Forerunner Weapons (From Halo)

It is hardlight weapons owned by the Forerunners, which Jing D. Hayabusa had revisits the Haloverse.
The choice of color of these weapons were blue, if its decide to change it into orange.
Until then, which Jing had build a larger versions for Mobile Suits.

## Information

Jing D. Hayabusa revisits Haloverse to collect the Forerunner Weapons that take place where Master Chief 117 had came to Requiem until receives a transmission of ‘UNSC Infinity’ under Captain Thomas Lasky, before being pick up Cortana’s distress signal.

So far, Jing manages collect each weapon that would he attempt to duplicates any kind of weapons that might useful for the fractions. But, under his circumstances, he will not able to add it to the Federations’ arsenals, but instead, stores it for the vault along with its data blueprints, so that no one is unable to getting their hands on.

Even with the hardlight technology that Jing had possesses, so far, which it is best that happens being stored within the Heaven Federation

Mosuke Zweichi wasn’t well aware about his former Master had returning to the Haloverse, without his suspicious, but he surely did collect the Covenant’s weapons that meant for the Chaos Federation or Dark Chaos Legion. If he did, he would follow the same way as Jing does.

Even though, which Jing had resizes these weapons into larger versions for mobile suits for the usage, than the normal size.

## List of Forerunner Weapons

### Z-110 Directed Energy Pistol/Exotic (Boltshot)

The **Z-110 Directed Energy Pistol/Exotic** or **Boltshot** is a Promethean Forerunner pistol which fires concentrated bolts of hard light. It can be used as a secondary weapon for Halo 4 War Games and Spartan Ops loadouts and can be found throughout the Campaign. It is a close-range precision weapon and excels at destroying organic matter.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-110
* = Type: Directed Energy Pistol/Exotic

Technical specifications

* = Size: Handheld, One-handed
* = Magazine Size: 10 rounds (Halo 4)
* = Fire Mode: Semi-Automatic/Alt. Charged Bolt (Halo 4)
* = Maximum Ammunition: 40 rounds
* = Ammunition Type: Ionized Particles
* = Rate of Fire: High (300 RPM)
* = Accuracy: Moderate to Poor
* = Range: Short to Medium

#### Design details

Functioning as a close-range precision weapon, the Boltshot can disintegrate organic matter. The weapon is a particle dilator and also has a burst function at close range. Following the Requiem Campaign the Prometheans modified their Boltshots to fire in bursts that are able to track enemies.

The weapon possesses an angular design and a metallic casing. It appears to be held together almost entirely by energy fields as indicated by its self-assembly process and reloading mechanics.

Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. When the weapon's trigger is held, four flaps extend from the side of the weapon, activating its burst function. The flaps glow brighter as the weapon generates energy for its burst function and retract after the bolt has been released.

#### Information details

The Boltshot has two firing modes: standard and a charged burst. Using the standard mode of fire, it takes 10 shots to drop a player's shield and takes 3-4 shots to kill a player. It can also kill an unshielded player instantly with a shot to the head.

Holding the trigger down will charge the weapon. Continuing to hold the trigger for about 2 seconds or releasing the trigger will cause the burst to release. This burst can kill a fully-shielded player instantly from within 15 feet. The damage dealt drops quickly after this range. The burst does not cause extra damage to the head. The charged shot will use 5 bolts from the clip, but only one bolt is needed to charge and fire. A burst that uses less than 5 bolts will do the same amount of damage as a burst that uses 5 bolts.

##### Advantages

The Boltshot has a rather high rate of fire, decent accuracy, and is capable of headshots. Holding the trigger will charge the Boltshot's close-range secondary function which is often referred to as Burst-Mode. It unleashes a single burst that releases five shots simultaneously which can be fatal when used against shielded enemies at close range. If the player wishes to cancel the charging secondary fire, the trigger can be released after one or two seconds, returning the weapon to its primary function which also prevents the waste of any ammunition.

However, if the user releases the trigger after only three seconds, the secondary function will still fire, often catching enemies off guard. Burst-Mode can still be used if the weapon has just one of the five required bolts, inflicting the same amount of damage as a burst with all five bolts.

