Gameplay

Loadout: Difference between revisions

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m (Link cleanup + misc fixes, replaced: Type-1 plasma grenade → {{Pattern|Anskum|plasma grenade}} (15))
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{{Status|Gameplay}}
{{Status|Gameplay}}
{{Outofdate|[[Halo: Spartan Strike]]}}
{{Outdated|[[Halo: Spartan Strike]]}}
[[File:Loadouts.png|thumb|A loadout selection for Spartans in the ''[[Halo: Reach Multiplayer Beta]]''.]]
[[File:Loadouts.png|thumb|A loadout selection for Spartans in the ''[[Halo: Reach Multiplayer Beta]]''.]]
'''Loadouts''', also dubbed '''Weapon sets''' are a [[multiplayer]] feature that was first introduced in ''[[Halo: Reach]]''. In ''Reach'' they are a predetermined set of classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn. In ''[[Halo 4]]'',  loadouts were advanced to become personalized starting equipment. In ''[[Halo: Spartan Assault]]'', they are to be customized each time before starting a [[campaign]] mission. Known as '''Weapon sets''' in ''[[Halo 2: Anniversary]]'s'' multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in ''Halo 4''. Loadouts returned in ''[[Halo: Spartan Strike]]'' and later in a refined fashion in ''[[Halo 5: Guardians]]''.
'''Loadouts''', also dubbed '''Weapon sets''' are a [[multiplayer]] feature that was first introduced in ''[[Halo: Reach]]''. In ''Reach'' they are a predetermined set of classes that a player picks at both the beginning of a [[multiplayer]] match and during respawn. In ''[[Halo 4]]'',  loadouts were advanced to become personalized starting equipment. In ''[[Halo: Spartan Assault]]'', they are to be customized each time before starting a [[campaign]] mission. Known as '''Weapon sets''' in ''[[Halo 2: Anniversary]]'s'' multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in ''Halo 4''. Loadouts returned in ''[[Halo: Spartan Strike]]'' and later in a refined fashion in ''[[Halo 5: Guardians]]''.
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==''Halo: Reach''==
==''Halo: Reach''==
[[File:HR - Loadout system.jpg|right|350px|thumb|The loadout menu of ''Halo: Reach''.]]
[[File:HR - Loadout system.jpg|thumb|350px|The loadout menu of ''Halo: Reach''.]]
Loadouts were initially introduced in ''Halo: Reach'' as non-customizable, preset variations of weapons and armor abilities. Gametypes such as [[Slayer]] and [[Capture the Flag]] would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present.
Loadouts were initially introduced in ''Halo: Reach'' as non-customizable, preset variations of weapons and armor abilities. Gametypes such as [[Slayer]] and [[Capture the Flag]] would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present.


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:Armor ability: [[Armor lock]]  
:Armor ability: [[Armor lock]]  
;'''Champion'''
;'''Champion'''
:Primary weapon: [[Type-50 concussion rifle]]
:Primary weapon: {{Pattern|Elo'Nakada|concussion rifle}}
:Secondary weapon: [[Type-25 plasma pistol]]  
:Secondary weapon: [[Type-25 plasma pistol]]  
:Grenade(s) 2 {{Pattern|Anskum|plasma grenade}}s  
:Grenade(s) 2 {{Pattern|Anskum|plasma grenade}}s  
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}}
}}
==''Halo 4''==
==''Halo 4''==
[[File:H4 - Loadout system (In-game).png|right|350px|thumb|''Halo 4's'' loadout menu right before a game on [[Haven]] begins.]]
[[File:H4 - Loadout system (In-game).png|thumb|350px|''Halo 4's'' loadout menu right before a game on [[Haven]] begins.]]
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose [[tactical packages]], and assign a [[Support upgrades|support upgrade]].  
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose [[tactical packages]], and assign a [[Support upgrades|support upgrade]].  


