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Covenant Weaponry

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See also: Development of Covenant Weapons
A diagram of the complete Covenant arsenal.

The Covenant boast a large arsenal of weapons: Most of them plasma-based. Most of the Covenant's weaponry uses a form of magnetic channeling that the human race has only applied in the MAC gun aboard starships and the Warthog-mounted M68 Gauss Cannon and the M99 Sniper Rifle.

Plasma-based weaponry is very effective against energy shielding and body armor. The amount of shots that can be fired tends to be very high, but power cannot be recharged and by firing many or powered shots in a short duration can cause the weapon to overheat, which reduces energy efficiency as well as forcing a temporary cooling period in which the weapon cannot be fired. Once the plasma reserves are used up, the weapon is useless except as a melee weapon.

Contents

[edit] Native Covenant Weapons

[edit] Type-51 Carbine

Halo 3 carbine

The carbine is a high-powered mid range projectile weapon used by different species of the Covenant. While using a similar mechanism to the fuel rod gun in that it fires explosive radioactive ammunition, the carbine is not explosive, as it fires shielded radioactive rounds. It is more of a medium-high range rifle than anything else. It is seen to be an answer to the human BR55 Battle Rifle. However, it only fires one shot per squeeze of the trigger. While its origins remain unconfirmed, it is sufficiently different from most other Forerunner and Covenant weapons that it can be assumed to be an Elite design. However, its capabilities as a weapon depend heavily on the wielder's accuracy, with accuracy decreasing with range; six or seven head shots can kill an Elite, but body-shots are barely half as effective. It is the primary weapon of Heretic Elites. This weapon is used by Jackals in Halo 3 as sniping weapons. The Brutes can also be seen wielding this weapon. In Halo 2 it is arguably the most effective weapon against Brutes, because in some cases, one shot to the head will get an instant kill, even when they are berserk.

[edit] Type-33 Light Anti-Armor Weapon

The fuel rod gun is used by most of the Covenant species. It is carried on the shoulders of many SpecOps Grunts and a modified version is directly attached on the right arm of Hunters. [1] The fuel rod gun from Halo: Combat Evolved fires a blast of plasma in an arc, exploding like a mortar. The Fuel Rod Gun, is also not player usable in Halo: Combat Evolved campaign due to its fail-safe feature, but is usable in the PC Edition for multiplayer combat. While the Hunter weapons in Halo 2 did use fuel rods, it was as a source of energy rather than as ammunition. A more powerful version can also be mounted on ships. An example is the Banshee in Halo: Combat Evolved, Halo 2 and Halo 3, which fires an explosive plasma projectile following an arc, this can be quite frustrating when trying to hit a target farther away. It's a good weapon in the hands of a expert, but there is a drawback, when fired at an angle, the projectile can bounce off an object if you fire too close. The projectile is slow compared to the M41 SSR MAV/AW Rocket Launcher and since it is slow, you have to make sure you shoot about two to three rounds at a target, then watch the round track the target. The tracking system works well until you fire at a fast moving target, then you have a problem. For some reason or another, the tracking system can hit a slow target or one that is off guard, but at a fast moving target or one that dodged it can't follow the movement and it will miss. The fuel rod gun has a five round magazine loaded from the top and the shots, when fired, don't turn to plasma shots immediately but after a few seconds do. It's possibly a safety precaution in case of a misfire towards an object very close to the user, since this would cause the user to explode. This weapon is also similar to the Type-51 Carbine, but this weapon is on a larger scale and much more explosive.

