I figured it be usefull to write a "field manual" for CMT SPv2, as we have so many weapons, with so many different uses. I'm going to update this thread every once in a while, adding new info in.
Human Weapons
MA5C Assault Rifle The Assault Rifle is the weapon of choice for the marines. While it has a small 32 round clip, it is highly acurate. It is best used against Jackals and Grunts, but is effective against all enemies. UNSC troops have noted it can be used for removing helmets worn by Brutes, although its rounds are not powerful enough to kill with a single shot to the head.
MA5K Assault Carbine This part of the Ma5 series of rifles is often used by Spartan IIIs. With a 48 round clip, along with amazing acuracy, this gun is effective for headshots at a distance, although it is not issued with a scope. It is semi automatic, and has a fair rate of fire. It can also be used as an automatic weapon when in close range, which is done by holding the trigger. When used against Brutes, a popular tactic is to aim at the head while going full auto, to destroy the helmet and deliver a bullet to skull. It takes around 12 bullets to knock off the helmet, regardless if you are using this weapon in full auto mode or semi automatic. It is an effective weapon from a distance, but it is risky and hard to use at close range. Unshielded targets quickly fall to it.
BR-55 M-45 Battle Rifle with Grenade attachment The BRG is one of the most versatile weapons used by UNSC forces. It fires 3 round burst shots, and can fire with almost no error when zoomed. it takes 10 bullets to remove the helmet from a minor brute. The armour piercing grenade launcher, which can cary at a maximum 6 shots, is capable of destroying most small covenant vehicles with a single shot, and a hit to a brute or elite will either kill or severly damage them. It is an effective weapon, however, the small amount of ammo available for this, as it is still an expirmental weapon, makes it hard to find, as well as short lived in combat. It is effective against all enemies.
M6D Pistol While only a sidearm, it is a powerful weapon. While effective against mainly grunts and jackals, it can also be used to remove the helmet from a brute, and deliver the final killshot. The large bullets stun many of it's targets. Given no other alternative, the M6D can easily hold its own.
M-7 Caseless SMG While thought of as a weak and useless weapon, it is a highly effective close range weapon. Its high ROF and impact damage makes it effective in close quarters with both Elites and Brutes, coupled with it's fast melee. A must have for going toe to toe with the big guys.
M248 GPMG Hand-held The hand held turret is one of the most devastating man-portable UNSC weapons. It is often used on deployed portable turrets, and by removing it from the tripod it can be picked up. It is more or less on par power-wise with the Warthog's chaingun. However, it has only 100 rounds per clip, and the recoil on some variants is so huge it depletes your shields as the rate of fire increases. While putting up a solid wall of bullets, one must be aware of incoming enemy fire. This weapon can tear a brute of any rank apart, while with elites it quickly overloads their shield.
M90 Shotgun The M90 CAWS (Close Assault Weapons System) is the most powerful non-specialist close range weapon available to UNSC forces. A direct hit will stop any enemy in it's path, including all brute ranks. While an enemy is stunned by this, a quick melee leads the a kill. It is effective against all enemies.
M19 SSM Rocket Launcher The rocket launcher is a very destructive weapon, capable of killing most enemies with a single shot. The variants stocked on the Pillar of Autumn carry an aspect-locking targeting system, capable of seeking any hostile target with relatively high accuracy.
S108 AM Sniper Rifle Part of a common family of sniper weapons, this rifle delivers a very potent round that can put down nearly any enemy with a well-placed shot. This variant is fitted with a night vision filter and silencer, as well as a disply showing information about the weapon.
SSRS 99C AMC Sniper Rifle Hailing from the same family of weapons as its above counterpart, this sniper rifle is more geared towards general special operations than specifically stealth, though it can be outfitted with a number of stealth devices. The family of weapons is, by nature, completely modular and interchangable, but the UNSC has given specific labels to common variations. It has a far larger ejection port, reducing threats of jamming posed by its cousins, especially the SRS 99D AM. The port also opens on both sides of the rifle, like in the 99D and 99C AMB, and can be configured to eject to either side, depending on the user's preference. This makes it easily customizable to left or right-handed users with a simple bolt and scope swap. Unlike the 99D and 99C AMB, the port and bolt handle are not directly attached, but rather sperate as in the 99C AM. This rifle fires the same ammunition as all its counterparts, and posesses a very similar firing system. Though its scope is very similar to that on the SRS99D AM or SRS99C AMB, it posesses a number of additional tools, like the information readouts present on the S108 AM.
W/AV M6 G/Galileian "Spartan Laser" The Spartan Laser (as it has been nicknamed) is a UNSC venture into man-portable directed energy weapons. After a 3 second period for the weapons system to build up a charge, it lets loose a devastating lance of energy, which can cut through most known metals used by ground forces on both Human and Covenant sides. However, it does overheat after firing, and must cool down for a short period. The weapon has been issued with a number of auxillary targeting systems, including laser sights and a variety of scopes.