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In a manner similar to ''Reach'', and later, early ''Halo 2: Anniversary'' multiplayer, ''Halo 4'' featured predetermined loadouts for players to use. These featured armor abilities such as [[Z-90 hardlight shield|hardlight shields]] and [[Type-27 hologram|holograms]], with [[MA5D assault rifle|assault rifles]] and [[M395 DMR|DMRs]] respectively.  
In a manner similar to ''Reach'', and later, early ''Halo 2: Anniversary'' multiplayer, ''Halo 4'' featured predetermined loadouts for players to use. These featured armor abilities such as [[Z-90 hardlight shield|hardlight shields]] and [[Type-27 hologram|holograms]], with [[MA5D assault rifle|assault rifles]] and [[M395 DMR|DMRs]] respectively.  
===Primary weapons===
===Primary weapons===
*[[MA5D assault rifle]]
{| class="wikitable" style="width: 75%;"
*[[BR85HB battle rifle]]
! style="width: 15%"|Primary Weapon
*[[M395 DMR]]
! style="width: 55%"|Description
*{{Pattern|Vostu|carbine}}
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*{{Pattern|Kelos'Vaarda|storm rifle}}
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*[[Z-130 Suppressor]]
|- align="center"
*[[Z-250 lightrifle]]
|[[MA5D assault rifle|Assault Rifle]]
|align="left"|Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.
|Unlocked by default
|rowspan="7"|Unlocked by default
 
|- align="center"
|[[BR85HB battle rifle|Battle Rifle]]
|align="left"|Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon.
|Reach {{Rank/H4|2}} and purchase for 1 [[Spartan Point]]
 
|- align="center"
|[[M395 DMR|DMR]]
|align="left"|Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances.
|Reach {{Rank/H4|2}} and purchase for 1 Spartan Point
 
|- align="center"
|[[Kelos'vaarda-pattern storm rifle|Storm Rifle]]
|align="left"|Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle.
|Reach {{Rank/H4|5}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Vostu-pattern carbine|Covenant Carbine]]
|align="left"|Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons.
|Reach {{Rank/H4|5}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-130 Suppressor|Suppressor]]
|align="left"|Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession.
|Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-250 lightrifle|LightRifle]]
|align="left"|Precision weapon that fires beams of hard light for mid-range to long-range combat.
|Reach {{Rank/H4|2|2}} and purchase for 2 Spartan Points
|}


===Secondary weapons===
===Secondary weapons===
*[[M6H magnum]]
{| class="wikitable" style="width: 75%;"
*[[Type-25 plasma pistol]]
! style="width: 15%"|Secondary Weapon
*[[Z-110 Boltshot]]
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
|- align="center"
|[[M6H magnum|Magnum]]
|align="left"|UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements.
|Unlocked by default
|rowspan="3"|Unlocked by default
 
|- align="center"
|[[Eos'Mak-pattern plasma pistol|Plasma Pistol]]
|align="left"|Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics.
|Reach {{Rank/H4|8}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-110 Boltshot|Boltshot]]
|align="left"|Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close.
|Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points
|}


===Grenades===
===Grenades===
*[[M9 fragmentation grenade]]
{| class="wikitable" style="width: 75%;"
*{{Pattern|Anskum|plasma grenade}}
! style="width: 15%"|Grenades
*[[Z-040 pulse grenade]]
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
|- align="center"
|[[M9 fragmentation grenade|Frag Grenade]]
|align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies.
|Unlocked by default
|rowspan="3"|Unlocked by default
 
|- align="center"
|[[Anskum-pattern plasma grenade|Plasma Grenade]]
|align="left"|The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating.
|Reach {{Rank/H4|8}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Z-040 pulse grenade|Pulse Grenade]]
|align="left"|The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets.
|Reach {{Rank/H4|1|8}} and purchase for 2 Spartan Points
|}


===Armor abilities===
===Armor abilities===
{{main|Armor abilities}}
{{main|Armor abilities}}
*[[Series 12 Jet pack]]
{| class="wikitable" style="width: 75%;"
*[[M2705 regeneration field]]
! style="width: 15%"|Armor Abilities
*[[M805X thruster pack]]
! style="width: 55%"|Description
*[[Type-3 active camouflage]]
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*[[Type-27 hologram]]
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*[[Z-90 hardlight shield]]
|- align="center"
*[[Z-2500 autosentry]]
|[[Z-5080 Promethean vision|Promethean Vision]]
*[[Z-5080 Promethean vision]]
|align="left"|Allow users to detect enemy signatures through walls and other hard surfaces.
|Reach {{Rank/H4|3}} and purchase for 2 Spartan Points
|rowspan="8"|Unlocked by default
 
|- align="center"
|[[M805X thruster pack|Thruster Pack]]
|align="left"|Enables a powerful burst of movement offering the ability to evade or quickly close the gap.
|Reach {{Rank/H4|3}} and purchase for 2 Spartan Points
 
|- align="center"
|[[Series 12 Jet pack|Jet Pack]]
|align="left"|Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs.
|Reach {{Rank/H4|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Type-27 hologram|Hologram]]
|align="left"|Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat.
|Reach {{Rank/H4|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Z-90 hardlight shield|Hardlight Shield]]
|align="left"|Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives.
|Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Type-3 active camouflage|Active Camouflage]]
|align="left"|Allows users to generate a visual effect astonishingly close to invisibility.
|Reach {{Rank/H4|1|0}} and purchase for 3 Spartan Points
 
|- align="center"
|[[Z-2500 autosentry|Autosentry]]
|align="left"|The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies.
|Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points
 
|- align="center"
|[[M2705 regeneration field|Regeneration Field]]
|align="left"|An automated turret which can be deployed to defend its user or command a key battlefield chokepoint.
|Reach {{Rank/H4|1|6}} and purchase for 3 Spartan Points
|}


