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Subject: New guns? Post ideas here!

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How is Bungie goning to put more new weapons in halo 3? I don't know but i have some ideas-
New automatic human weapon
Better Semi-Automatic weapon
New covanet explosives

  • 05.10.2006 3:55 PM PDT
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How about a flamethrower

[Edited on 5/10/2006]

  • 05.10.2006 3:59 PM PDT
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The gun in one of the pictures reminds me of the assault rifle, with some changes.

  • 05.10.2006 4:02 PM PDT
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covenant side arm, with a three shot kill ( head shot ). A scope, fast shooting time, and you spawn with it.

  • 05.10.2006 4:02 PM PDT
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Mines? nah. FISTFIGHT!!

  • 05.10.2006 4:05 PM PDT
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i think a new kind of sword would be cool.

  • 05.10.2006 4:06 PM PDT
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Posted by: ghost91
covenant side arm, with a three shot kill ( head shot ). A scope, fast shooting time, and you spawn with it.


so a covnant equivlant to the H1 pistol.

  • 05.10.2006 4:06 PM PDT
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A paintball gun

  • 05.10.2006 4:06 PM PDT
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Posted by: Da Snipa
Mines? nah. FISTFIGHT!!


a knife

  • 05.10.2006 4:07 PM PDT

Posted by: Da Snipa
Posted by: ghost91
covenant side arm, with a three shot kill ( head shot ). A scope, fast shooting time, and you spawn with it.


so a covnant equivlant to the H1 pistol.


I think that was the joke.....

  • 05.10.2006 4:07 PM PDT
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Posted by: sniper king28
i think a new kind of sword would be cool.


knife or machette

  • 05.10.2006 4:07 PM PDT
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a covenant gun that kind of fits actually over your arm. it should have 36 shots in a round and can shoot (semi-automatically of course) 6 shots before over heating. the shots would be a kind of dark blue plasma (darker than plasma rifle) that get turned into pure energy. it should take 12 shots to kill someone, and 10 shots to kill them in the head. a clip and a half to take out a tank, 5-8 shot for the banshee,ghost and warthog. the weapon it's self could be kind of redish purple with bars of nuclear green running down the sides.

kickass...

  • 05.10.2006 4:08 PM PDT

Posted by: D223
A paintball gun


Hell Yeah!!

  • 05.10.2006 4:08 PM PDT

You say tomato; I say potato.

updatable weapons

  • 05.10.2006 4:08 PM PDT
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Hrm... I had thought of a weapon called the Combat Rifle. Sort of the next in sequence to the Assault and Battle Rifles. It was a long time ago, so I sort of forget what I had dreamt up... That, and it seems that the Assault Rifle's going to come back.

But I'll try to remember just for fun.

  • 05.10.2006 4:09 PM PDT
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Gravity Hammer with splash damege that doesnt hurt you.

  • 05.10.2006 4:12 PM PDT
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Dang 2552 weapons design is like todays computers every week a new weapon, even with a destroyed and defeated earth, wow just wow how do they do it? Master chief is gone for a week and they got a new weapon in each marines hands.

  • 05.10.2006 4:14 PM PDT
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Chemical Weapon!

posted by:Achronos
Less self-righteous posturing and ad hominem attacks will keep this thread open and its participants' posting privileges retained.

antitank mine

and gombat knife. push b to stab, r to throw. if you walk over it , you pick it back up. you can carry 4, like grenades

  • 05.10.2006 4:16 PM PDT

well maybe because the Masterchief is on earth he might be given more experimental weapons?

  • 05.10.2006 4:17 PM PDT
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I find antitank good but I saw (on the E3) an assault rifle, so if they put old and new it will be awsome... and the NEW fuel rod cannon on a turret or something like tath.

  • 05.10.2006 4:20 PM PDT

Dawn of the Dead video Here
6 Minutes of Hell video here

A kind of fast firing, semiautomatic shot gun. Shoots like three or four tightly contained shots at a time, but the bullets balanced so its not an instant ownage weapon.

