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Loadout: Difference between revisions

From Halopedia, the Halo wiki

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


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


In ''Halo: Reach'', loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to Matchmaking. They can, however, create custom loadouts for Custom Games and user-created Firefight modes. Each loadout has particular weapon, grenade, and [[Armor Abilities]] combinations.<ref name="Game Trailers TV">[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0='''Game Trailers TV''': ''Halo Reach Multiplayer Exposed'']</ref><ref name="Carnàge Carnivàle Vidoc">[http://www.youtube.com/watch?v=ZUv98eWVnL0'''Youtube''': ''Halo Reach Carnàge Carnivàle Vidoc'']</ref>
In ''Halo: Reach'', loadouts are gametype specific and vary between playlists, meaning players cannot create their own custom loadout to bring to matchmaking. They can, however, create custom loadouts for custom games and user-created Firefight modes. Each loadout has particular weapon, grenade, and [[Armor abilities|armor ability]] combinations.<ref name="Game Trailers TV">[http://www.gametrailers.com/episode/gametrailers-tv/89&ch=1&sd=0?ep=89&ch=1&sd=0='''Game Trailers TV''': ''Halo Reach Multiplayer Exposed'']</ref><ref name="Carnàge Carnivàle Vidoc">[http://www.youtube.com/watch?v=ZUv98eWVnL0'''Youtube''': ''Halo Reach Carnàge Carnivàle Vidoc'']</ref>


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


In ''Halo: Spartan Assault'', loadouts are constituted of a primary and a secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only availble through purchase via in-game or real-world currency.
In ''Halo: Spartan Assault'', loadouts are constituted of a primary and a Secondary weapons, an armor ability and a booster. They are to be chosen each time before starting a campaign mission and many items are only availble through purchase via in-game or real-world currency.
 
In ''Halo 2: Anniversary'', loadouts returned to being gametype specific, while being relegated to custom games, and certain pre-launch and launch playlists. Loadouts were more simplified, given the classic nature of the title, with only a primary and Secondary weapon, and grenades being alterable in gameplay.
 
In ''Halo 5: Guardians'', loadouts were much akin to ''Halo 4's'', featuring a primary slot, a secondary slot, and an armor mod slot. Unlike ''Halo 4'', which enabled players to spawn with any weapon they wished off the bat, ''Halo 5'' enforces gameplay balance by only allowing players to use certain weapons in their loadout after they reach a certain REQ level. ''Guardian's'' [[Requisition system|requisition system]] can be used to call in power weapons in place of the player's primary or secondary weapon, while calling in a powerup like an [[Overshield]] won't take up any slot, but will act as its own.
{{clear}}
{{clear}}


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==== Spartan ====
==== Spartan ====
;'''Airborne''', '''Air Assault'''
;'''Airborne''', '''Air Assault'''
:Armor Ability: [[Jetpack]]
:Primary weapon: [[MA37 assault rifle]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Portable jump-jet|Jetpack]]
 
;'''Scout'''
;'''Scout'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[MA37 assault rifle]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]
:Main Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Sprint]]
;'''Marksman'''
;'''Marksman'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[M392 DMR]]  
:Grenade Number/Type: 1 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: None
:Main Weapon: [[M392 Designated Marksman Rifle]] (DMR)
:Grenade(s) 1 [[M9 fragmentation grenade]]  
:Secondary Weapon: None
:Armor ability: [[Sprint]]
 
;'''Recon'''
;'''Recon'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[M392 DMR]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade|M9 High Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[MA37 assault rifle]]  
:Main Weapon: [[M392 Designated Marksman Rifle]] (DMR)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Armor ability: [[Sprint]]
 
;'''Recon Marksman'''
;'''Recon Marksman'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[M392 DMR]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade|M9 High Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[M392 Designated Marksman Rifle]] (DMR)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Sprint]]
 
;'''Expert Marksman'''
;'''Expert Marksman'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[M392 DMR]]  
:Grenade Number/Type: 3 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[M392 Designated Marksman Rifle]] (DMR)
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Sprint]]
 
;'''Guard'''
;'''Guard'''
:Armor Ability: [[Armor Lock]]
:Primary weapon: [[MA37 assault rifle]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Armor lock]]  
 