===Tactical packages===
===Tactical packages===
{{main|Tactical package}}
{{main|Tactical package}}
*Shielding (increases rate at which shields recharge)
{| class="wikitable" style="width: 75%;"
*Firepower (carry an additional primary weapon in place of a sidearm)
! style="width: 15%"|Tactical Packages
*Mobility (unlimited sprinting ability)
! style="width: 55%"|Description
*Grenadier (carry up to three grenades of each type)
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*Resupply (retrieve grenades from dead allies and foes)
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*AA Efficiency (cuts AA recharge time in half)
|- align="center"
*Fast-Track (XP bonus, must have completed Pioneer Specialization)
|Shielding
*Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
|align="left"|Shielding speeds up your armor's energy shield recharge rate.
*Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)
|Reach {{Rank/H4|7}} and purchase for 1 Spartan Point
|rowspan="8"|Unlocked by default
 
|- align="center"
|Mobility  
|align="left"|Mobility allows unlimited sprint.
|Reach {{Rank/H4|7}} and purchase for 1 Spartan Point
 
|- align="center"
|Resupply
|align="left"|Resupply allows the recovery of grenades from fallen allies and foes.
|Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point
 
|- align="center"
|AA Efficiency
|align="left"|AA Efficiency increases rate at which energy recharges for Armor Abilities.
|Reach {{Rank/H4|1|4}} and purchase for 1 Spartan Point
 
|- align="center"
|Grenadier
|align="left"|Grenadier increases grenade carrying capacity.
|Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Point
 
|- align="center"
|Firepower
|align="left"|Firepower allows the use of a primary weapon in the secondary weapon slot.
|Reach {{Rank/H4|2|4}} and purchase for 1 Spartan Points
 
|- align="center"
|Requisition  
|align="left"|In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted.
|Reach Spartan Rank [[TRACKER-class Mjolnir|TK]]-10
 
|- align="center"
|Wheelman
|align="left"|Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs.
|Reach Spartan Rank [[OPERATOR-class Mjolnir|OP]]-10
 
|- align="center"
|Fast Track
|align="left"|Fast Track allows user to advance quicker in rank.
|Reach Spartan Rank [[PIONEER-class Mjolnir|PR]]-10
|Unavailable


|- align="center"
|Resistor
|align="left"|Resistor allows the player to maintain their full mobility and dexterity while taking incoming fire.
|Purchase the [[Champions Bundle]]
|Unlocked by default as of December 2022 update{{Ref/Site|Id=mcc1222|URL=https://support.halowaypoint.com/hc/en-us/articles/11067636381716-Halo-The-Master-Chief-Collection-MCC-Update-December-2022|Site=Halo Support|Page=Halo: The Master Chief Collection (MCC) Update - December 2022|D=17|M=7|Y=2023}}
|}
===Support upgrades===
===Support upgrades===
{{main|Support upgrade}}
{{main|Support upgrade}}
*Ammo
{| class="wikitable" style="width: 75%;"
*Awareness
! style="width: 15%"|Support Upgrades
*Dexterity
! style="width: 55%"|Description
*Explosives
! style="width: 15%"|Unlock requirements<br/>(''Halo 4'')
*Sensor
! style="width: 15%"|Unlock requirements<br/>(''Halo: MCC'')
*Stealth
|- align="center"
*Drop Recon
|Ammo
*Gunner
|align="left"|Ammo increases the ammunition capacity for both starting weapons and ordnance drops.
*Stability
|Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point
*Nemesis
|rowspan="11"|Unlocked by default


