Weapons:
Primary:
Battle Rifle: Utilizes precise, three-round burst functionally, making it a formidable mid-range semi-automatic weapon.
Assault Rifle: Standard fully automatic firearm of all UNSC branches, effective at both close-range and mid-range combat.
DMR: Premiers marksman rifle of the UNSC, offering impressive single-fire accuracy at reasonably long distances.
Storm Rifle: Fully automatic energy weapon widely considered the successor to the traditional plasma rifle.
Carbine: Notable semi-automatic mid range accuracy, firing ballistic rounds unlike most other Covenant weapons.
Suppressor: Fully Automatic Forerunner Infantry Weapon, firing bolts of hard light in rapidly accelerating succession.
Light Rifle: Precision Weapon that fires beams of hard light for mid-range to long-range combat.
Secondary:
Magnum: UNSC’s personal sidearm of choice due to its excellence at close-range to mid-range engagements.
Plasma Pistol: Semi-automatic energy weapon capable of a scaled-burst effect which disable electronics.
Boltshot: Forerunner particle diflator used for both its precision at mid-range and its bursts functionally when up close.
(All Primary and Secondary Weapons have skins that can be unlocked)
Grenades:
Pulse: Forcefully detonates and forms a hazardous ionization sphere which eventually collapses destroying any nearby targets.
Frag
Plasma
Armour Ability:
Thruster Pack: Enables a powerful burst of movement offering the ability to evade or quickly close the gap.
Promethean Vision: Allows user to detect enemy signatures through walls and other hard surfaces.
Hologram: Allows User to generate a nearby identical holographic decoy to deceive enemies during combat.
Jet Pack: Allows user limited flight through a vertical lift propulsion system similar to that of EVA thrust packs.
Hardlight Shield: Allows user to generate a protective barrier of hard light which stops most small arms fire and some explosives.
Active Camouflage: Allows user to generate a visual effect astonishingly close to invisibility.
Autosentry: An automatic Turret which can be deployed to defend it users or command a key battlefield chokepoint.
Regeneration Field: Allows users to release a short-range energy field that heals any nearby Spartans.
None: No Armour Ability equipped
Tactical Package:
Mobility: Allows unlimited Sprint
Shielding: Speeds up up your armour’s energy shield recharge rate.
Resupply: Allows the recovery of grenades from fallen allies and foes.
AA Efficiency: Increases the rate at which energy recharges for Armour Abilities
Grenadier: Increases Grenade carrying capacity
Firepower: Allows the use of a primary weapon in the secondary loadout
Fast Track: Allows user to advance quicker in Rank
Requisition: In modes with personal ordnance. Requisition lets the player request new choices when an ordnance is granted.
Wheelman: Increases the long term durability of your vehicle as well as how it reacts to EMP charges.
None: No modification equipped into the tactical package slot.
Support:
Stability: Steadies your weapon while being struck by enemy fire.
Ammo: Increases the ammunition capacity for each starting weapons and ordnance drops.
Dexterity: Speeds up reloads and weapon swapping
Sensor: Increase motion sensor range.
Awareness: Allows the use of motion sensors while using a scope.
Explosives: Altars grenade performance, increasing blast radius and decreasing grenade damage received.
Ordnance Priority: In modes with Personal Ordnance. Offers more frequent ordnance drops to user
Gunner: Increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets.
None: No Support Modification equipped
