As Halo 3 nears its Beta release which is taking place on May 16. I have decided to gather up some of the information provided on the Bungie website as to keep you informed of all the good stuff flowing from their workshop. I guess we shall begin with Weapons.
Brute Spiker

Type-25 Carbine (Spiker)
Length (o/a): 81.7 cm (32.17 in.)
Length (barrel): 25.4 cm (10 in.)
Weight (empty): 6.4 kg (14.2 lbs)
Weight (loaded): 7 kg (15.5 lbs)
Cartridge: Unknown
Effective range: 40 meters (131 ft)
Muzzle velocity: 76.2 m/s (250 f/s)
Magazine capacity: 40 rounds
Rate of fire: 480 rnds/min
Unit Replacement Cost: NA
Description:
The type-25 carbine is a magazine fed weapon designed for automatic fire. The weapon has two tungsten-alloy bayonet-type attachments.
Field Use
Off-planet fighting brings with it some of the disadvantages of interstellar flight. Notably, the expense and difficulty of transporting large amounts of weaponry and ammunition. Unlike our ancestors in the preceding centuries, we cannot afford the luxury of ignoring or destroying enemy materiel or equipment. We field train even the most basic infantry in the “art” of utilizing found materials and weapons. A dead foe can be a treasure trove of equipment for a properly trained Spartan.
Only recently have we encountered the so-called Spikers (Type-25 Carbine per the field manual), however, as the Brutes, in the wake of the Elite insurgence, assert their power and implement Brute strategies and weaponry on the field of combat.
Brute Spikers are, and the pun is unavoidable, brutally effective. In field, they have similar penetration and lethal range to SMG pistols, but there are a few vital differences.
Unlike SMGs, there’s little recoil, and therefore almost zero “rise” when using them in their default, full-automatic setting. This actually makes them a little more efficient and accurate than the SMG in dual-wielding situations, since you don’t have to adjust aim to stay centered.
Like SMGs, pulsing the trigger rather than squeezing it into fully automatic mode, will result in more accurate shooting over distance. The spikes have a very large spread when sprayed in fully automatic mode. Larger even than the SMG.
More vitally, the spikes don’t deform on impact if shot at close surfaces at an angle. Shoot head on, and they crumple, but angle that shot and you can deflect, with predictable accuracy, deadly, shredding rounds that basically lose none of their efficacy.
As you can imagine, in very tight confines, the effect can be used deliberately to injure or weaken a player who thinks they’re in safe cover. They might also relax their guard, believing that your aim is catastrophically off, or that you’re targeting another opponent.
In tests at High Ground, we’ve found that the Spikers can be used effectively at a medium distance to pick off enemies who’re often confused (and panicked) first by the sound, but then have difficulty recognizing what weapon is being used against them.
The SMG comparison becomes especially relevant in close-quarters fighting however. The Spiker ammunition does terrible things to human flesh, and will penetrate shields and armor with ease. Files are being updated constantly on this and other brute strategies. More and more we are discovering that Brutes are as great, if not a greater threat in combat than our previous problem, the Elites.
MA5C Assault Rifle

