This article contains details on Equipment placeable in Forge mode in Halo 3. For objects in other categories, please see one of the pages listed below.
Equipment
-
Activated upon contact with a player, Active Camo makes a player invisible.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Active Camo can be disrupted when the player attacks or is attacked. Generally, only one Active Camo is placed on a map; it is typically balanced with an Overshield on the other side of the level, if it is not placed near the center.
-
When deployed, a Bubble Shield casts a spherical field that deflects gunshots and grenades used on either side. Players, vehicles, and equipment can pass through the field unimpeded.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Bubble Shields are useful when camping with a close-quarters combat weapon, or when trying to evade a sniper. However, players hiding in a Bubble Shield can still be splattered.
-
Activated upon contact with a player, a Custom Power-up's effect can be tweaked in
Custom Games. The default effect is to increase the player's movement speed by 50%.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Because Custom Power-ups' settings cannot be set on a per-map basis, they are usually only added for decoration, or in maps that are meant to be used with specific Game Variants.
-
Deployable Covers are solid barriers. Bullets from human weapons will pass through them when fired back-to-front.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Deployable Covers can be jumped onto to reach higher places, which may be why they were removed from
Matchmaking.
-
Firebomb grenades will set fire to anything they touch. A player on fire usually dies after a few seconds.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
-
Flares blind any nearby players who look in their general direction.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
-
A human grenade. It can bounce around corners and it packs a punch, but it does not stick to enemies.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
Try to limit the number of frags you place in maps with narrow hallways or confined spaces to avoid causing
grenade spamming.
-
Grav Lifts can raise players and other objects into the air. They are good for reaching high places.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
-
Activated upon contact with a player, Overshields double a player's shields temporarily.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Overshielded players can still be killed with grenade sticks. Generally, only one Overshield is placed on a map; it is typically balanced with an Active Camo on the other side of the level, if it is not placed near the center.
-
One of two Covenant grenades. It has a slight bounce to it and can stick to enemies, but its bright blue glow makes it easy to notice and dodge.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
Placing too many grenades in maps with narrow hallways or confined spaces may lead to
grenade spamming.
-
Power Drains will drain the shields of nearby players and cease the movement of nearby vehicles. Deploying a Power Drain into a crowded area is an easy way to get kills.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
There is often little warning when a Power Drain is deployed, so they should be placed sparingly to maintain balance. Note also that the item overpowers other equipment, even Regenerators.
-
Radar Jammers show several "ghost" enemies on the
Motion trackers of nearby players. Note that Jammers also affect the players who deploy them.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
-
Regenerators effectively allow one or more players to safely camp right out in the open with little risk of death.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
A team may be tempted to congregate inside of a Regen's field. A Power Drain provides for an excellent counter-strategy.
-
One of two Covenant grenades. It has a different trajectory than the Plasma Grenade, and will immediately stick to anything it touches. The explosion pattern is conic rather than spherical.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
$1 |
Max |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
Placing too many grenades in maps with narrow hallways or confined spaces may lead to
grenade spamming.
-
Trip Mines can deal a decent degree of damage to anyone that isn't paying attention. Somehow, their bright orange glow can go unnoticed during the chaos of combat.
|
Assembly |
Avalanche |
Blackout |
Citadel |
Cold Storage |
Construct |
Epitaph |
Foundry |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Ghost Town |
Guardian |
Heretic |
High Ground |
Isolation |
Last Resort |
Longshore |
Narrows |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
|
Orbital |
The Pit |
Rat's Nest |
Sandbox |
Sandtrap |
Snowbound |
Standoff |
Valhalla |
Cost |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
$2 |
Max |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |