List_of_weapons_in_Halo_2 List_of_weapons_in_Halo_2

List of weapons in Halo 2 - Definition and Overview

This is a list of the weapons available in the Microsoft Xbox game Halo 2.

Note: All of this information was taken from the Halo 2 Official Guide.

Contents

1 Plasma Grenade
2 Plasma Sword

Human Weapons

Magnum
 Official Designation    : M6C Magnum Sidearm
 Projectile Type         : 12.7MM Semi, Armor Piercing
 Dual-Wield              : Yes
 Damage                  : Medium
 Range                   : Close
 Accuracy                : Medium
 Rate Of Fire            : Medium
 Autofire Capability     : Manual
 Magazine Capacity       : 12 Bullets
 Ammunition (Additional) : 48 (4 Magazines)
 Reload Speed            : Slow
 Melee Attack            : Average
 Scope                   : No

A stripped-down version of the M6D Pistol equipped by the crew of the Pillar of Autumn during their battle with the Covenant on Installation 04, the Magnum does not have a scope - and therefore lacks the very feature that made it's counterpart so deceptively deadly in Halo: Combat Evolved.

The magazine of this handgun can hold 12 bullets and has moderate stopping power. In close quarters with a dual-wieldable configuration, it can be surprisingly effective when employed against unshielded foes - not to mention stylish. Over longer distances, however, its lack of scope and modest magazine capacity renders the Magnum largely ineffective. It is also rather slow to reload, a fact you should take into consideration before opting to use it against large groups of enemies. It is, however, quite useful for placing exact headshots.

SMG
 Official Designation    : M7/Caseless Sub Machine Gun
 Projectile Type         : 5MM
 Dual-Wield              : Yes
 Damage                  : Low
 Range                   : Close
 Accuracy                : Low
 Rate Of Fire            : High
 Autofire Capability     : Continuous Fire
 Magazine Capacity       : 60 Bullets
 Ammunition (Additional) : 180 (3 Magazines)
 Reload Speed            : Slow
 Melee Attack            : Average
 Scope                   : No

The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by users in the UNSC. When dual-wielded, it allows the Master Chief to drown targets in a veritable torrent of projectiles.

The SMG has a number of shortcomings. Its accuracy is strictly limited unless used at close range. Furthermore, full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting your aim. Finally, its phenomenal capacity for filling the air with lead means that its magazine can be depleted in what will seem like a heartbeat. If there's no cover available to hide behind while reloading in your current area, you may be better served by another weapon.

Multiplayer Tactics: The SMG is the most common and used weapon early game. Most games start off with someone wielding this weapon. Therefore, its the easiest weapon to find among the dead. I've rated (from personal experience) the most overall combinations and why.

SMG+Plasma Rifle: Easily the best. Some argue that the SMG and Plasma Pistol are, but this combination is the easiest to fight off many opponents in one setting without having to recharge the Plasma Pistol. It also gives you the flexibility of using two weapons at once while simultaneously destroying the opponents shield and health. Remember to reload the SMG and make sure the Plasma Rifle does not Overheat.

SMG+Plasma Pistol: Second best. Best at dealing with singular opponents. Be careful of the lapse between the Plasma Pistol recharge and the reload of the SMG. It is difficult to kill someone, and be able to fight someone right after. This is very easy to appear in small maps such as Lockout and Battle Creek. Also be wary of the fact that the Plasma Pistol will eventually run out, sometimes quickly if you've been though opponent after opponent.

SMG+SMG: Probably the easiest combination to hang onto until you find a Plasma Rifle when you just respawn or the game begins. This combination is the most predominant in the level Foundation, where there are no Plasma Rifles and SMG are easy to find among lots of dead bodies and all over. This combination, however, is difficult to use in other places because of the problems of draining enemy shields. If you have Dual SMGs against SMG+Plasma Rifle, head on, you-will-lose. Also be aware that the Recoil effect of the SMG is doubled in this instance.

SMG+Needler: Half-Decent combination. Not very useful. Easy to pick up in Burial Mounds and Battle Creek where the Needler is close. The most important, and sad attribute to the Needler is a losing advantage. I've found (it could be my needler skills) that if this is your only solution, you've become Black in a chess game. You can only kill the person that has just stepped over you when they're pumped full of needler ammo, or die quickly, only denting their shields. The latter usually happens with a more experienced, strafing opponent.

SMG+Pistol: Probably either deserving this spot, or above Dual SMGs. It all depends on your skill. If you are able to deplete enemy shields, and aim right at the head with the pistol. This can make or break a starting game, usually on Battle Creek, where the Pistol is in easy reach to the Spawn Points. I usually get rid of this combination as quickly as I can.

