Heaven's Federation Arsenals and Equipments

This article is a list of **weapons** that for the **Heaven's Federation**. Which along with tactical equipment and most highly advance weaponry. Even the most better armor-piercing ammunition which its a better choice to the FMJ (Full-Metal Jacket) rounds.

While hollow-points were used for (Military) Police Force and Law-enforcements.

Even uses the Mass-produced arsenals.

## List of Weapons for Units

* List of Arsenal(s) of Choice(s) of each Unit Role

## List of Arsenals and Equipment

### Melee Weapon(s)

Physical

BLACKHAWK Tatang Fixed Blade Knight - Plain EdgedStun KnifeHigh Frequency BladeMacheteKanenori HatchetStun Rod - MGS: Peace WalkerMachete KnifeBattle Combat AxeChainswordData KnifeData Knife 2.0Pilot Sword (Machete)Pulse Blade (Throwing Projectile)Energy

Kagemitsu G4 (Basic blue)Kagemitsu G4 design art in a special booklet.Parts of a Kagemitsu G4Kirito choosing the colour of his photon sword.Kagemitsu G4/Light Sword/Lightsaber/Beam SabreKagemitsu G4's concept art from the Design Works II artbook.Kagemitsu G4's status window.Type-01 Energy SwordPsionic Blade (Ghost/Spectre-used)Rock Saw (or Laser Pick)Plasma Saw (Film)
Power

Astartes Power Sword

> = 01. Tactical/Throwing Knife - From Call of Duty
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It is a melee and one-shot projectile weapon.

> = 02. Stun Knife - From Metal Gear Solid 4
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It was able to be used directly as a stabbing weapon, or utilized for CQC. In addition, the Stun Knife had the ability to unleash a powerful yet non-lethal electric charge through the blade, allowing to stun enemy soldiers instead of killing them.
The electricity is generated from the back of the blade.

> = 03. HF Blade - From Metal Gear series
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was a sword reinforced by a powerful alternating current and resonating at extremely high vibration frequencies. This oscillation weakens the molecular bonds of anything it cut, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks are performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge used as a clubbing weapon.

> = 04. Machete - From any kinds or MGS
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The machete is a large cleaver-like cutting tool. It is typically used for cutting down jungle brush and overgrowth, but is also sometimes used as an offensive weapon.

> = 05. Stun Rod - From MGS: Peace Maker
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A non-lethal device used to administer an electric shock in order to incapacitate an enemy.

> = 06. Battle Combat Axe (BC-Axe)
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BC-Axe is a notorious melee weapon with much better damage rates than the default Knife. The Combat Axe has a faster primary attack rate but slower with secondary and shorter attacking range.

> = 07. Kagemitsu - From Sword Art Online
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is a metal, tube-like weapon that is 3.5 centimeters in diameter and 19.8 centimeters long. On one end, a metal tool that looks like a mountaineering carabiner hangs down. The aperture end is slightly thicker with a black hole in the center. The colour of the weapon can be customised, with twelve choices available, and the energy blade emitted is one meter long.
Compared to ordinary swords, the 800 gram Kagemitsu G4 is lighter in weight, which is its main advantage in GGO. However, it also has continuous usage limits due to overheating, as well as battery limits.

> = 08. Psionic Blade - A melee weapon for Ghost or Spectre
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A **psionic blade** (or psi-blade ) is a type of energy blade manifested through the use of psionic powers.
Terran Dominion scientists have developed similar devices for use by ghosts and similar soldiers using protoss technology.

> = 09. Kagemitsu G4
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a proton sword used in combat, allows to deflects bullets, with those with a skilled in a sword.

> = 10. Chainsword
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The Mk XI Hell's Teeth chainsword is the close-combat weapon of choice among Space Marines, combining terrifying power and great speed. Its silhouette is a symbol of the Imperium's greatest warriors.

The standard melee weapon for a Space Marine, with motorized monomolecular-edged teeth capable of slicing through armour, flesh, and bone. Fast and responsive, it is capable of sawing through a variety of enemies.

The chainsword has a 4 hit combo which will cause the marine to travel approximately 19 meters forward. It is the fastest of the three weapons available to the Assault Marine, but does the least damage per hit.

> = 11. Rock Saw or Laser Pick
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The Rock Saw seems to be a mining instrument designed to mine and cut ore from rocks. The front end is a standard metal pick with serrated edges, while the back end can be folded out to create a laser for slicing and cutting various materials. Evidently the laser is quite powerful, demonstrated by the ease by which it sliced through neck when committed suicide.

> = 12. Plasma Saw
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When activated, the Saw projects a stream of suppressed Plasma that takes the shape of a blade similar to a chainsaw's that, when in use, will remain active and extended until the saw is deactivated. The saw has a flashlight affixed to the top of it, and bears a vague resemblance to the 211-V Plasma Cutter.
It can be assumed that the saw was used to carve up reasonably-sized rocks that a single miner could handle by themselves.

> = 13. Data Knife
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The **Data Knife** is a tool used by Pilots in Titanfall and Titanfall 2. All Pilots are equipped with a Data Knife by default. The player can use this tool to hack into enemy Spectres or Turrets, which will then fight for the player. When approaching a spectre drone or turret, a prompt will appear on the player's HUD. Upon holding the action button, the Pilot will stab the knife into a thin connector slot and a counter on the knife will begin to scroll.

Upon completion, the Spectre (Automated Droids) will fight for the player, as well as any Spectres in the surrounding vicinity. The same is true when activating or capturing heavy turrets, although the player must instead find and hack into a control console at the base. Turrets in Fracture cannot be hacked and serve no function outside the campaign.

The Data Knife can also be seen when players are wallhanging, with the knife stabbed into the wall.

> = 14. Power Sword (Astartes)
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A **Power Sword** is a Power Weapon that has been shaped into a sword of varying lengths and designs crafted from one of any number of different materials, though usually Adamantium. When its power cell is activated, often by touching a control located on the hilt, the blade is sheathed in a lethal corona of disruptive energy. This energy field allows the blade to carve through flesh, bone and most forms of armour plate alike, making a Power Sword a highly effective Imperial close combat weapon.
The Power Sword is sheathed in an energy field that cuts through solid matter. The weapon of Space Marine commanders and champions, each power sword is unique. Crafted by master artificers, it stays with the recipient for life, only passing to another once the original wielder has given his life for Chapter and Emperor.

> = 15. Type-01 Energy Sword
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The **Type-1 Energy Weapon/Sword**, commonly known as the Energy Sword, is a close-quarters weapon of the Covenant Empire, for exclusive use of the Sangheili.

After the Prophets of the Covenant betrays Sangheili race, which lead by Thel 'Vadamee the Arbiter, joined forces to took down the Prophet of Truth for using the Halo Rings when learned its truth, potentials, and even purpose. Which most of the his brethren witnessed their treachery that the Prophets orders the Jiralhanae (Brutes) to killed their kind. They did share a common enemy with the UNSC for truce to put a stop on them for the usage of the Halo rings.

And even shared their weapons such as the Energy sword.

The Type-1 Energy Weapon/Sword consists of a curved hilt, housing an energy storage module and a device for projecting the plasma which forms the blade. The actual blade is composed of two partially ionized 'blades' of free moving electron based gas held in a blade-like form by two small magnetic-field generators built into the handle of the weapon. This forms and contains the oval shaped, ionized blades for which the weapon is recognized.

The battery's energy is reduced for each successful strike. Each killing strike from the sword will drain the battery by 10% of its energy. Once the battery power is fully depleted, the sword will deactivate unless recharged, which is impossible in the games.

> = 16. Pilot Sword (Machete)
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The **Machete** (or **Pilot Sword**) is a Melee weapon wielded by Pilots for close combat that besides the Data Knife.

> = 17. Pulse Blade
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The **Pulse Blade** is a piece of equipment employed by Pulse Blade Pilots. It is a throwing knife that, when thrown, sticks in a surface and emits several Active Radar Pulses, much like the Sonar Pulse used by the Tone loadout. These pulses then allow the user to literally see through walls as long as the blade remains active. However, the blade can be destroyed by enemies.

The Pulse Blade can be used as a throwing knife to kill enemy pilots, or used to stab enemy pilots.

### Pistol(s)

Mk.23 SOCOM - .45 ACPSOCOM Pistol Full viewDesert Eagle: Long Barrel and ScopeFive-SevenAuto 9Mk.2 Ruger - TranquilizerBauer SOCOM 46Bauer SOCOM 46 - Customizing the pistol.M12 NovaM12 Nova - CustomHammer .50Hammer CustomizationAY69 Machine PistolAY69AY69 CustomizationBlasterBolt PistolDivet (Anime)Divet - Flashlight attachmentDiver - View in LockerDivet - loaded with MagazineDivet - reloadingDivet Magazine - falling offDivet - firing after cartridge ejectionSection reloads a suppressed TDI Kard with a laser pointer and reflex sight.M6C SOCOM (Special Force Used)Rookie points his VP78 Pistol at WeylandSide view of the VP78. Note the Weyland-Yutani logo.Weyland holding a VP78

> = Mk.23 SOCOM (Unique)
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A large caliber combat pistol developed by Heckler & Koch at the behest of U.S. Special Operations Command for issue to Navy SEALs. The "Mk" designation indicates that the development was a Navy initiative. It has the .45 caliber size and 'cock and lock' design favored by U.S. soldiers, and comes with a high performance laser aiming module and specially developed suppressor. Holds 12 rounds.
Highly effective and reliable, but large and heavy for a sidearm, causing US troops to nickname it "The World's Only Crew-Served Pistol". H&K later streamlined the Mk 23 into the smaller, lighter, more popular (and still available in .45ACP) USP. Nevertheless proved indispensable to Snake during his infiltration of Shadow Moses in 2005. Maintains its high stopping power from medium range and has a slightly larger magazine capacity than other weapons of the same caliber.

> = Desert Eagle: Long-barrel
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Desert Eagle L.B. is a powerful semi-automatic pistol that is able to fire the .50 Action Express. These rounds have 3 times the initial energy of 45 caliber rounds, and the gun's 26cm length and 2kg weight, almost double that of most military handguns, have often led to it being described as more of a "hand cannon" than pistol.

It utilizes a gas operating system similar to that found in many assault rifles, unlike most semi-auto pistols which use the force of recoil to cycle. The standard barrel is 6 inches, but a 10 inch (254mm) barrel variation also exists. Holding 7 rounds, it has extremely strong recoil, and is rather difficult to use effectively.

The longer barrel slightly increases muzzle velocity. It is also equipped with a scope enabling the gun to be used longer ranges

> = Auto-9 (Used by both Light/Medium and Heavy Unit)
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The Beretta 93R "Auto 9" is a heavily modified Beretta 93R. The pistol is fitted with an extended casket-shaped barrel with a raised front sight and matching enlarged rear sight. This gun is a highly advanced select-fire machine pistol with a 50-round magazine.
The most commonly utilized fire setting is in a three-round burst mode. And also loaded with 9x19 Armor-piercing. An advanced armor piercing round that has been shown to be able to penetrate kevlar vests as well as the titanium armor.

> = Rugar Mk.2 (Tranquilizer)
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Rugar Mk.2 is equipped with a built-in suppressor, and the bolt is locked in place while firing, making it almost completely silent. However, as a single shot weapon, it is unsuitable for rapid fire. Uses tranquilizer and emotion rounds. While non-lethal, it is a valuable tool for covert infiltration and no-kill completions. Also includes a built-in laser sight for more accurate aiming without needing to use the iron sights.

> = FN Five-Seven
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Five-Seven was developed to complement its P90 PDW (Personal Defense Weapon). Like the P90, the Five-seveN also shares the same cartridge (5.7mm x 28mm) that is designed to pierce standard body armor. Some other advantages of the pistol include it's low recoil (due to the 5.7mm round), a large 20-round magazine, and weighing in at 726 g (1.6 pounds), it's reasonably light-weight. In spite of this, the Five-seveN has not been widely adopted, primarily due to its high-cost and unusual concept. Even still, it has proven to be a successful design.
The capitalization of the "F" and the "N" in Five-seveN are references to the manufacturer of the weapon, Fabrique Nationale d'Herstal, known more commonly as FN Herstal, or simply FN.

> **= Bauer SOCOM 46**
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The Bauer SOCOM 46 in Crysis is a sidearm developed by the BBauer company.

It is the standard sidearm in the game, and is wielded by the federations.

The majority of this hybrid handgun is based on a mixture of the prototype Heckler & Koch "Ultimate Combat Pistol" (most of the slide design, the third control lever on the frame, and the sights) and the Walther P99 (the trigger and a majority of the frame), with some features from the Heckler & Koch Mark 23 (some of the slide design, the hammer, the slide-release, and the suppressor) and the Heckler & Koch HK45 (the milling cuts on the slide).

Attachments:

* Laser Pointer
* Flashlight
* Silencer

Tactics:

The Pistol is a well-balanced side-arm and is, by-far the most powerful pistol in the game; it has a large magazine for a handgun, and is particularly accurate when aiming down the sights. The player should be aware of their ammunition however, as the pistol still has a relatively small magazine compared to other weapons.

The Pistol also has a burst fire mode, where each trigger pull results in the gun firing two bullets. This can be particularly effective in close quarters combat or when dual wielding pistols.

Dual-wielding pistols allows the player to trade accuracy for power, and effectively doubling the rate of fire and magazine size.

The player may also attach a laser sight and change the aiming crosshair to a dot for more accuracy.

The silencer is a useful attachment for the pistol, allowing the player to call upon an accurate silenced weapon without having to modify their primary weapon.

> = M12 Nova
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M12 Nova is a semi-automatic pistol. It holds 20 rounds per magazine and up to 120 in reserve, giving it a total of 140 rounds. The gun has moderately low damage compared to the other pistols in the game but has a faster fire rate.

The M12 Nova has the second fastest rate of fire out of the four handguns (The first being the AY69). The M12 Nova trades off damage per shot for a bigger magazine.

Stats

* Accuracy: 4
* Rate of fire: 6
* Mobility: 8
* Damage: 4
* Range: 3

Attachments:

The M12 Nova can attach the Laser Pointer and the Silencer.

* Silencer

The Silencer allows the M12 Nova to be fired in cloaked mode for a cost of ten energy points, allowing the player to traverse missions stealthily and easily dispatch human enemy soldiers unnoticed.

* Laser Pointer

The Laser Pointer allows the M12 Nova to be a decent hit-and-run weapon by enhancing hip-fire accuracy. The Laser Pointer may be desirable when performing stealth operations by cloaking, as it is much easier to see the Laser Pointer than it is to see the iron sights when cloaked.

> = Hammer .50
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*"Don't let its size deceive you, this .50 caliber pistol is definitely the kind of 'last resort' that you want to have at your disposal if you find yourself out of ammunition or fumbling around with a reload on your main weapon."*

Hammer is a high-caliber pistol, with a slightly faster rate of fire, lower damage, a few extra bullets in its magazine, and the ability to attach a silencer.

The Hammer is similar to the Majestic, with a slightly faster rate of fire, lower damage, a few extra bullets in its magazine, and the ability to attach a silencer. The Hammer's more useful at close range than the Majestic due to its higher rate of fire, but it lacks the stopping power of the Majestic as well as the ability to attach a scope.