M7057 Flamethrower The standard UNSC flamethrower is designed for close-range combat. It is particularly effective in close quarters and in situations involving masses of enemy targets. This weapons system does, however, suffer from overheating problems, and a careless user can drain its fuel tank very easily.
Covenant Weapons
Plasma Rifle
There are a number of Plasma Rifle weapons, each with a different specialty. Elite This variant, which is blue, is the most well-rounded. It has a considerable punch and rate of fire, and as long as the user is attentive, does not have severe overheating problems. This variant is favored by Elites, but has also been seen weilded by veteran Grunts.
Brute This variant of the Plasma Rifle, which is red, is favored by Brutes, (though they prefer weapons based on their native technology.) It has a very high rate of fire, but this results in overhating problems, as it lacks heat dissapation systems powerful enough to keep up with the higher plasma output.
Jackal The Jackal Plasma Rifle, which is green, has an incredibly high rate of fire and has a very efficient heat dissipation system. However, its bolts are siginificantly less powerful than those of the other plasma weapons - most likely because it uses this energy for its fast fire rate. It is favored by Jackal majors.
Needler Though the Needler has many variants, the core technology remains the same. The deivce fires explosive needles with magnetic guidance, which detonate a few seconds after impact. The needles also have an ability to fuse together and release all thier energy at once if several are stuck to the same target, resulting in a very powerful explosion.
Plasma Pistol Standard-issue among most Grunt and Jackal troops. It has semi-automatic fire at a reasonably high rate, and can be brought up to overcharge, spewing a high-powered bolt of plasma that depletes most sheilding systems in one shot. Though it may seem weak, many soldiers have fallen prey to groups of Grunts and Jackals using the charge function on the weapon.
Type-25 Spiker Carbine The Spiker rifle uses antigravity to propel molten slag in a long, dangerous projectile. The rounds are capable of bouncing off of surfaces when aimed right, making it useful when confronting the enemy head-on is not an option. The spiker also carries a pair of blades on its tip, making it a useful melee weapon as well. The spiker can fire 40 rounds before its magazine is depleted.
Fuel-Rod technology The Covenant have a series of weapons based on using radioactive rods in tandem with plasma to create both high-explosive and high-penetration weapons. A number of designs have been observed, ranging from mortar-like explosive cannons, to lethal beams, to the various carbines that use similar systems. They are highly dangerous in almost all situations. Hunters are generally outfitted with the higher-yeild weapons systems, and use them to great extent. The explosive variants are similar in damage to rockets, and the beam variant can decimate weaker foes in a single lance of fire. Devices have previously been seen with fail-safe explosives, but for some reason or another those have become less and less common.
Brute Shot This is a weapon used only by Brute troops. Its chamber holds 4 explosive grenades, which also have a deflecting ability, much like that of Spiker projectiles. The projectiles have a significant arc as well. The weapon is also fitted with a large bayonette for melee combat.
Energy Sword Though mostly ceremonial, the Covenant Energy Sword is a lethal close-range weapon. It directs plasma into a two-bladed melee weapon, which can easily rip through most kinds of armor and metal. The weapon is used almost exclusively by Elites. Most units are outfitted with fail-safe detonators - if the sword is active while dropped, it will dispirse its plasma, rendering the weapon useless.
Human Equipment
Portable M248 GPMG Turret (See "M248 GPMG hand-held" for weapons info)
A portable, tripod-mounted version of the M248. It does not suffer from recoil when mounted on the tripod.
Human Vehicles
M12 Warthog The Warthog is a chassis used by several UNSC ground vehicles. It can be configured in a number or ways, and is highly versatile over almost all terrain types. On the Pillar of Autumn, gauss, chaingun, and rocket launcher variants were packed. It can be a highly pivotal unit in any assault, as it is highly resilient on most types of terrain.
M808B Scorpion Main Battle Tank The M808B is the main workhorse of the UNSC armored ground assets. Combining firepower with efficiency, its large cannon and chain gun are more than capable of taking on almost any foe. Up to 4 passengers may ride on its track pods.
D77-TC Pelican Dropship The Pelican is a versatile, well armored, and adapatable transport. It can be outfitted with a variety of weapons systems, including a chin-mounted chaingun, wing-mounted rocket pods, and arious turrets in the rear - the most popular of which is the M248 GPMG with computer firing control, which frees up the crew to perform more important tasks.
Covenant Vehicles
Ghost The Ghost is a fast covenant light vehicle, weilding two plasma cannons. Though it uses antigravity propulsion, it has some trouble navingating rough terrain, making the warthog a better choice in some situations.