Battle Rifle
 Official Designation    : BR55 Rifle
 Projectile Type         : 9.5MM
 Dual-Wield              : No
 Damage                  : Medium
 Range                   : Medium (With Scope: High)
 Accuracy                : Medium (With Scope: High)
 Rate Of Fire            : Medium
 Autofire Capability     : Short Bursts
 Magazine Capacity       : 36 Bullets
 Ammunition (Additional) : 108 (3 Magazines)
 Reload Speed            : Slow
 Melee Attack            : Slow
 Scope                   : 2x

Replacing the MA5B Assault Rifle found in Halo: Combat Evolved, however, relating closer to the M6D pistol in Halo 1 in that it zooms in 2x and will shoot off 12 bursts of three bullets, the Battle Rifle was built with high reliability and ease of use in mind. It is a precise, clinical tool when used by a well trained soldier. If the SMG can be described as a brutish cudgel, the Battle Rifle is more akin to a scalpel in the right hands.

The BR55's optical scope has a 2x zoom facility, which allows the Master Chief to make accurate hits - even headshots - over greater distances than you might at first suspect. Under most circumstances, the Battle Rifle's short bursts, long range and average damage make it a great all-round weapon, although it is less effective in close quarters. That said, if you equip a Shotgun as your secondary weapon, you can safely claim to be equipped for most eventualities.

Multiplayer tactics: Another important thing to remember is that this is a basic revision of the Halo 1 pistol. The best way to use the Battle Rifle is to use it in an open area, with very little to hide behind. It will take 4-5 hits to diminish the shields, and only one shot to the head to finish an opponent.

Another thing to remember is that there may be 36 bullets, there are only 12 shots per round. So, when an enemy has lots of things to hide behind, 4-5 shields can easily turn into a full clip or more, dimishing ammo capacity for the already limited ammo filled weapon. Another important thing to remember is to reload AFTER EVERY USE.

Easily said before, the best way to use the Battle Rifle is in combination with a Charged Plasma Pistol burst. Once their shields are down, it is an easy shot for the head and an easy kill.

Two more things are important when fighting with the Battle Rifle. One of them is that a Battle Rifle will easily "stun" someone. This does not mean they will stop in their tracks, but it is likely that they will simply stop, because of the ear-harming effects of the sound of the weapon being fired. Most people, in this situation, will try to jump and strafe to avoid the BR55's bullets, which is unlikely, due to the accuracy of the weapon.

The Battle Rifle, when fired, makes a smoke trail visible to your allies.

Shotgun
 Official Designation    : M90 Shotgun
 Projectile Type         : 8-Gauge Magnum (3.5")
 Dual-Wield              : No
 Damage                  : High
 Range                   : Very Close
 Accuracy                : Low
 Rate Of Fire            : Low
 Autofire Capability     : Manual
 Magazine Capacity       : 12 Bullets
 Ammunition (Additional) : 36 (3 Magazines)
 Reload Speed            : Very Slow
 Melee Attack            : Fast
 Scope                   : No

A weapon that has barely changed since it was first conceived, the Shotgun is a close-range firearm that can stop any creature, Human or Covenant in its tracks. Deadly at short distances, it is a weapon that even Elites should fear: it can overload some shields in a single shot. With it, you can make aggressive charges towards foes, punching through flesh and armor before they have the opportunity to return fire. It can also be, in turn, a great means of defense. When pinned down under cover - or having ducked behind a corner to allow the Master Chief's shields time to recharge - any Covenant soldier with the tenacity to rush your position should meet with a venomous rebuke from your M90. The range of the Shotgun has been slightly diminished for the second game.

Alas, due to the high spread of its projectiles, the Shotgun is practically useless over medium and long distances. It should always be complemented by a secondary weapon that addresses this most salient of weaknesses. Additionally, the M90 is reloaded one cartridge at a time. During furious combat exchanges, it will feel as if you could grow a beard in the time it takes to load it up - and that's just for female Halo 2 players. Every opportunity that you get, hide and perform a manual reload. Note that you can interrupt the process of loading the Shotgun by firing or melee attacking at any time. You can then, as you might expect, use the remaining cartridges.

The UNSC was not the only one using Shotguns: in the later levels, some Brutes and Flood Combat Forms use Shotguns too.

Multiplayer Tactics: Shotguns are extremely effective in multiplayer combat, due to the great damage and accuracy. It is best not to reveal this weapon until you need it, lest you evoke an irresistable urge to run you over in your enemies.

