
This guide is a collection of statistics regarding the different NPCs, weapons, and vehicles present in the game, as well as explanations for how these things interact with each other and how certain elements of the game engine work. Damage Type Vs. Material Type An important aspect of how weapons interact with entities in Halo games that is generally not well explained is how different damage types interact with different material types. Each source of damage in the game has an assigned damage type, and each entity has a material type associated with its model. Take for example, shooting a spartan with a plasma pistol. The plasma pistol does 16 damage per shot, and its damage type is plasma_slow. A spartan's shields are listed as the energy_shield_thin material type, while a spartan's body is listed as hard_metal_thin. Against the energy_shield_thin material type, the plasma_slow damage type has a x1.6 damage multiplier, causing it to do 25.6 damage to the spartan's shields. Now let's say the spartan's shields are down, and the plasma pistol is damaging the spartan's health. Against the hard_metal_thin material, the plasma_slow damage type has a x0.4 multiplier, causing it to only do 6.4 damage to the spartan's health. This is a list of every damage type in the game, with its multipliers against every material in the game listed below it. Also, note, in the weapons and NPC/vehicle sections of this guide, the weapon's damage type and NPC/vehicle material type will be listed, so you can cross-reference it against this section to see how much damage that weapon would do against the entity you are attacking with it. Projectile types: bullet_slow: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x0.5 Vs. tough_organic: x0.5 Vs. tough_inorganic: x0.5 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.25 Vs. hard_metal_solid: x0.125 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x1 Vs. brittle_glass: x1 Vs. brittle_elec: x1 Vs. brittle_mech: x1.5 Vs. brittle_explosive: x0.5 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.125 Vs. energy_shield_solid: x0.0625 Vs. energy_shield_invulnerable: x0 bullet_fast: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.5 Vs. hard_metal_solid: x0.25 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x0.5 Vs. brittle_glass: x0.5 Vs. brittle_elec: x0.5 Vs. brittle_mech: x1. Vs. brittle_explosive: x0.5 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.25 Vs. energy_shield_solid: x0.125 Vs. energy_shield_invulnerable: x0 bullet_turret: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.75 Vs. hard_metal_solid: x0.5 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.75 Vs. brittle: x0.5 Vs. brittle_glass: x0.5 Vs. brittle_elec: x0.5 Vs. brittle_mech: x1 Vs. brittle_explosive: x0.5 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.5 Vs. energy_shield_solid: x0.25 Vs. energy_shield_invulnerable: x0 sniper: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x1 Vs. hard_metal_solid: x0.75 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x0.5 Vs. brittle_glass: x0.5 Vs. brittle_elec: x0.5 Vs. brittle_mech: x1 Vs. brittle_explosive: x0.5 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.75 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 needle: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x0.5 Vs. tough_inorganic: x0.5 Vs. hard: x0.5 Vs. hard_metal_thin: x0.25 Vs. hard_metal_thick: x0.125 Vs. hard_metal_solid: x0.0625 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0 Vs. brittle: x1 Vs. brittle_glass: x0.25 Vs. brittle_elec: x1.5 Vs. brittle_mech: x1 Vs. brittle_explosive: x1 Vs. energy: x2 Vs. energy_shield_thin: x2 Vs. energy_shield_thick: x1 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 plasma_slow: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x0.5 Vs. tough_inorganic: x0.5 Vs. hard: x0.5 Vs. hard_metal_thin: x0.4 Vs. hard_metal_thick: x0.125 Vs. hard_metal_solid: x0.0625 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0 Vs. brittle: x1 Vs. brittle_glass: x0.25 Vs. brittle_elec: x1.5 Vs. brittle_mech: x1 Vs. brittle_explosive: x1 Vs. energy: x1.6 Vs. energy_shield_thin: x1.6 Vs. energy_shield_thick: x1 Vs. energy_shield_solid: x0.75 Vs. energy_shield_invulnerable: x0 plasma_fast: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.25 Vs. hard_metal_solid: x0.125 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.25 Vs. brittle: x0.5 Vs. brittle_glass: x0.5 Vs. brittle_elec: x1 Vs. brittle_mech: x0.5 Vs. brittle_explosive: x1 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.5 Vs. energy_shield_solid: x0.25 Vs. energy_shield_invulnerable: x0 plasma_turret: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.5 Vs. hard_metal_solid: x0.25 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x0.5 Vs. brittle_glass: x0.5 Vs. brittle_elec: x1 Vs. brittle_mech: x0.5 Vs. brittle_explosive: x1 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.75 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 laser: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x1 Vs. hard_metal_solid: x0.5 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x1 Vs. brittle: x2 Vs. brittle_glass: x2 Vs. brittle_elec: x2 Vs. brittle_mech: x2 Vs. brittle_explosive: x2 Vs. energy: x0.25 Vs. energy_shield_thin: x0.25 Vs. energy_shield_thick: x0.25 Vs. energy_shield_solid: x0.25 Vs. energy_shield_invulnerable: x0 explosion_small Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x0.75 Vs. hard_metal_thick: x0.5 Vs. hard_metal_solid: x0.45 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x2 Vs. brittle_glass: x2 Vs. brittle_elec: x2 Vs. brittle_mech: x2 Vs. brittle_explosive: x2 Vs. energy: x0.5 Vs. energy_shield_thin: x0.5 Vs. energy_shield_thick: x0.5 Vs. energy_shield_solid: x0.25 Vs. energy_shield_invulnerable: x0 explosion _large: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.75 Vs. hard_metal_solid: x0.5 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.75 Vs. brittle: x3 Vs. brittle_glass: x3 Vs. brittle_elec: x3 Vs. brittle_mech: x3 Vs. brittle_explosive: x3 Vs. energy: x0.75 Vs. energy_shield_thin: x0.75 Vs. energy_shield_thick: x0.75 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 Continued in section 2 Damage Type Vs. Material Type Pt. 2 Continued from the previous section because steam was limiting me on length. melee: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x.5 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.25 Vs. hard_metal_solid: x0.125 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.25 Vs. brittle: x2 Vs. brittle_glass: x2 Vs. brittle_elec: x2 Vs. brittle_mech: x2 Vs. brittle_explosive: x2 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x1 Vs. energy_shield_solid: x1 Vs. energy_shield_invulnerable: x0 cutting: Vs. liquid: x0 Vs. soft: x2 Vs. soft_organic: x2 Vs. soft_inorganic: x2 Vs. tough: x2 Vs. tough_organic: x1 Vs. tough_inorganic: x2 Vs. hard: x0.5 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.25 Vs. hard_metal_solid: x0.125 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.25 Vs. brittle: x1 Vs. brittle_glass: x1 Vs. brittle_elec: x1 Vs. brittle_mech: x1 Vs. brittle_explosive: x1 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.5 Vs. energy_shield_solid: x0.25 Vs. energy_shield_invulnerable: x0 burning: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x2 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x2 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.75 Vs. hard_metal_solid: x0.5 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0 Vs. brittle: x1 Vs. brittle_glass: x1 Vs. brittle_elec: x1 Vs. brittle_mech: x1 Vs. brittle_explosive: x2 Vs. energy: x1 Vs. energy_shield_thin: x2 Vs. energy_shield_thick: x1 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 emp: Vs. liquid: x0 Vs. soft: x0 Vs. soft_organic: x0 Vs. soft_inorganic: x0 Vs. tough: x0 Vs. tough_organic: x0 Vs. tough_inorganic: x0 Vs. hard: x0 Vs. hard_metal_thin: x0 Vs. hard_metal_thick: x0.001 Vs. hard_metal_solid: x0.001 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0 Vs. brittle: x0 Vs. brittle_glass: x0 Vs. brittle_elec: x1 Vs. brittle_mech: x0 Vs. brittle_explosive: x0 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x1 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 collision: Vs. liquid: x0 Vs. soft: x1 Vs. soft_organic: x1 Vs. soft_inorganic: x1 Vs. tough: x1 Vs. tough_organic: x1 Vs. tough_inorganic: x1 Vs. hard: x1 Vs. hard_metal_thin: x1 Vs. hard_metal_thick: x0.75 Vs. hard_metal_solid: x0.5 Vs. hard_metal_invulnerable: x0 Vs. hard_terrain: x0.5 Vs. brittle: x2 Vs. brittle_glass: x2 Vs. brittle_elec: x2 Vs. brittle_mech: x2 Vs. brittle_explosive: x2 Vs. energy: x1 Vs. energy_shield_thin: x1 Vs. energy_shield_thick: x0.75 Vs. energy_shield_solid: x0.5 Vs. energy_shield_invulnerable: x0 NPC Legend Stat Legend & ExplanationsThis is a breakdown of what each stat category in this section of guide means, so you can understand the strengths and weaknesses of each enemy. Health & ShieldsNormal HP: The NPC's base health on Normal, Heroic, and Easy difficulties. This is the amount of damage you must do to their body to kill them after their shields (if any) are depleted. Legendary HP: The NPC's increased health on Legendary difficulty. Normal shield: The strength of the NPC's energy shield on Normal, Heroic, and Easy difficulties. Shields must be depleted before health can be damaged. Legendary shield: The NPC's increased shield strength on Legendary difficulty. Recharge Mechanics (Health & Shields)Body recharge fraction: This determines what portion of lost health an NPC can regenerate. A value of 1 means they can fully regenerate all lost health (like Spartans and ODSTs). A value of 0.25 means they can only regenerate up to 25% of their total health. A value of 0 means they cannot regenerate health at all (like Grunts and Elites). Body recharge delay: The time in seconds an NPC must wait after taking damage before their health begins to regenerate. Body recharge time: The time in seconds it takes for the NPC to complete their health regeneration cycle once it has started. Shield recharge delay: The time in seconds an NPC must wait after taking damage before their energy shield begins to recharge. Shield recharge time: The time in seconds it takes for the NPC's shield to go from empty to fully charged once it has started recharging. Armor & VitalityHelmet vitality fraction: Represents the durability of an NPC's helmet as a fraction of their total HP. For example, a Brute Minor with 100 HP and a Helmet vitality fraction of 0.2 has a helmet with 20 HP (100×0.2). Once the helmet takes this much damage, it will be knocked off, making the NPC vulnerable to headshots. Back armor vitality fraction: Specific to Hunters, this represents the durability of the armor plate on their back. Destroying this plate exposes the flesh underneath, allowing for more damage. Combat & ScoringMelee damage: The amount of damage inflicted by the NPC's standard melee attack. Point value: The base score awarded to the player for killing this NPC in game modes with scoring, such as Campaign Scoring or Firefight. Allowed weapons: The list of weapons this NPC variant can potentially spawn with and use against the player. Allowed equipment: The list of Armor Abilities (like Armor Lock or Active Camo) this NPC can use. Technical Stats (Damage Types)These values determine how different damage types interact with the NPC's body or shield. Model material: This describes the physical properties of the NPC's body or armor. Corresponds with one of the materials listed in the prior section. Shield material: This describes the properties of the energy shield. Corresponds with one of the materials listed in the prior section. NPCs Pt. 1 This section contains information regarding the various NPCs encountered in the campaign. Most of the relevant stats for an enemy are recorded under their particular section. Covenant: Grunts: Grunt Minor: Normal HP: 40 Legendary HP: 60 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 10 Allowed weapons: Plasma Pistol, Needler, Plasma Grenade Allowed equipment: none Grunt Major: Normal HP: 50 Legendary HP: 75 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 15 Allowed weapons: Plasma Pistol, Needler, Plasma Grenade Allowed equipment: none Grunt Heavy: Normal HP: 50 Legendary HP: 75 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 15 Allowed weapons: Plasma Pistol, Needler, Fuel Rod Gun, Plasma Launcher, Plasma Grenade Allowed equipment: none Grunt Spec-Ops: Normal HP: 60 Legendary HP: 90 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 15 Allowed weapons: Plasma Pistol, Needler, Plasma Launcher, Plasma Grenade Allowed equipment: none Grunt Ultra: Normal HP: 60 Legendary HP: 90 Body recharge fraction: 0 Helmet vitality fraction: 0.1 Model material: soft_organic_flesh Point value: 25 Allowed weapons: Plasma Pistol, Needler, Plasma Grenade Allowed equipment: none Drones: Drone Minor: Normal HP: 15 Legendary HP: 30 Body recharge fraction: 0 Model material: tough_organic_flesh Point value: 10 Allowed weapons: Plasma Pistol, Needler Allowed equipment: none Drone Major: Normal HP: 30 Legendary HP: 45 Body recharge fraction: 0 Model material: tough_organic_flesh Point value: 15 Allowed weapons: Plasma Pistol, Needler Allowed equipment: none Drone Ultra: Normal HP: 45 Legendary HP: 60 Body recharge fraction: 0 Model material: tough_organic_flesh Point value: 25 Allowed weapons: Plasma Pistol, Needler Allowed equipment: none Jackals: Jackal Minor: Normal HP: 40 Legendary HP: 80 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 20 Allowed weapons: Plasma Pistol, Needler Allowed equipment: none Jackal Major: Normal HP: 60 Legendary HP: 125 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 30 Allowed weapons: Plasma Pistol, Plasma Rifle (rare), Needler Allowed equipment: none Jackal Sniper: Normal HP: 40 Legendary HP: 90 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 45 Allowed weapons: Needle Rifle, Focus Rifle Allowed equipment: none Skirmisher Minor: Normal HP: 60 Legendary HP: 90 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 30 Allowed weapons: Plasma Pistol, Needler, Needle Rifle Allowed equipment: none Skirmisher Major: Normal HP: 80 Legendary HP: 110 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 45 Allowed weapons: Plasma Pistol, Needler, Needle Rifle, Focus Rifle Allowed equipment: none Skirmisher Murmillo: Normal HP: 80 Legendary HP: 110 