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M7 SMG: Difference between revisions

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{{Ratings}}
{{Status|Canon}}
{{Era|H2|H3|FS|GOO|UP|HGN}}
{{Disambig header|the SMG introduced in [[Halo 2]]|the SMG introduced in [[Halo 5: Guardians]]|M20 SMG}}
{{Weapon
{{Weapon infobox
| image=[[Image:BnetH3smg.jpg|300px]]
|image=[[File:H2A Campaign M7 SMG.png|300px]][[File:H2A MP M7 left transparent.png|280px]]<br>Two variants of the M7 SMG.
| name=M7/Caseless SMG
|manufacturer=[[Misriah Armory]]<ref name="vis">'''[[Halo: The Essential Visual Guide]]''', ''page 189''</ref>
| manufacturer=
|series=M7
| developed=At least before 2531
|type=Caseless Submachine Gun
| model=M7/Caseless Submachine Gun
|cost=1484 [[Credit|cR]]{{Ref/Site|Id=H3|URL=http://halo.bungie.net/projects/halo3/content.aspx?link=h3smg|Site=Bungie.net|Page=The M7 / Caseless SMG|D=24|M=01|Y=2021|LocalArchive=Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present/M7}}
| type=Fully Automatic Submachine Gun
|variant=[[M7S SMG]]
| cost=cR. 1484
|service=[[Insurrection]] <br> [[Human-Covenant War]] <br> [[Post-Covenant War conflicts]]
| size=
|affiliation=[[United Nations Space Command]]
Handheld, Single Handed ([[Dual Wield|Dual Wieldable]])
|weight=Empty: 1.3 kg (2.86 lbs){{Ref/Reuse|H3}} <br>
*Dimensions:
Loaded: 2.88 kg (6.36 lbs){{Ref/Reuse|H3}}
**Length (extended): 62.7 cm (24.68 in.)
|length=Extended: {{Convert|62.7|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}} <br>
**Length (retracted): 47.4 cm (18.66 in.)
Retracted: {{Convert|47.4|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
**Length (barrel): 15 cm (5.9 in.)
|width={{Convert|6.6|cm|in}}<ref name="universe">[https://www.halowaypoint.com/en-us/universe/weapons/submachine-gun '''Halo Waypoint''': ''SMG'']</ref>
*Weight:
|height={{Convert|20.6|cm|in}}{{Ref/Reuse|universe}}
**(empty): 1.3 kg (2.86 lbs)  
|ammotype=5×23mm [[M443 Caseless Full Metal Jacket|M443 Caseless FMJ]]{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
**(loaded): 2.88 kg (6.36 lbs)
|capacity=
| damage per hit=Halo 2: Low, Halo 3 Medium
|feed=60 round magazine{{Ref/Reuse|H3}}<ref name="enc320">'''[[Halo Encyclopedia (2009 edition)]]''', ''page 320'' (2011 edition)</ref>
| magazine=60 Rounds
|operation=Gas-operated, rotating breech
| maxammo=
|rate=900 rounds/min{{Ref/Reuse|H3}}
*240 Rounds or 4 Magazines (Single-Wielded)
|velocity=427 m/s (1400 ft/s){{Ref/Reuse|H3}}
*480 Rounds or 8 Magazines (Dual-Wielded)
|optics=
| fire=Fully Automatic/Three round bursts(only in the books)
|range={{Convert|50|m|ft}}{{Ref/Reuse|H3}}
| ammotype=5x23mm [[M443 Caseless Full Metal Jacket]]/.197 Caliber Rounds
| operation=Gas System With Rotating Breech
| rate of fire=*15 rnds/sec (900 rnds/min) (High)
*Muzzle velocity: 427 m/s (1300 f/s)
| accuracy=Halo 2: Low, Halo 3: Moderate
| range=50 meters (155 ft) (Close to medium)
| era=
| counterpart=*Brute: [[Type-25 Carbine]]
*Elite: [[Plasma Rifle]]|
|counterwep=*At Close Range: [[M90 Shotgun|Shotgun]], [[Energy Sword]],
*At Medium range: [[Battle Rifle]], [[MA5C Assault Rifle]], [[Covenant Carbine]]
*At Long range: Either Sniper Weapon
| affiliation=[[United Nations Space Command]]
}}
}}
{{Quote|I’ve seen a [[SPARTAN-II program|Spartan]] use two at once, tearing the crap out of the [[Unggoy|little ones]]; sending the [[Sangheili|big ones]] down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank.|Anonymous [[E2-BAG/1/7]] serviceman}}


{{Quote|I’ve seen a [[Spartan-II|Spartan]] use two at once—tearing the shit out of the [[Grunts|little ones]]; sending the [[Brutes|big ones]] down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a [[John-117|seven-foot-tall walking tank.]]..|Anonymous Marine}}
The '''M7/Caseless Submachine Gun'''{{Ref/Reuse|H3}} ('''M7/SMG''') is a personal defense weapon developed and manufactured by [[Misriah Armory]]. It is commonly used by infantry, special forces, and vehicle crews of the [[United Nations Space Command]] armed forces. A suppressed version of the weapon, the [[M7S SMG]], is often issued to special operations personnel.{{Ref/Reuse|enc320}}<ref name="ODST">[http://halo.bungie.net/projects/odst/guide.aspx '''Bungie.net''': ''Halo 3: ODST Guide'']</ref>