* Switching to the Boltshot to get the killing headshot on an unshielded opponent is faster than reloading a primary weapon.
* The charged shot can be used to instantly kill a player in close quarters. Even if the shot only drains the shields, the player can still be killed quickly with a follow-up melee.

##### Disadvantages

The Boltshot does not have enough rounds in one magazine to kill in the hands of an inexperienced user. One would have to empty an entire magazine into a target to drop its shields, reload, and then kill it with a headshot. Despite its powerful secondary mode, it takes exactly four seconds to charge, rendering the user defenseless. In addition, it consumes half the ammo of the weapon, meaning that only two shots of it are possible before a reload. If the shot fails to kill the target, the user will be left helpless until it cools down again.

* The single shots are very weak, requiring a full magazine just to bring down an opponent's shield.
* The Boltshot has only 40 shots maxmium.
* The charged shot is difficult to aim and a miss is very punishing.

#### Gallery

Concept art displaying the idea of the burst charge.A Boltshot render with the Piston skin.A lateral view of the Boltshot with the Piston skin.The Boltshot assembles in the hands of John-117.The Boltshot as shown in the Halo 4 Campaign.The Boltshot aimed at a Knight, without the flaps extended.The Boltshot charging a shot.Detailed closeup of a Boltshot's burst-function being fired.First-person view of the Boltshot being reloaded.The weapon comes apart when it's reloaded.Third-person view of the Boltshot being reloaded.The holographic designs on the Boltshot as it is being fired.
### Z-130 Directed Energy Automatic Weapon (Suppressor)

The **Z-130 Directed Energy Automatic Weapon**, more commonly known as the **Suppressor**, is a Promethean Forerunner weapon. It fires bolts of charged hard light that pierce and destroy any organic material. Its rapid firing rate made it a favorite of Forerunner troops against the Flood during the Forerunner-Flood war.

It is more effective at closer ranges compared to its Human and Covenant counterparts, the Assault Rifle and the Storm Rifle.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-130
* = Type: Directed Energy Automatic Weapon

Technical specifications

* = Size: Handheld, two-handed
* - Length: 94.2 centimetres (37.1 in)
* - Height: 36 centimetres (14 in)
* - Width: 15 centimetres (5.9 in)
* - Weight: 6.4 kilograms (14 lb)
* = Magazine Size: 48 rounds (Halo 4)
* = Maximum Ammunition: 288 rounds
* = Fire Mode: Automatic
* = Ammunition Type: Light Mass
* = Rate of Fire: Very High (~900 RPM)
* = Accuracy: Low
* = Range: Close

#### Design details

The weapon possesses an angular design and metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired.

#### Information details

The Suppressor was first introduced during the Kradal conflicts. It gained prominence during the human-Forerunner war and the Forerunner-Flood war. The Suppressor is a fully automatic weapon employing a conventional coil set architecture that fires bolts of hard light in rapid succession. Its high rate of fire and efficiency against the Flood led to its widespread use among the Forerunner warriors during the Forerunner-Flood war, particularly when attempting to retake vessels captured by the Flood; however, it is similarly effective against all organic matter.

##### Advantages

The Suppressor has a large ammunition capacity and deals considerable damage at close range, making it even more lethal to non-shielded infantry. The Suppressor's high rate of fire is very advantageous in close-quarter situations. Although an individual shot from the Suppressor may do little damage to another player, its high rate of fire grants the weapon the fastest killing speed of all primary loadout weapons. The Suppressor is more efficient against unshielded individuals.

Using a precision weapon, such as the M395 DMR, with the Suppressor allows the player to be effective at all distances. When paired with the plasma pistol, the plasma pistol can be used to eliminate an individual's shields, while the Suppressor is used to kill the now-unshielded enemy.

* The Suppressor has a higher rate of fire than the Assault Rifle, giving it a faster potential kill time.
* The Suppressor has a large magazine and can fire for a relatively long time before needing a reload.
* The Suppressor has a quick reload speed.

