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ASSAULT TEAM ZULU

ARMORY
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Welcome to the Armory

armory.jpg

UNSC/Human Weaponry

      All the the UNSC's weaponry is manufactured by WST Manufacturing, from the older MA2B Rifles, to the newest BR55 Rifle. All weapons are issued with a lifetime guarantee of proper functionality as long as the weapon is intact. Most weapon's chassis and parts are manufactured with special alloys to resist damage and jamming. It should be noted that all of the UNSC's weapons are projectile based. Most weapons now do not use conventional "gunpowder" anymore--they instead use compressed gas. The M90 Shotgun, M19 SSR, and a few other weapons still use a very refined propellant instead of compressed gas.

M6C Magnum

magnum.jpg

Specs.
 
Projectile Type: 12.7mm Semi, Armor Piercing
Dual Wielding: yes
Damage: Medium
Range: Close
Accuracy: Medium
Rate of fire: Medium
Autofire Capability: Manual
Magazine Capacity: 12 Bullets
Ammunition (Additional): 48 (4 mags)
Reload Speed: Slow
Melee Attack: Average
Scope: no
 
      The M6C Pistol is the standard issue UNSC sidearm. It is a recoil-operated magazine-fed handgun, firing a mag of 12, 12.7mm semi-armor piercing rounds. If fired accurately in semi-auto mode, it can be a powerful anti-personnel weapon. This stripped down "C" version does not facilitate a scope.
 
      In close quarters with a dual-wielded configuration, can be surprisingly effective indeed. Over longer distances, however, its lack of scope and small clip size renders the Magnum relatively ineffective. It is also quite slow to reload, a fact which should be taken into consideration before charging into large groups of enemies. It is, however useful for placing "exact headshots".

M7 / Caseless Sub Machine Gun  (SMG)

smg.jpg

Specs.
 
Projectile Type: 5mm
Dual Wielding: yes
Damage: Low
Range: Close
Accuracy: Low
Rate of fire: High
Autofire Capability: Automatic
Magazine Capacity: 60 Bullets
Ammunition (Additional): 180 (3 mags)
Reload Speed: Slow
Melee Attack: Average
Scope: no
 
      The M7, nicknamed "Bullet Hose" by UNSC forces, fires sustained bursts of 5mm bullets from its 60 round mag. SMGs, while not accurate at long distances, can provide suppressive fire in close quarters. It tends to move upward as compounding momentum from recoil takes hold. Therefore, careful moderation of aim is required to maintain accuracy of the SMG.
 
      The SMG has a number of flaws. It's accuracy is highly limited unless used at close range. Futhermore, full-auto fire leads to enormous recoil, forcing the SMGs barrel steadily upward. You will need to become familiar to this effect by constantly adjusting your aim. Finally, its capacity for filling the air with bullets means that its clip can run out of ammo very quickly. Reload as much as possible.

BR-55  (Battle Rifle)

br55.jpg

Specs.
 
Projectile Type: KAT 9.5x40mm rounds
Dual Wielding: no
Damage: Medium
Range: Medium (w/ scope High)
Accuracy: Medium (w/ scope High)
Rate of fire: Medium
Autofire Capability: 3 shot burst
Magazine Capacity: 36 Bullets
Ammunition (Additional): 108 (3 mags)
Reload Speed: Slow
Melee Attack: Slow
Scope: 2x zoom
 
     First produced in the year 2555, giving the Battle Rifle it's official designation of BR55.The Battle Rifle fires 9.5mm bullets from its 36 round mag. The BR is mounted with a 2x optical scope for targeting. It fires in short, auto-bursts of 3 rounds. While very accurate, its relatively high rate of fire makes it a useful all- around infantry weapon.
     
      The BR's 2x optical scope, allows for accurate hits -even headshots- over great distances. Under most circumstances, the BR's short bursts, long range and average damage make it a universal weapon, although less effective at close quarters.

M90 Shotgun

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Specs.
 
Projectile Type: Soellkraft-Hippo 8 gauge (3.5") Magnum 15P-00B shells
Dual Wielding: no
Damage: High
Range: very Close
Accuracy: Low
Rate of fire: Low
Autofire Capability: Manual
Magazine Capacity: 12 Shells
Ammunition (Additional): 36 (3 mags)
Reload Speed: very Slow
Melee Attack: Fast
Scope: no
 
      The shotgun is powerful, loud, pump-action, magazine-fed, firing 8 gauge magnum shells and with strong recoil as expected. While devastating at close quarters, it should be used with caution, due to ineffective damage at long ranges. Another weakness of the M90 is its long reload time of 1 shell at a time. With the M90, try to reload every chance you have.
 
