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{{Status|Canon}}
{{Ratings}}
{{Weapon infobox
{{Era|HCW}}
|image=  
{{references}}
[[File:H2-SRS99CS2AM-SR-SniperRifle.png|350px]]
{{Weapon
[[File:HaloCE-SRS99CS2AM-SniperRifle.png|350px]]
|image=[[File:S2_AM_Sniper_Rifle.jpg|250px]]
|manufacturer=[[Misriah Armory]]
|name=SRS99C-S2 AM Sniper Rifle
|series=[[SRS99 Series]]
|manufacturer=UNSC
|type=Sniper rifle, anti-materiel{{Ref/Reuse|HCEM}}
|model=Sniper Rifle System 99C-S2 Anti-Matériel
|type=Anti-Matériel Sniper Rifle
|cost=
|cost=
|variant=
|size=Shoulder-fired
|service=[[Human-Covenant War]]
*Length: 187.5 centimeters
|damage per hit=Very High
|magazine=4 rounds
|maxammo=28 rounds or 7 magazines
|fire=Semi-Automatic
|ammotype=[[14.5x114mm]] AP-FS-DS (Armor-Piercing, Fin-Stabilized, Discarding Sabot Rounds)
|operation=Gas-operated
|rate of fire=Average, 2 rounds per second
|accuracy=Pinpoint
|range=2300 Meters
|era=
|counterwep=*Close Range: [[Shotgun]], [[MA5B ICWS Assault Rifle|Assault Rifle]], [[Flamethrower]]
*Medium Range: [[M6D Pistol]]
*Long Range: Sniper Rifle
|affiliation=[[United Nations Space Command]]
|affiliation=[[United Nations Space Command]]
|weight=
|length=
|ammotype=[[14.5×114mm]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
|capacity=
|feed=4-round [[wikipedia:Magazine (firearms)#Detachable box magazines|detachable box magazine]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
|operation=[[wikipedia:Gas-operated reloading|Gas Operated]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
|rate=[[wikipedia:Semi-automatic firearm|Semi-automatic]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
|velocity=
|optics=
|range=
}}
}}


The '''Sniper Rifle System 99C-Series 2 Anti-Matériel''', abbreviated '''SRS99C-S2 AM'''{{Ref/Book|AoH|Page=100}} or just '''S2 AM''',{{Ref/Book|Id=HCEM|Halo: Combat Evolved Manual|Page=18}} is a commonly-utilized [[Sniper Rifle#Halo: Combat Evolved and Halo: Combat Evolved Anniversary|sniper rifle]] in the arsenal of the [[United Nations Space Command]]. As evidenced by its designation, is part of the [[SRS99 Series]].
The '''Sniper Rifle System 99C-S2 Anti-Matériel''' (abbreviated '''SRS99C-S2 AM'''), otherwise known as the '''SRS99C-S2 AM Sniper Rifle''' is a [[United Nations Space Command]] firearm usable in ''[[Halo: Combat Evolved]]'' and ''[[Halo Wars]]''.


==Overview==
==Design Details==
===Design details===
The SRS99C is the primary [[Sniper Rifle]] used by [[UNSC]] and is featured in ''Halo: Combat Evolved'' and ''Halo Wars''. It is, alongside its [[Covenant]] counterpart the [[Particle Beam Rifle]], the most accurate and arguably the most powerful small-arms [[weapon]] in both arsenals. It contains a Night Vision Scope for night time accessibility. It is modular, with the scope, stock, barrel and firing mechanism capable of being swapped to match a mission profile.<ref>'''[[Halo: The Fall of Reach]]''', page 80</ref>
{{Main|SRS99 Series}}
The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful [[14.5×114mm|14.5×114mm cartridge]].{{Ref/Book|Id=H2M|Halo 2 Manual|Page=11}} Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} As befits their sniping role, they are issued with optics, such as the [[Oracle scope|Oracle N-variant scope]].{{Ref/Novel|Id=GoO23|GoO|Chapter=23}}