Originally, the M7 SMG was issued solely to vehicle crews as an emergency weapon; however, the submachine gun became widely used during the [[Insurrection]]. The weapon became favored by paramilitary police units and [[UNSC Special Forces]] units for its efficiency in eliminating [[Insurrectionist|insurgents]] located in orbital habitats and cluttered urban environments. Due to this efficacy, the M7 was also popular with those same Insurrectionists. Although the UNSC began trialing a [[M20 PDW|replacement]] for the weapon, the M7 SMG remains the current submachine gun model used by the UNSC following the [[Human-Covenant War]].{{Ref/Reuse|universe}}


The '''M7/Caseless Submachine Gun'''<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3smg</ref>, or more commonly known as the '''M7 SMG''', or just '''SMG''', is a [[United Nations Space Command]] infantry and special operations weapon.
==Overview==
===Design details===
[[File:Halo3 M7 SMG left.png|thumb|left|200px|The M7 Caseless SMG as seen in ''Halo 3''.]]
The M7/Caseless Submachine Gun is an automatic submachine gun that fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the horizontally stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day [[Wikipedia:FN P90|FN P90 PDW]].


There is also another silenced version, the [[M7S Submachine Gun]], which is equipped with a external suppressor to mute gunshots and increase stealth advantages.  
The SMG has a polymer pistol grip, folding fore-grip, [[iron sights]], a collapsible buttstock, as well as a titanium body. The design of the gun is most likely inspired by the [[Wikipedia:Heckler & Koch MP7|HK MP7]]. The SMG must be cocked before it can fire the first round. The charging handle is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle although not illustrated in-game, can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The magazine release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.


== Introduction ==
The SMG has a rifled barrel that is 15&nbsp;cm (5.9 in.) long.{{Ref/Reuse|H3}} This weapon can also be affixed with a [[suppressor|M49 sound suppressor]];{{Ref/Reuse|universe}} in this configuration, the weapon is designated the [[M7S SMG|M7S Caseless Submachine Gun]].{{Ref/Reuse|ODST}} The weapon is 47.4&nbsp;cm (18.66 in.) long with the stock retracted and has a maximum length of 62.7&nbsp;cm (24.68 in.) when the stock is fully extended.{{Ref/Reuse|H3}}


The M7/Caseless Submachine Gun is a [[dual wield]]able [[weapon]] seen in [[Halo 2]] and [[Halo 3]]. At medium or far range, the M7 is inaccurate, but at close quarters, it is a flexible and reliable close-quarters weapon, but when dual wielded, SMGs are capable of causing extreme damage in a small amount of time.
===Ammunition===
{{Main|M443 Caseless Full Metal Jacket}}
Unlike most UNSC weapons, the M7 uses [[Wikipedia:Caseless ammunition|caseless]] 5×23mm ammunition, meaning it does not have a metallic casing surrounding the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the adhesive and propellant are both vaporized when fired, there is no need to eject spent casings. Though not featured in-game, contemporary caseless ammunition is highly susceptible to cook-off, the accidental firing of rounds due to built-up heat in the receiver.


== Summary ==
This feature is very beneficial. In addition to increasing fire rate by removing the extraction and ejection phases of the weapon's cycle, it reduces friction inside the magazine, one of the main causes of malfunctions in weapons. This is also conducive to dual-wielding, since the user need not concern themselves with hot brass expelled from the weapon held in the left hand. The projectile itself is jacketed in metal, usually a copper alloy in standard military ammunition, to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.


The M7/Caseless Submachine Gun (also known as ''the bullet hose'' or ''SMG'') is a fully automatic  , gas-operated, magazine fed, dual wieldable, short to medium  range sidearm. The SMG fires 5x23mm Caseless FMJ (Full Metal Jacket) rounds from a 60-round magazine at a velocity of 427 m/sec (1300 ft/sec) with an extremely high rate of fire (15 rounds/sec or 900 rounds/min). This high rate of fire combined with the weapon's relatively low weight leads to tremendous recoil and forces the barrel to steadily creep upwards during continuous, automatic fire. It also sports a telescoping stock and fore-grip. The SMG lacks range (only being effective up to 50 meters) as well as accuracy so it is strictly a short range weapon. If you carry this weapon you, ideally, should be good at short range combat (as close as you would be with a shotgun). In Halo 2 only 15 shots would kill an opponent, given that they all hit. Halo 3 has seen the slight weakening of the SMG, with projectile force and overall range reduced.
==Variants==
*'''[[M7S SMG]]''': A variant of the M7 SMG that features an [[SS/M 49]] [[Suppressor (attachment)|sound suppressor]], underslung [[flashlight]], laser aiming module, and [[SLS/V 5B]] [[smart-linking|smart-linked]] scope.{{Ref/Book|Id=Enc22p167|Enc22|Page=167}}
*One or more undesignated variants of the M7 SMG tailored to fire standard 5×23mm ammunition rather than the caseless variety.{{Ref/Book|Id=Enc11p320|Enc11|Page=320}}{{Ref/Film|Id=HLTB|Film=Halo Legends|Story=The Babysitter}}<ref>[http://forums.bungie.org/halo/archive32.pl?read=949702 '''halo.bungie.org''', ''Re: After my 4th viewing of The Babysitter...'']</ref>


== Physical Description And Appearance ==
==Gameplay==
===Advantages===
Nicknamed the "bullet-hose", the SMG is one of the best close-quarters firearms due to its large 60-round magazine and hit-scan properties. Suited for close-range combat, the SMG is extremely deadly against unshielded targets and can down shielded targets within seconds if dual-wielded.