Apparation Though the apparation was once common, almost on par with the Ghost in usage, it has recently been used less and less, possibly due to unreliability of its antigravity systems noted by UNSC troops. It features a needler system, which can fire either a pair of normal shots which seem to have increased tracking and range, or a single high-powered blast. There is very little chance of encountering one on the feild as of now.
Wraith The Wraith mortar tank is a very dangerous opponent at any range. Its large plasma mortar can engage targets from afar, and it has twin plasma cannons for close-range combat.
Spirit The Spirit dropship is the primary Covenant transport. It has a quartet of high-powered plasma cannons, which deal considerable damage to any target, as well as a small impact shockwave, which can flip light vehicles. Though the dropship is very well armored, well-placed shots from a Spartan Laser can destroy its turrets. The explosion of the turret is enough to damage units inside the vehicle.
Shade Turret The Covenant Shade turret is very deadly, firing two bolts of plasma on par with those fired by the Spirit's main guns. It also has a sheilding system which protects the operator from most angles, though they are vulnerable from the back and side, as well as directly above the control panel. Explosives are often the best method for removing them as a threat.
Geist Turret Similar in design to the Shade, this turret uses technology similar to the Needler to fire a pair of explosive projectiles with a limited homing ability. Like its cousin the Shade, it has a sheilding system to protect the operator, but has the same open spots as well. Explosives are very effective against this turret, as with the Shade.
Allies
Marines Marines are the backbone of UNSC ground forces, capable on ground or in orbit.
ODSTs The members of the ODST group are the UNSC's shock troops, deployed in HEV pods from orbit to make an attack with as much surprise as possible. Though some squads are outfitted with heavier armor designed for vaccum survival, most wear conventional Marine armor.
Spartan III The Spartan-III program was initiated shorty after the sucessful deployment of the Spartan-IIs. Designed to have a higher sucess rate and lower cost, Spartan-IIIs are trained from a very young age, but are sent into combat at a much younger age than the IIs were. They wear SPI, or Semi-Powered Infiltration armor. while it has no sheilds like MJOLNIR armor, it does have a camoflauge generator. After the presumed loss of the majority of Spartan-II forces on Reach, ONI deployed a detachment of them to the Pillar of Autumn, hoping to give it a fighting chance. Unfortunately, their camoflauge systems were removed for upgrade at the time, and due to the rushed deployment many of them remain unable to activate the systems. Still, they are a valuable ground asset.
Spartan II Spartan-IIs are the best of the best in the UNSC. Trained from age 6 to be soldiers, and given the best equipement available, they inspire both terror in the enemy and hope in allies. Their MJOLNIR armor has energy sheilds replicated from Covenant technology, and is very resilient. Of all the Spartan-IIs on Reach, only numbers 117 and 058 made it back to the Pillar of Autumn, and 058 was severely wounded.
Enemies
Elites Elites are the highest ranking units in the Covenant armed forces. Acting as field commanders, they have personal sheilding systems which protect their entire body. Elites carry just about all covenant weapons, including the Energy Sword. They also have active camoflauge generators built into their armor systems. The elites are skilled in the uses of plasma nades, often able to throw their grenades with surprising acuracy.
Brutes The Brute race is very tough, and are used in situations where simple force is needed. They weild their own type of plasma rifle, spikers, and brute shots. Caution should be used engaging them up close, as the two latter weapons have extremely dangerous blades. They have been observed with a number of different armors, some apperaing more geared towards function and others ceremonial. Brutes are extremely dangerous, especially in packs. Brutes can take a large amount of punishment before becoming critically wounded, so maximum firepower is reccomended when engaging them. The brute's barbaric behavior is reflected in their use of grenades. Brutes have been seen to use Plasma and Spike nades, although they have been spotted to use frag nades on ocasion. Brutes will often cary both plasma and spike nades at the same time, making them unpredictable. Unlike the elites, who are skilled throwers, packs of brutes have been seen to throw grenades all at once, all eager to claim credit for the kill.
Hunters Almost like walking tanks, Hunters are incredibly dangerous foes. They've been seen with many variants of Covenant fuel rod weapons systems. Their armor is nearly impenetrable, but the orange skin of their component eels is very vulnerable to penetrating weapons fire. Many types of weapon fire are simply deflected by their arm sheilds.
Jackals Jackals are a step above Grunts, and are also more dangerous. They have senses of sight, hearing, and smell far beyond those of Humans. They have their own variant of plasma rifle which is wielded by Majors, but otherwise are generally restricted to using plasma pistols and needlers. Their handheld sheilds provide some protection, but a good shooter can hit an exposed body part.
Grunts Deployed as cannon fodder by covenant forces, Grunts are weak alone, but dangerous in numbers or when backed up by other troops. They have been observed wieling nearly all standard Covenant weapons, though only the most expericenced veterans operate plasam rifles or fuel rod cannons. Their armor color is coded with their rank. Orange is the lowest, followed by red and/or green, then black, and white.
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