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{{Era|H2|H3|HW|FS|GOO|HGN|CH|TCP|UP|HE|LE}}
{{Status|Canon}}
{{Ratings}}
{{Disambig header|the SMG introduced in [[Halo 2]]|the SMG introduced in [[Halo 5: Guardians]]|M20 SMG}}
{{Weapon infobox
|image=[[File:H2A Campaign M7 SMG.png|300px]][[File:H2A MP M7 left transparent.png|280px]]<br>Two variants of the M7 SMG.
|manufacturer=[[Misriah Armory]]<ref name="vis">'''[[Halo: The Essential Visual Guide]]''', ''page 189''</ref>
|series=M7
|type=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}}
|variant=[[M7S SMG]]
|service=[[Insurrection]] <br> [[Human-Covenant War]] <br> [[Post-Covenant War conflicts]]
|affiliation=[[United Nations Space Command]]
|weight=Empty: 1.3 kg (2.86 lbs){{Ref/Reuse|H3}} <br>
Loaded: 2.88 kg (6.36 lbs){{Ref/Reuse|H3}}
|length=Extended: {{Convert|62.7|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}} <br>
Retracted: {{Convert|47.4|cm|in}}{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
|width={{Convert|6.6|cm|in}}<ref name="universe">[https://www.halowaypoint.com/en-us/universe/weapons/submachine-gun '''Halo Waypoint''': ''SMG'']</ref>
|height={{Convert|20.6|cm|in}}{{Ref/Reuse|universe}}
|ammotype=5×23mm [[M443 Caseless Full Metal Jacket|M443 Caseless FMJ]]{{Ref/Reuse|vis}}{{Ref/Reuse|H3}}
|capacity=
|feed=60 round magazine{{Ref/Reuse|H3}}<ref name="enc320">'''[[Halo Encyclopedia (2009 edition)]]''', ''page 320'' (2011 edition)</ref>
|operation=Gas-operated, rotating breech
|rate=900 rounds/min{{Ref/Reuse|H3}}
|velocity=427 m/s (1400 ft/s){{Ref/Reuse|H3}}
|optics=
|range={{Convert|50|m|ft}}{{Ref/Reuse|H3}}
}}
{{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}}


{{HaloWikiLink|SMG}}
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>
{{Weapon
 
| image=[[Image:M7-Caseless SMG.jpg|300px]]
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}}
|  name=M7/Caseless Submachine Gun
| manufacturer= Misriah Armory
| developed=
| model=M7
| type=Submachine Gun
| cost=cR. 1484
| size=Handheld, Single Handed ([[Dual Wield|Dual Wieldable]])
*Length:
**(extended): 62.7 cm (24.68 in.)
**(retracted): 47.4 cm (18.66 in.)
*Weight:
**(empty): 1.3 kg (2.86 lbs)
**(loaded): 2.88 kg (6.36 lbs)
| damage per hit=Low to Medium
| magazine=60 Rounds
| maxammo=240 Rounds or 4 Magazines
| fire=Fully Automatic
| 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)
| velocity= 427 m/s (1400 f/s)
| accuracy=Low to Moderate
| range=50 meters (155 ft)
| era=[[Human-Covenant War]]
| counterpart=
|counterwep=
| affiliation=[[United Nations Space Command]]
}}
{{Quote
|1 = I’ve seen a [[Spartan II Program|Spartan]] use two at once, tearing the crap out of the [[Grunts|little ones]]; sending the [[Elites|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-II Program|seven-foot-tall walking tank.]]
|2 = Anonymous Marine
}}


The '''M7/Caseless Submachine Gun'''<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3smg</ref>, more simply known as the '''SMG''', is a [[United Nations Space Command]] infantry and special operations weapon. There is also a version, the [[M7S Submachine Gun]], which is equipped with an external suppressor to reduce the sound of the gunshots and reduce the flash from the muzzle, combine this with the light weight, and this gun becomes the weapon of choice for stealth operations.
==Overview==
==Design Details==
===Design details===
[[Image:Halo_3_SMG_view_enlongated.jpg|thumb|left|160px|The Halo 3 SMG.]]
[[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 [[UNSC]] 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|Fabrique Nationale P90 SMG]], as well as the HK G11 experimental assault rifle, both of which utilized a vertical loading system. The HK G11 also used caseless rounds like the M7. It also has various points which it resembles the Heckler and Koch MP7, foregrip, frame of the weapon, collapsible buttstock, etc.
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]].