##### Disadvantages

Despite being the quickest-killing primary loadout weapon when every shot fired hits its target, the Suppressor's various disadvantages make it difficult to achieve this. It has little to no accuracy at medium and long range (even with short controlled bursts) and has a lengthy reload time. The Suppressor is not very efficient against shielded individuals.

The bolts fired by the Suppressor move rather slow, requiring the player to be close to enemies or to lead the target. The Suppressor is not efficient at handling multiple shielded players at once, due to relatively low projectile speed and limited damage against shielded targets.

* The Suppressor has a very large bullet spread, making it very inaccurate at any target further away than a few meters.
* The Suppressor's projectile speed is very slow, forcing you to aim ahead of a target when shooting from a distance.
* Each projectile does less damage than the other automatic weapons.

#### Gallery

The Suppressor forming in the player's hand.First-person view of the Suppressor in the Halo 4 campaign.The lines of the Z-130 Suppressor glows as it firesThe Suppressor firing upon an oncoming Promethean Knight.Reloading the Suppressor.An Inside and outside look ath the Suppressor's holographic designs, while the suppressor is being reloaded.A Z-130 being reloaded.
### Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator (Scattershot)

The **Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator**, more commonly known as the **Scattershot**, is a Forerunner shotgun. It is carried by Promethean Knights.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-180
* = Type: Close Combat Rifle/Asymmetric Engagement Mitigator

Technical specifications

* = Size: Handheld, two-handed
* = Magazine Size: 5 rounds
* = Maximum Ammunition: 20 rounds
* = Fire Mode: Semi-automatic
* = Ammunition Type: Ionized Particles
* = Rate of Fire: Low
* = Accuracy: Low
* = Range: Short

#### Design details

The weapon bears the hallmarks of Forerunner design: highly angular and metallic. It appears to be held together at least partly by energy fields, as indicated by its self-assembly process and floating sights. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The weapon receives five energy cells from a breach-loaded compartment.

#### Information details

The Scattershot gained popular use by Builder Security who used it to engage the Flood during large scale evacuations of Forerunner planets. Effectively an exotic analogue to a human shotgun, the scattershot was first used as a close-range defensive weapon toward the end of the Forerunner-Flood war. The scattershot is extremely dangerous in relatively close quarters, and fires multiple individual projectiles, though its most remarkable attribute is that its rounds can bounce off surfaces.

As a weapon created to combat the Flood and prevent them from reusing corpses, it will disintegrate its targets if enough of the projectiles hit them at the same time.

##### Advantages

* Like the Shotgun, the Scattershot can kill in one shot at point-blank range.
* The Scattershot has a longer effective range and higher rate-of-fire than the Shotgun, making it more effective at medium-close ranges.
* The Scattershot's beams can ricochet off of walls.

##### Disadvantages

* The Scattershot's instant-kill range is shorter than the Shotgun's.
* The Scattershot has a slow reload speed.

#### Gallery

Concept art of the Scattershot.Reloading the ScattershotThe Scattershot's lines glowing as it fires.Closeup of the Scattershot's barrel.
### Z-250 Directed Energy Engagement Weapon (LightRifle)

The **Z-250 Directed Energy Engagement Weapon** , informally known as the **LightRifle** , is a Forerunner weapon that fires beams of hard light particles. In War Games and Spartan Ops, it is available as a primary weapon loadout.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-250
* = Type: Directed Energy Engagement Weapon

Technical specifications

* = Size: Handheld, two-handed
* - Length: 125/7 centimetres (49.5 in)
* - Height: 32 centimetres (13 in)
* - Width: 10.1 centimetres (4.0 in)
* - Weight: 13.2 kilograms (29 lb)
* = Magazine Size:
* - 36 rounds (unscoped) (Halo 4)
* - 12 rounds
* = Maximum Ammunition: 120 rounds
* = Fire Mode:
* - Semi-automatic, single-shot
* - Three-round burst (unscoped) (Halo 4)
* = Ammunition Type: Light Mass
* = Rate of Fire: Moderate (144 RPM)
* = Accuracy: High
* = Range: Medium-Long

