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