Statistics

* Accuracy: 5
* Rate of fire: 5
* Mobility: 8
* Damage: 7
* Range: 4

Attachments:

* Silencer
* Laser Sight
* Muzzle Brake
* Explosive bullets (ammunition)

> = AY69 Micro Machine Pistol
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The **AY69 Micro Machine Gun** is a subcompact weapon. Like the Pistol, it can be dual-wielded.

The AY69 is a more powerful sidearm than the pistol. Although it is ineffective past short range, the AY69's high rate of fire can typically eliminate the average enemy trooper relatively quickly.

If dual-wielded, (holding down both the left and right mouse buttons) will make both weapons fire at once. The combined fire of two AY69s is very effective against personnel in close quarters. However, the heavy recoil will make it difficult to hit a target past short range. Beyond medium range encounters, a more accurate weapon such as the SCAR or FY71 are more effective.

The silencer attachment increases the AY69's usefulness, allowing for quick close-range kills without alerting the surrounding enemies.

Stats:

* Accuracy: 3
* Rate of fire: 8
* Mobility: 8
* Damage: 3
* Range: 3

Attachments:

* Pistol Laser Sight/Flashlight module
* Silencer
* Extended Clip
* Reflex Sight

> = Blaster Q4
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Standard issue small energy semi-auto energy pistol that fires hitscan energy projectiles.

The Blaster is very weak, and should only be used against weaker enemies such as guards. Notably, it's one of only two weapons that supports an integrated flashlight.

While charging, an indicator at the end of the weapon emits a bluish glow, the projectile will be a little slower as well.

> = Bolt Pistol
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The Bolt Pistol is the standard-issue sidearm of the Space Marines. It is a compact pistol version of the Bolter, and is typically wielded alongside a Space Marine's melee weapon, typically the Chainsword.

Unlike the other ranged weapons, all Multiplayer classes can use it.

Like the Bolter, it fires small missiles, or 'bolts' (typically .75 calibre). Each self-propelled bolt contains an explosive charge that detonates once it has penetrated the target, blowing it apart from the inside. Effective against a wide variety of targets.

The Astartes Mk III Bolt Pistol is a compact, slower-firing version of the Space Marine Boltgun. Designed as a backup weapon, it nonetheless provides ample stopping power. It can kill with one headshot an enemy with no armor. A bolt round does 28 damage to shields and 40 damage to health.

> = Plasma Pistol
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The MK III Sunfury Plasma Pistol fires balls of super-heated plasma, making it a deadly companion to a close-combat weapon. The pistol can also fire a supercharged blast, although doing so is quick to overheat the weapon. The pistol does 15 health, or 30 damage to armor, and supercharged blast can do up to 125 damage (50 normal + 75 armor only).

> = Divet (Security-issue used)
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Divet is a standard sidearm for crew members and security personnel.

The Divet is a compact pistol with fully automatic fire. The Divet fires laser-sliced slugs composed of lead alloy in primary fire mode, and shoots three slugs simultaneously in secondary fire mode. It proved very effective on humans, as a shot from the Divet perforated the head of one crewman who was driven insane by the Marker and the Necromorphs. Another demonstration of its power was given by Kendra Daniels, who blasted a roughly fist sized hole in Dr. Kyne's chest with a well-placed shot.

Because the Divet fires an armor-piercing slug designed to penetrate the surface armor on a RIG, its firepower againstNecromorphs is rather poor; the bullets simply punch through with very little actual damage done to them. This makes the Divet not particularly suited to killing them, as the Divet was not meant to cut its victims apart. However, concentrated fire gives Divet users some protection against Necromorphs, provided that they are not surrounded by a large number of them.

> = KAP-40
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Fully automatic pistol. Incorporates recoil-mitigation technology.
utilizes the same Super V System as the KRISS Vector, but in a much smaller package to minimize recoil and muzzle rise. It will not have a blowback slide; instead it has a T-shaped cocking handle on the rear.

> = M6C/SOCOM (Special Forces Used)
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The **M6C/SOCOM** (M6S), also known as the **Automag**, is a semi-automatic pistol and a variant of the M6C magnum sidearm.

*“M6S -- whisper-quiet with armor-piercing rounds. Brutes might see us coming, but the only thing they'll hear is their asses hitting the ground.”*

— Gunnery Sergeant Edward Buck.

It is used by UNSC special operations units. It is the secondary weapon of special forces Orbital Drop Shock Troopers and is used in operations that rely on stealth rather than direct engagements.

The M6C/SOCOM variant has an integrated sound suppressor and muzzle brake. In lieu of the KFA-2 sight used on the M6D PDWS, the M6C/SOCOM utilizes the VnSLS/V 6E smart linked 4x scope, enabling the user to eliminate targets at long range while incurring limited recoil due to the integral sound suppressor and compensator.

Ammunition:

The M6C/SOCOM fires 12.7mm x 40mm (.50 Caliber) Semi-Armor-Piercing, High-Penetration ammunition from a twelve-round magazine. It has a considerably high rate of fire with a long effective range, being able to accurately hit a target at about fifty meters. The M6C/SOCOM is, like its M6C counterpart, weaker than the standard-issue M6G PDWS due to lower efficiency against shielded and heavily armored targets (due to its "exotic" ammunition: SAP-HP - Semi Armor Piercing-High Penetration, not Explosive).

These rounds are typically more effective against infantry as opposed to armor-piercing rounds due to a larger dump of kinetic energy, resulting in better stopping power, and also to the process described above, with an armor-piercing round speeding through the target's body without causing as much trauma, creating a scenario where a wounded enemy can still be an effective combatant until they bleed out. Ammunition packets for the M6C/SOCOM are labeled in the same blue color as all other M6 sidearm ammunition packs. However, each ammunition pack has a different shade and text to denounce the type of ammunition used.

> = VP78 Pistol
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The **VP78 Pistol** is chambered for 9mm squash-head rounds for increased stopping power. It can fire in both semi-automatic and three-round burst modes; while accuracy during three-round burst is poor, it greatly increases the weapon's effectiveness at close range. The weapon has neither the stopping power nor the long-range accuracy of many other weapons, but it gives Marines something to fall back on if they cannot use their primary weapons.
It is fitted with a laser sight/flashlight unit underneath the barrel as standard.

> = Smart Pistol MK6
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The **Smart Pistol MK6** is a Pilot anti-personnel pistol that appears in *Titanfall 2*to replace the older Smart Pistol MK5. The pistol is no longer a loadout weapon, instead being available to use as a Boost. When activated, the Smart Pistol replaces your secondary for the remainder of that life.

The next generation in AI targeting technology comes in the form of the Lastimosa Armory Smart Pistol Mk6. Upgrades from the Mk5 include a reciprocating charging handle, frame integrated ammo counter, multi-function Laser Aiming Module (LAM), improved ergonomics, an integrated stand-off muzzle, as well as improvements to the targeting capabilities. The SP Mk6 is the choice of deep cover operatives, most infamously used by the Advocates in clandestine assassination operations.

### Revolver(s)

Revolver with a laser targeter above the barrel - From StarCraft 2Smith & Wesson Model 500 ScopedMajestic RevolverMajestic - Customization.357 RevolverSpearhead ArmouryRevolver View: Front and RearPicking up the Revolver - Alien IsolationChecking revolver's cylinder. - .357 Magnum(Ripley from Alien Isolation) checking revolver's cylinder.The .357 Revolver appears to be based on the Mateba Model 6 Unica, an Italian revolver that fires from the "6 o'clock" barrel..357 Revolver - Rejecting empty bullets.357 Revolver - Insert fresh ammoGif: Revolver Reload (Note: Inserting 2 rounds due to low of munitions)HE .44 Magnum*A potent revolver armed with explosive rounds. Bullets embed in enemies and environments-- ideal for setting traps.*

**LIST OF REVOLVERS**
 S&W Model 500 scope
 Majestic
 .357 Revolver
 HE .44 Magnum

##### = Revolver

Revolver is a repeating terran firearm that consists of multiple chambers and at least one barrel for firing. Despite being a somewhat outdated weapon design, it can still be found in use in the 26th century, as a sidearm for terran marines. It holds six rounds in its firing chamber and is/can be fitted with a laser targeter above the barrel.

##### = Smith & Wesson Model 500 scope

S&W Model 500 (scoped) - a long range revolver with a massive firepower and high recoil.

##### = Majestic Revolver

**Majestic** is a revolver. It carries up to 6 rounds per removable cylinder. It is the most powerful handgun and one of the most powerful single shot weapons in the game, even rivaling the DSG-1's stopping power.

The Majestic is more powerful than the Hammer. A weapon using magnum ammo utilizes not larger rounds, but longer cartridges, with more gunpowder packed in. Thus, the same bullet is powered by much more explosive force.

It has a slow rate of fire and small ammunition capacity, making it unfit for the needs of the military. It also makes enemies die in a similar fashion to the HMG (sending them flying back a few meters). Also, rarely, the bullet fired from the Majestic will go through the enemy and hit another.

Stats:

* Accuracy: 6
* Rate of fire: 4
* Mobility: 8
* Damage: 8
* Range: 4

Attachments"

* Iron Sights
* Reflex Sight
* Assault Scope
* Rifle Laser Sight
* Compact Ammo
* Explosive Ammo

##### = Spearhead Armoury .357 Revolver

The **Spearhead Armoury .357 Revolver** is a 6-round, semi-automatic revolver chambered in .357 LR. The revolver was standard issue for security guard purpose and even bodyguard.

The .357 Revolver appears to be based on the Mateba Model 6 Unica, an Italian revolver that fires from the "6 o'clock" barrel position (bottom chamber of the cylinder) and can fire .357 rounds, like the .357 Revolver (although the Unica 6 fires Magnum cartridges, while the .357 Revolver fires LR). However, the .357 Revolver features a more conventional cylinder release not present in the Unica 6, as well as a shiny chrome finish.

##### = HE .44 Magnum

The **High Explosive (HE) .44 Magnum** is a handgun that first appears in *Resistance 2*. The Magnum appears as an ordinary (break-action) revolver, but it fires remote-detonated lithium bullets with the weapon's alternate fire.

The Magnum resembles to a SRPA standard magnum, however, it can be upgraded to a point where it can release multiple explosive charges and can be exploded manually.

Stats:

* Accuracy: Low-Medium
* Rate of Fire: Medium
* Range: Medium

###### Upgrades

* **Supercharged Rounds** - Fires more powerful bullets that have a charged fuse. Embedded bullets glow brighter over time, resulting in greater explosive damage (when R2 is pressed).
* **Overkill** - Fires special bullets that spawn multiple charged explosives when the bullet makes contact with a target.

### Shotgun(s)

JackalJackal - CustomizationMarshallMarshall - CustomizationAA-12 - Drum magSawed-Off ShotgunSuper ShotgunHellfire shotgunRhino ShotgunRhino ReloadingMeltagun (Shotgun-version)M45 Tactical ShotgunConcept of the M45 Shotgun.A blueprint of the M45 Tactical Shotgun.

##### = Marshall (Pump-action)

Marshall is the latest combat shotgun model from the famous Italy-based manufacturer Corbetta Firearms. Crafted around a durable polymer frame and fitted with a retractable stock, the weapon resembles combat-proven, state-of-the-art technology used by law enforcement, military police and the private security sector for several years.

With its high capacity internal magazine, the Marshall can hold a large amount of shells, addressing concerns over limited ammo capacity in previous models. The additional rail mount options provide a new level of adaptation, which enables rapid customization in the field. When using the latest 12 gauge ammunition types, it is even possible to attach compact silencers for covert tactical entry operations.

Like its predecessors, the Marshall provides excellent short-range stopping power against all but the most heavily armored targets, making it an essential piece of equipment for riot-control and urban combat operations.

The Marshall is more powerful than the Jackal at close range, but at short-medium range, it is outclassed by the Jackal because of the Jackal's higher rate of fire. The Jackal can therefore be considered as the more versatile shotgun, because it can shoot quickly and has a longer range and faster rate of fire. However, the Marshall can attach a suppressor, making it a good shotgun for stealth-based combat. The suppression does reduce damage over range, but shotguns are usually not used beyond close range.

Attachments:

* Reflex Sight
* Silencer
* Extended Clip

Stats

* Accuracy: 2
* Rate of fire: 8
* Mobility: 6
* Damage: 8
* Range: 2

##### = Jackal Automatic Shotgun

The **Jackal** is a fully automatic shotgun, the Jackal is a heavy-duty combat shotgun in every sense of the term. While its competitors are based on civilian market models, the main concept behind the Jackal is accurate, low-recoil, rapid-fire delivery of 12 gauge shotgun rounds downrange in an urban combat zone.

Despite its expensive price tag, the Jackal is highly sought after by private military contractors and security personnel, who love it for its reliability, high rate of fire and optional high-capacity magazine. There is no target that can withstand a full magazine from the Jackal at point-blank range, and the sheer sound of a Jackal being fired nearby is enough to send adversaries running for cover.

The Jackal is a very potent weapon. At a considerable distance (for a shotgun) the Jackal will often produce a kill, while usually consuming a magazine. Extended Magazine helps to counter this, making multi-target engagements quick and painless. Single fire is also a very powerful attachment. The spread of the pellets is lowered and their damage increased. Both together kill at an even further distance while only using a couple shells. The downside is that the fire rate is halved, but the time it takes to kill is still considerably less in most cases.

Stats

* Accuracy: 3
* Rate of fire: 10
* Mobility: 7
* Damage: 2
* Range: 2

Attachments

* Reflex Sight
* Semi-Automatic
* Extended Clip
* Holographic Decoy

##### = The **Auto Assault-12** (**AA-12**)

AA-12 - originally designed and known as the **Atchisson Assault Shotgun**, is a fully automatic combat shotgun developed in 1972 by Maxwell Atchisson. The current 2005 version has been developed over 18 years since the patent was sold to Military Police Systems, Inc.

The AA-12 uses an advanced recoil system that means the user feels only around 10% of the recoil typically felt from firing a 12 gauge cartridge. As a result, it is possible to fire the weapon on fully-automatic without a significant reduction in accuracy, at least at the closer ranges where shotguns are typically employed. Its design includes significant tolerances, intended to allow the weapon to operate reliably without cleaning for an extended period of time.

##### = Sawed-off Shotgun

A **sawed-off double barrel shotgun**, also known as simply a **sawed-off shotgun**, is a shortened antique double-barreled shotgun.

The phrase sawed-off shotgun is a generic term used to refer to any shotgun that has been cut down to a compact size. Such weapons are typically based on side-by-side double barrel shotguns, although over-and-under, single barrel and even pump action examples have been known to exist. Generally, these weapons are created by the user literally sawing off the weapons barrels at a much shorter length (hence the name); the weapon's stock is also commonly cut down to a pistol grip. The weapons are favored among criminals for offering impressive close-range firepower in a very small package; the act of sawing down a shotgun is often illegal in many countries anyway.

It was used in close quarters combat, sometimes capable of killing with one shot. Some examples were outfitted with an accessory rail on the left-hand side, beneath the barrels near the breech, and illuminated sights, making the sight easier to see in low-light conditions.

##### = **Super Shotgun**

It's a traditional style double barreled, break action shotgun which holds 2 shots at a time which cannot be fired independently (unless upgraded). It's more powerful than the Combat Shotgun but requires frequent reloads due to the small capacity. Unlike most weapons, no modifications can be added to the Super Shotgun, though specific improvements can be made.