|- align="center"
|Dexterity
|align="left"|Dexterity speeds up and weapon swapping.
|Reach {{Rank/H4|1|2}} and purchase for 1 Spartan Point
|- align="center"
|Sensor
|align="left"|Sensor increases motion sensor range.
|Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point
|- align="center"
|Awareness
|align="left"|Awareness allows the use of motion sensors while using a scope.
|Reach {{Rank/H4|2|0}} and purchase for 1 Spartan Point
|- align="center"
|Explosives
|align="left"|Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received.
|Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point
|- align="center"
|Ordnance Priority
|align="left"|In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user.
|Reach {{Rank/H4|2|6}} and purchase for 1 Spartan Point
|- align="center"
|Stability
|align="left"|Stability steadies your weapon while being struck by incoming fire.
|Reach Spartan Rank [[ROGUE-class Mjolnir|RG]]-10
|- align="center"
|Gunner
|align="left"|Gunner increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets.
|Reach Spartan Rank [[PATHFINDER-class Mjolnir|PT]]-10
|- align="center"
|Stealth
|align="left"|Stealth dampens your footsteps, making you harder to see on Promethean Vision, and increases your assassination speed.
|Reach Spartan Rank [[WETWORK-class Mjolnir|WK]]-10
|- align="center"
|Nemesis
|align="left"|Nemesis marks enemy responsible for your last death.
|Reach Spartan Rank [[STALKER-class Mjolnir|SK]]-10
|- align="center"
|Drop Recon
|align="left"|Drop Recon calls out ordnance drops in advance.
|Reach Spartan Rank [[ENGINEER-class Mjolnir|EN]]-10
|- align="center"
|Recharge
|align="left"|Recharge lowers the time it takes before one's shields begin recharging.
|rowspan="2"|Unlocked by default as of August 20, 2013{{Ref/Site|Id=hb71013|URL=http://blogs.halowaypoint.com/Headlines/post/2013/07/10/The-Halo-Bulletin-71013.aspx|Site=Halo Waypoint|Page=The Halo Bulletin: 7.10.13|D=7|M=8|Y=2013}}
|rowspan="2"|Unlocked by default as of December 2022 update{{Ref/Reuse|mcc1222}}
|- align="center"
|Survivor
|align="left"|Survivor prevents the death of operators when their vehicle is destroyed.
|}
Loadouts can be edited for use in custom gametypes. In this situation, "power weapons" like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked in War Games can still be used, even Specialization-specific tactical packages and support upgrades.
Loadouts can be edited for use in custom gametypes. In this situation, "power weapons" like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked in War Games can still be used, even Specialization-specific tactical packages and support upgrades.


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==''Halo: Spartan Assault''==
==''Halo: Spartan Assault''==
[[File:HSA - Loadout system.png|right|350px|thumb|The loadout menu of ''Halo: Spartan Assault''.]]
[[File:HSA - Loadout system.png|thumb|350px|The loadout menu of ''Halo: Spartan Assault''.]]
Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]].  
Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]].  


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*Shield Booster
*Shield Booster
==''Halo 2: Anniversary''==
==''Halo 2: Anniversary''==
[[File:H2A - Loadout system (3 weapon sets).png|right|350px|thumb|The weapon set menu of ''Halo 2: Anniversary'', showcasing the three predetermined classes made for the game's multiplayer.]]
[[File:H2A - Loadout system (3 weapon sets).png|thumb|350px|The weapon set menu of ''Halo 2: Anniversary'', showcasing the three predetermined classes made for the game's multiplayer.]]
Loadouts received minimal use in ''Halo 2: Anniversary'' being in some social variations of gametypes present, such as [[Lockdown]] Slayer. While competitive gametypes would not use loadouts in the way ''Reach'' would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, ''Anniversary's'' social gametypes would shift to using a single loadout.
Loadouts received minimal use in ''Halo 2: Anniversary'' being in some social variations of gametypes present, such as [[Lockdown]] Slayer. While competitive gametypes would not use loadouts in the way ''Reach'' would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, ''Anniversary's'' social gametypes would shift to using a single loadout.
{|cellspacing="2"
{|cellspacing="2"
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}}
}}
==''Halo: Spartan Strike''==
==''Halo: Spartan Strike''==
[[File:HSS - Loadout system.png|right|350px|thumb|The loadout system of ''Halo: Spartan Strike''.]]
[[File:HSS - Loadout system.png|thumb|350px|The loadout system of ''Halo: Spartan Strike''.]]
Following in ''Spartan Assault's'' footsteps, ''Spartan Strike'' offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like ''Spartan Assault'', weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level.  
Following in ''Spartan Assault's'' footsteps, ''Spartan Strike'' offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like ''Spartan Assault'', weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level.  