MA5C Individual Combat Weapon System
Official designation: MA5C
Length (o/a): 88 cm (34.6 in.)
Length (barrel): 60.7 cm (24 in.)
Weight (empty): 3.8 kg (8.378 lbs)
Weight (loaded): 4.1 kg (9.05 lbs)
Cartridge: 7.62mm x 51 FMJ
Max. effective range: 300 meters (984 ft)
Muzzle velocity: 905 m/s (2970 f/s)
Magazine capacity: 32 rounds
Rate of fire: 750 – 900 rnds/min
Unit Replacement cost: 1686.00
Description:
The MA5C 7.62mm rifle is an air-cooled, gas-operated, magazine fed weapon designed for automatic fire. The weapon has an attached electronics suite that provides information on rounds remaining in magazine, compass heading, as well as several other "housekeeping" functions.
Improvements over the MA5B include:
- a heavier barrel with a 1 in 7 twist;
- a redesigned cowling to house the electronics suite that reduces weight and increases pointability of weapon;
- a redesigned handguard which is sturdier and provides a more positive grip.
Observations:
Soldiers are very satisfied with this weapon. It performed well in a variety of environments especially given the perceived delicacy of the attached electronics suite. The general consensus is that every infantryman wants a MA5C.
The most significant negative comment was reference to the MA5C’s lack of a secondary weapon system.
Field Use
There is much to be said about the MA5C with regards to tactics and strategies. The weapon’s power can be described as being somewhere between the original MA5B Assault Rifle and the BR55 Battle Rifle. Obviously it shares more with the MA5B, though as we'll demonstrate, aesthetics aren’t everything. It shares more with the BR55 than one might suspect. The clip capacity has been reduced to the 32 rounds that you’re used to seeing in the BR55, but the rifle’s range has been slightly improved over its predecessor to make it more formidable as an Assault Rifle. It also deals greater damage per round than did the original MA5B
At close range, the MA5C can be used to rain hurtin’ bombs upon one’s adversary. Fully shielded Spartans can take two blows from the rifle before dropping. Strategically, however, peppering your target with a healthy amount of rounds (ten, give or take), followed by a crushing blow from the butt of the rifle will score a kill nearly every time.
At medium to close-range, you’ll want to simply unload and put as many rounds into your target as possible. If you’re looking for a quicker kill, or if you have multiple targets, you’ll want to hit them with a 'nade first to drop their shields and then clean them up with a few sustained bursts from the rifle. Often, when engaging multiple hostiles, it will be wise to try put nearly all of your clip into one target and after that one’s been dispatched, you’ll want to put a frag on the ground beside your next opponent and proceed to empty the remainder of your clip, the last seven or so rounds, into your target to finish off the kill.
Many new recruits will succumb to the temptation to lie on the trigger for targets of all ranges. Hopefully, over time they’ll learn from the veterans in their squads to pulse the trigger. Pulsing the trigger gives you a significant advantage with targets at medium range. It can be the difference between needing to reload, versus only needing a single clip to take down your target. The more disciplined soldier will win that battle every time.
Spartan Laser
Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle (W/AV M6 G/GNR)
Official designation: M6 G/GNR
Length (o/a): 98.8 cm (38.9 in.)
Weight (empty): 19.07 kg (42 lbs)
Weight (loaded): 20.4 kg (45 lbs)
Muzzle velocity: 299792458 m/s (983 571 056 f/s)
Rate of fire: semi-automatic only
Unit Replacement cost: cR. 218000.00
Description:
The M6 G/GNR is a REDACTED type laser. It can be used in both anti-vehicle and antipersonnel roles. The weapon has an integrated Wyrd III optics suite (smart-linked).
Observations:
Soldiers appreciate the range, accuracy, and target effect. They view the effect of “our own directed energy weapon” as a combat multiplier due to the psychological impact on combatants that viewed the destruction of the target.
Spike Grenade
Type-2 Antipersonnel Fragmentation Grenade

