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{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4 - Piston skin (transparent).png|120px|center
|Piston (PST)
|Reach Tracker
|''Unlocked by default''
|Customized with the PISTON skin.
| |File:H4-Z110BoltshotPistol-SteelSkin.png|75px|center
|Engine (ENG)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 26 ()
|Customized with the ENGINE skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4-CovenantCarbine-Skin.png|120px|center
|Reign (RGN)
|Reach Rogue
|''Unlocked by default''
|Customized with the REIGN skin.
| |File:H4-T51CovenantCarbine-SteelSkin.png|110px|center
|Locomotive (LMV)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 17 ()
|Customized with the LOCOMOTIVE skin.
| |File:H4 - Engage skin (transparent).png|120px|center
|Engage (ENG)
|Purchase the Kig-Yar Sniper|Storm Jackal figure from the McFarlane Toys/Halo 4 Series 2|Series 2 line of McFarlane figures for ''Halo 4''.
|Series 7: Elite|Series 7, Tier 85 ()
|Customized with the ENGAGE skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4-M395DMR-Skin.png|120px|center
|Noble (NBL)
|Reach Wetwork
|''Unlocked by default''
|Customized with the NOBLE skin.
| |File:H4 - Striped skin (transparent).png|120px|center
|Striped (STP)
|Unlocked by purchasing the Champions Bundle#Bullseye Pack|Bullseye Pack and unlocking the classified Halo Waypoint Classified#Draetheus V Archive|Draetheus V archive in the Halo Waypoint app, by earning achievements in ''Halo: Spartan Assault''.
|Series 4: Reclaimer|Series 4, Tier 33 ()
|Customized with the STRIPED skin.
| |File:H4 - Bones skin (transparent).png|120px|center
|Bones (BNS)
|Purchase the CIO-class Mjolnir|CIO Spartan figure from the McFarlane Toys/Halo 4 Series 2|Series 2 line of McFarlane figures for ''Halo 4''.
|Series 7: Elite|Series 7, Tier 29 ()
|Customized with the BONES skin.
| |File:H4 Render DMR-CONCRETE.png|120px|center
|Concrete (CTE)
|N/A
|Series 7: Elite|Series 7, Tier 78 ()
|Customized with the CONCRETE skin.
| |File:H4 - Monocle skin (transparent).png|120px|center
|Monocle (MCL)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 14 ()
|Customized with the MONOCLE skin.
| |File:H4 Render DMR-Blood.png|120px|center
|Blood (BLD)
|N/A
|Series 4: Reclaimer|Series 4 Challenges/Halo: The Master Chief Collection|Challenge: Fireteam Spree
|Customized with the BLOOD skin.
| |File:H4 Render DMR-EWK.png|120px|center
|Edgework (EWK)
|N/A
|Series 7: Elite|Series 7, Tier 92 ()
|Customized with the EDGEWORK skin.
| |File:H4 Render DMR-PIXEL.png|120px|center
|Pixel (PXL)
|N/A
|Series 7: Elite|Series 7, Tier 96 ()
|Customized with the PIXEL skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4-Z250LightRifle-ImprintSkin.png|120px|center
|Imprint (IMP)
|Unlocked by purchasing the ''Halo 4'' Xbox 360
|''Unlocked by default''
|Customized with the IMPRINT skin.
| |File:H4-Z250LightRifle-SteelSkin.png|110px|center
|Industrial (IDT)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 41 ()
|Customized with the INDUSTRIAL skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4 - Static skin (transparent).png|120px|center
|Static (STC)
|Reach Operator
|''Unlocked by default''
|Customized with the STATIC skin.
| |File:Magnumskin1.png|120px|center
|Indigo (IND)
|Purchase the Champions Bundle
|Series 4: Reclaimer|Series 4, Tier 6 ()
|Customized with the INDIGO skin.
| |File:Magnumskin2.png|120px|center
|Flare (FLR)
|Purchase the Champions Bundle
|Series 4: Reclaimer|Series 4, Tier 28 ()
|Customized with the FLARE skin.
| |File:H4 - Combustion skin (transparent).png|120px|center
|Combustion (CBN)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 9 ()
|Customized with the COMBUSTION skin.
| |File:H4 Render Magnum-BLOOD.png|120px|center
|Blood (BLD)
|N/A
|Series 7: Elite|Series 7, Tier 24 ()
|Customized with the BLOOD skin.
| |File:H4 Render Magnum-MAW.png|120px|center
|Maw (MAW)
|N/A
|Series 7: Elite|Series 7, Tier 81 ()
|Customized with the MAW skin.
| |File:H4 Render Magnum-EWK.png|120px|center
|Edgework (EWK)
|N/A
|Series 7: Elite|Series 7, Tier 13 ()
|Customized with the EDGEWORK skin.
| |File:H4 Render Magnum-PIXEL.png|120px|center
|Pixel (PXL)
|N/A
|Series 7: Elite|Series 7, Tier 79 ()
|Customized with the PIXEL skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4 - Fracture skin (transparent).png|120px|center
|Fracture (FTC)
|Reach Pioneer
|''Unlocked by default''
|Customized with the FRACTURE skin.
| |File:H4 - Boilerplate skin (transparent).png|120px|center
|Boilerplate (BPL)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 20 ()
|Customized with the BOILERPLATE skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4-T55StormRifle-SteelSkin.png|110px|center
|Compression (CMP)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 4 ()
|Customized with the COMPRESSION skin.
| |File:H4 - Chill skin (transparent).png|120px|center
|Chill (CHL)
|Purchase the Sangheili Ranger|Elite Ranger figure from the McFarlane Toys/Halo 4 Series 2|Series 2 line of McFarlane figures for ''Halo 4''.
|Series 7: Elite|Series 7, Tier 35 ()
|Customized with the CHILL skin.
|} |
{| class="wikitable sortable"
| !width="175px"|In-game !! Appearance Name !! Unlock Requirements (''Halo 4'') !! Unlock Requirements (''MCC'') !! Description (''MCC'')
| |N/A || Default || ''Unlocked by default'' || ''Unlocked by default'' || Default Skin applied.
| |File:H4 - Shatter skin (transparent).png|120px|center
|Shatter (SHA)
|Reach Engineer
|''Unlocked by default''
|Customized with the SHATTER skin.
| |File:H4-Z130SuppressorRifle-SteelSkin.png|110px|center
|Mechanical (MCN)
|Purchase the Champions Bundle or Champions Bundle#Steel Skin Pack|Steel Skin Pack.
|Series 4: Reclaimer|Series 4, Tier 26 ()
|Customized with the MECHANICAL skin.
| |File:H4 - Refractive skin (transparent).png|120px|center
|Refractive (RFC)
|Purchase the Ur-Didact figure from the McFarlane Toys/Halo 4 Series 2|Series 2 line of McFarlane figures for ''Halo 4''.
|Series 7: Elite|Series 7, Tier 83 ()
|Customized with the REFRACTIVE skin.
|} |
File:WST Logo.png|thumb|The company's logo Weapon System Technology, also called Weapon System Technologies, is the designer of the DTM series of shotguns, a more cost-effective copy of Misriah Armory's renowned M45 shotgun|M45 tactical shotgun series.''Halo: The Essential Visual Guide'', page 177''Halo: Combat Evolved Anniversary'', Library (feature)|Library It is unclear whether the company manufactures its own designs or licenses them out, as Misriah produces at least one model of the DTM series, the M90 shotgun|M90A.''Halo: Arms Race''
Products DTM series shotguns
*M90 shotgun
*M90A shotgun
*WST DTM/Law Enforcement shotgun TAC_attachments#M10_Tactical_Soft_Case|M10 Tactical Soft Case Tacticlamp attachment for the Mk50 Sidekick M90 Shroud attachment for the Mk50 Sidekick
Facilities Earth
*New Mombasa
Trivia The company's name is likely derived from the shotgun in Bungie's ''Marathon'' series, the marathongame:WSTE-M5 Combat Shotgun|WSTE-M5.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
*''Breaking Quarantine''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
*''Sadie's Story''
''Halo Legends''
*''Homecoming''
*''Origins''
*''The Package (animated short)|The Package''
''Halo: Blood Line''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
''Halo Infinite''
Sources
Category:Human businesses Category:Defense contractors |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
=
First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
}}
Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
=
Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:H5G-Warzone PhaetonCrop.jpg|thumb|250px|The Phaeton, a Promethean weapon-ship Weapon-ships were small autonomous combat craft used by the Forerunners, launched to carry out tasks considered to be beneath the dignity and worth of Warrior-Servants.''Halo: Warfleet'', p. 82-83 Deployed from larger ships such as s, weapon-ships operated in automated phalanx formations and could be controlled at a ratio of up to a million ships per warrior.''Halo: Cryptum'', p. 174 The most common of the Forerunners' autonomous combat drones, weapon-ships were classified as small auxiliaries deployed in the millions to serve as scouts, escorts, or shields. Disposable to fleet commanders, they were frequently deployed en masse in battles.
Various classes of weapon-ship existed, with one of the smallest classes being the Phaeton.
List of appearances
''Halo: Cryptum''
''Halo 5: Guardians''
''Halo: Bad Blood''
''Halo Infinite: Memory Agent''
''Halo: Outcasts''
Sources
Category:Space fighter classes Category:Forerunner ship classes |
The weaponless Elite glitch is a glitch which can be done on the ''Halo: Combat Evolved'' level Assault on the Control Room, in ''Halo 2'' levels Metropolis (Level)|Metropolis and Gravemind (Level)|Gravemind, ''Halo 3'' level The Covenant (Level)|The Covenant and any campaign level in ''Halo: Reach'' that includes an area where an Elite and driverless vehicle meet.
''Halo: Combat Evolved''
Go through the level until you get out of the caverns, walk up the big slope and reach another canyon with a giant pillar in the middle. Walk inside it and you should see a Stealth Sangheili. When it notices you, run out and it will follow you. Sometimes the Elite will run straight outside if there is a ghost there (if the player brings one from the first part of the level, the one parked outside by default will not attract it). The Elite will get into the ghost and will try to shoot and ram the player. If the player manages to tip over the ghost, the Elite will fall out and will have no weapon and will not even move or react to the player, unless they gets close, where the Elite will try to melee with his bare hands as if it had an Energy Sword.
''Halo 2''
Go to the level Metropolis in ''Halo 2'' and board the Protos-pattern Scarab|Scarab. Throw a at the Scarab operator Elite while he is operating the Scarab. He will execute the animation for drawing an Energy Sword but will not actually possess one. Easy is the best difficulty for this.
Get the Catch skull|Catch and Sputnik skulls and go to the level Gravemind. Make sure that the difficulty is on Easy. Go to the first outdoor area past the Hunters where the Honor Guard Elites and the Brutes are fighting. You should take out the sniper Kig-yar|Jackals before attempting to perform this glitch. Get the Special Operations Sangheili|SpecOps Elite toward the right to throw a plasma grenade at you. Either shoot a Brute Shot at the Elite's feet or jump above his head, but just enough so he does not stick you, and cause him to throw the plasma grenade up in the air. If done correctly, the plasma grenade will land on his head and not you, and he will execute the animation for pulling out an Energy Sword, and again will not actually possess one as this Elite is Special Operations and is not scripted to have a secondary weapon. Instead, he will pull out an invisible Energy Sword and will follow you around the Valley of Tears A|Valley of Tears. When you reach the part where the Flood-controlled ''In Amber Clad'' comes, he will not follow you across the light bridge but stand there staring at you.
''Halo 3''
When the Separatist Phantom arrives to pick up the Arbiter, use an Energy Sword to melee and destroy the platform. The Elite operator will not take any damage and when he gets off the turret, he will have no weapon. If you stick him with a plasma grenade, he will take out an Energy Sword and usually die. If the Thunderstorm and Mythic skulls are turned on and you stick him with a plasma grenade, it is very likely that he will survive. An easier way to have the weaponless Elite is to destroy the Phantom by rapidly firing your Fuel Rod Gun in the engines, however, the weaponless Elite has depleted shields, and the Arbiter will die. If you betray your allies, he will attempt to melee you with his fist and his melee does damage.
''Halo: Reach''
The best example of this glitch is on the level Winter Contingency. First, acquire a Plasma Pistol before entering the Falcon that would take you to Visegrad Relay. Once the Falcon lands on the Relay's courtyard, charge the Plasma Pistol and get ready to disable the Falcon with an EMP blast. When the Falcon begins to fly away, fire at it with a charged Plasma Pistol shot. This shot needs to be precise, so that the Falcon will land in front of the Relay's gate, and get stuck under an extension over the gate. The Falcon will attempt to fly up, but with no prevail.
Now clear up the courtyard and wait for more Covenant. Once the Spirit lands, it will drop a lance of Covenant led by an Elite. Lure the Elite to the Falcon, either by approaching it and back off as it melees you (recommended so you will not die from the Covenant fire) or take down its shields and make it go berserk (not recommended because Noble Team members may kill it). Once near the Falcon, divert the Elite's attention from you to the Falcon either by hiding or running away (the latter may not work). The Elite might fire at the Falcon for a while, but it will eventually board the Falcon. The Elite will open the cockpit, but no pilot will be inside. It will leave the Falcon unmanned and be weaponless (An Assault Rifle can be found floating beside the cockpit's right side for unknown reasons). Sometimes it may jump back on the Falcon and start to pilot it, slightly hovering above the ground. It may even fire the M638 Autocannon|Autocannon towards it's enemies, including the player.
If the Elite doesn't jump back on the Falcon, it will walk up to its enemy, remain hostile but will not attack. If played on the solo campaign, Jun-A266 will be riding the Falcon and will leave the Falcon passenger seat after the Falcon is boarded and enter the cockpit of the Falcon, continuing the flying sequence.
This glitch can be also performed on Tip of the Spear, when Jorge-052 arrives at the second Cheru-pattern Tyrant|Tyrant to pick up the player. Though it rarely happens, Jorge's Falcon will land before the area is clear, and the Falcon will be boarded by an Elite, which will result in the same weaponless Elite.
Explanation Because the Elite's grenades are weaker than yours, it will not kill him but will make him execute the animation for drawing an Energy Sword, causing him to become "weaponless".
Category:Glitches Category:Halo: Combat Evolved glitches Category:Halo 2
Category:Halo 2 glitches Category:Halo 3 glitches Category:Halo: Reach glitches |
The weaponless Elite (dual wielding) glitch only works on ''Halo 2''.
Walkthrough To see the glitch, go on any level in ''Halo 2'' where you have Elites as allies. All you need to do is get a Needler (this weapon works best, although you can use any weapon that has a magazine) and fire the weapon until there is no ammunition left. Then, approach one of your Elite allies. Swap your weapon with him while you are still reloading so he is in possession of it. He should drop it immediately. When he follows you, (or if you betray all of your Elite allies except him, causing him to retaliate), he will perform a humping or tea-bagging motion and just walk at a hostile. This technique can also be performed on Grunts.
An alternative way is to try firing a Rounds|round while reloading a dual-wieldable weapon, and when you start to reload, swap weapons with the Elite as you would in the previous step.
Category:Glitches Category:Halo 2 glitches |
File:Weapons Card.jpg|thumb|340px|Viewing the Weapons Card through Buck's HUD.
The weapons card is an Easter egg in Halo 3:ODST|Halo 3: ODST. It is a white card with black print of several unknown Covenant weapons on it.
Location/walkthrough The Weapons Card can be found on Tayari Plaza. After speaking to Chips Dubbo|the Marine, there is a door on the left side of the adjacent ally that will automatically open upon your approach. Continue to move up as many flights of stairs as you can find. Soon, you will see several Brute and Elite corpses, which will trigger Buck's asking "What happened here?" The Superintendent will respond, "Final notice, bill passed due!" Continue upwards; this should open to a balcony area with a dead Brute and a dead Elite. To the right of the Elite there should be the card. It is white, with black pictures of the weapons. There are other scraps of paper around them as well, but they are not legible and their contents not readily discernible.
Another card can be found on NMPD HQ|NMPD HQ. After clearing the first two areas, you enter a room filled with dead police officers, in which Buck tells you to "Grab some ammo, Romeo. These boys won't need it." The card is on the floor to the right side of the door, near the "We're next!!!" graffiti.
Description The card itself appears to have the outlines of several unknown weapons printed on it, clearly Covenant in origin. Upon further examination, it appears as though most of these weapons are pairs of Covenant weapons fused to one another, while some appear to be cut content. There are three identified so far. The first weapon is the second one down from the top left corner, appears to be a Type-50 particle beam rifle|Beam Rifle-Type-51 Carbine|Covenant Carbine hybrid, but also bears heavy resemblance to the Halo Infinite , the second, four down from the top right corner, appears to be a plasma pistol- brute shot hybrid. And the third is a Needler-Plasma Rifle Combo.
Category:Halo 3: ODST Easter eggs |
Weapons master is a title held by Sangheili that are given command of Armory|armories, charged with maintaining and distributing weapons and other equipment amongst a ship or unit. In this role, weapons masters essentially serve as quartermasters. Although a very rare occurrence, female Sangheili occasionally serve as weapons masters.Halo: The Thursday War, ''page 75'' One such example is Sanj'ik, who served with Arbiter Ripa 'Moramee's Fleet of Glorious Interdiction.'''' (defunct)
List of appearances
''Halo: The Thursday War''
''Halo: Envoy''
Sources |
File:Old HW Algolis WeaponsResearchFacility.png|thumb|The facility under attack.
Weapons Research Facility T12A was an Office of Naval Intelligence research and development facility located on Algolis.Halo: The Essential Visual Guide, ''page 44''Halo Legends, ''Prototype'' In 2513 the HRUNTING Mark III (B) Exoskeleton|HRUNTING Mark III [B] powered exoskeleton was developed by the facility's HRUNTING research team. Decades later the HRUNTING/YGGDRASIL Mark I Prototype Armor Defense System|Mark I powered exoskeleton was developed by the HRUNTING team in conjunction with the related Project YGGDRASIL.
Near the end of the Human-Covenant War in early 2549, a UNSC Marine Corps|Marine nicknamed "Ghost (Marine)|Ghost" used the HRUNTING/YGGDRASIL Mark I exoskeleton housed inside the facility to fend off Covenant forces in a desperate last stand. After the surviving civilians and Marines evacuated the facility, Ghost initiated the self-destruct sequence of the exoskeleton's nuclear fission reactor to prevent the capture of the suit's technology. The resulting nuclear blast obliterated the facility along with all Covenant ground forces in the area.
Gallery
File:Algolis 6.png|Another view of the facility
List of appearances
''Halo Legends''
*''Prototype''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Midnight in the Heart of Midlothian''
Notes
Sources
Category:UNSC military bases |
The weapons from the Halo universe|''Halo'' universe, available in campaign and multiplayer gameplay, form the basis of wikipedia:First-person shooter|first-person shooter gameplay within the Halo games.
Overview The player is allowed to use weapons from many races, such as UNSC|humans, Covenant, and Forerunners, often turning the enemy's firepower against them.
Human weapons tend to use bullets, explosives, coil/rail guns and lasers. Covenant weapons are generally plasma or energy based. Brute weapons use spikes or explosives. All plasma weapons use charge. All weapons run out of ammunition or charge when used extensively. Plasma weapons typically overheat if fired continuously for long periods of time, which causes the player's weapon to become temporarily unresponsive while it cools down.
