1 [[pilot]], 2 gunners)-can accommodate up to 3 riders<br><br>'''Armament''' [[UH-144A Falcon|UH-144A]]: [[M638 autocannon|M638 20mm auto-cannon]], 2 x [[M460 automatic grenade launcher|M460 40mm AGL]]; [[UH-144S Falcon|UH-144S]]: M638 20mm auto-cannon, 2x M247H 12.7mm HMG | ||
|- | |- | ||
| '''[[D77-TC Pelican|D77-TC-Pelican]]'''<br>Primary space-to-ground support/transport VTOL; extremely versatile platform. || '''Crew''' 3 (1 pilot, 1 co-pilot, 1 crew chief)-can accommodate up to 10 passengers and 1 vehicle | | '''[[D77-TC Pelican|D77-TC-Pelican]]'''<br>Primary space-to-ground support/transport VTOL; extremely versatile platform. || '''Crew''' 3 (1 pilot, 1 co-pilot, 1 crew chief)-can accommodate up to 10 passengers and 1 vehicle | ||
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| [[File:ReachAA_-_Hologram.png|150px]]|| '''[[Type-27 hologram|Holographic decoy]]'''<br>'''FIELD DATA''' This gives the operator the ability to create a virtual, holographic projection, which can be used as a decoy to draw enemy fire. The decoy has a regular lifespan of 10 seconds, but may be canceled at any time. | | [[File:ReachAA_-_Hologram.png|150px]]|| '''[[Type-27 hologram|Holographic decoy]]'''<br>'''FIELD DATA''' This gives the operator the ability to create a virtual, holographic projection, which can be used as a decoy to draw enemy fire. The decoy has a regular lifespan of 10 seconds, but may be canceled at any time. | ||
|- | |- | ||
| [[File:ReachAA_-_Camouflage.png|150px]]|| '''[[Type-3 active camouflage|Active Camouflage]]'''<br>''' | | [[File:ReachAA_-_Camouflage.png|150px]]|| '''[[Type-3 active camouflage|Active Camouflage]]'''<br>'''FIELD DATA''' Renders the operator virtually invisible. Overall effectiveness is dependent on operator discipline—rapid or sudden movement tends to overtax the system. | ||
|- | |- | ||
| [[File:ReachAA_-_Shield.png|150px]]|| '''[[Drop shield|Drop Shield]]'''<br>'''FIELD DATA''' An evolution of the [[Z-4190 bubble shield|bubble shield]] employed by [[Beta-5 Division|β5 Strike Teams]], it creates a temporary, semi-spherical protective shield that also provides a curious restorative effect (still under investigation). | | [[File:ReachAA_-_Shield.png|150px]]|| '''[[Drop shield|Drop Shield]]'''<br>'''FIELD DATA''' An evolution of the [[Z-4190 bubble shield|bubble shield]] employed by [[Beta-5 Division|β5 Strike Teams]], it creates a temporary, semi-spherical protective shield that also provides a curious restorative effect (still under investigation). |
Revision as of 12:54, July 31, 2023
The Halo: Reach manual is a game manual included in physical copies of Halo: Reach. The manual is presented as the in-universe MIL-FBS-295937(1)B Field Manual.