The SMG has a polymer handle, folding fore-grip, [[iron sights]], and collapsible buttstock, as well as a titanium body, 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 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.


The SMG has a rifled barrel that is 15 cm (5.9 in.) long. This weapon can also be affixed with a suppressor; in this configuration, the weapon is called the [[M7S Submachine Gun]]. The weapon is 47.4 cm (18.66 in.) long with the stock retracted. The stock is always retracted in games, 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 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}}


===Ammunition===
===Ammunition===
The SMG uses 5 x 23mm caseless ammunition, 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 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.
{{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.


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 jamming 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.
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 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 forms.
==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>


==Gameplay==
===Advantages===
===Advantages===
The SMG is an excellent suppressive weapon in [[Campaign]] against an unwitting [[AI]] or at close range in Multiplayer. It is also works well against swarms of [[Flood]]. The guns rate of fire can also be disorienting; when firing upon a [[Battle Rifle]] user or a [[Sniper Rifle]] user, their scope will become unusable once they are hit, reducing their accuracy and giving you the advantage and the incentive to charge assuming you are positioned close enough to your opponent.
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.


Since it has a larger magazine than the [[MA5C Assault Rifle]], you will have to reload less often than if you were to use the MA5C. Because of the large magazine, one can easily continue through targets with little pause for reload. Like other [[UNSC]] firearms, the SMG is extremely deadly against unshielded targets, and can kill them rather quickly. In addition, the SMG serves as a better close range secondary weapon when already armed with a Battle Rifle. In combination with the Battle Rifle, the SMG makes a reliable close range support weapon when shotguns and swords are not available. The SMG serves better than the MA5C at close range due to its larger magazine and faster firing-rate, and is an excellent choice of replacement for the Assault Rifle in close combat situations, but not however at medium range. A lot of close-quarter players will wield SMGs in matchmaking to have a rapid, fast-firing weapon, so keep on the move at all times.
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 can also form part of the most effective dual-wield combos in the game. The SMG, when dual-wielded with a [[Plasma Rifle]] in [[Halo 3]], can be a deadly combination because the [[Plasma Rifle]] depletes the opponents shields and the SMG's Armor piercing rounds do the rest. Another favored combo is dual-wielding the SMG with the [[Plasma Pistol]] Often referred to as the "[[noob combo]]." The charged shot from the Plasma Pistol will deplete the shield of your opponent and a full burst of SMG fire to tear through now-exposed flesh and armor. In ''[[Halo 3]]'', the SMG has been improved. By itself, the SMG can be an extremely devastating weapon in close-quarters combat, simply because of its high ammo capacity and lightning fast melee.


===Disadvantages===
===Disadvantages===
The SMG has 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 ranges the SMG is very powerful and is only outperformed by the [[Shotgun]], [[Energy Sword]] and [[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 you [[dual-wield]] it. This forces you to continually move your reticule down to keep the enemy in your 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 SMG's but gives the advantage of approximately 40+ seconds of non-stop firing.
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.


===Influence===
===''Halo: Spartan Assault'' and ''Halo: Spartan Strike''===
*The SMG appears exclusively in dual-wielded form.
*The maximum ammo capacity during gameplay is 300.


