User:JackVibe/Sandbox

"[The plasma pistol] is the bread and butter of Covenant small arms—almost as common as the MA5 is with the UNSC. After the Covenant Carrier jumped there were some areas of Mombasa where plasma pistols covered the ground like leaves—that maneuver killed a bunch of dudes on both sides."

- Anonymous UNSC E2-BAG/1/7 serviceman

Plasma pistols are a class of single-handed, semi-automatic Covenant infantry directed-energy sidearm manufactured by Assembly Forges and Iruiru Armory. The Covenant and its remnants formally designated the plasma pistol as simply pistols, while the United Nations Space Command's Office of Naval Intelligence has typically type-classified encountered plasma pistols under the designation of Directed Energy Pistol. Nicknames for the plasma pistol include The Little C, Green, Greenboy, Greenie, P-Pistol, and PP.

Design details
"It’s just the right size and it feels good in your hands, but give me an em seven or an em eh five any day of the week."

- Anonymous UNSC E2-BAG/1/7 serviceman

The plasma pistol's origins dates as far back as the Sangheili society before their encounter with the San'Shyuum. The weapon was initially reverse-engineered from a Forerunner device, and, following the Writ of Union, the plasma pistol saw improvements from the San'Shyuum that resulted in the weapon's distinctive scaled burst ability. The weapon's success in the field has led to very few change in its design since the earliest models first enter production, though this may also be the result of the San'Shyuum's restrictions over legacy designs, along with the Covenant's centralized manufacturing control. That being said, there are cases of superficial and functional changes being made, as the most common plasma pistol design—the Eos'Mak-pattern—is associated with numerous sub-variants.

The general design of the plasma pistol remains consistent across different variants; the weapon is made up of two main components: an upper component, which includes the main rear grip and a firing coil, and a lower component which also functions as foregrip for the weapon (though only humans have been observed to wield the weapon with two hands). As a directed-energy weapon, the plasma pistols fires superheated plasma fired from charging poles at the front of the weapon; on certain variants, the charging poles take on a claw-like appearance. The charging poles tend to emit a deep green glow; at the lowest setting, the firearm is an effective source of light. The lower charging pole is connected to the lower component, which extends downwards from the midsection of the upper component of the firearm. The upper component contains the upper firing coil; the coil is covered by a hatch, which doubles as a venting port, as it lifts and exposes the internal components when the weapon overheats, either from firing consistently at its default firing mode or after firing a scaled burst. The rear grip features the holographic charge display, which indicates the weapon charge as it is fired—the display indicates when the weapon is about to overheat from its semi-automatic fire, or when the weapon is fully charged for a scaled burst. On the left side is another small button; this lifts the cover over the upper firing coil and allows access to the weapon's internal components. Certain variants of the plasma pistol also features a tracking iron sight.

The weapon is powered by a battery cell. This battery can be recharged using a variety of power sources, including UNSC generators, provided an appropriate adaptor is at hand. Plasma pistols have a core power output of 100-150 KV at 2~3 dA, but when overcharged, the power output can reach 1.5 MV @ 2~3 dA.

Operation
The plasma pistol has two modes of fire. The first option is rapidly firing the semi-automatic short bursts of plasma capable of quickly degrading dissipative energy shields or vaporizing flesh. The second option is holding down the trigger to activate its scaled burst function, which overcharges the weapon's energy output and fires a blast of plasma which briefly tracks a targeted enemy. The large bolt from the scaled burst has increased damage, but notably carries a devastating short-range EMP effect that can disabled electronics and vehicles on impact.

Default firing mode
When rapidly tapping the trigger, the plasma pistol will fire small bolts of plasma. These bolts deal little damage to targets protected by energy shields, though still more than most kinetic weapons. Against unarmored targets, though, the lethality of the plasma pistol is extreme. Injuries inflicted to a victim are severe third-degree burns, this level of injury causes the wound to be cauterized instantly upon impact. Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact, fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small explosions causing additional damage to the target. Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt. Should the plasma strike cover, the impact can cause splash damage by flinging heated debris, though the blast radius is smaller than most Covenant explosive weapons.

The semi-auto firing mode can be used until the weapon overheats, after which it must cool down for a few seconds before it can be used again. As the weapon approaches low battery, it may sputter and fail to fire. The Hesduros-manufactured pistols used by Jul 'Mdama's forces fire more powerful plasma bolts, with a comparable increase in energy use per shot.

Overcharge mode
"The trigger is soft—no feedback—there’s no break that tells you when the overcharge is gonna kick in. First time I did it was on accident and it damn near sprained my wrist."

- Anonymous UNSC E2-BAG/1/7 serviceman

"How the foxtrot does it track anything? Whatever—I guess that’s why I carry an em eh five instead of a TACPAD."