#### Design details

The lightrifle fires luminescent orange hardlight rounds. It is a scoped, mid-range to long-range weapon that normally fires a three-shot burst with one pull of the trigger. When zoomed in, however, it fires a single high-powered concentrated shot that consumes three units of ammunition. It holds 36 units per magazine; however this provides 12 shots while zoomed in. Functionally, the weapon employs componential particle acceleration to fire beams of hard light particles at a high speed and with pinpoint accuracy. Using the diffused combination of particle acceleration and hardened photonic matter, it is capable of dropping individual shielded enemies such as Elites, Spartans, and Promethean Knights in a few well placed shots.

The rifle possesses an angular design and metallic casing. It features a stock, a firing grip, a stabilizing firing grip, a scope and a light mass channel. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and floating sights. Orange lights are present while the weapon is self-assembling and throughout the casing once assembly is complete; there is also a column of orange-colored energy that runs through the light mass channel. Hard light highlights stream along the sides of the weapon while it is fired. The sight through the scope is tinted orange and is approximately a 4× zoom. It features integrated targeting optics.

#### Information details

The LightRifle fires three-"round" bursts from the hip. When scoped, it shoots a single and focused hard light beam. Both of these firing modes use the same amount of ammunition, but the focused beam is more powerful. The LightRifle is considered the direct counterpart to the UNSC's M395 Designated Marksman Rifle, with its specialization in mid- to long-range combat. Both weapons are equipped with a 4x magnification scope.

#### Gallery

Concept art of the LightRifle.Note that when the LightRifle is scoped in, the vertical rows of 3 shots turn into single shots on the HUD.As seen in the 2012 E3 trailer. - LightRifle firing burst-shotThe magazine of the LightRifle being ejected from the gun, as it is now useless.LightRifle ReloadingA Lightrifle being reloaded in Halo 4.First-person view of the Lightrifle in Halo 4.
### Z-390 High-Explosive Munitions Rifle (Incineration Cannon)

The **Weapon/Anti-Matériel Z-390 High-Explosive Munitions Rifle** , more commonly known as the **Incineration Cannon** , is a usable Promethean Forerunner weapon.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-130
* = Type: Directed Energy Automatic Weapon

Technical specifications

* = Size: Handheld, two-handed
* - Length: 94.2 centimetres (37.1 in)
* - Height: 36 centimetres (14 in)
* - Width: 15 centimetres (5.9 in)
* - Weight: 6.4 kilograms (14 lb)
* = Magazine Size: 48 rounds (Halo 4)
* = Maximum Ammunition: 288 rounds
* = Fire Mode: Automatic
* = Ammunition Type: Light Mass
* = Rate of Fire: Very High
* = Accuracy: Low
* = Range: Close

#### Design details

The weapon possesses an angular design and a metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and reloading mechanics. Red highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The weapon features an integrated optical scope for targeting accuracy.

#### Information details

The Incineration Cannon fires five streams of explosive particles in a tight spread which release in four different directions upon detonation. The explosive particles then detonate again individually, increasing the effective radius of the initial explosion.

##### Advantages

* Because there are multiple explosive particles, it is very easy to kill multiple players with one shot.
* It does enough damage to the Scorpion, the Wraith, and the Mantis to destroy them in one hit, but only if all the explosive particles hit the vehicle.

##### Disadvantages

* The Incineration Cannon has only one shot per clip and reloading takes four seconds, which makes missing a shot very punishing.
* The weapon's large area of effective splash damage makes it easy to kill oneself in close quarters.

#### Gallery

Concept art of the Incineration Cannon for Halo 4.First-person view of the Incineration Cannon in Halo 4.An Operator-clad Spartan-IV firing an Incineration Cannon.The Incineration Cannon's explosive rounds when fired.The destructive power of the Incineration Cannon.Reloading the Incineration Cannon.Holographic design placed on the Incineration Cannon.Render of the Incineration Cannon's scope.
### Z-750 Special Application Sniper Rifle (Binary Rifle)

The **Z-750 Special Application Sniper Rifle** , more commonly known as the **Binary Rifle** , is a long-range Forerunner weapon appearing in Halo 4.