Noted: A side-used by Ghost and/or Spectre Operatives for close-combat.

##### = Hellfire Shotgun

he **Hellfire shotgun** is a close-ranged terran weapon. Designed for maximum infantry disruption, the Hellfire detonates miniature explosives internally and then channels the blast through its reinforced muzzle to create a devastating arc of fire.

Close range shotgun. Deals damage in a frontal arc to ground units. Cannot attack air units. Allows use of Penetrating Blast ability(, which deals 50 damage (+50 vs light) in a cone-shaped area in front of Nova).

##### = Rhino Shotgun

The **Rhino** is a semi-automatic shotgun. This weapon looks like the Kel-Tec KSG shotgun.

* Manufacturer: Senchai
* Caliber: 12 gauge

The Rhino uses the same ammunition as the Marshall shotgun, and almost equals the fire rate of the Alpha Jackal auto-shotgun.

The stopping power of this shotgun is surprising at short range. One shot from about 0-9 meters will be a guaranteed kill against an enemy with no armor, and two or three shots against someone with armor. The default magazine size for the Rhino is 15 per clip, and can be increased with the Extended magazine attachment.

Attachment:

* Reflex Sight
* Laser Sight

Stats:

* Accuracy: 3
* Rate of fire: 8
* Mobility: 5
* Damage: 8
* Range: 2
* Stability: 2

Noted; Side-used by Nano-suit Operative.

##### = Meltgun (CMC Marine used)

The **Meltagun**, also called a "Fusion Gun," "Melter," or "Cooker," is a powerful, short-ranged anti-armour weapon that produces an intense, energetic beam of heat in the tens of thousands of degrees Centigrade.

##### = M45 Tactical Shotgun

The **M45 Tactical Shotgun** is a special-purpose weapon used in any situation where the range of engagement is close and limited and when over-penetration is not desirable, but maximum stopping power is required.[2] Like the M90 Close Assault Weapon System, the M45 is a pump-action, magazine-fed (dual tubular, non-detachable type) weapon that uses 8 gauge magnum (3.75”) ammunition. It features an adjustable stock, however this is purely cosmetic.

Attachment:

* Tactical Flashlight - Current attachment
* Red-dot sight
* Extendable Tube - +2 shells

### Sub-Machine Gun(s)

MP5KMP5K - Customized Railing systemFelineFeline - CustomizationK-VoltK-Volt - CustomizationMP7A1MP7A1 - Art ConceptTyphoonTyphoon - CustomizationTyphoon - Weapon InformationTyphoon - weapon modelKRISS Vector - .45 ACPStorm Bolter (CMC Armored Marine used)Standard Storm Bolterwith Drum MagM7S Suppressed SMGM7/Caseless Submachine GunDual Wielding the SMG in Halo 3.

##### = MP5K

MP5K - is a 9mm submachine gun of German design, developed in the 1960s by the German small arms manufacturer Heckler & Koch GmbH. There are over 100 variants of the MP5, including a semi-automatic version. This SMG is designed for close quarters battle use by clandestine operatives and special forces; several variants of the MP5K itself are also available.

##### = K-Volt

As its name suggests, the **K-Volt** uses electricity to dispatch targets, firing white/blue electrostatic pellets that deliver a powerful jolt on impact. The K-Volt’s ballistics are actually closer to a paintball gun than a regular firearm, being less effective against moving targets because of the strong leading required to score a hit. Though, it can help with stunning enemies and making them vulnerable.

The K-Volt is a compliance weapon that provides police officers and private security personnel a ranged, non-lethal option. The gun comes with a magazine size of 50 and 150 reserve shots. Like other electroshock weapons, the risk of a lethal injury always remains, but is much higher with the K-Volt due to its controversial rapid fire mode.

Stats:

* Accuracy: 4
* Rate of fire: 7
* Mobility: 7
* Damage: 1
* Range: 4

Attachments:

* Reflex Sight
* Assault Scope
* Laser Pointer

##### = Feline

"*New to the Crysis series, this compact and lightweight SMG might just be perfect choice for fast-paced, close quarters combat.*"
—In-game description
The **Feline** is a European-manufactured submachine gun with high capacity magazine and an impressive rate of 1200 RPM when fired in full auto mode. Developed by British weapon specialists, Lank & Linder, it was introduced in 2019 primarily for specialist law enforcement and armed forces worldwide. As of 2023, the Feline is still considered best-of-class, lauded for its dominating rate of fire and compact, ergonomic bullpup design.

The Feline utilizes next-gen 4.7mm pistol ammunition with a relatively short cartridge, similar to the 5.7x28mm firing solution utilized by the FN-P90 submachine gun (also a bullpup). The 4.7mm round shares many properties with rifle cartridges, providing close-range stopping power and superior armor penetration compared to the ammunition normally fired by submachine guns.

Submachine guns are typically used by police against unarmored targets, or as personal defense weapons for military vehicle crews. The 4.7mm round used by the Feline allows the shooter to engage armored as well as soft targets, and the bullpup configuration shortens the weapon's overall length without compromising barrel length. This permits the weapon to be carried by vehicle crews and used in urban combat, but a longer barrel allows the weapon to perform well at range. This makes it more viable as an all-purpose military weapon than a submachine gun. Th

In addition to its compact design, the Feline can mount a number of attachments including a laser pointer and reflex sight to enhance the weapon’s accuracy and combat range.

Stats:

* Accuracy: 4
* Rate of fire: 10
* Mobility: 7
* Damage: 3
* Range: 3

Attachments:

* Reflex Sight
* Assault Scope
* Laser Sight
* Silencer
* Semi-Automatic
* Extended Clip
* Holographic Decoy
* Tech scope
* Match barrel
* Dual Magazine
* Silencer
* Bayonet

##### = MP7A1

MP7A1 - is a German designed personal defense weapon developed along the same concept as the FN Herstal P90. The MP7 was intended to provide military personnel - who are not issued service rifles - with increased fire-power, primarily due to the increased usage and proliferation of body armor; something which most service sidearms perform less effectively against. It can utilize either a 20 or 40-round magazine and it features an ambidextrous fire-selection lever and a rear cocking grip. It can also be fitted with several accessories, such as red dot sights and laser aiming modules. The weapon has been revised several times, before it's final designation as the "MP7A1" in 2003.

##### = **Typhoon (Shotgun/submachine gun hybrid)**

Typhoon - is a superposed loaded "shotgun/submachine gun"-hybrid Metal Storm-type weapon system.

Typhoon features a 720-round tube-like chamber magazine that supports extreme 30,000 rpm rate of fire that drains said magazine very quickly. with a reflex sight mounted).

This weapon are able to carry two whole magazines (a total of 1440 rounds). Compared to the Mk.60, the Typhoon is a man-portable "minigun" that sacrifices accuracy and stopping-power for an extreme shot-density and multi-target suppression capacity. This highly destructive weapon system was designed for decimating hordes of Ceph infantry and dropships in a matter of seconds. The incredibly shot-density spread makes it extremely probable to "critical hit" an enemy's most vulnerable or unarmored spots; even when not aimed at.

The Typhoon seems to function using electronically initiated superposed load technology (multiple projectiles loaded nose to tail in a single gun barrel with propellant packed between them), similar to weapon prototypes designed by Metal Storm Minigun. However, the Typhoon most likely incorporates both electromagnetic and Metal storm technologies. As shown in "the 7 wonders of Crysis 3: Episod 4" pellets are stored inside the tube-like chambers without any propellant between them. The magazine itself is divided into two sections: tube-like chambers containing pellets and the battery. Electromagnetic nature of the Typhoon was also confirmed by the Crytek's description of this weapon: "This epitome of human-designed weapons technology uses electromagnetic technology to fire 500 rounds a second." It's simply a Gauss submachine gun combined with improved multiple barrel technology similar to the Metal Storm's solution.

Stats:

* Accuracy: 4
* Rate of fire: 10
* Mobility: 7
* Damage: 8
* Range: 2
* Stability: 3

Attachment:

* Reflex Sight
* Assault Scope

##### = Storm Bolter

The Storm Bolter is a two-barreled version of the standard Bolter weapon, equipped with a 60 to 100-round magazine and capable of rapid fire. As it is heavier and causes more recoil than a normal boltgun, it is rarely used by ordinary human troops and is usually either pintle-mounted on a vehicle hatch, or fired one-handed by Astartes with Terminator armor. Astartes with Power Armor are able to wield it as well, but as a two-handed wepaon.

It is considered a SMG-version of Marine's arsenals.

##### = M7S/Suppressed SMG (Special Forces Used)

The **M7S Submachine Gun** or the **Suppressed SMG** is a United Nations Space Command infantry weapon and variant of the M7/Caseless Submachine Gun.

The M7S is equipped with a SS/M 49 sound suppressor, muzzle flash suppressor, and the SLS/V 5B reflex sight[4] that uses a miniature reticle, making it more effective in dark areas and general close quarters combat. A flashlight is attached under the suppressor off to the bottom left side of the barrel, but it is not usable. Sustained fire tends to cause the muzzle to "walk" upwards as recoil compounds.

= M7/Caseless Sub-machine Gun

The **M7/Caseless Submachine Gun**, more simply known as the **SMG**, is a United Nations Space Command infantry and special operations weapon. A suppressed version of the M7/Caseless Submachine Gun, known simply as the M7S Submachine Gun, is also available for UNSC special operations.

The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine which is placed horizontally on the left side of the weapon. Due to the odd horizontal placement of the magazine on the weapon, it can be assumed that the magazine utilizes a circular ramp where the magazine meets the breech. This rotates the vertically stacked rounds in the magazine 90 degrees until they align with the horizontal breech. An example of this can be seen in the present day Fabrique Nationale P90 SMG.

The SMG has a polymer handle, folding fore-grip, collapsible buttstock, iron sights, and a titanium body. Prior to firing when empty, the SMG must first be cocked to chamber the first round. The charging handle is located on the right side of the gun and does not move when firing. Once the first round is fired, the gases from previous rounds force the breech to rotate and chamber a new round. Once the magazine is empty, the handle, although not illustrated in-game, can be either pulled back and locked or it can be fully cycled after a fresh magazine has been inserted. If it is first pulled back and locked, then it must be pushed forward in order to chamber a new round. The magazine release button is located between the red dots on the left side of the receiver and needs to be pressed before the magazine can be released. There is no ejection port due to the nature of the rounds fired.

The SMG has a rifled barrel that is 15 centimetres (5.9 in) long. The weapon is 47.4 centimetres (1 ft 6.7 in) long with the stock retracted.[2] The stock is always retracted in games, and has a maximum length of 62.7 centimetres (2 ft 0.7 in) when the stock is fully extended.

The SMG can also be affixed with a suppressor, flashlight, reflex sight, and smart-link scope. In this configuration, the weapon is designated as the M7S Submachine Gun.

### Light & Heavy Assault Machine Gun(s)

Light/Medium Unit Weaponry

M4 CustomFN SCAR-H (Special Operations Forces Combat Assault Rifle)SCAR (Superior Combat Assault Rifle)SCAR - CustomizationGrendelGrendel - CustomizationSCARABSCARAB - CustomizationTakedownPulse RifleAn advertisement for the SWS Motorized Pulse Rifle.Concept art of the SWS Motorized Pulse Rifle.Concept art for the Pulse Rifle.Serpent (Nocturne) RifleCLAWCLAW customizationMA5D ICWSPAX (Plasma Accumulator Cannon)
Heavy Unit Weaponry

**C-14 Imapler Rifle**Bolter (CMC Marine-used)Plasma (Rifle) Gun

##### = **M4 Custom (Unique)**

M4 Custom is a highly modifiable M4A1 carbine, based on the M16 rifle, primarily used by the U.S. military. In its basic form, the M4 Custom included the following components:

* A.R.M.S., Inc. #40L Low Profile Rear Sight.
* Knight's Armament Co. M4 Carbine R.A.S. Free Float Rail System (#20208).
* Precision Reflex, Inc. (PRI) Flip Up Front Sight.
* Troy Industries, Inc. 5.56mm Medieval Muzzle Brake (old version, circa 2005).
* Flattop (railed) upper receiver.
* 14.5 inch (368.3mm) barrel with M203 notch.
* Tritium night sight embedded in the front sight post (visible as a white dot).
* A2 grip and six-position collapsible buttstock colored in coyote tan.

##### = FN-SCAR H

**FN SCAR** - A powerful, lightweight weapon developed for US Special Operations Command. The FN USA Mk. 17 SCAR is used by PMCs across the world. This highly versatile rifle holds 20 rounds in a magazine and boasts high stopping power.

##### = **C-14 Impaler**

The C-14 fires hypersonic 8 mm armor-piercing metal "spikes" which can penetrate up to two inches of steel plating. The rounds themselves are encased in steel.

The Impaler is fully automatic with a fire rate of 30 rounds per second,although fully automatic fire is discouraged under most circumstances. A capacitor system is used to fire the weapon in short bursts, conserving ammunition and minimizing power requirements. Due to this, the C-14 rifle has high recoil; CMC armor is designed to suppress this. The armor can also supplement the rifle's power supply.

The C-14 has been used as automatic base defense weapon, mounted on a tower.

The C-14 should not be confused with the AGR-14 rifle. Both are referred to as "assault rifles" but the latter may be a scaled down version of the former. Its frame allows some customization, allowing the user to install a retractable bayonet, laser sights, or an underbarrel grenade launcher. It also features a torch function and can be used in conjunction with a M98 ballistic alloy combat shield. It carries at least 500 rounds per magazine.

##### = **SCARAB Carbine**

The **SCARAB**, or the **Mk.21 Superior Combat Assault Rifle**, is a more compact, flat-top carbine variant of the SCAR assault rifle.

Recently, the SCARAB has also seen extensive deployment in the police and private sector. It is a valuable alternative to submachine guns, offering a compact design without sacrificing fire-power.

The weapon can mount a variety of attachments including a silencer, under barrel shotgun, and combat scopes, making it excel at closequarter combat while offering the versatility to adapt to new combat situations on the fly.

Attachments:

* Reflex Sight
* Silencer
* Light Shotgun
* Laser Sight
* Holographic Decoy
* Extended Clip
* Assault Scope
* Rifle Laser Sight
* Foregrip
* Mini Typhoon
* Muzzle Brake
* Bayonet

Stats:

* Accuracy: 5
* Rate of fire: 8
* Mobility: 5
* Damage: 4
* Range: 5

##### = **SCAR Assault Rifle**

**Superior Combat Assault Rifle**, or **SCAR**, is the primary assault rifle, holds 40 rounds per magazine, (1 additional round can be chambered, allowing 41 rounds maximum), and the player can carry 280 rounds as maximum ammo in reserve.

It is capable of both fully-automatic and semi-automatic fire, and can fire tranquilizing darts (with tactical attachment) and rifle grenades (with grenade launcher attachment). It is accurate enough to be effective at medium to long range, and has a decent rate of fire in fully automatic mode.

