Halo 3 Equipment

Makes a bubble that does not allow bullets or grenades to pass either in or out. A bubble shaped energy shield which denies entry to things such as bullets or grenades, but not vehicles and other players. It is often used to provide defense on open ground, or as cover through doorways. It is most effective when used while wielding a shotgun, since you have to enter the bubble to kill its user, and inside the bubble is like a knife fight in a closet. The bubble shield is difficult to see at range since it is more or less transparent. The bubble shield can be destroyed, but often by then the user has regained their ability to return an attack, or has escaped from the other side into cover. I have found this item to be effective if you deploy it, and then step behind it to protect you from attack, while lobbing grenades in an arc over the top. Since your enemy can't use grenades or weapons against you at range, it is basically an instant trench, the shield is also a great strategy if used in a Lone Wolves Oddball game, simply hide inside the bubble with the ball held and since the oddball beatdown is instant kill your basically invulnerable as long as the opponent entering the bubble shield doesn't stick you whilst entering. Also a very interesting thing about the bubble shield is that even before it is "opened" it will protect you. A very good use for the bubble shield is deflecting rockets (as seen on below, I am the guy throwing the shield).


A portable version of the directional shields you see littered in campaign. Useful for providing a vantage point against snipers or as simply extra cover in a firefight. The fastest way to destroy the deployable cover is to strike the base unit (the black thing on the bottom of the shield). Also, unlike the bubble shield enemies, or allies cannot pass through it until it is destroyed, this makes for an obstical for which to cover your escape and slow down the enemy.


Emits a blinding flash to all that look at this when it goes off, great for confusing or temporarily stunning enemies. The deployer of the flare is still blinded by its effects. In campaing mode, it is completely useless because Brutes can still see fairly well even when blinded by it.


A smaller portable version of the anti gravity lifts see previously in the Halo trilogy. The lift stays active for a short while after being dropped. However, it can be destroyed. A portable anti gravity device designed to offer a leg up to soldiers in the field. Apparently of covenant origins. Its power cell drains quickly but it is powerful enough to lift 3 spartans in a warthog while it lasts. The most effective known counter to this device is the power drainer, as it scares everyone away while an assault rifle cleans up the brave. It can also "deflect" vehicles and thrown grenades and equipment.


The Power Drainer is an object that once activated emits an almost emp like blue pulse that depletes enemy shields and causes vehicles to stop. If the enemy stays in the Power Drainer's effective area for too long, they will die. The power drain rapidly drains energy shields within a moderate sized radius using magnetic induction. It is very useful for clearing a room, especially when followed by any type of grenade, as it is almost an automatic kill to whoever is dumb enough to stand their ground when it is used. When you see a blue cloud, run away, or if it is on your objective, throw grenades at it to kill anything caught in its effect. The brute shot is VERY effective when used in conjunction with this item while clearing a room.


A piece of equipment that is similar to the power drainer, however it is red and has different effects. When activated it will cause the radars of nearby players to show large activity, and the enemy screen to flash. This piece of equipment creates many rapidly moving red dots on the radar of anyone in range. Like other equipment, it can be destroyed by a well placed shot or grenade. Note that proximity determines how many red dots are on your motion tracker. In campaign mode it will cause any Brutes to go breserk and any grunts to panick.


Refered to as the "opposite of the power drainer". It will raise shields of players within proximity. It does NOT prevent you from being killed, a rocket, sniper/beam rifle head-shot, or a spartan laser blast will still kill you.


A land mine which is triggered by pressure from above which functions well as anti-vehicle and anti-personal device. It has been found most effective in guarding tight spaces and protecting objectives, but can be taken on the offensive by remotely detonating it while trying to secure objectives. It is very effective as well for placing it at the exit point of a mancannon. Once activated, the Trip Mine will give off an orange glow and will emit a beeping sound. This mine is great against vehicles, but a single Trip Mine cannot kill a fully shielded enemy. 


The Automated Turret, also known as the Auto-Turret, is a form of equipment similar in design to a Sentinel. As its name implies, it acts as an automatic defense system (deployable antipersonnel turret) for the player and is featured in Halo 3. It is so far only encountered on the Halo 3 levels The Ark, The Covenant and Halo; and is not found on any multiplayer maps. The auto-turret is dropped in an area where you want to defend, and once deployed, it will automatically shoot at the enemy. This small, robotic turret is a piece of Forerunner technology found on the Ark and resembles a stripped down Sentinel. It's mode of attack is firing a thin, blue beam at its target. This device is extremely adept at destroying Flood of all kinds, but is still highly effective at taking down enemies of all kinds. It's drawbacks are that it takes a long time to find and shoot a target. Its HUD symbol is a silhouette of the equipment itself, and slightly resembles the symbol for the Power Drain.

Advantages: The Auto-Turret can be moved from one place to another. The Auto-Turret has sufficient power to remove a Brute's power armor, kill a Jackal, and kill a Grunt, with a single shot. Even with its poor targeting and low health, the Automated Turret can still often provide kills without considerable player support.

Disadvantages: Due to programming issues, the turret has problems picking out targets, often tracking allies with its targeting system. It can also fire at the Master Chief or Arbiter by accident. It can kill you in one shot, regardless of difficulty.
Upon the betrayal of 343 Guilty Spark, like all Sentinels, Automated Turrets will fire on you. Players should remember that before you enter the Control Room on the level Halo, any surviving Automated Turrets should be destroyed as they might possibly kill you once you return to their location after activating Installation 04 (II).
The turret is also easily deflected. Even the slightest touch can send it flying into the air.
Because of its slow targeting time, if you come up behind one, it will not turn around. You can then assassinate it, but oddly, either through a glitch or bug, it will not explode. It will simply fall to the ground, disabled. If you look at it, your targeting reticle changes to red, and if the Arbiter is there, he will destroy it while it is on the ground.


Although not seen in multiplayer, cloaking is redily avaliable in the campaign missions The Ark and The Covenant. It is very similar to Active camo, its only difference is that when you pick it up, you can activate it any time. It is found where ever brute stalkers are. Cloaking lasts for around 12 seconds, but is active indefinitely for brutes until their power armor is destroyed.


Invulnerability is a very rare piece of equipment. It is only found when you kill a brute chieftan before he activates it. When you activate it you are completely protected from all damage for around 10 seconds.