Covenant Plasma Rifle: Difference between revisions

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===Direct Energy Pistol===
===Direct Energy Pistol===


The smallest of the Direct Energy family, these pistols usually have a shorter range and rate of fire then their larger counterparts, but makes up for it by their unique ability of 'Charging' up and firing a larger, more powerful shot that causes a massive EMP damage to all electronics and vehicles.
The smallest of the Direct Energy family, these pistols usually have a shorter range and rate of fire then their larger counterparts, but makes up for it by their unique ability of 'Charging' up and firing a larger, more powerful shot that causes a massive EMP damage to all electronics and vehicles. [[File:Halo4_Covenant-Plasma-Pistol-05_tif_jpgcopy.jpg|150px|thumb|right|Pew, Pew, Pew can never be so dangerous and green]]
 
[[File:Halo4_Covenant-Plasma-Pistol-05_tif_jpgcopy.jpg|150px|thumb|right|Pew, Pew, Pew can never be so dangerous and green]]


===Direct Energy Rifle===
===Direct Energy Rifle===

Revision as of 08:29, 2 September 2013

The most iconic weapon in the Covenant Empire, along with the Needler and the Energy Sword. The Plasma Rifle also known as the Direct Energy Weapon and its other sister weapons are noted to be weaker then the Imperium, but like the Tau, compensate it for its reliability, rate of fire and lack of the catastrophic mishaps found in most Imperial Plasma Weapons. They are famous for their elegant yet rigid design, and the fact that the "Plasma" they are firing, aren't even Plasma at all, but something...more arcane.

Variants

There are a whole range of Covenant Plasma Rifles, from the small and dinky Plasma Pistol, to the mighty and monstrous Plasma Torpedoes. Whatever it is, all are adept at killing something specific for its use. Despite being usually weaker then the Imperiums, it is still catastrophically dangerous. Damages such as loss of limbs, heads and torsos are not unheard of, and turning security doors or vehicle parts into molten slag is the most common, to most veterans of the Imperial Guard, getting 4th to 5th degree burns from a near miss is considered "Lucky". In some extreme cases, they will cause complete vaporization, leaving nothing but irradiated footprints.

Direct Energy Pistol

The smallest of the Direct Energy family, these pistols usually have a shorter range and rate of fire then their larger counterparts, but makes up for it by their unique ability of 'Charging' up and firing a larger, more powerful shot that causes a massive EMP damage to all electronics and vehicles.

Pew, Pew, Pew can never be so dangerous and green

Direct Energy Rifle

The most common weapon in the Covenant. Essentially a scaled up version of the Plasma Pistol, with longer range and higher rate of fire, although it sacrifices the Pistols ability for a 'Charged' up shot in order to compensate for the high R.O.F. in the Rifles.

  • There is also a Jiralhanae variant, stands out by the fact the gun and the shots are red, sacrifices the power of a normal Plasma Rifle for a even higher rate of fire.

Direct Energy Improved/Repeater

A slightly larger form of the more common Plasma Rifle, this assault rifle sized weapon is much more accurate, much more safer, have an even higher R.O.F., has a longer range and much more powerful. A very big improvement which can cause massive suppression, this is essentially what the Plasma Repeater is to a Plasma Rifle the same way as a Hellgun is to a Lasgun, and a Storm Bolter is to a Bolter.

Direct Energy Heavy/Concussion

This is essentially the Covenants answer to a Imperial Plasma Gun, with the same damage and range, but without the threats of over-heating, instead the "Plasma" is stored in battery chambers meaning that it reloads rather then recharges, this makes it much more safer and much more efficient then their Imperial Counterparts.

Direct Energy Launcher

More commonly known as the Plasma Launcher, this weapon shoots out four Plasma Grenades in consecutive shots, to make this even more nightmarish for the forces of the Imperium these grenades home-in into targets and sticks to them, trying to take off the sticky residue of the arcane like plasma is all but futile. One Plasma Grenade is already noted to turn an entire Lemun Russ Tank into molten slag, four grenades however is just overkill.

Direct Energy Light/Cannon

The most Dakka of the Covenant could still be wielded by small-arms, these are literally Plasma Mini-guns. While the Plasma Pistols and Plasma Rifles fire fist-size 'Plasma Bolts', the Light Plasma Cannon fire 'Plasma Bolts' that are literally the size of a Sangheilies fist. These cannons cause massive suppression, with a massive rate of fire greater then even a Plasma Repeater with an even greater range. Damages includes complete bisection of a human, vaporization and disintegration, leaving nothing but charred stumps.

Direct Energy Medium/Cannon

It is pretty much the "Middle-Child" of the Plasma Cannons, mounted only on light and reconnaissance vehicles.

Direct Energy Heavy/Cannon

A Heavy Plasma Cannon usually situated on vehicles. Fires globs of Plasma that is slower, but with greater range and damage then their Light Plasma Cannon counterparts. A single shot should be enough to heavily cripple or destroy even a mighty Malcador-Heavy Tank.

Direct Energy Ultra-Heavy/Anti-Aircraft

These massive Plasma Weapons can only be seated on Gun Batteries or Scarabs and the likes. They are meant to shoot down enemy Aircraft, but can be re-purposed to destroy any Land Units/Vehicles short of a Titan if pleased.

Direct Energy Ultra-Heavy/Beam

Mounted on only Scarabs and other Super-Heavy Walkers, instead on the usual 'Bolts' these weapons shoot out concentrated beams of Plasma that instantly vaporize and cut through almost all types of materials. When shot against other Super-Heavies or Titans, the beams slice through their armor like a Plasma Torch through Steel, just like what it was intended.

Direct Energy Starship/Torpedo

The Largest and most Powerful of them all, only mounted on massive Starships. The Covenant mainly use them for ship-to-ship battle but can be also used for orbital bombardment, where the damage on the ground is absolutely catastrophic.