Official designation: Type-2 Antipersonnel Fragmentation Grenade
Length (o/a): 91.4 cm (36 in.)
Weight: 1.93 kg (4.25 lbs)
Filler: Unknown
Killing radius: 3 meters (10 ft)
Casualty radius¹: 11 meters (36 ft)
Unit Replacement cost: N/A
Description:
The Type-2 is the standard antipersonnel fragmentation grenade of the Covenant heavy infantry. It resembles the early 20th century Model 24 Stielhandgranate superficially, which has lead to it being called “potato masher”. It has also acquired the monikers “spike grenade”, “table leg”, and “nail bomb”.
Observations:
The directional explosive characteristics of the Type-2 makes it particularly suited to defensive and antivehicle use.
What, Like a Spider?
In the UNSC’s limited encounters with the spike grenade, we have learned much of its tactical applications both through contact with the Brutes and field tests of our own using discarded equipment. The quills of the spike grenade seem to be able to grip almost any surface upon which it’s been tested. This includes rock, glass and even some Covenant shield systems, unlike the plasma grenades which we have encountered before. The other feature unique to this grenade is its directional blast. Our researchers have discovered that the directional blast of the grenade is not designed to come out of one end or the other, but instead is relative to the surface against which it rests. If thrown against a perfectly flat wall, the grenade’s blast will disperse perpendicular to the wall.
The Brutes have proven the strategic advantage of the grenade time and again in their recent activities on Earth. In the type of street to street urban combat we’ve been forced to participate in, and the close quarters therein, the Brute grenade is a ferocious problem. Its most useful application thus far has been to throw it directly across from an enemy, or rather where an enemy will be. The blast is typically enough to kill a marine or grunt but conversely, it will heavily damage a Brute.
Applying the grenade directly to an enemy will invariably result in death. While the initial wound, akin to being run through by mini-baseball bat with nails sticking out of it, is survivable, the device arms upon impact and invariably detonates before it can be extracted from the body.
Laces Out
The application of the spike grenade will at first come naturally to UNSC forces that have experience with the plasma grenade and its capacity to stick to the enemy. This element of its feature set will not take much getting used to. The main difference between the spike grenade’s sticking ability and the plasma grenade’s is the fact that the spike grenade will still maintain its directional blast as opposed to the plasma grenade’s spherical blast. If you stick an enemy with the spike grenade you will want to get away from the blast as quickly as possible. Spartans have made a habit of sticking the enemy and then jumping straight over them to avoid the blast. Our more tactful marines will stick a brute and immediately find cover. If you have multiple targets, it may be advantageous to stick the rearmost of them and let the blast claim the targets in front of it, meanwhile shielding you from the blast.
There are many scenarios in which the spike grenade can be used more like a claymore mine than the grenade designation we’ve given it. The base at High Ground presents several such opportunities for the defending force. The many flat surfaces and 90 degree agles make it an ideal environment in which to set up a trap for an approaching opponent. One can, for example, use the corridors of the base to trap opponents in the line of the spike grenade’s fire. Two such corridors leading in through the bunker are quite narrow and throwing a spike grenade onto the wall as an enemy passes, can be just as effective as placing a frag grenade right at their feet. It’s better than tossing a frag however, because you don’t need to calculate for the bounce - and better than a plasma because you don’t need to be precise enough to hit a moving target. It is certainly a weapon benefitting the smarter and more patient soldier willing to wait for the right moment to strike.
Another of the spike grenade’s claymore-like features is its ability to cover an individual’s retreat. When falling back to better cover in the battlefield, soldiers can toss the spike grenade at passing walls and objects in order to slow the advance of pursuing foes. This can apply to any area but one specific scenario in which it has been particularly useful has been in the Covenant facility at Snowbound. The shield doors that are riddled throughout the base do not permit active projectiles or armed grenades to pass through them, and therefore the spike grenade sticks to this as it would any other surface. Our soldiers have found this particularly useful in enemy encounters, as they stick a spike grenade to the door, pass through and then turn around to watch the spike grenade take its toll on the following enemy.
// End Weapons
With that nice addition to the weapon update and enhancement that has as of yet been revealed some new information on vehicles has also reached the light of day so on with it.
M12 Warthog

Description
The M12 is primarily used in a scouting capacity, or as an integral part of a mechanized infantry unit. In the case of the LRV and LAAV variants it can hold three soldiers including the gunner. The mounted weapon includes a battery for short term operation separated from the vehicle, but normally operates on the vehicle’s power supply. The vehicle is powered by a 12 liter hydrogen-injected ICE and can reach speeds up to 125 kph (78 mph).
A number of variants of the Warthog are in service with UNSC forces, including the M831 TT (which eliminates the support weapon in favor of four side-facing passenger seats), the M864 A (with an enclosed passenger compartment and treads in place of wheels), and the M914 RV (equipped with a towing winch and a heavy duty motor and gear system).
Weapon Statistics
Weight: 3 tonnes (3.25 tons)
Length: 6.1 meters (20 feet.)
Height: 3.2 meters (10.5 feet)
Width: 3 meters (9.75 feet)
Power plant: 12.0 L liquid-cooled hydrogen-injected ICE
Range: 790 kilometers (490 miles)
Main armament: M41 12.7mm LAAG (M12 LRV version)
Main armament: M68 25mm Gauss Cannon (M12G LAAV version)
Unit Replacement Cost: cR. 52000.00
Field Use
The Hog is a huge, unwieldy, difficult to steer death trap – until you learn how to drive it properly. With proper application of the hand, or “e-brake” the Hog can actually turn on a dime. Massive disc brakes allow the thing to come to a near immediate halt from its top speed of 78mph, and more importantly, swing around rapidly to allow a gunner a better angle on a prospective target.
In combat it is vital that driver and gunner are copasetic. If the wheelman knows where his turret-firing buddy needs to aim, the results are almost always destructive and impressive. The gun itself is simple to use, but presents challenges when being pushed to the limits on a busy battlefield. This movement and unpredictability can be lessened with good driving.
Evasive maneuvers are if anything, more important than offensive attack. It is vital that a driver can get in and out of dangerous situations without flipping the heavy and hard-to-right Hog. A Spartan can pretty much right an upturned Warthog, but that puts the drivers and passengers in a very dangerous situation while trying to rectify a messy crash.
The Warthog’s ostensible scouting and personnel transport purpose should not be ignored in favor of its offensive capabilities. As a matter of fact, for objective based missions, it should be noted that a fast moving Hog with a good driver and a gunner, is the perfect getaway vehicle.
Knowing when to get out is just as important as knowing when to get in. The Hog’s automatic braking systems will bring the vehicle to a sudden, but controlled stop should the driver be ejected, or choose to leave the vehicle. Since there are no doors, you can hop over the sills and take advantage of the vehicle’s momentum to give you a running start when making the transition from vehicle to on-foot maneuvers.
The hog is tough, but a couple of direct hits from grenades, or a well placed rocket, will end its reign of terror almost immediately. Now if only there was some way to make them indestructible…
Mongoose
Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present