;'''Operator'''
;'''Operator'''
:Armor Ability: [[Armor Lock]]
:Primary weapon: [[M45 shotgun]]  
:Grenade Number/Type: 1 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: None
:Main Weapon: [[M45 TS]] (Shotgun)
:Grenade(s) 1 [[M9 fragmentation grenade]]
:Secondary Weapon: None
:Armor ability: [[Armor lock]]  
 
;'''Guard Operator'''
;'''Guard Operator'''
:Armor Ability: [[Armor Lock]]
:Primary weapon: [[M45 shotgun]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[M45 TS]] (Shotgun)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Armor lock]]  
 
;'''Expert Operator'''
;'''Expert Operator'''
:Armor Ability: [[Armor Lock]]
:Primary weapon: [[M45 shotgun]]  
:Grenade Number/Type: 3 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[MA37 assault rifle]]
:Main Weapon: [[M45 TS]] (Shotgun)
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Armor ability: [[Armor lock]]  
;'''Grenadier'''
;'''Grenadier'''
:Armor Ability: [[Sprint]]
:Primary weapon: [[M319 grenade launcher]]
:Grenade Number/Type: 3 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[MA37 assault rifle]]  
:Main Weapon: [[M319 Individual Grenade Launcher]] (Grenade Launcher)
:Grenade(s) 3 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Armor ability: [[Sprint]]
 
;'''Stalker'''
;'''Stalker'''
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[MA37 assault rifle]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Active camouflage]]
 
;'''Medic'''
;'''Medic'''
:Armor Ability: [[Drop Shield]]
:Primary weapon: [[MA37 assault rifle]]  
:Grenade Number/Type: 2 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M392 DMR]]
:Main Weapon: [[MA37 Individual Combat Weapon System]] (Assault Rifle)
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]  
:Secondary Weapon: [[M392 Designated Marksman Rifle]] (DMR)
:Armor ability: [[Drop Shield]]  
;Specter<ref>[http://www.youtube.com/watch?v=wVTHwwCjKLk '''YouTube''': ''E3 2010 Firefight 2.0 Beachhead Gameplay'']</ref>
;Specter<ref>[http://www.youtube.com/watch?v=wVTHwwCjKLk '''YouTube''': ''E3 2010 Firefight 2.0 Beachhead Gameplay'']</ref>
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[M319 grenade launcher]]  
:Grenade Number/Type: 1 [[M9 High-Explosive Dual-Purpose Grenade]] (Frag Grenade)
:Secondary weapon: [[M6G magnum]]  
:Main Weapon: [[M319 Individual Grenade Launcher]] (Grenade Launcher)
:Grenade(s) 1 [[M9 fragmentation grenade]]  
:Secondary Weapon: [[M6G Personal Defense Weapon System]] (Magnum)
:Armor ability: [[Active camouflage]]
:


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;'''Ranger'''
;'''Ranger'''
:Armor Ability: [[Jetpack]]
:Primary weapon: [[Type-51 plasma repeater]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]  
:Main Weapon: [[Type-51 Directed Energy Rifle/Improved]] (Plasma Repeater)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Portable jump-jet|Jetpack]]
;'''Warrior'''
;'''Warrior'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-51 plasma repeater]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]
:Main Weapon: [[Type-51 Directed Energy Rifle/Improved]] (Plasma Repeater)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Evade]]  
;'''Gladiator'''
;'''Gladiator'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-1 energy sword]]  
:Grenade Number/Type: 1 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: None
:Main Weapon: [[Type-1 Energy Weapon/Sword]] (Energy Sword)
:Grenade(s) 1 [[Type-1 plasma grenade]]  
:Secondary Weapon: None
:Armor ability: [[Evade]]
;'''Honor Gladiator'''
;'''Honor Gladiator'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-1 energy sword]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]  
:Main Weapon: [[Type-1 Energy Weapon/Sword]] (Energy Sword)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Evade]]
;'''Champion Gladiator'''
;'''Champion Gladiator'''
:Armor Ability: [[Hologram]]
:Primary weapon: [[Type-1 energy sword]]  
:Grenade Number/Type: 3 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-51 plasma repeater]]  
:Main Weapon: [[Type-1 Energy Weapon/Sword]] (Energy Sword)
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-51 Directed Energy Rifle/Improved]] (Plasma Repeater)
:Armor ability: [[Hologram]]
;'''Zealot'''
;'''Zealot'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-31 Rifle]]  
:Grenade Number/Type: 1 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: None
:Main Weapon: [[Type-31 Rifle]] (Needle Rifle)
:Grenade(s) 1 [[Type-1 plasma grenade]]  
:Secondary Weapon: None
:Armor ability: [[Evade]]
;'''Royal Zealot'''
;'''Royal Zealot'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-31 Rifle]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]  
:Main Weapon: [[Type-31 Rifle]] (Needle Rifle)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Evade]]
;'''Champion Zealot'''
;'''Champion Zealot'''
:Armor Ability: [[Evade]]
:Primary weapon: [[Type-31 Rifle]]  
:Grenade Number/Type: 3 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-51 plasma repeater]]  
:Main Weapon: [[Type-31 Rifle]] (Needle Rifle)
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-51 Directed Energy Rifle/Improved]] (Plasma Repeater)
:Armor ability: [[Evade]]
;'''Assassin'''
;'''Assassin'''
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[Type-33 needler]]  
:Grenade Number/Type: 1 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: None
:Main Weapon: [[Type-33 Guided Munitions Launcher]] (Needler)
:Grenade(s) 1 [[Type-1 plasma grenade]]  
:Secondary Weapon: None
:Armor ability: [[Active camouflage]]
;'''Dark Assassin'''
;'''Dark Assassin'''
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[Type-33 needler]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]
:Main Weapon: [[Type-33 Guided Munitions Launcher]] (Needler)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Active camouflage]]  
;'''Champion Assassin'''
;'''Champion Assassin'''
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[Type-33 needler]]  
:Grenade Number/Type: 3 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-51 plasma repeater]]
:Main Weapon: [[Type-33 Guided Munitions Launcher]] (Needler)
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-51 Directed Energy Rifle/Improved]] (Plasma Repeater)
:Armor ability: [[Active camouflage]]  
;'''Sentry'''
;'''Sentry'''
:Armor Ability: [[Armor Lock]]
:Primary weapon: [[Type-31 Rifle]]  
:Grenade Number/Type: 3 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]
:Main Weapon: [[Type-31 Rifle]] (Needle Rifle)
:Grenade(s) 3 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Armor lock]]  
;'''Champion'''
;'''Champion'''
:Armor Ability: [[Active Camouflage]]
:Primary weapon: [[Type-50 concussion rifle]]  
:Grenade Number/Type: 2 [[Type-1 Antipersonnel Grenade]] (Plasma Grenade)
:Secondary weapon: [[Type-25 plasma pistol]]  
:Main weapon: [[Type-50 Directed Energy Rifle/Heavy]] (Concussion Rifle)
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]  
:Secondary Weapon: [[Type-25 Directed Energy Pistol]] (Plasma Pistol)
:Armor ability: [[Active camouflage]]
|}
|}


=== Additional names ===
=== Additional names ===
Loadouts in ''Halo: Reach'' are fully customizable in Custom Games and local Firefight matches. Along with Armor Ability, grenade type, main weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include:
Loadouts in ''Halo: Reach'' are fully customizable in custom games and local Firefight matches. Along with the armor ability, grenade type, primary weapon, and secondary weapon, players can also choose a name for their loadout. In addition to the names of existing loadouts, many additional name options are provided. These include:
{{Scrollbox
{{Scrollbox
|content=
|content=
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*Infiltrator
*Infiltrator
*Security
*Security
*[[Armor Ability#Sprint|Sprint]]
*[[Armor ability#Sprint|Sprint]]
*[[Armor Ability#Evade|Evade]]
*[[Armor ability#Evade|Evade]]
*[[Armor Lock]]
*[[Armor lock]]
*[[Active Camouflage|Active Camo]]
*[[Active camouflage|Active Camo]]
*[[Type-27 Responsive Holographic Form Emulator|Hologram]]
*[[Type-27 hologram|Hologram]]
*[[Drop Shield]]
*[[Drop Shield]]
*[[Portable jump-jet|Jet Pack]]
*[[Portable jump-jet|Jet Pack]]
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==''Halo 4''==
==''Halo 4''==
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a Primary Weapon like a rifle, carry a Secondary Weapon like a pistol, choose grenades, equip an [[Armor Ability]], choose [[Tactical packages|Tactical Package]], and assign a [[Support upgrades|Support Upgrade]].  
Loadouts are given an in-universe explanation. They are mandatory protocols issued to [[SPARTAN-IV program|SPARTAN-IV]] personnel which dictate that they carry a primary weapon like a rifle, carry a Secondary weapon like a pistol, choose grenades, equip an armor ability, choose [[Tactical packages|tactical packages]], and assign a [[Support upgrades|support upgrade]].  


Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from ''Halo: Reach'', in which names were chosen from a pre-selected list. Unlike [[Service Tag|service tags]], loadout names are not censored against profanity, as they are not visible to other players.
Players can rename their loadouts by entering any name they wish, up to 12 characters. This differs from ''Halo: Reach'', in which names were chosen from a pre-selected list. Unlike [[Service Tag|service tags]], loadout names are not censored against profanity, as they are not visible to other players.
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In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.
In default gameplay, they are personalized choices of equipment and allow a Spartan to enter battles with pre-made weapon sets.


===Primary Weapons===
===Primary weapons===
*[[MA5D assault rifle]]
*[[MA5D assault rifle]]
*[[BR85HB battle rifle]]
*[[BR85HB battle rifle]]
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*[[Z-250 lightrifle]]
*[[Z-250 lightrifle]]


===Secondary Weapons===
===Secondary weapons===
*[[M6H magnum]]
*[[M6H magnum]]
*[[Type-25 plasma pistol]]
*[[Type-25 plasma pistol]]
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*[[Z-040 pulse grenade]]
*[[Z-040 pulse grenade]]


===Armor Abilities===
===Armor abilities===
{{main|Armor abilities}}
{{main|Armor abilities}}
*[[Series 12 Jet pack]]
*[[M2705 regeneration field]]
*[[M805X thruster pack]]
*[[M805X thruster pack]]
*[[Series 12 Jet pack]]
*[[Type-3 active camouflage]]
*[[Type-3 active camouflage]]
*[[Z-5080 Promethean vision]]
*[[Type-27 hologram]]
*[[Z-90 hardlight shield]]
*[[Z-90 hardlight shield]]
*[[Type-27 hologram]]
*[[Z-2500 autosentry]]
*[[Z-2500 autosentry]]
*[[M2705 regeneration field]]
*[[Z-5080 Promethean vision]]


===Tactical Packages===
===Tactical packages===
{{main|Tactical package}}
{{main|Tactical package}}
*Shielding (increases rate at which shields recharge)
*Shielding (increases rate at which shields recharge)
*Firepower (carry an additional Primary Weapon in place of a sidearm)
*Firepower (carry an additional primary weapon in place of a sidearm)
*Mobility (unlimited sprinting ability)
*Mobility (unlimited sprinting ability)
*Grenadier (carry up to three grenades of each type)
*Grenadier (carry up to three grenades of each type)
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*AA Efficiency (cuts AA recharge time in half)
*AA Efficiency (cuts AA recharge time in half)
*Fast-Track (XP bonus, must have completed Pioneer Specialization)
*Fast-Track (XP bonus, must have completed Pioneer Specialization)
*Requisition (re-roll Personal Ordnance choices, must have completed Tracker Specialization)
*Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
*Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)
*Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)


===Support Upgrades===
===Support upgrades===
{{main|Support upgrade}}
{{main|Support upgrade}}
*Ammo  
*Ammo  
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*Nemesis
*Nemesis


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


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


==''Halo: Spartan Assault''==
==''Halo: Spartan Assault''==
Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant guns. The secondary weapon, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]]. Different sets of [[armor abilities]] and [[boosters]] are also availble; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased item—weapon, armor ability, booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.
Through the [[UNSC Tactical Simulator]], the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game [[Experience point|XP]] or real-world [[credits]]. Different sets of [[armor abilities]] and [[boosters]] are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.


===Primary weapon===
===Primary weapon===
Line 313: Line 306:
{{Expand-section}}
{{Expand-section}}