To hide this weapon, you should primarily use it as a back up until you see someone close. The shotgun is a potent defensive weapon, mostly in 'choke points' where the enemy must pass, or in situations where the enemy must get close to you, and becomes more potent as more enemies try to pass.

The shotgun is only the potent and feared close-range weapon when the user knows how to judge the proper distance between him and his target. If he shoots when he is too close, he is likely to overshoot because of the recoil. If he shoots when he is too far, the blast is ineffectual. Because its long(7 seconds) loading time, it is recommended to shoot with the shotgun until it runs out, switch to another weapon(s) for the rest of the confrontation, then reload it after the skirmish.

Sniper Rifle
 Official Designation    : S2 AM Sniper Rifle
 Projectile Type         : 14.5MM Armor-Piercing, Fin-Stabilized Sabot
 Dual-Wield              : No
 Damage                  : Very High
 Range                   : Very Long (With Scope)
 Accuracy                : Very High (With Scope)
 Rate Of Fire            : Low
 Autofire Capability     : Manual
 Magazine Capacity       : 4 Bullets
 Ammunition (Additional) : 20 (5 Magazines)
 Reload Speed            : Slow
 Melee Attack            : Average
 Scope                   : 5x, 10x

The Sniper Rifle is equipped with a scope that offers two levels of magnification: 5x and 10x. A lethal armament when equipped by a patient marksman, it enables you to pick off enemy forces from afar with impunity - unless, of course, your opponents have their own snipers. You should always, with the exception of Hunters, try to make headshots: these will inflict the maximum possible damage. Even the mightiest Elite can be dispatched with one or two such impacts. The sheer velocity of the 14.5mm rounds will pierce their energy shields.

Ammunition for the Sniper Rifle is rare: you should conserve it carefully, making every shot count. It is slow to reload, so always try to have at least two bullets available at all times. During multiplayer matches, it takes a great deal of skill to keep an enemy in your sights at 10x zoom. Try finding a spot that will require your opponents to approach you directly. Finally, you should always have a good secondary weapon to equip if discovered, as the Sniper Rifle is not a wise choice at close range.

Multiplayer Tactics: Aim-for-the-head. A headshot will kill a person, helping your allies. The easiest times to do this is the following: Person on Turret; Person camping; Sniper not focusing on you; Someone sneaking up on another Person and lastly, someone running in an open space. Usually two shots will dispatch someone, unless you have problems with cover or weak skill with the Sniper Rifle.

When you are able to snipe on many people, it is important to focus on one person at a time. It may seem more important to try to kill lots of people for kills and medals, but it is difficult to kill many people in the same area, because, they will be easily alerted to your presence, and will find it very important to hide quickly. So, what you should do is kill the one in the back, or the one with the clearest headshot. If you kill the one in the back, then they will have to either walk backwards, hopefully creating confusion, or turn around, giving you more room to strike. Also, if they run forward, that means they should be going out into the open, leaving them more vulnerable to the Sniper Rifle and to your allies.

There are two more important things to remember when sniping: Scopes and Vapor Trails.

Scopes: Remember than while in 5x or 10x, you can not see the Motion Sensor and therefore you are vulnerable to sneaking up. Also, its is very important to know when to use the right scope. A 5x scope will allow you to quickly scan a base, and it will leave you able to quickly dispatch people. Then, you may quickly turn to 10x and out. Remember, 10x will make your scanning slower, leaving more time for enemies to be alert to you, or able to leave you more time in a vulnerable spot. I would only use 10x if it was far away, such as Coagulation, where there are long distances or when I'm having trouble centering on enemies.

Vapor Trails: You-have-just-been-revealed. If you fire a shot, allies of your enemies will be able to quickly find the general area of your position. During this, if you did not kill your victim, you should (for at least 2-10 seconds) try to get that last kill, if you're really ambitious. If you like to remain cautious, move. Think of it as an X,Y graph, the more "lines" you show, the easier it is to find your position. Not many sniper spots are unknown. Be careful of other sniping spots that seem secure to snipers, you should try to eliminate these people first. Secondly, should be Turrets. These are easy kills for you, but deadly to your allies who have no sniper rifles. You should also try to camp good weapon spots such as the Sword or the Rocket Launcher, even the Sniper Rifle, to help you dominate the sniping field.

My last point: Crouching. Crouching will help you hide better and remain unseen. Be careful of slightly moving and falling off of a good spot. This may be too much for many players to concentrate on.