It employs two core-mounted particle accelerators to propel a round with unparalleled stopping power that can bring down distant foes with one shot. When the round impacts an enemy, it causes them to disintegrate, similar to when a Promethean Knight is killed. It also has two zoom modes (5x and 10x) to fulfill its purpose as a long range precision rifle. The rifle emits a highly visible orange beam from its barrel when aiming, allowing opponents to trace the user's location.
Production Information:

* = Manufacturer: Forerunners
* = Model: Z-750
* = Type: Special Application Sniper Rifle

Technical specifications

* = Size: Handheld, two-handed
* - Length: 190.5 centimetres (75.0 in)
* - Height: 39.5 entimetres (15.6 in)
* - Width: 12.6 centimetres (5.0 in)
* = Magazine Size: 2 rounds
* = Maximum Ammunition: 10 rounds
* = Fire Mode: Semi-automatic
* = Ammunition Type: Ionized Particles
* = Rate of Fire: Low
* = Accuracy: Very High
* = Range: Long

#### Information details

Considered to be a brutal masterpiece of Forerunner weaponcraft, the binary rifle is a weapon used by Promethean Knight units and certain types of Crawler units encountered on Requiem. Originally designed to combat the Flood at extremely long ranges, the Z-750 binary rifle is equipped with twin, core-mounted particle accelerators which fire ionized particle beams containing jacketed antimatter particles. The incredible power and accuracy of this weapon make it highly lethal, allowing it to neutralize most targets with a single shot, disintegrating the body of the target.

The weapon possesses an angular design and metallic casing. It appears to be held together, at least partly, by energy fields as indicated by its self-assembly process and floating sights. Orange highlights can be seen while the weapon is self-assembling and throughout the casing once assembly is complete; these highlights grow brighter when the weapon is fired. The sight through the scope is tinted orange and has two zoom levels, 5× and 10×. The rifle emits a highly visible orange beam from its barrel when aiming, allowing opponents to trace the user's location.

Sometime after the events on Requiem in 2558, models of the binary rifle have been encountered that fire a concentrated beam of energy, instead of just firing single shots.

##### Advantages

The Binary Rifle is a weapon of extreme rewards and extreme penalties. Boasting more power than other sniper weapons, it is an excellent anti-personnel weapon, capable of instantly killing a fully-shielded SPARTAN-IV in a single shot placed anywhere on the body, and can take down most Covenant or Promethean infantry in a single body shot as well. On harder difficulties and against higher ranked Sangheili or Promethean Knights, it takes a few shots.

The Binary Rifle is also capable of destroying most light armored vehicles with one or two direct shots, and even heavy vehicles with only a few more. In addition to this, the weapon has a much higher zoom level than its sniper weapon counterparts, allowing its operator to engage targets from extreme ranges.

* The Binary Rifle is capable of killing a player in one shot anywhere on the body.
* It is also highly effective against small to medium vehicles, able to easily destroy Ghosts, Mongooses, and Warthogs in one or two shots.

##### Disadvantages

The line of fire created by the scope's orange laser sight can be seen by every player, thus giving away the location of the user. This can be negated by only zooming with the weapon when intending to shoot or by blocking the laser sight with nearby objects and surfaces in peripheral vision when scanning an area beyond with zoom.

Additionally, the Binary Rifle has a slow rate of fire (roughly one full second between shots) and a long reload time (roughly four seconds without Dexterity), leaving the user vulnerable. It holds a low ammunition capacity of 2 rounds per magazine with a total of four magazines (five with the Ammo upgrade).

When fired in scope, the Binary Rifle's aiming reticle recoils in a random direction, making it difficult for snipers to reacquire their target if they miss. When unscoped, the Binary Rifle's reticle is grossly enlarged, much like sniper rifles in other modern first-person shooter games and unlike other sniping weapons in Halo. This makes no-scoping incredibly unreliable unless fired at extremely close range. Quick-scoping is an option to combat this effect, though the user will need to unzoom from the second zoom level, which can cost precious time in close quarters combat.