  • 05.10.2006 4:20 PM PDT
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Here's my Human List:

S3 AT8 - Sniper Rifle:
Appearance: Left-Handed-Bolt Action Human Sniper Rifle with a similar appearance to the S2 AM, with Mag behind pistol grip that sticks out the Left side
Purpose:
Dual Wieldable: No
Sights: Scoped x5-x10-x15 Zoom-in
Accuracy: Extremely Accurate, Fin-Stabilized
Range: Extremely Far
Rate of Fire: Bolt Action, Very Slow
Ammo Count: 8 round Mag.
Ammo Type: 14.5mm Highly Explosive [HE] Semi-Armor Piercing Round
Round Visibility to Target: Small Red-Ball Tracer & Smoke Trail, Every Round
Round Velocity: Extremely Fast, .6 seconds to cross Coag.
Impact Damage: Extremely Heavy/1 Body shot Kills (even to an Over-Shield)
Splash Damage: Very Heavy, Semi-Heavy to Vehicles
Splash Radius: 5m Max, 3m Kills
Melee Attack: .7 seconds
Melee Damage: Medium

S2 AM - Sniper Rifle:
Appearance: Standard Human Sniper Rifle
Purpose:
Dual Wieldable: No
Sights: Scoped x5-x10 Zoom-in
Accuracy: Extremely Accurate, Fin-Stabilized
Range: Extremely Far
Rate of Fire: Semi-Auto, High
Ammo Count: 4 round Mag.
Ammo Type: 14.5mm Anti-Material/Armor Piercing Round
Round Visibility to Target: Smoke Trail, Every Round
Round Velocity: Extremely Fast, .6 seconds to cross Coag.
Impact Damage: Very Heavy/1 Headshot or 2 Body shots Kills, Medium to Vehicles
Splash Damage: None
Splash Radius: None
Melee Attack: .7 seconds
Melee Damage: Medium

M62 LGR – Light Gauss Rifle:
Appearance: An over & under double barrel Gauss Rifle, Half breed between an AR forearm, to a large carry handle, rear of carry handle has ammo counter, to a top shoulder resting buttstock, Large Mag. Jets out at the arm pit to act as buttstock brace.
Purpose:
Dual Wieldable: No
Sights: Binocs
Accuracy: Extremely Accurate, Fin-Stabilized
Range: Extremely Far
Rate of Fire: Semi-Auto, Medium
Ammo Count: 12 round Mag.
Ammo Type: 18mm Anti-Material/Semi-Explosive Armor Piercing Round
Round Visibility to Target: Large Yellow Tracer & Smoke Trail, Every Round
Round Velocity: Extremely Fast, 1.0 seconds to cross Coag.
Impact Damage: Extremely Heavy/1 Body shot Kills (2 Body shots if Overshield), Moderately-Heavy to Vehicles
Splash Damage: Heavy
Splash Radius: 2.5m Max, 1.1m Kills
Melee Attack: 1.0 seconds
Melee Damage: Very Heavy

M19 SSM – Rocket Launcher:
Appearance: Standard from Halo 2
Purpose:
Dual Wieldable: No
Sights: x2 Zoom-in
Accuracy: Extremely Accurate, Fin-Stabilized, Locking Ability/Homing
Range: Extremely Far
Rate of Fire: Semi-Auto, Medium
Ammo Count: 2 round Mag.
Ammo Type: 102mm Anti-Vehicular Shaped-Charge, Highly Explosive Armor Piercing Tracking Rocket
Round Visibility to Target: Yes, Rocket & Large Smoke Trail, Every Round
Round Velocity: Slow, 16.0 seconds to cross Coag.
Impact Damage: Extremely Heavy/1 Body shot Kills (2 Body shots if Overshield), Very Heavy to Vehicles
Splash Damage: Very Heavy
Splash Radius: 9m Max, 6m Kills
Melee Attack: .8 seconds
Melee Damage: Heavy

GL AB40 - 40mm GL:
6 Round Drum Mag, Semi-Auto, Medium-Long Range, HE Air Burst Rounds, 6m Blast/Kill radius
Purpose:
Dual Wieldable: No
[Image Removed]


RE-PW - Laser Rifle:
Reverse-Engineered & Advanced Plasma Weapon 10mm Laser
Purpose:
Dual Wieldable: No
Output: 330 kW range

