Complete Forge Weapon Glitch List + Effects

The weapon welding Glitch introduced in the most recent Firefight update is here to stay and is nothing short of spectacular! So much so that I decided to start creating all possible weapon combinations for each weapon (for science of course). Also by having all possible combinations on one map I hope to make it easier for forgers to choose the right weapon for their maps. A tutorial on weapon welding can be found here.

I began by creating a base map (included below) with rows of UNSC weapon pads to make the process as smooth as possible. Initially I wanted to place all possible weapons on 1 map but the FX cap quickly exceeded 100% for just one weapon. Instead I focused on 1 weapon for each map. Below are the weapons I have completed to date and are available in my file share.

Completed weapon maps (Updated to Monitor’s Bounty):

Base Map
If you would like to test weapons yourself you can find my base map (reuploaded) here. It contains all the possible weapons which can be welded as well as some weapon pads for controls. It can get pretty loud so I don’t recommend playing on the map with loud headphones and speakers (I warned ya!). All my maps have the same layout. I have now included all the weapon’s from Monitor’s Bounty into this map. Also since the FX cap is now too high some weapons will not sound correct or display projectiles. I recommend deleting a few weapon pads to correct this. Since it is hard to identify which loadout weapon is mixed with each gun I numbered the pads from 1-26. Sound dampener effects are very similar to silencer and were not added to all maps. I have included the legend below as well as why some weapons were selected over others:

  • SMG w/ extended mags - Magnum w/ extended mags - DMR w/ extended mags - BR w/ extended mags - AR w/ extended mags - AR w/ longbarrel (Gives maximum range boost of 20%, other loadout weapons increase range by same amount or less) - BR w/ sentinel scope - BR w/ longshot scope - BR w/ classic scope - AR w/ longshot scope - AR w/ recon sight - SMG w/ silencer - DMR w/ silencer - BR w/ silencer - AR w/ silencer - BR w/ stabilization jets (Decreases recoil to 0, other loadout weapons don’t decrease as much) - DMR w/ kinetic bolts (increases bullet damage to vehicles, DMR has greatest damage output compared to other loadout weapons) - BR w/ knight blade - BR w/ bayonet - SMG w/ projection sight - SMG w/ recon sight - DMR w/ sentinel scope - DMR w/ recon sight - Control Pad 1 (Maximum spare clips) - DMR with threat marker (Gives maximum range to tag enemies?) - SMG w/ laser targeter (decreases bullet spread immensely when compared to other loadout weapons)3 unmarked pads near end DMR w/ COG sight, Hybrid Sight ad Morph sight and 4 unmarked pads near middle (AR, BR, DMR and SMG w/ sound dampeners)

Loadout Weapon Effects

The load out weapons can also be welded to most weapons and come with their own modifications based on attachment. They include:
Assault Rifle:

  • Extended mags will increase magazine count (54) and reserve ammunition, changes zoomed in reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing, (does make you invisible on radar for some weapons). - Stabilization jets: Barely reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to SMG rounds with increased damage against vehicles. - Laser Targeter: Increases weapon accuracy by decreasing bullet spread. - Longbarrel: Increases red reticule range by 20%. - Recon, Longshot, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as an AR.Battle Rifle

  • Extended mags will increase magazine count (54) and reserve ammunition, no effect on reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing to match a silenced BR , (does make you invisible on radar for some weapons). - Stabilization jets: MASSIVELY reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to BR rounds with increased damage against vehicles. - Laser Targeter: No effect observed, possibly increases bullet magnetism (or possible decrease in bullet spread?) - Longbarrel: Increases red reticule range by 20%. - Classic BR, Longshot, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as a BR. - Sentinel sight changes the zoomed in reticule, (but also allows for 2 magnitudes of zoom when scoped), weapon is identified as a BR.Magnum

  • Extended mags will increase (or decrease) magazine count (18) and reserve ammunition, changes zoomed in reticule.Gunfighter Magnum

  • Adds gunfighter magnum rounds and ROF to weapon, changes zoomed in reticule, faster weapon switch speed and reload.Tactical Magnum

  • Adds tactical magnum rounds to weapon, changes zoomed in reticule, don’t appear on radar when firing, dampens firing sound.DMR