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 55 Allowed weapons: Plasma Pistol Allowed equipment: none Skirmisher Commando: Normal HP: 95 Legendary HP: 135 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 45 Allowed weapons: Plasma Pistol, Needler, Needle Rifle, Focus Rifle Allowed equipment: Hologram Skirmisher Champion: Normal HP: 95 Legendary HP: 135 Body recharge fraction: 0.25 Body recharge delay: 12 Body recharge time: 5 Model material: soft_organic_flesh Point value: 75 Allowed weapons: Plasma Pistol, Needler, Needle Rifle, Focus Rifle Allowed equipment: Hologram Brutes: Brute Minor: Normal HP: 100 Legendary HP: 175 Body recharge fraction: 0.35 Body recharge delay: 8 Body recharge time: 3 Helmet vitality fraction: 0.2 Melee damage: 50 Model material: soft_organic_flesh Point value: 25 Allowed weapons: Spiker, Plasma Repeater, Concussion Rifle, Plasma Grenade Allowed equipment: Armor Lock Brute Capitan: Normal HP: 150 Legendary HP: 275 Body recharge fraction: 0.35 Body recharge delay: 8 Body recharge time: 3 Helmet vitality fraction: 0.2 Melee damage: 50 Model material: soft_organic_flesh Point value: 50 Allowed weapons: Spiker, Plasma Repeater, Concussion Rifle, Gravity Hammer, Plasma Grenade Allowed equipment: Armor Lock Brute Chieftain: Normal HP: 200 Normal shield: 100 Legendary HP: 300 Legendary shield: 150 Body recharge fraction: 0.35 Body recharge delay: 8 Body recharge time: 3 Shield recharge delay: 8 Shield recharge time: 3 Helmet vitality fraction: 0.2 Melee damage: 50 Model material: soft_organic_flesh Shield material: energy_shield_thin Point value: 150 Allowed weapons: Plasma Launcher, Plasma Turret, Fule rod gun, Gravity Hammer Allowed equipment: Armor Lock Continued in pt. 2 NPCs Pt. 2 Continued from the previous section. Elites: Elite Minor: Normal HP: 70 Normal shield: 75 Legendary HP: 100 Legendary shield: 75 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 50 Allowed weapons: Plasma Rifle, Needler, Plasma Grenade Allowed equipment: none Elite Ranger: Normal HP: 70 Normal shield: 75 Legendary HP: 100 Legendary shield: 75 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 75 Allowed weapons: Plasma Repeater, Needler Rifle, Concussion Rifle, Focus Rifle, Plasma Grenade Allowed equipment: Jetpack Elite Spec-Ops: Normal HP: 60 Normal shield: 60 Legendary HP: 80 Legendary shield: 60 Body recharge fraction: 0 Shield recharge delay: 12 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 75 Allowed weapons: Plasma Rife (dual wieldable), Energy Sword Plasma Grenade Allowed equipment: Active Camo Elite Major: Normal HP: 85 Normal shield: 75 Legendary HP: 100 Legendary shield: 155 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 100 Allowed weapons: Plasma Rifle, Plasma Repeater, Plasma Launcher (rare), Plasma Grenade Allowed equipment: none Elite Ultra: Normal HP: 90 Normal shield: 135 Legendary HP: 120 Legendary shield: 225 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 125 Allowed weapons: Plasma Rifle (dual wieldable), Plasma Repeater, Concussion Rifle, Energy Sword, Plasma Grenade Allowed equipment: Armor Lock Elite Zealot: Normal HP: 90 Normal shield: 135 Legendary HP: 120 Legendary shield: 225 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 150 Allowed weapons: Plasma Rifle (dual wieldable), Concussion Rifle, Energy Sword, Plasma Grenade Allowed equipment: Armor Lock Elite General: Normal HP: 90 Normal shield: 175 Legendary HP: 130 Legendary shield: 245 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 150 Allowed weapons: Plasma Rifle (dual wieldable), Plasma Launcher, Plasma Turret, Fuel Rod Gun, Energy Sword, Plasma Grenade Allowed equipment: Armor Lock Elite Field Marshall: Normal HP: 110 Normal shield: 185 Legendary HP: 150 Legendary shield: 285 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 150 Allowed weapons: Fuel Rod Gun, Energy Sword, Plasma Grenade Allowed equipment: Armor Lock Elite Bob: Normal HP: 135 Normal shield: 185 Legendary HP: 205 Legendary shield: 265 Body recharge fraction: 0 Shield recharge delay: 8 Shield recharge time: 3 Melee damage: 45 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 200 Allowed weapons: Plasma Rifle (dual wieldable), Plasma repeater, Concussion Rifle, Energy Sword, Fuel Rod Gun, Plasma Grenade Allowed equipment: Armor Lock Hunters: Hunter: Normal HP: 250 Legendary HP: 500 Body recharge fraction: 0 Back armor vitality fraction: 0.5 Melee damage: 100 Model material (armor): hard_metal_thick Model material (shield): hard_metal_solid Model material (flesh): soft_organic_flesh Point value: 150 Allowed weapons: Hunter Fuel Rod Gun Allowed equipment: Hunter Roadblock (unsure what this is) Engineers: Engineer: Normal HP: 75 Legendary HP: 125 Body recharge fraction: 0 Helmet vitality fraction: 0.05 Model material: hard_metal_thick Point value: 75 Allowed weapons: none Allowed