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Gamexplore > My Bookmarks > PC Game > Halo: Campaign Evolved Guide – All Weapons, Fire Modes, And When Best To Use Each
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Halo: Campaign Evolved Guide – All Weapons, Fire Modes, And When Best To Use Each

July 29, 2026 6 Min Read
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Table of Contents

Toggle
  • All UNSC And Forerunner Weapons
    • M6D Magnum Pistol
    • MA5B Assault Rifle
    • M90 Shotgun
    • S2 AM Sniper Rifle
    • M41 Rocket Launcher
    • BR55 Battle Rifle
    • M7 Submachine Gun
    • Z-130 Sentinel Beam
    • M9 HE Frag Grenade
  • All Enemy And Brute Weapons
    • Type-25 Plasma Pistol
    • Type-25 Plasma Rifle
    • Type-33 Needler
    • Type-51 Needle Rifle
    • Type-33 Fuel Rod Cannon
    • Type-50 Beam Rifle
    • Type-1 Energy Sword
    • Type-25 Brute Plasma Rifle
    • Type-25 Spiker
    • Type-1 Plasma Grenade

Accessible gunplay is a hallmark of the Halo series, and all the familiar firearm favorites return in the Halo: Campaign Evolved remake. Alongside the original arsenal are some new additions to the mix, to keep up with 25 years of gameplay advancements through its sequels.

This guide for the Halo: Campaign Evolved remake is a listing of all weapons to be found, split by faction, as well as any alternate firing modes and strategies against specific enemy types.

All UNSC And Forerunner Weapons

M6D Magnum Pistol

Heavy-hitting semi-automatic pistol with a 2x optical scope for ranged fire, this weapon can dependably one-shot headshot kill unshielded enemies, with just three shots needed for shielded foes.

Rely on this in encounters with Hunters, as you sidestep their rush attack in an effort to blast them in their lower back weak spot.

Aim for the gap in Jackal shields to stagger them, rather than worthlessly expending your ammo directly at it.

MA5B Assault Rifle

This fully automatic rifle has the ammo counter right on it, and a compass as well. The shortened 36-round magazine can be modified with the Magnified Skull for a larger 60-round magazine.

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M90 Shotgun

A pump-action, semi-automatic shotgun for all close up occasions, but especially devastating for Flood encounters, as well as charging Brutes. An excellent weapon for claustrophobic corridors aboard downed ships, and underground passages.

S2 AM Sniper Rifle

Long range semi-automatic rifle good for downing vehicles and aliens alike. Two levels of zoom at 4x and 10x make for excellent one-shot headshot opportunities.

M41 Rocket Launcher

An even better anti-materiel weapon, this 2x scoped, dual round launcher can send high-explosive homing rockets at targets and deal splash damage to mobs.

BR55 Battle Rifle

A burst-fire rifle for close to mid-range targeting using its 2x scope. Makes for good shield breaking, with a quick followup to headshots for the kill.

M7 Submachine Gun

Fully automatic 60-round crowd suppression weapon, especially effective against Flood rush mobs in close combat, if you can maintain control of your fire.

Z-130 Sentinel Beam

An energy cannon with an overheat mechanic that must be managed if you hope to use it effectively against Flood forms charging you. 

M9 HE Frag Grenade

Bog standard pineapple grenade that can be timed with its short fuse and bounced into position if needed.

All Enemy And Brute Weapons

Type-25 Plasma Pistol

The semi-automatic alien counterpart to the M6D Magnum may not pack as much of a punch, but makes up for it with an interesting alternate fire: charging the round by holding the trigger launches a bolt of plasma that actively tracks the target, and completely depletes the shields of both Jackals and Elites on impact.

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Vehicles are temporarily disabled by the EMP effect, which is especially devastating to flying enemies if timed correctly.

Rapid firing the normal semi-automatic mode can also overload shields, but is prone to overheating if not managed properly.

Type-25 Plasma Rifle

Fully automatic plasma bolt firing rifle great for dropping shields, but it really has to be pulse fired if you want to avoid overheating it and sitting passively as it cools down again.

Type-33 Needler

A fully automatic weapon with the ammo clearly visible, the fired rounds home in on targets and embed themselves in them. With enough shards in a single enemy, you can trigger a significant explosion with a very effective splash damage radius.

Type-51 Needle Rifle

Fire non-homing needles at medium-long range with this automatic rifle, but trigger the same kind of explosion while landing fewer shots.

Type-33 Fuel Rod Cannon

The Hunter weapon of choice, this enemy counterpart to the M41 Rocket Launcher has a higher velocity, but does less damage.

Type-50 Beam Rifle

This sniper rifle is semi-automatic and fires high-velocity plasma beams off of a battery, with heat management being a factor when firing rounds in quick succession.

Type-1 Energy Sword

A lock-on melee weapon that is effectively a one-shot lunge kill on infantry, though it can simply be slashed with as well.

Type-25 Brute Plasma Rifle

The Brute variant of the Type-25 Plasma Rifle fires at a faster rate, does more damage, and overheats quicker to balance things out.

Type-25 Spiker

The Brute exclusive fully automatic weapon is akin to the M90 Shotgun, devastating to unshielded victims, and has melee capability with the attached bayonets.

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Type-1 Plasma Grenade

This sticky grenade will attach to any enemy or vehicle and deliver massive plasma damage in a fairly large blast radius. Stick it to a Grunt and let it escape back to its Elite commander for best results. Launch a vehicle into space by tossing multiple grenades at it.

Those are all of the weapons to be found in the Halo: Campaign Evolved remake, and any alternate fire modes available.


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