===Ability===
===Armor abilities===
{{Main|Armor abilities}}
{{Main|Armor abilities}}
*[[Z-2500 autosentry|Autosentry]]
*[[Z-2500 autosentry|Autosentry]]
*[[Z-90 hardlight shield|Hardlight shield]]
*[[Z-90 hardlight shield|Hardlight shield]]
*[[Type-27 hologram|Hologram]]
*[[Type-27 hologram|Hologram]]
*[[M2705 regeneration field|Regen field]]
*[[M2705 regeneration field|Regeneration field]]
*[[Overshield]]
*[[Overshield]]
*[[Repel]]
*[[Repel]]
Line 332: Line 325:
*Respawn Booster
*Respawn Booster
*Shield Booster
*Shield Booster
==''Halo 2: Anniversary''==
Loadouts received minimal use in ''Halo 2: Anniversary'' being in some social variations of gametypes present, such as [[Lockdown]] Slayer. While competitive gametypes would not use loadouts in the way ''Reach'' would, the player's starting weapons were curiously enough, dictated through a single loadout over native in game settings in some cases. Eventually, ''Anniversary's'' social gametypes would shift to using a single loadout.
{|cellspacing="2"
|-valign="top"
|class="Box 3" width="33%" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"|
====Social (2014)====
;'''SMG'''
:Primary weapon: [[M7 SMG]]
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] 
;'''Plasma Rifle'''
:Primary weapon: [[Type-25 plasma rifle]]
:Grenade(s) 2 [[Type-1 plasma grenade|Type-1 plasma grenades]]
;'''Magnum'''
:Primary weapon: [[M6C magnum]]
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]]
|class="Box 3" width="33%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"|
====Social (2018)====
;'''Battle Rifle'''
:Primary weapon: [[BR55 battle rifle]]
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] 
;'''Battle Rifle'''
:Primary weapon: [[BR55 battle rifle]]
:Secondary weapon: [[M7 SMG]]
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] 
|class="Box 3" width="33%" style="border: 1px solid #000066; padding: .5em 1em 1em;color: #000000; background-color: #f0f0ff"|
====Hardcore====
;'''Battle Rifle'''
:Primary weapon: [[BR55 battle rifle]]
:Grenade(s) 2 [[M9 fragmentation grenade|M9 fragmentation grenades]] 
|}


=== Additional names ===
A returning feature from ''Reach'', loadouts can be tagged with predetermined names for custom game setups. These include:
{{Scrollbox
|content=*Custom 1
*Custom 2
*Custom 3
*Assault Rifle
*Battle Rifle
*SMG
*Plasma Rifle
*Magnum Pistol
*Sentinel Beam
*Carbine
*Energy Sword
*Shotgun
*Boomstick
*Rocket Launcher
*Sniper
*Elite
*Zealot
*Guardian
*Hunter
*Shadow
*Enforcer
*Spartan
*Heretic
*Assault
*Marksman
*Scout
*Juggernaut
*Pro Battle Rifle
*Survivor
*SWAT
*Heavy
*Grenadier
*Random
*Noob
}}
==''Halo 5: Guardians''==
Loadouts in ''Halo 5: Guardians'' would return, being present in a state more akin to ''Halo 4'' than ''Halo 2: Anniversary's'' more classic-styled approach, and would only be present in the game's [[Warzone]] offering. Like ''4'', ''5'' allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example. Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection.
===Weapons===
*[[MA5D assault rifle]]
*[[BR85HB battle rifle]]
*[[BR55 battle rifle]]
*[[M395 DMR]]
*[[M6H magnum]]
*[[M20 SMG]]
===Armor mods===
*Advanced Sensors (Increases motion sensor range, and basic movement from the user won't be shown on it)
*Auto-Medic (Health and shield recharge rate is increased)
*Death from Above (Increases ground pound's charge time, damage, knockback, and speed)
*Upgraded Shields (Increased shield strength)
*Frag Grenade Expert (Increased frag grenades in inventory)
*Grenadier (Increased grenade damage, decreased grenade damage taken)
*Reflex Enhancers (Weapon handling is increased, and the player can reload while sprinting)
*Splinter Grenade Expert (Increased splinter grenades in inventory)
*Wheelman (Vehicle damage resistance is increased, and vehicles can recover from EMPs quicker. Armor mod's effects stack per user)
*Patrol Case (Increased ammo in loadout and requisitioned weapons)
*Plasma Grenade Expert (Increased plasma grenades in inventory)
*Speed Booster (Movement speed and jump height is increased)
*Upgraded Thrusters (Thruster cooldown is shortened, sprint is faster, and shield recharge is available while sprinting)
*Increased Strength (Melees and Spartan charge deal extra damage, the latter gains range)
==Sources==
==Sources==
<references/>
<references/>

Revision as of 01:20, March 21, 2019

Template:Outofdate

A Loadout selection for Spartans.