Attachments:

Scope

* Reflex Sight
* Assault Scope
* Sniper Scope

Under-Barrel

* Semi-Automatic
* Extended Clip
* Grenade Launcher
* Front Grip
* Light Shotgun (Masterkey)
* Gauss Attachment
* Holographic Decoy

Barrel

* Silencer
* Muzzle Brake
* Bayonet
* Mushroom Tip

Others:

* Laser Pointer
* Extended Clip

Stats:

* Accuracy: 5
* Rate of fire: 7
* Mobility: 5
* Damage: 4
* Range: 5

##### = **Grendel**

The Grendel is a high-caliber battle rifle with immense stopping power. Developed by the Ukrainian corporation known as Lisunov Arms, the Grendel is the rifle of choice for a designated marksman to boost his/her effective range and destructive power. It features both semiautomatic and three-round-burst-fire modes.

The Grendel fires a 6.8x45mm hollow point round. It can also fire armor-piercing rounds. Its modular design allows for easy customization to provide both short and long-ranged combat options. It has a magazine capacity of 24 rounds, and one additional round can be chambered.

The Grendel fills the same battlefield role as the Lingshan -era SCAR, which was chambered for the 6.8x45mm round before being updated to fire the 4mm sabot SCAR.

Grendels are ideal as a marksman rifle at medium to long ranges in semi-auto fire, where their high firepower more than offsets the slight increase in recoil. Burst fire is powerful at close range, but the lack of full auto fire, the limited fire speed between bursts, and the small clip can make the user more vulnerable up close than if they were to use weapons such as the SCAR or SCARAB. The Grendel is capable of mounting a wide range of accessories just like its assault rifle counterparts, being configurable for almost any situation, though it cannot mount a silencer (except in multiplayer).

The Grendel always provides a 15% Armor Mode efficency reduction,much like the Majestic and Hammer. This means that an Armored target will take 80% damage from the Grendel, rather than 65%.

Grendels are particularly useful as all-range weapons against Ceph Troopers and a better option against Ceph in general due to the heightened armor of Ceph units. It first appears next to an ammo cache in a room underneath the elevated roadway on the way to the underground parking garage in the mission "Unsafe Haven".

Stats:

* Accuracy: 4
* Rate of fire: 6
* Mobility: 5
* Damage: 7
* Range: 4

Attachments:

* Reflex Sight
* Assault Scope
* Laser Pointer
* Silencer (multiplayer only)
* Semi-Automatic
* Extended Clip
* Grenade Launcher
* Light Shotgun
* Holographic Decoy

##### = **Takedown**

The **Takedown** is an Advanced Battle Rifle and a semi-automatic, high powered rifle with very good accuracy and high stopping power. It is an excellent weapon for engaging players at a distance as its range and accuracy is capable of rivaling even the DSG's. Because of these traits, many players may choose the Takedown instead as it can lay down a number of shots more quickly, all while retaining its accuracy and damage.

Compared to the other rifles (i.e, SCAR), the Takedown deals a much higher level of damage per shot and is more effective at range. However, the Takedown performs rather poorly at close range due to its semi-automatic nature. In a close-quarters engagement, the Takedown can be easily out-shot by most automatic weapons. However, a quick trigger finger with the Rapid Fire Module and well placed aiming can allow the Takedown the win in such a situation.

Stats:

* Accuracy: 7
* Rate of fire: 7
* Mobility: 5
* Damage: 6
* Range: 7
* Stability: 5

Attachments:

* Reflex Sight
* Suppressor
* Foregrip
* Assault Scope
* Muzzle Brake
* Grenade Launcher
* Tech Scope
* Match Barrel
* Extended Clip

##### = **Bolter**

The standard-issue .998 Godwyn pattern Bolter is the most characteristic weapon in the Space Marine arsenal. Firing self propelled explosive tipped rounds, each bolter is hand crafted and blessed by the chapter's Techmarines.

The Astartes Bolter appears superficially similar in layout to a modern firearm, but is actually too large and heavy for a human to wield, and fires rocket-propelled projectiles almost 20mm in caliber that explode after penetrating the target, causing incredible amounts of damage when compared to present-day small arms.

##### = **Plasma Gun**

The MK XII Ragefire-type Plasma Gun fires charged energy pulses able to damage heavily armored targets. This weapon is deadly, but prone to overheating.   Wielders must manage heat carefully lest their weapon shutdown in the heat of battle. Fired continuously, it can fire up to 16 shots before overheating. Holding down the fire button to produce a charged shot will continue to overheat the gun until the shot is released. At a minimum each charged shot will inflict about 40% to the overheating of the gun.

Each individual shot does 30 damage to health *or* 60 to armor, while a charged shot deals 75 armor damage *plus*75 normal damage.

##### = 14. SWS Motorized Pulse Rifle

The **SWS Motorized Pulse Rifle** is a military-grade, triple-barreled assault rifle with a rapid rate of fire and large magazine ammunition capacity.

The Pulse Rifle discharges ultra low caliber rounds at hypersonic speeds, each carrying tremendous amounts of kinetic energy: these rounds are designed to squash (or "mushroom") on impact, transferring their energy to the target and causing immense localized trauma. This effect is immediate and pronounced in unarmored targets, with impacts liquefying soft tissues and fracturing bones; in the event that targets are not directly killed by fire, they will be rendered incapacitated by grievous wounds and pronounced hydrostatic shock. As well, such low caliber rounds render the Pulse Rifle an ideal weapon for shipboard combat, as they lack the penetrative power necessary to rupture ship hulls. On the other hand this leaves the Pulse Rifle variants that have been seen so far totally inadequate for the task of piercing tough body armor as the rounds simply bounce off the mining suits still worn by some Necromorph Slashers and the chitinous armor from Brutes in Dead Space 2.

Contrary to popular belief, the Pulse Rifle is NOT fully-automatic, but rather burst-automatic, as each press of the trigger releases 3 consecutive shots, and keeping it held unleashes a long and steady stream of pulse bursts. Kinetic shock absorbers are speculated to have been implemented into the weapon's stock, as Isaac/Gabe experiences little to no recoil even from protracted firing. When the Pulse Rifle is reloaded, the entire front end hinges forward, ejecting the spent cartridge and a new one is inserted into the receptacle.

There are three major variants of the SWS Motorised Pulse Rifle that have been seen as of yet: although all three possess identical primary modes of fire, they are differentiated by their distinctive modes of alternate fire.

The secondary fire; is capable of firing high explosive grenades, likely for use against clusters of hostiles or lightly armored vehicles.

##### = Serpent (Nocturne) Rifle (Plasma Weapon)

The **Serpent (*Nocturne*) Rifle** - The Deep Eyes rifle is a standard-issue; series G302D -  A, Oersted induced 12 gauge S assault rifle, powered by a ballistics level bio-etheric Ovo-pack and a magnetic flux barrel to induce and accelerate spiritual energy. It can be fired like any normal long-range weapon, but can also be charged to unleash a powerful missile of bio-etheric energy with a resulting blast upon impact.

The rifle also features a grenade launcher function and has to be carried with two hands to operate effectively. As a bio-etheric weapon, it is one of the key tools the Deep Eyes possess for dealing with the Phantom threat.

Attachment:

* Grenade Launcher
* Extended Mag - +100

###### Mobile suit-use

The FrostCorp had developed a larger version weapon for mobile suits, its size unlike to any weapon to normal that the cooperation had developed. An Mobile suit-use weapon has same purpose as the original size.

And its capacity of this mobile suit-use weapon contains 1000 plasma units, its higher than normal 100.

Its attachments consists just grenade launcher.

##### = CLAW

The **Mk.22 Combat Lightweight Assault Weapon** or **CLAW** is a light support weapon of the SCAR family. This weapon is similar to the SCARAB, only with drum magazine.

Stats:

* Accuracy: 6
* Rate of fire: 8
* Mobility: 4
* Damage: 4
* Range: 7
* Stability: 6

Attachments:

* Reflex Sight
* Suppressor
* Foregrip
* Assault Scope
* Muzzle Break
* Grenade Launcher
* Match Barrel
* Extended Magazine
* Laser Sight and Hologram
* Mini Typhoon
* MOD. JAW

##### = 18. MA5D Individual Combat Weapon System

The **MA5D ICWS** is a gas-operated, magazine-fed, automatic assault rifle designed to execute close-quarters combat with lethal efficiency, regardless of hostile counter-op, environmental conditions, or duration of use in the field. The MA5D fires the 7.62 NATO round. Like previous incarnations, the MA5D also contains a built-in ammo counter and compass.

Attachments:

* Projection Sight
* Recon Sight - Battle Rifle's Attachment
* Longshot Sight - DMR's Attachment
* Hybrid Sight
* Long Barrel - The Long Barrel attachment lengthens the weapon's barrel, thereby increasing the effective range.
* Laser Sight - This attachment adds a laser sight to the side of the weapon, and increases weapon accuracy.
* Silencer - The Silencer suppresses the sound of the weapon firing and removes the controller vibration when firing. When using this weapon and firing, it will mask your position on the motion tracker more than a usual weapon.
* Extended Mag - This attachment increases both the magazine and reserve ammo capacity of the weapon. Adds 16, into 48.
* Stabilization Jets - This attachment adds small jets of gas near the end of the barrel. They reduce recoil when firing.
* Energy Bayonet - An energy bayonet is added to the end of the weapon, which increases melee damage to an instant kill, and allows the melee to be used at a longer range.

##### = PAX

The **PAX**, or **Plasma Accumulator Cannon** is a weapon that is available on the final mission (All the Fury) of *Crysis Warhead*, found inside the crashed C-18 on the runway. The PAX is Warhead's superweapon, much like the Tac Gun in Crysis. It was used to destroy the Red Hunter. Unlike the TAC Gun, the PAX fires bursts of superheated plasma.

The PAX fires bursts of plasma, which is ionized gas that responds to electromagnetic fields. The PAX presumably draws gas from the surrounding environment, after which it is ionized by the weapon's power source. The bolt of plasma will transfer its energy to its target upon impact, causing a powerful energy explosion. As the plasma travels farther it spreads into several smaller chunks, much like the Shotgun as the balls spread out over distance making it great for close combat on well armored units.

The PAX inflicts severe damage on impact, out-classing that of the Hurricane Minigun, Shotgun, FY71, SCAR and Gauss Rifle. The ammunition is also unlimited, meaning it is effective in prolonged combat with multiple targets.

The PAX has a relatively short range and a slow rate of fire. However, the recharge is average enough for sustained fire.

An earlier model of the PAX fired bolts that explode into massive plasmatic blasts similar to the TAC Gun. It was changed to its current incarnation to prevent the PAX from being too similar to the TAC Gun.

The PAX is almost (visually) identical to its counterpart, the TAC Gun. It is possible that it is simply a modified or redesigned TAC Gun with the same basic appearance, or vice versa.

### Machine Gun(s)

Light/Medium Unit Weaponry

M739 Light Machine Gun - M118 FMJ-AP, 7.62x51mmA more finalize concept art of the SAW.Smart scope with the SAW.Reloading SAW - Locus from RvBThe magazine of the *M739 Light Machine Gun.*MK.60 MOD 0 - 7.62mm APHurricane Minigun - 7,62x51 mm (.308)HMG (Heavy Machine Gun)Examining information about the HMG.M56 SmartgunA diagram of the M56 Smartgun.Heavy Unit Weaponry

Heavy Bolter (CMC Marine-used)Devastator wields Heavy BolterPlasma CannonChain Gun (Heavy Minigun)

##### = M739 Light Machine Gun

The **M739 Light Machine Gun**, also known as the **SAW** (Squad Automatic Weapon), is used in heavy engagements where sustained or suppressive fire is required.

The SAW has a holographic ammunition indicator bar on the back of its top rail. As the ammunition in the magazine is used, the bar depletes and changes color from yellow to red.

##### = Mk. 60 MOD 0

The **MK.60 MOD 0** is a Medium machine gun, made by the Camarillo Solutions. It causes medium-high damage to Ceph units thanks to the 7.62x51mm NATO rounds it uses and is fairly useful against stronger Ceph, such as Ceph Devastators. When an enemy is shot by the MK.60, they are more prone to brief incapacitation by playing a short hurt animation and flying through the air, much like the Majestic and Hammer.

Built by Camarillo Solutions, the belt-fed MK.60 serves as a medium/light machine gun. It has a fairly high recoil, but this is compensated by its damage, magazine size, and decent rate of fire. It is considered by many to be the best weapon against Heavies and even Pingers.

Stats:

* Accuracy: 5
* Rate of fire: 7
* Mobility: 4
* Damage: 7
* Range: 5

Attachments:

* Assault Scope
* Laser Sight
* Extended Clip
* Holographic Decoy
* Tech Scope
* Match Barrel

##### = **HMG**

The **HMG** (**H**eavy **M**achine **G**un) is a belt-fed, crew-served mounted heavy weapon developed by Schwarz Systems USA. It is arguably one of the most powerful non-explosive weapon.

The HMG is a single barrel heavy machine gun that fires the .50 Caliber BMG round. It is a heavy and cumbersome weapon and cannot be used unless it is mounted on a vehicle or a barricade, or carried by a Nanosuit soldier. Its heavy weight is compensated for by its sheer power, and accuracy that surprisingly can get past medium range.

The HMG is powerful against any type of enemy infantry, being capable of taking out C.E.L.L. troopers in two shots at close ranges. It is one of the best weapons, besides explosives, against Ceph Heavies andPingers. It has a built-in reflex sight that simplifies sighting, until it is detached. Like other heavy weapons it can not reload.

##### = M56 Smartgun

The **M56 Smartgun** is a man-portable heavy machine gun with automatic targeting capabilities chambered for 10×28mm Caseless ammunition. Its firing mode is fully-auto and 4 round burst. Its ammunition is 10×28mm High Explosive Armor Piercing caseless round, a 230 grain projectile encased in a rectangular block of Nitramine 50.

[Operator's harness and mount]

    The M56 is mounted on the  M56 combat harness and is slaved to an advanced infrared tracking system

The chest piece contains the gun's tracking and targeting processor. The processor is accessed from behind the chest plate, and can be easily replaced in the field should the unit fail.

The M56 is securely attached to the operator by a stabilized articulation arm, attached to the left hip of the harness and connected via a coaxial cable the to processors and power outlets on the chest plate. The system's Head Mounted Sight is also connected to the tracking and communications systems in the chest plate. Power for the entire system is supplied by a standard DV9 lithium battery, plugged into the power leads that run from the articulation arm to the gun; removing this unit completely deactivates the weapon, rendering it useless. Common practice in the field is to let the battery hang free beneath the gun where it can be easily accessed in an emergency.

    The gun itself is self-steering on its mount, although firing must be triggered manually.[4] The articulation arm is gyrostabilized and provides additional recoil dampening, and is also capable of keeping the gun steady while the operator is walking or running. When tracking a target, the arm steers the gun so as to aim the barrel at the target's center of mass. Working fluidly with this automatic tracking takes some training to master; the operator must be sensitive to the gun's movements and allow it to aim itself, although the weapon's motion can be overridden at any time by simply steering the barrel elsewhere. Despite the gun's automation, Smartgunners require a combination of strength, mental ability and reflexes to master their weapon.

[Tracking System]

When powered up, the gun begins tracking targets via the infrared detector mounted directly above the barrel. This scanner consists of a 256×256 element platinum-silicide focal plane array, cooled to 77°K (-196.15°C) by a tiny cryogenic gas cooler. The system monitors a 30° cone in front of the gun. The tracking system also transmits thermal images to a miniature video display in the operator's eyepiece. If a target is detected, the tracker will overlay a lighted box or rectangle over the target's center mass on this display, highlighting it for the operator's attention. At the same time, the articulator arm will steer the gun towards the target, and once it has acquired a lock the operator will be informed by a target lock circle that illuminates on the display screen.