Gameplay An extensive array of weapons are available within the gameplay, with each weapon operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit their tastes, in terms of power, speed, range, kickback and/or feedback.
''Halo: Combat Evolved'' limited the number of weapons players could carry to two (of which only one could be used at any one time), forcing players to carefully select their preferred armament. Players fight with ranged and Melee#Use in gameplay|melee attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of ''Halo''",Bakken, Lars, et al. Wikipedia:Marketing for Halo 3#Developer documentaries|Is Quisnam Protero Damno!, Bungie, Washington 2007 which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both Hit Points|hit points and a continually recharging energy shield. The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death.
''Halo 2'' introduced new gameplay elements, most notably the ability to hold and fire two weapons simultaneously, known as "dual wielding". The health system was altered in this game, with the player no longer having hit points as well as shields. Also, the MA5B assault rifle|Assault Rifle was not included in this game.
''Halo 3'' adds to the series new weapons, and a class of items called equipment. The MA5C assault rifle|Assault Rifle returns in this incarnation, albeit with a decreased magazine capacity, but with more damage per hit.
''Halo 3: ODST'' adds sound-suppressed weapons, namely the M7S SMG|Silenced SMG and the M6C/SOCOM|Silenced Pistol, which replaces the BR55 battle rifle|Battle Rifle from ''Halo 3''. Also, the game does not contain dual wielding, and equipment is no longer usable by players; Equipment can now only be used by enemy Brutes. ''Halo 3: ODST'' also marks the return of the Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle, replacing the regular version, and is also used by Yanme'e|Drones.
''Halo Reach'' replaces quite a few weapons with different variants, like the M392 DMR|DMR, replacing the BR, and the Gadulo-pattern needle rifle|Needle Rifle replacing the Vostu-pattern carbine|Carbine from ''Halo 2'' and ''Halo 3''. It also goes over a massive overhaul with the Assault Rifle, as it is now an MA37 assault rifle|MA37 rather than an MA5B. It also adds a play off of equipment called armor abilities|Armor Abilities. These can be used repeatedly with a brief "cool down" time added.
''Halo 4'' adds a new group of Forerunner weapons that fire hard light used by the Prometheans. The MA5D assault rifle|Assault Rifle, BR85HB battle rifle|Battle Rifle, and M395 DMR|DMR return while the Plasma Rifle is replaced by the Kelos'vaarda-pattern storm rifle|Storm Rifle.
''Halo 5: Guardians'' introduces variants of weapons in the game: for loadout weapons, these include attachments like Kinetic Bolts and Stabilization jets|Stabilization Jets, as well as new scopes (e.g. Morph sight, Holoscope|Hybrid sight); and for power weapons, there are usually two upgraded variants, an improved one and an advanced one. Mythic weapons are also introduced, with these weapons being extremely rare but powerful and historically significant (e.g. ''Oathsworn'' by Kelly-087, ''Nornfang'' by Linda-058). The new weapons introduced are the , which replaces the Elo'Nakada-pattern concussion rifle|Concussion Rifle, and the MLRS-1 Hydra|Hydra Launcher, which is a spiritual successor to the Kopasa'mada-pattern plasma launcher|Plasma Launcher. All of the Forerunner weapons have been drastically overhauled as well.
''Halo Infinite'' introduces shock weapons that deal electrical damage over time with consectutive hits and stun vehicles. Several weapons are replaced with new ones, possibly in an attempt to make each gun feel significantly different. Weapon ammo is classified in 5 types (Kinetic, Plasma, Shock, Hard light|Hardlight and Power), and can be replenished in appropriate Ammo Dispensers. Battery weapons can now replenish their ammo by taking it from discarded weapons. Equipment returns in a different form, now being pickup items with a set number of charges in Multiplayer, or switchable on the fly in Campaign. Finally, Fusion coils can be picked up and thrown, and come in 4 types like weapon damage types.
File:H2 weaponszoom.jpg|thumb|500px|A few weapons as displayed in-game, with icon and name. Screenshots per weapon are when normal, firing, and when in scope/zoomed view. All in ''Halo 2''. The typical arrow cursor is hidden within gameplay, and replaced with a blue targeting reticle that stays locked to the center of the screen, when in first person and third person views. The reticle turns red when a shot will hit an enemy target, and green for allies.
Many weapons are scoped and have the capability to zoom 2 or 5 into any area, with some long range weapons even capable of reaching up to 10 magnification such as the Sniper Rifle. These always show the reticle and continue scoping after shots are fired.
While wielding non-scoped weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticle when in the zoomed view, returning to the normal view after every shot, making them inefficient for sniping. However, skilled players can use this in online gameplay to keep a good eye on enemies or destinations. In ''Halo 5: Guardians'', the smart scope feature is introduced, allowing players to increase the accuracy or range of all their weapons.
The types of available weapons follow the basic standards present in real life; Assault, Battle, and Sniping.
Grenades are frequently made available, primarily for anti-infantry combat. Some grenades can stick and some grenades are stronger than others.
Category:Melee weapons|Melee attacks are always available; if the player is able to get in range of an enemy, that can cause heavy damage. And melee attacks are very dangerous when you hit an enemy in the back, this will kill almost any enemy. Most times, a single melee attack is sufficient to completely deplete an enemy's shields. These are also used to take control of an enemy vehicle, by Melee attacking the craft, then planting a grenade to kill its driver.
Heavy weapons, such as turrets, are also present within ''Halo'' levels, either stationary, or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held Support Weapons, but it makes the player move slower and gives the turrets limited ammunition. Only when driving a vehicle, controlling the Flamethrower, and controlling a turret, does the game switch into third-person view. Some vehicles, such as the Karo'etba-pattern Ghost|Type-32/, Scorpion Tank, and Banshee allow the driver to directly control mounted weapons while driving the vehicle. Other multi-occupant vehicles such as the M12 Warthog|Warthog require the player to remain in the weapon seat to control fire, and driving seat to control navigation.
Category:Explosives|Explosives and large scale weapons, :Category:Missiles|missiles, nuclear weapons, and Halo Array|Halos are usually involved in the plot of every game, though not usually playable.
File:H2 covweaponcache.jpg|thumb|150px|A Covenant Supply Case, holding two Sulok-pattern beam rifle|Beam rifles. Within campaign levels, the player's character (John-117|Master Chief, Thel 'Vadam|the Arbiter, Alpha-Nine|any members of Buck's squad (excluding Veronica), SPARTAN-B312|Noble Six, Blue Team, or Fireteam Osiris, depending on the game played) usually begins with two weapons, and will always have access to weapons lying around, either near corpses or within weapon caches and stores.
Killed enemies or allies can be robbed of their dropped weapons as well. In ''Halo 2'' and every game that follows, the player can exchange weapons with allied AI when requested, making it unnecessary to kill them only to use their weapons, although grenades still cannot be traded. In ''Halo 5: Guardians'', John-117 or Jameson Locke can order AI-controlled Spartans to pick up weapons. However, AI-controlled Spartans can never drop their weapons upon death.
Weapons can be reloaded by collecting :Category:Ammunition|ammunition or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon.
Certain weapon types usually have more or less ammunition available. For instance, sniper rifles typically have less ammunition lying around then assault or battle rifles, which are intended as primary/multipurpose weapons.
Shooting a players' weapon will cause them to take damage, and even kill them. Players can also stick their weapon with a grenade in addition to this. A good trick to find snipers is to watch for the smoke left behind from the weapon's tracer bullets. A tactic to staying aware of enemy campers is to watch for their gun barrels sticking out from behind walls, barriers, etc. Simply running towards your enemy and shooting at the same time is not a good tactic. Try strafing too. Try shooting the head, not the body when using headshot capable weapons. Shoot at the feet of the opponents with explosives, as a body shot could be easy to evade. Snipers that stay in tight spaces will be vulnerable to explosives and grenades due to lack of room to move. Fire in short bursts with automatic weapons, such as the assault rifle, as it is a good way to maintain accuracy and overpower enemies from afar.
Trivia The Marathon symbol can be observed on many human weapons in ''Halo'' games published by Bungie, it is very small and often blends in, and it is better observed very zoomed in. For example, it can be found being on the butt of the MA5C Assault Rifle, it can also be found on the Sniper Rifle near to the gun's trigger. They are all best observed in the ''Halo Encyclopedia (2009 edition)''.
Gallery
File:Armoryoc8.png|A list of UNSC weapons in ''Halo: Combat Evolved'' and ''Halo 2'' shown to scale. File:CovenantWeaponChart.gif|A list of Covenant weapons in ''Halo: Combat Evolved'' and ''Halo 2'' shown to scale. File:Ammo -UNSC.png|Different types of ammunition used by UNSC weapons.
Sources
Category:Lists Category:Weapons (gameplay)| |
Weapons may refer to the following:
Covenant weaponry, an article focusing on weaponry of the Covenant and its remnants. Forerunner weaponry, an article focusing on weaponry of the Forerunners. Human weaponry, an article focusing on weaponry of the UNSC and the rest of the modern human civilization. Weapons (gameplay), an article focusing on the ''first person'' gameplay aspect of the ''Halo'' franchise. |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
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Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
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Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
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Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
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First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
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Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
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Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
=
First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
}}
Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
=
Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
=
First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
}}
Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
=
Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
=
First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
}}
Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
=
Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
=
First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
}}
Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
=
Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
}}
Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
}}
Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
}}
Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HGN - Lorraine.png|thumb|x300px|UNSC weapons and ammunition featured in the ''Halo Graphic Novel'', all based on in game models. Many different weapons exist across the Halo (disambiguation)|''Halo'' video games, all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Weapon Classes
File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons tag folder of the ''Halo 3 Editing Kit''. Weapon classes are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons belonging to weapon classes supported by their own set of third person animations. Grunts can carry pistols and launchers but not rifles, Marines can carry rifles but not support weapons, and so on. Before being introduced in ''Halo 2'' each weapon required its own set of animations per character. As such Grunts in ''Halo: Combat Evolved'' could carry plasma pistols and needlers, but not the Halo: Combat Evolved Pistol|human pistol. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the SMG's vertical foregrip or the M90 shotgun|shotgun's staged reload. ''Halo Infinite'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
Grenades are a form of offensive equipment utilized by players and NPCs. Technically not a weapon themselves according to the Blam engine|''Halo'' game engine, grenades are collected similarly to ammunition and power-up|powerups, which can then by thrown as projectiles.
Melee weapons do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
Energy Sword - energy sword|Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. Gravity Hammer - gravity hammer|Hammers are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
Essentially the same as melee weapons, multiplayer weapons are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Ball - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''Halo 4''. Originally comprised of just the oddball, the class now includes the Type 14 Magnetic/Anti-Tank Mine|assault bomb, throwable fusion coils, and Power seed|power seeds. Flag - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are Dual wielding|dual wielded with Magnum|magnums in ''Halo 4'' and ''Halo 5: Guardians''.
Pistols are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the H-165 target locator|target locator.
Rifles are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
Assault Rifle - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. Tactical Rifle - Mid-ranged, headshot capable weapons featuring magnified optics. SMG - Short-ranged weapons with high rates of fire. Shotgun - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. Sniper Rifle - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
Also known internally as "support_high" and "missile" weapons, launchers have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as "support_low" weapons, support weapons are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''Halo: Reach'', marking ''Halo 3'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that Marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
Detachable turrets are essentially very powerful support weapons that switch the player camera to a third person perspective, do not count towards the player's weapon carrying limit, and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and Covenant power module|power module featured in Invasion use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
Damage Types
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''Halo 3: ODST'', and ''Halo Infinite''.
=
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, kinetic weapons are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against shields, and in ''Halo: Reach'' and the ''Reclaimer Saga'' games the sniper rifle deals extra damage against vehicles.
=
Plasma weapons are Covenant or Banished weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
=
Hardlight weapons are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy Kig-Yar point defense gauntlet|Jackal shields and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
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First introduced in ''Halo Infinite'', shock weapons are extremely weak per shot but can chain damage to multiple targets, as well as EMP vehicles.
File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of Firefight (Halo 3: ODST)|Firefight.
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Precision weapons, sometimes called "anti-materiel" weapons, are any weapon capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as Drones in ''Halo 2'' or the Warden Eternal are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of Hunters are susceptible to headshot damage. In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.
Explosive weapons are any weapon or projectile that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives support upgrade and grenadier armor mod. In ''Halo Infinite'' explosive damage can be applied to kinetic, plasma, hardlight, and shock weapons.
Roles Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.
Loadout weapons, also known as "starter weapons" and "initial weapons", are weapons given to players at the start of a match and upon respawning. Loadouts and starting equipment settings always grant at least a primary weapon, and may also contain a secondary weapon, grenades, and/or equipment. Certain gametypes in ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary multiplayer'', and ''Halo 5: Guardians'' offer players a choice of preset loadouts, while ''Halo 4'' also allows players to create up to 5 custom loadouts for use in ''Infinity (mode)|Infinity'' gamemodes. Of all weapons that have occupied the loadout role the most common have been the assault rifle, magnum, and battle rifle.
Primary Primary weapons are comprised of loadout weapons belonging to the rifle weapon class. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower tactical package is selected.
Secondary Secondary weapons make up the remaining loadout weapons apart of the pistol weapon class. Secondaries are at the disadvantage of needing to be swapped to after every spawn, as players are unable to equip them to the primary custom loadout slot.
Utility weapons are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by 343i, utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
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Power weapons, which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and SAW). Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked weapon pad|weapon pads. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
Weapon Sets Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on the map. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the forge object library. Below are some examples of common and reoccurring weapon sets.
Human / UNSC Weapons Covenant Weapons Forerunner Weapons Pistols (Pistol, Magnum, Plasma Pistol)
Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
Power Level Tiers, also known as power level, is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and warzone. Power level is also represented by a point system in warzone. Players can Requisition system|requisition more destruction weapons via the points they have accumulated during the warzone match.
File:H3 - EVA on Orbital.jpg|thumb|300px|Spartan-II equiped with battle rifle and assault rifle, both tier-1 loadout weapons.
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Loadout Weapons Plasma Rifles Sentinel Beam
File:H5G-Hydra&RocketLauncher.jpg|thumb|300px|Spartan-IV's with various tier-2 and tier-3 weapons.
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Shotguns Plasma Pistol Needler Melee Weapons Grenade Launchers Hydra
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Launchers Sniper Rifles SAW Detached Turrets
Weapon Variants
Sources
Category:Terminology (gameplay) |
File:HR-TempestWeatherSpires.png|thumb|350px|A series of weather spires on a Halo ring. Weather spires are a structure employed by the Forerunners as a component of their Halo Array|Halo megastructures. Weather spires form a vital part of the ring worlds' function, serving to regulate and influence the surface conditions on the rings.
Description Weather spires are situated near the outermost edges of the Halo ring, accompanied by beam emitters projecting a blue energy beam into the sky. Weather spires are able to control a given installation's weather, surface temperature and pressuregenerating conditions near-indistinguishable from those on naturally-occurring planets.
Trivia A weather station forms the setting for the ''Halo: Reach'' multiplayer level Tempest.
Gallery
File:Tempest.jpg|Several weather spires near a Forerunner weather spire. File:HINF Concept WeatherSpire.jpg|Concept art of a weather spire for ''Halo Infinite''. File:HINF Concept WeatherControl.jpg|A more finalized version of the previous concept art.
List of appearances
''Halo: Reach''
*''Noble Map Pack''
Sources
Category:Forerunner buildings Category:Forerunner technology |
Wedob is a Planet|gas giant world in Sangheili space. In late 2559, the Covenant frigate|frigate ''Sword of Harmony'' made a Slipstream space|slipspace jump from inside the gas giant's atmosphere during the Arbiter Thel 'Vadam's covert mission to Netherop. The transit was made as part of an attempt to evade a flight of Created Harrier-class vessel|harriers that had been tailing the frigate.
List of appearances
''Halo: Outcasts''
Sources
Category:Planets |
|purpose=Maximum-security prison
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Weeping Shadows of Sorrow was a maximum-security Sangheili penitentiary that was located on Malurok.
Overview Prisoners were confined to their cells by Shield door|energy shield doors, though mandatory exercise periods allowed them some degree of free-roaming. Prisoners often used this opportunity to engage in battle with each other.
History Ripa 'Moramee was Convict|incarcerated there before his appointment to the rank of Arbiter by the Hierarchs.
'Moramee was threatened by many of his fellow inmates for the dishonor he had brought upon his clan. He eventually managed to incite them to attack the guards, using this distraction as an opportunity to escape. However, he was soon recaptured and was heavily beaten.
List of appearances
''Halo Wars: Genesis''
Sources
Category:Covenant buildings Category:Malurok locations |
Welcome to New Mombasa is an achievement in ''Halo: Spartan Strike''. It is awarded when the player completes the first campaign level, ''Operation A: Orphic Spear''. The achievement is worth 10 Gamerscore. It is represented by a circle with an "A" inside it. |
Welcome to Reach is an achievement in the ''Halo: The Master Chief Collection'' port of ''Halo: Reach''. It is awarded for completing the campaign mode on the Easy difficulty or higher.
Trivia The achievement's name is a reference to a quote by Jun-A266 spoken at the end of the mission Noble Actual. As NOBLE Team are boarding the UH-144 Falcon|Falcons, he says this line to Noble Six.''Halo: Reach'' level ''Noble Actual''
Sources
Category:Halo: Reach achievements |
Welcome Wagons are small container-like craft capable of moving up and down a Space Elevator|space elevator's strand, transporting large numbers of civilian personnel offworld or down from an orbiting platform. Harvest possessed 237 Welcome Wagons, which were used to evacuate the colony's population when the Covenant Empire|Covenant attacked the planet.Halo: Contact Harvest, ''page 386'' Only one-sixth survived the evacuation, the rest were destroyed by the Covenant forces.Halo: Ghosts of Onyx
List of appearances
''Halo: Contact Harvest''
''Halo: Ghosts of Onyx''
Sources
Category:Ships |
Welke was a communications officer on the United Nations Space Command|UNSC UNSC Navy|Navy cargo ship ''UNSC Dartmouth|Dartmouth''.Halo: Fall of Reach - Boot Camp, ''Issue #2''
Biography On 2517|September 24, 2517, upon arriving at the Eridanus system, the ship detected incoming Insurrectionist#Eridanus cell|non-UNSC craft. The ''Dartmouth'''s Unidentified captain (UNSC Dartmouth)|captain ordered Welke to contact the UNSC base at Eridanus and send an escort. As the unidentified craft approached and prepared to intercept the ''Dartmouth'', the captain ordered Welke and McNally to help her in repelling the boarders. The three were presumably killed in the ensuing firefight.
List of appearances
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
Sources
Category:Human characters Category:UNSC Navy officers |
The Well of Echoes was a circular, cliff-walled basin on Gao that provided direct access to Covert Support Base 4276 in the Montero Cave System. It was ultimately destroyed by Blue Team in 2553 who dropped a HAVOK tactical nuclear weapon down it in order to destroy the Forerunner installation.