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 HK 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, collapsible stock, and possibly name come from the MP7, while its ergonomic grip and the horizontal magazine configuration come from the P90.
===Changes from ''Halo 2'' to ''Halo 3''===
 
*Increased accuracy, range, damage and rate of fire.
The overall design of the M7 appears similar to the 1984-1990 9x19mm Goncz GA-9 High Tech auto-pistol that was seen in the film Total Recall (1990).
*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.
==Tactics==
*More damage per round, takes 23 shots instead of 25 to kill a fully shielded Spartan or Sangheili.
===Campaign===
* New firing sound which sounded more powerful and beefier.
*The M7 SMG is always a devastating weapon when dual-wielded against [[Elite]]s and [[Brute]]s.
*A [[Plasma Pistol]] and a M7 SMG make a great [[Noob Combo|combo]] against shielded targets.
*When using dual M7s against [[Covenant]] forces be sure to continually strafe; the M7s' particle effect can disorient a player while under fire.
*Short controlled bursts with a single SMG is required to maintain ammo and effective range when engaging Covenant forces.


===Multiplayer===
===Changes from ''Halo 3'' to ''Halo 2: Anniversary''===
*The M7 in [[Halo 2]] is not a sound tactical weapon to start off with, but if no other option is available, minimize being killed by staying in a safe zone until a better weapon becomes available.
*Now affected by reticle bloom
*If stuck with an M7, stay in close quarters, and do not venture out where an enemy player has the option of taking you down with longer range weapons.
*Other stats reverted to a more ''Halo 2''-esque state.
*While dual-wielding a M7 and an [[M6C]] might sound tactically useful, a player should not consider it unless comfortable with it. The mixing of a full auto and a semi-auto weapon can be confusing and the chances of mistakes are greater.
*Model in the campaign features a more angular design.
*The M7 in [[Halo 3]] is far more effective then its Halo 2 counterpart, and makes a great combo when paired with the [[BR55HB SR Battle Rifle]]
*Now features an accessory rail on top.
*Dual-Wielding the M7 with either the [[Plasma Rifle]] or the [[Spiker]] is a favorite combo among skilled players. To maximize the lethality, try firing the Plasma Rifle first following up with a short burst from the M7 to ensure no ammo is wasted.
*Now has an extra reload animation when the magazine is depleted.
*The M7 is a good choice as an anti-air weapon because of the sheer volume of fire being produced if dual-wielded. If facing a [[Banshee|banshee]] it is recommended to let it go into a strafing run on you, and then at medium range open fire. This can kill a banshee very easily. It is unknown if this tactic works on [[Hornet]]s. The recoil, however, although making the reticule rise and making it seem easier to hit air targets, is not effective in this strategy as the Banshee will likely be flying towards you, and thus move down your screen (if you don't change the camera angle). The recoil however, can be tactically useful for targets flying overhead.
*The M7 when dual-wielded with the [[M6C Personal Defense Weapon System|M6C]] or [[M6G Personal Defense Weapon System|M6G]] pistol creates a deadly combo that can take out targets quick and efficiently. However, it requires some skill in order to master it for medium range.


==Changes from [[Halo 2]] to [[Halo 3]]==
==UNSC remarks==
*Red dots at the receiver end of the magazine.
*''“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.”''
*Slightly shorter foregrip.
*''“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.”''
*Increased accuracy, range, damage and rate of fire.
*''“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.”''
*There is now a delay before the barrel actually starts to climb.
*''“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 sound of the weapon firing is slightly different.
*''“The M7 is the wave of the future. Hopefully the Romeo Echo Mike Foxtrots will finally realize the benefits of caseless ammunition.”''
*Much less common to spawn in both campaign and multiplayer.
*''"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."''
*Handle is more curved, less rectangular.
*Other various minor cosmetic changes.


==[[UNSC]] Remarks==
==Production notes==
*“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.”
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.
*“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 [[Brutes|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.”