SO59 - Special-Operations Rifle:
Appearance: Similar Appearance to a HK21e[/URL ]. Tricked Out long Rifle, Bi-pod, Full hand/trigger guard, Larger Scope, Cheek rest plate, Pistol grip attached to a Forearm Quad-rail, Mag. in front of trigger guard
Purpose: Designed to Eliminate Shielded Enemies & serve as a Anti-Sniper Weapon. Combined EMP & HE Rounds with Long Range Capabilities makes this Rifle one of the best in Service of the UNSC.
Dual Wieldable: No
Sights: Scoped x5 Zoom-in
Accuracy: Very Accurate, Fin-Stabilized (When Rapid Fire, barrel movement causes grouping to spreads little after 3 rounds)
Range: Long
Rate of Fire: Single/Full-Auto, High
Ammo Count: 30 round Mag.
Ammo Type: 10.5mm High Velocity HE Semi-AP Tracer Rounds & 10.5mm High Velocity EMP Slug Rounds
Round Visibility to Target: High, Every other round is a Tracer
Round Velocity: Extremely Fast
Impact Damage: Heavy/2 Head/Body shots to Kill, Fairly-Moderate to Vehicles
Splash Damage: Heavy
Splash Radius: 1m Max
Melee Attack: .3 seconds
Melee Damage: Medium

BR56S - Silenced Battle-Rifle:
Appearance: A BR with a Similar Appearance to a [URL=http://infiltration.sentrystudios.net/modules/My_eGaller y/gallery/weapons/new_famas.jpg]FAMAS G2
/ with full hand/trigger guard, no scope on rail/ replaced by Iron-sights, Silencer on barrel, very little flash from muzzle
Purpose:
Dual Wieldable: No
Sights: +1 Zoom-in, Iron Sights
Accuracy: Very Accurate, Fin-Stabilized (When full-auto, barrel movement causes grouping to spreads a bit after 9 rounds)
Range: Medium-Long
Rate of Fire: Full-Auto, Very High
Ammo Count: 36 round Mag.
Ammo Type: 9.5mm High Velocity Armor Piercing [AP] Rounds
Round Visibility to Target: Very Little, Every 6 rounds is a Tracer
Round Velocity: Extremely Fast
Impact Damage: Moderately-Heavy/5 Headshots to Kill, Medium-Light to Vehicles
Splash Damage: None
Splash Radius: None
Melee Attack: .2 seconds
Melee Damage: Medium

BR55 - Battle-Rifle:
Appearance: Standard BR
Purpose:
Dual Wieldable: No
Sights: Scoped x2 Zoom-in
Accuracy: Very Accurate, Fin-Stabilized (When full-auto, barrel movement causes grouping to spreads a bit after 9 rounds)
Range: Medium-Long
Rate of Fire: Tri-Burst, Very High
Ammo Count: 36 round Mag.
Ammo Type: 9.5mm High Velocity Armor Piercing [AP] Rounds
Round Visibility to Target: High, Every round is a Tracer
Round Velocity: Extremely Fast
Impact Damage: Moderately-Heavy/4 Headshots to Kill, Medium-Light to Vehicles
Splash Damage: None
Splash Radius: None
Melee Attack: .2 seconds
Melee Damage: Medium

MA5D - Assault-Rifle [AR]:
Appearance: AR modified w/ a Drum Mag
Purpose:
Dual Wieldable: No
Sights: Binocs
Accuracy: High to Medium Accuracy (When full-auto, barrel movement causes grouping to spreads a bit after 7 rounds)
Range: Medium-Long
Rate of Fire: Full-Auto, Extremely High
Ammo Count: 120 round Drum Mag.
Ammo Type: 7.62mm High Velocity Armor Piercing Rounds
Round Visibility to Target: High, Every 3 round is a Tracer
Round Velocity: Extremely Fast
Impact Damage: Moderate/6 Headshots to Kill, Light to Vehicles
Splash Damage: None
Splash Radius: None
Melee Attack: .2 seconds
Melee Damage: Medium

  • 05.10.2006 4:20 PM PDT
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Human List Continued:

M90 – Shotgun 8-Gauge:
Appearance: M90 w/ a Tactical Scope
Purpose:
Dual Wieldable: No
Sights: Tactical +1 Scope,
Accuracy: Spread/Scatter Shot, Medium/Low
Range: Short/Medium
Rate of Fire: Semi-Auto, Medium
Ammo Count: 10 rounds
Ammo Type: 8-gauge HE, Each contains 30 projectiles
Round Visibility to Target: None
Round Velocity: Slow
Impact Damage: Very Heavy, Impact of 15 or more projectiles Kills, Medium-Light to Vehicles
Splash Damage: Medium per projectile
Splash Radius: .2m Max
Melee Attack: .3 seconds
Melee Damage: Medium

Jackhammer or Street Sweeper – Shotgun 12-Gauge:
Appearance: RL Jackhammer or Street Sweeper shotgun
Purpose:
Dual Wieldable: Yes
Sights: +1 Iron Sights
Accuracy: Spread/Scatter Shot, Low
Range: Short/Medium
Rate of Fire: Full-Auto, Very High
Ammo Count: 30 rounds
Ammo Type: 12-gauge, Each contains 50 projectiles
Round Visibility to Target: None
Round Velocity: Slow
Impact Damage: Medium-Light per projectile, Kill = 110 projectiles on Impact, so depends on Range, Light to Vehicles
Splash Damage: None
Splash Radius: None
Melee Attack: .3 seconds
Melee Damage: Medium
Special Thanks to “Dark Energy” for this 1

M7 – Sub-Machine Gun:
Appearance: SMG w/ rail & Scope
Purpose:
Dual Wieldable: Yes
Sights: Scoped x2 (only non-dueling)/Binocs when dueling
Accuracy: High-Medium-Low Accuracy (When full-auto, barrel movement causes grouping to spreads after 2 rounds)
Range: Medium
Rate of Fire: Full-Auto, Extremely High
Ammo Count: 30 round Mag.
Ammo Type: 5mm x 23 Carbine HE Rounds
Round Visibility to Target: High, Every 2 round is a Tracer
Round Velocity: Semi-Fast, Round Drop
Impact Damage: Moderate/8 Headshots to Kill, Light to Vehicles
Splash Damage: Medium
Splash Radius: .2m Max
Melee Attack: .2 seconds
Melee Damage: Medium

M6S – Sub-Machine Pistol:
Appearance: Halo 2 Pistol
Purpose:
Dual Wieldable: Yes
Sights: Binocs
Accuracy: Very Accuracy (When Rapid-Fire, barrel movement causes grouping to spreads after 1 round)
Range: Medium
Rate of Fire: Tri-Burst, Extremely High
Ammo Count: 18 round Extended Mag
Ammo Type: 5mm x 23 Carbine HE Rounds
Round Visibility to Target: Low, Every 5 round is a Tracer
Round Velocity: Semi-Fast, Round Drop
Impact Damage: Moderate/8 Headshots to Kill, Light to Vehicles
Splash Damage: Medium
Splash Radius: .2m Max
Melee Attack: .1 seconds
Melee Damage: Medium

M6D – Magnum Pistol:
Appearance: Halo 1 Pistol
Purpose:
Dual Wieldable: Yes
Sights: x2 Scoped
RoF/Accuracy: Semi or Auto, Med/Slow RoF, Very Accurate (then grouping spreads a bit after 4 rounds fired in Rapid-Fire), fin-stablized no bullet drop, Range Medium-Short
Rounds: 12 round mag., No Tracer rounds, M6D fires 12.7mm HE semi-AP Magnum rounds, fin-stablized no bullet drop but burn up causing only Med. Range effectiveness
Damage: 3 Headshots Kill, HE damage, .5m rad. blast damage

M9 HE-DP - Frag Grenade:
Purpose:

M9 SM-DP - Smoke/Fog Grenade:
Purpose:

M12 HE-P/R - Prox/Remote Mine:
Purpose:

Fury Tactical Nukes:
Description:
A Fury TAC-nuke is more or less a nuclear grenade. The Fury is about the size and shape of a football and can be thrown by a Spartan because they are strong enough to hold one with one hand. It has a blast radius of about 1.2 km.

