Quick Answer
The Halo CE Remake weapons database covers every confirmed UNSC and Covenant weapon from the original Halo: Combat Evolved. The core arsenal includes the MA5B Assault Rifle, M6D Magnum, M90 Shotgun, SRS99 Sniper Rifle, M19 Rocket Launcher, Plasma Pistol, Plasma Rifle, Needler, Energy Sword, and Fuel Rod Gun. The remake may expand this roster with weapons from later Halo titles. All stats below are based on the original CE sandbox — remake values may be adjusted.
UNSC Weapons
MA5B Assault Rifle
| Stat | Value |
|---|---|
| Type | Fully Automatic Rifle |
| Magazine Size | 60 rounds |
| Max Ammo | 600 rounds (10 magazines) |
| Fire Rate | ~900 RPM |
| Damage per Shot | Low |
| Effective Range | Short-Medium |
| Best Against | Grunts, Flood infection forms, close-quarters combat |
| Headshot Capable | No |
Overview: The MA5B is your starting weapon and workhorse for close-to-medium range combat. Its high rate of fire and large magazine make it excellent for suppressing Grunts and clearing Flood infection forms. Accuracy degrades significantly with sustained fire — use controlled bursts at medium range.
M6D Magnum (Pistol)
| Stat | Value |
|---|---|
| Type | Semi-Automatic Pistol |
| Magazine Size | 12 rounds |
| Max Ammo | 120 rounds (10 magazines) |
| Fire Rate | Semi-automatic (~180 RPM) |
| Damage per Shot | Very High |
| Effective Range | All ranges |
| Best Against | Elites (headshots), Hunters (back shot), Jackals, all precision targets |
| Headshot Capable | Yes (2x damage multiplier) |
Overview: The M6D is arguably the most powerful starting weapon in FPS history. It's effective at all ranges, features a 2x scope, and kills unshielded enemies in one headshot. On Legendary, it's the most important weapon in the game. The 3-shot kill (2 to body, 1 to head) against Elites makes it indispensable.
The M6D Magnum is the single most important weapon to master in Halo CE. If you can consistently land headshots with it, you can handle any encounter in the game.
M90 Shotgun
| Stat | Value |
|---|---|
| Type | Pump-Action Shotgun |
| Magazine Size | 12 shells |
| Max Ammo | 60 shells (5 reloads) |
| Fire Rate | ~60 RPM (pump-action) |
| Damage per Shot | Extreme (close range) |
| Effective Range | Very Short |
| Best Against | Flood combat forms, close-range Elites, Hunters |
| Headshot Capable | No (pellet spread) |
Overview: The M90 Shotgun is the definitive close-range weapon and your best friend during Flood missions. At point-blank range, one shot kills almost anything. Its effectiveness drops dramatically with distance due to pellet spread — get as close as possible before firing.
SRS99 Sniper Rifle
| Stat | Value |
|---|---|
| Type | Bolt-Action Sniper Rifle |
| Magazine Size | 4 rounds |
| Max Ammo | 24 rounds (6 magazines) |
| Fire Rate | ~30 RPM (bolt-action) |
| Damage per Shot | Extreme |
| Effective Range | Infinite |
| Best Against | Elites (headshots), Jackals (any hit), Hunters (back shot) |
| Headshot Capable | Yes (instant kill) |
| Scope | 2x and 10x magnification |
Overview: The SRS99 delivers one-shot kills to the head on any difficulty. Its slow fire rate and limited ammo mean every shot must count. Use the 10x scope for long-distance engagement and the 2x scope for medium-range precision shots.
M19 Rocket Launcher
| Stat | Value |
|---|---|
| Type | Rocket Launcher |
| Magazine Size | 2 rockets |
| Max Ammo | 8 rockets (4 reloads) |
| Fire Rate | ~30 RPM |
| Damage per Shot | Extreme (area effect) |
| Effective Range | All ranges |
| Best Against | Vehicles (Wraiths, Banshees, Ghosts), groups of enemies, Hunters |
| Headshot Capable | N/A |
| Tracking | None (dumb-fire) |
Overview: The M19 delivers devastating area damage. It fires unguided rockets — lead your targets and aim at the ground near fast-moving enemies. The 2-rocket magazine means you'll reload frequently; make both shots count.
