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Halo: Reach / Armor abilities

Halo: Reach Armor abilities: Sprint, Jetpack, Armor Lock and Hologram

Choose the right Reach ability and understand its limits.

Edition covered

Original 2010 Halo: Reach story and core mechanics. Pictures show the enhanced PC Master Chief Collection release; multiplayer scenes are identified in their captions. MCC progression and later additions can differ from Xbox 360.

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Armor abilities

Sprint in Halo: Reach
Temporary faster movement

Sprint

Tradeoff: Weapon is lowered while sprinting.

Reference

Quick notes

  • Only the equipped ability is active. Reach replaces many single-use equipment decisions with a rechargeable armor ability.
  • Movement abilities still need a landing plan. Sprint closes distance and Jetpack adds vertical movement.
  • Defensive abilities buy a window. Armor Lock protects while it holds the Spartan in place.
  • Use deception with a route in mind. Hologram and Active Camouflage help change attention or visibility.

Movement abilities still need a landing plan

Deception and availability
Ability or ruleUseCheck
HologramSends a decoy toward a selected pointWhether an opponent actually follows it
Active CamouflageReduces visibilityMovement and nearby observation
EvadeQuick evasive rollAvailability in the current mode/loadout
One equipped abilityDefines the current tactical optionPickup replacement or loadout before combat
Useful tip

Hologram and Active Camouflage help change attention or visibility.

References
Guide references
ReferenceWebsite
Halo: Reach publisher listingstore.steampowered.com
Bungie original Reach manual transcriptionwww.halopedia.org
Halo official Noble Team rosterwww.halowaypoint.com
Reach campaign mission referencewww.halopedia.org