[edit] Type-1 Energy Weapon/Sword

Favored by Elites, the energy sword is one of the most powerful weapons in the trilogy, although in the storyline it is considered a more ceremonial weapon. It was called the plasma sword in Halo: Combat Evolved. While the blade is composed of plasma, the sword's hilt is a magnetic field generator which projects two envelopes of magnetic energy, which contain the sword's plasma. Because the sword is plasma, held in place by a magnetic field, energy swords cannot cut through each other because plasma cannot cut through plasma and the magnetic fields would repel at extremely close range. In this manner, the sword's blade is both an "energy" and a "plasma" sword. As seen in Halo: Combat Evolved, only the Elites bear the sword and the Elites who bear them are usually Zealot Elites (Halo: CE), Ultra Elites or (Halo 2) or Stealth Elites (Both Halo: CE and Halo 2). One hit from an energy sword in Normal difficulty and above can instantly kill a player. In Halo: Combat Evolved, the Master Chief cannot pick up an energy sword, as its self-destruct fail safe engages when it is dropped; however, in Halo 2 and Halo 3, both the Master Chief and the Arbiter can pick it up and use it and give it to lower ranking Sangheili allies. It has a fatal lunge attack, which will kill a normally shielded opponent on contact. The energy sword is three feet long. In some animations, pictures, and the Halo Graphic Novel, Elites can be seen wielding two swords to tear through Flood. The swords cannot be dual-wielded in Halo 1, 2 and 3, however, it can be dual-wielded by the Arbiter in Halo Wars. A notable difference between the Halo 2 and Halo 3 swords is that in Halo 2 when cloaked the sword is still visible, whereas in Halo 3 when cloaked the sword will cloak as well. This makes players able to use the sword more stealthily, whereas in Halo 2 one would need to put away the sword to approach an enemy, and quickly equip it and lunge to make a stealthy kill in this manner.

[edit] Type-33 Guided Munitions Launcher

TheHalo 3 Needler.

Based on a Jackal melee weapon, the Needler uses a small, rugby-ball-shaped crystal that seems to function as the "magazine". The spikes have a pink color to them.[2] The Needler was in all the Halo games, but in Halo 2 it was dual-wieldable, while in Halo: Combat Evolved and in Halo 3 the player can only wield one. It was removed from being dual-wieldable in Halo 3 because it was too powerful on its own to justify dual-wielding. The Needler fires semi-homing crystal shards that explode approximately two seconds after they come in contact with an organism or ten seconds after being launched and bouncing off most forms of personal energy shielding. The only form of personal energy shielding that they do not bounce off of are the Elite's personal energy shield and the SPARTAN's MJOLNIR energy shield. If seven needles impact a single target, the needles all explode at once with the force of a plasma grenade. The ammunition will also bounce off walls (if the shot is not near-parallel to the wall) and explode in mid-air if no enemy is hit, filling the air with projectiles. The Needler seems to be a modified version of an Enforcer's weapon and may have been directly reverse-engineered from it. It is the primary weapon of Heretic Grunts, a wise decision given their limited supplies and the weapon's usefulness against shielded enemies, though sometimes Covenant Grunts have been issued the Needler. Several variants have been noted. Some are rifle-like, requiring two hands to carry, while others are light enough for one-handed use. In Halo: CE the Needler was slow to start firing but then it becomes faster. In Halo 2 it was fast the whole time. Then in Halo 3 it shoots so fast it takes only a few seconds to empty a magazine. The Needler also has an extremely fast reload. The capacity of one magazine in Halo: Combat Evolved was twenty, in Halo 2 it was thirty and in Halo 3 it is nineteen.

[edit] Type-25 Directed Energy Pistol

The Halo 3 plasma pistol.