[[File:S2 AM Sniper Rifle.png|thumb|left|An SRS99C-S2 AM in the configuration employed by UNSC forces on [[Alpha Halo]].]]
===Ammunition===
A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.{{Ref/Reuse|TFoRChaper9}} Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.{{Ref/Novel|Id=FS29|HFS|Chapter=29}}{{Ref/Note|In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of [[Ghosts of Onyx]]'s release in 2006 (the first depicted non-S2 variant of the SRS99 family was in [[Halo: Reach]], released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.}} One configuration of the weapon, which was deployed during the [[Battle of Installation 04]], featured a noticeably longer barrel and different optic than the configuration observed later during the [[Battle of Mombasa]] and the [[Battle of Installation 05]].{{Ref/Game|Id=HCE|HCE|Sniper Rifle in-game weapon}}{{Ref/Game|Id=H2|H2|Sniper Rifle in-game weapon}} The former version mounted an optic capable of x2 and x8 magnification,{{Ref/Reuse|HCE}} and the latter an optic capable of x5 magnification, though both optics were [[smart-linked]] and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.{{Ref/Reuse|H2M}}{{Ref/Reuse|HCEM}}
{{Main
|1=14.5x114mm
|l1=14.5x114mm APFSDS
}}
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses 14.5x114mm [[Armor Piercing Rounds|Armor Piercing]], Fin Stabilized, Discarding Sabot rounds. These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are forced off of the projectile by air resistance before entering the actual target, their job having been completed.
 
The rounds are described as ''being made of very hard metal'', with the core probably composed of tungsten or depleted uranium, like most anti-matériel ammunition today. The APFSDS round is an anti-matériel munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body [[Armor]], [[Energy Shield]]s, etc). The APFSDS rounds fired by the Sniper Rifle leave behind a noticeable white vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself.
 
It's to be noted that in the [[Eric Nylund]] novels the rifle is not limited to a four round magazine size. The reason for this in the games is to ensure balanced game play. Twenty-eight rounds total (four rounds per magazine) in Halo: Combat Evolved, twentyfour rounds total (four rounds per magazine) in Halo 2 and Halo 3. However, in the Halo: Combat Evolved level [[The Truth and Reconciliation (Level)|Truth and Reconciliation]] you start with a Sniper Rifle and a 68 round combat load. However, you cannot take ammo packs lying around as long as you have more than 24 shots left. Once below that number, you can only go up to 24 rounds.
 
===Advantages===
The SRS99C-S2 AM is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. It has two variants - one has a 2x and 10x zoom (seen in Halo: Combat Evolved). The PC version has 2x and 8x, and the [[Halo 2]] version has 5x and 10x. It is tremendously useful in its designated role, considering its extraordinary range, surpassing any other weapon of comparable size, and its incredible stopping power even against body armor and Covenant [[shields]] (i.e., those of an [[Elite]].)
 
By far, its most useful application in [[Campaign]] mode is taking out the higher-ranking enemies in a group to destabilize their squad's discipline and morale. A headshot against any Covenant infantry except a [[Zealot]], [[Major Domo Elite]]s, [[Ultra Elites]]. Hunters fall from one shot to their unarmored torso or neck. When playing in the highest difficulty, [[Legendary]], the Major Domo Elites will take two shots to the head and the Zealots will take three. Turning on Night Vision is done by using the flash light button
 
When playing online, some players use the Sniper Rifle to great effect when [[camping]]. For example, skilled users may crouch inside a confined hallway and fire without the use of the scope from close range, resulting in many instant kills. In competitive games between two organized teams, both will ''always'' have a sniper. Despite its obvious role, the Sniper Rifle is can be highly effective at close range in the hands of a skilled operator, as the highly damaging round is just as powerful at close range; a single round followed by a melee strike will kill a hostile almost instantly. This does not account for [[Flood]], however, due to the body organization.
 
===Disadvantages===
The Sniper Rifle's projectile has a slight travel time at great distances, and requires practice to use effectively at range. When used in close quarters, its precision nature, slow reload time, small magazine capacity, heavy recoil, and slow rate-of-fire leave absolutely no room for error. A small combat load and the relative scarcity of ammunition available for the weapon also make it bad practice to expend ammunition on smaller, less threatening combatants, such as Grunts. It is also largely ineffective against most forms of [[Flood]], unless the operator can land a round into the embedded infection form, or shoot combat form's limbs off at a distance.


[[File:H2-SRS99CS2AM-Angles.png|thumb|An SRS99C-S2 AM in the configuration used during the early stages of the [[Battle of Earth]] and the Battle of [[Delta Halo]].]]
The projectile leaves a trail that can be traced back to the sniper's location, revealing the operator's hide or drawing hostile fire. Also, the weapon is fatally ineffective against even light-skinned and unarmored vehicles (belying its designation as an anti-matériel weapon) unless a shot can be taken on the vehicle's occupants, except for Wraiths and Banshees(Banshees pilots are obviously hard to snipe, and even if you do get the opportunity to snipe the pilot, the Banshee would fly away before you could get either a clear shot or a direct hit; the Banshee pilot is invulnerable to sniper rounds anyway). Skilled players, however, can use the sniper to take out most of the banshee pilot's health/shield at long range, then with a pistol or shotgun, finish them off easily. This is especially hard in Halo: Combat Evolved due to the lag time in bullets.
During [[Operation: TALON]], [[Linda-058]] deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire [[.450|.450-caliber ammunition]].  Additionally, she removed any sight or scope, instead deeming to rely on an [[Smart-link|integrated link]] between the weapon and her [[HUD]] for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.{{Ref/Novel|Id=TFoRChaper9|HTFoR|Chapter=9}} She later employed the weapon in a different configuration during the [[Battle of Sigma Octanus IV]], this time with an [[Oracle scope|Oracle scope]].{{Ref/Novel|Id=TFoRChapter20|HTFoR|Chapter=20}}