equipment: none Note: provides a flat 50 shield (energy_shield_thin) to all enemies in the area Continued in pt. 3 NPCs Pt. 3 Continued from pt. 2 Wildlife: Moa: Normal HP: 15 Legendary HP: 15 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 0 Allowed weapons: none Allowed equipment: none Guta: Normal HP: 400 Legendary HP: 700 Body recharge fraction: .25 Body recharge delay: 3 Body recharge time: 5 Melee damage: 35 Model material: tough_organic_flesh Point value: 200 Allowed weapons: none Allowed equipment: none Human: Civilian: Normal HP: 30 Legendary HP: 60 Body recharge fraction: 0 Model material: soft_organic_flesh Point value: 0 Allowed weapons: none Allowed equipment: none Civilian Militia: Normal HP: 50 Legendary HP: 75 Body recharge fraction: 1 Body recharge delay: 4 Body recharge time: 2 Model material: soft_organic_flesh Point value: 0 Allowed weapons: Assault Rifle, DMR, Magnum, Shotgun, Sniper Rifle, Rocket launcher, Frag grenade Allowed equipment: none Army Trooper/Marine: Normal HP: 80 Legendary HP: 80 Body recharge fraction: 1 Body recharge delay: 4 Body recharge time: 2 Helmet vitality fraction: 0.01 Model material: tough_inorganic_armor Point value: 50 Allowed weapons: Assault Rifle, DMR, Grenade Launcher, Magnum, Shotgun, Sniper Rifle, Rocket launcher, Frag grenade Allowed equipment: none ODST: Normal HP: 120 Legendary HP: 120 Body recharge fraction: 1 Body recharge delay: 15 Body recharge time: 2 Helmet vitality fraction: 0.01 Model material: tough_inorganic_armor Point value: 0 Allowed weapons: Assault Rifle, DMR, Grenade Launcher, Magnum, Shotgun, Sniper Rifle, Rocket launcher, Frag grenade Allowed equipment: none Spartan: Normal HP: 60 Normal shield: 100 Legendary HP: 90 Legendary shield: 150 Body recharge fraction: 1 Body recharge delay: 6 Body recharge time: 3 Shield recharge delay: 6 Shield recharge time: 2 Model material: hard_metal_thin Shield material: energy_shield_thin Point value: 0 Allowed weapons: Assault Rifle, DMR, Grenade Launcher, Magnum, Shotgun, Sniper Rifle, Rocket launcher, Frag grenade Allowed equipment: Armor Lock Weapons Legend Weapon Stat Legend & ExplanationsThis section breaks down each weapon statistic to help you understand the nuances of Reach's weapons. Core Combat StatsHeadshot enabled: Indicates if the weapon can deal precision damage with a headshot (yes/no). A headshot on an unshielded, un-helmeted enemy is a one-hit kill. Damage per shot: The base damage inflicted by a single projectile. Some weapons, like the shotgun, shoot multiple projectiles in one shot, and other like the assault rifle, have a range of damages that it performs within. Rate of fire (RoF): How many rounds the weapon fires per second, usually for automatic weapons. Some weapons have a low and high RoF, indicating they have an acceleration or "spin-up" period. Fire recovery time: The delay in seconds between each shot for semi-automatic or single-shot weapons. This is the primary factor that determines the weapon's maximum rate of fire. Acceleration/Deceleration time: The time in seconds it takes for an automatic weapon to reach its maximum (high) rate of fire and to slow down back to its base (low) rate of fire, respectively. Ammunition & Magazine (UNSC Weapons)Magazine: The number of rounds a weapon can fire before needing to be reloaded. Initial ammo: The amount of reserve ammunition the weapon has when you first pick it up. Max ammo: The maximum amount of reserve ammunition you can carry for the weapon. Heat & Battery Mechanics (Covenant Weapons)Heat generated per round: The amount of heat each shot adds to the weapon's internal battery. The heat meter is represented as a value from 0 to 1 (or 0% to 100%). Overheat threshold: The heat level (1.0 or 100%) at which the weapon overheats, becoming unusable until it completes a longer, forced cooldown sequence. Heat recovery threshold: The heat level the weapon must cool down to before it can be fired again after you stop shooting (but before it fully overheats). Heat loss per second: The normal rate at which the weapon cools down when you are not firing it. Overheated heat loss per second: The significantly slower rate of cooling that occurs as a penalty after the weapon has fully overheated. Heat venting time: Specific to the Plasma Repeater, this is the time it takes to perform the manual "vent" action, which rapidly cools the weapon down at the cost of being unable to fire. Normal drain rate: The percentage of the total battery consumed per shot (for pistols/rifles) or per second of being active (for the Energy Sword and Gravity Hammer). Charge time: The time in seconds required to charge the weapon (e.g., the Plasma Pistol's EMP blast or the Spartan Laser's beam). Area of Effect (AOE) & ExplosivesDamage per shot (AOE): The damage dealt by the weapon's splash damage in its