The M7/Caseless Submachine Gun is an automatic UNSC submachine gun that fires 5x23mm Caseless FMJ (Full Metal Jacket) rounds. It fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the vertically stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day [http://en.wikipedia.org/wiki/FN_P90 Fabrique Nationale P90 SMG], as well as the HK G11 experimental assault rifle, which utilized a vertical loading system, like the M7, and caseless rounds, also like the M7.
The SMG can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a {{Pattern|Okarda'phaa|plasma rifle}}, can be a deadly combination as the plasma rifle depletes the opponent's shields with ease and the SMG rapidly tears through their health. Similar deadly combination, often referred to as the "[[noob combo]]", is dual-wielding the SMG and [[Type-25 plasma pistol]]. The charged shot from the plasma pistol will deplete the shield of the opponent and a full burst of SMG fire will tear through the now-exposed flesh and armor.


The SMG has a polymer handle, foregrip, [[iron sights]], and retractable stock, as well as a titanium body, and is gas-operated with a rotating breech. The SMG must be cocked before it can fire the first round. The handle to cock the weapon is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle (although not illustrated in-game) can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The mag release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.
===Disadvantages===
As aforementioned above, the SMG received the nickname "the Bullet-Hose" due to its high rate of fire, low accuracy, and inability to be fully controlled when fired in full-auto. The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close-quarters combat, the SMG is only outperformed by the [[M90 shotgun]], the [[Type-1 energy sword]], and the [[Gravity hammer (fiction)|gravity hammer]]. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire and will climb faster if players dual-wield it. This forces the players to continually move their reticule down to keep the enemy in their sights but is not a big limiting factor. This, as well as the poor accuracy can be slightly countered, using a burst-fire technique, unleashing about five bullets each pull of the trigger. It also has the problem of an extremely long reload time when dual-wielded, making it easy to be killed while changing magazines. This problem however can be solved by volley firing the weapons, so while one is reloading the other is still firing. This tactic reduces the power of having two SMGs but gives the advantage of approximately 40+ seconds of non-stop firing.


The SMG has a rifled barrel that is 15 cm (5.9 in.) long. This weapon can also be attached with a silencer (not in any Halo game), but causes an uproar unsilenced. The weapon is 47.4 cm (18.66 in.) long with the stock retracted, and has a maximum length of 62.7 cm (24.68 in.) when the stock is fully extended. The stock is also fully adjustable. The Halo 3 SMG is basically the same but has a slightly shorter foregrip and has red dots at the receiver end of the magazine. This weapon does not possess a safety and is dual-wieldable.
===''Halo: Spartan Assault'' and ''Halo: Spartan Strike''===
*The SMG appears exclusively in dual-wielded form.
*The maximum ammo capacity during gameplay is 300.


==Changes in Halo 3==
===Changes from ''Halo 2'' to ''Halo 3''===
[[Image:Halo_3_SMG_view_enlongated.jpg|thumb|right|250px|The Halo 3 SMG. The red dots are clearly visible]]
*Increased accuracy, range, damage and rate of fire.
*Red dots at the receiver end of the magazine.
*Slightly shorter foregrip.
*Increased accuracy.
*Increased range.
*Increased rate of fire.
*There is now a delay before the barrel actually starts to climb.
*There is now a delay before the barrel actually starts to climb.
*More damage.
*The player's reserve ammunition capacity is reduced from 360 to 240, and when dual wielded include single wield from 180 to 120.
*The sound of the gun firing is slightly different, sounding more powerful.
*More damage per round, takes 23 shots instead of 25 to kill a fully shielded Spartan or Sangheili.
* New firing sound which sounded more powerful and beefier.


==Advantages==
===Changes from ''Halo 3'' to ''Halo 2: Anniversary''===
The SMG is an excellent suppressive weapon, in campaign against an unwitting AI or at close range online. It is also works great against swarms of [[Flood]]. When firing upon a [[Battle Rifle]] user or a [[Sniper Rifle]] user, the scope will become unusable once the user is hit, reducing their accuracy and giving you the advantage and the incentive to charge assuming you are positioned close enough to you opponent. Also, since it has more ammo than the [[MA5C Assault Rifle]], you will have to reload less often than if you were to use the MA5C. Because of their large magazine, one can easily continue through targets with little pause for reload.  Like other UNSC firearms, the SMG performs well against unshielded targets, and can kill them rather quickly. The SMG can also form part of the most effective dual-wield combos in the game. In particular, the SMG/Plasma Rifle combo is very effective due to the [[Plasma Rifle]]'s ability to quickly break shields and the SMG's relatively high damage against unshielded targets. Another favored combo is dual-wielding the SMG with the [[Plasma Pistol]] (Often called "the noob combo" by bitter veterans and victorious masters, a title which is shared with the more prominent and common Battle Rifle/Plasma Pistol combo). The firing of a charged shot from the Plasma Pistol to completely deplete the shield of your opponent should be followed with a full burst of SMG fire to tear through now-exposed flesh and armor. In ''Halo 3'', this tactic has been made less effective when holding down the trigger of the Plasma Pistol as it will cause your battery to deplete rapidly. Other combinations include, but are not limited to, [[Spikers]], [[Maulers]], dual SMGs, and the SMG/Magnum combos. When dual wielded they become an extremely formidable close range weapon. An SMG/Spiker combo can be more effective than an SMG/Plasma Rifle combo, providing the player can cope with the recoil. The SMG is very effective against swarms of [[Drones]] at somewhat close range, but the Battle Rifle has shown to be much more effective against such swarms.
*Now affected by reticle bloom
*Other stats reverted to a more ''Halo 2''-esque state.
*Model in the campaign features a more angular design.
*Now features an accessory rail on top.
*Now has an extra reload animation when the magazine is depleted.