The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.{{Ref/Note|The model of the sniper rifle as seen in ''Halo: Combat Evolved'' does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.}} A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on [[Installation 04]] featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
===Influence===
The Sniper Rifle appears to be heavily inspired by (if not directly copied from) the South African [[Wikipedia:Mechem NTW 20 mm Anti-material rifle|NTW-20 ]], (most notably the Denel NTW-20), and the [[Wikipedia:Barrett M107|Barrett M107 SASR]]. Many of the features present in the Halo version are included in both weapons, such as the recoil-dampening piston, the general appearance of the receiver, the magazine placement, muzzle brake and many other attributes. In addition, the round (14.5 × 114mm) is an actual rifle cartridge, developed by the Russian Army for anti-tank rifles, heavy machine guns, and sniper rifles. However, the real 14.5 mm round has a standard cartridge design, whereas the round used in Halo is an APFSDS round (armor-piercing, fin-stabilized, discarding sabot).


===Functionality===
The influence for a muzzle brake at the end of the SRS 99C-S2 AM comes from many different current sniper rifles, namely the [[Wikipedia:Barrett M107|Barrett M107 SASR]]. However on the Barrett M107, the gasses are forced out of the muzzle brake diagonally away from the barrel and ''towards'' the shooter. This helps to significantly dampen the recoil. The SRS 99C-S2 AM's muzzle brake is shaped so that the expanding gasses are forced out the muzzle brake and ''away'' from the shooter. This would slow the round's muzzle velocity, and significantly increase the recoil by around forty percent.
As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
[[File:Crosshair.png|thumb|The display of the [[smart-linked]] optic mounted on an S2-AM in [[Mombasa]], targeting a [[grunt minor]]. ]]
In the case of the configuration used on [[Installation 04]], when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.{{Ref/Reuse|HCE}} In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.{{Ref/Reuse|H2}} 


The [[smart-linked]] optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the [[heads-up display]] of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater  magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,{{Ref/Reuse|HCEM}} and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a [[night vision]] filter for functionality in the dark.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
==Appearances==
The SRS99C-S2 AM Sniper Rifle was featured in ''Halo: Combat Evolved''. It had a digital radar-like view which was green and had 4 knobs below the scope. It also had a longer shoulder guard. When using the telescopic sight, the weapon gives the target's range and elevation as well.


===Performance===
===Variant===
While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.{{Ref/Reuse|H2M}} The [[14.5x114mm APFSDS]] ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.{{Ref/Reuse|HCEM}} The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.{{Ref/Book|Id=H2LCEM|Halo 2 Limited Collector's Edition Manual|Page=14}}
{{Main|SRS99C-S2 AMB Sniper Rifle}}
The '''SRS99C-S2 AMB Sniper Rifle''' is an upgrade of the SRS99C-S2 AM Sniper Rifle found and is usable in ''Halo 2''. The AMB variant includes a different scope and a better designed grip for stability and accuracy.


===History===
==Tactics==
[[File:Masterchief with sniper.jpg|300px|thumb|[[John-117]], armed with an SRS99C-S2 AM during the [[Battle of Earth]].]]
{{Main|Sniping}}
SRS99C-S2 AM rifles were prominently employed by [[UNSC]] forces during the [[Battle of Installation 04]],{{Ref/Reuse|HCE}} with [[John-117]] notably deploying with one during the mission to board the ''[[Truth and Reconciliation]]'' to retrieve [[Captain Jacob Keyes]].{{Ref/Novel|Id=HTF4|HTF|Chapter=4}} They were also employed in the early stages of the [[Battle of Earth]], and the [[Battle of Installation 05]].{{Ref/Reuse|H2}} [[Spartan]] [[Linda-058]] is particularly notable for her use of this weapon, specifically during [[Operation: TALON]],{{Ref/Reuse|TFoRChaper9}} the [[Battle of Sigma Octanus IV]],{{Ref/Reuse|TFoRChapter20}} [[Operation: FIRST STRIKE]],{{Ref/Reuse|FS29}} and the [[Onyx Conflict]].{{Ref/Novel|GoO|Chapter=29}}
The '''Sniper Rifle''' is extremely powerful, but with a small combat load, it is not good practice to use this weapon against weaker enemies (Grunts, Drones).
However, the Sniper's penetration capabilities and superb, long range accuracy makes it excellent for killing higher ranking enemies at long range, which, in turn, disorganizes and demoralizes the enemy troops, making combat against a large ground force much easier.


