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. 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.

While weak on its own, the plasma pistol has a wide variety of functions and becomes deadly in large numbers.

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 is a Covenant directed-energy weapon that was reverse-engineered from a Forerunner device. 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. The Type-25 DEP is a semi-automatic weapon using a single collimator design that gives the weapon its smooth and aerodynamic, claw like appearance. The Type-25 DEP's functionality is straightforward, the rear section of the pistol has a holographic display which indicates temperature as the weapon is fired—in the center of the holographic display is a small red pad, this pad is the Type-25 DEP's safety and activation mechanism. Before the plasma pistol can be fired the user must place their thumb on the pad, the pistol then activates and can be fired. On the left side is another small red button; this opens the top heating vent and allows access to the weapon's internal components.

With the dissolution of a centralized manufacturing control—as a result of the Great Schism and fall of the Covenant—new production of plasma pistols have appeared in a bewildering variety of casing styles and adornments. Much to the consternation of UNSC intelligence officers tasked with categorizing new plasma pistol variants, within this broad type classification are innumerable, different sub-classes. This is due to the Covenant's loose (by human standards) interpretation of "standardization" and disdain of serial manufacturing techniques.

The plasma pistol has two modes of fire, semi-automatic direct and semi-guided area of effect (AOE), also known as "overcharge".

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

- Anonymous UNSC E2-BAG/1/7 serviceman

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 bullet weapons. Against unarmored targets, though, the lethality of the Type-25 DEP 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.

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

Eos'Mak-pattern plasma pistol
The Eos'Mak-pattern plasma pistol.

Rohakadu-pattern plasma pistol
The Rohakadu-pattern plasma pistol.
 * Rohakadu-pattern plasma pistol: This variant of the plasma pistolfeatures 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.
 * Zo'klada-pattern plasma pistol: This variant of the needler features a holographic Smart scope projector on its chassis.
 * Spitfire:
 * Void's Tear:

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: Contact Harvest, Dadab notes that the plasma pistol's lowest power setting is an effective source of light, whilst he is leading a group of Grunts in the dark.
 * 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