Rocket Launcher
 Official Designation    : M41 SSR MAV/AW
 Projectile Type         : 102MM Shaped-Charge, High-Explosive Tracking Rockets
 Dual-Wield              : No
 Damage                  : Very High
 Range                   : Long
 Accuracy                : High (Charged: Homing)
 Rate Of Fire            : Low
 Autofire Capability     : Manual
 Magazine Capacity       : 2 Rockets
 Ammunition (Additional) : 6 (3 Magazines)
 Reload Speed            : Slow
 Melee Attack            : Slow
 Scope                   : 2x

The portable Rocket Launcher (a.k.a. the Spanker, from the letters 'SPNKr' stenciled on either side) fires explosive missiles that can be fired with a homing capacity. Its basic point-and-launch functionality remains the same, though: just direct it and pull the trigger. Its rockets are slow and noisy; they give a distinct audio cue that will warn all nearby enemies of the incoming danger. As a rule of thumb, it's best to aim the SPNKr - as it is also known - at the feet of infantry targets or, where relevant, a nearby wall. Its rockets have a large blast radius and can be devastating when used against groups of assailants or, when brandished carelessly, the Master Chief himself. It is also, of course, an anti-vehicular weapon of great potency.

The Rocket Launcher has a homing feature. If you are targeting an enemy vehicle and your reticule is red, you can hold "R" to lock on. Once the trigger is depressed and held, a second crosshair will appear. Match it with the first crosshair, then release the trigger to fire a homing rocket. While the lock-on feature only works when targeting vehicles, the rocket has been known to home in on the pilot if he bails out after the rocket is fired.

If you want to cancel the targeting process, press "Y" to switch to another weapon.

Frag Grenade
 Official Designation    : M9 HE-DP Fragmentation Grenade
 Damage                  : High
 Range                   : Long
 Ammunition (Additional) : 4 Grenades

As well as the titular effect of launching lethal high-speed shards when deployed, the Frag Grenade is also packed with high explosives. It is an anti-personnel weapon that can introduce chaos and carnage to even the most well-drilled group of infantry, and is also effective against vehicles. When thrown, its timer begins on first impact with a surface; detonation follows three seconds afterwards. This feature makes it ideal for disrupting (or eliminating) well-armed or entrenched enemies from a position of relative safety. If you aim it at a wall, you can judge its bounce to drop it in the desired spot. It takes practice, but is a technique you should hone as soon as possible.

The Frag Grenade isn't as effective against shielded or especially hardy foes as it ideally could be - think Elites, Brutes and Hunters - so you should use a couple when facing strong enemies. A good tactic is to soften up a few assailants with a grenade, then follow up with a burst of automatic fire. It can also be deployed on the ground to facilitate a hasty retreat. Try throwing one while backpedaling or before turning to run. Following enemies will be in for a rather nasty surprise or, alternatively, simply deterred from giving chase. This can afford you the luxury of a moment to, figuratively, catch your breath - and, of course, recharge your shields.

The Frag Grenade has significantly more bounce and significantly less splash damage than it did in the first Halo title.

Turrets
 Projectiles         : .30 Caliber
 Damage              : Medium
 Range               : Long (Less effective with distance)
 Accuracy            : Medium
 Rate Of Fire        : High
 Autofire Capability : Continuous Fire
 Ammunition          : Unlimited
 Scope               : No

Manning a turret is not entirely dissimilar to using a vehicle: press "X" to take control, and repeat it to relinquish it. There are two human and two Covenant turrets. The human turrets are high-powered machine guns found in two sizes - portable and fixed. Their two Covenant equivalents fire scorching blasts of superheated plasma.

These gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps. While using one you are extremely exposed to enemy fire: you will immediately become a target that all good commanders will order neutralized with haste. With a fixed field of fire, the effectiveness of a human turret depends on the direction that your enemies are approaching from. Still, with unlimited ammunition at your disposal, they are very handy for thinning out an advancing force, and will even cause the drivers of vehicles no small amount of anguish.

Forerunner Weapons

Sentinel Beam

Used by Sentinels, but can be now used by any soldier, the Sentinel Beam emits a red-orange or blue beam that can take out energy shielding. The Blue Sentinel Beam is more powerful than the red/orange one. Be advised that the Sentinel Beam is a very ineffective weapon except against Sentinels and Flood Infection and Combat Forms. In Multiplayer and for most of the Campaign, this is a weapon to be avoided.

Covenant Weapons

There are several new Covenant weapons that are new to Halo 2, which includes the Covenant Carbine, the Particle Beam Rifle, the Brute Shot, the ability to wield a Plasma Sword, and a new version of the Fuel Rod Gun.