M274 ULATV “Mongoose”
Top speed: 60 mph / 96 kph
Mpg: Between 45 and 65 (depending on load)
Power plant: 1000cc liquid-cooled, longitudinally mounted, four-stroke, hydrogen-injected ICE
Weight: 896 lbs / 406 kg
Description:
The M274 Ultra-light All-terrain Vehicle provides an alternate means of transporting messages, documents, and light cargo between units. It may also be used to transport forward observers, reconnaissance personnel and sniper teams. Its proven versatility has made it a vital asset to field commanders when used as an alternate means of communication.
Observations:
Overall soldiers are very appreciative and even fond of this asset. They believe the vehicle could benefit from greater power and the ability to tow a trailer. They would also like to be able to mount a crew-served weapon for personal protection.
Field Use:
Despite its size and limited offensive capabilities, the Mongoose is instrumental in many quick-striking strategies. It is decidedly difficult to damage in battle because of its speed and maneuverability delivered by its forgiving suspension and E-brake. Coupled with its speed, the capability to power-slide through turns gives the Mongoose unparalleled maneuverability on the battlefield. Drivers familiar with the M12 LRV Warthog should be able to easily transition into the Mongoose once they become familiar with its speed.
While susceptible to small-arms fire, the Mongoose is generally too quick to be affected by it. The Mongoose’s biggest foe on the battlefield will likely be the Spartan Laser. The Laser’s three second warm-up can make all the difference between a kill and a wasted shot, however. Specifically on big, hilly terrains like those found on Valhalla, the three seconds can give you enough time to over a hill, behind a base or behind cover of some other sort. The emergency brake on the Mongoose also helps you evade the Spartan Laser, if you’re able to time it properly. If they don’t see it coming, a slide in one direction or the other can help to evade the blast. As soon as you see the little red beam following you (and if you’re near enough, you’ll hear the weapon heating up), it’s wise to count off a second and then swerve the hell out of way to make as difficult a target as possible.
The Mongoose’s primary use is as an objective ferry. While you can use it to branch out quickly and gain control of key areas, ultimately the brass believes that the Mongoose’s most appealing trait is its ability to carry the driver and a passenger holding an objective. A driver and passenger can go from base to base or two assailants can grab a Mongoose laying around at the enemy base to transport the flag back to their home base.
// End Vehicles
Although that is not all the new content being released it is the most detailed of the bunch that have been explained. 2 other new noted weapons include the Bubble Shield which was shown in the Multiplayer Vidoc that was released by Bungie. You merely toss this while say being attacked from behind to disperse a shield for an allotted time frame to protect from on coming fire. The other of the new items is the Trip Mine which can be used as a normal land mine perfect for taking out pesky vehicles.
Bungie has also taken to removing the teleporters from the game to be replaced by Man Cannons which will literally launch you across the map to a designated location increasing the amount of danger you will be in. An example form of this would be found in Ascension from Halo 2.
Also to increase the fun of multiplayer a Video Playback has been added so you can record all your most amazing kills and share them with friends and family or maybe your enemies to keep them in fear of you. You will have the ability to pause, fast forward and slow motion everything to your liking. A simplistic version will be available in the Beta in May, but you can expect it to be a lot more detailed and technical come the final release.
Who can forget about the fusion reactor cores and their redesign?

There is also 2 versions of the game that will be released there is the normal version just including the game and manual while there is also the legendary package which contents all the items shown in the image below.

As I collect/remember information I will update this Article to keep those interested up to date feel free to leave your own information in the comments.
Source: Bungie |
I cant wait to play this game Halo 3 Rock
Posted: Wednesday, May 30, 2007