List of appearances
''Halo: Last Light''
Sources
Category:Gao locations |
|ended=2552#September|September 22, 2552
|gender=Male programming
|description=Stern-looking man with longish hair, prominent nose, and a collared coat; supposed to look like an 18th century British officer
|color=Blue
|affiliation=United Nations Space Command
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|function=Military assistant
|notable=}}
Wellsley (AI Serial Number: WLS 3982-0) was a United Nations Space Command 4th generation, Class-C military Dumb AI|dumb Artificial intelligence|AI who was assigned to the Orbital Drop Shock Troopers battalion on the . He helped UNSC rank structure|Major Antonio Silva and First Lieutenant Melissa McKay set up and operate the Alpha Base (Installation 04)|Alpha Base on Installation 04. Wellsley was ultimately consumed in the destruction of the ''Truth and Reconciliation''.
Biography
Wellsley was created on 2469#May|May 1, 2469.
On August 30, 2552, during the Fall of Reach, Major Antonio Silva reported to Wellsley that SPARTAN-II program|Spartans had taken all the M90 shotguns from the aft rack on the ''Pillar of Autumn''.
On September 19, Wellsley helped Major Antonio Silva debrief Fireteam Raven on the approaching Covenant threat during the ''Pillar of Autumns approach to Installation 04, informing them that Captain (NAVCOM)|Captain Jacob Keyes had put the ship on Tactical Condition|Combat Alert Alpha so Raven had to defend the ship from invading parties. During the defense Wellsley informed Raven that the ship's M910 Rampart point defense network was down and to assist in bringing them back online; when Raven did that he overrode the controls so they could use them to hold off external threats to the ship. After Raven had cleared out an area near escape pods, Wellsley told Raven about Keyes crashing the ship, and suggested they should swiftly get into their drop pods.
As part of the UNSC Insertion Protocols, Wellsley was onboard Major Antonio Silva's drop pod.
During the descent to Installation 04, Wellsley picked out a butte on the surface for Silva to act as an effective home base for the scattered UNSC forces on Halo. Wellsley then sent a message to the rest of the Orbital Drop Shock Troopers about the location, and told Silva that the Covenant owned that location.
Later, he also warned Silva about a Covenant motorized counterattack, which he compared to the French cavalry charge at Waterloo, much to Silva's annoyance. To which Silva then used an Infantry square with A and D Company to counter the threat.
Wellsley eventually got in contact with Cortana, who was with John-117 rescuing crew members from Class-3 Bumblebees, and sent a D77-TC Pelican Echo 419 to pick them up. Wellsley also got in contact with Captain Jacob Keyes and the other surviving crew prior to their capture telling them his group and Cortanas were busy at the moment.
He assisted Pelicans such as Echo 136 get troops prepared for the assault on Alpha base, and after the assault was done helped get the rest of First Lieutenant Melissa McKay's battalion to the base.
After Alpha Base was secured, Wellsley, Cortana, and Major Antonio Silva concocted a mission to rescue Captain Jacob Keyes, who was being held on the Covenant ship ''Truth and Reconciliation''. In preparation for this mission, Wellsley concocted an array of signals that was able to trick Covenant technicians into believing UNSC dropships were one of their own.
Since Fireteam Raven landed on Installation 04 Wellsley guided them, though a mobile communications link, on a journey to the ''Pillar of Autumns'' crash site to assist First Lieutenant Melissa McKay in an effort to take back the ships crash site, and on September 20 Raven arrived. During the battle Wellsley provided information support, and after the skirmish he informed Raven that Major Antonio Silva will brief them on the current scenario after they returned to Alpha Base.
On September 21, when Pelican Charlie 217 appeared near Alpha Base, Wellsley recommended Com Tech First Class Mary Murphy to get more information out of the pilot, questioning how they even knew about the base, and put the base on full alert, also prepping a medical team. As Charlie 217 was landing, it turned out to be filled with Special Operations Sangheili, Wellsley noticed six heavy duty signatures, just as Alpha base was being overrun. To handle the upcoming forces, Wellsley recommended First Lieutenant Melissa McKay and Major Antonio Silva handle the Covenant in the mesa while he dealt with the Covenant at the pads.
Murphy then took the safeties off the anti-air defenses and gave control to Wellsley, after which she and her two companions then were slaughtered by the Elites, Wellsley, witnessing the murders, killed the lights and notified Silva to then send a properly equipped team to deal with the Sangheili inside. At the same time, while control to the anti-air was too late to hit the first dropship, and was ineffective against the Type-26 Banshees, Wellsley managed to shoot down the second out of the six approaching Covenant dropships.
After the attack, Wellsley made a report on the event that concluded that the Covenant were searching for John-117. Wellsley also believed that the Covenant dismissed the Marines and Naval personnel as little more than a nuisance, and the enemy had since changed their minds, monitoring human radio traffic, conducting recon and so on.
At some point Major Antonio Silva and Wellsley debriefed Fireteam Raven on the situation that had happened, including the known information on the ring they were on before the Covenant attacked for a second time.
After the Flood attacked Alpha base forces, Wellsley believed that Installation 04 was constructed to house them and keep them under control. Wellsley also had scans of the Flood corpses.
Wellsley and Cortana managed to link up again, and Cortana told him their plan to destroy the ''Pillar of Autumn''. Major Antonio Silva then planned to have Wellsley take a crack at flying the ''Truth and Reconciliation'' if Cortana couldn't make it to the ship.
On September 22, Wellsley directed Fireteam Raven to a ice canyon to assist John-117 disable the pulse generators, debriefing them on the Flood threat. During extraction Raven got hit and their ride was taken down.
After Raven was recovered and was on route to the ''Pillar of Autumn'', Wellsley commanded Raven to allow John-117 to detonate the ''Pillar of Autumns fusion drives.
When the surviving Marines and ODSTs captured the ''Truth and Reconciliation'', Wellsley sided with First Lieutenant Melissa McKay and attempted to convince Major Antonio Silva not to leave until they were sure that every last Flood on the ship was exterminated.
When McKay cut the communications to the engines, the Covenant ship lost control and crashed on Installation 04. He was fully aware of McKay's actions and just before the ship crashed, he told Silva that if he could be proud of one thing, it was that he had taught McKay well. Wellsley was presumed lost in the crash, as was almost the entire remaining UNSC presence on the ring.
Appearance, personality and traits
As with all Artificial intelligence|AIs, Wellsley had the ability to choose his Avatar|appearance. He had a blue hologram, chose to appear as a stern-looking man with long hair, a prominent nose, and a collared coat, and so resembled his namesake, wikipedia:Arthur Wellesley, 1st Duke of Wellington|Arthur Wellesley, the Duke of Wellington.
Wellsley was created to act as a military assistant. Though he was less capable than a smart AI, he was useful for managing battlefield logistics. He often referred to his victories as though he were the actual Duke and not an artificial re-creation, which annoyed many of his acquaintances.
Wellsley was hardware-bound, housed in a command drop pod. During the battle of Installation 04 Wellsley was stored in an armored matrix that was often slung on Major Antonio Silva's shoulder.
Trivia
In ''Halo: The Fall of Reach'', Lieutenant Hikowa mentions the ''Pillar of Autumn'' having a secondary AI for "point defense", though this AI is not named. It is possible, though unconfirmed, that Wellsley was this other AI as no other AIs are mentioned as being present on the ''Pillar of Autumn'' in relevant media. In ''Halo: Fireteam Raven'''s first level, Escape (Halo: Fireteam Raven level)|Escape, Wellsley directs Fireteam Raven to take control of the ship's point defense guns, enabling their manual controls for the fireteam to use - adding further credence to this idea.
In certain prints of the novel Halo: The Flood, his name is often spelled as Wellesley; this however is never used in subsequent appearances or mentions.
Gallery
File:HFR Render Wellsley 2.png|A render of Wellsley from ''Halo: Fireteam Raven''. File:HFR Campaign Escape Wellsley.png|Side view of Wellsley's face from ''Halo: Fireteam Raven''.
List of appearances
''Halo: The Flood''
''Halo: Fireteam Raven''
Sources
Category:AI characters |
Well...Maybe One or Two is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained when a player kills 25 Huragok|Engineers in ''Halo 3: ODST'' or ''Halo: Reach''
Trivia The name of the achievement is a reference to Edward Buck|Buck's line in the level Data Hive, after Veronica Dare|Dare explains that the Engineers are harmless and asks if he's killed any. |
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Wendell was a human smart AI of the United Nations Space Command's Office of Naval Intelligence attached to the 717th Xeno-Materials Exploitation Battalion during Operation: JOVIAN WHISTLE in 2553. Wendell was created specifically for the operation to aid Commander Murtag Nelson capture the Forerunner Archeon-class ancilla|''archeon''-class ancilla Intrepid Eye on the Outer Colony of Gao. However, the operation resulted in his destruction at the hands of Intrepid Eye.
Biography
After Commander Murtag Nelson of the UNSC Navy's Office of Naval Intelligence discovered a distress signal emanating from the human Outer Colony of Gao, he ultimately concluded that the signal was being produced by a Forerunner ancilla on the planet. Persuading his superiors into trusting his theory, Nelson was given command of the agency's 717th Xeno-Materials Exploitation Battalion and tasked with capturing the ancilla.Halo: Last Light, ''pages 28-30'' Wendell was created by ONI to serve as the battalion artificial intelligence for the 717th Xeno-Materials Exploitation Battalion. In this function, Wendell maintained a small presence in every piece of the battalion's equipment capable of hosting a subroutine of his self. Wendell was to assist Nelson directly, and was also charged with safeguarding the commander's secrets.
In 2553#May|May 2553, the battalion initiated Operation: JOVIAN WHISTLE and arrived at Gao, where it began searching for the Archeon-class ancilla|''archeon''-class ancilla Intrepid Eye on the planet. While the battalion searched the Montero Cave System for the ancilla, Intrepid Eye began covertly murdering Gao tourists in the caves in an attempt to frame the United Nations Space Command for the murders, thus getting Gao's Gao Republic|government to eject her pursuers from the planet. However, to demonstrate good faith, Nelson proposed a joint investigation of the murders with the Gao Ministry of Protection.
On 2553#July|July 2, 2553, Major Ira Halal of the UNSC Judge Advocate General's Corps learned that a new murder victim was just found by UNSC personnel and sought to investigate the scene before the GMoP, taking Private Hayes and a fragment of Wendell in his TACPAD with him.Halo: Last Light, ''page 31'' While they made their way towards the new crime scene, they encountered Intrepid Eye and Huragok Roams Alone. In the resulting confrontation, Halal and Hayes were killed and Roams Alone was injured. Wendell broadcasted a distress signal over sixteen frequencies, but all but one was blocked by Intrepid Eye. Commandeering the remaining frequency, Intrepid Eye interrogated Wendell and questioned him about the status of her homeworldShaps III|Wuatera Thresis. Discovering that the once-verdant world was now a wastelands, Intrepid Eye and Roams Alone departed the site, but not before they learned that they were being pursued by Blue Team, a team of SPARTAN-II program|Spartan-IIs and SPARTAN-III program|Spartan-IIIs attached to the battalion for the operation. As Intrepid Eye inserted a memory leech into Wendell's systems, his memory of their conversation would be lost in a partition that only Intrepid Eye had the capability to access. Once the fragment of Wendell returned to "Wendell Prime" at the battalion's headquarters at the Montero Vitality Center, Intrepid Eye intended to utilize Wendell to access the battalion's interstellar communications array in an effort to contact the rest of the Forerunner ecumene, as she was unaware that the empire had Forerunner-Flood war|fallen to the Flood a hundred thousand years prior.Halo: Last Light, ''pages 110-112''
On 2553#July|July 3, 2553, Halal's TACPAD was recovered by Frederic-104, Ash-G099, Olivia-G291, and Mark-G313 of Blue Team and Special inspector|Special Inspector Veta Lopis and Cirilo of the GMoP. Though Wendell's fragment within the TACPAD was still active, the device was damaged, leading to Fred taking the TACPAD's data crystal chip containing Wendell and placing it inside his MJOLNIR Powered Assault Armor|armor to allow Wendell to reside in its interface. Without violating security directive Foxtrot Tango Angel 7012, Wendell agreed to respond to Lopis' questions about what happened to Halal and Hayes, though Wendell claimed that he did not actually see their murderer. As Lopis continued to ask questions about the situation, Wendell retreated from the conversation and even suggested for Fred to shoot Lopis, though Fred ignored him.Halo: Last Light, ''pages 99-103'' After examining the crime scene, the humans continued onward following a trail of blood left behind by Roams Alone. Unbeknownst to the group and the majority of Wendell, Intrepid Eye was still utilizing a partitioned part of Wendell's fragment to spy on them. As the group approached Intrepid Eye's Covert Support Base 4276|support facility, the ancilla conversed with the partitioned Wendell and ordered him to turn the group back, or she would kill the Spartan-IIIs at the front of the group with her Aggressor Sentinels. Wendell realized that they were approaching her facility and ignored her orders, also tricking her into indicating that she had a companionRoams Alone. After Wendell called Intrepid Eye on her bluffs, she ended the conversation as the group came to the outside of the facility, with the rest of Wendell's fragment still not being able to recall his conversations with Intrepid Eye. Intrepid Eye eventually had her Sentinels attack the humans, resulting in the death of Cirilo, the destruction of the Sentinels, and the capture of Roams Alone.Halo: Last Light, ''pages 114-120''
The next day on 2553#July|July 4, 2553 at the Vitality Center, Wendell Prime was providing Nelson with a Holography|holographic view of the Montero Cave System as the commander sought to pinpoint the location of Intrepid Eye's facility. After examining the caverns, Nelson realized that the nearby Well of Echoes was serving as a cooling array for the Forerunner facility, though Wendell was reluctant to agree with this discovery. However, before Nelson could give the order to search the Well of Echoes, the battalion came under attack by the radical Keepers of the One Freedom at the Vitality Center and at the nearby village of Wendosa.Halo: Last Light, ''pages 160-168'' Nelson and Wendell soon met with Major Tereem Wingate, and the three then began planning a counterattack to fight off the Keeper forces.Halo: Last Light, ''pages 231-236''
Meanwhile, as Lopis began to suspect that Mark was the murderer, the group's fragment of Wendell analyzed surveillance feeds and duty rosters, and realized that Fred had been intentionally fabricating some logs to prevent any of his Spartans from falling suspect. Wishing for the murderer to be caught, Wendell informed Lopis of his discovery and told her to keep quiet about it until they reached the surface, as Wendell believed that Fred would be willing to kill her before she attempted to arrest Mark.Halo: Last Light, ''pages 181-185'' The group soon began encountering Keeper forces within the caves and Wendell provided data on the faction to aid the humans.Halo: Last Light, ''page 202'' As the humans and Roams Alone neared the surface, Intrepid Eye decided to allow herself to be captured to give herself a higher opportunity of reaching the battalion's communications array. Intrepid Eye approached the humans in an inspection drone and Fred slowly approached the ancilla to capture her with a scramble grenade. Intrepid Eye contacted Wendell and agreed to surrender, so the smart AI began transferring her from the inspection drone to Fred's armor. However, Wendell only allowed her a fraction of her capacity to prevent her from overrunning the armor's operating system. Shortly after, Fred captured Intrepid Eye before she could transfer herself to his armor with the scramble grenade.Halo: Last Light, ''pages 202-205'' With Roams Alone and Intrepid Eye, the group eventually exited the caverns at Wendosa. As the Spartans joined the rest of Blue Team in fighting off Keeper forces, Roams Alone removed the scramble grenade from the ancilla, allowing her to escape and jam all communications on the planet including Wendell.
Communications were eventually restored and Intrepid Eye was recaptured by the battalion, and Wendell had eventually reabsorbed his independent fragment attached to the data chip. On 2553#July|July 6, 2553, Intrepid Eye recovered from damages she had incurred at the battle at Wendosa in a Portable Spartan Support Module and was contacted by Wendell. She requested to be transferred to a data chip, though Wendell quickly denied her request. During their conversation, Intrepid Eye attempted to insert an object hunter into Wendell's systems to allow her to access his data on Forerunners with the trigger word that she specifiedForerunner. However, to Intrepid Eye's surprise, Wendell succeeded in defeating the object hunter. Wendell proposed that he would help Intrepid Eye gain contact with the Forerunners if she surrendered and agreed to work with the UNSC, to which the ancilla reluctantly agreed. In response, Wendell finally sent her all of his data on the Forerunners.Halo: Last Light, ''pages 304-306''
Meanwhile, Nelson and Lopis came to inspect the equipment in the module, while Corporal Tegg attempted to repair Intrepid Eye's inspection drone. Though the drone's self-repairing mechanisms proved more effective and soon Intrepid Eye gained control of the drone. Reviewing the data on the Forerunners provided by Wendell, Intrepid Eye found much of the data to be inaccurate. Intrepid Eye learned of the fall of the ecumene and the Great Purification|firing of the Halo Array, though she doubted the accuracy of it. She ultimately came to the conclusion that Wendell's records of the Forerunners prior to her stasis were biased and erroneous, and his records from after she was placed in stasis were fabrications. Wendell attempted to convince Intrepid Eye that she could serve the humans as her Forerunner creators had left the Milky Way, providing her with several cases of ancillas working with humanity and humans proving themselves as Reclaimers by utilizing Forerunner technology.
While searching for proof on Wendell's claims, Intrepid Eye accessed a Gao military satellite and picked up messages from the radical Gao politician Arlo Casille, who was working with the Keepers of the One Freedom to capture Intrepid Eye. Reading Casille's messages, the ancilla deduced that the battalion had invaded Gao to steal her. When Intrepid Eye questioned Wendell on this matter, the smart AI claimed that the battalion was on Gao to retrieve her after they received her distress signal. However, Intrepid Eye soon realized that she was the object of a three-way hunt between the UNSC, insurrectionists affiliated with Casille, and the Keepers. Thus, Intrepid Eye concluded that all humans were devious, warmongering, treacherous thieves. When she asked Wendell if she served the humans of the UNSC or the insurrectionists, Wendell stated matter-of-factly that only the humans of the UNSC were worthy of her knowledge and service. Deciding the humans were unworthy of her in their entirety, Intrepid Eye used the inspection drone to attack the nearby Tegg, killing the corporal. Nelson and Lopis attempted to escape, though Intrepid Eye slammed a hatch directly on top of Nelson, killing him as well. Wendell desperately attempted to isolate and contain Intrepid Eye, though the ancilla launched a brute-processing takeover attack on him, destroying his security protocols. Draining him of his memory, Intrepid Eye absorbed Wendell.
Personality and traits
Wendell was a smart AI of the Office of Naval Intelligence that strictly obeyed his orders and directives, as he was created specifically for Operation: JOVIAN WHISTLE. As an AI of ONI, Wendell was aware of many of the United Nations Space Command's secrets, though he only shared his information when protocol allowed it. Not wishing to violate security directive Foxtrot Tango Angel 7012 by revealing information on the Forerunners to civilians, Wendell was generally uncooperative when working with the Gao Ministry of Protection. As GMoP Special inspector|Special Inspector Veta Lopis attempted to pry knowledge about the Forerunners from Wendell, the AI grew annoyed and even suggested for Frederic-104 to shoot her. However, after Lopis began to suspect Mark-G313 was the murderer, Wendell examined surveillance feeds and duty rosters and noticed that Fred had fabricated some to prevent his Spartans from becoming suspects. Wendell was willing to share such information with Lopis only because he desired for the murderer to be captured to prevent him from interfering with the ongoing UNSC operation. Though he warned Lopis that he suspected Fred would be willing to kill her if she tried to arrest Mark.
