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The plasma pistol's origins dates as far back as the Sangheili society before their encounter with the [[San'Shyuum]].{{Ref/Reuse|enc22p291}} The weapon was initially reverse-engineered from a [[Forerunner]] device,{{Ref/Reuse|waypoint}} 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.{{Ref/Reuse|enc22p291}} The weapon's success in the field has led to very few change in its design since the earliest models first enter production,{{Ref/Reuse|evg143}} though this may also be the result of the San'Shyuum's restrictions over legacy designs,{{Ref/Reuse|enc22p291}} along with the Covenant's centralized manufacturing control.{{Ref/Reuse|waypoint}} 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.{{Ref/Reuse|waypoint}}
The plasma pistol's origins dates as far back as the Sangheili society before their encounter with the [[San'Shyuum]].{{Ref/Reuse|enc22p291}} The weapon was initially reverse-engineered from a [[Forerunner]] device,{{Ref/Reuse|waypoint}} 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.{{Ref/Reuse|enc22p291}} The weapon's success in the field has led to very few change in its design since the earliest models first enter production,{{Ref/Reuse|evg143}} though this may also be the result of the San'Shyuum's restrictions over legacy designs,{{Ref/Reuse|enc22p291}} along with the Covenant's centralized manufacturing control.{{Ref/Reuse|waypoint}} 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.{{Ref/Reuse|waypoint}}


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.{{Ref/Reuse|osfm}} 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.{{Ref/Reuse|h3bnet}} 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.  
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).{{Ref/Reuse|evg143}} 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.{{Ref/Reuse|hrgameplay}}{{Ref/Reuse|h4gameplay}} The charging poles tend to emit a deep green glow; at the lowest setting, the firearm is an effective source of light.{{Ref/Novel|CH|Chapter=18}} 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,{{Ref/Reuse|osfm}} 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.{{Ref/Book|h4evg|H4EVG|84}} 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.{{Ref/Reuse|hcegameplay}}{{Ref/Reuse|h2gameplay}}{{Ref/Reuse|h3gameplay}} 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.{{Ref/Game|HI|Plasma pistol idle animation}} Certain variants of the plasma pistol also features a tracking iron sight.{{Ref/Reuse|h4evg}}


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.{{Ref/Reuse|waypoint}}
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.{{Ref/Reuse|osfm}} 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.{{Ref/Reuse|h3bnet}}  
 
The plasma pistol has two modes of fire, semi-automatic direct and semi-guided area of effect (AOE), also known as "overcharge".{{Ref/Book|h4evg|H4EVG|84}}


===Operation===
===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 shielding|energy shields]] or vaporizing flesh.{{Ref/Reuse|waypoint}} 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.{{Ref/Reuse|evg}}{{Ref/Reuse|h4evg}} 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.{{Ref/Reuse|osfm}}
[[File:HR Grunt&JackalMajors 2.png|thumb|300px|An Unggoy firing the plasma pistol's standard bolts while a Kig-Yar holds a plasma pistol in its overcharge state.]]
[[File:HR Grunt&JackalMajors 2.png|thumb|300px|An Unggoy firing the plasma pistol's standard bolts while a Kig-Yar holds a plasma pistol in its overcharge state.]]
====Default firing mode====
====Default firing mode====
[[File:H3ODST PlasmaPistolBolt.png|thumb|250px|An Unggoy Minor firing his plasma pistol.]]
[[File:H3ODST PlasmaPistolBolt.png|thumb|250px|An Unggoy Minor firing his plasma pistol.]]
When rapidly tapping the trigger, the plasma pistol will fire small bolts of plasma. These bolts deal little damage to targets protected by [[Energy shielding|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.<ref>'''[[Halo: The Fall of Reach]]''', ''pages 328''</ref> Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact,<ref>'''[[Halo: The Flood]]''', ''page 22''</ref> 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.<ref>'''[[Halo: Ghosts of Onyx]]''', ''page 19''</ref><ref name="reach">'''Halo: The Fall of Reach''', ''page 315''</ref> 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.<ref>'''[[Halo: The Cole Protocol]]''', ''page 15''</ref>
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.<ref>'''[[Halo: The Fall of Reach]]''', ''pages 328''</ref> Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact,<ref>'''[[Halo: The Flood]]''', ''page 22''</ref> 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.<ref>'''[[Halo: Ghosts of Onyx]]''', ''page 19''</ref><ref name="reach">'''Halo: The Fall of Reach''', ''page 315''</ref> 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.<ref>'''[[Halo: The Cole Protocol]]''', ''page 15''</ref>


