Installation 04

"Greetings! I am the monitor of installation 04."-343 Guilty Spark

 

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Halo_Circle.jpg (52550 bytes)

 

Test
 
 
 
 

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 full-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 little 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.



Ammunition: Explosive Crystalline Fragments (Needles)
Clip Size: 20 needles; 4 extra clips - 80 needles
Crystals: 80 needles

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 however, 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 combat, 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 Carbine: 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 others. 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 thrown 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