Sections
Welcome to Noble Team
23.07.2552
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Ordnance
Weapons
Image | Weapons - UNSC | Close | Med | Long | Support | Grenade |
---|---|---|---|---|---|---|
M6G-Magnum 2x zoom - AM rated[Note 1] |
O | ⬤ | O | |||
MA37-Assault Rifle Short, controlled bursts are most effective; high ROF.[Note 2] |
⬤ | O | ||||
M392 DMR—Designated Marksman Rifle 3x zoom. AM rated.[Note 1] |
O | ⬤ | ||||
M45 TS-Shotgun Most effective at close range; small magazine. |
⬤ | O | ||||
SRS99-Sniper Rifle 5x, 10x zoom; small magazine; AM rated.[Note 1] |
⬤ | O | ||||
M41SSR MAV/AW-Rocket Launcher 1.8x zoom; tracks flying targets;AOE.[Note 3] |
⬤ | O | ▲ | |||
M6 G/GNR-Spartan Laser 2.5x zoom;2.5 sec. charge up. |
O | ⬤ | ▲ | |||
M319 GL-Grenade Launcher Hold trigger for alt. fuse: manual detonate/EMP[Note 4]; knocks out shields; temporarily disables most vehicles; projectile is bounceable; AOE.[Note 3] |
⬤ | O | ▲ | ▲ | ||
M247H HMG-Machine Gun Heavy; limited ammo. |
O | ⬤ | ▲ | |||
M9 HE/DP-Frag Grenade Bounceable; deflected by Jackal shield; AOE.[Note 3] |
⬤ | ▲ | ||||
H-165 FOM-Target Locator 2x, 4x zoom; very low ROF.[Note 2] |
O | ⬤ | ▲ |
Image | Weapons - Covenant | Close | Med | Long | Support | Grenade |
---|---|---|---|---|---|---|
T25 DEP-Plasma Pistol Hold trigger for alt. fire: overcharge; semiguided; knocks out shields; temporarily disables most vehicles; overheats; AOE.[Note 3] |
⬤ | O | ||||
T25 DER-Plasma Rifle Very effective against shields; overheats; high ROF.[Note 2] |
⬤ | O | ||||
T51 DER/1-Plasma Repeater Very effective against shields; hold X to vent waste heat (can be interrupted). |
⬤ | O | ||||
T25 C-Spike Rifle Short, controlled bursts are most effective; only issued to Brute shock troopers; high ROF.[Note 2] |
⬤ | O | ||||
T33 GML-Needler Six projectiles to cause S-C[Note 5]; semi-guided; projectiles deflected by Jackal shield; high ROF.[Note 2] |
⬤ | O | ||||
T31 R-Needle Rifle 2x zoom; three projectiles to cause S-C[Note 5]; semi-guided; projectiles deflected by Jackal shield; AM rated.[Note 1] |
⬤ | O | ||||
T50 DER/H-Concussion Rifle Small magazine; AOE[Note 3] |
O | ⬤ | ||||
T1 EW/S-Energy Sword Melee weapon. |
⬤ | |||||
T2 EW/H-Gravity Hammer Melee weapon; AOE.[Note 3] |
⬤ | |||||
T33 LAAW-Fuel Rod Gun 2.5x zoom; AOE.[Note 3] |
⬤ | O | ▲ | |||
T52 GML/E-Plasma Launcher 2.5x zoom; very effective against shields; tracks targets; hold trigger to increase number of projectiles (max. 4); AOE.[Note 3] |
⬤ | O | ▲ | |||
T52 SAR-Focus Rifle 3.5x, 9.5x zoom; overheats. |
O | ⬤ | ||||
T52 DESW-Plasma Cannon Very effective against shields; heavy; limited ammo. |
O | ⬤ | ▲ | |||
T1 APG-Plasma Grenade Sticks to target; deflected by Jackal shield; AOE.[Note 3] |
▲ |
- ⬤ optimal range
- O effective range
Vehicles
Vehicle | Stats |
---|---|
M274 ULATV-Mongoose Unarmored vehicle used primarily by couriers. |
Crew 1+1 (1 driver, 1 passenger) |
M12 FAV-Warthog Lightly armored force application vehicle; highly maneuverable, extremely versatile platform. |
Crew 2+1 (1 driver, 1 gunner, 1 passenger) Armament LRV: M41 12.7mm LAAG (vulcan machine gun); LAAV-G: M68 25mm ALIM (gauss cannon); LAAV-R: M79 65mm MLRS (rocket launcher) |
M808 MBT-Scorpion Primary armored fighting vehicle; requires support on today's high-speed battlefield. |
Crew 1+1 (1 commander, 1 machine gunner)-can accommodate up to 4 riders Armament M512 90mm SBHV (smooth bore, high velocity) cannon; M247 7.62mm MMG (medium machine gun) |
UH-144-Falcon Primary air-to-ground support/transport VTOL. |
Crew 3 (1 pilot, 2 gunners)-can accommodate up to 3 riders Armament UH-144A: M638 20mm auto-cannon, 2 x M460 40mm AGL; UH-144S: M638 20mm auto-cannon, 2x M247H 12.7mm HMG |
D77-TC-Pelican Primary space-to-ground support/transport VTOL; extremely versatile platform. |
Crew 3 (1 pilot, 1 co-pilot, 1 crew chief)-can accommodate up to 10 passengers and 1 vehicle |
YSS-1000-Sabre Primary planetary defense fighter for the Inner Colonies. |
Crew 1+1 (1 pilot, 1 radar intercept officer) Armament 2x M1024 ASW/AC 30mm MLA; 2x ST/Medusa missile pod |
GA-TL1-Longsword Primary A/X strike fighter; extremely versatile platform. |
Crew 4 (1 pilot, 1 co-pilot, 1 navigator, 1 systems technician) Armament 2x M9109 ASW/AC 50mm MLA; 4x ASGM-10 |
Vehicle | Stats |
---|---|
T-32 RAV-Ghost Primary reconnaissance/rapid attack vehicle; very little protection for pilot. |