explosive radius. AOE core radius: The innermost radius of the explosion where the maximum amount of damage is dealt. AOE radius (low) / (high): These values define the damage falloff of the explosion. The low radius is the area where full or high damage is dealt, while the high radius is the maximum extent of the splash effect, where damage is lowest. All radii are measured in "world units." Fuze timer: The time in seconds from when a grenade is thrown to when it detonates. Throw rate: The delay in seconds between consecutive grenade throws. Special Weapon PropertiesSupercombine minimum: The number of needles from a Needler or Needle Rifle that must hit a single target to trigger a supercombine explosion. Damage per shot (supercombine): The damage dealt by the supercombine explosion itself. Damage (attached): The increased damage dealt when a sticky projectile (like a Plasma Grenade or Plasma Launcher round) is attached directly to a target. Melee damage: The damage dealt by a standard swing from a melee weapon. Clang melee damage: The reduced damage dealt when two melee weapons (like an Energy Sword and Gravity Hammer) strike at the same time, resulting in a clang. Technical StatsProjectile type: A technical value that describes the projectile's behavior and how it interacts with different materials. Corresponds to one of the projectile types listed in the first section. Weapons Pt. 1 This section contains information regarding the performance of the different weapons in Halo Reach. Covenant: Plasma pistol: Headshot enabled: no Heat generated per round: 0.14 Overheat threshold: 1 Heat recovery threshold: 0.1 Heat loss per second: 0.6 Overheated heat loss per second: 0.45 Charge time: 0.8 sec Charge drain rate/s: 0.03 Normal drain rate: 0.01 Fire recovery time: 0.08 sec Damage per shot: 16 Damage per shot (charged): 200 Damage per shot: (AOE): 36 AOE core radius: 0.2 world units Projectile type: plasma_slow Projectile type (charged): emp Projectile type (AOE): plasma_slow Plasma rifle Headshot enabled: no Heat generated per round: 0.15 Overheat threshold: 1 Heat recovery threshold: 0.1 Heat loss per second: 0.8525 Overheated heat loss per second: 0.35 Normal drain rate: 0.0025 Fire recovery time: 0.1666667 sec Rate of fire (low): 6 rounds/sec Rate of fire (high): 9 rounds/sec Acceleration time: 0.8 sec Deceleration time: 0.6 sec Damage per shot: 10 Projectile type: plasma_slow Plasma repeater: Headshot enabled: no Heat generated per round: 0.15 Overheat threshold: 1 Heat recovery threshold: 0 Heat loss per second: 0.03334 Heat venting time: 2.5 sec Heat warning threshold: 0.8 Normal drain rate: 0.005 Fire recovery time: 0.05 sec Rate of fire (low): 15 rounds/sec Rate of fire (high): 3 rounds/sec Damage per shot: 5.834 - 7 Projectile type: plasma_fast Needler: Headshot enabled: no Magazine: 24 Initial ammo: 72 Max ammo: 120 Fire recovery time: 0.2 sec Rate of fire (low): 8 rounds/sec Rate of fire (high): 12 rounds/sec Acceleration time: 0.8 Deceleration time: 0.1 Supercombine minimum: 6 Damage per shot: 6 Damage per shot (supercombine): 350 Damage per shot: (AOE): 40 AOE radius (low): 0.375 world units AOE radius (high): 1.25 world units AOE core radius: 0.3 world units Projectile type: needle Projectile type (supercombine): explosion_small Projectile type (AOE): explosion_small Needle Rifle: Headshot enabled: yes Magazine: 21 Initial ammo: 63 Max ammo: 105 Fire recovery time: 0.2 sec Rate of fire: 4 rounds/sec Supercombine minimum: 3 Damage per shot: 6 Damage per shot (supercombine): 350 Damage per shot: (AOE): 40 AOE radius (low): 0.375 world units AOE radius (high): 1.25 world units AOE core radius: 0.3 world units Projectile type: needle Projectile type (supercombine): explosion_small Projectile type (AOE): explosion_small Concussion rifle: Headshot enabled: no Magazine: 6 Initial ammo: 18 Max ammo: 30 Fire recovery time: 0.3333333 sec Damage per shot: 21.5 Damage per shot: (AOE): 21.5 AOE radius (low): 1 world units AOE radius (high): 2 world units AOE core radius: 0.8 world units Projectile type: collision Projectile type (AOE): plasma_fast Focus Rifle: Headshot enabled: no Heat generated per round: 0.25 Overheat threshold: 1 Heat recovery threshold: 0.1 Heat loss per second: 0.35 Overheated heat loss per second: 0.23 Normal drain rate: 0.0016125 Fire recovery time: 0.5 sec Rate of fire: 30 rounds/sec Damage per shot: 3 Projectile type: plasma_fast Spiker: Headshot enabled: no Magazine: 40 Initial ammo: 120 Max ammo: 160 Fire recovery time: 0.125 sec Rate of fire: 8 rounds/sec Supercombine minimum: 6 Damage per shot: 9 Projectile type: plasma_slow Fuel rod gun: Headshot enabled: no Magazine: 5 Initial ammo: 20 Max ammo: 30 Fire recovery time: 0.4 sec Damage per shot: 100 Damage per shot (AOE): 60 AOE radius (low): 0.5 world units AOE radius (high): 2.25 