  • Extended mags will increase magazine count (25) and reserve ammunition, changes zoomed in reticule. - Silencer and Dampener (also increased range?) muffles the sound of the weapon firing to match a silenced DMR, (does make you invisible on radar for some weapons). - Stabilization jets: Greatly reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to DMR rounds with increased damage against vehicles. - Laser Targeter: Possibly increases bullet magnetism (Or decreases spread at a range). - Longbarrel: Increases red reticule range by 10%. - Recon, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as a DMR. - Sentinel sight changes the zoomed in reticule, (but also allows for 2 magnitudes of zoom when scoped), weapon is identified as a DMR.SMG

  • Extended mags will increase magazine count (84) and reserve ammunition, no effect on reticule. - Silencer and Dampener (also increased range?) may muffle the weapon firing sound to near silence, (does make you invisible on radar for some weapons). - Stabilization jets: Barely reduces recoil on some weapons. - Kinetic Bolts: Changes ammunition to SMG rounds with increased damage against vehicles. - Laser Targeter: MOST CLEARLY increases weapon accuracy by decreasing bullet spread. - Longbarrel: Increases red reticule range by 20%. - Recon, Projection, COG, Morph and Hybrid sights change the zoomed in reticule, weapon is identified as an SMG.Some attachments seem to have the same effect no matter which loadout weapon is selected, and may not have any effect on some weapons.

  • Energy Bayonet: Adds Bayonet which increases melee range, allows for instant gibs and increased melee damage (confirmed) - Knight Blade: Adds Blade which adds extra damage and knockback against vehicles (confirmed) - Threat Marker: Adds threat marker and allows you to mark spotted enemies(?)

Power Weapon effects

The weapon variants which can be welded and their general effects (varies by weapon, also anywhere a (?) is used indicates that I have not confirmed the observation) include:

  • Sword Of The Faithful: Adds beam rifle shots to weapon and changes zoomed in reticule (May allow for 2 levels of magnification). - Halo 2 Beam Rifle Alpha: Adds beam rifle shots to weapon and generally changes zoomed in reticule (May allow for two levels of magnification). - Retina Of The Mind’s Eye: Changes mag capacity to 4. - Closed Fist: Allows the weapon to rapid fire a 3 round burst and changes mag size to 36. - Rain Of Oblivion: Increases the fire rate of many weapons, and changes mag size to 20, changes zoomed in reticule. - Ravening Silver: Increases weapon switch speed, and melee speed of player and changes zoomed in reticule. - Light Of Urs: Adds fuel rod shots to weapon and decreases mag capacity to 5. - Corpsemaker: Increases switch speed, melee speed (Adds knock-back effect to melee for energy sword only). - Typhon: Adds tracking hydra rockets to weapon (some weapons), must be individually loaded, changes mag size to 6. - River Of Light: Adds incineration bolts to weapon, (charged weapons generally shoot a river of bolts). - Barbed Lance: Can increase ROF on some weapons as well as changes mag size to 16. - Halo: Combat Evolved Pistol: Can’t influence other weapon but can be host weapon. - Hailstorm: Adds rapid firing needler shards to weapon, changes mag size to 33. - Scourge Of Fire: Adds plasma caster grenades to weapon, (If weapon can be charged will shoot a charged plasma cluster). - Void’s Tear: Adds plasma pistol bolts to weapon, (if weapon can be charged will shoot a vortex). - Arclight: Decreases mag size to 1, (if weapon can be charged will shoot railgun slug). - Ad Victoriam: Adds wire guided rockets to any weapon and changes mag size to 2. - SPNKr EM: Changes mag size to 4, but decreases ROF, adds vehicle lock on ability which doesn’t work on most weapons. - Appetite For Destruction: Adds SAW rounds to weapon and changes mag to 108. - Loathsome Thing: Changes mag size to 10, reloads 1 round at a time, and changes ROF. - Lawgiver: Adds a shotgun blast to weapon, changes mag size to 5, decreases effective range and reloads 1 round at a time. - End Of The Line: Adds sniper rounds to weapon. - Endgame: Changes ROF to default when possible, often gives Spartan Laser like reticule to weapon, some weapons are able to fire single spartan laser beams. - Fury: No effect observed(?). - Song Of Peace: Adds suppressor rounds to weapon, changes magazine size to 48. - ONI Chaingun Turret: Adds explosive chaingun rounds to weapon. - ONI Rocket Pod Turret: Adds fast moving rockets to weapon which fire 6 at a time. Can lock on to vehicles(?) - ONI Gauss Turret: Adds secondarily explosive gauss turret slugs to weapon. - Pro Pipe: Decreases magazine size to 1, adds user control grenades to some weapons. - Infected Sword: Increases switch speed, melee speed of weapon and changes zoomed in reticule. - Sorrow of Teash: Decreases overheat time on some weapons. - Krith’s Left Hand: Adds a burst of beam rifle shots to weapon and generally changes zoomed in reticule (May allow for 2 levels of magnification). - Twin Jewels of M: Adds binary rifle rounds to weapon but also changes mag size to 2, weapon becomes ineffective in most cases, weapons with battery overheat to quickly. - Open Hand: Adds tracking(?) boltshot rounds to weapon, changes mag size to 20, shoots in 3 round bursts. - Scale of Soirapt: Glitched for now. - Blood of Subban: Adds Subban needles, changes zoomed in reticule and mag size to 20. - Vorpal Talon: Gives the player two thruster evades. Changes zoomed in reticule. - Prophet’s Bane: Gives the player active camouflage. Changes zoomed in reticule. - Pool of Radiance: Adds secondarily explosive fuel rods, changes mag size to 5. - Grinder: No effects observed except on the sword where each slash will cause a vortex to appear. - Tartarus’ Gavel: Gives player speed boost and higher jump, adds directed energy to sword slash. - Halo 2 Beam Rifle Delta: Adds beam rifle shots to weapon (with vortex) and generally changes zoomed in reticule (May allow for two levels of magnification). - Berserker’s Claw: Can’t modify other weapons but can be host weapon (If weapon can be charged, charging the claw partially will release a charged shot) - Echidna: Adds EMP hydra rockets to weapon, 2 levels of zoom, changes mag size to 6, reloads 1 round at a time, can lock on to enemy targets. - Heartseeker: Adds tracking (?) incineration cannon bolts, if weapon can be charged will shoot a supercluster. - Dying Star: Adds dying star bolts and ROF to weapon, changes mag size to 8. - Whispered Truth: Causes weapon to burst host projectiles, gives a speed boost and changes mag size to 18. - Talon of the Lost: Adds anti-armor needles to weapon, (Do not track). - White Scar: Adds needle plasma caster grenades, will shoot supercluster if weapon can be charged. - Spitfire: Adds plasma pistol bolts to weapon, (if weapon can be charged will shoot an overcharged bolt). - Whiplash: Changes mag size to 2, charged weapons shoot railgun slugs. - High Five: Adds hydra burst rockets to any weapon and changes mag size to 2. Can lock on to vehicles. - SPNKr EX: Adds secondarily explosive rockets to any weapon and changes mag size to 2, changes zoomed in reticule. Can possibly lock on to vehicles(?) - SPNKr Prime: Adds boosted rockets to any weapon and changes mag size to 2, changes zoomed in reticule. Can possibly lock on to vehicles(?) - The Answer: Adds explosive SAW rounds and ROF to weapon and changes mag size to 72. - Didact’s Signet: Adds scattershot blasts to weapon, changes mag size to 5, reloads 1 round at a time. - Blaze of Glory: Adds enhanced shotgun blast to weapon, Changes mag size to 5, reloads empty clip instantly, changes zoomed in reticule. - Oathsworn: Adds shotgun blast and ROF to weapon, gives player a speed boost, reloads empty clip instantly. - Arrow of Time: Changes mag size to 6. - Nornfang: Adds explosive sniper rounds to weapon, gives player a damage boost, changes mag size to 4. - Selene’s Lance: Adds harmful targeting laser to weapon, if weapon can be charged it will shoot a weak laser. - Blissful Slumber: Adds plasma bolts with knockback effect to weapon. - Razor’s Edge: Adds Razor’s Edge tracking, exploding suppressor rounds and ROF to weapon, changes zoomed in reticule and mag size to 48. - Jorge’s Chaingun, Wicked Grasp, Plasma Turret, Golf Club, Halo 2 Battle Rifle and Sentinel Beam: Can’t influence other weapon but can be host weaponSome weapons when chosen as hosts (wherein the weapon looks like this chosen weapon) offer 2 modes of fire, they include the:

  • Boltshot (charged shots while unscoped, uncharged shots while scoped). - Incineration Cannon ch. and unch. (charged and uncharged). - Light Rifle (ch. shots while scoped, unch. shots while unscoped). - Plasma Caster (ch. and unch). - Plasma Pistol (ch. and unch.). - Scattershot (ch. shots while scoped, unch. shots while unscoped). - Shotgun (ch. shots while scoped, unch. shots while unscoped). - Spartan Laser: (ch. and unch., when the laser is charged but never fired the weapon fires an infinite number of projectiles in place of its targeting laser)

This is great! I hope it’s not a bug!