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==''Halo 5: Guardians''==
==''Halo 5: Guardians''==
[[File:H5G - Loadout system (Loadout weapons).png|right|350px|thumb|''Halo 5's'' loadout menu during a game of [[Warzone Firefight (gametype)|Warzone Firefight]] on [[Escape from ARC]].]]
[[File:H5G - Loadout system (Loadout weapons).png|thumb|350px|''Halo 5's'' loadout menu during a game of [[Warzone Firefight (gametype)|Warzone Firefight]] on [[Escape from ARC]].]]
Loadouts in ''Halo 5: Guardians'' would return, being present in a state more akin to ''Halo 4'' than ''Halo 2: Anniversary's'' more classic-styled approach, and would only be present in the game's [[Warzone]] offering. Like ''4'', ''5'' allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example.  
Loadouts in ''Halo 5: Guardians'' would return, being present in a state more akin to ''Halo 4'' than ''Halo 2: Anniversary's'' more classic-styled approach, and would only be present in the game's [[Warzone]] offering. Like ''4'', ''5'' allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example.  


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*[[M395 DMR]]
*[[M395 DMR]]
*[[M6H magnum]]
*[[M6H magnum]]
*[[M20 SMG]]
*[[M20 PDW]]
===Armor mods===
===Armor mods===
{{Main|Armor mods}}
*Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
*Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
*Auto-Medic (Health and shield recharge rate is increased)
*Auto-Medic (Health and shield recharge rate is increased)
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*Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
*Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
*Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)
*Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)
==Gallery==
==Gallery==
===Menu images===
===Menu images===

Latest revision as of 15:08, January 16, 2024

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A loadout selection for Spartans in the Halo: Reach Multiplayer Beta.

Loadouts, also dubbed Weapon sets are a multiplayer feature that was first introduced in Halo: Reach. In Reach they are a predetermined set of classes that a player picks at both the beginning of a multiplayer match and during respawn. In Halo 4, loadouts were advanced to become personalized starting equipment. In Halo: Spartan Assault, they are to be customized each time before starting a campaign mission. Known as Weapon sets in Halo 2: Anniversary's multiplayer segment, loadouts operated as predetermined classes, rather than the modular classes seen in Halo 4. Loadouts returned in Halo: Spartan Strike and later in a refined fashion in Halo 5: Guardians.

Overview[edit]

When a game begins the player is given the option of choosing a particular loadout.

In Halo: Reach, loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and armor ability combinations.[1][2]

In Halo 4, loadouts are default in normal War Games modes. However, some modes do away with loadouts to allow more classic gameplay. Unlike Halo: Reach, loadouts are customizable in matchmaking and are better described as components of a player rather than options given by the mode.

In Halo: Spartan Assault, loadouts are constituted of a primary and a secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only available through purchase via in-game or real-world currency.

In Halo 2: Anniversary, loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and secondary weapon, and grenades being alterable in gameplay.

In Halo: Spartan Strike, loadouts act very similarly to that of Spartan Assault's, featuring primary and secondary weapons, an armor ability, and a booster. Loadouts are generally chosen before each mission.

In Halo 5: Guardians, loadouts were much akin to Halo 4's, featuring a primary slot, a secondary slot, and an armor mod slot. Unlike Halo 4, which enabled players to spawn with any weapon they wished, Halo 5 enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. Guardian's requisition system can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an Overshield won't take up any slot, but will act as its own.

Halo: Reach[edit]

The menu for Reach's loadouts in the final version of the game.
The loadout menu of Halo: Reach.

Loadouts were initially introduced in Halo: Reach as non-customizable, preset variations of weapons and armor abilities. Gametypes such as Slayer and Capture the Flag would opt to use loadouts featuring uniform weapon selections, with the differences between loadouts being the armor abilities present.

Gametypes such as Invasion would go for a more lopsided approach, with Spartan and Sangheili both getting their own loadouts, with various weapons and armor abilities that are exclusive to the faction being played. As the game advanced and certain phases were passed, new loadouts would be introduced in a system dubbed "tiers", with each successive tier generally featuring more lethal loadout weaponry.