* When scoped, the Binary Rifle projects a lengthy red holographic sight easily noticeable by other players.
* The Binary Rifle is extremely inaccurate when not scoped.
* The Binary Rifle has only two shots per magazine.

#### Gallery

Concept art of the Binary Rifle. The concept weapon at the bottom later becomes the Light Rifle.Using the scope of a Binary Rifle.A Spartan holding the Binary Rifle/A Spartan reloading the Binary Rifle.Firing a Binary Rifle at an Elite while scoped-in.The Binary Rifle's destructive power, disintegrating a foe with one shot of hard light.A Binary Rifle assembling itself.The ammo of the Binary Rifle.The ejected power cell of the Z-750 SASR.The Binary Rifle's disintegrative effects on infantry.A Raider-clad Spartan-IV utilizing the gun's scope's zoom functionality.
### Z-040 Attenuation Field Generator/Localized (Pulse Grenade)

The **Z-040 Attenuation Field Generator/Localized**, more commonly known as the **Pulse Grenade**, is a Promethean Forerunner grenade appearing in Halo 4. Like most Promethean weapons, it is made from ionized particles. It is roughly cube-shaped with the appearance of a platonic icosahedron (a 20-faced polyhedron) with bright orange spikes on each corner of the face. When detonated, it releases a powerful pulse of ionized particles which forms a bright orange sphere.

The Pulse Grenade causes two explosions: once upon contact with any hard surface and again after a few seconds. Between these two pulses, it generates a spherical area-of-effect that slows vehicles and drains shields and health (similar to the EMP effect of the Power Drain). When killed by a Pulse Grenade, the target will disintegrate into orange particles of energy.

Information details

The pulse grenade was used by Forerunners to cauterize Flood strongholds composed of resilient Flood Super Cell accretions which quickly develop into a Gravemind. When inert, the Pulse Grenade is a box-like device with eight pyramidal projections and glowing yellow highlights. When thrown, its yellow patches invert into orange-glowing spikes, and it creates an area of effect that damages shields and health. It is designed to clear enemies from cover.

Upon being thrown, it forcefully detonates and forms a hazardous ionization sphere which eventually collapses, destroying nearby targets.[6] Its operation is similar in function to the power drain.

#### Advantages

* The Pulse Grenade is much more effective than other grenades at area denial.
* One explosion is enough to completely strip a Spartan's shields or kill a Spartan with low shields. A single Pulse Grenade can kill a Spartan if the Spartan is impacted by both the initial and final explosions.
* Vehicles that enter the orange glow are slowed down.
* Because the Pulse Grenade detonates upon impact instead of bouncing, it is much easier to aim.

Disadvantages

* Players who choose the Pulse Grenade in their loadout will spawn with one grenade instead of two. Using the Grenadier Tactical Package will increase this to two.
* The Pulse Grenade's orange glow is very noticeable and thus easy to avoid.
* Because the Pulse Grenade detonates upon impact instead of bouncing, unlike other grenades, it cannot reach some areas by being bounced off of surfaces.

### Z-520 Encounter-Mitigation System (Splinter Turret)

The **Z-520 Encounter-Mitigation System**, more commonly known as the **Splinter Turret**, is a Promethean heavy weapon featured in Halo 5: Guardians.

Upon impact, its projectiles explode outwards into several smaller explosive projectiles, giving the weapon its colloquial name. It was employed by Prometheans in conflicts after the Requiem Campaign. As support weapons, picking up the Splinter Turret would result in a lack of mobility.

Production Information:

* = Manufacturer: Forerunners
* = Model: Z-750
* = Type: Special Application Sniper Rifle

Technical specifications

* = Magazine Size: 30 shots
* = Fire Mode: Automatic
* = Range: Close to medium range

#### Information details

Used by Forerunner forces serving in Builder Security during the Forerunners' war with the Flood, the Z-520 Splinter Cannon fires unstable light mass projectiles that break apart on impact, releasing reactive fragments. This design devastated massed Flood infection forms. Seemingly designed for use in quick-reaction and expeditionary military strikes, the Splinter Cannon can either be physically moved to a site by Soldier constructs or instantly called in to reinforce a position by use of a translocation beacon.