world units AOE core radius: 0.5 world units Projectile type: collision Projectile type (AOE): explosion_large Plasma Launcher: Headshot enabled: no Fire recovery time: 0.2 sec Rate of fire: 4.75 rounds/sec Damage per shot: 175 Damage per shot (attached): 300 AOE radius (low): 0.6 world units AOE radius (high): 1.8 world units AOE core radius: 0.48 world units Projectile type: explosion_small Energy sword: Normal drain rate: 0.1 Turn on time: 0.7 sec Melee damage: 250 Clang melee damage: 100.1 Projectile type: cutting Gravity Hammer: Normal drain rate: 0.0835 Melee damage: 150 Clang melee damage: 80 Projectile type: collision Plasma grenade: Throw rate: 1.15 sec Fuze timer: 3 sec AOE radius (low): 0.54 world units AOE radius (high): 01.8 world units AOE core radius: 0.432 world units Damage: 250 Damage (attached): 350 Damage type: explosion_small Continued in pt. 2 Weapons Pt. 2 continued from pt. 1 Human: Magnum: Headshot enabled: yes Magazine: 8 Initial ammo: 24 Max ammo: 48 Fire recovery time: 0.19 sec Damage per shot: 17.5 Projectile type: bullet_slow Assault rifle: Headshot enabled: no Magazine: 32 Initial ammo: 160 Max ammo: 320 Fire recovery time: 0.05 sec Rate of fire: 10 rounds/sec Damage per shot: 5.834 - 6.788 Projectile type: bullet_slow DMR: Headshot enabled: yes Magazine: 15 Initial ammo: 45 Max ammo: 75 Fire recovery time: 0.33 sec Rate of fire: 3 rounds/sec Damage per shot: 17.5 Projectile type: bullet_fast Shotgun: Headshot enabled: no Magazine: 6 Initial ammo: 18 Max ammo: 36 Fire recovery time: 1 sec Damage per shot: 10x15 Projectile type: bullet_slow Sniper: Headshot enabled: yes Magazine: 4 Initial ammo: 12 Max ammo: 24 Fire recovery time: 0.75 sec Damage per shot: 80 Projectile type: sniper Grenade launcher: Headshot enabled: no Magazine: 1 Initial ammo: 8 Max ammo: 16 Fire recovery time: 0.5 sec Damage per shot: 25 Damage per shot (AOE): 180 Damage per shot (EMP): 100 AOE radius (low): 0.75 world units AOE radius (high): 2.25 world units AOE core radius: 0.6 world units AOE radius (low, EMP): 0.25 world units AOE radius (high, EMP): 2.5 world units AOE core radius (EMP): 0.6 world units Projectile type: collision Projectile type (AOE): explosion_small Projectile type (EMP): emp Rocket launcher: Headshot enabled: no Magazine: 2 Initial ammo: 4 Max ammo: 8 Fire recovery time: 0.8 sec Damage per shot: 200 Damage per shot (AOE): 240 AOE radius (low): 0.75 world units AOE radius (high): 2.5 world units AOE core radius: 0.6 world units Projectile type: collision Projectile type (AOE): explosion_large Spartan laser (incomplete): Headshot enabled: no Heat generated per round: 0.15 Overheat threshold: 1 Heat recovery threshold: 0.1 Heat loss per second: 0.1 Overheated heat loss per second: 0.4 Charge time: 2.5 sec Normal drain rate: 0.0025 Fire recovery time: 0.05 sec Rate of fire: 20 rounds/sec Acceleration time: 0.8 sec Deceleration time: 0.6 sec Damage per shot: 10 Projectile type: laser Frag grenade: Throw rate: 1.15 sec Fuze timer: ? AOE radius (low): 0.75 world units AOE radius (high): 2.25 world units AOE core radius: 0.54 world units Damage: 160 Damage type: explosion_small Vehicles Legend This section breaks down the statistics for the vehicles in Reach, covering both the vehicle's durability and its onboard weaponry. Vehicle Core StatsThese stats relate to the main body and durability of the vehicle itself. Vitality: The total health of the vehicle. When this value reaches zero from sustained damage, the vehicle is destroyed. Point Value / Point Count: The base score awarded to the player for destroying this vehicle in game modes with scoring, like Campaign Scoring or Firefight. Body material: The primary material of the vehicle's chassis, which determines its general resistance to different damage types. Alt material: This indicates that a specific part of the vehicle has different durability properties than the main body, often representing a weak point or a functionally different component. Vehicle Weapon StatsThese stats apply to the weapons mounted on the vehicles. Vitality (Weapon): Some vehicle-mounted weapons, like the Scorpion's cannon or Phantom's chin gun, have their own health pool. This means the weapon can be disabled or destroyed independently of the vehicle itself. Fire recovery time: The delay in seconds between each shot for semi-automatic or single-shot weapons, like a Wraith's mortar or a Gauss Cannon. Rate of fire (RoF): How many rounds the weapon fires per second. Some weapons have a low and high RoF, indicating they have an acceleration or "spin-up" period (e.g., the Warthog Chaingun). Damage per shot: The base damage inflicted by a single projectile from the vehicle's weapon. A range indicates variable damage, often due to the weapon's rate of fire. Shots per fire: The number of projectiles fired in a single burst