In the event that the operator wishes to engage an opponent other than the one currently locked on to, they can simply steer the gun manually towards their preferred target and the system will acquire a fresh lock.[9]This tactic is also vital when faced with the use of infrared false-target decoys.

##### = Chain Gun

Chain gun - is a gatling gun available for individual use (or at least individuals wearing CMC armor). The chain-gun cannon was the standard issue armament of marines. Fires a hail of bullets that results a splash damage.

##### = Heavy Bolter (CMC Marine used)

The Heavy Bolter is a heavier version of the Bolter, analogous to a machine gun although proportionally more powerful due to firing explosive bolts.

The Astartes Mk IVa Heavy Bolter replicates the staggering firepower of emplaced weapons in a form portable by a mighty Space Marine. By planting his feet, the wielder can gain increased rate of fire and accuracy at the cost of mobility.

Heavy bolters are generally used for anti-infantry or fire support roles. It fires a round comparable to the size of a human fist, which is considerably larger than that of the standard bolter shell, with more propellant and longer range, making it capable of destroying light vehicles. Because of its high rate of fire, jamming is often a problem. Like all bolt weapons, heavy bolters require regular maintenance and ancient litanies to appease their spirits.

The most modern version of the heavy bolter in widespread use is the Astartes Mk IVc. The weapon goes through rounds very quickly using either a disintegrating belt or 40-round high capacity box magazine. It can be fitted with special ammunition or fitted with a bipod to be used in a sustained fire capacity.

##### = Plasma Cannon

*The MK XIII Plasma Cannon unleashes a succession of explosive charged blasts, able to penetrate enemy armor and obstacles.*

The **Plasma Cannon** is a heavy weapon that uses the same potent, arcane technology as the smaller Plasma Gun and Plasma Pistol. It fires super-heated globules of hydrogen-based plasma that detonate upon impact, causing extreme damage. Like its two smaller counterparts, it can be charged up to fire an even more devastating blast, powered by 25 units of the weapon's energy stores, but capable of killing even power armored Astartes outright. Charged shots will also leave a burning plasma residue.

### Battle, Sniper, & Designation Marksman Rifle(s)

Light/Medium Unit Weaponry

AS50C-10 Canister RifleC-10 ClipM14 EBRDSG1 Precision RifleDSG-1 - CustomizationM2014 Gauss RifleGauss Rifle - CustomizationSniper Rifle System 99 Anti-MatérielAnother view of the rifle. - RearThe rifle from another angle.Profile concepts of the SRS 99 AM.A blueprint of the SRS99.Seeker RifleSeeker Rifle ReloadM82A2BR55 Service RifleM395 Designated Marksman Riflehttp://halo.wikia.com/wiki/M395\_Designated\_Marksman\_RifleDMR ClipHeavy Unit Weaponry

**HEV 'Commando' Rifle**Stalker BolterStalker Bolter CustomizationLascannon (Energy Charged Sniper Rifle)

##### = **Accuracy International AS50**

The Accuracy International AS50 is a semi-automatic high-powered sniper rifle.

.50 BMG sniper/anti-materiel rifle manufactured by British firearms producer Accuracy International. The AS50 enables operators to engage targets at very long range with high accuracy using explosive or incendiary ammunition. The AS50 employs a gas operated semi-automatic action and muzzle brake, allowing for lower recoil than the AW50 bolt-action rifle and faster target acquisition. The rifle is highly transportable, ergonomic and lightweight. It can be disassembled in less than three minutes and serviced without tools.

##### = **C-10 Canister Rifle**

The **C-10 Canister Rifle** is canister rifle issued to ghosts. It is constructed out of neosteel and polymer.

Although the Mk. VI is unwieldy in the hands of others, ghosts are able to use it as both an automatic weapon and as an anti-personnel sniper rifle, capable of a one-shot kill.

The weapon fires 25mm antipersonnel rounds. These rounds appear to be charged with energy instead of relying purely on conventional explosives and have the power to destroy siege tanks from the inside. The Mk. VI is also equipped with a flashlight,[10] can fire EMP rounds that punch through shields and deplete energy sources, lockdown rounds, and has retained the low frequency targeting laser that is used to guide tactical nuclear missiles and now drop pods to their intended destination. The accuracy of ghosts has improved thanks to the Mk. VI containing a magnetic grid tracker to verify coordinates.

##### = Mark 14 Mod 0 Enhanced Battle Rifle (EBR)

The **Mark 14 Mod 0 Enhanced Battle Rifle (EBR)** - is an American selective fire military rifle chambered for the 7.62x51mm (.308 caliber) NATO cartridge, a variant of the VENERABLE M14, built for use with units of United States Naval Special Warfare Command, such as the Navy SEALs. It has also been adopted for limited use by the Army and Marines. The weapon takes the standard M14 action and barrel assembly and adds a telescoping stock, a pistol grip, a different front sight, multiple accessory rails, and a beefier muzzle brake in place of the standard flash suppressor. A plastic handguard and M68 Close Combat Optic (CCO) are also added as standard external accessories, though the optic is almost always replaced with a magnifying scope to be used in a designated marksman role.

##### = The **HEV rifle (a.k.a. "commando rifle")**

The **HEV Rifle** or **Commando Rifle** is a sniper rifle of terran design. Bolt-fed, it is equipped with a scope and two laser targeters. It can fire both HEV and Mk. 12 penetrator rounds.[2] The barrel can be mounted on a tripod.

##### = **DSG-1 Precision Rifle**

The **DSG-1** is a precision rifle firing .405 caliber rounds from a 6 round magazine. As the name implies, it is based on the DSR-1 but with the layout and semi-auto operating system much like that of the PSG-1 or similar HK rifles.

Stats:

* Accuracy: 6
* Rate of fire: 4
* Mobility: 4
* Damage: 8
* Range: 6

Attachments:

* Sniper Scope
* Assault Scope
* Reflex Sight
* Silencer

##### = **M2014 Gauss Rifle**

This **M2014 Gauss Rifle** is a mass accelerator weapon. Unlike other weapons, it fires slugs of high-density alloys, such as tungsten carbide and depleted uranium, at velocities up to eight times the speed of sound.

the rifle supersedes previous generations of .50cal sniper rifles, combining increased power and muzzle velocity with reduced recoil. Its unrivaled muzzle velocity provides a greater range, less bullet drop and less wind drift than its nearest rivals, bypassing the inherent cost and physical limitations of conventional firearms.

The M2014 was developed from coilgun technology, using magnetic fields to hyper-accelerate projectiles to unprecedented speeds. Powered by a new 8-mega-joule prototype capacitor bank using solid-state switches and high-energy-density capacitors, the rifle’s stopping power is unmatched.

Stats:

* Accuracy: 6
* Rate of fire: 5
* Mobility: 4
* Damage: 10
* Range: 6

Attachments:

* Sniper Scope
* Reflex Sight
* Assault Scope
* Extended Clip
* Holographic Decoy

##### = SRS99 Anti-Materiel Sniper Rifle

The **Sniper Rifle System 99 Anti-Matériel**, more formally known as the **Special Applications Rifle, Caliber 14.5 mm, SRS99**, is a sniper rifle.

The SRS99 is a semi-automatic, gas-operated rifle that fires 14.5×114mm ammunition from a four-round detachable box magazine. It can be fitted with high power rounds, which, according to Jun-A266, "can take the hat off an Elite at 2,000 yards." The ejection port is on the right side of the weapon and the charging handle is on the left side. Unlike most other known models of the SRS99 series, this variant features a thumbhole stock instead of a pistol grip, and its body sports a black and navy blue finish in addition to the gray of its successors. Also unlike its successors, it can be seen utilizing a sling mount in-game. The SRS99's scope is similar to the SRS99D-S2 AM's scope, as both display green outlines of objects.

Noted: This weapon will be added for Special Forces arsenals.

##### = Seekter Rifle

The **Seeker Rifle** is a powerful sniper rifle capable of delivering long-range fire. It can sever limbs if properly aimed and can pull off headshots, leaving Necromorphs swinging around blindly while you fire away. Its secondary function provides an enhanced zoom, thus allowing even greater precision and damage. In *Dead Space 3*, Seeker Rifles can be crafted without a scope.

When aimed with the scope attached, the player's view will be automatically magnified.

##### = 11. M82 Anti-material Sniper Rifle

The **M82** is a recoil-operated, semi-automatic anti-materiel rifle developed by the American Barrett Firearms Manufacturing company. A heavy SASR (Special Application Scoped Rifle), it is used by many units and armies around the world. It is also called the "Light Fifty" for its .50 BMG (12.7×99mm NATO) chambering. The weapon is found in two variants, the original M82A1 (and A3) and the bullpup **M82A2**. The M82A2 is no longer manufactured, though the XM500 can be seen as its successor.

##### = Stalker Bolter (CMC Marine Only)

The Stalker Bolter is a scoped long-range variant of the standard Bolter used by Space Marines.

Famously wielded by Ultramarines Scout Sergeant Telion, the Stalker Bolter is the hallmark of a Space Marine favoring precision over brute force. Depending on the specific modifications made by the wielder, the Stalker Bolter can serve as a precision battle rifle or a high-powered sniper weapon.

It is not mentioned whether the Stalker Bolter in Space Marine uses the sub-sonic Stalker rounds with the same name.

In the campaign the Stalker Bolter acts as the initial "sniper" rifle of the game. Push to hold, or toggle zoom will put the camera into a magnified scope view (which cannot be further zoomed in). The gun is semi-automatic , with a rate of fire almost as fast as you can pull the trigger. Additionally the weapon does not have a great deal of kick, allowing for multiple shots once a target is sighted, without having to adjust aim. The Stalker is best used to dispense with Shoota boys and Shoota Nobs early on, with headshots typically killing smaller enemies instantly.

The Stalker carries 10 rounds per magazine and 4 magazines in total.

##### = Lacecannon (CMC Marine use and Energy Sniper Cannon)

The Lascannon is a formidable weapon, capable of piercing most vehicle armour and killing powerful and heavily armoured troops. The fact that it has a slow recharge and expends its power in a single blast against a single target makes the weapon a poor anti-personnel weapon against hordes of massed infantry.

The Astartes MK VII Lascannon fires a charged energy blast along a powerful laser and can cut through almost any armor at extreme range. Features a powerful optical scope with variable magnification. The Lascannon does 100 damage to shields or health with a shot to the body. A head shot will more than double the damage to 225 damage, killing most classed instantly.

##### = BR55 Service Rifle

The **BR55 Service Rifle**, commonly known as the **Battle Rifle**, is a United Nations Space Command infantry service rifle. It was first seen in Halo 2, although it has been in service since 2525. It is the older of the BR55 series rifles. It is most notable for its powerful three-round burst fire and accurate 2x scope, making it more efficient at farther ranges than the MA5 Assault rifle.

*“When nothing else gets the job done, the BR55 Battle Rifle will do. As the standard gun for all UNSC forces, the BR55 is the easiest gun to pick up and use. Almost all soldiers have trained with it, making its slight defects less noticeable, while accentuating its high rate of fire and accuracy. With both semi-automatic and burst-fire modes, the BR55 is the backbone of all UNSC armed forces.”*

— Halo Encyclopedia

The BR55 Battle Rifle is a gas-operated, magazine-fed, mid-to-long range weapon capable of semi-automatic and burst-firing modes. Prototypes of the BR55 existed as early as 2524, and were later used in 2525 during the fall of Harvest. By 2548 it had superseded the M392 Designated Marksman Rifle in use in all branches of the military with exception of the Army. The Battle Rifle fires the M634 9.5x40mm X-HP-SAP round from a 36-round magazine. Additionally, the weapon features a Telescopic Sight capable of 2x magnification. It does reasonable damage to enemies, being able to kill most within a few bursts (normally four when enemy is fully shielded), and can easily land headshots on unshielded targets, resulting in a one-hit kill. Its' accuracy and range are both also reasonably high, being able to hit a target from medium to semi-long ranges. It is highly recommended to always have one on hand during higher difficulty levels.

The titanium alloy weapon is gas-operated with a rotating bolt, therefore the charging handle must be racked before the first round can be fired; this will put a round into the barrel. The charging handle used to chamber the round is located on the left side of the weapon and does not move during operation. Once the first round is fired, the gases from that round—and those to follow—impinge upon a gas piston, which pushes back the bolt carrier, rotating the bolt inside and continuing to chamber rounds until the magazine is empty. Once the magazine is empty, the charging handle (even though not illustrated in-game) can either be pulled back and locked or it can be fully cycled after a fresh magazine has been housed. If it is pulled back and locked, then it must be pushed forward once a fresh magazine is housed to chamber a new round. The magazine release button is located on both sides of the gun with an arrow pointing down towards the housed mag in the stock. The ejection port is located on the right side of the weapon. There is also a fire selector on both sides of the ammo display.

The BR55, having a rifled barrel, is 89.9 cm long and is fitted with a scope for increased accuracy. The scope is mounted on the optics rail. The safety is also located above the handle of the weapon. Also, as the magazine of the rifle is inserted behind the trigger, it is classed as a bullpup, as with the MA5B Assault rifle.

###### Ammunition - 9.5 x 40mm

It is interesting to note the ammunition type used for the battle rifle. It uses a new 9.5 x 40mm experimental round. The 7.62 x 51 mm NATO round is a rather high-powered round used on the MA5 and on modern-day marksman rifles and machine guns. The 7.62 mm already has a history of having too much recoil because of the round's high power, which made it hard to fire in full-auto in Assault rifles. Despite the Battle Rifle's shorter case size, the increase in diameter actually increases the amount of powder present. The level of recoil would be enough to drastically decrease accuracy and inhibit the ability to fire controlled bursts for standard Marines, although for Spartans it should not be a problem.

However, the size of the round would have a problem fitting in the 36-round magazine of the BR55. If a Heckler & Koch G3 (which is chambered in 7.62 x 51mm) has a standard magazine capacity of 20 and be the size that it is, it would be hard to see a cartridge much wider than the 7.62mm fit inside of a magazine of the Battle Rifle's size and with a capacity of 36 rounds. The Battle Rifle's magazine would have to be about twice as long as it actually is to hold that many rounds.

This is a continuous pattern with UNSC Assault rifles; a similar instance occurs with the MA5B. The MA5B has a magazine capacity of 60 rounds, chambered in 7.62 x 51mm, with a magazine size that appears even smaller than the Battle Rifle's magazine. However, they probably use casket mags which are quad-columned and wider but retains original length.

###### Attachment:

* Battle Rifle 2x Scope (Current)
* Reflex Sight
* Laser pointer - attached on both side rails
* Extended Mag - +12 rounds, into 48.
* Suppressor/Silencer
* Energy Bayonet
* Tactical Light

##### = M395 Designated Marksman Rifle

The **M395 Designated Marksman Rifle**, commonly known as the DMR, is a UNSC rifle used after the Human-Covenant war.

The M395 DMR is a gas-operated, semi-automatic, magazine-fed, shoulder-fired marksman's rifle that is equipped with a smart-linked, telescopic, rail-mounted sight for scout personnel. This rifle favors mid- to long-ranged combat, offering impressive stopping power over a long distance.

