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

StatValue
TypeFully Automatic Rifle
Magazine Size60 rounds
Max Ammo600 rounds (10 magazines)
Fire Rate~900 RPM
Damage per ShotLow
Effective RangeShort-Medium
Best AgainstGrunts, Flood infection forms, close-quarters combat
Headshot CapableNo

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)

StatValue
TypeSemi-Automatic Pistol
Magazine Size12 rounds
Max Ammo120 rounds (10 magazines)
Fire RateSemi-automatic (~180 RPM)
Damage per ShotVery High
Effective RangeAll ranges
Best AgainstElites (headshots), Hunters (back shot), Jackals, all precision targets
Headshot CapableYes (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.

Pro Tip

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

StatValue
TypePump-Action Shotgun
Magazine Size12 shells
Max Ammo60 shells (5 reloads)
Fire Rate~60 RPM (pump-action)
Damage per ShotExtreme (close range)
Effective RangeVery Short
Best AgainstFlood combat forms, close-range Elites, Hunters
Headshot CapableNo (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

StatValue
TypeBolt-Action Sniper Rifle
Magazine Size4 rounds
Max Ammo24 rounds (6 magazines)
Fire Rate~30 RPM (bolt-action)
Damage per ShotExtreme
Effective RangeInfinite
Best AgainstElites (headshots), Jackals (any hit), Hunters (back shot)
Headshot CapableYes (instant kill)
Scope2x 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

StatValue
TypeRocket Launcher
Magazine Size2 rockets
Max Ammo8 rockets (4 reloads)
Fire Rate~30 RPM
Damage per ShotExtreme (area effect)
Effective RangeAll ranges
Best AgainstVehicles (Wraiths, Banshees, Ghosts), groups of enemies, Hunters
Headshot CapableN/A
TrackingNone (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

StatValue
TypeSemi-Automatic / Charge Plasma Pistol
Battery100 energy units (200 with overcharge)
Max Ammo500 energy units
Normal Fire Rate~360 RPM
OverchargeTracks targets, drains ~15% battery per shot
Damage (Normal)Low
Damage (Overcharge)High shield damage + EMP on vehicles
Best AgainstShields (overcharge strips all shields), vehicles (EMP stuns)
Headshot CapableNo

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.

Pro Tip

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

StatValue
TypeFully Automatic Plasma Rifle
Battery100 energy units
Max Ammo400 energy units
Fire Rate~540 RPM
Damage per ShotMedium (bonus vs shields)
Effective RangeShort-Medium
Best AgainstElite shields, Grunts, close-quarters Covenant
Headshot CapableNo

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

StatValue
TypeTracking Crystal Launcher
Magazine Size20 needles
Max Ammo80 needles (4 reloads)
Fire Rate~300 RPM
Damage per NeedleLow
Super-Combine7 needles → explosion (ignores shields)
Effective RangeMedium
Best AgainstSlow/stationary Elites, Grunt groups
Headshot CapableNo (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

StatValue
TypeEnergy Melee Weapon
Battery100 energy units
Max AmmoN/A (battery depletes per swing)
Swings per Full Charge~10-15
Damage per SwingInstant kill
Effective RangeMelee only
Best AgainstEverything in melee range
LungeForward 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

TierWeaponsNotes
S-TierM6D Magnum, M90 Shotgun, SRS99 Sniper RifleBest-in-class; essential on higher difficulties
A-TierM19 Rocket Launcher, Plasma Pistol (overcharge)Situation-defining power; the right tool for specific threats
B-TierMA5B Assault Rifle, Plasma Rifle, NeedlerSolid performers; effective in their intended roles
C-TierPlasma 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.