==Disadvantages==
==UNSC remarks==
[[Image:Halo3 Spartan-smg-01.jpg|thumb|right|200px| A [[Spartan-II]] in [[CQB]] armor [[Dual wielding]] SMGs.]]
*''“The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”''
The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close ranges it is completely overpowered and outperformed by the [[Shotgun]] and [[Energy Sword]]. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire. This forces you to continually move your reticule down to keep the enemy in your sights. This, as well as the poor accuracy can be slightly countered using a burst-fire technique, unleashing about 5 bullets each pull of the trigger. It also has the problem of an extremely long reload time, making it easy to be killed while changing magazines.
*''“It’s actually comparable in weight to the [[M6 Series|M6]]—favorably, in fact. That and not having to worry about the hot casing dropping down on your boot makes it a pretty clear choice which one I think is the better system.”''
*''“Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time, I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterward, though.”''
*''“It’s not a death ray but nobody likes getting shot. Not even [[Jiralhanae|Bravo Kilos]]. And you can fill the air with a lot of lead with an M7."''
*''“The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”''
*''"I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."''


In ''Halo 3'', the SMG has been much improved. By itself, the SMG can be an extremely devastating weapon in CQB, simply because of its high ammo capacity and lightning fast melee.  Many players prefer a SMG to an Assault Rifle because of these traits. While the AR has better range and damage, the SMG is better in close quarters.
==Production notes==
While the M7 first debuted in ''Halo 2'', the concept for an SMG originated in the [[Development of Halo: Combat Evolved|production]] of ''[[Halo: Combat Evolved]]''. Named in-game as the "12.7mm MP-99 Para", 1999-2000-era builds of the third-person era of ''Combat Evolved'' feature an SMG which can be wielded by the player. Unfortunately, it was one of [[Cut Halo: Combat Evolved weapons|weapons cut]] from final release.


==Against the Covenant==
==Trivia==
{{Linkbox|gameplay=yes|gallery=yes}}
*In ''Halo 2'', when the player wields a single M7, the SMG's stock is extended. When the M7 is dual-wielded, the stock is collapsed. In ''Halo 3'', the stock remains locked halfway in both the first-person and third-person animations, regardless of whether the weapon is being dual-wielded.
*The circular ramp the M7 uses to feed rounds into the chamber is similar to the mechanism utilized in the real-world [[Wikipedia:FN P90|FN P90 submachine gun]]. However, the P90 uses a top-loaded magazine that feeds cased 5.7×28mm rounds horizontally.
*The fictional 'PDW-57' submachine gun featured in Call of Duty: Black Ops 2 resembles the M7 SMG especially its unique bullpup design.
* Its name is a reference to the number [[7]].


