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M41 SPNKr

From Halopedia, the Halo wiki

Template:Weapon Infobox

The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylised as SPNKr), is a heavy ordnance weapon used by the UNSC and Insurrectionists.[1] It is manufactured by Misriah Armory.[2][3][4] While it was obsolete before the Human-Covenant War began it was not replaced by the M57 Pilum until October 2558.[1] However, even after it was replaced it remained popular in War Games matches aboard the UNSC Infinity.[5]

Design details

Though there have been various shoulder-launched rocket launchers in service with the UNSC Armed Forces since its creation, only the M41 rocket launcher has the tactical importance to be heavily manufactured.[1] The M41 SSR has been in service with the UNSC for decades, as early as the Insurrection.[3]

The M41 rocket launcher fires M19 102mm high-explosive shaped charge missiles. The weapon uses a unique system for loading and firing: rather than using a traditional magazine or single-shot system, it is fed by a pair of detachable barrels, each of which holds a single rocket. When one of the rockets is fired, the other is cycled into place; when both have been fired, the operator removes the barrel unit and inserts another. This allows the operator to quickly reload while in combat and greatly reduces the weight he carries without throwing the weapon away, as with some disposable rocket launchers of the twentieth and twenty-first centuries.[3]

The M41 rocket launcher features a 2× smart-linked sight, allowing users to fire rockets over long distances with devastating accuracy, although the rockets' altitude decreases over long distances. Many M41s and their M19 rockets are equipped with target tracking systems;[2] these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. Some launchers are capable of tracking both ground-based and airborne targets,[6][7] while others are capable of tracking only aircraft.[8] Some M41s lack any form of tracking technology, requiring the operator to "dumb fire" the weapon without targeting assistance.[9][10][11]

Some M41s feature a trigger guard, and an ergonomic thumbhole stock, adding the impression of greater bulk.[8][12] However, other versions lack these design features, possessing only a pistol grip and no trigger guard, resulting in a more skeletal overall appearance.[6][7][10][11]

The model used in October 2558 has a serial number of "00051405".[5]

Variants

  • SPNKr EM: Improved variant with four rockets per magazine and the ability to lock onto ground and air vehicles.[5]
  • SPNKr EX: Advanced variant that fires laser-guided cluster warhead rockets that detonate in proximity to enemies, releasing an effect similar to the fields of splinter grenades, albeit without the disintegration effect. It also produces a large red glare if used with Smart-Link.[5]
  • SPNKr Prime: Mythic variant that fires fast, powerful rockets. Spartans that use the SPNKR Prime in War Games also get boosts to movement speed, shield strength, and jump height.[5]
  • SPNKr Anti-Air: Unlike the standard SPNKr, members of the Spirit of Fire that are either onboard a Flame Warthog or Hornet were given a Rocket Launcher that has a laser sight attached in order for the weapon to lock on aircraft.[13]

Gameplay

Advantages

The rocket launcher spreads a huge amount of damage over a large area. It is capable of taking out entire groups of infantry at any range and can kill both the passengers and crew of nearly any vehicle like the M808B Main Battle Tank or a Wraith. Its ability to fire two shots in rapid succession is also a major advantage.

Disadvantages

The M41 SSR, though powerful, is implemented in-game as an anti-vehicle weapon, not designed for engaging infantry. Thus, its reload time is quite slow, as it takes about three to five seconds for the M41 to be fully reloaded. The rockets are slow and leave a trail of smoke in their wake, giving away the operator's position. Ammunition is often limited or unavailable, and the operator can carry only six extra rockets at once, for a total of 8 rounds. The biggest disadvantage to the operator is the blast radius of a rocket; if fired too close the splash damage can severely injure or kill its operator if fired carelessly into surrounding terrain or at a close enemy.

Halo: Spartan Strike and Halo: Spartan Assault

The M41 SSR is an exclusive weapon that can be purchased with 1000 Credits in both games. It is provided with 150 ammunition with a very high fire rate but a damage output 30% less than original damage (requiring five shots to destroy a Wraith). In Spartan Strike Mission E-5: Hold the Line, the player can equip the Rocket Launcher scattered around the LZ for free.

Changes among games

Changes from Halo: Combat Evolved to Halo 2

  • The weapon has a different firing sound effect.
  • The weapon's melee attack and reload speeds are faster.
  • Holding the right trigger allows the player to home on vehicles, gun turrets, and Sentinel Enforcers in the campaign.
  • Ammunition is indicated in the scope when zoomed in.
  • The HUD ammunition indicator illustration is changed.
  • The weapon's firepower and splash damage are decreased.

Changes from Halo 2 to Halo 3 and Halo 3: ODST

  • The weapon's missiles travel faster.
  • The tubing has a metallic silver color rather than a synthetic black finish.
  • It lacks the homing feature from Halo 2.
  • It has a different firing sound effect.
  • The weapon's melee attack and reload speeds are further decreased.
  • The HUD ammunition indicator is again changed.

Changes from Halo 3 and Halo 3: ODST to Halo: Reach

  • The grips of the weapon are enclosed in a thumbhole design.
  • It can now lock on to aircraft, but not other types of vehicles.
  • It has slightly different firing and rocket detonation sounds.
  • Rockets travel noticeably faster.
  • Splash damage is increased.
  • Rockets are mildly affected by gravity.

Changes from Halo: Reach to Halo 4

  • Rockets' travel speed increased.
  • The sound of the weapon firing has been changed, akin to the "tube" sound of a grenade launcher.
  • The weapon no longer has an audible indicator to verify that a lock has been achieved.
  • The rocket now leaves a noticeable vapor trail when fired.
  • Rockets make more noise as they travel.

Changes from Halo 4 to Halo 2: Anniversary

  • Like the original Halo 2 version the M41 can lock onto both aircraft and land vehicles.
  • While the campaign uses the Halo: Reach model, the multiplayer version uses the Halo 4 redesign.

Changes from Halo 2: Anniversary to Halo 5: Guardians

  • The M41, like its Halo: Reach and Halo 4 incarnations, can only lock onto aircraft.
  • The M41 comes in many variations.
  • Its firing sound is similar to the Halo: Combat Evolved version.
  • Features some minor color changes with some spots on the weapon being orange.

Changes from Halo Wars to Halo Wars 2

  • Rate of fire increased slightly.
  • Base damage decreased; damage increases proportionally to unit veterancy.
  • Projectiles move more slowly.
  • Research requirements for RPG Trooper becomes easier.
  • M41 SPNKR now can be wielded exclusively to Douglas-042 with Professor Anders as the leader on level 2 hero upgrade on non-campaign gameplay.

Trivia

Gallery

Normal gallery

Halo 5: Guardians REQ cards

Videos

List of appearances

Sources

  1. ^ a b c Cite error: Invalid <ref> tag; no text was provided for refs named universe
  2. ^ a b c Cite error: Invalid <ref> tag; no text was provided for refs named EVG
  3. ^ a b c Halo Encyclopedia, page 314
  4. ^ Bungie.net: Halo: Reach Ordnance Page
  5. ^ a b c d e Halo 5: Guardians
  6. ^ a b Halo 2
  7. ^ a b Halo Wars
  8. ^ a b Halo: Reach
  9. ^ Halo: Combat Evolved
  10. ^ a b Halo 3
  11. ^ a b Halo 3: ODST
  12. ^ Halo: Combat Evolved Anniversary
  13. ^ Halo Wars 2