Halo 5: Guardians Covenant, Forerunners And UNSC Weapons Guide

Shooter are all about the weapons, and Halo 5: Guardians makes no exception. 343 Industries has crafter a new scope above each weapon to allow you to have a better sense of precision in comparison with the older Halo games, but what's interesting here is the amount of rifles, guns, pistols and whatever you will be able to get throughout your latest journey with your own Spartan. That's why we'll discuss UNSC, Covenant and Forerunner weapons in this guide.

Halo 5: Guardians

COVENANT WEAPONS

Those are the weapons you are most familiar with, being in the series since the first Halo game and having witnessed very few additions in the last years. This doesn't mean you don't love them, by the way.

Beam Rifle

Range: Long
Headshots: yes
Magazine: 1
Spare Ammo: 9
Firing Speed: semi auto
Secondary Fire: No
High damage output coupled with a powerful scope
Overheats when fire rapidly, No reload
Advanced scope with 2x zoom and incredible accuracy

Energy Sword

Range: Close
Headshots: no
Magazine: N/A
Spare Ammo: N/A
Firing Speed: Single strike
Secondary Fire: No
In close combat you can kill targets with a shot.
Each blow that lands consumes energy

Fuel Rod Cannon

Range: Short – medium
Headshots: no
Magazine: 5
Spare Ammo: 10
Firing Speed: Semi auto
Secondary Fire: No
Portable powerhouse designed to pound the enemy with huge amounts of explosive fire
Distinct firing sound betrays its presence on field

Needler

Range: Close – Medium
Headshots: no
Magazine: 22
Spare Ammo: 66
Firing Speed: Full auto
Secondary Fire: No
Fast firing weapon
Needles bounce off of heavy armor

Plasma Cannon Turret

Range: Close – Medium
Headshots: no
Magazine: 200 (detached)
Spare Ammo: None (detached)
Firing Speed: Full auto
Secondary Fire: No
Take down the shields and melts down unprotected threats
Good damage
Unlimited ammo while affixed to mount

Plasma Caster

Range: Medium – long
Headshots: no
Magazine: 5
Spare Ammo: 15
Firing Speed: Semi auto
Secondary Fire: Charged Shot
Try to fire charged shots
Lob charged shots at dangerous stationary threats like turrets to annihilate them from afar.
Charge up shots to catch the enemies in the blast

Plasma Grenade

Range: Medium – long
Headshots: no
Magazine: N/A
Spare Ammo: 2
Firing Speed: Single thrown grenade
Secondary Fire: No
Powerful thrown explosive.
Bounces once and then waits several seconds before exploding.
Adheres to enemies and vehicles, all but guaranteeing their demise.

Plasma Pistol

Range: Close – Medium
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: Semi auto
Secondary Fire: Charged Shot
Charged shots disable vehicles and break Elite shields
Use in conjunction with a headshot weapon to break shields
Energy slowly drains while you overcharge the weapon

Storm Rifle

Range: Close
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: Full auto
Secondary Fire: No

FORERUNNER WEAPONS

Forerunner weapons made their debut in Halo 4 and now are back for Halo 5: Guardians. We definitely love their design, but design is not the only thing that matters here.

Binary Rifle

Range: Long
Headshots: yes
Magazine: 2
Spare Ammo: 8
Firing Speed: semi auto
Secondary Fire: No
dvanced scope with 2x zoom with incredible accuracy

Boltshot

Range: Close – Medium
Headshots: no
Magazine: 24
Spare Ammo: 72
Firing Speed: Triple shot semi auto
Secondary Fire: No
Triple shot firing mechanism
Very effective at breaking the armor of Soldiers and Knights

Incineration Cannon

Range: Medium – long
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: semi auto
Secondary Fire: Charged Shot
Portable heavy weapon carried by Knights and Knight Commanders
Charged shots are lethal 2 hits for a Knight

Lightrifle

Range: Medium – long
Headshots: yes
Magazine: 12
Spare Ammo: 36
Firing Speed: semi auto
Secondary Fire: No
Slow rate of fire but high damage output per shot.
Handy for headshots and for finishing off Soldiers and Knights whose cores have been exposed.

Scattershot

Range: Close
Headshots: No
Magazine: 5
Spare Ammo: 20
Firing Speed: semi auto
Secondary Fire: No
Shells must be loaded one at a time, making for long reload periods.
Shoot in the back of Hunters and Knights, and you'll see how useful this weapon actually is.

Splinter Grenade

Range: Medium – long
Headshots: No
Magazine: N/A
Spare Ammo: 2
Firing Speed: Single thrown grenade
Secondary Fire: No
Powerful explosive
Bounces once and then explodes
Useful for locking down key areas and preventing the enemy's advance

Splinter Turret

Range: Medium – long
Headshots: No
Magazine: 30 (detached)
Spare Ammo: no (detached)
Firing Speed: Semi auto
Secondary Fire: No
Heavy bombardment weapon designed to batter enemy lines with explosive payloads.
Good accuracy, great damage.
Unlimited ammo while affixed to mount. Can be detached for portability.