Deployable/Un-Deployable Crew-Serve Weapons:
- Advanced Laser MG: 330 kW Range
- Gauss Cannon: 25mm Hyper-Sonic HE Armor Piercing Rounds
- 102mm Laser Guided Rocket: Anti-Armor HE Shape-Charged Rocket
- Full-Auto Grenade[/U RL] Launcher: [URL=http://world.guns.ru/grenade/mk19mod3-1.jpg]40mm HE Air Burst Grenade Launcher or 25mm HE Air Burst Grenade Launcher [Longer Range]
- 1 20mm SIGTM: Smart Independently Guided T racking Mortar [Lockable]


I had added the UNSC Combat Knife as a weapon used Automatically During a Melee Attack = Standard Weapon's Melee or Alternative Melee of a Combat Knife. So maybe, added Melee Combos (press B to Execute Standard Melee), (press B + A to Execute Combat Knife), (press B + LT to Execute Plasma Nuetralizer). I think this would make for some awesome melee battles.
Combos... - MC vs Elite - Execute Plasma Nuetralizer (Taser like weapon pops out of the MC's Left Forearm cuff right into his left hand, then the MC slams the weapon into his ENY, knocking out the Elite's shields in a shockwave effect & stuns him), Execute Standard Melee (Slams the Buttstock of a SO59 Rifle into the head of the Elite ripping off it's Helmet & sweeping it's head wide to the left), Execute Combat Knife (MC strikes with a Combat Knife damn near cutting off the Elite's Head & splatters Blue Blood all around).


UNSC Combat Knife:
Appearance: Foot & a half long blade/ the knife from the difficulty emblems in Halo 1
Purpose: Strengthen Melee Attack Damage, Will pull out Automatically During a Melee Attack only while welding certain Weapons
Reach & melee attacks: 6 foot range, stab/slash/punch
Damage: 1 slash to the head/ 2 to the body kills

Plasma Nuetralizer or Shield Nuetralizer:
Appearence: very thin, so you could conceal it in a secret compartment in your armor. also about the size of a cell phone
Purpose:
Energy Source: a very small fusion reactor that when released, makes a high voltage shock
Damage: High (Also, freezes target for .5-2 seconds with direct shot)
Output: 27 kilavolts (one shock=.5% of fusion reactor)
Range: .3-.5 meters
Splash Damage: .3-.7% of direct shot (VERY low)
Splash Radius: .005 meters
Melee Attack: .7-2 seconds (depending on which attack is exicuted)
Melee Damges: Medium
Special Thanks to V3CK1N


Space Bombardment:
Nukes:
M.A.C. Bombardment:

  • 05.10.2006 4:21 PM PDT
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New Covie Weapon List:
So we got a...

Fusion Beam:
Appearance: A huge weapon mounted on the Covenant head ship, the Persecution.
Ammo: N/A
Damage: Indescribable
Output: 500,000 kilovolts
Range: Extremely Far
Splash Damage: High (4 seconds kill)
Splash Radius: 2.5 miles
Melee Attack: N/A
Melee Damage: N/A

Plasma Thrower:
Apperance: Two plasma batteries (like those on Collossus, except one instead of a pack of 4) shaped in a "V" attached to an elite jetpack (those vent things are hollow and envelop the batteries, while keeping a small part exposed). Has a tube (The same material as the elites' neck seal) with a hunter cannon like device attached. Tube comes out of the side of the pack and is placed under arm. Held via a metal handle on top (left hand) and a handle on the right side (right hand).
Dual Wieldable: No
Purpose:
Effect: Torrents of plasma stick to your enemy, burning him to death and setting huge plasma fires in the blast radius (and on the enemy).
Ammo: 100 cells (1 second burst = 2 cells)
Damage: High (2 seconds kill)
Output: 3.5 kv
Range: Short, 10 meters
Splash Damage: High (4 seconds kill)
Splash Radius: 5.5 meter flame radius
Melee Attack: .7 seconds
Melee Damage: High (2 kill when standing still, 1 kills when running, 1 kills when jumping)

Plasma Cutter:
Appearance: An elongated metal handle with two plasma conduits on the firing end.
Purpose:
Dual Wieldable: Yes
Sights: Binoculars
Accuracy: N/A
Range: Close
Rate of Fire: Fast
Ammo Count: 200 cells
Ammo Type: Plasma cell
Round Velocity: N/A
Output:205 KV
Impact Damage: High
Splash Damage: N/A
Splash Radius: N/A
Melee Attack: Fast
Melee Damage: Low