- Anonymous UNSC E2-BAG/1/7 serviceman

If the plasma pistol's trigger is held for a few seconds, the plasma at the tip will gather into a large spherical mass. Releasing the trigger will fire a single bolt of larger size than usual. This bolt, if aimed correctly, will track its target for a short distance if they attempt to dodge. The overcharged bolt creates an electromagnetic pulse, stunning most electronics. If the target is protected by energy shields, all but the strongest shields will break, allowing their body to take damage. If the overcharge strikes a vehicle, it will be temporarily disabled and rendered helpless for several seconds. As such, even the weakest Covenant infantry can thwart an assaulting Spartan or vehicle, forcing their foe to retreat or creating an opening for their allies. Should an overcharged bolt strike an unarmored flesh target, it will result in instant death. During the Battle of Cleveland, Myras Tyla, striking an Unggoy Minor trio with her plasma pistol, disintegrated three Unggoy rapidly from a single overcharged bolt strike.

However, after the overcharged bolt is fired, the pistol will automatically overheat. Until it cools down the pistol cannot be fired in this mode, giving an opposing target enough time to counterattack. Using the overcharge frequently will also drain the battery faster than usual.

Development history
"It’s a damned ray gun—how come we don’t have ray guns?"

- Anonymous UNSC E2-BAG/1/7 serviceman

Reverse-engineered from a Forerunner tool of indeterminate function, early plasma pistols, such as the, were designed and forged by the Sangheili centuries prior to the Covenant's formation. The early plasma pistols were used Sangheili clan warriors during skirmishes on colony worlds. Following the Writ of Union, the San'Shyuum incorporated several design improvements to the plasma pistol, including a less volatile plasma generator core and the addition of overcharge safety restrictors, the latter of which granted the weapon to fire scaled bursts—large sustained expenditures of energy—capable of incapacitating an enemy and disabled power structures or vehicles via an electromagnetic pulse.

Following the Great Schism and the dissolution of the Covenant, along with its centralized manufacturing control, new variants of the plasma pistols has appeared in a bewildering variety of casing styles and adornments. Furthermore, in the absence of the San'Shyuum's strict restrictions over the usage of legacy design templates, the production of pre-Covenant variants has also resumed.

Usage
"It's great in built-up areas and clearing buildings. Anything over a couple dozen meters though? Not so much."

- Anonymous UNSC E2-BAG/1/7 serviceman

The plasma pistol is the standard sidearm for most Covenant infantry.

Following the Human-Covenant war, the plasma pistols remains an attractive weapon for both Covenant splinter factions and human criminals, because the weapon is simple to use and requires almost no maintenance.

Eos'Mak-pattern plasma pistol
The Eos'Mak-pattern plasma pistol, designated by ONI as "Type-25 Directed Energy Pistol", was the most common variant of the plasma pistol, often utilized by the frontline infantry like the Unggoy, Kig-Yar, and Yanme'e. Within the ONI's designation, however, there are innumerable different sub-classes, much to the consternation of UNSC intelligence officers tasked with categorizing new variants.

Rohakadu-pattern plasma pistol
The Rohakadu-pattern plasma pistol was designed and commissioned per Let 'Volir's requests under a shadow contract between the Banished and Iruiru Armory. While functionally and visually similar to its precursor, it features slight improvements to its durability and native-link compatibility.
 * Rohakadu-pattern plasma pistol: This variant of the plasma pistol features a display on the back of its upper chassis that corresponds to the crystals protruding from its upper cowling.
 * Unbound Plasma Pistol: A modified variant of the plasma pistol with a white chassis that fires faster, stronger bolts. In addition, its scaled burst fires six bolts instead of a single overcharge bolt; the bolts detonate in a "supercombine" explosion if they hit the same target.

Zo'klada-pattern plasma pistol
The Zo'klada-pattern plasma pistol, designated by ONI as "Type-54D Directed Energy Pistol", was one of the original plasma pistol design templates from the Sangheili. Its chassis carries a noticeably bulbous design. With the dissolution of the Covenant and the San'Shyuum's restrictions over legacy templates, this variant became a common sight in the Post-Covenant War conflicts, particularly in the Blooding Years.
 * Zo'klada-pattern plasma pistol: This variant of the plasma pistol features a holographic Smart scope projector on its chassis.
 * Spitfire: This improved variant has a faster rate of fire and reduced heat generated per shot.
 * Void's Tear: An advanced variant that fires overcharged shots, which create an unstable gravimetric vortex at the point of impact by superheating exotic nuclear isomer. The vortex pulls in nearby objects before exploding.

Silver Timeline
Plasma pistols are used by the Covenant against humanity.