The plasma pistol is normally used by lower level units such as the Grunts, Drones, and Jackals as their standard weapon. Elites are also mentioned several times in the books to use them. The plasma pistol appears to be powered by a single fuel rod, which can be seen when the weapon is overcharged. The weapon's primary mode is a semi-auto single burst in which it fires small plasma orbs. However, the trigger can be held to charge the weapon to varying degrees, including an overloaded state. This mode allows the weapon to fire a powerful semi-homing burst of plasma which is far more effective against energy shielding, normally bringing it down completely and leaving the target's shield depleted and flesh vulnerable. The pistol then temporarily stops working as it dumps excess heat from its plasma core (a cooling process, much like the plasma rifles). One overload shot will generally destroy a Sentinel. The plasma reserves will drop much faster when constantly overloading bursts. Three models of the plasma pistol have been observed in the series. One can quickly fire powerful semi-automatic bolts, but overcharges are inaccurate and slow-moving. Another model is weak to the point of uselessness in semiautomatic mode, but its overcharge is dangerously accurate, although it does little harm to organic objects. The third is a balance between the two, firing fairly damaging bolts at a decent rate. Its overcharge does considerable damage to electrical systems, and can actually disable vehicles for a short period of time. The downside: as long as the pistol is overcharged, its plasma reserves will drain (only in Halo 3). On the other hand, use this against highly shielded enemies and you're likely to succeed. In Halo 2 and Halo 3, an easy way to kill enemies is to let out a charged bolt at the enemy to kill his shields, then use a battle rifle burst in the head to finish him off, or you could dual wield the plasma pistol and an SMG This is known as the "Noob Combo".

[edit] Type-25 Directed Energy Rifle

Halo 3 plasma rifles.

Due to its large size, the plasma rifle is normally only used by the Elites, although you may give it to Grunts in Halo 2. The plasma rifle is incapable of semiautomatic fire, as every round fired is always accompanied by another. Like all plasma weapons, it will overheat after several shots are fired in succession, and be useless once the plasma is used up,(aside for it being used as a club) and needs to be recharged at a recharge station mentioned in the books, although there is no evidence that there are any in the games. Some variants appear to affect the nervous system of the target, effectively stunning an enemy who is continuously attacked. This is a primary weapon to Elites. In Halo 2 and Halo 3 sometimes the Elites will use either dual-wield them, and if an Elite or Brute is utilizing one, it will become the Combat Form's weapon upon infection. The cooling system is bad in Halo: CE because of its high rate of fire. It takes about 3-4 seconds to fully cool down. But it has a very effective stun attribute that immobilizes an opponent when fired on, that is not present in Halo 2 or Halo 3. In Halo 2 it is less powerful but dual-wieldable. In Halo 3 you can do the same as in Halo 2, but the gun fires and cools down more quickly and it still will overheat after extended firing. Its rate of fire is even higher than in Halo 2, roughly matching the Brute plasma rifle. When against enemies one of the best ways to kill them is with dual plasma rifles, or by meleeing them in the back. This is also a great weapon when going up close and personal.

[edit] Type-1 Antipersonnel Grenade

Halo 3 plasma grenade.

The Covenant plasma grenade is one of the more clever weapons in the game. The grenade has an unknown internal mechanism which enables it to distinguish between scenery and opponents. Furthermore, once activated, its outer layer converts to plasma, enabling it to fuse to whatever it impacts (it fuses to opponents, but bounces off everything else). This horrifying effect makes it both a deadly and dreaded weapon. It has a three-second fuse before detonation, so once one has been stuck they can either charge the throwing player to attempt to catch them in the blast, or finish off the thrower of the grenade using their weapons, but will still die afterward (altered multiplayer traits notwithstanding). One strategy to kill the person that has stuck you is to use a lunging weapon, such as the energy sword or gravity hammer. The plasma grenade has a tendency of blowing up other grenades around it.

[edit] Type-50 Sniper Rifle System

Halo 3 beam rifles.

The particle beam rifle or beam rifle is the Covenant equivalent of the S2-AM Sniper Rifle. The beam rifle has scope ranges of 5X and 10X. Although it is not plasma-based, it has an advantage over the human sniper rifle as there is no manual reload which permits the wielder to carry additional supplies. However, the corresponding disadvantage is that it overheats after two shots in quick succession and must cool down before continued use. With a unique scope that is different from the human sniper rifle, it is as accurate as the human equivalent. It can fire up to twenty successive shots. Shots that overheat the weapon use up slightly more of the battery, so overheating the weapon will result in fewer shots. While generally only used by Jackal Snipers, some Special Operations Elites have been known to use the weapon. It should also be noted that in Halo 3, Brutes have been seen wielding this weapon. The beam rifle can kill most opponents with one shot to the head, some of the exceptions being Brute Chieftains on any difficulty (Halo 3), and Brute Captains on Heroic and Legendary (Halo 3), or with skulls on.