Plasma Pistol
 Ammunition              : Superheated Plasma
 Dual-Wield              : Yes
 Damage                  : Low
 Range                   : Close
 Accuracy                : Medium (Charged: Homing)
 Rate Of Fire            : Low (Charged shots), Medium (Rapid single shots)
 Autofire Capability     : Manual
 Energy Per Round        : 0.5% (Charged: 15%)
 Overheating             : Average
 Melee Attack            : Fast
 Scope                   : No

As a rule, the Plasma Pistol is equipped by lower-ranking Covenant. Its basic form of fire is rather inefficient against large groups or stronger foes, even in a dual-wield configuration. Attempts to imitate automatic fire by pulling the trigger quickly will soon lead to overheating. Why then, you might wonder, should you chose to use it at all?

The short answer is: charged shots. The Plasma Pistol's secondary fire mode is one of the most unique weapons in Halo 2. Keep the trigger depressed, and a large ball of plasma will form at the muzzle of the pistol. Point it at a shielded foe, then release to fire. This plasma ball has a limited homing capability and will, on contact, completely eliminate an enemy's shields - even Overshields. Be warned: this process depletes the Plasma Pistol's battery by a massive 15%; moreover, the resultant projectile is rather slow. Still, when equipped with a UNSC weapon and a Plasma Pistol, the Master Chief can slaughter individual Elites in little more than it takes to dispatch a couple of common Grunts. When coupled with the Magnum, it provides a two-shot kill if the Magnum bullet hits the head.

The pistol must be cooled after releasing an overload shot or firing several normal shots. One overload shot will bring down a Sentinel. However, the Overcharge is useless when attempting to kill anything else. Multiplayer tests have shown that it can take up to 15 overcharged shots to kill an opponent.

Plasma Rifle
 Ammunition              : Superheated Plasma
 Dual-Wield              : Yes
 Damage                  : Medium
 Range                   : Close
 Accuracy                : Medium
 Rate Of Fire            : High
 Autofire Capability     : Continuous Fire
 Energy Per Round        : 0.5%
 Overheating             : After Approximately 6% to 7%
 Melee Attack            : Fast
 Scope                   : No

The Plasma Rifle is another staple of Covenant troops, and is mainly brandished by Elites due to its large size. It fires blue-white plasma at high velocity and can be fired automatically (which drastically reduces accuracy). It is inclined to overheat rapidly, however, and is limited by a built-in failsafe system that kicks in once its temperature reaches a certain level. As with all hand-held plasma weapons, you should always give it time to cool when necessary. Short, successive bursts of fire tend to work best, particularly against the energy shields of Jackals and Elites. When its battery is exhausted (or, optimally, when simply low), the Plasma Rifle should be replaced.

Brutes have their own version of this weapon: the Brute Plasma Rifle. Red in color and typified by a higher discharge rate, this variation is even more prone to overheating. Using its continuous fire mode will activate its failsafe cooling mode after expending a mere four percent of its battery. It is unclear whether this version of the Plasma Rifle was made by Brutes, or whether it was made by soemone else for the Brutes.

There is a secret "Plasma Rifle" in the Metropolis Level. You must board a Covenant Banshee and fly to the top of the level. On top of one of the buildings you will see a Plasma Rifle floating in the air above an orange cone. When you pick it up, it says "Plasma Rifle" but it shoots the same shots as the Scarab machine and it never runs out of ammo.

Needler
 Ammunition              : Crystalline Projectiles
 Dual-Wield              : Yes
 Damage                  : Low to High
 Range                   : Long
 Accuracy                : Homing
 Rate Of Fire            : High
 Autofire Capability     : Automatic
 Magazine Capacity       : 30 Rounds
 Ammunition (Additional) : 90 (3 Magazines)
 Reload Speed            : Average
 Melee Attack            : Fast
 Scope                   : No

Many players did not realize the true function of the Needler in Halo: Combat Evolved until they attempted the Legendary skill setting. On the default Normal level, the Needler always appeared somehow underpowered; occasionally useful, yes, but invariably eclipsed by better options. Legendary players, though, christened it the "Elite Killer": a weapon specifically suited to dispatching the Master Chief's most intelligent assassins. For Halo 2, the Needler has been upgraded. It is now a far more effective weapon in general combat.