Spartan[edit]

Airborne, Air Assault
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Jetpack
Scout
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Marksman
Primary weapon: M392 DMR
Secondary weapon: None
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Sprint
Recon
Primary weapon: M392 DMR
Secondary weapon: MA37 assault rifle
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Recon Marksman
Primary weapon: M392 DMR
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Sprint
Expert Marksman
Primary weapon: M392 DMR
Secondary weapon: M6G magnum
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Sprint
Guard
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Armor lock
Operator
Primary weapon: M45 shotgun
Secondary weapon: None
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Armor lock
Guard Operator
Primary weapon: M45 shotgun
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Armor lock
Expert Operator
Primary weapon: M45 shotgun
Secondary weapon: MA37 assault rifle
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Armor lock
Grenadier
Primary weapon: M319 grenade launcher
Secondary weapon: MA37 assault rifle
Grenade(s) 3 M9 fragmentation grenades
Armor ability: Sprint
Stalker
Primary weapon: MA37 assault rifle
Secondary weapon: M6G magnum
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Active camouflage
Medic
Primary weapon: MA37 assault rifle
Secondary weapon: M392 DMR
Grenade(s) 2 M9 fragmentation grenades
Armor ability: Drop Shield
Specter[3]
Primary weapon: M319 grenade launcher
Secondary weapon: M6G magnum
Grenade(s) 1 M9 fragmentation grenade
Armor ability: Active camouflage

Elite[edit]

Ranger
Primary weapon: Nakata'vho-pattern plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Jetpack
Warrior
Primary weapon: Nakata'vho-pattern plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Evade
Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: None
Grenade(s) 1 Anskum-pattern plasma grenade
Armor ability: Evade
Honor Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Evade
Champion Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Nakata'vho-pattern plasma repeater
Grenade(s) 3 Anskum-pattern plasma grenades
Armor ability: Hologram
Zealot
Primary weapon: Gadulo-pattern needle rifle
Secondary weapon: None
Grenade(s) 1 Anskum-pattern plasma grenade
Armor ability: Evade
Royal Zealot
Primary weapon: Gadulo-pattern needle rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Evade
Champion Zealot
Primary weapon: Gadulo-pattern needle rifle
Secondary weapon: Nakata'vho-pattern plasma repeater
Grenade(s) 3 Anskum-pattern plasma grenades
Armor ability: Evade
Assassin
Primary weapon: Type-33 needler
Secondary weapon: None
Grenade(s) 1 Anskum-pattern plasma grenade
Armor ability: Active camouflage
Dark Assassin
Primary weapon: Type-33 needler
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Active camouflage
Champion Assassin
Primary weapon: Type-33 needler
Secondary weapon: Nakata'vho-pattern plasma repeater
Grenade(s) 3 Anskum-pattern plasma grenades
Armor ability: Active camouflage
Sentry
Primary weapon: Gadulo-pattern needle rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 3 Anskum-pattern plasma grenades
Armor ability: Armor lock
Champion
Primary weapon: Elo'Nakada-pattern concussion rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Anskum-pattern plasma grenades
Armor ability: Active camouflage

Additional names[edit]

Loadouts in Halo: Reach are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include:

Halo 4[edit]

An image of Halo 4's loadout selection menu in gameplay.
Halo 4's loadout menu right before a game on Haven begins.

Loadouts are given an in-universe explanation. They are mandatory protocols issued to SPARTAN-IV personnel which dictate that they carry a primary weapon like a rifle, carry a secondary weapon like a pistol, choose grenades, equip an armor ability, choose tactical packages, and assign a support upgrade.

Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from Halo: Reach, in which names were chosen from a pre-selected list. Unlike service tags, loadout names are not censored against profanity, as they are not visible to other players.

In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.

In a manner similar to Reach, and later, early Halo 2: Anniversary multiplayer, Halo 4 featured predetermined loadouts for players to use. These featured armor abilities such as hardlight shields and holograms, with assault rifles and DMRs respectively.

Primary weapons[edit]

Primary Weapon Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Assault Rifle Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat. Unlocked by default Unlocked by default
Battle Rifle Utilizes precise, three-round burst functionality, making it a formidable mid-range, semi-automatic weapon. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
DMR Premiere marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably longe distances. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Storm Rifle Fully automatic energy weapon widely considered the successor to the traditional Plasma Rifle. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Covenant Carbine Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Suppressor Fully automatic Forerunner infantry weapon, firing bolts of hard light in rapidly accelerating succession. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
LightRifle Precision weapon that fires beams of hard light for mid-range to long-range combat. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Secondary weapons[edit]

Secondary Weapon Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Magnum UNSC's personal sidearm of choice due to its excellence at close-range to mid-range engagements. Unlocked by default Unlocked by default
Plasma Pistol Semi-automatic energy weapon capable of a scaled-burst effect which disables electronics. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Boltshot Forerunner particle dilator used for both its precision at mid-range and its burst functionality when up close. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Grenades[edit]