      With it, you can make aggressive charges towards enemies, penatrating through flesh & armor before they have a chance to return fire. It can also be a great means of defense.

S2 AM Sniper Rifle

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Specs.
 
Projectile Type: 14.5x114mm Armor-Piercing Fin-Stabilized Discarding Sabot
Dual Wielding: no
Damage: very High
Range: very Far (w/ scope)
Accuracy: very High (w/ scope)
Rate of fire: Low
Autofire Capability: Manual
Magazine Capacity: 4 Bullets
Ammunition (Additional): 20 (5 mags)
Reload Speed: Slow
Melee Attack: Average
Scope: 5x & 10x zoom
 
     The S2 AM Sniper is a gas operated, magazine-fed weapon that uses a smart-linked scope with two levels of magnification, 5x and 10x zoom. It fires 14.5mm armor-piercing, fin stabilized, discarding-sabot rounds which make it an extremely powerful weapon. Due to its massive size and low clip capacity of 4 rounds per clip, its strategic and close-range use is limited, though from a secured position its effects are devastating.
 
      The Sniper Rifle is a lethal armament when equipped by a patient & experienced marksman. It allows you to pick off enemy forces from very long distances, while you're out of range and sight. Just watch out for counter-snipers. Try to make headshots, obviously because they inflict the most damage possible.

M41 SSR MAV / AW  (Rocket Launcher)

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Specs.
 
Projectile Type: 102mm Shaped-Charge, High Explosive Tracking Rocket
Dual Wielding: no
Damage: extremely High  (Devastating)
Range: very Far
Accuracy: High (Charged: Homing)
Rate of fire: Low
Autofire Capability: Manual
Magazine Capacity: 2 Rockets
Ammunition (Additional): 6 (3 Rocket Cases)
Reload Speed: Slow
Melee Attack: Slow, but devastating
Scope: 2x zoom
 
      The M19 SSR Rocket Launcher is the most commonly used anti-vehicle weapon of the UNSC forces. Commonly called the "Jackhammer, or "Spanker" (due to the SPNKr rockets it fires), the M19 SSM (Surface-to-Surface Rocket) is a man-portable and shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the removable part of the system) contains two 102mm shaped-charge, HE (high-explosive) tracking / homing rockets. It is designed for fast, easy detachment from the launcher. The launcher contains the sighting and fire control systems. The launcher is fitted with a small 2X smart-linked scope for sighting medium-range targets and locking onto enemy vehicles. 

.30 Cal  (Turret)

30calturret.jpg

Specs.
 
Projectiles: 30 Caliber
Damage: Medium
Range: Long
Accuracy: Medium
Rate of fire: High
Autofire Capability: Continuous Fire
Ammunition: unlimited
Scope: no
 
      While operating one of these turrets you are highly exposed to enemy fire, especially snipers. Immediately you become a target that will most likely be quickly neutralized. With a fixed field of fire, the effectiveness of a turret depends on the direction of your enemies approach. Still, with infinite ammo, they are very handy for shredding advancing troops. Also, turrets are a highly effective Anti-Vehicular & Anti-Aircraft gun as well as an Anti-Personnel weapon.

M41 LAAG   Light Anti-Aircraft Gun
(Vehicular Mounted)

laag.jpg

Specs.
 
Projectile Type: 12.7x99mm AP (armor-piercing)
Rate of Fire: 450-550 RPM

      The Warthog's M41 LAAG is a three-barreled, electric-powered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penetrating rounds per minute. Turret traverse rate is 100 degrees per second and weapon elevation rate is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range.

M9 HE-DP Fragmentation Grenade

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Specs.
Blast Radius: 15-30 feet
 
Damage: High
Range: Long
Max: 4 Grenades
 
      The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location.

Covenant Weaponry/Alienware

Plasma Pistols

      Covenant weapons come in various shapes, sizes, and colors. Most of their weapons use plasma technology, though a few of their weapons have been known to use projectiles or ballistic charges. Their main drawback is the fact that the UNSC simply doesn't know how to recharge the power cores of most of the plasma-based weapons. The only known weapons of the Covenant that actually use projectiles are the Needler, which fires small, guided crystals, the Carbine, which fires energy projectiles, and the the Brute Shot, which fires a ballistic grenade.

plasmapistols.jpg

Specs.
 