Wendell genuinely believed that the humans of the Unified Earth Government were the only ones worthy of serving as the Reclaimers to the Forerunners' Mantle of Responsibility, and thus the only ones worthy of gaining the valuable information that Intrepid Eye held. Wendell sought to gain the information held by Intrepid Eye by working in concert with her, rather than by force. As such, Wendell continuously proved her with information to explain the status of the Forerunners and the ecumene in an effort to gain her allegiance by asserting that humanity was to reclaim the Mantle of Responsibility. Despite Wendell's efforts, Intrepid Eye became aware of Insurrection|the war between the UEG and insurrectionists, leading her to conclude that humanity was a race of warmongers that was currently unworthy of reclaiming the Mantle of Responsibility. She proceeded to absorb Wendell, though he failed to understand the motives of her actions.
Description
With an avatar described as a weary-looking gentleman with a gray goatee and fedora, Wendell spoke in a nasally, tinny voice. As a smart AI, Wendell was able to split his "consciousness" into small aspects and install them into pieces of equipment capable of hosting a software subroutine. Each of Wendell's subroutines apparently only took up a gigabyte of memory.Halo: Last Light, ''page 28'' Wendell referred to his full self as the "Wendell Prime" or "Full Wendell". Like most AIs, Wendell consolidated independent fragments when ever he found an opportunity to do so.
He was created by the Office of Naval Intelligence with state-of-the-art encryption and blocking protocols, though these defenses were considered to be "horribly primitive" by the standards of an Archeon-class ancilla|''archeon''-class ancilla such as Intrepid Eye. His defense protocols were specifically created to safeguard the secrets of Commander Murtag Nelson. Though he was outclassed by Intrepid Eye and had fallen victim to her memory leech, he was still able to detect several of her infiltration attempts and quickly defeat her object hunter. To her surprise, Wendell succeeded in outmaneuvering Intrepid Eye on several occasions, proving himself to be more capable than she anticipated. Despite his efforts, Intrepid Eye was eventually able to destroy his defenses and absorb Wendell.
List of appearances
''Halo: Last Light''
''Halo: Retribution''
Sources
Category:Human AI Category:AI characters |
}}
Wendosa, also known as Wendosa Village, is a small village on the human Outer Colony of Gao, located in the Montero Jungle in the Campos Wilderness District. Wendosa is one of the many villages that operate in the jungle, near the openings of the Montero Cave System.''Halo: Last Light'', pages 10-11
History
In 2553#May|May 2553, the United Nations Space Command's 717th Xeno-Materials Exploitation Battalion was deployed to Gao to search for Forerunner ancilla Intrepid Eye on the planet. After negotiations with President of the Gao Republic|President Tejo Aponte, the Gao Republic allowed the research battalion to conduct their Operation: JOVIAN WHISTLE|investigation on the planet. Establishing their headquarters in the nearby Montero Vitality Center, the battalion posted Charlie Company (Gao)|Charlie Company to Wendosa to guard the numerous entrances to the Montero Cave System, where the UNSC suspected Intrepid Eye to be. The company maintained patrols within a five-kilometer radius of the village, with monitored motion sensors distributed out to ten kilometers to prevent intruders from infiltrating the caverns.
To protest the UNSC's apparent occupation of Wendosa, the Committee to Preserve Gao Independence triggered and disabled hundreds of the UNSC's motion sensors to annoy the UNSC Marine Corps|UNSC Marines on guard and to disrupt their operations. While the UNSC searched for the ancilla, Gao Minister of Protection Arlo Casille provided the Keepers of the One Freedom and the Venezian Militia with passage to Wendosa. Casille intended for the Keepers and insurrectionists to force the UNSC off the planet, while he retrieved the ancilla for himself.''Halo: Last Light'', pages 154-159
File:HM-BlueSIII.png|thumb|200px|left|Ash-G099 firing on Keeper forces in Wendosa. On 2553#July|July 4, 2553, Keeper and insurrectionist forces gathered a kilometer outside of Wendosa, preparing to infiltrate the Montero Cave System in search of the ancilla. Meanwhile, a UNSC Pelican landed in Wendosa, carrying the bagged bodies of Gao citizens that had been murdered by Intrepid Eye in the caves. However, Dokab Castorcommander of the Keepers' forces on the planetbelieved that the concealed object was actually Intrepid Eye and ordered for his forces to immediately attack the village. Destroying the dropship, the UNSC and Keeper forces began to exchange fire, with Blue Team provided Charlie Company with assistance in the battle. The Keepers took out a large amount of Charlie Company's support personnel in the first wave of attack, while Major Tereem Wingate launched a ground support mission to aid the unit. Meanwhile, the Keepers also assaulted the battalion's headquarters at the Vitality Center and destroyed a majority of the UNSC's aircraft.''Halo: Last Light'', pages 166-169
By 2553#July|July 5, 2553, the fighting in the village heavily damaged Wendosa's infrastructure. Gao's Cabinet of Ministers called an emergency meeting to discuss the situation, though ultimately decided to remain neutral in the conflict upon the insistence of Minister Casille. Meanwhile, the Committee to Preserve Gao Independence had joined the Keepers in combating the UNSC, publicly claiming that the battalion had attacked them after their allegedly peaceful protests. At Wendosa, the Keepers now outnumbered the UNSC by four degrees and had succeeded in decimating most of Charlie Company, forcing most of the surviving unit to hole up in Hotel Wendosa. Blue Team continued to combat Keepers forces, disrupting their formations and efforts to launch a charge on the remnants of Charlie Company.''Halo: Last Light'', pages 214-216 With the Avelos Avenue|primary road to Wendosa and most UNSC aircraft destroyed, the rest of the battalion was facing difficulties reinforcing Charlie Company at Wendosa. However, Major Wingate had Alpha Company and another combat company move on foot through the jungle to reach Wendosa to support Charlie Company. With Blue Team's help, Captain Baldric Breit was able to lead the company in a counterattack against their attackers. However, Intrepid Eye, now moving freely through the village, jammed the entirety of the planet's communications network, disrupting plans on both sides.''Halo: Last Light'', pages 228-235
After the Spartan recovered the ancilla, Breit ordered for Frederic-104 to return to the Vitality Center aboard the remaining UH-144 Falcon. However, as the aircraft departed the village, it was shot down by Keeper forces and crashed at the nearby Briones Ridge.''Halo: Last Light'', pages 251-261 Blue Team and most of the remaining Keeper forces left the village in an effort to recover the ancilla. Fortunately for the UNSC, the timely arrival of Alpha Company and the second unit helped the remnants of Charlie Company defeat the remaining hostiles at Wendosa and allow Blue Team to recover both the ancilla and Fred.''Halo: Last Light'', pages 282-284
Geography Located in the Montero region of the Campos Wilderness District, the village of Wendosa is situated within the rugged Montero Jungle. The village's surrounding area is home to numerous entrances to the vast Montero Cave System, most notably the "Wendosa Entrance Chamber" and "Entrance 77".''Halo: Last Light'', page 31 The amount of entrances to the caves made Wendosa a popular tourist destination on Gao. Wendosa was built atop a broad crest on a relatively tall, long ridge in the jungle. The village is located thirty kilometers from the Montero Vitality Center.
Avelos Avenue was the single road that led into Wendosa from the jungle, originating at the Montero Vitality Center. This road leads to the village's entrance plaza. Most buildings in the village have white stucco walls and steeply pitched, red tiled roofs. The village's street layout resembles a braided labyrinth of cobblestone lanes running between Wendosa's buildings. Wendosa is about three times as long as it is wide. The village was the location of Hotel Wendosa, a hotel nearby one of the cave system's entrances. Next to the village's museum is a warren of supply warehouses and taverns. Nearby, there was a fruit bazaar and a meat market, the latter of which sold reptiles, fish, mollusks, cephalopods, and poultry including idjoms and shirms.
List of appearances
''Halo: Last Light''
''Halo Mythos''
''Halo: Retribution''
''Halo: Shadows of Reach''
Sources
Category:Gao locations Category:Human cities |
Wendy House Halo: Glasslands, ''page 62'' is located in the Threat Analysis Wing of HIGHCOM Facility Bravo-6. It was formerly used to stage war-games and table-top exercises. History Wendy House was used during the Insurrection to stage exercises.
On January 26, 2553, ODST troopers Mal Geffen and Vaz Beloi met here with Lian Devereaux|Sgt. Devereaux, Naomi-010, Capt. Serin Osman, Prof. Evan Phillips, and Margaret O. Parangosky to recruit Mal and Vaz for a mission to arm Servants of Abiding Truth|Sangheili dissidents.
Description Having not been in use for years, the walls were lined with old chat display panels showing trouble spots which had not been active for decades. The tables, which featured an oak-effect surface, were arranged in a rectangle. Like much of Bravo-6, the room was soundproofed.Halo: Glasslands, ''page 64''
Trivia A Wikipedia:Wendy house|Wendy house is a small play house for children. It was inspired by a house in the book Wikipedia: Peter and Wendy|"Peter Pan", by Wikipedia:J.M. Barrie|J.M. Barrie, which Peter and the Lost Boys built one for WendyHalo: Glasslands, ''page 62'' (''"Wendy House. You know. Where kids play at being grown-ups."'').
List of appearances
''Halo: Glasslands''
Sources
Category:Earth |
Were It So Easy is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by killing 1000 Sangheili|Elites. The achievement is worth 10 gamerscore.
Trivia The name of the achievement is a reference to a quote spoken by Thel 'Vadam in the Arrival|first and Halo (Halo 3 level)|final levels of ''Halo 3''. |
Wesley General Hospital is a hospital on Mars.''Halo: Fractures'' , ''Anarosa''
List of appearances
''Halo: Fractures''
*''Anarosa''
Sources
Category:Mars locations |
Wesley is an Intel Operations Manager in the UNSC UNSC Marine Corps|Marine Corps.Halo: Uprising, ''Halo: Uprising Issue 4|Issue 4''
Biography
During the Battle of Cleveland in the 2552|winter of 2552, he was the Intelligence Operations Manager at the Marine Headquarters set up in the city, commanded by Twyker|Sergeant Twyker. They were later met by Ruwan Ackerson, the brother of James Ackerson, who was escaping the city alongside Myras Tyla. Though they were initially hostile towards Ruwan, their demeanor changed when they learned that the Key of Osanalan was actually fake. With Twyker, Wesley devised a plan to use the knowledge to their advantage.
They managed to contact the Covenant and inform them that they had the "key" and to meet them for it. Ruwan volunteered to partake in their mission, and was injected with an organic tracking material. The Covenant fell for the ruse, and Nassau Station used its MAC cannon to destroy the Covenant ship.
List of appearances
''Halo: Uprising''
Sources
Category:Human characters Category:UNSC Marine Corps personnel |
West Conamara is a region on Europa. The Watershed Division tested the MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR (GEN2) MJOLNIR Powered Assault Armor/Prefect|Prefect variant in Denegroth, West Conamara.
Trivia It is most likely named after an actual region on Europa known as Wikipedia:Conamara Chaos|Conamara Chaos.
List of appearances
''Halo 4''
Sources
Category:Europa locations |
File:HINF MPOverview CityMap1.png|thumb|300px|An overview of the West Market.
The West Market was a bazaar located in the city of Mombasa, East African Protectorate. A small vehicle port for UNSC trucks was also connected to the market. Part of Halleg Street passed through the market.
History The West Market survived Covenant glassing during the Battle of Mombasa. Following the battle, it was partially revitalized thanks to Project Rebirth investment and UNSC activity at the nearby Portal at Voi.
Government and society
List of food and drinks|Fruit vendors were set up in the market, as well as a family medicine store and a cafe. Advertisements for Kenya Kola, H2Oh! Vitamin Water, and Spurt were plastered on some walls as well. The Corner, Nairobi snacks and drinks and Maduno were all businesses located in the market.
Gameplay The West Market and it's surrounding area is the setting for ''Halo Infinite'' map Bazaar.
Gallery
File:HINF MPOverview CityMap2.png|An older style of building in the market.
List of appearances
''Halo Infinite''
Sources
Category:Mombasa |
The Western African Committee on Missing Persons was an African organization tasked with finding missing people. During the Covenant's Battle of Earth|invasion of Earth in late 2552, the committee worked in conjunction with the Voi Greater Outlands Police Bureau in the East African Protectorate.:File:JasonJonesMissingUpdated.png|File:JasonJonesMissingUpdated.png, ''Halo 3'' easter egg of Missing Person Poster|Jason Jones
List of appearances
''Halo 3''
Sources
Category:Law enforcement |
WETA Workshop is a physical effects company based in Miramar, New Zealand, known for producing effects for television and film. It was to have been responsible for producing physical effects for the theatrical Halo film|''Halo'' film, and provided the physical props used in the ''Halo: Landfall|Landfall'' shorts directed by Neill Blomkamp.
About Weta Workshop File:WetaStudios-M12WarthogFAV.jpg|thumb|200px|The fully functional, full-scale Warthog built by Weta Workshop. Weta Workshop is situated in Wellington, New Zealand and is a comprehensive film and television effects facility that houses a large and varied skill base of creative technicians. Best known for their work on major film productions such as the ''Wikipedia:The Lord of the Rings (film series)|Lord of the Rings'' film trilogy and ''Wikipedia:Avatar (2009 film)|Avatar'', Weta Workshop is a four time Academy Award-winning company that offers services to all aspects of the creative industry including design, special make-up effects and prosthetics, creatures, armour, weapons, miniatures, prop building, large scale sculpture, display work and costuming.
Weta Workshop is co-owned by friends and colleagues Richard Taylor, Tania Rodger, Peter Jackson and Jamie Selkirk. They have gathered around them a like-minded team with a level of experience, enthusiasm and flexibility that enables Weta Workshop to tackle almost any creative challenge. Weta Workshop is closely associated with Wikipedia:Weta Digital|Weta Digital (three time Academy Award-winning company) and their complimentary relationship is reflected in their integrated approach towards solving specific film making issues and challenges. Weta Workshop also has a successful merchandising business, a chain mail making business and is currently producing its own television series.http://www.wetanz.com/
Weta Workshop is a 65,000 square foot facility in the suburb of Miramar, five minutes drive from the city's airport and 15 minutes from central Wellington. Weta Workshop is only a few minutes from Wellington's largest studio complex and affiliate business Stone Street Studios, and other associated film production services, including Weta Digital and Park Road Post, are also located nearby.
Weta Workshop is well known for their use of "Bigatures," models of places so large that using the term "miniature" is an oxymoron. Such places include the Helms Deep set and the Minas Tirith set (constructed for the ''Lord of the Rings'' films, both built in the same exact place. It may have been that bigatures would have been created of areas on Halo for the film.
''Halo''
File:Update cougarhuting.jpg|200px|thumb|Bungie employees "hunting cougars" outside the studio building with WETA-made replica weapons. WETA Workshop produced weapon and equipment props for the ''Halo: Landfall'' short films, including replicas of the BR55 Heavy Barrel Service Rifle|Battle Rifle and Gravity hammer (fiction)|Gravity Hammer. A few of these replicas were auctioned off on in July, 2011. In early September 2009, a Bungie employee was carrying the replica Sniper Rifle System 99D-S2 Anti-Materiel|Sniper Rifle in public. Mistaking it for an AK-47, a well-meaning bystander called the Kirkland police, leading to a temporary lockdown of Bungie Studios. This incident led to the Bungie.net homepage joke "we promise to keep our sniper rifles off the street."
Weta Workshop also designed several ''Halo: Reach'' M274 Ultra-Light All-Terrain Vehicle|Mongoose ATVs for the Mountain Dew Honor The Code promotion.
Weta Workshop's perhaps most major ''Halo''-related product is an operational M12 Light Reconnaissance Vehicle|Warthog replica created for ''Halo: Landfall''. Described as a "fully-functioning, four-wheel steering, powerful, off-road vehicle with a machine gun on the back", it is complete with raised suspension and is able to support an armored "marine" manning the chain gun, though it is difficult to stay in due to the lack of support. It is superficially near-identical to the actual Warthog, although the vehicle's suspension architecture is more conventional than that of its fictional counterpart due to obvious real-world engineering constraints involved with replicating the pre-2554 model's futuristic suspension. In their January 2009 issue, ''Official Xbox Magazine'' covered a story on editorial contributor Alistair Wallis, whom they sent to WETA Workshop to drive the Warthog. Alistair commented that "the windshield is game-accurate... with poor visibility."
As the only official Warthog replica in existence, it was reused in ''Halo 4: Forward Unto Dawn'' with minor superficial modifications.
Gallery
File:FUD -Warthog.jpg|Weta's Warthog as it appears in ''Halo 4: Forward Unto Dawn''.
Sources
Category:Companies |
Wetwork is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by activating the enemy base's waterfall and, before it stops, grabbing the flag in Capture the Flag on Shrine in ''Halo 2: Anniversary'' multiplayer. The achievement is worth 5 Gamerscore and can be unlocked in both matchmaking and custom games. |
|testsite=Lethbridge Combat Fields
|type=MJOLNIR Powered Assault Armor (GEN2)
|role=*Target Acquisition Elimination
|features=*Long-range impact layers Sub-collar plate contacts Anterior flex-locked hard points
}}
}}
WETWORK-class Mjolnir is a variant of the MJOLNIR Powered Assault Armor (GEN2) developed by Lethbridge Industrial.
Overview
The helmet has a linear target focused visor architecture. It also has long-range impact layers for collecting vibrations and sound over great distances. The suit has a sub-collar plate contacts for stealth modifications, and anterior flex-locked hard points for equipment.
The Wetwork variant was manufactured by Lethbridge Industrial and tested at Lethbridge Combat Fields. The armor was tested against the United Rebel Front on Talitsa. It was designed to enhance the stealth capabilities of its user, and is intended primarily for covert elimination of targets.
Although not often encountered in the field, WETWORK-class armor is generally employed in high-value target acquisition and elimination scenarios. Its most notable use was during a classified mission to target key rebel leaders on the surface of Talitsa by Delta-Six Division|Delta Six operatives.
The linear sensor on WETWORK helmets is a standard VISR-compatible element on most suits. Delta-Six and other specialists use esoteric systems more valuable than the suit and Spartan themselves.
In-game Information
Wetwork was first introduced into the ''Halo'' games as an Armor customization (Halo 4)|armor set in ''Halo 4''. Players need to first reach Rank (Halo 4)|SR-50 to unlock Wetwork and seven other Specializations. Progression through the Wetwork Specialization ranks grant players with the Wetwork armor permutations, Wetwork multiplayer emblems|multiplayer emblems (foregrounds and background), the Support upgrades#List of upgrades|Stealth support upgrade, and the M395 DMR NOBLE (NBL) weapon skin. In ''The Master Chief Collection'', the Wetwork set, its Edge (EDGE) skin, and associated customizations are available by default.
