Weapons (5e Halo Setting)
Equipment
Weapons
The following weapons are in addition to all official weapons, which have a cost in credits equal to their GP cost and are available to both UNSC and Covenant forces.
Simple Melee Weapons
Humbler Stun DeviceUSNC Simple Melee Weapons
Primarily used by military and law enforcement, the humbler is a simple metal baton capable of releasing a severe shock that temporarily shorts the target's nervous system. On a hit with this weapon, you may release a burst of electricity, dealing 2d6 lightning damage in addition to this weapon's normal damage. If this reduces a creature to 0 hit points, the target drops to 1 hit point instead and falls unconscious for 1 hour. After doing so, you can not do so again for 1 minute. |
Energy DaggerCovenant Simple Melee Weapons
Mounted on the back of most Sangeili assassins' hands, energy daggers are less effective than an energy sword, but still far more effective than any classical weapon. |
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Martial Melee Weapons
Energy SwordCovenant Martial Melee Weapons
The favored weapon of Sangheili soldiers, though not their primary weapon in most conflicts, energy swords use magnetic fields to shape plasma into a dual-pronged piercing weapon. In addition to the typical Pelosus-pattern, there is the more angular and aggressive Domotos-pattern, the balanced Meluth'qelos-pattern, and the lop-sided Zokotus-pattern. |
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BurnbladeCovenant Martial Melee Weapons
Dating back to the Sangheili's earliest interstellar journeys, burnblades use a classic Sangheili design, but can are internally heated hundreds of degrees, making their otherwise dark metal glow a brilliant orange. |
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Energy StaveCovenant Martial Melee Weapons
While not often deployed in war, energy staves are common among guardsmen in Covenant cities, especially High Charity. In addition to the typical "energy glaive", there is an older, more regal golden version used by the Covenant Honor Guard, while a double-bladed version is common among Prelates. |
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Energy CutlassCovenant Martial Melee Weapons
Originally of Kig-Yar design, energy cutlasses, also known as painglass sabers, focus plasma through a large Subanese crystal, causing their weaker blade to impale the target with the crystal on a hit. Supercombine. On a hit with this weapon, the target gains 3 levels of supercombine. At the end of each round, every creature that did not gain a level of supercombine during that round loses 1 level of supercombine. When a creature gains their 6th level of supercombine, they take 4d12 force damage as the needles detonate and lose all levels of supercombine. |
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Gravity HammerCovenant Martial Melee Weapons
The favored weapon of the Jiralhanae, though typically restricted to higher-ranking members who have proved their skill in battle, gravity hammers release a blast of gravity with each hit. Immediately after making an attack with the weapon, every creature within 5 feet of the target must succeed a DC 10 + your Strength modifier Strength saving throw or be thrown 15 feet from the target and take 2d10 bludgeoning damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC. |
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Gravity AxeCovenant Martial Melee Weapons
While most gravity hammers have a single traditional blade, some less-traditional Jiralhanae incorporate the plasma blades of an energy sword into their weapon in place of some of the weapon's gravity vents. Immediately after making an attack with the weapon, every creature within 5 feet of the target must succeed a DC 10 + your Strength modifier Strength saving throw or be thrown 15 feet from the target and take 1d10 bludgeoning damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC. |
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Gravity MaceCovenant Martial Melee Weapons
A less common gravity hammer variant, gravity maces are easier to wield but leave the user in the splash zone. Immediately after making an attack with the weapon, every creature within 5 feet of the target must succeed a DC 10 + your Strength modifier Strength saving throw or be thrown 15 feet from the target and take 2d8 bludgeoning damage. If you are proficient in this weapon, you may add your proficiency bonus to its saving throw DC. |
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Pistols
M6A MagnumUNSC Pistols
An older model pistol, the M6A is still favored by law enforcement and civilians for its comfortable handling.
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