Ammunition: Superheated Plasma
Dual Wielding: yes
Damage: Low
Range: Close
Accuracy: Medium  (Charged: Homing)
Rate of fire: Low ( Charged Shots )
                  Medium ( Rapid Single Shots )
Autofire Capability: Manual
Energy Per Round: 0.5%  (Charged: 15%)
Ammunition (Max): 100%
Overheating: Average
Melee Attack: Fast
Scope: no
 
      The Plasma Pistol is understood better than most Covenant weaponry. Plasma Pistols are semi-auto, directed-energy weapons which fire rapid bursts of superheated plasma or by holding the trigger in for a short time can build a powerful, overcharged plasma bolt. It then become temporarily unusable as it releases excess heat and gas. Both the Plamsa Pistol & Plasma Rifle use power cores which we don't completly understand yet.
 
      As a Covenant code, the plasma pistol is used by low-ranking Covenant soldiers. Its basic form of fire is rather useless against larger and stronger groups of enemies, even when dual-wielded. Attempts to automatic fire the pistol, by quickly pulling the trigger will soon lead to overheating of the core.
 
      The Plasma Pistol's secondary fire mode is one of the most unique and useful features of any other weapon. Pull the trigger back without releasing it and soon enough a large ball of plasma will form at the end of the barrel. Simply point at a shielded enemy, then release the trigger to fire. The bolt of plasma has only a limited homing capability. As soon as contact is made with the enemy, their shield will be completly eliminated. Be warned though, this process depletes the Plasma Pistol's battery cell by a large 15% and the plasma bolt moves rather slow. Still, when the Plasma Pistol is equipped with a UNSC weapon, such as a Battle Rifle, SMG or Magnum, the outcome is extremely DEADLY...

Plasma Rifle

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Specs.
 
Ammunition: Superheated Plasma
Dual Wielding: yes
Damage: Medium
Range: Close
Accuracy: Medium 
Rate of fire: High
Autofire Capability: Automatic
Energy Per Round: 0.5%
Ammunition (Max): 100%
Overheating: After approximately 6% to 7% of firing
Melee Attack: Fast
Scope: no
 
      The Plasma Rifle is favored mostly by the Elites of the Covenant, but also is used by other Covenant soldiers. It is a directed fire energy weapon, capable of firing automatic & semi-auto. Extended bursts of fire will cause the weapon to overheat, temporarily disabling the gun and soon depleting the energy core. Once the energy core has completely run out, the gun is rendered useless.
 
      The Plasma Rifle fires blue-white plasma at high velocities. It is limited by a built-in fail safe device that activates as soon as the weapons temperature reaches a certain level. As with all plasma weapons, you should always give them time to cool down before further use. Short, consecutive bursts of fire seem to work best. When the rifles battery becomes low, it should be replaced as soon as possible.

Needler

needler.jpg

Specs.
 
Ammunition: Crystalline Projectiles
Dual Wielding: yes
Damage: Low to High
Range: Long
Accuracy: Homing
Rate of fire: High
Autofire Capability: Automatic
Energy Per Round: 30 Needles
Ammunition (Additional): 90 (3 mags)
Reload Speed: Average
Melee Attack: Fast
Scope: no
 
      The Needler is an unusual magazine-fed weapon. It fires razorsharp crystalline projectiles, using an unexplained homimg capability that centers on soft organic material, such as flesh. Sometimes, energy sheilds deflect them successfully and also, they ricochet from other hard surfaces. The projectiles then explode after impact with a target, causing further damage.
 
      The Needler's crystalline projectiles home in on targets over long distances and can bounce from objects, so even enemies behind cover can be hit at certain times. These needles are imbedded on impact and, followed by a short delay, detonate in a deadly explosion of sharp shards. If there is at least 8 needles in a target, the damage can be as fatal as a grenade. Dual-wielding double Needlers makes you a fearsome force, but don't overestimate its power. Before its needles hit your target and explode, your opponents are perfectly capable of returing fire. Some also say, the rapid firing of needles obscures your view of the battlefield.

Carbine

covenantcarbine.jpg

Specs.
 
Ammunition: Energy Projectiles
Dual Wielding: no
Damage: Medium (w/ scope High)
Range: Medium (w/ scope High)
Accuracy: High
Rate of fire: Low
Autofire Capability: Manual
Energy Per Round: 18 Projectiles
Ammunition (Additional): 72 (4 mags)
Reload Speed: Average
Melee Attack: Average
Scope: 2x zoom
 
      The Carbine is a rare Covenant, projectile firing rifle. It fires energy projectiles which are fast and damaging. It is a powerful weapon and is fitted with a 2x magnifying scope. It fires semi-automatically with a high degree of accuracy and power. The Carbine offers similar penetration to the UNSC BR55 Battle Rifle.
 
      The Carbine is an accurate weapon, which is some what of a cross between a sniper rifle and battle rifle. With its 2x zoom scope, it's possible to make headshots from a distance. The Carbine's only real flaw is that your location is shown by a green trail when each shot is fired and its rate of fire is rather slow.