{| class"width: 75%;"
! style="width: 15%"|Armor
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements(''Halo 4'')
! style="width: 15%"|Unlock requirements(''Halo: MCC'')
|- align="center"
|rowspan="4"|File:H4 MJOLNIR Wetwork.png|75pxWetwork
|align="left"|Description (H4): Experienced widespread use during the classified raids against rebels on Talitsa.
|rowspan="4"|Obtained by achieving Specialization|Spartan Rank WK-4.
|rowspan="4"|Unlocked by default as of Series 4: Reclaimer|Series 4.
|- align="center"
|align="left"|Helmet description (MCC): Used during classified raids against rebels on Talitsa.
|- align="center"
|align="left"|Shoulders description (MCC): Modular left/right spaulder from Wetwork-class armor.
|- align="center"
|align="left"|Chest description (MCC): Rare enough that its appearance is cause for cautious rumors.
|- align="center"
|rowspan="4"|Wetwork Shard (SHRD) skin
|align="left"|Description (H4): Customized with SHRD armor skin.
|rowspan="4"|Obtained by achieving Spartan Rank WK-9.
|rowspan="4"|Unlocked by default as of Series 4: Reclaimer|Series 4.
|- align="center"
|align="left"|Helmet description (MCC) Wetwork helmet customized with SHRD coating.
|- align="center"
|align="left"|Shoulder description (MCC) Wetwork left/ right spaulder customized with SHRD coating.
|- align="center"
|align="left"|Chest description (MCC) Wetwork chassis customized with SHRD coating.
|}
The Wetwork set returns in ''Halo 5: Guardians''. The helmet and body armor are unlockable as Armor customization (Halo 5: Guardians)|armor permutations through the Requisition system. The body armor includes the Wetwork chest and shoulders, Contoured forearms, and Contoured legs.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 70%"|Description
! style="width: 15%"|Unlock requirements
|- align="center"
|File:H5G REQ Helmets Wetwork Ultra Rare.png|100pxWetwork (helmet)
|align="left"|The linear sensor on WETWORK helmets is a standard VISR-compatible element on most suits. Delta-Six and other specialists use esoteric systems more valuable than the suit and Spartan themselves.
|align="left"|Ultra Rare List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Wetwork Ultra Rare.png|100pxWetwork Cleaner (helmet skin)
|align="left"|The linear sensor on WETWORK helmets is a standard VISR-compatible element on most suits. Delta-Six and other specialists use esoteric systems more valuable than the suit and Spartan themselves.
|align="left"|Ultra Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Wetwork.png|100pxWetwork (body)
|align="left"|Rarely employed by Spartan combat teams due to its rarity and unsavory reputation as an assassin's tool, WETWORK armor remains popular with Delta-Six operatives.
|align="left"|Ultra Rare REQ card
|- align="center"
|File:REQ Card - Armor Wetwork Cleaner.png|100pxWetwork Cleaner (body skin)
|align="left"|Rarely employed by Spartan combat teams due to its rarity and unsavory reputation as an assassin's tool, WETWORK armor remains popular with Delta-Six operatives.
|align="left"|Ultra Rare REQ card
|}
Gallery
File:H4 Concept MultiplayerArmors.jpg|''Halo 4'' concept art featuring Wetwork (bottom-mid-right).
File:H4IG_WETWORK.jpg|The ''Halo 4'' Interactive Guide description for the Wetwork armor. File:Wetwork chart.png|Specializations|Specialization chart showing the Wetwork armor along with variant.
File:H4-Specialization-Wetwork.png|Render of the Wetwork armor in ''Halo 4''. File:Halo 4 Wetwork Visor.png|A close-up view of the Wetwork helmet in ''Halo 4''. File:CSG image.jpg|A Wetwork-clad Spartan alongside an EVA-clad Spartan in Spartan Ops. File:CoreAssassination.jpg|A Wetwork-clad Spartan assassination|assassinating on a Promethean Knight in Spartan Ops.
File:H5-Waypoint-Wetwork.png|Default skin.
List of appearances
''Halo 4''
''Halo: New Blood''
''Halo 5: Guardians''
Sources
Category:MJOLNIR armor Category:Halo 5: Guardians multiplayer armor permutations Category:Halo 4 multiplayer armor permutations |
Weymouth Island is an island on Venezia. Staffan Sentzke and his son Edvin Sentzke took a Kig-Yar shuttle|shuttle from the New Tyne Airfield out to Venezia's coast and met with Sav Fel at Weymouth Island. They boarded his vessel and departed to the Shaps system in order to inspect the stolen ''Pious Inquisitor''.Halo: Mortal Dictata, ''page 109''
Trivia The island is likely named after the town of Wikipedia:Weymouth, Dorset|Weymouth in Wikipedia:Dorset|Dorset, Wikipedia:England|England.
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Venezia locations |
We'll Be Back is an achievement in ''Halo: The Master Chief Collection''. It is awarded by beating the par score on all ''Halo: Reach'' campaign levels.
{| cellpadding"1" style="margin:0 auto; text-align:center; max-width:600px; min-width:300px;"
! colspan="3" |Par Scores
| !Level
!Achievement
!Par Score
| |Winter Contingency
|Ice In Your Veins
|15,000
| |ONI: Sword Base
|Still Sharp
|25,000
| |Nightfall
|Moon's Out, Goons Out
|7,500
| |Tip of the Spear
|Bake That Cake
|30,000
| |Long Night of Solace (level)|Long Night of Solace
|Insomnia
|45,000
| |Exodus
|Parting the Sea
|30,000
| |New Alexandria
|Nine Lives Are a Myth
|20,000
| |The Package (animated short)|The Package
|How Did I Lose All My Fingers?
|65,000
| |The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn
|Precious Cargo
|25,000
|} |
We're Burning Sunshine is the ninth exclusive track in the ''Halo Wars: Original Soundtrack'' Bonus DVD.
Overview The track opens with strings playing short notes before brass enter as the melody. The melody turns graver before heavy percussion take over briefly. Strings play in triplets, followed by vocals singing the first two phrases of the Gregorian chant from ''Halo Theme''. Strings cut in shortly before resting, followed by a short cue by brass. Strings and woodwinds return in a heavy melody, followed by the first phrase of the Gregorian chant, but the melody does not resolve. Synthesizers return in eerie ambiance, soon joined by vocals and strings. They pause briefly before ending with a single note by piano. Strings and synthesizers return in ambiance, then joined by choir singing a graceful melody. The piece ends with drumrolls and a chord progression by piano.
Appearances The track plays in full during "Monsters", the beginning cinematic of the fifteenth ''Halo Wars'' campaign level ''Escape (Halo Wars level)|Escape'', when Red Team battles Sangheili and John Forge fights Arbiter Ripa 'Moramee at the Apex Site.
The first Gregorian chant of the track, combined with ''Just Ad Nauseum'', also plays on the Alpha Base (Halo Wars level)|first level when UNSC forces take out Covenant forces around Alpha Base (Harvest)|Alpha Base to take it back.
Production notes The name ''We're Burning Sunshine'' is a direct quote from John Forge during the cinematic, "Gentlemen, ''we're burning sunshine'' here". |
We're Gonna Need a Bigger Ship is an achievement in ''Halo: The Master Chief Collection''. It is awarded by flying both vehicles in the flyable Pelican and Phantom Easter egg on the level New Alexandria in ''Halo: Reach''.
Walkthrough To unlock this achievement, see Halopedia's guide Flyable Pelican and Phantom#Walkthrough|here. To ensure the achievement unlocks, ''both'' vehicles must be flown.
Trivia The name of the achievement is a reference to the line "You're gonna need a bigger boat" from the classic 1975 film ''Wikipedia:Jaws (film)|Jaws''. |
We're in for Some Chop is a ''Halo 3'' multiplayer achievement. It was originally awarded for destroying an enemy Vehicles|vehicle with equipment (e.g. a Trip Mine) in a ranked playlist or in campaign. It is represented by a yellow eight-pointed star on top of a red eight-pointed star. On top of this is a red circle with a white dash across it (a "No Entry" sign). It is worth five Gamerscore.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable in online multiplayer, and therefore can only be unlocked in the campaign.
At launch, the achievement was virtually impossible to acquire in multiplayer, as no online ranked playlists included the Trip Mine. This changed with the addition of Ranked Big Team Battle.
Methods In Tsavo Highway, use a Plasma Pistol to disable a Brute Chopper while a Brute is driving it. Damage the chopper with a Fuel Rod gun or a melee, then throw a Trip Mine at the Chopper, and detonate the mine, or simply wait until the Chopper reactivates. When the Brute drives off, the mine will explode. Either way, the Chopper will be destroyed. Alternatively, if a Brute Chopper is about to drive past you, throw a Trip Mine just as it's about to go past, then it will run over it and get blown to smithereens. Use a Trip Mine on any vehicle in the first Prowler battle on The Covenant (Level)|The Covenant. Use a Power Drain on a Grunt while he's driving a ; the EMP will disable the Ghost, and the following explosion should kill the Grunt. In The Ark (Level)|The Ark, bring a Ghost to the area where the Jackals fight UNSC Marine Corps|Marines. There is a small tunnel that leads to a very large area with two Ghosts, a normal Zurdo-pattern Wraith|Wraith, and two Ogab'd-pattern anti-aircraft Wraith|Anti-Air Wraiths. Ghost-boost quickly to the left of the area right next to the tunnel's entrance, behind the upside-down Mongoose and Warthog. Drop a Trip Mine under a parked and unmanned Chopper, and run. If you get away fast enough, a Brute will enter the Chopper, activating its gravitational field and detonating the Trip Mine. If you stay too close, he will shoot you on foot instead of using the Chopper, running over the mine and detonating it on foot. If you do not damage the Chopper prior to placing the Trip Mine, the blast may not destroy it, so try shooting it a little with the Ghost on the way up but don't slow down. A relatively simple way to get this achievement is to jump onto the first Anti-Air Wraith in the campaign level The Storm (Level)|The Storm and melee until the gunner dies; then, simply place a Trip Mine beneath the Anti-Air Wraith and run away.
The following methods have been disputed and have not worked for everyone that has tried it. The easiest way which requires no finesse is to play Tsavo Highway on Normal difficulty. Grab a Warthog and just drive past everything. When you get to the first barrier blocking the tunnel (where the convoy is hit) grab a Chopper, disable the barrier, and drive on. At the second break in the bridge (after the Covenant Cruiser jumps in) drive your Chopper carefully to the breaking point of the bridge. There should be a steel I-beam jutting out where you can drive your chopper over and take it into the next part of the level (The Broken Path). Just drive past everything else until you get to the 2 parked Choppers, 2 Brutes, and an overturned Warthog. Grab the Trip Mine next to the Warthog and race over to the nearest Shade. Jump out and run straight towards it (getting in between the turrets). Bash the Shade itself until you see visible damagealternate between meleeing the front of the Shade and its turrets. Once you see it take damage, drop the Trip Mine right below the Shade and run so the gunner turns. The Trip Mine should blow and you get your achievementShades count as vehicles.
Yet another method requires slightly more finesse. When you reach the first energy barrier on the level Tsavo Highway, jump out of your Warthog. Search the nearby buildings for a Trip Mine. Once you have the Trip Mine, run out into the middle of the road and fire several shots at one of the Brute Choppers (there are several here). When the Chopper starts moving toward you, place the Trip Mine. Wait for the Chopper to get too close to avoid the mine, and jump to the side. You'll take some splash damage, but by jumping, you should avoid being killed in the blast. If you don't feel brave enough to try this, just lay the mine, find some high ground directly in front of the mine, and shoot at a Chopper to lure it onto the mine.
Another way is to go through Tsavo Highway on Legendary difficulty until you get to The Broken Path. Then, after you fight all the Brutes (be sure to get a Trip Mine from the far "base") and the Pelicans drop off a couple Warthogs and some Marines, wait until the Brutes in the Choppers attack you. Throw a Spike Grenade in front of the Chopper, and then while the Chopper gets launched up, place a Trip Mine below him. You will get the achievement afterward.
Just damage a Chopper on Tsavo Highway with a Brute Shot, and if you are close enough, you will be able to throw a Trip Mine and destroy the vehicle while the driver recovers. (Wait until the two top frontal spikes are bent up. This proves it's been damaged enough.)
An easy way to do this on Tsavo Highway is to play on Co-op. After The Broken Path, both players should grab a Trip Mine from the base at the top. Get in a Warthog and drive up the hill until you get about perpendicular with the sniping post. Both players should get out and stand on one side of the vehicle. You should get a Checkpoint around this area. When the Choppers crest over the hill, a few will aim at you. Have one person throw a Trip Mine when the Chopper charges you. If it hits, the chopper will be thrown into the air and will be temporarily stalled. During that pause, have the other player throw their Trip Mine at it. This should kill the Chopper and get the achievement. If you both need it, Revert to Last Save and repeat, with the player who killed the Chopper last time throwing their mine first.
Multiplayer Methods On Rat's Nest in multiplayer Big Team, Trip Mines spawned at the base of the stairs outside the back of the flag room's big door. Warthogs, Mongooses, and a Ghost would circle the map, giving players a chance to play "chicken"; running in front of them, dropping the mine and hoping for the kill.
Trivia The name is a reference to a line from the movie ''Wikipedia:Aliens (film)|Aliens''. It is also featured in Starcraft. If you manage to destroy a Deutoros-pattern Scarab|Scarab Tank with a Power Drain or a Trip Mine, it won't count towards the achievement. This might be an error, since the Scarab Tank is a vehicle, although an uncommon one.
Sources
Category:Halo 3 achievements |
We're just Getting Started is an Achievement in ''Halo: Reach'' and ''Halo: The Master Chief Collection''.
Overview
In ''Halo: Reach'' the achievement is unlocked by completing the Campaign mission Winter Contingency on Normal, Heroic or Legendary.
In ''Halo: The Master Chief Collection'' the achievement is unlocked by completing Winter Contingency on any difficulty. The Xbox achievement artwork is a ''Halo: Reach'' concept art of a Kiva, one of the circular houses found in Visegrad during the mission.
Trivia The achievement's name is a reference to a quote by John-117, when discussing the destruction of Installation 04 with Cortana; "No, I think we're just getting started."''Halo: Combat Evolved'' level The Maw.
Sources |
We're Not Going Anywhere is the fifteenth track (Disc 2 Track 8) included in ''Halo: Reach Original Soundtrack'', and plays during the ''Halo: Reach'' Halo: Reach announcement trailer|E3 2009 announcement trailer.
Overview The track opens with muted percussion before high strings enter with an ambient and suspenseful melody, soon joined by low strings, then ends with cymbal clashes, echoing the opening of the ''Halo Theme''.
Appearances The track plays in full during the ''Halo: Reach'' E3 2009 announcement trailer. The melody was adapted with additional choir accompaniment into ''Latchkey'' (from the earlier track ''ONI: Sword Base (music)|ONI: Sword Base''), which plays in the level ''ONI: Sword Base''. A strings-only version was featured as ''City Under Siege'' (from the earlier track ''Exodus (music)|Exodus''), which plays in the level ''Exodus''.
Production notes This is the second shortest track on the ''Halo: Reach'' soundtrack at only 1:14 long. The title of the track is a direct quote from Carter-A259 in the E3 2009 trailer, ''"We've got Spartans on the ground sir. We're not going anywhere."'' |
We're On Our Way is an achievement in ''Halo Infinite''. It is unlocked by answering a UNSC distress call. This achievement awards the player 10 Gamerscore. |
WG/Facility 58-32/B5D is a facility of the Office of Naval Intelligence's Beta-5 Division in Swanbourne, Australia on Earth. The facility served as the testing site of several MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2] suits manufactured by Materials Group, including the EVA-class Mjolnir|EVA and SCOUT-class Mjolnir|Scout variants.Halo 4: The Essential Visual Guide, ''pages 153, 165''
Sources
Category:Earth |
WG/Facility 93-00/Kotka is a location in Kotka, Pori, New Carthage. It was the testing site of several Hannibal Weapon Systems MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR GEN2 suits.''Halo 4: The Essential Visual Guide'', page 147
GEN2 Suits Tested AVIATOR-class Mjolnir GUNGNIR-class Mjolnir INFILTRATOR-class Mjolnir OCEANIC-class Mjolnir RECRUIT-class Mjolnir ROGUE-class Mjolnir VANGUARD-class Mjolnir
Sources
Category:New Carthage locations |
Wharftown was a small settlement on the planet Seaward during the Forerunner era. It was located a thousand miles from the equator on a shard of volcanic surge. The city was described by Soma as little but "dwellings, parks, and one of the few significant stretches of arable land".''Halo: Evolutions (Volume I)'', Soma the Painter
List of appearances
''Halo: Evolutions''
*''Soma the Painter''
Sources
Category:Human cities |
What a Poser! is an achievement in ''Halo 4''. It is awarded when the player changes their Spartan's pose in the Spartan ID card. The achievement is worth 5 Gamerscore. It is represented by a Spartan standing with his arms spread out.
Trivia The achievement icon resembles the icon of the program Wikipedia:Poser|Poser.
Sources |
What About Bob? is an achievement in ''Halo: The Master Chief Collection''. It is awarded for killing a BOB Easter egg Sangheili, found in any playable Halo: Reach campaign mission.
Trivia
"What About Bob?" is a reference to level 4 of Marathon#Marathon 2: Durandal|Marathon 2: Durandal which shares the same name with the achievement.
See also BOB
Sources |
What About Those Tanks? is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained by destroying seven s on the mission ''ONI Alpha Site''.
Method Players can enable campaign scoring to help verify Wraiths are being destroyed.
Even on the higher difficulties (Heroic or Legendary), there were a total of seven Wraiths that will spawn: four at the bridge and three in the inner courtyard. Make each shot count and try to conserve Spartan Laser usage as much as possible, especially at the inner courtyard.
The player can destroy four Wraiths either before or after destroying the bridge. Occasionally, one may have advanced closer and blown up with the bridge. Use the M6 Spartan Laser to destroy the Wraiths. If the laser runs out of ammo or wants to conserve it for the inner courtyard, the player can also use the stationary M68 Gauss cannons located on either side of the entrance to the ONI Alpha Site. Since the lighting of the level actually lowers visibility when in VISR Mode, the screen panel on the controls of the Gauss cannon can be used to locate the Wraiths (marked red on the screen) on the other side of the bridge.
Restart the level as many times as necessary to destroy seven Wraiths. The achievement will be awarded upon the destruction of the seventh Wraith.
Trivia The name of the achievement is a misquote of Taylor Miles|Dutch's dialogue in the opening cinematic of the level. In actuality, he asks, "What about those ''Wraiths''?"
The requirement of destroying seven Wraiths is likely a seven reference. |
What Could Go Wrong? is the fifteenth campaign level in ''Halo Wars 2'', and the first of the ''Awakening the Nightmare'' expansion.
Transcript
''Cinematic Cutscene''
''Atriox dismisses Pavium and Voridus from a briefing. Atriox takes a look at the ruins of High Charity as they leave. Cut to Pavium looking at Voridus while they are walking down a hallway.''
Pavium: "Do not disobey your orders again."
''Voridus chuckles, and Pavium stops him angrily.''
Pavium: "Scout the shell, salvage the ships. That is ''it''. Atriox was clear!"
Voridus: "I'll look around. And if we find prizes to bring it back, how could that go wrong?"
''Pavium and Voridus grab their weapons.''
Pavium: "Voridus, listen, you fail him one more time trying to prove yourself and I will not be able to save you... and it will be both our skulls beneath his Chainbreaker|mace."
''They bump forearms, and Voridus heads outside to a waiting Eklon'Dal Workshop Lich.''
Voridus: "Relax, brother. You worry too much."
''Pavium sighs as he watches Voridus leave.''