Covenant Weapons
Plasma Pistol
| Stat | Value |
|---|---|
| Type | Semi-Automatic / Charge Plasma Pistol |
| Battery | 100 energy units (200 with overcharge) |
| Max Ammo | 500 energy units |
| Normal Fire Rate | ~360 RPM |
| Overcharge | Tracks targets, drains ~15% battery per shot |
| Damage (Normal) | Low |
| Damage (Overcharge) | High shield damage + EMP on vehicles |
| Best Against | Shields (overcharge strips all shields), vehicles (EMP stuns) |
| Headshot Capable | No |
Overview: The Plasma Pistol's normal fire is unremarkable, but its overcharge shot is a game-changer. A charged shot tracks enemies and instantly strips any Elite's shields. The EMP effect also temporarily disables vehicles. This makes it the ultimate support weapon — overcharge, switch, and finish with a precision weapon.
The Plasma Pistol + Magnum combo is the most efficient Elite-killing method in the game. Charge → release overcharge → instantly switch to Magnum → headshot. Practice the timing and you'll kill Elites before they can react.
Plasma Rifle
| Stat | Value |
|---|---|
| Type | Fully Automatic Plasma Rifle |
| Battery | 100 energy units |
| Max Ammo | 400 energy units |
| Fire Rate | ~540 RPM |
| Damage per Shot | Medium (bonus vs shields) |
| Effective Range | Short-Medium |
| Best Against | Elite shields, Grunts, close-quarters Covenant |
| Headshot Capable | No |
Overview: The Plasma Rifle strips shields faster than any other weapon and doesn't require charging like the Plasma Pistol. Its projectiles have travel time, making it less effective at range. Excellent as a dedicated shield-stripping weapon paired with a precision sidearm.
Needler
| Stat | Value |
|---|---|
| Type | Tracking Crystal Launcher |
| Magazine Size | 20 needles |
| Max Ammo | 80 needles (4 reloads) |
| Fire Rate | ~300 RPM |
| Damage per Needle | Low |
| Super-Combine | 7 needles → explosion (ignores shields) |
| Effective Range | Medium |
| Best Against | Slow/stationary Elites, Grunt groups |
| Headshot Capable | No (super-combine explosion) |
Overview: The Needler fires homing crystalline projectiles. Land 7 needles on a target and they super-combine into a devastating explosion that ignores shields entirely. Underappreciated by many players, the Needler is a legitimate Elite-killer — especially against Elites who stand still to fire.
Energy Sword
| Stat | Value |
|---|---|
| Type | Energy Melee Weapon |
| Battery | 100 energy units |
| Max Ammo | N/A (battery depletes per swing) |
| Swings per Full Charge | ~10-15 |
| Damage per Swing | Instant kill |
| Effective Range | Melee only |
| Best Against | Everything in melee range |
| Lunge | Forward dash on swing |
Overview: One hit kills anything in melee range. Limited battery means you can't use it indefinitely. In the original CE, the Energy Sword was enemy-only in campaign. The remake may make it a usable weapon, matching later Halo titles.
Weapon Tier List
| Tier | Weapons | Notes |
|---|---|---|
| S-Tier | M6D Magnum, M90 Shotgun, SRS99 Sniper Rifle | Best-in-class; essential on higher difficulties |
| A-Tier | M19 Rocket Launcher, Plasma Pistol (overcharge) | Situation-defining power; the right tool for specific threats |
| B-Tier | MA5B Assault Rifle, Plasma Rifle, Needler | Solid performers; effective in their intended roles |
| C-Tier | Plasma Pistol (normal fire) | Weak outside of overcharge use |
Frequently Asked Questions
What is the best weapon in Halo CE?
The M6D Magnum is widely considered the best weapon in the game. It's effective at all ranges, kills unshielded enemies in one headshot, features a 2x scope, has generous ammo capacity, and remains effective on every difficulty including Legendary.
How many weapons can I carry?
Halo CE uses a 2-weapon system. You can carry exactly two weapons at any time, plus up to 8 grenades (4 frag, 4 plasma). This forces strategic weapon choices throughout each mission.
Do weapons work differently against shields vs. health?
Yes. Plasma weapons (Plasma Pistol, Plasma Rifle) deal bonus damage to energy shields but reduced damage to health. Human ballistic weapons (Magnum, AR, Shotgun) are neutral against shields but deal full damage to health and can score headshots.
Will the remake add new weapons?
Industry speculation suggests the remake may expand the weapon sandbox with weapons from later Halo titles (Battle Rifle, DMR, SMG, Spartan Laser). Nothing is confirmed, but an expanded arsenal is one of the most commonly requested features.
Can I dual-wield weapons?
Dual-wielding was introduced in Halo 2 (2004) and was not a feature of the original Halo CE. The remake may or may not include dual-wielding — it's a point of debate among fans. Some argue it would change the CE sandbox too drastically.