Covenant
Covenant weapons
Plasma
Pistol:
The Covenant's equivalent to a human pistol, the Plasma Pistol is powered by an
internal power core which, when depleted renders the weapon useless. The Plasma
Pistol fires packets of supercharged energy at a target, inflicting burn damage.
The weapon, however, can be overcharged, storing up power for several seconds
before discharging a massive blast at a target that can short circuit an enemy's
shields, even one with an overshield. However, overcharging is not without
risks, if the weapon is overcharged than it will overheat and require several
seconds to cool down. Overcharging may also drastically reduce the pistol's
power core. This weapon uses a smaller version of the plasma technology
used in the Covenant's main capital ships. By using a small magnetic field
generator, the overcharged plasma bolt tracks and moves toward the nearest
moving target in its fire arc. The Plasma Pistol is used mainly
by Grunts, Drones, and Jackals.
Ammunition: Plasma Bolts
Clip Size: 100 battery units
Core power output: 100-150 kV : 2-3 dA
Overcharge power output: 1.2 mV : 2-3 dA
Plasma Rifle: The Plasma Rifle is the main
infantry weapon of Covenant infantry forces, this distinctively shaped weapon
fires a supercharged bolt of energy. The Plasma
Rifle is also capable of firing in f
ull-automatic delivering a withering hail of
energy blasts in seconds, however take care when firing in full automatic there
is a heat gauge on the side of the Rifle and when it reaches maximum the weapon
will overheat rendering it useless for a few seconds. This weapon uses a smaller version of the plasma
technology used in the Covenant's main capital ships. By using a small magnetic
field generator, the plasma is forced forward after discharge in small bolts.
The Plasma Rifle is most favored by the elites but a custom version is also used
by Brutes.
Ammunition: Plasma Bolts
Clip Size: 100 battery units
Core power output: 100-150 kV : 2-3 dA
Rate of fire: 420-600 RD/MIN
Needler: Very li
ttle
is known about this weapon other than that it is a magazine fed weapon capable
of automatic fire and target tracking. Its projectiles penetrate soft targets no
matter what the angle of impact and then explode after inflicting puncture
wounds, furthering the damaging effect. They ricochet off of hard surfaces at
oblique angles, however, and are always deflected by energy fields, the only
exceptions to this being the shields generated by the MJOLNIR battle suit and
the Elite's combat armor. The composition and energy signature of its projectile
is unknown. The manner in which the projectiles home in on their target is also
unknown.
Fuel Rod Gun: The Fuel Rod Gun is an indirect fire weapon: it's explosive
projectiles follow an parabolic trajectory. The impact of a fuel rod is powerful
and effective against vehicles and infantry alike. Be careful h
owever,
as rapid fire overheats the weapon. Once a power core is fully expended the
weapon is rendered useless. The effects of prolonged exposure to fuel rod energy
are unknown. The fuel rod gun is the main weapon of the Covenant Hunters, though
they use a slightly different version where the weapon is directly integrated
into their armor. Special Op Grunts have also been known to carry these weapons.
These weapon's batteries are powered by fuel rods which, once unstable or
depleted, activate a failsafe and explode. Recent sightings of this weapon point
to an upgraded version. The infantry version now uses clips that hold 5 Fuel
Rods apiece, and has a small 2x scope attached for long-range bombardment. Note:
This weapon will deplete its energy source as you use it. It is wise to replace
it as often as possible.
Ammunition: Fuel Rods
Clip Size: 100 battery units, 5 Rounds in upgraded version
Core Power output: 250-300 kV : 4-5 dA
Overcharge power output: 2.5 mV : 4-5 dA
Energy Sword: Thought at first to be purely ceremonial. They are rarely seen
in co
mbat,
but are invariable carried by high-ranking Elites. Though it's true
functionality is unknown, it seems that the sword's plasma energy is held into a
blade-like form with small magnetic field generators built into the handle
mechanism. This seems to be a smaller version of the Covenant's capital ship
plasma weapon technology which uses massive generators to stabilize, contain,
and guide the plasma without interfering with the plasma's effects. If the
wielder drops the weapon accidentally a fail-safe activates deactivating the
magnetic field without first dispensing the plasma consuming the handle thus
destroying the weapon. This weapons is the Arbiter's main weapon although not
his only choice.
Covenant Carb
ine: Rare
Covenant projectile-firing rifle, a powerful and stocky weapon, and fitted with
a 5x magnifying scope. Fires single high-speed radioactive round with high
degree of accuracy and power. In some ways its technology mimics the Fuel Rod
Gun, although obviously on a smaller scale, but offers similar penetration as
the UNSC Battle Rifle.
Clip Size: 36 Rounds
Brute Shot: Very little is known about this weapon, only that the Covenant
Brutes seem to favor this weapon over oth
ers.
It seems to fire high-power ballistic grenades at very high velocities that
bounce off of and around most surfaces. The splash damage from this weapon is
extremely high. It also has a very sharp bayonet-like blade on the underside of
it that is used as a melee weapon. It can shoot four rounds per magazine and the
short fuse allows skilled marksmen to deflect the grenades off hard surfaces to
hit covered targets
Plasma Grenade: This weapon is similar to the human hand grenade in that it
is a th
rown
anti-infantry and anti-vehicle weapon. It sticks to targets by coating itself in
a thin layer of plasma which, when in contact with a target, fuses to the target
and is impossible to release. It has some kind of internal mechanism that allows
it to distinguish between targets and background. For example, it will stick to
a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is
activated after it sticks to a target or otherwise comes to a rest. It should be
noted that prolonged exposure to the radiation emitted by plasma grenades can
cause a deviation in the neural electric pathways of the user--a disorder called
Boren Syndrome.
Note: If one plasma grenade sticks to another plasma grenade, the explosive
cores fuse and generate a larger explosion.
Beam Rifle: Very precise, powerful weapon, uses relatively familiar particle
beam acceleration method to fire devastating beam of energy. Limited battery
capacity means weapon can only fire approximately 25 bursts before depleting
charge. Integrated scope enables two levels of zoom, approximately 5x and 10x.
Makes excellent sniper weapon.
Ammunition: Accelerated Particle Beam
Ammo Charge: 25 bursts