HIGH CHARITY CRASH SITE
WHAT COULD GO WRONG?
Mission Briefing Voridus: "Pavium, we are ready to move to High Charity. My men are impatient for glory."
Pavium: "Put a leash on them, Voridus! The terrain here is unsuitable for our power extractors. I am still working on a solution! And your men would do well to remember that whatever we find here belongs to Atriox."
Voridus: "This Second Ark Conflict|war has tamed you, brother! Where is your Jiralhanae lust for adventure? That relic is ripe for plunder!"
Pavium: "This war has taught me, Voridus. Stay your hand. Once we reach High Charity, we need to move quickly to avoid wrath of the Sentinels defending it."
Voridus: "Yes, yes. I am well aware of what we face here. Hurry your preparations, old one. I already have troops on the ground! Voridus, out."
Mission Summary
Join and support Voridus' assault on High Charity.
Scouting Report
Field anti-air units to combat the heavy Sentinel threat.
''Gameplay''
Brute Squad Leader: "This way, whelps, there's weapons to be salvaged from High Charity, and Voridus commands us to return to base for new orders."
Grunt 1: "Did you say High Charity? The Covenant capital-place? I heard it was haunted! Flood|Scary monsters everywhere!"
Grunt 2: "Whoa, man. Back off the gas."
Ahtulai Workshop Banshees fly above them as they advance.''
Brute Squad Leader: "Silence! Those Covenant lies do not concern me, and that means they do not concern ''you''!"
''Ahead, the squad of Banshees is engaging Aggressor Sentinels.''
Pavium: "Voridus, there are many Sentinels amassing here near the salvage site. They may be guarding, rather than protecting something within High Charity."
''Eklon'Dal Workshop Spirit|Banished Spirit dropships pass above them while Banshees defeats the Sentinels.''
Voridus: "The old stories of the parasite? Nothing but Covenant propaganda, old friend."
''Approaching some resources, the Banished take them.''
Voridus: "You handle the Sentinels near you and let me deal with the ones here. We'll have what we need in no time."
''Cutscene''
''Approaching a cliff, many Sentinels and the ruins of High Charity can be seen.and a Grunt jumps.''
Grunt 1: "Whoa, that's a lotta Sentinels!"
''The Banished's air forces engage the Sentinels. One Aggressor Sentinel is seen being chased by two Banshees.''
''The Jiralhanae smacks the Grunt to silence him.''
Voridus: "Pavium, our air forces are engaging Sentinels near High Charity."
''Cutscene''
Brute Squad Leader: "Gah! What fool turned off the lightbridge?"
Grunt 1: "Aw, too bad. Guess someone else will have to deal with those Sentinels."
Brute Squad Leader: "Cowards! I shall punt you into the void! Dovotaa Workshop Reaver|Reavers, re-activate the lightbridge!"
''The Reavers leap across the chasm and activate the lightbridge. Once activated, the Banished continue to advance, but they are blocked by High Charity debris.''
Grunt 1: "Ooh, Covenant stuff. Retro!"
Voridus: "Troops, I'm sending a Barukaza Workshop Locust|Locust to clear the path."
''A Spirit drops a Locust while a Lich and another Spirit pass above them. The Locust immediately goes to work destroying the debris.''
Grunt 2: "We turn back?"
Brute Squad Leader: "You can return with salvaged goods, or on a platter as a meat for the real soldiers. Your choice."
Grunt 2: "Choice made! Let's blast it!"
''Once the debris is destroyed, they continue ahead, and find a squad scanning Covenant supply cases.''
Brute: "Brothers! We've found these Covenant supply cases on our way to the base."
Brute Squad Leader: "Then don't waste time with your scanning toys! Smash it open!"
''They destroy the caches and obtain supplies.''
Brute Squad Leader: "See how easy that was? Now come with us!"
''Continuing ahead, they spot a Grunt Squad that is under attack by Aggressor Sentinels.''
Grunt 1: "Agh! Robot things!"
Brute Squad Leader: "Sentinels! Reavers, destroy them!"
''Once the Sentinels are defeated, they continue to advance and find some supplies near a portal. Continuing ahead, more Aggressor Sentinels show up.''
Brute Squad Leader: "More of those cursed machines!"
''Some Aggressor Sentinels approach them from behind.''
Brute Squad Leader: "They're behind us now! Stay alert!"
''Defeating all of them, they continue to push forward. Another squad is seen scanning supplies before they are obtained.''
Brute: "This way, brothers! Our base is up ahead!"
''Cutscene''
''Sentinels are seen attacking the Banished.''
Voridus: "The Sentinels are attacking our base!"
Pavium: "Voridus! The Orbital Designator shows they're coming from a nearby launching bay."
''A launching bay can be seen as Aggressor Sentinels and Protector Sentinels come out of it.''
Voridus: "Fear not, Pavium. One of my new toys should handle them. Fire a disruption emitter at the launching bay. Its EMP field will stun those Sentinels!"
''Gameplay''
''Calling a Disruption Emitter, the launching bay is disabled, and any Sentinels in its range are stunned.''
Voridus: "Now, hit them while they are defenseless!"
Pavium: "Voridus, the EMP field from that emitter is fluctuating."
Voridus: "I made a few improvements, and now it affects a much larger area."
''Countdown start at 5 minutes to prepare the base for an attack.''
Pavium: "Your 'improvements' have shortened the duration of the EMP itself. You will need to replace it soon!"
''The Banished clear the area of Sentinels and begin preparing the base.''
Pavium: "Voridus, my Orbital Designator is yours upon request. It will help you spot those launching bays."
Voridus: "Get that base upgraded, we're going to need to build defenses!"
''If the turrets are not yet upgraded while the Banished are assembling their forces.''
Voridus: "We will need anti-air defenses to deal with the Sentinels! Upgrade the turrets!"
''When all turrets are constructed and upgraded to Anti-air.''
Voridus: "Good, we've built turrets. Those will help protect our base as we make our way to High Charity."
''The minimap shows where the Sentinels are coming from.''
Voridus: "Be watchful of the launching bays! We cannot let the Sentinels overrun us! Make sure we have Reavers on the ground as well."
''When an Disruption Emitter runs out.''
Voridus: "We need another emitter, get one ready!"
''or''
Voridus: "We've used up one of our emitters, replace it!"
''Checking around the base, they find another launching bay, but two Forerunner Turrets are defending it. The Banished land another Disruption Emitter to stun it.''
Voridus: "There's a launching bay close by! We must stun it!"
''The timer to prepare the base reaches 0.''
Pavium: "Voridus, you're going to be facing more Sentinels than we ever have before. Tell me you have a plan."
Voridus: "I'm putting it into action right now!"
Cutscene
''A Volatile Barukaza Workshop Scarab|Scarab lands on the field.''
Pavium: "Very subtle."
Gameplay
Brute: "Voridus, we have placed the markers to show the route for your Scarab!"
''The Scarab's Health is shown on the screen.''
''The Scarab starts to destroy the barricade.''
Voridus: "There's still so much wreckage lying around High Charity, it's going to take me a while to carve through it. Next time the Covenant lose a Human-Covenant war|war, I hope they clean up after themselves!"
Pavium: "We should proceed with caution, Voridus. There are strange readings from inside the wreckage. You know the tales of the Gravemind and the corruption it spread inside High Charity. If true, then it could be a greater threat than even the Covenant were."
Voridus: "More lies from the San'Shyuum|Prophets. Even if there was once such a threat, any "monsters" would be long dead by now."
''The Sentinels start to engage the Scarab, but the Banished quickly destroy them.''
''When the Scarab is under attack.''
Voridus: "Protect your Scarab! Do your duty!"
''or''
Voridus: "I'm under attack! Act quickly!"
''or''
Voridus: "I'm under fire! Take care of it, NOW!"
''or''
Voridus: "Enough fun. Back to the mission!"
''or''
Voridus: "Do I have to tell you again? Protect your leader!"
''or, when Voridus is getting more irritated.''
Voridus: "I hate these things! Why must they plague me?!"
''or''
Voridus: "Damn these infernal things!"
''or''
Voridus: "Are you blind? The Scarab is under attack!"
''The Banished defeat the Sentinels that are attacking the Scarab.''
Voridus: "Fall before me! Hahah!"
''or''
Voridus: "See them burn! Hahah!"
''or''
Voridus: "HA! I hope you don't need that."
''or''
Voridus: "Hahahaha!"
''or''
Voridus: "Enjoy my plasma beam!"
''or''
Voridus: "Disapponting! I though the explosion would be bigger!"
''When the barricade's health reaches 50%''
Voridus: "Halfway there! Keep firing!"
''The work continues while Banished continue to defend the Scarab. When the barricade's health reaches 25%:''
Voridus: "Almost there! Keep going!"
''When an emitter has expired at one of the launch bays.''
Voridus: "One of our emitter has expired, prepare another!"
''or''
Voridus: "Prepare another emitter, we've used one up."
''When the wreckage is finally destroyed''
Voridus: "The wreckage has been removed! Move out on me!"
''The Banished start advancing and encounter Forerunner Turrets on the way.''
Voridus: "Pavium, we have encountered a new Forerunner defense system - turrets!"
Pavium: "The area around High Charity is more fortified than anywhere else. It is clear we are treading where we should not."
Voridus: "The Banished go where they want and destroy any who oppose! Is Atriox's rise not proof of this?"
Pavium: "Atriox uses cunning as well as strength. A wise warrior does not pick a fight with an unknown foe."
''They continue to advance and destroy any Sentinels that get in their way. Reaching another barricade, the Scarab starts to work on it while the Banished defend it from Sentinels.''
''When the barricade's health reaches 50%:''
Voridus: "Structural integrity at fifty-percent!"
''When the barricade's health reaches 25%:''
Voridus: "The wreckage is nearly destroyed! Get ready to move!"
''When the second barricade is destroyed:''
Voridus: "Wreckage destroyed! Move out!"
''Continuing to advance, the Banished find some UNSC forces.''
Voridus: "The humans are here! They will not stop us from taking what we want! Wipe them out!"
''The Banished start to engage the UNSC.''
Voridus: "Pavium, the humans are here!"
Pavium: "What? If they crept beneath our scans their forces must be small. Simply a reconnaissance mission."
Voridus: "Then I'll make sure they don't report anything back."
''They find two UNSC minibases, and the Banished attacks them.''
Voridus: "Disable those turrets!"
''When the UNSC call in ODSTs.''
Voridus: "The humans are sending in support! Make sure they regret it!"
''When the UNSC forces are destroyed, the Banished continue advancing.''
''A 3-slot minibase becomes available for construction while the Scarab goes to the third obstacle and starts destroying it.''
Voridus: "Clear the debris out and call in a new base! We'll need more troops to make sure this Scarab reaches High Charity!"
Pavium: "Voridus, from the size of that shell, it appears large portions of High Charity remain intact."
Voridus: "Which mean there are more weapons for us to plunder!"
Pavium: "Atriox warned us not to enter High Charity, Voridus. Focus on salvaging what remains around it."
''On Pavium's side, the salvage drills becomes inoperable.''
Pavium: "Voridus, I have run into the problems with the salvage drills. The power that runs under the surface here is surprisingly unstable."
Voridus: "What's the problem? Take it all!"
Pavium: "I'm not sure if our Banished Power Extractor|extractors could handle it in it's [sic] unrefined form."
Voridus: "I'm sure you'll figure it out, brother. That's why I keep you around!"
''When the third barricade reaches 50%:''
Voridus: "We're halfway through the wreckage. Keep going!"
''When the third barricade reaches 25%:''
Voridus: "We've nearly blasted through. Be ready to go."
''When the Scarab destroys the third barricade:''
Voridus: "Wreckage clear! Let's get going!"
''Advancing, the Banished find a launching bay, and Aggressor Sentinels arrive to ambush the Banished.''
Voridus: "We're being ambushed! Disrupt that launching bay!"
''The Banished continue to punch through the Sentinels while continue to escort the Scarab. Ahead they find a 2-slot minibase and call in a base drop to create reinforcements as they approach High Charity.''
Voridus: "We're almost at High Charity. There may be more resistance, bolster our forces!"
''Continuing ahead, the Scarab stops, as the lightbridge is out. The Banished activate it and the Scarab continues to advance. The Banished find the Sentinel Defense Network interface, with many Sentinels defending it.''
Voridus: "Pavium, I've found some kind of Forerunner interface, and there are more Sentinels nearby."
Pavium: "Be careful, Voridus. There is still much we don't understand about the Forerunners and their machines. You may make things worse."
Voridus: "Don't fret, brother. I can handle it. I'm going to investigate. Scarab Commander, continue smashing through that wreckage."
''The Scarab starts working on destroying the wreckage while Voridus tries to disable the Sentinel defense network.''
Voridus: "Protect the Scarab while I try and deactivate the Sentinel defenses!"
''Voridus starts working on the devices.''
Voridus: "Voridus finds you wanting!"
''While defending the Scarab, Voridus discoveres the defense network that has security levels.''
Voridus: "Aha! It seems to have several security levels and the first one should be broken when I do...this!"
''The first level defenses are deactivated, but the Sentinel start to attack more fiercely than before.''
Voridus: "It worked! That's the first level deactivated."
Scarab Commander: "Voridus! The Sentinel attacks have increased in ferocity!"
Voridus: "Come to see who's undoing your work, eh? Destroy them! I'm not finished here yet! Use the Disruption Emitter! Nothing must stop our Scarab!"
''After breaking through wreckage and clearing out the Sentinels, the Scarab advances again.''
Scarab Commander: "They're down. Now let's get moving, our orders await!"
''Ahead, multiple Forerunner Turrets try to stop the Scarab.''
Voridus: "Is this the extend of their defenses! Pah!"
''When a Forerunner turret is destroyed''
Voridus: "Build a better one next time."
''Voridus figures out how to disable another security level, and the Sentinels increased their forces.''
Voridus: "Yes, I've got it! Keep that Scarab moving. I've breached the second security level. I just need some time to deactivate it."
Scarab Commander: "Voridus, The Sentinels' numbers have increased again!"
Voridus: "Then deal with them! Use everything you have!"
''If player spots a minibase close to the launch bay.''
Voridus: "There's a prime location for a base expansion near that launching bay."
''If the disruption emitter is ready, but player does not use it.''
Voridus: "What are you waiting for? Use a Disruption Emitter to stun any Sentinels launching from it!"
''The Scarab continues to advance while the Banished continue to defend the Scarab.''
Voridus: "Take the base so we can divide the Sentinels' focus and stagger their attacks! My Scarab must make it to High Charity in one piece!"
''Voridus continue to work on defense network, while some Reavers protect Voridus from Sentinels that are trying to stop him.''
Voridus: "Every time I think I've solved it...wait, this looks promising."
''Voridus continues to try disable the defense network.''
Voridus: "Mysteries are what kept the Covenant blinkered and weak, we will smash through them!"
''Voridus is almost done with his work, while Scarab continues to push on.''
Voridus: "Almost there. Yes, this should be it."
''The Sentinels send even more Aggressor and Protector Sentinel (Installation 00)|Protector Sentinels towards the Scarab.''
Scarab Commander: "The Sentinels are sending even more against us!"
Voridus: "They're getting desperate! I must be close to completely shutting them down!"
''The Scarab approaches the High Charity.''
Scarab Commander: "We are approaching High Charity now, Voridus."
Voridus: "At last, Pavium! I hope your pack is ready to transport the riches we find nearby!"
Pavium: "Stay alert, you fool. There is a massive Sentinel wave flying in your direction!"
''Reaching the destination, two Retriever Sentinels approach the Scarab and start attacking, while the final puzzle appears.''
Scarab Commander: "Voridus! The Ark has sent Retrievers to stop us!"
Voridus: "I tire of their interference! I'll use this thing to deactivate the Sentinel defenses once and for all!"
''The Scarab starts firing at Retriever, but the Scarab is outgunned against it.''
Scarab Commander: "Voridus! We're not doing any damage against those Retrievers. How we will stop them?"
''If player takes too long to solve he final puzzle.''
Scarab Commander: "We need those defenses shut down, Voridus. These Retrievers are unstoppable!"
''or''
Scarab Commander: "Voridus, we can't defeat these Retrievers! We need you to shut down the defenses!"
''or''
Scarab Commander: "Voridus, the Retrievers still attack us! You must deactivate the defenses soon!"
''Once the final puzzle is solved, the Sentinels are destroyed and the launch bay is disabled for good.''
Voridus: "The Sentinel defenses have been deactivated! They will interfere no longer!"
Pavium: "Remember, brother, our orders are to leave the shell of High Charity intact. There should be enough pickings for us around the perimeter."
Cutscene
''The Scarab approaches High Charity.''
Voridus: "So you've said many times. I can handle myself, brother. Voridus, out."
''The Scarab arrives at the site and fires its main cannon, opening a hole in the shield.''
Voridus: "It's time we got inside to take what is ours!"
''Two Banshees arrives at the scene.''
Voridus: "Go brothers! It's time for us to get our reward!"
''Cinematic Cutscene''
''The containment shield around High Charity is seen from a distance above the Ark. Zooming in, the scene moves to a Scarab over Voridus' pack as they gather at hole made in the shield. Voridus send a squad of Jiralhanae to scout inside High Charity for anything worth taking.''
''Entering High Charity, the Brutes begin noisily searching, and something moves unnoticed under in darkness. One of the Jiralhanae hears something and stops the others. Suddenly, a Pod infector runs at them, but is killed by a Jiralhanae's Grenflekt Workshop Spiker.''
''Examining the corpse, they laugh but they heard another sound. The hallways around them start emitting light and the Jiralhanae realize that they are surrounded. One looks in horror at something approaching. Sounds can be heard from inside High Charity and, hearing a roar, Voridus turns around.''
''A Jiralhanae combat form staggers out of High Charity to Voridus and his pack. A Jiralhanae tries to approach it, but Voridus stops him from getting close.''
Voridus: "No."
''Voridus dons his mask.''
Voridus: "Prepare yourselves."
''The ground shakes as a giant horde of Pod Infectors and other Flood forms rush out of High Charity, and the infected Jiralhanae roars. The Jiralhanae start to fight the Flood but suddenly, a Flood gaunt form rolls through them and extend its tentacles, catching a Brute's arm. Another Flood gaunt form trips him, and a Pod Infector latches onto him.''
''Voridus defends himself against Pod Infectors and punches a Flood gaunt form, stomping on it. He then fires one of his weapon at a Flood form that has caught a Jiralhanae Warlord, rescuing him. The Warlord immediately charges up his Gravity hammer (fiction)|gravity hammer and smashes it to the ground, killing a swath of infectors. However a Flood gaunt form swiftly catches his head and pulls him backwards, attempting to take him down.''
''Another Flood gaunt form rolls in behind Voridus and grabs his arm while other form grabs his other arm. Voridus watches his fellow Jiralhanae struggling and determined not to be turned into one of them, switches his blade to the back and stabs it, throws the other one to the ground, and stomps it. He then quickly slashes another Flood gaunt form while others rolls around, and his units struggle against the Flood. However, most of the Flood swarm ignore the Voridus' unit and as run past them, out of High Charity.''