Brute Hammer:
Appearance: A hammer like that of Tartarus, except smaller and tipped with nine energy spikes.
Purpose:
Dual Wieldable: No
Sights: Binoculars
Accuracy: N/A
Range: Close
Rate of Fire: Medium
Ammo Count: Infinite
Ammo Type: Plasma fusion reactor
Round Velocity: Medium
Output: 600 KV
Impact Damage: Extremely High
Splash Damage: N/A
Splash Radius: N/A
Melee Attack: Slow
Melee Damage: High

Plasma Spear:
Appearance: An honor guard staff with a tip like that of an Energy Sword, holding a huge superheated ball of plasma .
Purpose:
Dual Wieldable: No
Sights: Binoculars
Accuracy: N/A
Range: Close
Rate of Fire: Throw: Single Stab: Medium
Ammo Count: 100 cells
Ammo Type: Plasma cells
Round Velocity: Medium
Output: 400 KV
Impact Damage: Throw: Extremely High, Stab: Medium
Splash Damage: N/A
Splash Radius: N/A
Melee Attack: Medium
Melee Damage: Medium

Needler Pod Launcher:
Acts like a Grenade Launcher, round drop, Pod could Air-burst or Land, then release all Needles at once. Needles track to the nearest ENY. Needler Damage needs an improvement per Needle/less Needles on subject to become Explosive
Purpose:
Dual Wieldable: No

Elite Plasma Pulse Rifle:
x2 Length of Standard Plasma Rifle & the Fly-Wings are mounted at the Front of the Rifle, x2 the Rate of Fire & Plasma Velocity, maybe a Secondard Fire Mode/Supercharged Plasma Grenade
Purpose:
Dual Wieldable: Yes

Plasma Shot:
like an elite version of the brute shot with plasma grenades
Purpose:
Dual Wieldable: Yes

Needle Shotgun:
Purpose:
Dual Wieldable: No

Prophet Rocket:
Purpose:
Dual Wieldable: No

Plasma Chain:
Purpose:
Dual Wieldable: Yes

Scarab Sniper Rifle:
Purpose:
Dual Wieldable: No

Jackel Shield:
Appearance: A Jackal shield like those featured in Halo campaign.
Purpose: Worn on the forearm, they create a barrier that can deflect any solid projectile weapon except rockets, and grenades. It should be noted that grenades, even though deflected by the shield, can still explode and collapse the shield if detonated nearby. Energy-based weapons can penetrate the shield and can even collapse the shield altogether.
Dual Wieldable: Yes
Sights: Binoculars
Accuracy: N/A
Range: Close
Rate of Fire: Medium
Ammo Count: 200 energy (rechargeable)
Ammo Type: Energy Pulse
Round Visibility to Target: Yes
Round Velocity: Slow
Output: 20 MV
Impact Damage: Medium
Splash Damage: N/A
Splash Radius: N/A
Melee Attack: Medium
Melee Damage: Medium

Fuel Rod Cannon:
Ammunition: Fuel Rods
Clip Size: 100 battery units, 5 Rounds in upgraded version
Core Power output: 250-300 kV : 4-5 dA
Overcharge power output: 2.5 mV : 4-5 dA
Purpose: The Fuel Rod Gun is an indirect fire weapon: it's explosive projectiles follow an parabolic trajectory. The impact of a fuel rod is powerful and effective against vehicles and infantry alike. Be careful however, as rapid fire overheats the weapon. We currently do not understand how to replace or recharge a power core safely. The effects of prolonged exposure to fuel rod energy are unknown. The fuel rod gun is the main weapon of the Covenant Hunters, though they use a slightly different version where the weapon is directly integrated into their armor. Special Op Grunts have also been known to carry these weapons. These weapon's batteries are powered by fuel rods which, once unstable or depleted, activate a failsafe and explode. Recent sightings of this weapon point to an upgraded version. The infantry version now uses clips that hold 5 Fuel Rods apiece, and has a small 2x scope attached for long-range bombardment.
Dual Wieldable: No

Plasma Flak Cannon:
Purpose:
Dual Wieldable: No

Special Thanks to Dark Energy, Shazimi, SpecOps Grunt, halo3live2006, Domokun, AFlyingMidget.

  • 05.10.2006 4:23 PM PDT

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