==Trivia==
==Trivia==
*The [[Master Chief]]'s signature weapon is normally the Assault Rifle, but in promotional art for ''[[Halo 2]]'', where that weapon is not available, the Chief is almost always depicted dual-wielding a pair of M7 SMGs.
{{Linkbox|gameplay=yes|gallery=yes}}
*A [[silenced SMG]], with a smart-linked scope, is available in ''[[Halo 3: ODST]]''. It features a flashlight, and has superior accuracy and damage compared to the standard version. The M7S, as this variant is called, is the signature weapon of the game's protagonist, [[the Rookie]].
*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 SMG is, in many ways, the same as an [[MA5B]] Assault Rifle, as it has relatively similar range, power and capabilities. As with the MA5B, pulsing is a usable technique to increase accuracy and power. This may explain why it is a very common weapon in Halo 2, as the Assault Rifle was in Halo: Combat Evolved. It might also be more popular with Marines than the MA5B, as it is more compact, allowing for closer action, and dual-wieldable, doubling its already considerable power.
*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 sound the gun makes when fired is different in [[Halo 2]] than in [[Halo 3]].
*The fictional 'PDW-57' submachine gun featured in Call of Duty: Black Ops 2 resembles the M7 SMG especially its unique bullpup design.
*In [[Halo 2]] when wielding one SMG, the stock is extended, and while dual-wielding the stocks are collapsed. In [[Halo 3]], the stock is always in one position in 3rd person view but collapsed in 1st person when dual wielding, but is still adjustable canonically.
* Its name is a reference to the number [[7]].
*Spare ammunition packs for the M7 SMG in [[Halo 2]] are marked in red- the same as the [[MA5B]] Assault Rifle.
*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]]''.
*Reloading while dual wielding actually has only the animation of moving your arms down. This is most easily seen in multiplayer.
*In ''Halo Wars'', the Spartans in the cutscenes are using M7 SMGs that eject empty shell casings, despite the fact that the M7 fires caseless rounds. Also, in the ''[[Halo Legends]]'' episode "The Babysitter", the M7S can be seen ejecting shell casings. This means that there could be an older version of the M7 that uses traditional cartridges. though it is more likely that these occurrences are just a canon mistake.
*In ''Halo 3'', the M7 submachine gun does about 3/4ths as much damage as the [[MA5C Assault Rifle]], and 5/8ths as much damage as the [[Brute Spiker]]. On Heroic difficulty, it takes 24 assault rifle shots or 20 Spiker shots to kill a human Marine, compared to about 32 submachine gun shots.
*Despite remarks made by the Marines stating that only Spartans can dual-wield the M7 (and the fact that it is indeed not possible in ''Halo 3: ODST''), [[Miranda Keyes]] was seen dual-wielding it in ''Halo 2'', with a [[shotgun]] (which is normally non-dual-wieldable), no less. This is likely because of the skill needed, and that Spartans wield it like "action heroes", while Keyes was firing while stationary and only "swept" the area.
*There is a seven reference in M[[7]].


==Gallery==
==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>
===''Halo Online''===
<gallery>
<gallery>
Image:smg front.jpg|A front view render of the Halo 2 SMG.
File:HO-DMGM7.png|The DMG M7B on Riverworld.
Image:Smg left view.jpg|A Back view render of the Halo 2 SMG, note the transparent plastic magazine.
File:HO-ROFM7.jpg|The ROF M7B on Riverworld.
Image:Halo3 Spartan-smg-01.jpg| A [[SPARTAN-II]] in [[CQB]] armor [[dual wielding]] SMGs, with a [[M41 SSR MAV/AW|rocket launcher]] on his back.
File:HO-ACCM7.jpg|The ACC M7B on Riverworld.
Image:Different smgs.jpg|Two SMGs in Halo 2 with the collapsible stock in various positions.
File:HO-GoldenM7.jpg|The golden M7B on Guardian.
File:HO_M7B_SMG_variants.png|''Halo Online'' variants of the M7B.
</gallery>
</gallery>
==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]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Oblivion]]''
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo: Outcasts]]''
{{Col-end}}


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
==See Also==
*[[M7S Submachine Gun]]
*[[Type-25 Carbine]]
*[[Plasma Rifle]]
*[[Brute Plasma Rifle]]


{{UNSC Infantry Weapons}}
{{Human sidearms}}
[[Category:UNSC]]
[[Category:Submachine guns]]
[[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]