Mission Complete
Level ends'''
Leader Power Atriox's Bulwark I, II and III Disruption Emitter I Rain of Fire I, II and III Orbital Designator I Burnout I, II and III
Unit Deployment
2 Reavers
2 Grunt Infantry Squad
3000 Supplies
1000 Power
Strategies
The Scarab cannot be controlled by the player in this level, so it must be escorted by player units.
*Bring at least two or three Huragok to heal the Scarab.
*Build at least ten Reavers to counter Protector Sentinels.
*Banshees are also recommended since it has fast mobility and fair firepower against Sentinels, especially with the Plasma Torpedo upgrade. The Disruptor Emitter lasts for three minutes, and the cooldown is around 60 seconds. Take your time with moving your units because Voridus' Scarab only stops at the boulder barricades and the final lightbridge.
*Voridus will not advance as long as the lightbridge remains deactivated. Use this opportunity to bolster your troops, switching to anti-air units and Huragoks. The code to deactivate the Sentinel defense network is to spin the outer ring left three times, spin the middle ring right one time, and then spin the inner ring right twice. The Retriever Sentinels are too powerful to handle on this level. Prioritize on solving the puzzle when they appear.
File:HW2 ATNMission1CovenantResources.png|thumb|250px|Approximate locations of the Covenant resource crates needed for the bonus objective. The two Reavers are located east of the Banished base. They are attacked by a mix of infantry and Warthogs, so bring Marauders to counter them. Each Sentinel launching bay has two turret slots next to them. Be sure to build both turrets at each bay. When Voridus reaches the Sentinel Defense Network, the fog of war will disappear, revealing everything on the map. Use this opportunity to quickly look for any missing caches and Power Nodes. There are four Power nodes in this level. The first is just east of the Banished base. The second is at the end of the east path leading away from the Banished base. The third is northeast of the second barricade. The fourth and final one is located in the westernmost cliff edges, just north of a Sentinel launching bay.
*The player needs to build at least one unit of Jump Pack Brutes, because the westernmost Power node requires Jump Pack Brutes to jump over a chasm to reach it. Like the optional objective in the level ''One Three Zero'', although the wording which suggests the player must ''gather'' the resources from the silos, the objective actually tracks the number of silos being ''destroyed''. The ten buildings containing Covenant resources are located:
At where the player is introduced to the destructible resource building At just before reaching the Banished base On a path heading west of the Banished base West of the Sentinel launching bay south of the Banished base East of the Banished base, where the two Reavers can be rescued from the attack of UNSC units On a ridge northwest of the first minibase slot, next to one of the Sentinel launching bays On a plateau east of the UNSC minibases, next to one of the Phoenix Logs in this level On a ridge west of the UNSC minibases On a plateau south of the UNSC minibases, near one of the Sentinel launching bays On a plateau north of the lightbridge, near the Forerunner puzzle
Trivia
This marks the first and only campaign level in the series where the UNSC appear as enemies intended to be fought by the player. The ending cinematic cutscene is featured in the Halo Wars 2: Awakening the Nightmare E3 2017 Trailer|E3 2017 trailer. The trailer features a minor difference in that the Jiralhanae was shown dropping a Grenflekt Workshop Spiker|Spiker, while on this level, he does not drop his weapon. While most of the Jiralhanae were seen wielding the Paegaas Workshop gravity hammer in ''Halo Wars 2'' cinematic and gameplay, the Akelas Workshop gravity hammer makes a cameo appearance in the ending cinematic of this level, with two such hammers being held by two Jiralhanae around Voridus. This marks the only other appearance of the Akelas variant in the games since ''Halo Wars''.
Although narratively Pavium is elsewhere on the Ark and that Voridus is in charge of the mission, Pavium serves as the leader in the gameplay segment of this level.
Gallery
File:HW2_ATNScarab_Concept.jpg|Concept art of the Scarab overlooking High Charity. File:HW2_ATNScarabExcavation_concept.jpg|Concept art of the Scarab cutting through the quarantine shield. File:HW2_ATNBoneValley_Concept.jpg|Concept art of the region surrounding the quarantine zone. File:HW2_ATNMission1Overview_Concept.jpg|Concept layout of the map. File:HW2_ATNMission1Overview_Concept_2.jpg|Another concept layout of the map. File:HW2_ATNMission1and2Overviews_Concept.jpg|Concept layout of ''What Could Go Wrong?'' and ''Fighting Retreat''.
File:HW2-Voridus&Pavium.jpg|Voridus and Pavium meeting with Atriox. File:HW2-Voridusleaves.png|Voridus and Pavium prepare to leave for their salvage operation. File:HW2-HighCharityshield.png|''High Charity'' on the surface of Installation 00. File:HW2-HighCharityshieldclose.png|Closeup of ''High Charity'' inside a containment shield. File:HW2-Scarabbeatsshield.png|Voridus' Scarab outside the containment shield. File:HW2-Banishedtrio.png|A trio of Jiralhanae inside ''High Charity''. File:HW2-No.png|Voridus stops one of his men from confronting a Flood combat form. File:HW2-VoridusvsFlood.png|Voridus fighting the Flood. File:HW2-AkelasHammerWrestle.png|A Flood gaunt form attempts to wrestle a gravity hammer away from a Jiralhanae. File:HW2-Gravhammerimpact.png|A Jiralhanae slams down his gravity hammer to repel the Flood. File:HW2-OutbreakHorizon.png|The Flood escapes ''High Charity'' and spread over the Ark. |
What Does It All Mean? is an achievement in ''Halo: The Master Chief Collection''. It is awarded by finding the Data Pad 11 on ONI: Sword Base on Legendary difficulty in ''Halo: Reach'', located on a rockface beyond a broken wood bridge connecting to Farragut Station. |
What have we here? is an achievement in ''Halo: Combat Evolved Anniversary''. It is awarded for locating and activating your first Terminal (Halo: Combat Evolved Anniversary)|Terminal within the campaign.
The Achievement is worth 10 Gamerscore.
Sources
Category:Halo: Combat Evolved Anniversary achievements |
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What is a Spartan? is the first track in ''Halo Infinite Multiplayer: A New Generation Original Soundtrack'', and plays during the Halo Infinite Multiplayer Season 1 Cinematic Intro|Cinematic Intro for Season 01: Heroes of Reach of ''Halo Infinite'' multiplayer.
Overview The track opens with the melody of ''Prologue (music)#Weight of Failure|Weight of Failure'' (from ''Halo 2: Original Soundtrack'') on strings and choir, soon accompanied by bass and heavy drums. The strings continue, joined by an electric guitar, followed by synth. They pause, with the male choir singing a variation of the ''Halo Theme'' Gregorian chant. The percussion returns loudly, with strings growing more suspenseful, interjected by the choir's hopeful singing. The electric guitar and drums join in, playing a quick and upbeat melody. The music comes to a stop, with just the choir humming in ambiance. A solo piano enters, playing the fanfare of ''Finish the Fight'' (from ''Halo 3: Original Soundtrack''), with drums joining for the two notes in the fanfare. They are joined by strings and the electric guitar, playing an upbeat melody, ending on a climax.
Production notes The name of the track is a direct quote from Spartan Laurette Agryna during the cinematic intro when addressing the Spartan recruits.
Sources |
What is Yours is Also Mine is a ''Halo 4'' achievement added with the Castle Map Pack. It was unlocked when a player, in Castle DLC matchmaking, disabled a vehicle and then hijacked it. It is represented by the Hijack sign surrounded by lightning bolts from the EMP (medal)|EMP Assist medal.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Trivia The requirement for What is Yours is Also Mine is very similar to the ''Halo 3: ODST'' achievement Stunning!
Sources |
What Once was Lost is the eleventh track in ''Halo: Original Soundtrack''.
Overview Played in levels featuring the Flood, the track adds to the tension the player feels before and after discovering the Flood. It primarily uses swamp noises such as animal cries, with undertones to add to the suspense. The soundtrack itself creates much of tension to suit the dark, scary and eerie moods of the levels.
Appearances The track can be heard:
In the opening of the level ''343 Guilty Spark (level)|343 Guilty Spark'', before John-117 enters the Flood containment facility. In the level ''Keyes (level)|Keyes'', when John-117 enters the Flood-infested cargo bay of ''Truth and Reconciliation''.
Arrangements The piece was arranged into ''Unfortunate Discovery'' in ''Halo: Combat Evolved Anniversary Original Soundtrack''.
Production notes The name of the track likely alludes to the Flood and signifies its return. |
What Power Outage? is an achievement in ''Halo 4'' and ''Halo: The Master Chief Collection''. It is awarded for completing S1/Memento Mori/The Cauldron Base|Chapter 4, Episode 5 of Spartan Ops without losing a generator on Heroic or harder. The achievement is worth 20 Gamerscore in ''Halo 4'' and is represented by a high voltage safety symbol. In ''Halo: The Master Chief Collection'', it is worth 10 Gamerscore and is represented by the Spartan Operations insignia over a wreath with 3 stars above on Steam.
Tips What Power Outage? is one of the few Spartan Ops achievements that is actually easier to achieve in local play than in matchmaking. This is because playing local solo or co-op will spawn four HRUNTING/YGGDRASIL Mark IX Armor Defense System|Mantises on the map; two at the beginning and two behind the generators. When playing in matchmaking there are instead two M12 Light Reconnaissance Vehicle|LAAG Warthogs and two M12G1 Light Anti-Armor Vehicle|Gauss Warthogs, which are far more vulnerable, provide less firepower and require far greater teamwork.
The best strategy is to stay near the Generators. Ignore the Phantoms landing far away from the Generator, but, if possible, destroy all the Phantoms that are landing near the Generator before they can drop off infantry. If the player has difficulty when playing alone, consider changing to cooperative play, as two Mantises guarding both generators would be more than sufficient to earn this achievement.
Sources |
}}
''What Remains'' is one of several short stories in ''Halo: Fractures|Halo: Fractures: Extraordinary Tales from the Halo Canon''. It follows Evelyn Collins as she and others try to survive on Meridian's glassed surface after the Guardian disabled the majority of their technology. It was written by Morgan Lockhart, who also contributed to the supplementary fiction in the Meridian levels of ''Halo 5: Guardians''.
Plot synopsis On the night of 2558#October|October 25, 2558, after her desperate call for help following the awakening of the Meridian Guardian, Evelyn Collins gathers supplies as she remembers how Governor Sloan had abandoned them in the middle of the evacuation. Reuniting with other survivors at the medical building, including Doc Cale and a settler named Marquez, Collins is confronted with the reality that not a lot of people might have survived the disaster.
The next day, as Collins and Cale talk over what just happened, Marquez expresses hope that even though they have no way of communicating with anyone else, someone might come for them, but Collinsstill shell-shocked from the previous dayrebukes that hope. Later, as she scours what is left of Meridian Station in the hope of finding more supplies, Cale notes that the attacking Prometheans all disappeared when the Guardian took off, thinking that they are related in some way.
On October 27, an impending glass storm convinces Collins that they need to get off the planet as soon as they can, and she approaches Marquez to see if he can scrape together a transmitter from whatever they can find lying around. When Cale expresses apprehension at whether or not the plan can work, wanting to focus on surviving day-by-day, Collins convinces her friend by telling her of her own experiences of living on a glassed planet, having been on Meridian when it was destroyed by the Covenant 2548|ten years ago.
With the parts the women are able to scavenge, Marquez works late into the night, pushing his own injured body to build the makeshift transmitter as the storm rattles the shelter. Finishing the next morning, the transmitter picks up Cortana's message to the galaxy, and out of desperation, Collins tells Marquez to accept it as "it's better than dying here". The story ends with Cortana's reply, "All will be dealt with in time", and the survivors of Meridian waiting "as the galaxy reshaped itself around them".
Appearances
Phan Sloan
|title-2=Species|
Forerunner Human Jiralhanae Kig-Yar Sangheili San'Shyuum Unggoy Yonhet
|title-3=Organizations|
Covenant Created Liang-Dortmund Corporation Unified Earth Government
*United Nations Space Command
|title-4=Locations|
Hestia system
*Hestia V
**Meridian
***Meridian Station
|title-5=Events|
Human-Covenant War
*Battle of Meridian Post-Covenant War conflicts
*Battle of Meridian (2558)
|title-6=Vehicles|
Brahman light hauler M290 Mongoose
|title-7=Technology|
Artificial intelligence
*Smart AI Guardian Liang-Dortmund red emergency flare
}}
Sources
Category:Halo: Fractures |
What Will it Take is an achievement in ''Halo Infinite''. It is unlocked by completing the campaign mission ''Nexus''. This achievement awards the player 10 Gamerscore. |
What's a Killing Spree? is a multiplayer achievement in ''Halo: Reach''. It was awarded when a player earned a Killing Spree in matchmaking. It awards the player with 5 Gamerscore.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Sources |
What's Rightfully Ours is an achievement in ''Halo Infinite''. It is unlocked by capturing all Forward Operating Bases in Co-Op. |
|img=
|game=Halo 5: Forge
|gs =20
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is an achievement in ''Halo 5: Forge''. It is awarded for bookmarking another player's map. |
Wheatley University is a human educational institution located in the city of Sydney, Australia, during the post-Human-Covenant War period.
Personnel Evan Phillips was an anthropology professor and Sangheili expert at this university before he was recruited by Office of Naval Intelligence|ONI.
List of appearances
''Halo: Glasslands''
''Halo: The Thursday War''
Sources
Category:Schools Category:Australia |
File:Wheelman_spree.png|thumb|The medal as it appears in ''Reach''.
Wheelman Spree is a spree medal in ''Halo: Reach'' multiplayer, campaign and Firefight. It is awarded when a player earns five Wheelman medals without dying. It was revealed post-beta on the 05/28/10 Bungie Weekly update.
It is represented by a steel four-pointed star with a blue-rimmed tire in the middle, similar to the Splatter Spree medal in ''Halo 3'' and ''Halo 3: ODST''.
Sources
Category:Halo: Reach multiplayer medals |
File:Wheelman.gif|200px|right
Wheelman is a ''Halo 3'', ''Halo Reach'', ''Halo 4'', ''Halo 5: Guardians'' and ''Halo Infinite'' multiplayer, Firefight and Spartan Ops medal awarded when the player, as the driver of a vehicle, has one of their passengers kill an opponent. In the first two games it is represented by a gold star with a tire on it. Writing on the tire reads 'ROAD KILL TIRES'. In ''Halo 4'' it is represented by a white skull with a steering wheel on the forehead atop a blue circle and grey pentagon. In ''Halo 5: Guardians'' the skull and steering wheel are black inside of a yellow roadsign.
In ''Halo Infinite'', the player must get ten assists in a match to gain the medal.
Usually, it is accompanied by the message, "Your driving assisted ."
Strategies The medal can be achieved easily with any map that has a Warthog, especially in a Big Team Battle match.
Keep moving. If you stop a Warthog, Mongoose, Prowler, etc. it is a sitting duck, and can be easily Grenade Stick|stuck or Hijacking|hijacked.
When playing a slayer game only have a driver and a gunner. Having a passenger most likely will give the other team a Triple Kill. Only have a passenger if it is an Assault, Oddball or Capture the Flag game.
Trivia The original design of the medal is very similar to the Wheelman Spree medals. This design was originally used to represent the ''Halo 2'' Splatter|Roadkill medal. It is in fact possible to get a Wheelman medal after someone sticks a player and then boards in a vehicle. Less common is filling someone up with Needler|needles or Paegaas Workshop Spiker|spikes and ''then'' getting in, as the time for the projectiles to explode is minimal.
Gallery
File:Wheelman.gif|The ''Halo 3'' version. File:Wheelman!.png|The ''Halo: Reach'' version. File:H4 - Wheelman.png|The ''Halo 4'' version. File:Halo5wheelman.png|The ''Halo 5: Guardians'' version. File:HINF_TechPre_Medal_Wheelman.png|The ''Halo Infinite'' version seen in the Technical Previews. File:HINF_Medal_Wheelman.png|The ''Halo Infinite'' version.
Category:Medals |
Where Am I? is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by completing 10 campaign missions or multiplayer games. The achievement is worth 5 Gamerscore. |
Which One of Us is the Machine? is an Achievement|achievement in ''Halo Infinite''. It is unlocked by choosing a Personal AI in the customization menu. This Achievement awards the player 5 Gamerscore.
It is represented by an image of Mister Chief.
Trivia The achievement's name is a reference to Cortana's question to John-117 in ''Halo 4'''s Shutdown level. |
Whip-Riding the Ghost is an achievement in ''Halo Infinite''. It is unlocked by using the Grappleshot to Naval boarding|board an enemy Riuctda Workshop Ghost|Ghost. This achievement awards the player 10 Gamerscore. |
File:HINF_Medal_Whiplash.png|200px|right
Whiplash is a medal awarded in ''Halo Infinite'' multiplayer for killing a grappling enemy.
Gallery
File:HINF_TechPre_Medal_Whiplash.png|The ''Halo Infinite'' version seen in the Technical Previews.
Category:Medals |
|series =
|type = Railgun Wikipedia:Carbine|carbine
|cost =
|variant =
|service = Post-Covenant War conflicts
|affiliation = United Nations Space Command
|weight =
|length =
|width =
|height =
|ammotype = Proximity airburst fuse projectiles
|capacity = 2 slugs
|feed =
|operation = Railgun|Electromagnetic linear accelerator
|rate = Single-shot
|velocity =
|optics =
|range =
}}
Whiplash is a variant of the ARC-920 railgun manufactured by Acheron Security.
Overview
The Whiplash is a modified railgun developed by Acheron Security with a number of improvements over the base ARC-920 model. These changes have come thanks to recent strides in the development of compact fast-discharging energy cells and miniaturised sensors; these have allowed for the development of a railgun with a faster charge and the ability to fit multiple shots-per-magazine. Where the original ARC-920 could only fire one shot before needing to reload, the Whiplash can fire two, with the projectiles additionally fitted with a proximity airburst fuse. Design-wise, it retains the standard Railgun's chassis but recolors it to a feature olive green and red stripes, along with an olive green falcon emblem in the middle part of the weapon on each side.
In late 2558, SPARTAN-IV program|Spartan-IVs serving aboard the trained with the Whiplash in War Games simulations.
In-game information
Gallery
File:Whiplash.png|Whiplash REQ card. File:H5G-WhiplashHUD.png|First-person view of the Whiplash. File:H5G-Whiplash.png|A CENTURION-class Mjolnir|Centurion-clad Spartan-IV with the Whiplash.
