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
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
| Ability or rule | Use | Check |
|---|---|---|
| Hologram | Sends a decoy toward a selected point | Whether an opponent actually follows it |
| Active Camouflage | Reduces visibility | Movement and nearby observation |
| Evade | Quick evasive roll | Availability in the current mode/loadout |
| One equipped ability | Defines the current tactical option | Pickup replacement or loadout before combat |
Useful tip
Hologram and Active Camouflage help change attention or visibility.
References
| Reference | Website |
|---|---|
| Halo: Reach publisher listing | store.steampowered.com |
| Bungie original Reach manual transcription | www.halopedia.org |
| Halo official Noble Team roster | www.halowaypoint.com |
| Reach campaign mission reference | www.halopedia.org |




