M91 Shotgun

## M91 Close Assault Weapon System

Covenant

* Brute Plasma Pistol
* Brute Shot
* Energy Sword

Medium Range

* UNSC
	+ M6G Pistol
	+ MA5E Assault Rifle
	+ BR54HB Battle Rifle
		- BR54HB/GL Battle Rifle
		- BR54HB/S Battle Rifle
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
* Covenant
	+ Plasma Pistol
	+ Void's Tear
	+ Plasma Rifle
	+ Brute Plasma Rifle
	+ Spiker
	+ Brute Shot
	+ Hunter Beam Cannon
	+ Hunter Fuel Rod Cannon
	+ Needler
* Forerunner
	+ Sentinel Beam

Long Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
		- SRS99C-S2 AM/S Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **M91 Close Assault Weapon System** (**M91 CAWS**), more commonly referred to as the **M91 Shotgun**, is a United Nations Space Command infantry firearm and the successor to the M90 Close Assault Weapon System.

## Overview & Background

The M91 Shotgun is a pump-action, tubular-magazine-fed weapon designed for close-quarters combat in both urban and shipboard environments. The most significant change made to the weapon was with the ammunition used; instead of the standard Soellkraft 8-Gauge shell, the M91 uses the Soellkraft 12-Gauge shell. While the pellets are only half the size of those found in the 8-Gauge shell, the 12-Gauge shell contains 30 pellets instead of 15, technically making both shells equally powerful as each other.

While this change decreases the weapons effective range and reduces the maximum ammo it can carry from 12 shells to 8, these drawbacks are offset by the increased pellet count of the 12-Gauge shells used, which allow the M91 to retain its ability to deal suppressive fire to targets in confined areas and at medium ranges, without affecting its performance at close ranges. The M91 features colored iron sights, which transition from blue, to yellow, to orange, and finally red with every two shells fired.

## Gameplay Information

### Advantages

* Very high damage at close-quarters combat.
	+ Usually, an instant kill for most enemies unless they are the highest ranked Elites, Brute Chieftans or Hunters.
* Can be reloaded at anytime.
* Ammo is relatively plentiful when conserved well.
* Aimed properly, you could hit multiple targets due to its spread.
* Very effective against shields.

### Disadvantages

* Useless for long range combat.
	+ At medium range, the damage start to significantly decline, requiring multiple shots to take down an Elite's shields.
* Once the barrel is empty, reloading all eight shells takes long enough to leave the player vulnerable to attacks.
* It's pump-action nature actually makes it not that suitable against enemy waves, as its low rate of fire would not keep up with large swarms of enemies. So whilst it is effective against singular or a group of Flood forms, a swarm of them would overcome the Shotgun's benefits. Such a scenario is best left to the Flamethrower, the M7 Submachine Gun and the M247 Machine Gun.

## Trivia

* The lights on the shotgun change depending on ammo.
	+ Full: Blue
	+ Half: Yellow
	+ Near: Orange
	+ Empty: Red
* Before all levels were released, the shotgun's lights were green, making its appearance similar to the M90 Close Assault Weapon in *Halo 2.*
* The Shotgun model closely resembles that of the M90A Shotgun from Halo 3.
* At close range, the Shotgun can reliably take down both the shields and the health of most low-ranked Covenant and/or Flood units. However, higher ranked Elites could deflect these pellets with ease, so caution must be taken given that they usually wield Energy Swords.
* Due to its spread, high close range damage and reliability, the Shotgun is one of the best anti-Flood weapons in the game, beaten only by the Flamethrower.

## Gallery

Shotgun as it appeared in early Halo SPV3.Shotgun in SPV3.2Firing the Shotgun.Reloading.Melee animation.Shotgun half-depleted.Shotgun near depleted.Shotgun close to/already depleted.