with one pull of the trigger (e.g., the Rocket Warthog). Damage per shot (AOE): The damage dealt by the weapon's splash damage in its explosive radius, separate from a direct impact. AOE core radius: The innermost radius of an explosion where the maximum amount of damage is dealt. AOE radius (low) / (high): These values define the damage falloff of an explosion. The low radius is the area where full or high damage is dealt, while the high radius is the maximum extent of the splash effect, where damage is lowest. All radii are measured in "world units." Projectile type: A technical value describing the projectile's behavior. Corresponds to one of the projectile types listed in the first section. Vehicles This section contains information regarding the performance of the vehicles in halo reach and their weapons. Covenant: Banshee: Vitality: 330 Body material: hard_metal_thick Point value: 150 Weapons: Dual cannon: Fire recovery time: 0.1 sec Rate of fire: 10 rounds/sec Damage per shot: 12 Projectile type: plasma_turret Bomb launcher: Fire recovery time: 3 sec Damage per shot: 167 Damage per shot (AOE): 167 AOE radius (low): 1.25 world units AOE radius (high): 1.75 world units AOE core radius: 0.5 world units Projectile type: explosion_large Ghost: Vitality: 355 Body material: hard_metal_thin Alt material (gastank): britlle_mech Point value: 150 Weapons: Dual cannon: Fire recovery time: 0.1333333 sec Rate of fire: 7.5 rounds/sec Damage per shot: 8 Projectile type: plasma_turret Phantom: Vitality: 2000 Body material: hard_metal_solid Alt material (engines): hard_metal_thin Point value: 1000 Weapons: Chin gun: Vitality: 200 Model material: hard_metal_solid Fire recovery time: 0.5 sec Damage per shot: 16 Damage per shot (AOE): 23.5 AOE radius (low): 0.3 world units AOE radius (high): 1 world units AOE core radius: 0.24 world units Projectile type: plasma_turret Revenant: Vitality: 400 Body material: hard_metal_thick Point count: 250 Weapons: Plasma mortar Fire recovery time: 1.5 sec Damage per shot: 60 Damage per shot (AOE): 60 AOE radius (low): 0.5 world units AOE radius (high): 1.75 world units AOE core radius: 0.4 world units Projectile type: collision Projectile type (AOE): explosion_small Wraith: Vitality: 600 Body material: hard_metal_solid Alt material (backhatch): britlle_mech Point count: 350 Weapons: Anti-infantry gun: Fire recovery time: 0.1 sec Rate of fire: 13 rounds/sec Damage per shot: 8 Projectile type: plasma_turret Plasma mortar Vitality: 300 Fire recovery time: 3 sec Damage per shot: 223 Damage per shot (AOE): 445 AOE radius (low): 0.75 world units AOE radius (high): 2.25 world units AOE core radius: 0.6 world units Projectile type: collision Projectile type (AOE): explosion_large Human: Mongoose: Vitality: 400 Body material: hard_metal_thin Alt material (wheels): tough_inorganic Point count: 50 Warthog: Vitality: 500 Body material: hard_metal_thick Alt material (wheels): tough_inorganic Alt material (hull_front_glass): brittle_glass Point count: 250 Weapons: Chaingun: Fire recovery time: 0.3333333 sec Rate of fire (low): 5 rounds/sec Rate of fire (high): 15 rounds/sec Damage per shot: 7-8 Projectile type: bullet_turret Gauss: Fire recovery time: 0.8 sec Damage per shot: 200 Damage per shot (AOE): 45 AOE radius (low): 0.25 world units AOE radius (high): 1 world units AOE core radius: 0.2 world units Projectile type: collision Projectile type (AOE): explosion_small Rocket: Fire recovery time: 2 sec Rate of fire: 3.5 rounds/sec Shots per fire: 6 Damage per shot: 45 Damage per shot (AOE): 45 AOE radius (low): 0.9 world units AOE radius (high): 2 world units AOE core radius: 0.72 world units Projectile type: collision Projectile type (AOE): explosion_large Scorpion: Vitality: 600 Body material: hard_metal_solid Alt material (treads): hard_metal_thick Alt material (backhatch): britlle_mech Point count: 350 Weapons: Anti-infantry gun: Fire recovery time: 0.125 sec Rate of fire (low): 8 rounds/sec Rate of fire (high): 15 rounds/sec Damage per shot: 7 Projectile type: bullet_turret Cannon: Vitality: 300 Fire recovery time: 3 sec Damage per shot: 334 Damage per shot (AOE): 334 AOE radius (low): 0.75 world units AOE radius (high): 1.75 world units AOE core radius: 0.6 world units Projectile type: collision Projectile type (AOE): explosion_large Falcon: Vitality: 500 Body material: hard_metal_thick Alt material (canopy): brittle_glass Point count: 350 Weapons: Chin gun: Fire recovery time: 0.25 sec Rate of fire: 10 rounds/sec Shots per fire: 5 Damage per shot: 20 Projectile type: bullet_turret Conclusion Thanks for checking out my guide! If you have any suggestions, feedback, or new info you'd like me to include in the guide, leave me a comment.
2026-02-19 01:00:23 发布在
Halo: The Master Chief Collection
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