This looks dope, got to check this out!

Thanks man, bookmarked all the maps

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> This is great! I hope it’s not a bug!

It was a glitch, but Tom French said it was so dope that its staying.

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> > 2533274891097288;3:
> > This is great! I hope it’s not a bug!
>
>
> It was a glitch, but Tom French said it was so dope that its staying.

Are you serious? Have evidence?

> 2533274891097288;7:
> > 2533274907200114;6:
> > > 2533274891097288;3:
> > > This is great! I hope it’s not a bug!
> >
> >
> > It was a glitch, but Tom French said it was so dope that its staying.
>
>
> Are you serious? Have evidence?

Was on his Twitter

> 2533274891097288;7:
> > 2533274907200114;6:
> > > 2533274891097288;3:
> > > This is great! I hope it’s not a bug!
> >
> >
> > It was a glitch, but Tom French said it was so dope that its staying.
>
>
> Are you serious? Have evidence?

Sauce. Surprised this isn’t common knowledge yet.

If you like Forge, you should follow Tom French. He makes good posts and he’s a really nice, chill guy. One of the more “real” people at 343. I’m always impressed what him and his team do for the game through their Forge improvements.

> 2533274951433840;8:
> > 2533274891097288;7:
> > > 2533274907200114;6:
> > > > 2533274891097288;3:
> > > > This is great! I hope it’s not a bug!
> > >
> > >
> > > It was a glitch, but Tom French said it was so dope that its staying.
> >
> >
> > Are you serious? Have evidence?
>
>
> Was on his Twitter

I looked through it and cant find it

BloodClaw95 is correct! Also if anyone learns anything about certain weapon effects that I have missed please let me know, thanks.

Updated all maps to carry

  • BR with Stabilization Jets as it reduces the recoil to almost 0 - SMG with laser targeter as it reduces spread considerably when possible. - DMR with kinetic bolts since the weapon will fire DMR rounds with increased damage to vehicles, for example a SAW requires 82 rounds to destroy a regular mongoose, with DMR kinetic bolts this is reduced to 28. - AR with Longbarrel since it gives a 20% boost in range which is the same or greater than other loadout weapons.

The bolt shot regular fire counts as a charged shot. Thought you’d like to know.

lol… nice action out there

Wait till you combine some thing with prophets bane and all the other mythics.

> 2533274807813105;13:
> The bolt shot regular fire counts as a charged shot. Thought you’d like to know.

Yes thank you for pointing that out! Actually when used as the host weapon there are several weapons which offer two modes of fire, a regular and charged modes (or scoped and unscoped in this case). I will update my list of effects to include them. I will also be updating my maps to include the new weapons as soon as Anvil’s Legacy drops.

I have added a few things since the Anvil’s legacy update:

  • Added all Anvil’s legacy variants to my maps - Added maps for the hunter assault cannons (berserker’s claw and wicked grasp), and Jorge’s chaingun. - Updated both the power weapon effects and loadout weapon effects with new information - Fixed all my maps to have the same setup and designYou should be aware that an FX higher than 250 will cause weapons to behave a litttle quirky so I advise you to delete some weapon pads, try the remaining ones out, then reload the map and try the ones you originally deleted.

I also had the idea to create a giant prefab library with all possible weapon combos on a google docs spreadsheet. Here you would be able to access all the different weapon variants easily by looking up the combination you wanted and then access it by either searching for it manually or by clicking a link to bookmark it on waypoint.

Some of my concerns include

  • There are about 3200 combinations and to create that many prefabs would take a very long time. If some of you are interested you may be able to help me modify the spreadsheet and add to it. - Is there a prefab limit? Because if there is then I would run out of room really quickly - Some weapon combinations produce broken weapons so I was wondering if I should exclude them or indicate that they are broken weapons.I was wondering if this is a good idea and people would be interested? All the weapons are ready on my maps they would just need to be converted to prefabs. Please share your thoughts and/or suggestions.

Awesome!

sentinel beam+didact’s signet

grenade launcher+ jorges chaingun