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 [[Jul 'Mdama's Covenant|forces]] fire more powerful plasma bolts, with a comparable increase in energy use per shot.{{Ref/Reuse|waypoint}}
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 [[Jul 'Mdama's Covenant|forces]] fire more powerful plasma bolts, with a comparable increase in energy use per shot.{{Ref/Reuse|waypoint}}
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===''Eos'Mak''-pattern plasma pistol===
===''Eos'Mak''-pattern plasma pistol===
{{Main|Eos'Mak-pattern plasma pistol}}
{{Main|Eos'Mak-pattern plasma pistol}}
The ''Eos'Mak''-pattern plasma pistol, designated by ONI as "Type-25 Directed Energy Pistol",{{Ref/Reuse|evg}}{{Ref/Reuse|h4evg}} was the most common variant of the plasma pistol, often utilized by the frontline infantry like the Unggoy, Kig-Yar, and Yanme'e.{{Ref/Reuse|enc22p291}}{{Ref/Reuse|hcegameplay}}{{Ref/Reuse|h2gameplay}}{{Ref/Reuse|h3gameplay}}{{Ref/Reuse|hrgameplay}}{{Ref/Reuse|h4gameplay}} 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.{{Ref/Reuse|waypoint}}
The ''Eos'Mak''-pattern plasma pistol, designated by ONI as "Type-25 Directed Energy Pistol",{{Ref/Reuse|evg}}{{Ref/Reuse|h4evg}} was the most common variant of the plasma pistol, often utilized by the frontline infantry like the Unggoy, Kig-Yar, and Yanme'e.{{Ref/Reuse|enc22p291}} 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.{{Ref/Reuse|waypoint}}
<gallery class=center>
<gallery class=center>
File:HReach-PlasmaPistolSide.png|A variant with tracking sights.
File:HReach-PlasmaPistolSide.png|A variant with tracking sights.
Line 97: Line 96:
*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 [[BR55 Battle Rifle|Battle Rifle]] to kill it, effectively using the [[Noob Combo]].
*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 [[BR55 Battle Rifle|Battle Rifle]] to kill it, effectively using the [[Noob Combo]].
*After killing the [[Prophet of Regret]] on "[[Regret (Halo 2 level)|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]]''.
*After killing the [[Prophet of Regret]] on "[[Regret (Halo 2 level)|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 {{Pattern|Karo'etba|Ghost}} by aiming an overcharged bolt at the metal flaps on the back of the Ghost's wings.
*In ''Halo 2 Vista'', it is possible to instantly destroy a {{Pattern|Karo'etba|Ghost}} 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.
*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.

Revision as of 19:44, July 22, 2023

An Unggoy Major and two Unggoy Minors wielding the Eos'Mak-pattern plasma pistols during the Battle at Mombasa. From Halo 3: ODST campaign level Tayari Plaza.
A trio of Unggoy using plasma pistols.

"[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[1]

Plasma pistols are a class of single-handed, semi-automatic Covenant infantry directed-energy sidearm manufactured by Assembly Forges and Iruiru Armory.[2][3] The Covenant and its remnants formally designated the plasma pistol as simply pistols,[4][5] 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.[6][7] Nicknames for the plasma pistol include The Little C, Green, Greenboy, Greenie, P-Pistol, and PP.[8][9]

Overview

Design details

The interior of a plasma pistol.

"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[1]

The plasma pistol's origins dates as far back as the Sangheili society before their encounter with the San'Shyuum.[4] The weapon was initially reverse-engineered from a Forerunner device,[3] 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.[4] The weapon's success in the field has led to very few change in its design since the earliest models first enter production,[10] though this may also be the result of the San'Shyuum's restrictions over legacy designs,[4] along with the Covenant's centralized manufacturing control.[3] 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.[3]

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).[10] 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.[11][12] The charging poles tend to emit a deep green glow; at the lowest setting, the firearm is an effective source of light.[13] 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,[2] 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.[14] 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.[15][16][17] 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.[18] Certain variants of the plasma pistol also features a tracking iron sight.[19]

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.[2] 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.[1]

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.[3] 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.[6][19] 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.[2]

A Kig-Yar Major and an Unggoy Major wielding the Eos'Mak-pattern plasma pistols during the Battle at Szurdok Ridge. From Halo: Reach campaign level Tip of the Spear.
An Unggoy firing the plasma pistol's standard bolts while a Kig-Yar holds a plasma pistol in its overcharge state.

Default firing mode

An Unggoy Minor, an Unggoy Major, a Kig-Yar Major, and a Kig-Yar Minor wielding the Eos'Mak-pattern plasma pistols during the Battle at Mombasa. From Halo 3: ODST campaign level Tayari Plaza.
An Unggoy Minor firing his plasma pistol.

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.[20] Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact,[21] 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.[22][23] 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.[24]

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.[3]

Overcharge mode

An ODST primes a plasma pistol's overcharge.
A trio of Unggoy Minors being vaporized by an overcharged bolt strike from Myras Tyla with her Type-25 plasma pistol.
A trio of Unggoy Minors being disintegrated by an overcharged bolt from Myras Tyla's plasma pistol.