The Needler fires crystalline projectiles that home in on targets over long ranges and can bounce from obstacles - so even enemies behind cover can be hit in certain instances. These needles are embedded on impact and, following a short pause, detonate in an oft-deadly explosion of shards. If there are at least eight needles in a target, the explosion can be as deadly as a grenade. This applies to the unfortunate pin-cushion in question, his nearby allies and, if you're not careful, the Master Chief and Marines as well. Dual-wielding two Needlers makes you a fearsome opponent, but don't overestimate its power: before its deadly missiles hit home and explode, your opponents are perfectly capable of returning fire. Some may also find that rapidly discharging Needler rounds limits their view of the battlefield. Similar to a plasma grenade, a needler explosion can also set off nearby grenades.

The Needler uses a small, football-shaped crystal that seems to function as the "clip." This "clip" can be seen in Halo: Combat Evolved in the level 343 Guilty Spark. The needler may be a Forerunner weapon built specifically for the Flood. In some levels of the Campaign, some Sentinels also use what appears to be a Needler. Whether this is intentional or a glitch remains to be seen. The large Sentinels, known as Enforcers, also seem to pack a Needler-type weapon.

Carbine
 Ammunition              : Energy Projectiles
 Dual-Wield              : No
 Damage                  : Medium (With scope: High)
 Range                   : Medium (With scope: High)
 Accuracy                : High
 Rate Of Fire            : Low
 Autofire Capability     : Manual
 Magazine Capacity       : 18 Projectiles
 Ammunition (Additional) : 72 (4 Magazines)
 Reload Speed            : Average
 Melee Attack            : Average
 Scope                   : 2x

Compared with other examples of the Covenant's armory, the Carbine is somewhat unusual: its energy projectiles are fast and damaging, but its single-shot design seems strangely old-fashioned. Don't misgauge its strength. When used by a professional, the Carbine is an accurate weapon redolent of a cross between the Sniper and Battle Rifles.

With a 2x zoom facility, it's possible to make lethal headshots from afar. The Carbine's only real shortcomings are that your position is betrayed by a yellow trail with each shot, and that its rate of fire is rather slow. When you get your hands on one, be sure to take advantage of it.

Beam Rifle
 Ammunition              : Accelerated Particle Beam
 Dual-Wield              : No
 Damage                  : Very high
 Range                   : Very long (With scope)
 Accuracy                : Very high (With scope)
 Rate Of Fire            : Low
 Autofire Capability     : Manual
 Energy Per Round        : 5% to 6%
 Ammunition (Additional) : 100%
 Overheating             : After two rounds in rapid succession
 Melee Attack            : Medium
 Scope                   : 5x, 10x

The Beam Rifle is the Covenant equivalent of the Sniper Rifle, with identical zoom capabilities and similar stopping power. Once again, it can be used to deliver headshots. The difference between the two is their ammunition type - in this case, an accelerated particle beam. The Beam Rifle has an integral battery that is limited to around twenty shots; like other Covenant weapons, it overheats with repeated fire.

Similarly, its weaknesses are identical to those of the Sniper Rifle. Principally, it is not a close-quarters weapon. Secondly, your position will be revealed by the tell-tale trail that accompanies each shot. Once the Rifle is used up it is completely useless. These rifles are abundant in Halo 2 and their scope is different from the Human Sniper Rifle.

Fuel rod gun

This unique weapon is used by both the strongest and the weakest of the Covenant castes. The fuel rod gun (FRG) is carried on the shoulders of many black armored elite grunts and the weapon is also directly implemented onto the Hunters' arm. The FRG fires a powerful blast of plasma that's fired in an arc and capable of exploding like a mortar. In the Xbox version, the FRG is restricted to Covenant in the single player campaign, who fire the weapon with a delay between shots. Grunt FRGs will explode once its wielder is incapacitated. In the PC version, the FRG remains unusable in the single player campaign, but usable in multiplayer. Unlike the Covenant, the player is capable of firing the weapon several times in succession before it overheats. Because of this, many online gamers see the weapon as seriously unbalanced, calling it the New to the Game cannon.

The Halo 2 version of the Fuel Rod Gun is not available in Multiplayer. It features a 2x scope, and its projectiles move slower than those of the original FRG. The projectiles do not appear to have retained their signature ballistic arc from Halo 1, but instead seem to move linearly, similar to the Rocket Launcher. In Halo 2, the FRG is clip-fed, with a five-round magazine. It is handy in some situations, for example, it will kill a Hunter in two or three shots, and a Brute in just one. In Halo 1, this weapon was restricted to Grunts and Hunters. In Halo 2, at least one Elite can be found using this weapon as well.

Brute Shot

Mainly used by Brute Captains and nicknamed the Ginsu 9000 by Electronic Gaming Monthly magazine, the Brute Shot is a grenade launcher that fires frag grenades that hits its target or is deflected by an object. It has a blade at the bottom that is used for melee attack.