Employed against certain members of the [[Covenant]], the SMG can be a useful weapon. When fired in short bursts, it can easily decimate whole squads of [[Grunts]] or Drones. The SMG is also very useful against [[Jackals]], with the 5 mm round curiously "stunning" the Jackal. It is not as effective against [[Brutes]] or [[Hunters]]. The SMG performs poorly against the [[Elite Personal Energy Shield|shields]] of [[Elites]] (but they do take them out quickly, just not as fast as a plasma weapon like the Plasma Rifle would). However, once the Elite is unshielded, it can be killed rather quickly. Against Elites, it is recommended to [[dual wielding|dual wield]] the SMG with a plasma weapon due to the latter's superior anti-shield capabilities.
==Gallery==
===''Halo 2''===
<gallery>
File:H2-Concept-M7SMG-Back.png|Rear concept art of the M7 SMG.
File:H2-M7SMG-FrontRender.png|An angled view of an early render of the M7 SMG.
File:H2-M7SMG-BackRender.png|A back-view of an early render of the M7 SMG.
File:H2-MasterChiefMkVI.png|Master Chief John-117 dual-wielding M7 SMGs.
File:H2-MCwithSMGs-FullBody.png|Master Chief crouching while dual-wielding M7 SMGs.
File:H2 SMG render.jpg|Render of the M7 SMG.
File:Halo2-M7SubmachineGun.png|An angled profile view of the final M7 SMG.
File:H2 M7 SMG.png|The M7 SMG with the stock extended.
File:Different smgs.jpg|Two M7 SMGs with the collapsible stock in various positions.
File:H2-MP-OneHanded-M7SMG.jpg|First-person view of the M7 on [[Ascension]].
File:H2-MP-DualWield-M7SMGs-02.jpg|First-person view while dual wielding M7s.
</gallery>
===''Halo 3''===
<gallery>
File:H3 ManualCover 2 Concept 3.jpg|Concept art of John-117 with the M7 SMG.
File:Halo3-MasterChief-DualSMGs.png|Render of John-117 dual-wielding M7 SMGs.
File:H3 CQB Spartan holding smgs.jpg|A SPARTAN-II dual wielding SMGs, with an [[M41 rocket launcher]] on his back.
File:M7-Caseless SMG.jpg|Promotional image of the M7 SMG.
File:H3-M7SMG-LeftSide.png|A left-side view of the M7 SMG.
File:H3-M7SMG-RightSide.png|A right-side view of the M7 SMG.
File:Halo3 M7 SMG right.png|An angled view of the M7 SMG.
File:H3-M7HUD.png|First-person view of the M7 SMG on [[Guardian]].
File:H3-M7DualWieldHUD.png|First-person view while dual wielding M7 SMGs.
</gallery>
===''Halo Wars''===
<gallery>
File:Hw-prima-blog-05-01-crop.jpg|[[Douglas-042]] and [[Alice-130]] using M7 SMGs against [[Stealth Sangheili]] during the [[Battle of Trove]].
File:Douglas-042.png|Render of Douglas-042 dual wielding M7 SMGs.
File:HWunit Spartan.png|In-game view of a Spartan dual wielding M7 SMGs.
</gallery>
===''Halo 4''===
<gallery>
File:H4-Concept-M7SMG.jpg|Concept art of the M7 SMG that was to appear in ''[[Halo 4]]'', but was [[Cut Halo 4 weapons|cut]].
File:H4 Alpha SMG Screenshot 1.jpg|A left-side view of the redesigned M7 SMG in the ''Halo 4'' alpha.
File:H4 Alpha SMG Screenshot 2.jpg|A right-side view of the redesigned M7 SMG in the ''Halo 4'' alpha.
File:H4 Alpha SMG Screenshot 3.jpg|John-117 holding the redesigned M7 SMG in the ''Halo 4'' alpha, in a [[Cut Halo 4 levels#Lighting reference test maps|lighting test map]]. Note the lack of dedicated animations.
</gallery>
===''Halo 2: Anniversary''===
<gallery>
File:H2A-KeyesWithSMG2.jpg|Commander [[Miranda Keyes]] wielding an M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2A-M7SMG-SideProfile.png|Side view of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2A - SMG.png|Render of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:UNSC_M7_smg2.png|M7 with collapsed stock in ''Halo 2: Anniversary'' campaign.
File:UNSC_M7_smg.png|M7 with extended stock in ''Halo 2: Anniversary'' campaign.
File:H2ACP-M7HUD.png|First-person view of the M7 SMG in ''Halo 2: Anniversary'' campaign.
File:H2ACP-M7DualWieldHUD.png|First-person view while dual wielding in ''Halo 2: Anniversary'' campaign.
File:H2A MP M7 left.png|A M7 SMG in ''Halo 2: Anniversary'' multiplayer.
File:H2AMP-M7.png|A Spartan using an M7 SMG on [[Stonetown]].
File:H2AMP-M7DualWield.png|A Spartan dual wielding M7 SMGs.
File:H2AMP-M7HUD.png|First-person view of the M7 SMG in ''Halo 2: Anniversary'' multiplayer.
File:H2AMP-M7DualWieldHUD.png|First-person view while dual wielding.
</gallery>


==Against the Flood==
===''Halo Online''===
<gallery>
File:HO-DMGM7.png|The DMG M7B on Riverworld.
File:HO-ROFM7.jpg|The ROF M7B on Riverworld.
File:HO-ACCM7.jpg|The ACC M7B on Riverworld.
File:HO-GoldenM7.jpg|The golden M7B on Guardian.
File:HO_M7B_SMG_variants.png|''Halo Online'' variants of the M7B.
</gallery>


The SMG performs well against all Flood forms (except shielded Elite Combat Forms) due to the Flood's preference to close quarters combat. An SMG is capable of taking out large groups of [[Infection Forms]]. It is commonly used to shoot off a [[Combat Form]]'s arms to prevent them from attacking you.
==List of appearances==
{{Col-begin}}
{{Col-2}}
*''[[Halo: First Strike]]'' {{1st}}
*''[[Halo 2]]''
*''[[Halo Graphic Novel]]''
**''[[Armor Testing]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo: Contact Harvest]]''
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[The Life]]''
*''[[Halo 3: ODST]]''
{{Col-2}}
*''[[Halo Legends]]''
**''[[Prototype]]''
**''[[The Package (animated short)|The Package]]''
**''[[Origins]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Dirt]]''
**''[[Midnight in the Heart of Midlothian|Midnight in the Heart of Midlothian motion comic]]''
*''[[Halo: Blood Line]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo 2: Anniversary]]''
*''[[Hunt the Truth]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo: Last Light]]''
*''[[Halo: The Fall of Reach - The Animated Series]]''
*''[[Halo Mythos]]''
*''[[Halo: Fractures]]''
**''[[A Necessary Truth]]''
*''[[Halo: Retribution]]''
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*''[[Halo: Oblivion]]''
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo: Outcasts]]''
{{Col-end}}


In ''Halo 3'' the SMG rips through the Flood like paper, especially unarmored forms like the Human Combat form and the Infection Forms. It's not so good against the Tank Forms and other Pure Forms, due to their high resistance to all weaponry (except fire).
==Sources==
{{Ref/Sources}}


==Ammunition==
{{Human sidearms}}
 
[[Category:Submachine guns]]
The SMG uses M443 Caseless rounds, a radically different kind of ammunition than the kind found in other UNSC weapons. This ammunition is classified as "caseless," meaning it does not have a metallic casing surround the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the chemical "casing" is vaporized when fired, there is no need to eject spent brass casings.
 