Grenades Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Frag Grenade The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. Unlocked by default Unlocked by default
Plasma Grenade The Plasma Grenade, when triggered, is engulfed in latest plasma, allowing it to cling to targets before detonating. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Pulse Grenade The Pulse Grenade forcefully detonates and forms a hazardous ionization sphere which eventuyally collapses, destroying any nearby targets. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points

Armor abilities[edit]

Main article: Armor abilities
Armor Abilities Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Promethean Vision Allow users to detect enemy signatures through walls and other hard surfaces. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points Unlocked by default
Thruster Pack Enables a powerful burst of movement offering the ability to evade or quickly close the gap. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 2 Spartan Points
Jet Pack Allows users limited flight through a vertical lift propulsion system similar to that of EVA reentry packs. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Hologram Allows users to generate a nearly identical holographic decoy to deceive enmeies during combat. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Hardlight Shield Allows users to generate a protective barrier of hard light which stops most small arms fire and some explosives. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Active Camouflage Allows users to generate a visual effect astonishingly close to invisibility. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Autosentry The Fragmentation Grenade, which as existed relatively unchanged for centuries, is used to efficiently clear any dug-in enemies. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points
Regeneration Field An automated turret which can be deployed to defend its user or command a key battlefield chokepoint. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 3 Spartan Points

Tactical packages[edit]

Main article: Tactical package
Tactical Packages Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Shielding Shielding speeds up your armor's energy shield recharge rate. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point Unlocked by default
Mobility Mobility allows unlimited sprint. Reach Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Resupply Resupply allows the recovery of grenades from fallen allies and foes. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
AA Efficiency AA Efficiency increases rate at which energy recharges for Armor Abilities. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Grenadier Grenadier increases grenade carrying capacity. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Firepower Firepower allows the use of a primary weapon in the secondary weapon slot. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Points
Requisition In modes with personal ordnance, Requisition lets the player request new choices when an ordnance is granted. Reach Spartan Rank TK-10
Wheelman Wheelman increases the durability of vehicles the player is commandeering and mitigates the effects of EMPs. Reach Spartan Rank OP-10
Fast Track Fast Track allows user to advance quicker in rank. Reach Spartan Rank PR-10 Unavailable
Resistor Resistor allows the player to maintain their full mobility and dexterity while taking incoming fire. Purchase the Champions Bundle Unlocked by default as of December 2022 update[4]

Support upgrades[edit]

Main article: Support upgrade
Support Upgrades Description Unlock requirements
(Halo 4)
Unlock requirements
(Halo: MCC)
Ammo Ammo increases the ammunition capacity for both starting weapons and ordnance drops. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point Unlocked by default
Dexterity Dexterity speeds up and weapon swapping. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Sensor Sensor increases motion sensor range. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Awareness Awareness allows the use of motion sensors while using a scope. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Explosives Explosives alters grenade performance, increasing blast radius and decreasing grenade damage received. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Ordnance Priority In modes with personal ordnance, Ordnance Priority offers more frequent ordnance drops to user. Reach Rank (Halo 4)Rank (Halo 4)Rank (Halo 4) and purchase for 1 Spartan Point
Stability Stability steadies your weapon while being struck by incoming fire. Reach Spartan Rank RG-10
Gunner Gunner increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets. Reach Spartan Rank PT-10
Stealth Stealth dampens your footsteps, making you harder to see on Promethean Vision, and increases your assassination speed. Reach Spartan Rank WK-10
Nemesis Nemesis marks enemy responsible for your last death. Reach Spartan Rank SK-10
Drop Recon Drop Recon calls out ordnance drops in advance. Reach Spartan Rank EN-10
Recharge Recharge lowers the time it takes before one's shields begin recharging. Unlocked by default as of August 20, 2013[5] Unlocked by default as of December 2022 update[4]
Survivor Survivor prevents the death of operators when their vehicle is destroyed.

Loadouts can be edited for use in custom gametypes. In this situation, "power weapons" like sniper rifles and rocket launchers can be added. Additionally, options that the player hasn't unlocked in War Games can still be used, even Specialization-specific tactical packages and support upgrades.

Guest players are able to customize their loadouts with any and all options which have been unlocked by their host.

Halo: Spartan Assault[edit]

The loadout menu of Halo: Spartan Assault.
The loadout menu of Halo: Spartan Assault.

Through the UNSC Tactical Simulator, the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game XP or real-world credits.

Different sets of armor abilities and boosters are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.

