Post by wittyscorpion on Sept 3, 2012 2:15:45 GMT -5
Primary Weapons
Assault Rifle: Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat
Battle Rifle: Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon
DMR: Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably long distances
Storm Rifle: Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle.
Covenant Carbine: Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons
Suppressor: Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.
Light Rifle: Precision weapon that fires beams of hard light for mid-range to long-range combat
Secondary Weapons
Magnum: UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements
Plasma Pistol: Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics
Boltshot: Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close
Grenade Type
Frag Grenade: an UNSC-issued grenade that functions in a manner very similar to contemporary hand grenades
Plasma Grenade: the Covenant anti-personnel weapon that explodes a short time after coming to rest.
Pulse Grenade: The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventually collapses, destroying any nearby targets
Armor Ability
None: No armor ability equipped
Thruster Pack: Enables a powerful burst of movement offering the ability to evade or quickly close the gap
Promethean Vision: Allows users to detect enemy signatures through walls and other hard surfaces
Hologram: Allows users to generate a nearly identical holographic decoy to deceive enemies during combat
Jetpack: Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs
Hardlight Shield:Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives
Active Camouflage: Allows users to generate a visual effect astonishingly close to invisibility
Autosentry: An automated turret which can be deployed to defend its user or command a key battlefield chokepoint
Regeneration Field: Allows users to release a short-range energy field that heals any nearby Spartans
Tactical Package
None: No modification equipped in the Tactical Package slot
Mobility: Mobility allows unlimited sprint
Shielding: Shielding speeds up your armor's energy shield recharge rate
Resupply: Resupply allows the recovery of grenades from fallen allies and foes
AA Efficiency: AA Efficiency increases the rate at which energy recharges for Armor Abilities
Grenadier: Grenadier increases grenade carrying capacity
Firepower: Firepower allows the use of a primary weapon in the secondary weapon slot
Fast Track: Fast Track allows user to advance quicker in rank
Requisition: In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted
Wheelman: Wheelman increases the long term durability for your vehicle as well as how it reacts to EMP charges
Support Packages
None: No modification equipped in the Support Package slot
Stability: Stability steadies your weapon while being struck by incoming fire.
Ammo: Ammo increases the ammunition capacity for both starting weapons and ordnance drops
Dexterity: Dexterity speeds up reloads and weapon swapping
Sensor: Sensor increases motion range
Awareness: Awareness allows the use of motion sensors while using a scope
Explosives: Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received
Ordnance Priority: In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user
Gunner: Gunner increases how long a mounted weapon can fire before overheating as well as speed with detached turrets
Assault Rifle: Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat
Battle Rifle: Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon
DMR: Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably long distances
Storm Rifle: Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle.
Covenant Carbine: Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons
Suppressor: Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.
Light Rifle: Precision weapon that fires beams of hard light for mid-range to long-range combat
Secondary Weapons
Magnum: UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements
Plasma Pistol: Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics
Boltshot: Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close
Grenade Type
Frag Grenade: an UNSC-issued grenade that functions in a manner very similar to contemporary hand grenades
Plasma Grenade: the Covenant anti-personnel weapon that explodes a short time after coming to rest.
Pulse Grenade: The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventually collapses, destroying any nearby targets
Armor Ability
None: No armor ability equipped
Thruster Pack: Enables a powerful burst of movement offering the ability to evade or quickly close the gap
Promethean Vision: Allows users to detect enemy signatures through walls and other hard surfaces
Hologram: Allows users to generate a nearly identical holographic decoy to deceive enemies during combat
Jetpack: Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs
Hardlight Shield:Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives
Active Camouflage: Allows users to generate a visual effect astonishingly close to invisibility
Autosentry: An automated turret which can be deployed to defend its user or command a key battlefield chokepoint
Regeneration Field: Allows users to release a short-range energy field that heals any nearby Spartans
Tactical Package
None: No modification equipped in the Tactical Package slot
Mobility: Mobility allows unlimited sprint
Shielding: Shielding speeds up your armor's energy shield recharge rate
Resupply: Resupply allows the recovery of grenades from fallen allies and foes
AA Efficiency: AA Efficiency increases the rate at which energy recharges for Armor Abilities
Grenadier: Grenadier increases grenade carrying capacity
Firepower: Firepower allows the use of a primary weapon in the secondary weapon slot
Fast Track: Fast Track allows user to advance quicker in rank
Requisition: In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted
Wheelman: Wheelman increases the long term durability for your vehicle as well as how it reacts to EMP charges
Support Packages
None: No modification equipped in the Support Package slot
Stability: Stability steadies your weapon while being struck by incoming fire.
Ammo: Ammo increases the ammunition capacity for both starting weapons and ordnance drops
Dexterity: Dexterity speeds up reloads and weapon swapping
Sensor: Sensor increases motion range
Awareness: Awareness allows the use of motion sensors while using a scope
Explosives: Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received
Ordnance Priority: In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user
Gunner: Gunner increases how long a mounted weapon can fire before overheating as well as speed with detached turrets