This feature is very beneficial. It reduces friction inside the magazine, one of the main causes of jamming in weapons. It also negates the need to expel casings, which also is a major cause of jamming, as mentioned above. This is important, as a user wielding two M7s at once would not want to have hot brass flying in his face from the eject port of the weapon in his left hand. The projectile itself is "jacketed," or coated, in metal (possibly copper or steel) to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.
 
The SMG's 5x23mm (.197 caliber) rounds, while smaller than most other SMGs, could classify it as a PDW (Personal Defense Weapon), which it has already taken several design cues from (read below).
 
==Influence==
 
The M7 appears to take its design from three real-world firearms. The first is the Heckler and Koch G11, a caseless prototype assault rifle developed in the 1980's. The second is the Fabrique Nationale de Herstal P90. The last one is the H&K MP7. The M7 takes its caseless ammunition concept and feed mechanism from the G11, and its design from the latter two. As the MP7 and P90 are both personal defense weapons, it can be assumed that the M7 falls under this classification as well. Its slanted front, foregrip, and expandable stock come from the MP7, while its ergonomic grip and the horizontal magazine in a bullpup configuration come from the P90.
 
==Observations==
 
Recoil from all but sustained fire is very controllable. Although the M7 submachine-gun is primarily issued to [[vehicle]] crews, it is also a favorite of commando teams in its sound suppressed version – the M7S.
 
==UNSC Remarks==
 
“The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”
 
“It’s actually comparable in weight to the [[M6]] — favorably, in fact. That and not having to worry about the odd casing dropping down your boot makes it a pretty clear choice which one I think is the better system.”
 
“Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time—I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterwards, though.”
 
“It’s not a deathray but nobody likes getting shot. Not even bravo kilos. And you can fill the air with a lot of lead with an M7."
 
“I’ve seen a [[Spartan]] use two at once—tearing the shit out of the [[Grunts|little ones]]; sending the [[Brutes|big ones]] down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a [[Spartan|seven-foot-tall walking tank]].”
 
“The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”
 
== Character Compatibility ==
[[Image:MCwithSMGs.jpg|thumb|Master Chief with Dual SMG's]]
*[[Spartans]]
*[[Marines]]
*[[Flood]] [[Combat Form|Combat Form (Human)]]
*[[Flood]] [[Combat Form|Combat Form (Elite)]]
*[[Elites]]
*[[Drones]] (has animation but is not used){{fact}}
 
== Equivalents ==
*[[Type 25 Carbine]]
*[[Plasma Rifle]]
*[[Brute Plasma Rifle]]
 
== Trivia ==
[[Image:Silencedsmg.PNG|thumb|The [[M7S]] is a [[suppressed]] variant of the M7]]
*The Level [[Outskirts (Level)|Outskirts]] has one of the biggest numbers of SMGs in any of the Halo games.
*There has been a song made about duel wielding SMG's and how awesome they are.
*In [[Halo 2]], this weapon fills a similar niche as the [[MA5B Assault Rifle]] of the original Halo, featuring the same rate of fire and ammo capacity, and even offers very similar power and combat capabilities when dual wielded. It also has the same aiming reticule as the [[MA5B]].
*Spare ammunition packs for the M7 SMG in [[Halo 2]] are marked in red.
*It seems to be [[SPARTAN-117]]'s weapon of choice in [[Halo 2]], when dual-wielded, and he is frequently seen dual-wielding SMGs. This image is seen on the cover of [[Halo 2]] and its strategy guide. Another possibility is that it's to showcase the then new ability to dual wield.
*[[Bungie]] was not happy on how the [[M6D Pistol]] and the [[MA5B]] behaved in [[Halo: Combat Evolved]]. They complained that the [[M6D]] behaved more like a rifle and the MA5B behaved like an SMG. Thus, in ''Halo 2'', the [[M6C]], [[BR55]], and the SMG were born. Robert McLees, a weapons designer in Bungie, commented, "Now we have a rifle that behaves like a rifle, an SMG that acts like an SMG, and a pistol that acts like a pistol."
*Although the M7 Submachine Gun is primarily issued to vehicle crews, it is also a favorite of commando teams in its sound suppressed version – the M7S.
*The issuing of the [[M7]] to vehicle crews is similar to how real world vehicle crews are issued carbines and SMGs because of the fact that these weapons would take up less space in a vehicle.
*While encountered throughout the [[campaign]] mode in ''Halo 2'' , M7's are only usable in the levels [[Crow's Nest (Level)|Crow's Nest]], [[Floodgate (Level)|Floodgate]], [[Cortana (Level)|Cortana]], and [[Halo (Halo 3 Level)|Halo]] in ''Halo 3''.
*They were first put into the games in Halo 2, but were seen before in the [[Halo Universe]], like in [[Halo: Contact Harvest]] and [[Halo: First Strike]] and around the year [[2535]] in use by [[Kurt]] in [[Halo: Ghosts of Onyx]].
*In Halo: Contact Harvest, [[Staff Sergeant]]'s [[Avery Johnson]] and [[Nolan Byrne]]'s squads use M7 submachine guns when they raid the insurrectionist bomb shop and again when they attack the covenant on the [[Tiara]]. It was also used by the constables that guarded Governor [[Thune]]'s office in [[Utgard]].
*This weapon is used by many characters on [[Red vs Blue]] mostly on the red team. When Donut was once asked to fire (in Caboose's mind), he said he couldn't because it was a purse.
*The SMG was originally going to be in ''[[Halo: Combat Evolved]]'' but was cut, possibly because the Assault Rifle made it obsolete without dual-wielding.
*The SMG originally was meant to have a transparent plastic magazine, where the user could see the ammunition feed into the weapon. It was found to not be practical, and was given a stamped steel magazine.
*The SMG in ''Halo 3'' has a different firing sound than the ones in ''Halo 2''. Also the ''Halo 3'' SMGs are slightly more powerful.
 