Suppressor

Range: Close – Medium
Headshots: No
Magazine: 42
Spare Ammo: 168
Firing Speed: Full auto
Secondary Fire: No

UNSC WEAPONS

Overall, these are the most precise and well crafted weapons you will find in Halo 5: Guardians. Their problem is they have limited ammo and it's a tough challenge to find more in the middle of a mission.

Assault Rifle

Range: Close or medium
Headshots: No
Magazine: 36
Spare Ammo: 216
Firing Speed: Full Auto
Secondary Fire: No
Inflicts great damage on close-range threats.
Accuracy can be preserved by firing in short, controlled bursts.

Battle Rifle

Range: Medium – long
Headshots: yes
Magazine: 36
Spare Ammo: 108
Firing Speed: Triple shot semi auto
Secondary Fire: No
Fires three rounds per trigger pull
Powerful and accurate, and its triple-shot firing mechanism makes it ideal for scoring headshots.

Chaingun Turret

Range: Close – medium
Headshots: no
Magazine: 250 (detached)
Spare Ammo: No (detached)
Firing Speed: Full auto
Secondary Fire: No
Fast-firing, high-caliber firearm designed to dish out damage.
Low accuracy but high volume.
Unlimited ammo while affixed to mount. Can be detached for portability

DMR

Range: Medium – long
Headshots: yes
Magazine: 15
Spare Ammo: 45
Firing Speed: Semi auto
Secondary Fire: No
Incredibly accurate and powerful rifle
Scope allows for precision headshots over long distances.

Frag Grenade

Range: Medium – long
Headshots: No
Magazine: N/A
Spare Ammo: 2 (3 for Locke)
Firing Speed: Single throw
Secondary Fire: No
Powerful thrown explosive
Bounces and skitters around before exploding.

Guass Turret

Range: Medium – long
Headshots: No
Magazine: 9 (detached)
Spare Ammo: No (detached)
Firing Speed: Single shot
Secondary Fire: No
Fire blasts at very long range
Good accuracy, great damage
Unlimited ammo while affixed to mount

Hydra Launcher

Range: Medium – long
Headshots: No
Magazine: 6
Spare Ammo: 18
Firing Speed: Full auto
Secondary Fire: No
Launches up to six missiles at enemies, with explosive results.
Tracking system causes missiles to home in on targets once locks are established.
Unloading a full volley will annihilate most threats.

Magnum

Range: Medium
Headshots: Yes
Magazine: 12
Spare Ammo: 48
Firing Speed: Semi Auto
Secondary Fire: No
Fast-firing, easy to handle, low recoil.
Capable of one-shot kills against Grunts, Jackals, and Crawlers.

Railgun

Range: Long
Headshots: No
Magazine: 1
Spare Ammo: 13
Firing Speed: Single charged shot
Secondary Fire: No
Requires several seconds to charge prior to firing.

Rocket Launcher

Range: Short – medium
Headshots: No
Magazine: 2
Spare Ammo: 4
Firing Speed: Semi auto
Secondary Fire: No
Can destroy vehicles and bring down powerful enemies such as Knights and Hunters.

Rocket Turret

Range: Medium – long
Headshots: No
Magazine: 24 (detached)
Spare Ammo: No (detached)
Firing Speed: Three Rocket Volleys
Secondary Fire: No
Low accuracy, great damage.
Unlimited ammo while affixed to mount. Can be detached for portability.

SAW

Range: Close – Medium
Headshots: No
Magazine: 72
Spare Ammo: 216
Firing Speed: Full auto
Secondary Fire: No
Incredibly powerful full-auto assault rifle.
Recoil can be compensated for by firing in short, controlled bursts.

Shotgun

Range: Close
Headshots: No
Magazine: 5
Spare Ammo: 15
Firing Speed: Semi auto
Secondary Fire: No
Delivers devastating payloads to close-range threats.
Very useful against the Hunters and Knights

SMG

Range: Close
Headshots: No
Magazine: 60
Spare Ammo: 360
Firing Speed: Full auto
Secondary Fire: No
Tap the Fire Weapon button to improve accuracy against medium-range threats.
Consumes ammo rapidly; select other weapons when ammo is scarce.

Sniper Rifle

Range: Long
Headshots: yes
Magazine: 4
Spare Ammo: 16
Firing Speed: Semi auto
Secondary Fire: No
Advanced scope lets the user zoom in twice to fire on distant threats with incredible accuracy.

Spartan Laser

Range: Long
Headshots: no
Magazine: 1
Spare Ammo: 3
Firing Speed: Single charged shot
Secondary Fire: No