###### Attachment:

* DMR Scope (Current)
* Silencer
* Extended Mag - +5 rounds, into 20 rounds
* Laser pointer - located a top between the barrel
* Hybrid Sight
* Energy Bayonet
* Tactical Light

### Explosive Launcher(s)

Light/Medium Unit Weaponry

MGL Grenade LauncherL-TAGT-LAG examineJAWJAW CustomizationSwarmerSawrmer examineAGLAGL ExamineM41 SSR MAV/AWConcept art of the M41 SSR MAV/AW for Halo: Reach.The Rocket Launcher from Halo 4 in first-person.M319 Individual Grenade LauncherM363 sticky detonatorConcept art of the M363 Remote Projectile Detonator in Halo 4.HUD icon of the sticky detonator.The weapon's reload animationFirst-person view of the sticky detonator. Note the screen showing the target's proximity to the projectile.Reloading the Sticky Detonator in a pre-release build of Halo 4.Reloading the M363 RPD.The M363 RPD when empty.First-person view of the M363 RPD's fold-out screen.TAC Gun ☢TAC Gun Iron-sightAiming AssistanceHeavy Unit Weaponry

Vengeance Launcher

##### = **MGL-140**

MGL-140 Grenade Launcher - it is a man portable grenade launcher capable of repeat fire. Holds six 40mm grenades in a revolver style cylinder, providing a significant boost to the average infantryman's firepower. A rail system enables it to be fitted with accessories such as a flashlight or foregrip. The best weapon for eliminating multiple enemies simultaneously.

##### = **L-TAG (Launcher - Tactical Airburst Grenades)**

**The Launcher – Tactical Airburst Grenades (L-TAG)** is an advanced grenade launcher, it fires a variety of 60mm large-caliber smart grenades, and has seen limited use as a tactical weapon with Special Forces.

Urban combat environments are the classic domain for indirect fire such as mortars and grenade launchers. The L-TAG provides increased capabilities by giving operators even more control over when and how a grenade should detonate. With the L-TAG, players can bounce grenades around corners or deploy minefields with relative ease.

The extra technology contained within each smart grenade comes at a price however, increasing overall projectile weight and complexity while limiting the amount of explosive and propellant. This results in a reduced effective range compared to other systems. As a safety precaution and for increased tactical use, L-TAG grenades include a proximity sensor that can differentiate between friend and foe.

Stats

* Accuracy: 4
* Rate of fire: 3
* Mobility: 5
* Damage: 9
* Range: 3

##### = **JAW (Rocket Launcher)**

The **Joint Anti-Tank Weapon - short JAW** - is the latest in man-portable, lightweight disposable recoilless anti-tank weapon. The JAW is able to defeat modern tanks, armored vehicles and also groups of infantry with its dual-purpose tandem HEAT warhead.

Designed for urban combat and long distance engagements alike, the JAW can be safely used from enclosed rooms and bunkers against nearby threats, but also has the option to use limited SACLOS guidance to defeat moving targets and even helicopters at ranges exceeding 500m when aiming down the sights.

Being a one-shot weapon, the JAW is issued as ammunition with the empty tube discarded after use. Since the weapon is mainly constructed from lightweight composite materials, anti-armor specialists usually carry several JAWs at the same time with a minimal impact on movement compared to other infantry equipment.

Stats

* Accuracy: 8
* Rate of fire: 1
* Mobility: 2
* Damage: 10
* Range: 6

##### = **Swarmer**

The **Swarmer** is a multi-shot rocket launcher. It is a large, bulky, box-like weapon, about the size of an ammo crate. It holds up to 64 rockets, and shoots 8 rockets at a time. It also has a laser homing function which can be used when locked on to a target. It is one of, if not the most, powerful and polyvalent weapons in the game, able to kill many lesser enemies at once and even the armoredDevastators in a few salvos. It is also an effective weapon against theCeph Gunship. To kill Devastators, 32 rockets are needed. The weapon is very rare, appearing only a total of 5 Swarmers in the entire campaign. Three appear in Semper Fi or Die, and two appear in Terminus.

Like the HMG, it greatly slows the player down, has a very limited ammunition capacity, and is difficult to aim. A salvo fired too close to the player can be lethal unless the player is in Armor mode.

Stats

* Accuracy: 2
* Rate of fire: 4
* Mobility: 1
* Damage: 4
* Range: 6

##### = **AGL (Automatic Grenade Laucnher)**

The **Automatic Grenade Launcher**, or the **AGL**, is a crew-served mounted heavy weapon.

The AGL fires 35mm Grenades. The AGL has a total capacity of 60 grenades. The grenades are deadly enough to take out C.E.L.L operators, Ceph Grunts, Stalkers, and Reavers with one shot. The AGL also has an appearance similar to the HMG. It can be first found in Welcome to the Jungle in Crysis 3. Like other heavy weapons it can not reload.

Stats

* Accuracy: 5
* Rate of fire: 4
* Mobility: 1
* Damage: 9
* Range: 4
* Stability: 1

##### = Vengeance Launcher (CMC Marine)

The **Vengeance Launcher** is a grenade launcher type weapon that can simultaneously fire up to five explosive charges that stick to any surface. The charges can be remotely detonated individually or all at once.

The experimental Graia-pattern Vengeance Launcher is not authorized for use off world. It is effective against a range of targets.

##### = M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon

The **M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon** formally known as the **Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher**, and commonly known as the **Rocket Launcher** or the **SPNKr Rocket Launcher**, is a heavy ordnance weapon of the UNSC arsenal.

The M41 SSR fires 102mm HEAT shaped charge rockets. The launcher sports a 2x scope and can fire rockets over long distances with devastating accuracy, although its altitude decreases over longer distances.

When reloaded, the barrels are removed and two pre-loaded barrels are then inserted back into the unit. With this mechanism, a Marine can greatly reduce the weight he has to carry without throwing the weapon away like some contemporary disposable rocket launchers.

###### 102mm High-Explosive Anti-Tank

The 102mm High-Explosive Anti-Tank (HEAT) shaped charge can be fired from the M41 SSR MAV/AW Rocket Launcher.

As the name reveals, they are primarily designed to penetrate tanks and other vehicular armor, such as that on Warthogs. The 102mm HEAT charges are almost as large as the 105-120mm shells that the 21st century tanks used to fire. When fired from the M19 rocket launcher, the charge will lock on the target and follow it until it is destroyed or out of sight. Instead, when fired from the M41 SSR MAV/AW rocket launcher, it seems to travel slower and it will not arc or lock on the target.

##### = M319 Individual Grenade Launcher

The **M319 Individual Grenade Launcher**, more formally known as the **Individual Grenade Launcher, Caliber 40mm, M319,** is a single-shot, break-action explosives launcher.

The grenade launcher has two firing modes.

The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after the time of a frag grenade's detonation, in which case the grenade will explode after bouncing off the ground once.

The second firing mode shoots a grenade that explodes when the player wishes.This is performed by holding down the trigger, which fires the grenade but merely primes it; it will only explode after the trigger is released. This enables the player to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger (a trigger that will go off once it is released, e.g. when the player dies).

This function is also helpful if the player wishes to fire at targets that are farther away than the detonation timer would normally allow. This firing mode also generates a small EMP field from the grenade when detonated, which can be used to momentarily halt vehicles or remove personal shielding. Like the fragmentation grenade in Halo: Reach, a player will take damage if hit by the grenade when it is merely primed.

The weapon utilizes a break-action breech-loading system: after firing one round, the weapon must be reloaded, like many twentieth century shotguns.

###### Tracking System

The IGL also has a tracking function which is useful when trying to target enemy infantry or vehicles that are fleeing. As long as the enemy is in range, and the targeting reticle is red (which is the indication of in-range enemies), using either firing mode will ensure a hit as long as the cursor remains on the enemy at all times, as the grenade will track the target.

This tracking function is especially true and especially useful for the Falcon variant in the Campaign level New Alexandria that possesses an IGL turret—the range is extended quite extensively and a player can shoot down Banshees using either the explosive grenade (which can literally track a Banshee across the level just like a target-locked SPNKR missile) or the secondary EMP blast that makes them plummet helplessly towards death.

The IGL's target-locking ability is much like the targeting mechanisms for both the Plasma Launcher and the Rocket launcher, however the handheld IGL has a much shorter range than the respective heavy weapons, yet the grenades can easily be bounced in precise angular measurements to ensure lethal shots. The IGL turret, however, with its incredibly high rate of fire and debilitating power, has a higher potential for lethality and also retains the original aspects of the handheld grenade launcher—both manual and automatic detonation and the grenades are capable of bouncing in tactical angles to eliminate singular or multiple enemies.

###### EMP Function

Also, the grenade emits a form of EMP, similar to that of the plasma pistol, that can temporarily disable vehicles and energy shields, but only when used in the manual detonation mode.[4]

###### Lethality

The Individual Grenade Launcher is a weapon of potentially high lethality, as even in the hands of unskilled players it can be effective.  It is believed to be more difficult to use than a Rocket launcher, however, yet the two weapons retain the same potential for causing "splash" damage that is capable of eliminating multiple foes. In a skilled player's hands, the Launcher can be a perfect tool for crowd control, especially when used in certain areas such as the spawn points in the Firefight maps Holdout and Glacier.

As the IGL basically delivers modified frag grenades, the grenades themselves are similar to the regular Fragmentation Grenade in terms of both physical dynamics as well as the properties of explosive splash damage that can effect a single enemy or a group of enemies. Overall, this weapon can be a valuable asset, both used as part of a team or when playing solo, as it is one of the best weapons to use to dispel crowds and clusters of foes.

##### = M363 Remote Projectile Detonator

The **M363 Remote Projectile Detonator**, also known as the **Sticky Detonator**, **Rocket Pistol**, or **DMG**, is a single-shot handheld, remotely detonated, adhesive/explosive weapon. It is manufactured by Acheron Security and is used by the UNSC Armed Forces.

And first introduced in Halo 4.

###### Official Description

*The M363 RPD is a low-profile single-shot weapon that launches a magnetically-latched explosive, which the operator can remotely detonate from a safe distance. Although previously manufactured in low quantities, this weapon’s size and ease of transportability has made it ubiquitous in the years following the Human-Covenant war.*

###### Description

The M363 Remote Projectile Detonator fires a rocket-propelled adhesive grenade. The grenade leaves a tell-tale trail while traveling through the air and emits a red light after sticking to a surface; after sticking to a surface, the grenade begins to emit beeping sounds which increase in intensity as time passes. After the grenade is fired, a small screen pops out from the weapon and displays radar of the area around the grenade. A button located on the left side of the pistol serves as the detonator. If not remotely detonated, the projectile detonates on its own after a certain amount of time. The M363 holds only one projectile at a time and is reloaded by sliding a new grenade onto the front of the pistol.

###### Specifications

The M363 RPD is a low-profile single-shot weapon that launches a magnetically latched explosive, which the operator can remotely detonate when at a safe distance. Although previously manufactured in low quantities, this weapon’s size and ease-of-transportability has made it ubiquitous in the years which followed the Human-Covenant War.[5] The weapon has a fold-out screen on the left side which shows a motion tracker display from the view of the fired projectile. Once fired, the projectile activates a strobe light indicating its status.
M9030 HEI/RD

The **M9030 HEI/RD** is a 120mm magnetic explosive device launched from the M363 Remote Projectile Detonator. It has a delayed detonator, but can be manually detonated by the operator immediately after launch, or after it has adhered to a suitably magnetic target, such as a vehicle or enemy soldier's body armor.

##### = TAC Gun ☢

The **TAC Gun** is a prototype hand-held nuclear weapon developed by the US Navy to be used in conjuction with the Nanosuit, it is used during *Crysis.*

TAC Gun launches low-yield nuclear projectiles roughly the size of standard grenade-launcher rounds. They are very powerful and are capable of destroying almost any hardened target.

The TAC Gun creates enormous explosions that can destroy several vehicles and enemies with a single shot. In multiplayer, it is required for destroying the enemies' HQ in Power Struggle. Several players use this in multiplayer to commit suicide when enemies surround them in order to kill them due to the TAC Gun's large splash radius.

The TAC Gun is ineffective at close range and will typically kill the user if they are too close to the point of impact. The round arcs as it travels, like any grenade, although aiming assistance.

Noted: This weapon is considered banned for using this destructive weapon.

###### Attachment

* Aiming Assistance
* Iron-sight
* MGL-140 Scope

### Other Weapon(s)

An ODST using a Spartan Laser to destroy a Banshee.The Spartan Laser, fired at a player in Halo 3 .X-43 MIKECustomizing the MIKE.Asymmetric Recoilless Carbine-920 (or ARC-920 or Railgun)Railgun's Art ConceptPre-release Railgun HUD layout.A view of the railgun's trail.Smart scope with the Railgun.A view of the railgun's trail.The module containing the M645 being loaded into an ARC-920.A loaded M645 round.

 X-43 MIKE
 ARC-920 / Railgun

##### **= Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle (W/AV M6 G/GNR)/Spartan Laser**

The **Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle** (abbreviated W/AV M6 G/GNR), also known as the **Spartan Laser**, is the UNSC's ground-based, man-portable, anti-vehicle, directed energy weapon.

It is one of two known battery-powered UNSC weapons, the other being the Model 99 Special Application Scoped Rifle (used by Sgt. A. Johnson during Operation: KALEIDOSCOPE) and is the most powerful infantry weapon fielded by UNSC forces, even overpowering the Rocket Launcher (Except in Halo: Reach). It is capable of penetrating multiple targets, including tanks, unlike the Sniper Rifle, which can only penetrate infantry. It is alternatively known as the Galilean, or, in player lexicon, the "Splaser." The "Spartan Laser" nickname originates from the fact that it was designed in parallel with the Mjolnir Powered Assault Armor/[G] variant.

##### = **X-43 MIKE**

The **X-43 Microwave Incendiary Klystron Emitter** **(MIKE)** is a high-power experimental directed-energy weapon based around weaponized microwaves, the MIKE was derived from Active Denial Systems, originally intended for non-lethal crowd dispersal. These weapons pacify targets by instantly heating the body’s water and fat molecules beneath the skin, causing incapacitating temporary pain.

Wavelength adjustments to the emitted microwave beam, along with a significant power boost, have turned the MIKE into an incredibly lethal weapon that could literally boil a human from the inside, set flammable objects on fire with continued exposure, and explode sealed objects containing liquids due to the increased pressure from steam building up inside.

The MIKE compensates for its limited range and high energy consumption with its sheer power. Thick metal shielding provides partial protection, but the MIKE’s microwave beam can easily penetrate body armor, car doors and storage tanks. In terms of practical usage, the MIKE is best described as “Flamethrower 2.0”. Both share the same battlefield role, but the microwave cannon uses advanced technology to bypass armor and attack from the inside instead of spraying a target with ignited flammable liquids.

##### = Asymmetric Recoilless Carbine-920 (ARC-920)/Railgun

The **Asymmetric Recoilless Carbine-920**, also known as the **ARC-920** or simply the **Railgun**, is a compact-channel linear accelerator that fires a high-explosive round at incredible speed. The charge time is approximately two seconds and can be fired with only a partial charge at the cost of lesser damage. A direct hit will kill any player regardless of charge time.

The ARC-920 railgun is a result of scientific breakthroughs following the Human-Covenant War that allowed for portable, hand-held, electromagnetic launcher systems to be used in combat. The ARC-920's disposable power cell and ferric-shelled M645 FTP-HE projectile has dramatically decreased the weapon's total mass. Despite the ARC-920's lighter weight over previous models, it is still too heavy and cumbersome for general use by non-augmented personnel.