UNSC forces have only encountered the weapon paired with a generator pedestal, but it is possible there are vehicle-mounted configurations.

Absent from use during the conflict on Requiem for unknown reasons, the Splinter Cannon is one of many long-lost weapons that Cortana has reclaimed from the Forerunner archives on Genesis.

#### Description

The turret, like the human equivalent features a shield on the barrel of the gun, albeit made of hardlight. The turret fires a single hardlight round, that explodes on impact and splinters into smaller explosions, making it an extremely lethal weapon.

#### Gallery

A Spartan-IV wielding the splinter turret.
### Unidentified Forerunner weapon

This **Unidentified Weapon**  is an energy weapon created and used by the Forerunners during the Forerunner-Flood war.

Production Information:

* = Manufacturer: Forerunners
* = Model: ?
* = Type: Directed Energy Weapon

Technical specifications

* = Maximum Ammunition: 100 battery units
* = Fire Mode: Automatic
* = Range: Close to medium range

#### Description

The weapon was a silver, claw-shaped device that generated a hard-light blade, capable of firing bolts of energy. When multiple weapons were used in conjunction, they could apparently combine their energy bolts to form a single large blade-like projectile that sliced through the air.

#### Gallery

A group of Forerunner combatants armed with the weapon.
#### Trivia

The means of activating the weapon is remarkably similar to that of the Sangheili energy sword. It is possible that the weapon inspired the operational design and power supply of the energy sword, while its overall look and tactical use was adapted directly from the curveblade.

* The hilt for the weapon appears similar to a Constructor.
* The activation style of the weapon might have influenced the Covenant Energy Sword.
* Its appearance is somewhat similar to the Boltshot which appears in Halo 4, its function however is completely different. It is possible that this is a modified Boltshot, or a non-automated blade-forming Constructor.
* The Blade that is generated is capable of firing a beam weapon. It is possible that this blade and the beam that it fires is constructed from hard light.
* In Halo 4: Return of The Forerunners documentary, this weapon appeared as a possible design for the Suppressor weapon.

## Mobile Suit-use Versions

It is a larger version of the normal-size, which consists of extend its ammo capacity due to its size, that increasingly by multiple by 10, minus its shotgun, which did't acquires to extend its ammo, it will be delay to be reload. Which indicates that to how much the usage of its limits.

### Boltshot (Z-110)

* Magazine Size: 100 rounds
* Maximum Ammunition: 1000 rounds

### Suppressor (Z-130)

* Magazine Size: 240 rounds
* Maximum Ammunition: 2400

### Scattershot

* Magazine Size: 10 shells
* Maximum Ammunition: 50 shells

Noted: 10 shells for the Scattershot shotgun, which instead of more such as 25 or 50, as a author and maker for this wiki, I had decide to shortens the capacity as AA-12's 10 round mag.

### LightRifle (Z-250)

* Magazine Size:
* = 72 rounds (unscoped)
* = 24 rounds (scoped)
* Maximum Ammunition: 240 rounds

### Incineration Cannon (Z-390)

* Magazine Size: 1 hardlight rocket
* Maximum Ammunition: 12 rockets

Noted: The ammo capacity for this forerunner weapon is being doubled its storage.

### Binary Rifle (Z-750)

* Magazine Size: 4 rounds
* Maximum Ammunition: 20 rounds

Noted: It's equal ammo capacity to the SRS99, which its quite even than 2 rounds.

## Noted

* Preferring to Halo 4 versions of the Forerunner weapons.
* Just like the Red vs. Blue that the Rooster Teeth had create, of course, having these weapons for sure.
* Thank to the story regarding multi Crossover of Gundam Build Fighters x Code Geass x Multi-verse. So far the Covenant had building larger versions of their weapons that being used by mobile suits.
* Main link for creation: [Click Here] - Considered a refresh button.