From Halopedia, the Halo wiki

H5G Spitfire.png
Production overview


Kig-Yar armorers

Model series:



Directed Energy Pistol[1]


Ammunition type:

Superheated plasma[2]

Feed system:

100 battery units[2]

Rate of fire:

Semi-automatic; single charged bolt[2]

Muzzle velocity:

  • 169 m/s single shot (380 mph)
  • 65 m/s charged shot (147 mph)

Effective range:

Medium to long

  • 38.10 m (125.00 ft) (unscoped)[3]
  • 113.80 m (373.36 ft) (scoped)[3]
Service history

In service:

Post-Covenant War conflicts


"The skill and finesse of Kig-Yar armorers should be never underestimated. Improved Plasma Pistol with faster rate of fire and reduced heat generated per shot."
— In-game description[4]

The Spitfire is a special variant of the Type-54D Directed Energy Pistol.[2]


Design details[edit]

The Spitfire is a named variant of the T-54D DEP, which has a faster charging cycle, increased damage and range, and less heat generated per shot. The skill and finesse of Kig-Yar armorers has resulted in the creation of the Spitfire. It retains the same chassis as the normal T-54D DEP except that the top part of the weapon is now colored a faint purple with white Covenant glyphs covering the rear half, while the bottom part of the weapon is colored predominantly red with a small Covenant glyph overlaid at the rearmost end.[4]

Service history[edit]

In October 2558, a copy of the weapon was left in an area on Genesis that Fireteam Osiris and 031 Exuberant Witness passed through under the heat of hostile Promethean and Covenant forces on their way to reunite with Blue Team at the Gateway.[5] The weapon was later integrated into the UNSC Infinity's War Games simulations for use by Spartan-IVs.[2]


Halo 5: Guardians[edit]

The Spitfire is a special weapon available in the campaign mission Genesis.

Gameplay-wise, the Spitfire, an Uncommon Level 2 REQ worth 75 REQ Points when sold, works identically to a standard Plasma Pistol except that it has a 25% higher red reticle range, faster heat dissipation, less battery charge expended when the weapon is kept charged, and higher overall damage, killing a full shield, full health Spartan in 5 uncharged shots or 3 overcharged shots.[3] These improvements can be taken advantage of to stop enemy vehicles and/or hijack them, which can prove useful for the "Rolling Thunder" achievement in the mission Genesis. Interestingly, the Spitfire still loses 15% of its battery with overcharged shots in the campaign, despite the normal Plasma Pistol losing 33% less battery charge in the campaign than in multiplayer.[2]

Changes from the Type-54D Directed Energy Pistol[edit]

  • Faster charging cycle and heat dissipation.
  • Red reticle range increased by 25%.
  • The battery is drained much more slowly when the weapon is kept charged.
  • Increased damage; uncharged shots break a Spartan's energy shields in 2 shots instead of 3 and kill in 5 shots instead of 9.
  • Reticle is bloomed out slightly.



Halo 5: Guardians REQ cards[edit]

List of appearances[edit]