==Related Links==
{{HaloWikiLink|SMG}}
*[[M7S Submachine Gun]]
 
== Sources ==
<references/>
 
 
{{WepList}}
 
 
[[Category:UNSC]]
 
[[Category:Weapons]]
 
[[Category:Human Weapons]]
 
[[Category:Held Weapons]]

Latest revision as of 20:48, June 6, 2024

This article is about the SMG introduced in Halo 2. For the SMG introduced in Halo 5: Guardians, see M20 SMG.
M7 SMG
H2A Campaign M7 SMG.pngA cropped screenshot of the M7 SMG, as depicted in Halo 2: Anniversary's multiplayer component.
Two variants of the M7 SMG.
Production overview

Manufacturer:

Misriah Armory[1]

Model series:

M7

Type:

Caseless Submachine Gun

Cost:

1484 cR[2]

Variants:

M7S SMG

Specifications

Length:

Extended: 62.7 centimetres (24.7 in)[1][2]
Retracted: 47.4 centimetres (18.7 in)[1][2]

Width:

6.6 centimetres (2.6 in)[3]

Height:

20.6 centimetres (8.1 in)[3]

Weight:

Empty: 1.3 kg (2.86 lbs)[2]
Loaded: 2.88 kg (6.36 lbs)[2]

Ammunition type:

5×23mm M443 Caseless FMJ[1][2]

Feed system:

60 round magazine[2][4]

Operation:

Gas-operated, rotating breech

Rate of fire:

900 rounds/min[2]

Muzzle velocity:

427 m/s (1400 ft/s)[2]

Effective range:

50 metres (160 ft)[2]

Service history

In service:

Insurrection
Human-Covenant War
Post-Covenant War conflicts

 

"I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."
— Anonymous E2-BAG/1/7 serviceman

The M7/Caseless Submachine Gun[2] (M7/SMG) is a personal defense weapon developed and manufactured by Misriah Armory. It is commonly used by infantry, special forces, and vehicle crews of the United Nations Space Command armed forces. A suppressed version of the weapon, the M7S SMG, is often issued to special operations personnel.[4][5]

Originally, the M7 SMG was issued solely to vehicle crews as an emergency weapon; however, the submachine gun became widely used during the Insurrection. The weapon became favored by paramilitary police units and UNSC Special Forces units for its efficiency in eliminating insurgents located in orbital habitats and cluttered urban environments. Due to this efficacy, the M7 was also popular with those same Insurrectionists. Although the UNSC began trialing a replacement for the weapon, the M7 SMG remains the current submachine gun model used by the UNSC following the Human-Covenant War.[3]

Overview[edit]

Design details[edit]

The M7 Caseless SMG as seen in Halo 3.

The M7/Caseless Submachine Gun is an automatic submachine gun that fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the horizontally stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day FN P90 PDW.

The SMG has a polymer pistol grip, folding fore-grip, iron sights, a collapsible buttstock, as well as a titanium body. The design of the gun is most likely inspired by the HK MP7. The SMG must be cocked before it can fire the first round. The charging handle is located on the right side of the gun and does not move during operation. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle although not illustrated in-game, can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The magazine release button is located between the red dots on the receiver and needs to be pressed before it can be flicked off. There is no ejection port due to the nature of the rounds fired.

The SMG has a rifled barrel that is 15 cm (5.9 in.) long.[2] This weapon can also be affixed with a M49 sound suppressor;[3] in this configuration, the weapon is designated the M7S Caseless Submachine Gun.[5] The weapon is 47.4 cm (18.66 in.) long with the stock retracted and has a maximum length of 62.7 cm (24.68 in.) when the stock is fully extended.[2]

Ammunition[edit]

Main article: M443 Caseless Full Metal Jacket

Unlike most UNSC weapons, the M7 uses caseless 5×23mm ammunition, meaning it does not have a metallic casing surrounding the powder and sealing the bullet, propellant, and primer together. Instead of using this casing, the round uses a combustible adhesive to seal these components together. Because the adhesive and propellant are both vaporized when fired, there is no need to eject spent casings. Though not featured in-game, contemporary caseless ammunition is highly susceptible to cook-off, the accidental firing of rounds due to built-up heat in the receiver.

