Covenant Plasma Rifle

From 2d4chan
Jump to navigation Jump to search
This article is about the Halo weapon. Maybe you were looking for Plasma?

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 than the Imperiums' Plasma weaponry, 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 that is more in the lines dubbed as "Arcano-Plasma".

Variants[edit | edit source]

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[edit | edit source]

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

The smallest of the Direct Energy family, these pistols usually have a shorter range and lower rate of fire than their larger counterparts, but makes up for it with their unique ability of 'Charging' up and firing a larger, more powerful, homing shot that causes a massive EMP, temporarily disabling all affected electronics and vehicles.

Direct Energy Rifle[edit | edit source]

Hmmm...so many different colors...

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. Like most Direct Energy weapons, the mechanics of a Plasma Rifle is alien yet surprisingly simple. The main compartment of the Plasma Rifle is the plasmic batteries, electro-volts and the magnetic coil accelerators: once the trigger is pulled the Plasma which has been kept stable in the batteries, is agitated by the electrical currents produced by the two electro-volts which are the "Teeth" at the front. This agitated Plasma is then caught in the two electro-volts in which the magnetic coil accelerators fires the ball of Plasma that has been caught in the electro-volts. Within moments of firing, the magnetic coil accelerator envelopes the Plasma in a weak magnetic field, allowing it to travel further until it hits an object. Excess firing would overheat the batteries, so the Covenant employed two cooling vents, which unlike the Imperium's, is more efficient and advanced, preventing mishaps.

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

Direct Energy Improved/Repeater[edit | edit source]

A slightly larger form of the more common Plasma Rifle, this assault rifle sized weapon is much more accurate, much safer, has an even higher R.O.F., has a longer range and is much more powerful. Comes with an in-large plasmic batteries and magnetic coil accelerators, with a very advanced internal cooling system which prevents the rifle from over-heating, this is what gives the Plasma Repeater such a high rate of fire. 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 Light/Cannon[edit | edit source]

The most Dakka of the Covenant could still be wielded by infantry, 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. They, unlike their smaller brethren contain two separate Plasmic capacitors, one is located in the base of the stand while the other is in the cannon itself, allowing for very large ammo reserves. These cannons are well-suited to target suppression, with a massive rate of fire greater than even a Plasma Repeater, with an even greater range as well. Damages includes complete bisection of a human, vaporization and disintegration, leaving nothing but charred stumps.

Direct Energy Medium/Cannon[edit | edit source]

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

Direct Energy Heavy/Cannon[edit | edit source]

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

Direct Energy Charged/Cannon[edit | edit source]

Mounted exclusively on the Locust, these mini-versions of the Scarab Mining Laser are often used as anti-armor and anti-tank weaponry. Unlike the usual "Blobs" or "Bolts", they reconfigure their Plasma into a almost beam like shape, this allows for a greater range, greater power and a almost instantaneous speed. However they need two massive Plasmic batteries to even operate, and even then the Locust must stop moving in-order to use the Beam to its full potential. But their powers are truly awesome; due to the concentrated nature of the beam, they can slice apart Dreadnoughts and even Baneblades like wet tissue paper, making them a high-priority target to the Imperium of Man.