The Brute Shot has a 4-round capacity, with a maximum of 12 additional grenades. The projectiles have a tendency to bounce, and the splash damage appears to be more dangerous than a direct hit. The Brute Shot, due to its signature blade, has a melee damage comparable to that of the Energy Sword.

In the E3 2003 demo, the Brute Shot was nothing more than a Plasma Rifle.

Scarab Gun

This all powerful gun can be found on the Scarab Covenant Vehicle. This Vehicle can not be "Jacked" or driven period. This weapon all though can not even be found on regular grounds. The Scarab Gun, when found looks like a Plasma Rifle, I believe that the programs injected the wrong information into this gun or did it on purpose for a challenge to those who adventure. Almighty as seen when battling the Scarab the blast on this gun is greenish-blue and would completely annihilate you and any enemies you may have when shot at close range. This weapon being glitched takes ultimate patience and time. Here is how to get the Covenant Scarab Gun....

This is done on the level Metropolis and is easiest when done on Co-op. When you start out, cross the bridge. Take out every enemy and even your marines. When you're near the end, Cortana will say something about a "Welcome Party". Three Banshees and a few ghosts will appear. Take them all out. Then 2 Wraiths and 2 Banshees will appear. Take out both Wraiths, and only one Banshee. Have Player 1 continue through the tunnel, but have Player 2 stay outside and distract the Banshee. Once Player 1 reaches the area with the circular opening (a Jackal with a Beam rifle is present), take out the Jackal and head back to where Player 2 is.

Here is the hard part. Get the Banshee to follow both players into the tunnel. Do not board it yet! The first few times it will come at you and fly back out, but stay where you are. It should come back after you. (If it doesn't, go back outside and try again). Eventually, you'll have to get it over two road blocks. Once it is past the second one, have both players stand near the entrance of the room where Player 1 took out the Jackal. It should fly at you and get stuck. Shoot off both of its wings so it can fit thru. Have Player 1 walk slowly in front of the Banshee, making it follow him. Player 2 should be behind it, gently pushing it. Take it to the left and get ready to board it. As soon as you hit the checkpoint, the Elite in the Banshee will disappear. You only have about a second to get in before the Banshee also disappears. Both players should press X quickly. If done right, one of the players will be driving the Banshee!

Take it outside and directly up. Very high in the sky are two skyscrapers with two bridges connecting them. In the middle of the bridge closest to you, there is something that looks like a plasma rifle. It's actually a Scarab gun! It has infinite ammo, so have fun. Just don't aim at the ground.....

Plasma Grenade

The Covenant plasma grenade is one of the more clever weapons in the game. The plasma grenade has the ability to distinguish between organisms and scenery. A plasma grenade will stick to organisms and explode three seconds after contact with that organism. It is also able to stick onto vehicles. The plasma grenade will also explode five seconds after touching any scenery and three seconds after coming to rest. Unlike the human fragmentation grenade, it cannot effectively bounce off walls. In the third book of the three book Halo series, the plasma grenade is noted to produce a small electromagnetic pulse (EMP) effect.

In Halo 2, the Plasma Grenade will kill anything that it is stuck to, with the exceptions of Hunters, Enforcers, vehicles, and SpecOps Elites (Legendary only). Its splash damage and shield-draining capacity have been significantly reduced from the original.

Plasma Sword

Called the Energy Sword in Halo 2, a whack from this sword takes out a lot of damage from a person. As the name implies, it is literally a sword running on energy. As seen in Halo: Combat Evolved, only the Elites bear the sword and the Elites who bear them are usually Gold Elites, the highest rank in the Elite caste. One attack from an Elite in Normal difficulty and above can instantly kill a person. In Halo: Combat Evolved, the Master Chief cannot pick up a Energy Sword. However, in Halo 2, both the Master Chief and the Arbiter can pick it up and use it. They have a charge of 100 (something like the Plasma Rifle and the Plasma Pistol) in single player, and once you use finish the 100 charges the sword is considerably weakened (in Multiplayer the sword's charge is infinite). A person who wields the energy sword can either do a lunge at the opponent, or do a normal melee. A lunge is performed when the reticule has locked on to the enemy target and instantly kills the victim. Note: on the harder difficulties in campaign, the plasma sword will not instantly kill. For example, on legendary, the sword will not kill a brute in one hit (unless you strike from behind).

It is interesting to note that only the killing hit from the Energy Sword will drain any energy. Effectively, this means that, on enemies that require more than one lunge attack (such as Brutes and high-ranking Elites), the player can strike once with the Sword and then switch to another weapon to finish off the enemy without losing any of the Sword's battery.