The ARC-920 uses a pair of parallel conducting rails to accelerate its projectiles. A large electric current flows from one rail into the projectile and then to the other rail; the electromagnetic effects of this interaction accelerate the projectile to an immense speed. The rifle requires a brief charging period before firing high-explosive rounds accelerated to an incredible speed.

The explosive yield contained in the round adds to the kinetic force of the impact, making the weapon effective against both infantry and armor. The weapon lacks a scope. The ARC-920 is one of the various limited-production electromagnetic launchers in service with the UNSC Armed Forces, and is widely considered the best among them.

Compared to the Spartan Laser, the ARC-920's charging time is half the duration and deals less damage to vehicles. In addition, the travelling time for a fired shot is almost instantaneous (though still markedly slower than most ballistic, hard light, and laser weapons in the game, which are hitscan). In Campaign and Spartan Ops, the charging time is longer than in War Games.

Advantages

The railgun is extremely powerful and can kill Spartans and all but the highest-ranking Knights and Elites with one shot. It is also very accurate at short and medium distances.

* The Railgun can kill Spartans and all but the highest-ranked Knights and Elites with one shot.
* The Railgun is accurate at short and medium ranges.
* Although the Railgun lacks a zoom feature in Halo 4, players are able to use the armor's zoom feature in mid-charge.

Disadvantages

The railgun must be charged before firing, which is a disadvantage on the battlefield. It can only fire one slug before reloading and is weak against vehicles. Its lack of scope coupled with its narrow blast radius make it difficult to aim, limiting mostly to firing at stationary targets.

* It is weak against vehicles.
* It must be charged before firing.
* The Railgun's projectiles fire relatively slowly, so players may want to lead their targets at longer ranges.
* While charging, the Railgun's barrel glows blue, alerting other players.

### Explosives(s)

M17 Frag GrenadesM19 EMP GrenadeM34 FlashbangM18 Smoke GrenadeREX Charge (C4)Examining information about the REX ChargeFlash GrenadeFlash Grenade - Pull the pinBreaching ChargeSpider Mines

= 01. The **M17 Fragmentation Grenade** is an explosive device, will then throw the grenade strongly, landing around 25 meters away, depending on the direction of throwing and the terrain. The grenades will bounce off of hard surfaces and roll on the ground for a while before detonating. Grenades will cook for 5 seconds before exploding. Just before detonating, the visor will say: "Hand loss imminent".

= 02. Smoke Grenade - is primarily used to mask the player's movements, as well as blocking enemies' sight, as they will typically stop firing if a Smoke Grenade explodes right in front of them. This allows the player to approach the enemy or reposition themselves without being attacked.

The Smoke Grenade is also a useful close quarter combat equipment. By throwing it into a building, the smoke will block occupier's sight. This allows the player to charge through unprovoked.

It can also be used as a distraction. Throwing a Smoke Grenade in front of a barricade of enemies or a heavily defended area will alert the enemies and trick them into focusing on where the smoke is coming from. This allows the player to easily eliminate them or evade them with less opposition noticing their presence.

= 03. The **Nano Disruptor** or **Electro-Magnetic Pulse** (EMP) Grenade is an advanced electronic grenade. The Nano Disruptor emits a small electro-magnetic pulse upon detonation that disables any electronic devices nearby.

The Nano Disruptor grenade is more spherical than other grenades, making it easier to distinguish. As their name suggests, there are primarily an anti-Nanosuit weapon, able to deny the Nanosoldiers use of any of their suit modes and disabling their HUD and radar. They are rarer than other grenades, They are very effective to droids and any alien machinary.

= 04. **M34 Flashbang Grenade** is a stun grenade to blind enemies. Upon detonation the grenade will temporarily blind and deafen everyone within its effective range. It is most suitable for close quarters combat situation. The grenade loses its effectiveness in the open because enemies are often widely dispersed. As such, it is recommended that this grenade be used only in buildings or closed areas.

= 05. **Composition-C4** is an explosive consists of two parts; the explosive and a remote detonator. The explosive can be attached to walls and has enough power to put a tank out of commission, the latter under the name **REX Charge**.

C4 is useful for ambushing infantry as an improvised Claymore. After attracting the attention of a number enemies, the player may place a C4 charge along their path, then cloak and hide. The C4 may then be detonated when the enemy is close enough, exposing the player for a much shorter period of time than if they were to use their normal weapons. Using this tactic may not alway prove effective however, as the enemy may not always wander near enough to the C4.

C4 can also be used as an effective "suicide bomb", where the player can covertly place a C4 on a foe and allowing them to regroup with their allies where the explosive is detonated, typically taking out the entire group without using up ammunition. Although considering that C4 is somewhat less abundant than ammunition, the value in this tactic lies in achieving multiple simultaneous kill rather than conserving ammunition.

C4 will be thrown farther when the player is in armor mode. This allows players to place C4 from well outside the blast radius, making it effective in quickly taking out groups of enemies rushing at them. Keep in mind that the C4 will still follow a shallow arced path, much like a grenade.

C4 is a very effective Anti-Pinger or Anti-Siege Walker weapon. A group of 4 C4s placed in the path of a Pinger and detonated can severely damage it, enough for a LAW to finish it off without hitting its weak point on Post-Human Warrior. Since placing C4 near Pingers is a very dangerous strategy, due to its EMP blast and plasma minigun, using the above armored-throwing technique will help keep players out of the line of fire, letting them bombard the Pinger from a distance. It's recommended that the player locate additional C4s to resupply themselves with, in the event they miss the Pinger.

= 06. **Flash Grenade** - is a type of terran ordnance designed to damage the retinas and/or photo-optic receptors of a target. This is achieved by emitting a burst of light in the visible and ultraviolet parts of the spectrum. Not even polarized visors of CMC armor can protect a terran from its effects.

The A-13 grenade launcher can fire flash grenades. Alternatively, they may be thrown by hand.

= 07. **Shredder Grenade** -  can dish out 200 damage in an area of effect. Does not affect friendly units.

= 08. **Breaching Charge** - plants an explosive device on a destructible doodad. After a brief delay, it explodes, doing minimal damage in an area of effect and destroying the doodad.

= 09. **Spider Mines** - A spider mine burrows into the ground when deployed. When a target enters the range of its motion sensors, it digs itself out and moves above ground to the target and detonates. Groups of mines can share sensor data making it difficult to traverse a spider mine field undetected. Terran infantry traditionally distrust the mine's IFF.

### Attachment(s)

Laxer sightThermal ScopeHAMR ScopeReflex Sight 1Reflex Sight 2Suppressor or SilencerFlashlightHybrid SightAssault ScopeSniper ScopeMatrix PEQ-15 Type Laser & Flashlight Combo w Remote Pressure Switch (Green Laser / Black) 1Matrix PEQ-15 Type Laser & Flashlight Combo w Remote Pressure Switch (Green Laser / Black) 2Matrix PEQ-15 Type Laser & Flashlight Combo w Remote Pressure Switch (Green Laser / Black) 3Matrix PEQ-15 Type Laser & Flashlight Combo w Remote Pressure Switch (Green Laser / Black) 4Magpul AFG Angled Forend GripOsprey Tactical Battlegrip Vertical Forend Grip with Flashlight, Green Laser Sight and Navigation Light Polymer BlackVertical GripStubby GripDual Mag - tappedSCAR Custom with a 100-round drum magazine.

thumbthumbthumbMini TyphoonMini Typhoon examine

**Arsenal Attachment**
 Grenade Launcher
 Gauss
 Holographic Decoy
 Mini Typhoon

= 01. **Light Shotgun (Masterkey)** - a shotgun attachment for assault rifle or battle rifle, which meant for close-combat.

= 02. **Grenade Launcher** - An 40mm under-barrel launcher attachment for assault riflles, allows to launch a grenade when fires.

= 03. **Gauss Attachment** - is an under-barrel attachment designed off the Gauss Sabot Gun. It fires 10mm solid slugs at extreme velocity, same as the Gauss Sabot Gun. The maximum ammunition of this attachment is four rounds.

= 04. **Holographic Decoy** - is an underbarrel multiplayer attachment in Crysis 2. It emits a lifelike hologram of a hostile soldier that will run through the battlefield, attracting gunfire. The soldier appears either in Armor or Power modes, but never in stealth.

= 05. **Mini Typhoon** - is an under-barrel attachment designed off the Typhoon. It fires 10 round bursts of 4mm caseless rounds, the same as the Typhoon, with a massive rate of fire. The maximum ammunition of this attachment is 50 rounds, meaning it can be fired five times.

### Tools (aka makeshift weapon)

211-V Plasma CutterDisassembly view of the 211-V Plasma Cutter.Makeshift Plasma CutterDisassembly view of the Makeshift Plasma Cutter.Plasma Energy936 Bonder Rivet Gun711-MarkCL Rivet GunConcept Art for the Rivet GunForce GunForce Gun designLine GunArt of the Line GunDisassembly view of the Line Gun.Line Gun Concept ArtConcept art for the Line GunPFM-100 Hydrazine Torch FlamethrowerArtwork of the FlamethrowerRC-DS Remote Control Disc RipperArc WelderA schematic of the Arc Welder.Javelin GunOfficial Artwork of the Javelin GunDetonatorArtwork of DetonatorContact BeamArtwork of the Hacker Contact Beam

= 01. **211-V Plasma Cutter** (Pistol-like) - short-mid range - The first, and most common, is the 211-V Plasma Cutter. Designed and manufactured by Schofield Tools, the 211-V is a tool designed to be used in mining operations. It uses two alignment blades on the side, and three lights on the front, to help the user accurately cut through softer minerals. It uses an internal power source, is compact/light enough to be easily portable, and can be even used one handed (due to its light weight). Isaac found his 211-V on a bloody workbench on the USG Ishimura.

The Plasma Cutter delivers a cohesive pulse-stream, or "bolt", of ionized plasma when fired. It is capable of firing bolts vertically (primary firing mode) and horizontally (secondary firing mode). The Plasma Cutter is very accurate, utilizing three blue lasers to indicate the desired cutting plane.

On impact with the target, bolt cohesion fails frontward first, penetrating the target with a focused jet of superheated matter. This causes intense localized shear effects as well as a tunneling thermal expansion. When used upon brittle, frozen rocks riddled with faults, it can split them open in one or two shots in skilled hands. Against pliable targets, however, impact will cause minimal damage and thermal expansion will not so much cut as stress the area around the impact site, sometimes requiring several consecutive hits with the non-upgraded tool. Still, when presented with a less than effective alternativeagainst dense organic matter, the 211-V Plasma Cutter retains its utility.

The Plasma Cutter utilizes variable-capacity cartridges called Plasma Energy as its ammunition which is capable of cutting down hard, mineral laden rocks in mining operations. Though seeming to only contain stored energy in them, plasma is in fact highly ionized matter, so either the cartridge is a combination battery/plasma medium, or the Cutter itself contains a reservoir of usable material to carry the ion charge.

= 02. **936 Bonder Rivet Gun** (Pistol-like) - short-mid range - is a tool used by Concordance Extraction Corporation employees in deep space mining operations. The second firing mode of the Rivet Gun was to charge up the power to shoot through more dense materials.

The Rivet Gun is designed to panel and attach bulkheads support, mainly when Arc Welders are unavailable. By using rail gun technology, the Rivet Gun fires high velocity rivets that can nail items to each other over long distances. The second firing mode of the Rivet Gun was to charge up the power to shoot through more dense materials. The Rivet Gun is the standard pistol that you always carried (with you during the course of *Dead Space: Extraction*, and you can never drop it).

The 935 Bonder River Gun was a constant weapon and puzzle solver throughout the game, helping to rivet together barricades to stop Necromorph attacks. Despite being the default weapon in the game, it is actually a respectable tool, able to dismember any part of basic Necromorphs with one shot, two for any Enhanced Necromorphs. The weapon's secondary fire is a charging burst that fires a more powerful rivet, and is mostly used during the riveting puzzles.

= 03. **711-MarkCL Rivet Gun** (Machine Pistol-like) - short-mid range - is the latest refinement from **Timson Tools'**long line of friendly tools. Thanks to the latest in machine action loading, the Rivet Gun is designed to fire as fast as you can pull the trigger. This allows for quick multiple rivets during narrow windows of alignment in tricky Zero-G maneuvers. Minimized kickback and electromagnetic shielding provide safe, hot rivets in even the most delicate, or dangerous, of environments. Good for temporary patch jobs, or heavy duty hull repairs, this little workhorse will get you back to the stars in no time. Remember, safety should be on unless in use, and never point live mining tools at people or ship membranes.

Rivet Gun, it is a rapid fire weapon that can pin Necromorphs to walls. The primary fire shoots almost as fast as you can pull the trigger, and the secondary fire detonates up to five of the rivets currently fired out of your gun and makes them bounce off the walls of the room you are in. The rivets are also relatively inexpensive at the store. It has a default of 16 rivets per clip and a maximum of 24.

= 04. The **Handheld Graviton Accelerator**, commonly referred to as the ***Force Gun*** (Shotgun-like) - is a short-range kinetic booster device. Its function in mining operations is to provide blasting power beyond conventional explosive charges, thus making it suitable for precise terraforming applications. Some practical examples may include shattering rocks into smaller rocks, sending rocks between miners in zero-gravity situations, or deflecting wayward rocks away from miners during space operations.

In combat, the Force Gun serves like a shotgun; the primary fire shoots a wide kinetic blast of energy outwards, damaging everything in front of it. The closer an enemy is to this blast, the more damage is caused. Due to its short range, the Force gun is only viable for close-quarter combat. While the Force Gun's primary fire won't blow many of the tougher enemies to pieces, it will knock them back and away, creating breathing room in tough situations.

The secondary fire is a narrow beam with a brief charge time. The beam seems to be able to go through multiple Necromorphs. This only consumes one round of ammunition.

= 05. **IM-822 Handheld Ore Cutter Line Gun** - long-range - is a wide-beamed slicer with timed mines.

Like the Plasma Cutter's secondary fire mode, the Line gun fires a horizontal beam of energy. Also like the Plasma Cutter, it is used for cutting down rocks and ore to smaller sizes, though is designed for more heavy duty ore that the Plasma Cutter cannot cut through. Though it's incapable of firing the same rate as the Plasma Cutter and Pulse Rifle, the Line Gun compensates by having a higher damage base rate. Once upgraded, it can cut through several Necromorphs' limbs with one shot.

The Line Gun's secondary fire mode is a timed mine. When detonated, the mines explode in a dazzling display of lasers that cut through anything nearby. Drop mines amidst a group of Necromorphs and watch the parts fly.

= 06. The **PFM-100 Hydrazine Torch Flamethrower**, or **Flamethrower** for short - short-medium range - is an industrial tool used in the extraction of various ores and minerals during mining operations.

The **PFM-100 Hydrazine Torch Flamethrower** was originally designed to project a liquid hydrazine flame of 500 to 4,000 degrees Celsius onto the layers of ice that trapped valuable ores within comets. When used against frozen meteors, the flame will cause the solidified water within the meteor's cracks to melt, splitting the rock into pieces without much trouble.