Crew 1 (1 pilot) Armament 2x plasma cannons (linked) |
T-48 LAGC-Revenant Lightly armored mobile artillery; open vehicle affords very little protection to crew. |
Crew 1+1 (1 pilot, 1 plasma passenger) Armament Plasma mortar |
T-26 AGC-Wraith Primary armored fighting vehicle for ground forces; blind spot/relatively weak rear armor. |
Crew 1+1 (1 pilot, 1 plasma cannon gunner ArmamentHeavy plasma mortar; plasma cannon |
T-47 UHAP-Scarab Recent intelligence suggests this is not a fighting vehicle, but an ultra-heavy infantry unit. |
Crew 1+5 (1 pilot, 5 defenders)-can accommodate 12 defenders Armament Ultra-heavy focus cannon; ultra-heavy plasma cannon, 3x T-52 DESW |
T-28 TC-Spirit Primary troop carrier, heavy armor is virtually immune to damage. |
Crew 1 (1 pilot) - can accomodate up to 30 passengers and 2 vehicles Armament Heavy plasma cannon |
T-52 TC-Phantom Primary ground support/troop carrier; heavy armor is virtually immune to damage. |
Crew 4 (1 pilot, 1 weapon officer, 2 plasma cannon gunners)-can accommodate up to 30 passengers and 2 vehicles Armament Heavy plasma cannon, 2x T-52 DESW |
T-26 GSA-Banshee Primary ground support, lightly armored, but extremely maneuverable. |
Crew 1 (1 pilot) Armament 2x heavy plasma cannon; FRC-G |
T-27 XMF-Space Banshee Most common interceptor/escort spacecraft; unshielded, but extremely maneuverable. |
Crew 1 (1 pilot) Armament 2x heavy plasma cannon; FRC-G |
T-31 XMF-Seraph superiority fighter; heavy shields, but extremely maneuverable. |
Crew 1 (1 pilot) Armament 2x heavy plasma cannon |
Armor abilities
Information regarding armor abilities may also be accessed by pressing BACK while in the field.
Jet Pack FIELD DATA This newest model portable jump jet finally has the power to lift a Spartan in the latest-generation MJOLNIR armor. | |
Sprint FIELD DATA S-320 is largely responsible for this plug. While not quite a hack, it does temporarily override the safety limiters on actuators and “muscles”—cheating the system regulators to keep the operator cool as well. | |
Holographic decoy FIELD DATA This gives the operator the ability to create a virtual, holographic projection, which can be used as a decoy to draw enemy fire. The decoy has a regular lifespan of 10 seconds, but may be canceled at any time. | |
Active Camouflage FIELD DATA Renders the operator virtually invisible. Overall effectiveness is dependent on operator discipline—rapid or sudden movement tends to overtax the system. | |
Drop Shield FIELD DATA An evolution of the bubble shield employed by β5 Strike Teams, it creates a temporary, semi-spherical protective shield that also provides a curious restorative effect (still under investigation). | |
Armor Lock FIELD DATA Fairly effective even in this early prototype stage, it has internal components nearly identical to the Covenant gear that spawned it. The biggest drawback is that the local gravitic effect essentially immobilizes the operator. | |
Evade [RESTRICTED - COVENANT MATERIEL] FIELD DATA This appears to be a dummy module or terminator plug. While it is critical for operating the Elites' armor, its precise function is unknown. Spartans are encouraged to acquire it in the field if possible. |
Covenant Species
The leadership in any given group. In most cases, neutralizing Elites will cause the rest of the unit to lose cohesion.
Heavily armed and armored infantry who are always deployed in pairs, compensating for their relative lack of agility.
Aggressive and prone to shocking acts of violence, these creatures are easily provoked into foolhardy acts of bravado.
Although of the same species as Jackals and similarly deployed, Skirmishers are quicker and more agile than their smaller cousins.
Jackals employ energy shields that are considerably stronger than any other known personal shield system, thanks to their linear configuration.
Also known as "Buggers," they are essentially flying insects with guns. Where one appears, there are bound to be many more.
While lacking in intelligence and discipline, they are ferocious in large packs, but rapidly devolve into disarray when their leadership is neutralized.
These units are noncombatant support "personnel," but they still represent a significant threat and should be dealt with appropriately.
See also
Download the PDF version from Xbox.com (Internal backup here)
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