Each kill drains 10% of the Sword's energy.

The lock-on feature of the Energy Sword has also been used for a trick known as Sword Flying, which enables the player to fly extremely far distances. In order to fly, the player must sit in the side seat of a vehicle (either the Spectre or Warthog) with the Sword, have an opponent come near until the Sword's reticle turns red, pull the right trigger, then have the opponent run as far away as desired in a direction without any obstructions to flight. Then, the player must exit the vehicle, and will immediately begin flying. This trick is also possible using other weapons, with the Rocket Launcher being the most useful. For this version, the player must aim the Rocket launcher at something and get the reticle to turn red, then press "Y" to switch to the Sword, and immediately hit the trigger before the reticle changes. If timed correctly, this fools the game into thinking that the Sword was locked on, and will enable the player to fly to the target. If mistimed, the player will either do nothing or will fire a rocket.

Multiplayer Tactics: The Sword is like a Pair of Aces in Texas Hold 'em. It can make or break your game. It is always strong, but with luck and good strategy, this dominating weapon can be defeated. It also comes with unlimited ammo and never has to be reloaded.

The most important part about Sword Combat is that in 10ft that the person needs to pull the right trigger and slice that sword through your body. The most common sword combat is: Camping, Run and Jump, Dagger behind the back, and Sword of Secrecy.

Camping: Usually happens when people are too busy fighting each other to notice if someone has nabbed the sword (I personally try to steal the sword or make sure no one else does). Then the Sword wielder proceeds to find a spot that is able to cover all exits, kill all who enter, and make sure none live to tell the tale and draw you out of your spot. There are many stages of mass combat (usually rumble games) that challenge the Sword wielder's patience and skill.

1st: Follow the leader. You have killed enough people to make others realize that you are there, you have the sword, and you are dangerous. Many people will foolishly run into the room, knowing they are there, trying to kill him and gain the sword and spot. These people are usually defeated. These kills easily raise your killing sprees and kill numbers.

2nd: Patience... somewhat. People will throw grenades into your general area (Experienced players will usually skip the first step and arrive here). If you are being a good camper, and not moving, they will not know exactly where you are, but will throw grenades in your direction. Start to creep closer to the door (crouching is your best bet and will allow you to appear as though you have not moved, although you are closer to your enemy, do this by pushing the left thumbstick in and move, be careful). 1-2 more grenades may come, if not they are most likely investigating how much damage you sustained. This is very foolish because their patience eventually ends and allows you to dispatch these semi-clever people.

3rd: Whatever, whatever, I do what I want. People start to stay clear, unless they believe they have a better weapon (Shotgun or Rocket Launcher). Rocket Launcher is usually long range, which can be easy to dodge. However, shotguns can be known to tear through your body, putting your ambition to be close against you. Eventually, you will be killed, but you will have gained a good spree and many kills.

4th: The cycle repeats. Someone else gains the sword, and starts to camp. In fits of anger, you many be inclined to blindly walk in, given your "knowledge" of the so-called situation. This-is-stupid. You just killed many of these people.

Run and Jump: This is a technique common with running around the map. It is also useful in swords. The sword is deadly at 10 ft. But useless over a long stretch of land. This is when people use the Run and Jump strategy. When they are only left with a sword, they will jump to make you change your sights (because you obviously want to kill them before they get close enough so you can get the sword) When they repeatedly jump in front of you, they are setting up a pattern to kill you if you are not hurting them much. If you attack someone with the sword right in front of you, it takes two slices, taking longer for you to kill them, and leaving more time for them to kill you. However, if you jump before you slice, you will cut downward into them, killing them in one slice. But be aware, innovative players will jump after you jump to get higher in the air than you will be when you strike, making you strike again before they are dead.

Dagger behind the back: This is usually for people who do not trust the sword. They will only take it out when they believe they can kill people with it. This also means they have little knowledge of the potential of the sword. Mostly its when they slice you from behind.

Sword of Secrecy: This strategy is common on large maps such as Zanzibar and Burial Mounds, where you will not have enough time to close on your enemy. So you have another weapon that is bad at close range, inviting people to come closer so they believe they will be able to kill you. Right when this happens, you switch to the sword, and cut them down. This strategy is very risky. If you do not know how much health and shield you have lost, it may not matter when they are able to kill you during the weapon swap. This cannot work many times, as they will become smart to your tricks and be cautious.

Last note: Every kill you get with the Sword Earns you a medal. This means if you can hang onto it long enough, you will rack up lots of medals.

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