Particle Beam Accelerated Rifle

beamrifle.jpg

Specs.
 
Ammunition: Accelerated Particle Beam
Dual Wielding: no
Damage: very High
Range: very Far (w/ scope)
Accuracy: very Far (w/ scope)
Rate of fire: Low
Autofire Capability: Manual
Energy Per Round: 5% to 6%
Ammunition (Max): 100%
Overheating: after 2 rapid shots
Melee Attack: Medium
Scope: 5x & 10x zoom
 
      The Beam Rifle is a very precise and powerful weapon, that uses particle beam acceleration technology to fire a devastating beam of energy. Its limited battery capacity means that the weapon can only fire 18 bursts before depleting. Its intergrated scope offers two levels of zoom, 5x & 10x.
 
      The Beam Rifle is equivalent to the human sniper. The main difference of the two is their ammo type. The "Beam" fires an accelerated particle beam instead of ballistic projectiles. Like other Covenant weaponry it can overheat with rapid fire. Its also not a very good close-quarters weapon. Last of all, your position can be revealed by the pinkish-white particle beam that accompanies each shot.

Brute Shot

bruteshot.jpg

Specs.
 
Ammunition: Grenades
Dual Wielding: no
Damage: High
Range: Long
Accuracy: Medium
Rate of fire: Medium
Autofire Capability: Manual
Energy Per Round: 4 Grenades
Ammunition (Additional): 12
Reload Speed: Slow
Melee Attack: Slow
Scope: no
 
      The Brute Shot is a type of light-grenade launcher. Grenades it fires from a 4-round belt clip, can be bounced or deflected for tactical purposes, such as firing around corners. It is one of the least precise Covenant weapons and its limited ammuntion makes the Brute Shot useless in most combat situations. All of that is made up for though by its massive, razor-sharp bayonet on the bottom of the weapon for a high-damage melee attack.
 
      The grenades fired from the "Shot" explode on contact with a vehicle or an enemy, but when they hit inanimate objects or architecture they will bounce before detonating. This tactic can be used to flush out hidden targets from cover.

Fuel Rod Cannon

fuelrodcannon.jpg

Specs.
 
Ammunition: Explosive Energy Projectiles
Dual Wielding: no
Damage: very High
Range: Far
Accuracy: Low
Rate of fire: Medium
Autofire Capability: Manual
Energy Per Round: 5 Explosive Projectiles
Ammunition (Max): 25 (5 mags)
Reload Speed: Medium
Melee Attack: Slow
Scope: 2x zoom 
 
      The Fuel Rod Cannon is a bulky and heavy weapon, that when equipped obscures your field of vision greatly. It is a shoulder-fired weapon, with a 5 round, rod clip, and features a 2x magnification scope. It fires green, radioactive, energy projectiles in an arc, such as artillery would fire. You should take time to become accustomed to the ballistic trajectory that the shots follow, and how they sink under the force of gravity. You can use this tactic, for hitting far off targets that are behind cover or bunkered. It is most useful for bombarding distant, enemy positions. The Fuel Rods projectiles explode on impact and are highly effective against both vehicles and personnel alike.

Energy Sword

energysword.jpg

Specs.
Length: 3 feet
 
Damage: extremely High
Range: Close Combat
Melee Attack: Fast
 
 
      Thought at first to be purely ceremonial. They are rarely seen in combat, but are invariable carried by high-ranking Elites.

      Though it's true functionality is unknown, it seems that the sword's plasma energy is held into a blade-like form with small magnetic field generators built into the handle mechanism. This seems to be a smaller version of the Covenant's capital ship plasma weapon technology which uses massive generators to stabilize, contain, and guide the plasma without interfering with the plasma's effects.

Plasma Turret

plasmaturret.jpg

Specs.
 
Ammunition: Superheated Plasma
Damage: Medium
Range: Long
Accuracy: Medium
Rate of fire: High
Autofire Capability: Continuous Fire
Ammunition: Unlimited
Scope: no
 
      The Covenant Plasma Turret is supposedly the equivalent of the human Stationary Machine Gun. The Covenant deploy large stationary turrets to defend key strategic locations. This turret is different from the Shade plasma turret in that it is equipped with energy shielding which protects the gunner by deflecting incoming fire. It is primarily intended as a defensive weapon against infantry and can quickly cut down groups of advancing troops.
 

Plasma Grenades

plasmagrenade.jpg

Specs.
Blast Radius: 30 feet
 
Damage: High
Range: Long
Max: 4 Grenades
 
      This weapon is similar to the human grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It sticks to targets by coating itself in a thin layer of plasma which, when in contact with a target, fuses to the target and is impossible to release. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
 
 

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