==Gameplay==
===Campaign Recommendations===
{{Main|Sniper Rifle}}
Take cover behind any rock or building (if any). Easily take aim and make sure you fire before the hostile sees you. Also stick to high ground (if any). Do not waste rounds on minor threats like [[Unggoy]]s (Grunts) or shield bearing [[Kig-Yar]] (Jackals) since ammo is usually scarce and you can kill them easily with other weapons too. Even from a distance, pistol can usually take care of them in one headshot.
The Sniper Rifle is a [[Precision weapon|precision]] [[power weapon]], which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the [[Battle Rifle]] significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.


== Trivia ==
A good setup in covenant levels is to take sniper for longer range and difficult foes, such as [[Elites]]. Secondary weapon can be anything you feel good to take out minor foes like Jackals and Grunts. The [[M6D pistol]] is excellent secondary weapon, because of the accuracy, stopping power and zoom function. This pistol an negate the need of sniper for longer ranges, thus saving its scarce ammo, so you can use it againts zealots, ultras, major elites etc.
{{Linkbox|gameplay=yes|gallery=yes}}
 
*During an interview, [[William O'Brien]], an animator for ''Halo 2'', said, "Robert McLees is definitely the go-to guy for the gun stuff. I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right...? He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that.' That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing."{{Ref/Book|The Art of Halo: Creating a Virtual World|Page=100}}
In flood levels, sniper should be ignored, as the rounds pass throught combat and carrier forms, doing little to no damage at all. However, in levels that inculde both enemies ([[covenant]] and [[flood]]), one could bring sniper for covenant enemies and [[shotgun]] (or other weapon that the player feels good to use againts flood), to maximise damage againts both foes.
*In ''Halo: Combat Evolved'', enemy NPCs do not acknowledge the sniper rifle's shot if they do not see the sniper, despite its loud ''crack'' in close-medium quarters. If the player downs an enemy with the sniper rifle, some will note the fallen AI, but will not search for the player as they would if the player fired with any other weapon. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of [[Truth and Reconciliation]], and is essential to getting the achievement [[All According to Plan]] in ''Halo: Anniversary''
 
*In the original [[Xbox 360]] version of ''[[Halo: Combat Evolved Anniversary]]'' the sniper rifle's [[reticule]] is far larger than it is in the original ''[[Halo: Combat Evolved]]'' on [[Xbox]] and PC. In the ''[[Halo: The Master Chief Collection]]'' version of ''Halo: Anniversary'', the reticule returns once again to its original size.
When combined with a Plasma Pistol, the Sniper rifle can be used to form a special kind of noob combo, with the overcharged Pistol depriving enemies of their shields and the Sniper rifle dealing a fatal body- or headshot. This variant is more powerful than the combination of a Plasma Pistol and an M6 Pistol, however it is more advisable to replace it with the M6 when available, for the sniper rifle is too valuable to use it against weaker enemies, has a smaller clip and overall ammo capacity and a slower rate of fire than the M6.
 
===Multiplayer Recommendations===
In ''Halo: Combat Evolved'', effective use of the 99C-S2 in multiplayer takes a lot of practice. It is necessary to aim in front of a target to accommodate for server lag, how far one should aim in front depends on their angle onto the target and the amount of lag in the server. Targets are shot easiest when they are head on, moving directly toward you.
 
A head-shot will kill an enemy outright, regardless of shield. Night vision is best used in dark areas (obviously) but is useless in maps that have high color contrast. Good secondary weapons include the [[M6D Pistol]] which, when shot accurately dispose of an enemy in 3 shots regardless of shield. Its 2x zoom make it the perfect partner for the sniper rifle.
 
Use natural formations and buildings to snipe from, but move constantly and erratically (including jumping and crouching) to lower the effectiveness of counter-sniping. The fact that sniper rifle bullets leave a smoky trail is the weapons largest downside (apart from the small magazine capacity) it exposes one's position and alerts the enemy easily; constant position changing is advised to confuse the enemy. Find something to hide behind while you reload, and reload when not in a firefight. Good snipers cover teammates and kill anyone who is chasing the person on your team with the [[flag]] (note: this is only for CTF).
 