Trivia

 * The plasma pistol was inspired by the "Zeus Class Fusion Pistol" from the Marathon series. Like the Fusion Pistol, the plasma pistol is a reasonable-damage single-shot weapon with an overcharge mode. However, the Fusion Pistol's overcharge was far more deadly in-game and could kill nearly any enemy in the game, with one limitation: if the gun was left overcharged for too long, it would explode violently, killing the wielder.
 * In Halo: Combat Evolved, if the player remain idle while wielding a plasma pistol, John-117 will pull the top off the pistol, showing what seems to be a power cell similar to a round of the fuel rod gun. In Halo 3, the same will happen if the player remain idle for a while; the playable character will flip it open and the player will be able to see the internal mechanisms of the pistol.
 * In the PC version of Halo: Combat Evolved, if the player has a modified controller with rapid-fire functionality, they can fire the plasma pistol as fast as the second highest turbo setting, which is as fast as the assault rifle. However, it overheats extremely fast.
 * In Halo 3, it is the only dual-wieldable weapon that does not cause less damage per shot when dual wielded than when single wielded. (26 head/body shots single- or dual-wielded to kill with normal shields; as compared with the M6G that takes 5 head or 8 body single-wielded but 7 head or 11 body when dual-wielded).
 * In the Halo trilogy, if the player's plasma pistol is running low on battery, (less than 10%) when they fire it, then it will occasionally splutter and refuse to fire. This may be due to the fact that the power cell is unable to focus the remaining energy into a ball of plasma.
 * In Halo 3, if one looks at their shadow whilst holding a plasma pistol, one may notice a "cap" like protrusion on the back of the gun. This is actually the hologram on the gun that indicates if it is overheated.
 * In the "Another Day at the Beach" video from the Halo 2 Multiplayer Map Pack, the ODST Butkis uses a plasma pistol to take down the shields of an Elite before Gunnery Sergeant Stacker uses a Battle Rifle to kill it, effectively using the Noob Combo.
 * After killing the Prophet of Regret on "Regret" in Halo 2, he will drop a plasma pistol. He held the same weapon in Halo: Contact Harvest, and was rumored to keep it with him at all times in Halo: The Cole Protocol.
 * In Halo 2 Vista, it is possible to instantly destroy a by aiming an overcharged bolt at the metal flaps on the back of the Ghost's wings.
 * If the player overcharges the plasma pistol in Halo 3 and slowly release the trigger, it will not fire a shot. The plasma would slowly dissipate and disappear. This can be used as a way to prevent excess battery depletion when an overcharge shot is fired. The plasma pistol in PC versions cannot do this as the player is using a mouse to control the firing.
 * In the Halo: Reach Multiplayer Beta, the sound effect for an overcharged blast was the same as when a circuit is hit in Marathon.
 * In Halo 2 for Windows Vista, if the player is carrying the plasma pistol and are in active camouflage, one may see a polygon near the front of the weapon. In Halo 3, while using active camouflage, one can see a square where the heat monitor is. This indicates the hologram is a polygon.
 * In the "Extras" section of the Halo 3: The Official Strategy Guide, it is stated incorrectly that the plasma pistol has a clip size of 10/100 when it does not have a clip size at all.
 * In Konami's Super Bomberman R, the Plasma Pistol is the weapon and special ability used by the Grunt Bomber.

List of appearances

 * Halo: The Fall of Reach
 * Halo: Combat Evolved
 * Halo: The Flood
 * Halo: First Strike
 * Halo 2
 * Halo Graphic Novel
 * The Last Voyage of the Infinite Succor
 * Halo: Ghosts of Onyx
 * Halo: Uprising
 * Halo 3
 * Halo: Contact Harvest
 * Halo: The Cole Protocol
 * Halo Wars: Genesis
 * Halo Wars
 * Halo: Helljumper
 * Halo 3: ODST
 * Halo Legends
 * The Duel
 * Homecoming
 * Origins
 * Prototype
 * The Package
 * Halo: Evolutions - Essential Tales of the Halo Universe
 * Halo: Blood Line
 * Halo: Reach
 * Halo: Fall of Reach
 * Covenant
 * Invasion
 * Halo: Combat Evolved Anniversary
 * Terminals


 * Halo: The Thursday War
 * Halo 4
 * Spartan Ops
 * Halo: Spartan Assault
 * Halo: Initiation
 * Halo: Escalation
 * Halo: Mortal Dictata
 * Halo: Broken Circle
 * Halo 2: Anniversary
 * Terminals
 * Halo: Spartan Strike
 * Halo: The Fall of Reach - The Animated Series
 * Halo: Shadow of Intent
 * Halo: Ground Command
 * Halo Mythos
 * Halo: Fractures
 * Breaking Strain
 * Halo Wars 2
 * Halo: Envoy
 * Halo: Retribution
 * Halo: Recruit
 * Halo: Fireteam Raven
 * Halo: Silent Storm
 * Halo: Official Spartan Field Manual
 * Halo: Lone Wolf
 * Halo: Meridian Divide
 * Halo: Shadows of Reach
 * Halo: Divine Wind
 * Halo: The Television Series
 * Contact
 * Homecoming
 * Reckoning
 * Transcendence