Okarda'phaa-pattern plasma rifle

The Plasma Rifle is a ground firearm of the Covenant army.

Introduction
A common light weapon in the Covenant army, the Plasma Rifle is wielded primarily by Elites. It uses plasma technology instead of projectile ammunition, firing directed energy bolts. This means that the weapon draws from a power source to generate its energy projectiles rather then firing individual metal projectiles like modern guns. The core power output of these projectiles is 100-150 Kv @ 2-3 dA, and the rate of fire is 420 to 600 rounds per minute.

Advantages
The weapon is known for its power and accuracy and its high rate of fire. Like other plasma weapons, the Plasma Rifle is effective at depleting shields, though not as effectively as the Plasma Pistol. The Plasma Rifle is also able to Dual Wield.

Disadvantages
However, this high firing rate heats the weapon up and prolonged use of it will overheat the rifle rendering it useless for a brief period of time. It should be noted that firing in full-auto mode will cause the weapon to overheat much faster than rapidly firing in semi-auto mode. It is said that the weapon's power source can be replaced or recharged when depleted; however, the Humans in the Halo Universe lack the knowledge to do such things.

Because of this, the Master Chief and other human users of the weapon must abandon it when low or depleted of energy. The ability to play as the Covenant Arbiter in Halo 2 does not bring with it the ability to "reload" the weapon; users must still abandon the weapon when out of power. The plasma rifle appears in both Halo games, although with some slight changes between the two games.

This weapon is also horribly ineffective at fighting the flood, as it takes multiple hits to knock a Flood Combat Form down. In Halo 2 this weapon has been made even more underpowered, but it compensates that for faster firing and duel-wielding.

Halo: Combat Evolved
The plasma rifle in the original Halo game is somewhat more powerful and accurate then the version in the sequel. Furthermore the weapon held a unique ability to Stun opponents that were hit by the high velocity plasma rounds that the weapon fires. This effect greatly reduces the victims ability to move and dodge the incoming projectiles and allows the wielder of the plasma rifle to more easily hold the opponent in the weapon's firing arc. The drawback, however, was that this effect is only felt when the weapon is fired in its automatic mode. Therefore while the opponent was much easier to repeatably hit. While stunned, the weapon will often overheat before the opponent was completely killed. However despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user.

In the Campaign, the Plasma Rifle is best used against the Sentinels.

Halo 2
The plasma rifle in Halo 2 is not as powerful or accurate as its predecessor. It also lacks the ability to stun. However, these drawbacks are compensated by the ability to duel-wield the weapon. This allows the rifle to be paired with a wide variety of other weapons from Halo 2. This means that the weapons power and firing rate can be added to other weapons to create powerful combinations. The changes in the weapon are directly related to the inclusion of duel-wielding in Halo 2. For purposes of balance, the weapon, along with many others from the original Halo, was tweaked to better fit the new game's fighting style. The plasma rifle takes an opponent's shields off with 5 shots, but takes many more to kill. Plasma Rifles are also the basis for several other weapon systems, including the plasma turrets on a Wraith and Ghosts.

The Plasma Rifle is not to be confused with the Brute Plasma Rifle, which is red instead of blue. The Brute Rifle does more damage than the Plasma Rifle, but overheats more quickly than its counterpart.

Character Compatibility

 * Elites
 * Spartans
 * Brutes
 * Grunts
 * Jackals
 * Marines
 * Drones (have animation but not used)
 * Flood Combat Form (Human)
 * Flood Combat Form (Elite)