Sniping is easier if you turn down your look sensitivity. Unfortunately, this makes shotgun and other close quarters combat weapons slightly harder to use in a chaotic environment.
 
==Trivia==
*Currently the term "APFSDS" is reserved for large Tank mounted weapons. In small arms such as the Halo sniper rifles it is called a Flechette.
*[[Linda-058]] changes the sniper's ammo size to [[.450]]-caliber in ''[[Halo: The Fall of Reach]]''. In fact, she shoots more rounds than simply four bullets at a time.
*In the novel ''[[Halo: Ghosts of Onyx]]'', the Spartan-IIs and IIIs utilize grapple rounds in place of standard ammunition. These rounds are described as harpoon-like shafts attached to braided monoline rope which is coiled in a bag.
*"[[Robert McLees]] is definitely the go-to guy for the gun stuff," says William O' Brien, part of ''Halo 2'''s animation team, "I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right...? He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that.' That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing."
*In ''[[Halo: Combat Evolved]]'', enemy AIs do not acknowledge the Sniper Rifle's gunshot if they do not see you, despite its loud ''crack'' in close-medium quarters. If you down an enemy with the Sniper Rifle, some will note the fallen AI, but will not search for you as they would if you fired with any other weapon.
*One possible reason that the ''Halo: Combat Evolved'' Sniper Rifle has a night-vision setting is that, like the rest of the equipment available on board, was upgraded for the Spartans' mission. Also, Linda-058 needed specialized equipment, so the stock of snipers may have been upgraded for her.
*In the Xbox version of ''[[Halo: Combat Evolved]]'' the maximum zoom for the sniper is 10x, but in the PC version it is only 8x.
*This version of the Sniper Rifle is the only one where the user cycles the bolt after a new magazine is inserted.
*It is interesting to note that the 99C-S2 in Halo: Combat Evolved does not have a trigger, or any other way of firing the rifle.


==Gallery==
==Gallery==
<gallery>
<gallery widths="150" orientation="landscape">
File:SRS99C Sniper Rifle.png|A first person view of the SRS99C-S2AM in ''Halo: Combat Evolved''.
File:1221018064 Sniper.png|A side-view of a SSR99C-S2 AM.
File:HCE-SRS99CHUD.png|First-person view of the SRS99C on [[Blood Gulch]].
File:Mechem NTW-20.jpg|The Mechem NTW-20 bears a close resemblance to the 99C-S2 Sniper Rifle.
File:HCE-SRS99Czoom2x.png|The 2× zoom
File:1220655987 Crossair.png|The SRS99C-S2 AM's targeting reticule.
File:HCE-SRS99Czoom10x.png|The 10× zoom.
File:HaloCE-SRS99C-2xScope-screen.png|The 2× scope of the SRS99C-S2AM in ''Halo PC''.
File:HaloCE-SRS99C-8xScope-screen.png|The 8× scope of the SRS99C-S2AM in ''Halo PC''.
File:HaloCE-SRS99C-NightVisionScope-screen.png|The night-vision function of the scope of the SRS99C-S2AM in ''Halo PC''.
File:1220655987 Crosshair.png|The SRS99C-S2 AM's targeting reticule in ''Halo PC''.
File:H2 Sniper Rifle.jpg|Side view of the sniper rifle as seen in ''[[Halo 2]]''.
File:H2 - SniperHUD.png|A first person view of the SRS99C-S2 in ''Halo 2''.
File:Homecoming_SniperRifle_Concept.png|Views of the sniper rifle as seen in ''[[Halo Legends]]: [[Homecoming]]''.
</gallery>
</gallery>


==List of appearances==
==List of appearances==
{{col-begin}}
{{Appearances|Halo: Combat Evolved|Halo: The Fall of Reach|Halo: The Flood|Halo: First Strike|Halo Graphic Novel|Halo: The Cole Protocol|Halo Wars}}
{{col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo Graphic Novel]]''
**''[[Armor Testing]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Contact Harvest]]''
{{col-2}}
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo Legends]]''
**''[[Homecoming]]''
**''[[The Babysitter]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Boot Camp|Boot Camp]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
{{col-end}}
 
==Notes==
{{Ref/Notes}}


==Sources==
==Sources==
{{Ref/Sources}}
<references/>


{{UNSC rifles}}
{{UNSC Infantry Weapons}}
[[Category:Rifles]]
[[Category:Held Weapons]]
[[Category:Human Weapons]]
[[Category:UNSC]]
[[Category:Weapons]]
[[Category:Human]]

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