This feature is very beneficial. In addition to increasing fire rate by removing the extraction and ejection phases of the weapon's cycle, it reduces friction inside the magazine, one of the main causes of malfunctions in weapons. This is also conducive to dual-wielding, since the user need not concern themselves with hot brass expelled from the weapon held in the left hand. The projectile itself is jacketed in metal, usually a copper alloy in standard military ammunition, to aid in penetration of the target. Caseless rounds are actually embedded into the block of propellant, reducing their length, allowing more ammunition to be stored in a smaller space.

Variants[edit]

Gameplay[edit]

Advantages[edit]

Nicknamed the "bullet-hose", the SMG is one of the best close-quarters firearms due to its large 60-round magazine and hit-scan properties. Suited for close-range combat, the SMG is extremely deadly against unshielded targets and can down shielded targets within seconds if dual-wielded.

The SMG can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a Okarda'phaa-pattern plasma rifle, can be a deadly combination as the plasma rifle depletes the opponent's shields with ease and the SMG rapidly tears through their health. Similar deadly combination, often referred to as the "noob combo", is dual-wielding the SMG and Type-25 plasma pistol. The charged shot from the plasma pistol will deplete the shield of the opponent and a full burst of SMG fire will tear through the now-exposed flesh and armor.

Disadvantages[edit]

As aforementioned above, the SMG received the nickname "the Bullet-Hose" due to its high rate of fire, low accuracy, and inability to be fully controlled when fired in full-auto. The SMG's primary limiting factor is its poor accuracy, which limits its use to close range. At close-quarters combat, the SMG is only outperformed by the M90 shotgun, the Type-1 energy sword, and the gravity hammer. Like most other human weapons, the SMG performs relatively poorly against shields, though this weakness is negated by wielding it in conjunction with a plasma rifle or plasma pistol. As stated before, the gun has recoil which causes the barrel to climb after continuous fire and will climb faster if players dual-wield it. This forces the players to continually move their reticule down to keep the enemy in their sights but is not a big limiting factor. This, as well as the poor accuracy can be slightly countered, using a burst-fire technique, unleashing about five bullets each pull of the trigger. It also has the problem of an extremely long reload time when dual-wielded, making it easy to be killed while changing magazines. This problem however can be solved by volley firing the weapons, so while one is reloading the other is still firing. This tactic reduces the power of having two SMGs but gives the advantage of approximately 40+ seconds of non-stop firing.

Halo: Spartan Assault and Halo: Spartan Strike[edit]

  • The SMG appears exclusively in dual-wielded form.
  • The maximum ammo capacity during gameplay is 300.

Changes from Halo 2 to Halo 3[edit]

  • Increased accuracy, range, damage and rate of fire.
  • There is now a delay before the barrel actually starts to climb.
  • The player's reserve ammunition capacity is reduced from 360 to 240, and when dual wielded include single wield from 180 to 120.
  • More damage per round, takes 23 shots instead of 25 to kill a fully shielded Spartan or Sangheili.
  • New firing sound which sounded more powerful and beefier.

Changes from Halo 3 to Halo 2: Anniversary[edit]

  • Now affected by reticle bloom
  • Other stats reverted to a more Halo 2-esque state.
  • Model in the campaign features a more angular design.
  • Now features an accessory rail on top.
  • Now has an extra reload animation when the magazine is depleted.

UNSC remarks[edit]

  • “The recoil isn’t bad but the M7 itself is relatively light. Not unpleasant to shoot, but a little tricky to control—it’s all about controlling the impulse.”
  • “It’s actually comparable in weight to the M6—favorably, in fact. That and not having to worry about the hot casing dropping down on your boot makes it a pretty clear choice which one I think is the better system.”
  • “Yes; I have fired it one-handed with the stock collapsed and the foregrip folded. No; I was not driving at the time, I was shotgun. Did I hit anything? Don’t know—probably never will—no more bogeys afterward, though.”
  • “It’s not a death ray but nobody likes getting shot. Not even Bravo Kilos. And you can fill the air with a lot of lead with an M7."
  • “The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”
  • "I’ve seen a Spartan use two at once, tearing the crap out of the little ones; sending the big ones down in bloody heaps. But I guess that’s what ya gotta be to pull it off: an action-movie hero or a seven-foot-tall walking tank."

Production notes[edit]

While the M7 first debuted in Halo 2, the concept for an SMG originated in the production of Halo: Combat Evolved. Named in-game as the "12.7mm MP-99 Para", 1999-2000-era builds of the third-person era of Combat Evolved feature an SMG which can be wielded by the player. Unfortunately, it was one of weapons cut from final release.

Trivia[edit]

  • In Halo 2, when the player wields a single M7, the SMG's stock is extended. When the M7 is dual-wielded, the stock is collapsed. In Halo 3, the stock remains locked halfway in both the first-person and third-person animations, regardless of whether the weapon is being dual-wielded.
  • The circular ramp the M7 uses to feed rounds into the chamber is similar to the mechanism utilized in the real-world FN P90 submachine gun. However, the P90 uses a top-loaded magazine that feeds cased 5.7×28mm rounds horizontally.
  • The fictional 'PDW-57' submachine gun featured in Call of Duty: Black Ops 2 resembles the M7 SMG especially its unique bullpup design.
  • Its name is a reference to the number 7.

Gallery[edit]

Halo 2[edit]

Halo 3[edit]

Halo Wars[edit]

Halo 4[edit]

Halo 2: Anniversary[edit]

Halo Online[edit]

List of appearances[edit]

Sources[edit]