"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[1]

"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[1]

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.[25] 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.[26] 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.[27]

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[1]

Reverse-engineered from a Forerunner tool of indeterminate function,[3] early plasma pistols, such as the Zo'klada-pattern plasma pistol, 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.[4]

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.[3] 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.[4]

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[1]

The plasma pistol is the standard sidearm for most Covenant infantry.[28]

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.[2]

Known variants

Eos'Mak-pattern plasma pistol

Main article: Eos'Mak-pattern plasma pistol

The Eos'Mak-pattern plasma pistol, designated by ONI as "Type-25 Directed Energy Pistol",[6][19] was the most common variant of the plasma pistol, often utilized by the frontline infantry like the Unggoy, Kig-Yar, and Yanme'e.[4] 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.[3]

Rohakadu-pattern plasma pistol

Main article: 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 Zo'klada-pattern plasma pistol, it features slight improvements to its durability and native-link compatibility.[5][29]

  • 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.[29]
    • 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.[30]

Zo'klada-pattern plasma pistol

Main article: Zo'klada-pattern plasma pistol

The Zo'klada-pattern plasma pistol, designated by ONI as "Type-54D Directed Energy Pistol",[7] was one of the original plasma pistol design templates from the Sangheili.[4] Its chassis carries a noticeably bulbous design.[31] 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,[4][5] particularly in the Blooding Years.[31]

  • Zo'klada-pattern plasma pistol: This variant of the plasma pistol features a holographic Smart scope projector on its chassis.[31]
    • Spitfire: This improved variant has a faster rate of fire and reduced heat generated per shot.[32]
    • 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.[33]

Non-canon and dubious canon appearances

Silver Timeline

Main article: Silver Timeline

Plasma pistols are used by the Covenant against humanity.[34]

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 Karo'etba-pattern Ghost 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.

Gallery

Gallery

Halo: Combat Evolved

Halo 2

Halo 3

Halo: Reach

Halo: Combat Evolved Anniversary

Halo 4

Halo 2: Anniversary

Halo 4 skins

Halo Online variants

List of appearances

Sources

  1. ^ a b c d e f g Bungie.net, Type-25 Directed Energy Pistol (Retrieved on Jan 31, 2021) [local archive] [external archive]
  2. ^ a b c d e Halo: Official Spartan Field Manual, chapter 187
  3. ^ a b c d e f g h i j Halo Waypoint, Universe - Weapons - Plasma Pistol (Retrieved on Jan 25, 2021) [local archive] [external archive]
  4. ^ a b c d e f g h i Halo Encyclopedia (2022 edition), chapter 291
  5. ^ a b c Halo Encyclopedia (2022 edition), chapter 478
  6. ^ a b c Halo: The Essential Visual Guide, chapter 143
  7. ^ a b Halo Waypoint, Canon Fodder - Locke & Load (Retrieved on Aug 2, 2021) [local archive] [external archive]
  8. ^ Halo Encyclopedia (2009 edition), chapter 320
  9. ^ Halo Encyclopedia (2011 edition), chapter 334
  10. ^ a b Cite error: Invalid <ref> tag; no text was provided for refs named evg143
  11. ^ Cite error: Invalid <ref> tag; no text was provided for refs named hrgameplay
  12. ^ Cite error: Invalid <ref> tag; no text was provided for refs named h4gameplay
  13. ^ Halo: Contact Harvest, chapter 18
  14. ^ Halo 4: The Essential Visual Guide, chapter H4EVG, page 84
  15. ^ Cite error: Invalid <ref> tag; no text was provided for refs named hcegameplay
  16. ^ Cite error: Invalid <ref> tag; no text was provided for refs named h2gameplay
  17. ^ Cite error: Invalid <ref> tag; no text was provided for refs named h3gameplay
  18. ^ Halo Infinite, Plasma pistol idle animation
  19. ^ a b c Cite error: Invalid <ref> tag; no text was provided for refs named h4evg
  20. ^ Halo: The Fall of Reach, pages 328
  21. ^ Halo: The Flood, page 22
  22. ^ Halo: Ghosts of Onyx, page 19
  23. ^ Halo: The Fall of Reach, page 315
  24. ^ Halo: The Cole Protocol, page 15
  25. ^ Halo: First Strike, page 116
  26. ^ Halo: The Flood, page 81
  27. ^ Halo: Uprising, issue 3
  28. ^ Halo Waypoint, Halo 4 Interactive Guide - Plasma Pistol (Retrieved on May 1, 2013) [local archive] [external archive]
  29. ^ a b Cite error: Invalid <ref> tag; no text was provided for refs named hinfgameplay
  30. ^ Halo Infinite, Forge - Unbound Plasma Pistol description: "Bolts detonate when super-combined on target; over-charge increases detonation and tracking."
  31. ^ a b c Halo 5: Guardians, gameplay
  32. ^ Halo 5: Guardians, Spitfire REQ card: "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."
  33. ^ Halo 5: Guardians, Void's Tear REQ card: "Superheating exotic nuclear isomers is pure folly, but it was done with the best of intentions. Advanced Plasma Pistol with overcharged shots that create an unstable gravimetric vortex at point of impact, pulling in nearby objects then exploding."
  34. ^ YouTube - Paramount+, Halo The Series (2022) Official Trailer (Retrieved on Jan 30, 2022)