Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo Reach Statistics (Enemies, Weapons, and Vehicles)
By Kawasko
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.
   
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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 damage 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 & Explanations
This 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 & Shields
Normal 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 & Vitality
Helmet 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 & Scoring
Melee 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 stat 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 & Explanations
This section breaks down each weapon statistic to help you understand the nuances of Reach's weapons.

Core Combat Stats
Headshot 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) & Explosives
Damage 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 Properties
Supercombine 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 Stats
Projectile 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 Stats
These 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 Stats
These 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.
3 Comments
CrazyKashh @bandit 7 Oct @ 5:15pm 
nice
Kawasko  [author] 4 Oct @ 8:38pm 
Glad you found it helpful!
Original Franksta 3 Oct @ 11:33am 
AMAZING GUIDE! There is an absurd lack of hard hp/damage values for the entire halo series on the internet... even the wikis barely have any info with halopedia only having material type vs damage type tables but no info on what enemy have what type of material and what weapons use what damage type so its just worthless...