Primary weapon[edit]

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Secondary weapon[edit]

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Armor abilities[edit]

Main article: Armor abilities

Booster[edit]

Main article: Boosters
  • Damage Booster
  • Score Booster
  • Resistance Booster
  • Respawn Booster
  • Shield Booster

Halo 2: Anniversary[edit]

A menu of Halo 2: Anniversary's weapon sets, showing 3 predetermined classes.
The weapon set menu of Halo 2: Anniversary, showcasing the three predetermined classes made for the game's multiplayer.

Loadouts received minimal use in Halo 2: Anniversary being in some social variations of gametypes present, such as Lockdown Slayer. While competitive gametypes would not use loadouts in the way Reach would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, Anniversary's social gametypes would shift to using a single loadout.

Social (2014)[edit]

SMG
Primary weapon: M7 SMG
Grenade(s) 2 M9 fragmentation grenades
Plasma Rifle
Primary weapon: Okarda'phaa-pattern plasma rifle
Grenade(s) 2 Anskum-pattern plasma grenades
Magnum
Primary weapon: M6C magnum
Grenade(s) 2 M9 fragmentation grenades

Social (2018)[edit]

Battle Rifle
Primary weapon: BR55 battle rifle
Grenade(s) 2 M9 fragmentation grenades
Battle Rifle
Primary weapon: BR55 battle rifle
Secondary weapon: M7 SMG
Grenade(s) 2 M9 fragmentation grenades

Hardcore[edit]

Battle Rifle
Primary weapon: BR55 battle rifle
Grenade(s) 2 M9 fragmentation grenades

Additional names[edit]

A returning feature from Reach, loadouts can be tagged with predetermined names for custom game setups. These include:

  • Custom 1
  • Custom 2
  • Custom 3
  • Assault Rifle
  • Battle Rifle
  • SMG
  • Plasma Rifle
  • Magnum Pistol
  • Sentinel Beam
  • Carbine
  • Energy Sword
  • Shotgun
  • Boomstick
  • Rocket Launcher
  • Sniper
  • Elite
  • Zealot
  • Guardian
  • Hunter
  • Shadow
  • Enforcer
  • Spartan
  • Heretic
  • Assault
  • Marksman
  • Scout
  • Juggernaut
  • Pro Battle Rifle
  • Survivor
  • SWAT
  • Heavy
  • Grenadier
  • Random
  • Noob

Halo: Spartan Strike[edit]

Loadout/armory menu of Halo: Spartan Strike.
The loadout system of Halo: Spartan Strike.

Following in Spartan Assault's footsteps, Spartan Strike offers a wide variety of weaponry to equip in loadouts, ranging from assault rifles to heavy weapons like rocket launchers. Alongside these weapons are armor abilities and boosts. Like Spartan Assault, weapons, armor abilities and boosters are single-use, only being available in the mission they're purchased for, and having to be purchased again if the player completes or quits the level.

Unlike Spartan Assault, Spartan Strike forgoes real world currency as a means of obtaining weapons and loadout armaments. Instead, a currency dubbed "credits", in-game currency, is able to be earned and used to purchase weapons. Adding score multipliers in the form of skulls will add a percentage to the credits earned.

Primary weapon[edit]

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Secondary weapon[edit]

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Armor abilities[edit]

Main article: Armor abilities

Booster[edit]

Main article: Boosters

Halo 5: Guardians[edit]

An image of Halo 5: Guardians' loadout menu, featuring the six available loadout weapons.
Halo 5's loadout menu during a game of Warzone Firefight on Escape from ARC.

Loadouts in Halo 5: Guardians would return, being present in a state more akin to Halo 4 than Halo 2: Anniversary's more classic-styled approach, and would only be present in the game's Warzone offering. Like 4, 5 allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example.

Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection.

Weapons[edit]

Armor mods[edit]

Main article: Armor mods
  • Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
  • Auto-Medic (Health and shield recharge rate is increased)
  • Death from Above (Increases ground pound's charge time, damage, knockback, and speed)
  • Upgraded Shields (Increased shield strength)
  • Frag Grenade Expert (Increased frag grenades in inventory)
  • Grenadier (Increased grenade damage, decreased grenade damage taken)
  • Reflex Enhancers (Weapon handling is increased, and the player can reload while sprinting)
  • Splinter Grenade Expert (Increased splinter grenades in inventory)
  • Wheelman (Vehicle damage resistance is increased, and vehicles can recover from EMPs quicker. Armor mod's effects stack per user)
  • Patrol Case (Increased ammo in loadout and requisitioned weapons)
  • Plasma Grenade Expert (Increased plasma grenades in inventory)
  • Speed Booster (Movement speed and jump height is increased)
  • Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
  • Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)

Gallery[edit]

Menu images[edit]

Sources[edit]