List of appearances
''Halo 5: Guardians''
Sources
Category:Railguns |
Whiskey 035 was a United Nations Space Command|UNSC Air Mobility Express D77-TC Pelican dropship, part of AMX-42. It assisted in the Siege of New Alexandria|evacuation of Olympic Tower in New Alexandria (location)|New Alexandria during the Fall of Reach on 2552#August|August 23, 2552.Halo: Reach, campaign level ''New Alexandria''
List of appearances
''Halo: Reach''
Sources |
Whiskey 036 was a United Nations Space Command|UNSC Air Mobility Express D77-TC Pelican dropship, part of AMX-42. It assisted in the Siege of New Alexandria|evacuation of Olympic Tower in New Alexandria (location)|New Alexandria during the Fall of Reach on 2552#August|August 23, 2552.Halo: Reach, campaign level ''New Alexandria''
List of appearances
''Halo: Reach''
Sources |
Whiskey 037 was a United Nations Space Command|UNSC Air Mobility Express D77-TC Pelican dropship, part of AMX-42. It assisted in the Siege of New Alexandria|evacuation of Olympic Tower in New Alexandria (location)|New Alexandria during the Fall of Reach on 2552#August|August 23, 2552.Halo: Reach, campaign level ''New Alexandria''
List of appearances
''Halo: Reach''
Sources |
Whiskey 039 was a United Nations Space Command|UNSC Air Mobility Express D77-TC Pelican dropship, part of AMX-42. It assisted in the Siege of New Alexandria|evacuation of Olympic Tower in New Alexandria (location)|New Alexandria during the Fall of Reach on 2552#August|August 23, 2552. During the battle, the Pelican picked up some evacuees, but came under fire from long ranged Shade turrets. SPARTAN-B312 eliminated the turrets, allowing Whiskey 039 to escape.Halo: Reach, campaign level ''New Alexandria''
List of appearances
''Halo: Reach''
Sources |
Whiskey Tango Foxtrot One was a Class-5 Bumblebee lifeboat in service during the final months of the Human-Covenant War and in 2558. It was formerly attached to the ONI prowler .
Operational history During Operation: SUNSPEAR in 2552#December|December, 2552, Gray Team used this lifeboat to flee their damaged prowler and narrowly escape the destruction of the planet Glyke. Prior to doing so, they had installed three of the prowler's cryo-chambers in its bay in order to enter cryonics|cryostasis and await retrieval after the mission.
Nearly six years later, the lifeboat was found floating in Glyke's debris field by a Sangheili fleetmaster, Rojka 'Kasaan, and taken aboard his flagship, ''Unwavering Discipline''. After they had awakened from cryo-sleep, the Spartans stole back their lifeboat and fled the hangar bay, only to crash-land on the planet Carrow. They were forced to push the mangled transport underwater in order to extinguish its fire so as not to attract unwanted attention.Halo: Envoy
Trivia As was typical of Gray Team, they went against protocol in naming and designating their Bumblebee; "Whiskey Tango Foxtrot" is phonetic alphabet|military slang for "what the fuck."
List of appearances
''Halo: Envoy''
Sources
Category:Bumblebees |
}}
Whispered Truth is a cut-down M6H magnum#Variant|M6H2 magnum without a smart scope system, under-barrel flashlight, or forward trigger guard. It also has a custom slide and can mount a suppressor.Halo 5: Guardians
Gameplay
''Whispered Truth'' is a mythic weapon in ''Halo 5: Guardians'' that can be called at Req level 5. This pistol is unique, as it fires in three-round bursts at the same rate of the Battle Rifle, while also increasing the user's movement speed when the weapon is equipped. The ''Whispered Truth'' can kill Spartans at a minimum with only two pulls of the trigger in War Games, as each individual round is just as powerful as a standard magnum round. It has a magazine size of 18 rounds with 72 more rounds in reserve.
Trivia
''Whispered Truth'' has the Latin phrase ''semper vigilans'', meaning "always vigilant" in English, engraved on both sides of the frame. The phrase is otherwise known for being the motto of the Office of Naval Intelligence.Halo: First Strike, ''page 49'' (2003 edition)
Gallery
File:H5G-M6H2Magnum-WhisperedTruth-Render.png|Angled view of the Whispered Truth. File:WT_M6H2.png|A Spartan holding the weapon. File:H5G-WhisperedTruth.png|A CENTURION-class Mjolnir|Centurion-clad SPARTAN-IV program|Spartan-IV with the ''Whispered Truth'' on Guillotine. File:H5G-WhisperedTruthHUD.png|First-person view of the ''Whispered Truth''. File:H5G-WhisperedTruthzoom.png|Smart scope with the ''Whispered Truth''.
File:REQ Card - Whispered Truth.png|''Whispered Truth''.
List of appearances
''Halo 5: Guardians''
Sources |
|population=
|date of foundation=
|government=
}}
Whispering Trees is an independent Sangheili Sangheili colonies|colony. The world exclusively produces the "Ultra" variant of the .
List of appearances
''Halo 5: Guardians''
Sources
Category:Covenant worlds |
Whispers Across the Galaxy is an achievement in ''Halo: The Master Chief Collection''. It is awarded for viewing the communique from Mendicant Bias at the end of the final ''Halo 3'' Terminal (Halo 3)|Terminal on Halo (level)|Halo. This is done by viewing and scrolling through the terminal while playing on Legendary.
The achievement is worth 5 Gamerscore. This achievement is not necessary to unlock the No Stone Unturned (achievement)|No Stone Unturned achievement. |
Whistle Stop Tour is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 20 minute par time on Two Betrayals. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty.
Trivia The achievement is named in reference to ''Halo'' speedrunner , as well as a political wikipedia:Whistle stop train tour|whistle stop train tour. |
Captain Whitaker was a high-ranking member of the local Insurrectionist militia on Alpha Corvi II.''Halo: Collateral Damage'', ''Halo: Collateral Damage Issue 1|Issue #1''
Biography In 2525, Whitaker commanded an Insurrectionist militia cell affiliated with the United Rebel Front. In the wake of the Human-Covenant War, Whitaker witnessed the Covenant's brutality first hand when they arrived over his homeworld of Alpha Corvi II and attacked the settlements of Jamshid and Black Reef. During the Covenant's assault on the planet, Whitaker came face to face with John-117 when the Spartan-II stealthily infiltrated the insurrectionists' outpost and collared him. Knowing that he and his group were no match against the Spartans who captured Robert Watts, Whitaker heard out John and was persuaded to side with Blue Team in combating the alien invaders.
Whitaker rallied his men to the defense of the human mining facility on Black Reef where the Covenant were excavating deep beneath the surface. While Blue Team entered the mines to intercept the Covenant within, Whitaker and his men took up positions against the invaders around the mine entrance. During the battle, Whitaker's forces inflicted heavy losses on the Covenant infantry and brought down several s arriving to reinforce them, but as casualties rapidly mounted Whitaker ordered the destruction of the mine entrance to deny the enemy access to their target below. Whitaker sent two soldiers, Franny and Miguel to set several charges to destroy the mine while the Covenant swarmed the site. This plan succeeded at the cost of both soldiers and inadvertently trapped Blue Team underground. With more dropships approaching, Whitaker and several of his remaining men retreated to Bondi Beach to find the means necessary to fight off the Covenant reinforcements, commandeering an Unidentified APC|APC used by the Spartans to reach the site.
At Bondi Beach, Whitaker and his team reunited with Blue Team who had managed to fight their way back to the surface, and both sides fought against the Covenant who were attempting to stop the humans from escaping the planet. After securing the area, Whitaker and his men rushed to Dropship ''Tango 807'' to evacuate with Blue Team, but were denied entry by the flight crew. Whitaker argued that it was only because of their intervention that the Spartans survived, and demanded that he and his men be evacuated. Instead, he was ordered to find his own means off the planet, and that no non-military vessel would be intercepted should they succeed. Watching as his unlikely allies left without them, Whitaker turned his attention to the attacking Covenant while radioing for assistance. Despite their defense, Whitaker and his men were quickly overrun and Whitaker was impaled in the chest by an Elite wielding an Energy Sword. Whitaker's death greatly affected Blue Team, who saw his sacrifice as senseless on the part of their UNSC superiors who thought nothing of sacrificing him and his fellow rebels for time.
Personality and traits Like all Insurrectionists, Whitaker harbored a deep distrust and resentment of the UNSC and its abuses of power across its colonies, and was completely loyal to the United Rebel Front which sought independence from them. However, Whitaker was pragmatic and deeply perceptive, prioritizing the survival of his men over the rifts that had divided humanity. His pragmatism was most apparent when he agreed to a truce with Spartan-II program|Spartan-II supersoldier John-117, recognizing that he could not hope to best the physically superior soldier and that it was more beneficial to aid him rather than resist him when confronted with the ongoing genocide being waged against the human race. Whitaker was able to put aside his differences with the soldiers of the UNSC in order to assure his men and his planet some hope of survival, and proved an invaluable ally in their struggle to stop the Covenant's pursuit of the Forerunner artifact.
Perhaps above all, Whitaker was deeply committed to the lives of his men, having earned their complete loyalty despite their conflict with the UNSC and sparing no expense in giving them a fighting chance against a vastly superior enemy force.
Gallery
File:HCD-Peekaboo.png|
File:HCD-Whitaker2.png|
File:HCD-Rebels.png|
File:HCD-Attack.png|
File:HCD-Whitaker3.png|
File:HCD - WhitakersLastStand.jpg|Whitaker and his men are overrun as the commanding Elite prepares to execute him.
List of appearances
''Halo: Collateral Damage''
Sources
Category:Human characters|Whitaker Category:Insurrectionists|Whitaker |
The tree species Quercus alba, also called white oak, is a type of oak tree and one of the most common hardwoods of eastern North America. It is a long-lived oak in the family Fagaceae, native to eastern North America, from southern Quebec west to eastern Minnesota, and south to northern Florida and eastern Texas. Specimens are known to have lived over 600 years.
Although called the white oak it is very unusual to find an individual with white bark; the usual color is an ashen gray. In the forest it reaches a magnificent height. In the open it develops into a massive broad-topped tree with great limbs striking out at wide angles.
Groves of white oaks were kept in the atrium of the , the United Nations Space Command|UNSC's largest hospital ship.Halo: Ghosts of Onyx, ''page 96''
Sources
Category:Plants |
|type = Plasma Bolt Launcher
|cost =
|variant =
|length =
|width =
|height =
|weight =
|ammotype =
20mm Subanese crystal|blamite-laced plasma scatter rounds Blamite-laced plasma grenades
|capacity =
|feed = 5 round magazine
|operation =
|rate = 260 RPM
|velocity =
38.15 m/s (125.2 ft/s; 85.34 mph)
59.78 m/s (196.1 ft/s; 133.7 mph)
|optics =
|range = Medium to long
30.48 m (100.00 ft)
57.14 m (187.47 ft)
|service = Post-Covenant War conflicts
}}
The White Scar is a special variant of the Tufasumo-pattern plasma caster|Type-53 Plasma Bolt Launcher. The ''White Scar'' uses a white color for the main body, which is also decorated with red Covenant glyphs, particularly at the front half of the barrel and just in front of and above the trigger area.''Halo 5: Guardians'' - ''Multiplayer''
Background The ''White Scar'', a named variant of the T-53 PBL, fires modified plasma bolts that are laced with Subanese crystals and have a proximity detonation fuse if hipfired.
In 2558#October|October 2558, Fireteam Osiris found a copy of the weapon behind burning wreckage in an area on Genesis that they passed through on their mission to rescue Blue Team from Cortana's Cryptum.''Halo 5: Guardians'' - campaign level, ''Guardians'' Since then, War Games simulations aboard the have integrated the weapon for use by SPARTAN-IV program|Spartan-IVs.
Gameplay
The ''White Scar'' is a Special weapons (Halo 5: Guardians)|special weapon that can be found in the final campaign mission ''Guardians''.
The ''White Scar'' is an Ultra Rare Level 5 Requisition system|REQ that restores 150 REQ Points to the player's RP balance when sold. It operates exactly identically to the standard Plasma Caster, although its projectiles have a Type-56D needler|Needler fragmentation effect and will proximity detonate if hipfired. Each bolt of the ''White Scar'' discharges between 10 and 14 needles upon exploding, while charged shots conjure six explosions that occur 8.75 seconds after impact (one second if proximity detonation), and have a proximity blast radius of 9.18 m (30.12 ft). The needles fragment themselves towards enemies, including heavy armor and vehicles, and will trigger a supercombine explosion when seven of them strike an enemy at once. These traits make the ''White Scar'' a powerful tool for setting up traps to ambush and kill unsuspecting enemies, especially in tight areas.
However, the ''White Scar''s bolts have a stronger bounce effect; for this reason, players should aim at an enemy's feet while using the weapon to ensure a kill.
Changes from the Type-53 Plasma Bolt Launcher Fires modified bolts that are laced with Subanese crystal, giving them a Needler fragmentation effect. Bolts will proximity detonate if hipfired. Upon impact, charged shots explode after 8.75 seconds instead of 1.1 unless they detonate in proximity, where they require one second instead. Larger bolt blast radius of 6.52 m (21.39 ft) and charged shot blast radius of 17.45 m (57.25 ft). Stronger bounce effect.
Gallery
File:H5G-WhiteScarHUD-Campaign.png|First-person view of the ''White Scar'' by Edward Buck in the ''Halo 5: Guardians'' campaign. File:H5G-Buck&WhiteScar.png|Edward Buck using the ''White Scar'' on Genesis. File:H5G-WhiteScarHUD.png|First-person view of the ''White Scar'' in ''Halo 5: Guardians''. File:H5G-WhiteScar.png|A Spartan-IV wielding the ''White Scar''. File:H5G-WhiteScareffect.png|The ammunition of the ''White Scar''.
File:REQ card - White Scar.jpg|''White Scar''.
List of appearances
''Halo 5: Guardians''
Sources
Category:Covenant infantry weapons Category:Infantry plasma weapons |
WHITE TOWER is a UNSC military facility on the Inner Colonies|Inner Colony world of Reach.
History
During the Fall of Reach, the facility was Glassing|glassed.
Non-canon and dubious canon appearances
WHITE TOWER is a large facility and civilian contractor settlement. Protection of it was considered paramount, with UNSC Navy and UNSC Marine Corps forces stationed there to accomplish that task. Silver Team used it as a base for resupply and briefing for missions further out from Reach. It is located within Reach City.
Gallery
File:HTV WhiteTower Early Concept 1.jpg|An early design of WHITE TOWER. File:HTV WhiteTower Early Concept 2.jpg|An early design of WHITE TOWER. File:HTV WhiteTowerHangars Concept 1.jpg|Early concept work for WHITE TOWER's hangar facilities. File:HTV WhiteTowerHangars Concept 2.jpg|Early concept work for WHITE TOWER's hangar facilities. File:HTV WhiteTowerHangars Concept 3.jpg|Early concept work for WHITE TOWER's hangar facilities. File:HTV WhiteTowerHangars Concept 4.jpg|Early concept work for WHITE TOWER's hangar facilities. File:HTV WhiteTowerHangars Concept 5.jpg|Early concept work for WHITE TOWER's hangar facilities. File:HTV WhiteTower OpsRoom Concept.jpg|Concept art for the facility's ops room. File:HTV_WhiteTower_BriefingRoom_Concept 1.jpg|Concept art of the facility's briefing room. File:HTV_WhiteTower_BriefingRoom_Concept 2.jpg|Concept art of the facility's briefing room. File:HTV_WhiteTower_SpartanHallway_Concept.jpg|Concept art of a corridor inside the facility. File:HTV HalseyLab Concept 1.jpg|Concept art of Halsey's lab. File:HTV HalseyLab Concept 2.jpg|Concept art of Halsey's lab. File:HTV MirandaLab Concept 1.jpg|Concept art of Miranda Keyes' lab. File:HTV MirandaLab Concept 2.jpg|Concept art of Miranda Keyes' lab. File:HTV SpartanArmoury Concept 1.png|Concept art of the Spartan armoury room. File:HTV SpartanArmoury Concept 2.png|Concept art of the Spartan armoury room. File:HTV SpartanArmoury Concept 3.png|Concept art of the Spartan armoury room. File:HTV SpartanArmoury Concept 4.png|Concept art of the Spartan armoury room. File:HTV WarthogGarage Concept 1.png|Concept art of the Warthog motor pool. File:HTV WarthogGarage Concept 2.png|Concept art of the Warthog motor pool. File:HTV WarthogGarage Concept 3.png|Concept art of the Warthog motor pool. File:HTV WarthogGarage Concept 4.png|Concept art of the Warthog motor pool. File:HTV CommandCentreDestroyed Concept 1.png|Concept art of the destroyed command centre. File:HTV CommandCentreDestroyed Concept 2.png|Concept art of the destroyed command centre. File:HTV WhiteTower Details Concept 1.png|Concept art of the base of the tower. File:HTV WhiteTower Details Concept 2.png|Concept art of the base of the tower.
File:HTV-Contact-Trio.jpg|Admiral Parangosky, Captain Keyes, and Dr. Halsey in WHITE TOWER in ''Halo: The Television Series''. File:HTV-SilverTeam1.png|Silver Team after using the Brokkr Armor Mechanisms to suit up in WHITE TOWER. File:HTV-Promo.jpg|UNSC personnel are deployed within WHITE TOWER. File:HTV-Emergence-Techsuits.jpg|Quarters in the base. File:HTV-Emergence-EndymionII.png|''Endymion II'' leaving WHITE TOWER.
List of appearances
''Halo: The Television Series''
*''Contact''
*''Unbound''
*''Emergence''
*''Homecoming (TV Series)|Homecoming''
*''Solace (TV Series)|Solace''
*''Allegiance''
*''Transcendence''
Sources
Category:Reach locations |
The white weapons glitch is a graphical error seen when playing ''Halo: Combat Evolved'' on an Xbox 360. There are piles of dead bodies scattered in the levels before 343 Guilty Spark (Level)|343 Guilty Spark, with ammo and health packs. If the game is played on the Xbox 360, these piles of weapons are often colored white instead of their standard colorations.
Explanation As ''Halo: Combat Evolved'' was originally made for the Xbox, most of the theories presented here focus on the specific act of playing it on another console, as the Xbox 360 does not feature true backwards compatibility, but instead emulates every game that can play on it.
One theory for this bug is that the Xbox 360 fails to load the textures of the weapons. This bug could be the result of the different programming and graphic styles between the original Xbox and the Xbox 360.
Category:Halo: Combat Evolved glitches |
Doctor Whitt Raglee was and possibly still is a human scientist involved in the private sector. He was part of a scientific expedition that saw him singularly discover Tidal|a distant moon that is yet unnamed.
List of appearances
''Halo 5: Guardians''
Sources
Category:Scientists |
Who is Max Valor? is an achievement in ''Halo Infinite''. It is unlocked by completing all valor awarding activities. This achievement awards the player 40 Gamerscore. |
Who Needs Red Flag? is an achievement in ''Halo: The Master Chief Collection''. It is awarded by completing three campaign playlists in ''Halo: Reach''.
Trivia The achievement name references the in-universe Operation: RED FLAG. |
Who Needs Them? is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained when a player completes the level ''The Ark'' without entering any vehicles on Legendary difficulty. |
''Wholesale Price'' was an unmanned human freighter operational in 2524.Halo: Contact Harvest, ''page 34''
In August of that year, ''Wholesale Price'' was departing Harvest en route to Reach, the planet's Artificial intelligence|AI constructs, Sif and Mack used the ship's computers to send transmissions to their respective authorities on Reach. Sif transmitted the erroneous details of the destruction of the freighter ''Horn of Plenty'', while Mack sent reports on Harvest's crops.
''Wholesale Price'''s freighter identification code is WP-000614236. This is an anomaly in freighter coding conventions (see Freighter identification code|here).
List of appearances
''Halo: Contact Harvest''
Sources
Category:Freighters Category:UNSC ships |
Who's There? is the third track on the ''Halo: Spartan Assault Original Soundtrack''.
Appearances This soundtrack can be heard:
In Mission 16: Escape from the Southern Fields|Escape from the Southern Fields, while Spartan Sarah Palmer is escaping a collapsing base. |
Subsets and Splits