Halo Reach: Weapons

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Halo : Reach Weapons[edit]

This page details the weapons available to Human Soldiers and Warriors of the Covenant at the front lines of the war.

Ranged Weapons[edit]

The following table details the ranged weapons used by humans and the Covenant. Some of the rare weapons present in Halo works of Fiction are not present, however, most of these are based on weapons shown on the table below. If this is the case, they use the same rules as the weapon they are based on.

Table: Ranged Weapons
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC1 Restriction1
Handguns/One Handed Ranged Weapons (require the Personal Firearms Proficiency feat)
M6G Magnum .50 Cal 2d12 20 Ballistic 45 ft. S 8 box Small 6 lb. 16 Lic (+1)
Plasma Pistol 2d4 20 Ballistic, Energy 30 ft. S 10 / 2 Tiny 8 lb. 25 Mil (+3)
Plasma Rifle 2d8 20 Ballistic, Energy 40 ft. S, A 50 / 5 Med 13 lb. 25 Mil (+3)
Brute Plasma Rifle 4d4 20/x3 Ballistic, Energy 40 ft. S, A 45 / 5 Med 13 lb. 35 / 10 Mil (+3)
Needler 2d4 20 Ballistic 15 ft. S,A 30 box Med 4 lb. 25 Mil (+3)
Spiker 2d8 20 Ballistic 40 ft. A 40 box Small 6 1/2 lb. 25 Mil (+3)
M319 Individual Grenade Launcher 4D6 20 Incindiary 20 ft. S 1 Medium 6 1/2 lb. 25 Mil (+3)
M319 Individual Grenade Launcher 4D6 20 Incindiary 20 ft. S 1 Medium 6 1/2 lb. 25 Mil (+3)
M247H Heavy Machine Gun 2D10 20 Ballistic 60 ft. A 200 Box Huge 35 Lbs. 25 Mil (+3)|
M41 SSR 4D8 20 Explosive 100 ft. S 2 Large 35 Lbs. 25 Mil (+3)|
Longarms (require the Advanced Firearms Proficiency feat)
M392 Designated Marksman Rifle 2D10 19-20 Ballistic 90 ft. S 16 box Large 10 lb. 18 Mil (+3)
M45 Tactical Shotgun 3d10 20 Ballistic 10 ft. S 12 int Large 5 1/2 lb. 18 Mil (+3)
Sniper Rifle System 99 Anti-Matériel .70 Cal 3d12 20 X3 Ballistic 250 ft. S 4 box Huge 35 lb. 22 Mil (+4)
MA37 Individual Combat Weapon System 2d6 20 Ballistic 40 ft. A 32 box Large 10 lb. 15 Mil (+3)
Covenant Carbine 2d8 20 Ballistic, Energy 70 ft. S 18 box Large 15 lb. 25 Mil (+3)
Beam Rifle 2d12 20 Ballistic, Energy 90 ft. S 100% Charge Large 39 1/2 lb. 25 Mil (+3)
Brute Shot 4d6 20 Ballistic 20 ft. S 4 linked Large 25 lb. 25 Mil (+3)
Sentinel Beam, Minor 2d12 20 Ballistic, Energy 50 ft. S, A 100% Battery Large 35 lb. 30 Mil (+3)
Sentinel Beam, Major 4d6 20 Ballistic, Energy 50 ft. S, A 100% Battery Large 35 lb. 30 Mil (+3)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
AIE-486H Heavy Machine Gun 2d12 20 Ballistic 110 ft. A 50 Linked Huge 75 lb. 22 Mil (+3)
M41 SSR MAV/AW Rocket Launcher 10d6 100 ft. 1 2 Box Large 50 lb. 25 Mil (+3)
Missile Pod 15D6 150 ft. 1 8 int. Huge 75 lb. 30 Mil (+3)
Fuel Rod Cannon 6d6 20 Ballistic, Energy 60ft S 5 Box Large 40 lbs. 30 Mil (+3)
Plasma Cannon 5d8 19-20 Ballistic, Energy 60ft A 100% Charge Huge 75 lbs. 35 Mil (+3)
M7057 Flamethrower 5d6 Fire 10ft S, A 10 int. Huge 50 lb. 20 Mil (+3)
  1. The values given are for humans. These may be different for members of the Covenant.

Close Combat Weapons[edit]

Human soldiers are usually equipped with a small combat knife in case of "close encounters". The greater warriors of the Covenant elites are presented with Energy Swords as a sign of their skill. Likewise, some Brute Chieftains are equipped with mighty Gravity Hammers- mighty hammers that blow the mightiest opponents into nearby walls with a single strike. Such weapons are detailed below. All weapons detailed below are exotic weapons.

Table: Melee Weapons
Weapon Damage Critical Damage Type Range
Increment
Size Weight Purchase DC Restriction
Exotic Weapons
Energy Sword1 2d10 19-20/x3 Slashing, Energy Medium 5lb. 45 Mil +3
Gravity Hammer2 3d10 20/x4 Bludgeoning, Energy Large 55lb. 45 Mil +3
  1. This is an exotic weapon only if used when two-weapon fighting with it. Otherwise, it is a martial weapon.
  2. The Gravity Hammer may only be used by a medium-sized creature or larger with a strength score of 16 without being treated as an oversized weapon.

Vehicular Ranged Weapons[edit]

The following table details the ranged weapons fitted to vehicles by humans and the Covenant. Purchase DCs and Restrictions shown are for humans: these may vary for the Covenant.

Table: Vehicular Ranged Weapons
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC1 Restriction1
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
M41 Light Anti-Aircraft Gun 2d12 20 Ballistic 110 ft. A 50 Linked Huge 75 lb. 22 Mil (+3)
102mm SC-HE Rocket Turret 10d6 100 ft. S 3 Box Huge 50 lb. 30 Mil (+3)
M68 Gauss Cannon 10d6 150 ft. S 5 belt Huge 75 lb. 40 Mil (+3)
Fuel Rod Cannon 6d6 20 Balistic, Energy 60ft S 5 Box Large 40 lbs. 30 Mil (+3)
Plasma Cannon 5d8 19-20 Ballistic, Energy 60ft A 100% Charge Huge 75 lbs. 35 Mil (+3)
90mm High Velocity Gun 15d6 150 ft. S 1 int. Gargantuan 150 lb. 50 Mil (+3)
AP-T 7.62mm machine gun 2d12 20 Ballistic 110 ft. A 50 Linked Huge 75 lb. 22 Mil (+3)
Scarab Cannon 20d8 19-20 Ballistic, Energy 150 ft. S 100% Charge Colossal 500 lb. 50 Mil (+3)
Scarab Anti-Aircraft Turret 8d8 19-20 Ballistic, Energy 150 ft. A 100% Charge Colossal 500 lb. 50 Mil (+3)
  1. The values given are for humans. These may be different for members of the Covenant.

Grenades[edit]

Table: Grenades
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Purchase DC Restriction
M9 HE-DP Grenade 6d6 Slashing 20 ft. 15 10 ft. Tiny 1 lb. 15 Mil (+3)
Plasma Grenade 4d6 Energy 15ft 15 10 ft. Small 2 lb. 25 Mil +3
Spike Grenade 3d6 Piercing 15 ft. 15 15 ft. Tiny 5 lb. 25 Mil (+3)
Incendiary Grenade 3d6 Fire 25ft 20 10 ft. Small 2 lb. 25 Mil +3



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