The hypergolic fuel canister is clipped to the underside of the torch via a series of metal braces, which when needed, can be forcefully ejected from the tool as a makeshift fire grenade.

The PFM-100's long cone of flame can ignite several enemies at once and target individual limbs, but overall, the weapon suffers at long-range. Thus, its best use is immolating swarms of small enemies in close quarters.

Prior to upgrades, the Hydrazine Torch deals very low damage, usually requiring up to several dozens of flame units just to defeat a single Slasher. When upgraded, however, it will make short work of even Enhanced Necromorphs in just mere seconds.

The Flamethrower's secondary fire launches a lit canister of explosives that detonates after a few seconds on its own, or immediately upon contact with an enemy.

= 07. **RC-DS Remote Control Disc Ripper** - short-medium range - Designed to hack and slice through solid rock, the **RC-DS Remote Control Disc Ripper** is an extremely dangerous tool. In less skilled hands, it's an accident waiting to happen, ejecting incredibly sharp diamond-coated tungsten blades at up to 17,000 RPM to cut through anything in front of it.

The Ripper is a handheld cutting tool that launches a circular sawblade, which is attached to a miniature gravity tether. The Ripper's primary function launches a sawblade that hovers in front of the tool for a default 7 seconds prior to upgrades, while the secondary function ejects an un-tethered saw disc at high speed.

= 08. The **Arc Welding Gun** is an engineering tool designed bySchofield Tools for repairing structural damage of any platform. It is a preferred tool in comparison to the Rivet Gun, the latter of which is used when an Arc Welder is unavailable.

The Arc Welder is roughly the size of a Force Gun and fires a concentrated bolt of electricity which is capable of arcing to nearby regions, making extreme caution necessary when operating. Its secondary use fires a concentrated ball of electricity discharge. It was most likely utilized for engineering purposes for welding together pieces of metal, much like its real-life namesake.

= 09. The **Javelin Gun**- long-range -is a telemetric survey tool manufactured by Timson Tools, designed to fire titanium spikes or "javelins" at high speeds with extreme accuracy and piercing power.

Upon firing, the projectile will travel infinitely until it hits a surface, to which it will remain planted and cannot be removed by any means. If a sizeable enemy is hit with a flying spike, it will be pinned against the nearest adjacent surface, immobilizing it. Necromorphs larger than a Slasher (e.g. a Pregnant) cannot be pinned, no matter where the spike hits. If no surfaces are within proximity, the impaled Necromorph (if it's size is comparable to a slasher) will be pinned to the spike, flying in a straight path before slowly arcing down. In a zero-g area, the necromorph will continue flying straight with no arcing path.

The alternate fire mode electrifies the titanium spike, causing electricity to arc off the spike and shock nearby enemies (Or the user, if he/she is too close). The secondary fire can be upgraded to add an explosive effect after the electrical burst.

= 10. The **Detonator** - short-medium range - is a weapon in *Dead Space 2* that deploys laser tripmines that sticks onto any flat surface, be it a floor, wall, or ceiling. If the laser sensors are disrupted, the set mines will detonate violently.

The Detonator is described as a trip mine that can be placed onto almost all types of terrain. Once placed, the mines would deploy three trip-lasers that runs infinitely. If the lasers are disturbed, the trip mine will detonate and kill/severely maim anything caught within the blast radius. If the Detonator's mine is not detonated, it can be picked back up after arming to be used at a later time (use the Alt-Fire function while aiming).

The Detonator can also be used as a grenade launcher, the mines fired will explode if they hit an enemy or the surface is not flat/moving with an effect and damage similar to the alt-fire of the Pulse Rifle.

= 11. The **C99 Supercollider Contact Beam,** also referred to simply as the **Contact Beam** - long range **-** is a heavy engineering tool designed to pound and soften hard, raw minerals into smaller pieces.

Precious ores and minerals are sometime contained within large toughened rocks, which poses a problem to smaller mining equipment. That's where a C99 Supercollider Contact Beam comes in, it is designed specifically for splitting and obliterating tough materials and meteors, for easy extraction of the ore within.

The tool is immensely powerful and handy against tough enemies. However, the primary fire has to be charged for a short time until it can be fired.

Like the Force Gun, the Contact Beam is an energy projector that utilizes kinetic energy. As its name suggests, it is a miniaturized particle accelerator intended for mining operations.

To operate to its actual purpose, the Contact Beam needs to be charged for a brief period. When fully charged and fired, the Contact Beam delivers a huge kinetic discharge that obliterates anything it comes into contact. As such, the weapon trades speed and precision for damage.

The kinetic discharge is very powerful to the point where mostNecromorphs can be killed in one shot, even prior to upgrades. If not charged, the Contact Beam acts as a simple short-range weapon. The Contact Beam's secondary fire acts much like thePulse Rifle's (In the original Dead Space) where it unleashes a small radial ground-based shock wave that knocks objects away from the wielder.

## Automated Weapon(s)

### M3063 Automated Heavy Gun

The **M3063 Automated Heavy Machine Gun/Self-Tracking**(**M3063 AHMG/ST**), colloquially referred to as the **Deployable Turret or Autoturret**, is a UNSC Defense Force automated anti-personnel sentry weapon. Mounted on a heavy tetrapod, the weapon emits a visible laser to aid in targeting.

It features a machine gun that fires at a moderate rate, and an energy weapon that fires EMP shots similar to the Type-25 plasma pistol.

Production Overview:

* Manufracturer: Misriah Armory

* Type: Deployable automated machine gun

Specifications:

* Length: 15 feet (4.6 m)
* Width: 8.6 feet (2.6 m)
* Height: 8.2 feet (2.5 m)
* Ammunition type: 12.7x99mm M340 MVE
* Feed System: Varies
* Rate of Fire: Automatic

#### Function

This weapon is used by the UNSC to protect certain locations or to simply provide support fire to ground troops. An effective use of these weapons is to place several in one area so that their overlapping fire can cover a large area. They possess both a high power machine gun as well as a device that can project an EMP that can take down the shields of a target.

The weapon is also used in Dominion War Games matches to defend bases.

#### Design

The turret is very mobile with one requiring only a few people to carry. Once activated, they deploy from their boxy idle position very quickly and can immediately acquire targets and open fire on its own. Though they cannot move from the position that they are placed in on their own, they do have a 180 degree rate of rotation that gives them a substantial firing arc. It fires 12.7 x 99mm rounds.

#### Gallery

Concept art of the autoturretMore concept art of the autoturret.
### UA 571-C Automated Sentry Gun

"But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy."
―Cpl. Hicks to Ripley, regarding four sentry guns (from Aliens Special Edition)

The **UA 571-C Automated Sentry Gun**, known colloquially as the "**Robot Sentry**", is a tripod-mounted automated perimeter defense system employed by the United States Colonial Marine Corps to deliver pre-set automatic fire to any hostile within range or area targets. They are equipped with M30 Autocannons and automatic thermal and movement actuated AI targeting capabilities. In 2179, the Colonial Marines on LV-426 used them successfully to keep Xenomorphs from flanking their position while waiting for rescue.

Production Information:

* Model: UA 571-C

* Type: Automated defense machine gun

Technical information:

* Feed System: 500-round drum
* Ammunition: 10x26mm Caseless
* Operation: Rotating breech, electronic pulse action
* Ammunition type: 12.7x99mm M340 MVE
* Rate of Fire: 1,100 rounds/min

#### Overview

Each remote sentry unit weighs in at 19.6 kg and can be assembled in under 150 seconds. The major components consist of a snap-open tripod mounting, battery pack, breech and barrel assembly, sensor unit and 500-round ammunition drum. A microwave datalink connects the sentry to a remote command console.

Once emplaced, the system may be set to sweep wide arcs up to 360° (subject to terrain and emplacement restrictions), though doctrine is to set several sentries to cover smaller, interlocking fields of fire on a narrow frontage.

The UA 571-C mounts the pulse action M30 Autocannon firing the 10×28mm High Explosive Armor Piercing round used by the Corps' M56 Smartguns.

The weapon has a cyclic rate of 1,100 rpm and is air cooled, with an automatic cutout preventing the loading of any more rounds into the breech should overheating cause a chance of ammunition "cook-off".

#### The sentry unit's sensor array is mounted above the barrel, aligned to cover a 60° cone in front of the weapon. This sensing suite consists of a cooled infrared detector in the 3-5 µm and 8-13 µm band, ambient light optics, an ultrasonic motion tracker and a lidar. If a target's visual or thermal profile is known, the system may be pre-set to scan for only these specific targets using infrared or optical. However, the system is usually set to multi-spectral mode, where the sentry's software cross-correlates received data from the different sensors to obtain a full target profile.

The sensors used by the UA 571-C are able to detect Yautja even when cloaked. The information collected by the UA 571-C's sensor is automatically relayed to the visual support systems of nearby soldiers, enabling them to see cloaked Yautja as if they were uncloaked.

#### Setup and operation

The UA 571-C has three operating modes — Auto-Remote, Manual Override and Semi-Automatic. When set to Auto-Remote, the sentry will interrogate all targets in its sensor cone using an Identification Friend Foe (IFF) transponder. All Colonial Marine personnel and vehicles carry an IFF transponder in their communications gear which sends back a coded radio signal when interrogated. If the IFF return is positive, the weapon will let the soldier or vehicle pass; otherwise it will open fire. Enemy IFF transponders can also be detected by the UA 571-C and used to direct fire even if the target is otherwise avoiding the sentry's detection mechanisms. If the system is set to Manual Override or Semi-Automatic, this information is flashed back to the command console, where the system operator can decide whether or not to fire.

Before the weapon opens fire, automated servos in the tripod orient it to point at the target. The number and grouping of rounds fired in a burst is automatically selected dependent on the target profile, so that the most economical use of ammunition is made.

#### Gallery

Aliens: Pvt. Hudson and sentriesSentry guns opening fire
​​​​

## Riot Control Equipment

Most soldiers had extra role for chaos control and riot suppression, which considered being Military Police. And also which uses non-lethal for civilians, and less lethal for hostile activity, such as extremist (or terrorist).

The ammunition for standard, police-used, instead of military-used, uses fragmenting rounds and controlled expansion rounds. Which these rounds were meant to minimize penetration.

Which the urban situation where police usually work didn't want to shoot through hostile and kill a civilian from behind. Meaning take the life of only the offenders. Switching different kinds of ammunition that changes into non-lethal force.

Adding bean bags and rubber balls and bullets, which make a non-riot controls.

## Unique Firearms

They maybe outdated weapons, but also useful for customized its firepower, rate of fire, and accuracy. Such as Jing D. Hayabusa wields a M4 Custom.

Each of the guns were ID or Non-ID, first the ID guns can be wield by the gunner had an ID can be used, when someone in their wrong hands will pick it up that automatically locked unusable, such as the FN SCAR-H had an ID weapon, while the AK-102 is Non-ID, its usable, which of course that when that assault rifle will jammed.

### Handgun(s)

Mk.23 SOCOM - .45 ACPSOCOM Pistol Full view"Just like Old times." - Snake remarks for wields his SOCOM.Custom M1911Operator .45 - .45 ACPColt Defender - .45 ACPDesert Eagle and D.E. Long BarrelD.E. - Normal BarrelD.E. - Long barrel and ScopeFN-FiveSeven - 5.7x28mmGlock 18C - 9x19mm w/ 31 round magazineEAA Tanfoglio Thor - .45-70Makarov PMM - 9x18mm MakarovPSS Silent Pistol - 7.62x42mm SP-4
#### Attachments

Mk.23 SOCOM

* AN/PEQ-6 Laser Aiming Module (LAM) - Current, manufactured by Insight Technology.
* Silencer - Large, produced by Knight's Armament Company.
* Tactical Knife
* FMJ
* Duel Wield

Custom M1911

* Silencer
* Tactical Knife
* FMJ
* Duel Wield

Operator .45

* Silencer
* Flashlight
* Tactical Knife
* Laser pointer module
* FMJ
* Duel Wield

.45 Defender

* Tactical Knight
* FMJ
* Duel Wield

Desert Eagle

* Scope
* Long Barrel
* Dot-Sight
* Reflex Sight
* Extended Mag

FN FiveSeven

* Flashlight
* Laser pointer module
* Tactical Knife
* FMJ
* Duel Wield

Glock 18C

* Flashlight
* Laser pointer module
* Tactical Knife
* FMJ
* Duel Wield

Thor

* Scope
* Dot-sight

### Shotgun(s)

M870 Shotgun - 12 gaugeSaiga-12K - 12 GaugeTwin Barrel - 12 gauge
#### Attachments

M870

* Flashlight
* ACOG Scope

Saiga-12

* Dog-sight

### Sub-Machine Gun(s)

PP-19 Bizon - 9x18mm MakarovMAC-10 - 45 ACPSA Vz. 82 Skorpion - 9x18mm Makarov.
#### Attachments

Vector SMG

* Foregrip
* Silencer
* Dot-sight
* Scope
* Extended Mag
* Thermo Scope

MP5

* ACOG Scope
* Dot-sight
* Silencer
* Foregrip
* Duel-mag

MP7

* Red-dot sight and 4x scope
* Laser pointer module
* Flashlight

Bizon

* ACOG Scope
* Red-dot sight
* Laser-pointer module
* Flashlight

Skorpion

* Laser pointer Module

### Assault / Battle Rifle(s)

M4 Custom - 5.56x45mmw/ MasterkeyMk. 17 SCAR-H CQC7.62x51mmXM8 e/ XM320 Grenade Launcher - 5.56x45mmXM8 Carbine - 5.56x45mmXM8 Sharpshooter - 5.56x45mmAK102 - 5.56x45mmAN-94 - 5.45x39mmFN FAL - 7.62x51mm NATOHK G3A3 - 7.62x51mm
### Machine Gun(s)

Heckler & Koch HK21E - 7.62x51mm NATOMk. 46 Mod. 0 - 5.56x45mmM60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mmPKM - 7.62x54mmR
### Sniper / Designation Marksman Rifle(s)

Barrett M82A2 - .50 BMGDSR-1 - 7.62x51mm NATOMk 14 Mod 0 EBR - 7.62x51 NATOMosin Nagant M91/30 Sniper Rifle - 7.62x54mmRDragunov-S (SVD) - 7.62x54mmRVSS Vintorez with PSO-1 scope - 9x39mm
### Launcher(s)

XM25 - 25 x 40mmMilkor MGL Mk 1L - 40x46mmRPG-7 - 40mm

## Trivia

* Based the arsenal ideas based on Crysis, StarCraft, Dead Space, and many more. Which having most tactical attachments, and still having the point for having any of them will be quite advantage.
* Adding few Warhammer 40k: Space Marines' weapons, Halo, MGS, and Call of Duty.
* The other weapons will be shared to the other fractions such as Chaos will be just like the Counter Strike had sharing weapons, such as M4A1 for Counter Terrorist and AK-47 for Terrorist.

## Reference

1. ↑ Prophet customizes the SCAR with a 100-round drum magazine. In *Crysis 3*, the player has the option to mount dual magazines taped "jungle-style" and extended magazines of all sorts, depending on the weapon being used. Unlike most video games, the dual magazines are reloaded correctly. Every other reload done plays an animation where the player flips the magazines over and uses the other magazine. For all the other reloads, the standard reload animation is used instead. Also note that the SCAR can now use suppressors like the first game as opposed to Crysis 2, where the SCAR was restricted from using suppressors.