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

Overview

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

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

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

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

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

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

Halo: Reach

Spartan

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

Elite

Ranger
Primary weapon: Type-51 plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Jetpack
Warrior
Primary weapon: Type-51 plasma repeater
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Evade
Honor Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Champion Gladiator
Primary weapon: Type-1 energy sword
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Hologram
Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Evade
Royal Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Evade
Champion Zealot
Primary weapon: Type-31 Rifle
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Evade
Assassin
Primary weapon: Type-33 needler
Secondary weapon: None
Grenade(s) 1 Type-1 plasma grenade
Armor ability: Active camouflage
Dark Assassin
Primary weapon: Type-33 needler
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Active camouflage
Champion Assassin
Primary weapon: Type-33 needler
Secondary weapon: Type-51 plasma repeater
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Active camouflage
Sentry
Primary weapon: Type-31 Rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 3 Type-1 plasma grenades
Armor ability: Armor lock
Champion
Primary weapon: Type-50 concussion rifle
Secondary weapon: Type-25 plasma pistol
Grenade(s) 2 Type-1 plasma grenades
Armor ability: Active camouflage

Additional names

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

Tiers

When players go into game settings and select Spartan/Elite loadouts, they will see which tier will correspond with which loadouts players will spawn with. Most gametypes only used 1 tier (Tier 1), in which players can only get loadouts from that tier. Infection uses 2 tiers, in which Tier 2 loadouts belong to zombies, and Invasion and Invasion Slayer use 3 tiers, which each tier number corresponds with each phase.

Halo 4

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

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

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

Primary weapons

Secondary weapons

Grenades

Armor abilities

Main article: Armor abilities

Tactical packages

Main article: Tactical package
  • Shielding (increases rate at which shields recharge)
  • Firepower (carry an additional primary weapon in place of a sidearm)
  • Mobility (unlimited sprinting ability)
  • Grenadier (carry up to three grenades of each type)
  • Resupply (retrieve grenades from dead allies and foes)
  • AA Efficiency (cuts AA recharge time in half)
  • Fast-Track (XP bonus, must have completed Pioneer Specialization)
  • Requisition (re-roll personal ordnance choices, must have completed Tracker Specialization)
  • Wheelman (increases vehicle durability and lessens the effect of an EMP, must have completed Operator Specialization)

Support upgrades

Main article: Support upgrade
  • Ammo
  • Awareness
  • Dexterity
  • Explosives
  • Sensor
  • Stealth
  • Drop Recon
  • Gunner
  • Stability
  • Nemesis

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

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

Halo: Spartan Assault

Through the UNSC Tactical Simulator, the player can choose a number of items with which he or she will start the campaign mission. Each level has a different set of choices. The primary weapon mainly offers a variety of UNSC or Covenant firearms. The secondary weapon slot, unlike in previous games, is not limited to small arms and includes many heavy weapons—the majority of them are only usable when purchased via in-game XP or real-world credits. Different sets of armor abilities and boosters are also available; the former has a default choice and the other abilities need to be purchased, while the latter has no default selection and any booster must be purchased before use. Any purchased weapon, armor ability, or +booster— is only usable through a single mission and becomes locked again when the player completes or quits the level. If the player purchases an item and leaves the loadout screen without launching the mission, the sum will be recredited.

Primary weapon

Help.png This section needs expansion. You can help Halopedia by expanding it.

Secondary weapon

Help.png This section needs expansion. You can help Halopedia by expanding it.

Armor abilities

Main article: Armor abilities

Booster

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

Halo 2: Anniversary

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

Social (2014)

SMG
Primary weapon: M7 SMG
Grenade(s) 2 M9 fragmentation grenades
Plasma Rifle
Primary weapon: Type-25 plasma rifle
Grenade(s) 2 Type-1 plasma grenades
Magnum
Primary weapon: M6C magnum
Grenade(s) 2 M9 fragmentation grenades

Social (2018)

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

Hardcore

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

Additional names

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

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

Halo 5: Guardians

Loadouts in Halo 5: Guardians would return, being present in a state more akin to Halo 4 than Halo 2: Anniversary's more classic-styled approach, and would only be present in the game's Warzone offering. Like 4, 5 allowed the player to choose a primary and secondary weapon, however, the priority on sidearm secondaries is dropped in favor of a more free flowing approach, allowing the player to use two assault rifles, for example. Individual grenade types cannot be chosen naturally, however, what type, and what amount a player spawns with can be through the use of armor mods. Rather than tactical packages and support upgrades, the aforementioned armor mods take their place, melding the two into a single chosen player trait, with multiple benefits per selection.

Weapons

Armor mods

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

Sources