[edit] Shade

The Halo 3 Shade.

The Shade is a stationary gun turret, manned in third-person like a vehicle. It is mostly used by heavy Grunts. The Shade consists of a stand and a floating mobile turret-like seating with control systems to its gun. The gun fires two fairly slow, high powered bolts of plasma which can travel long distances before cooling. Extremely effective against most opponents, but can be risky to use against large numbers of enemies. This is found in Halo: Combat Evolved with a open top and bipod and Halo 3 with the closed ball. Both versions have a small round gravity lift which keeps the seat off the ground. Although effective, the Shade's projectiles are slow, but when fired in a continual stream, it partially eliminates this problem. When facing a Shade in combat, one ram from a Ghost or Warthog can knock the ball from its gravity lift. It has also been rumored that while in Campaign, the Grunt manning the gun will sometimes exit for no reason, providing an opening.

[edit] Type-52 Directed Energy Support Weapon

Halo 3 plasma cannon.

The plasma cannon is the Covenant equivalent of the UNSC's AIE-486H Heavy Machine Gun and comes in two variants: portable and stationary (Shade). Portable plasma cannons are light and compact. Gunner and Special Ops Grunts often carry them into battle on their shoulders. When they enter combat, they deploy the cannon and use its high-energy plasma to lay down suppressing fire. However, the cannon cannot be repacked and carried away once it has been used. It bears a strong resemblance to the plasma cannons mounted on the Ghost and to the Wraith plasma cannons. But if one is nearby then it would be a good idea to get on it and tear it off if there are a lot of attackers around. In Halo 3 the player can rip the turret from its stand to use as a support weapon, albeit with limited ammo and decreased accuracy. It is not on any map by default. It is often deployed on look-out towers and on Phantom dropships and is often wielded by a Brute Clan Chieftain.

[edit] Brute Weapons

[edit] Type-2 Antipersonnel Fragmentation Grenade

Halo 3 spike grenade.

Better known as the spike grenade, the Type-2 AP FG is a high-powered grenade packed with high-explosive. Bearing a slight resemblance to the iconic German "Stielhandgranate", but with a large amount of spikes on it. Like the plasma grenade, the spike grenade is able to adhere to enemies and vehicles, but unlike the plasma grenade, the spike grenade will stick to any surface, by virtue of the massive spikes that give it its name. After roughly two seconds, the grenade will explode in a cone-shaped blast, launching nail-like shrapnel (that resembles the Spiker's ammunition) at lethal speeds. This is a good grenade for ambushes as it sticks to walls. You can also shoot it once it gets stuck to a wall or ceiling to make it explode sooner. Also, if thrown inside of a bubble shield, the spikes will bounce off of the walls of the shield, usually killing every player inside.

[edit] Type-25 Grenade Launcher

Two Brute Shots.

The Brute Shot is a rocket-propelled grenade launcher exclusive to the Brutes. Two variants of it have been observed: one has a four-grenade magazine, and its grenades ricochet off angled surfaces, becoming unpredictable and deadly. The other has a larger magazine, and its grenades move faster, exploding on impact. While the two are so different in usage and power as to be different weapons, they are nearly identical to the untrained eye. This can also be counted as an anti-vehicle weapon and a "replacement" for a shotgun. This weapon was first encountered along with Brutes themselves on the huge Covenant space station, the Unyielding Hierophant, with which the Brutes used this weapon to effectively kill a fully-armored SPARTAN-II (Grace) in the book First Strike. Much like most Brute weapons, the Brute Shot is decorated by a large blade that is used in CQB (Close Quarters Battle).

[edit] Brute Plasma Rifle

The Brute plasma rifle.

Similar to the plasma rifle; however, the Brute plasma rifle differs in several ways. It is red as opposed to the blue on the normal plasma rifles, it has a quicker rate of fire but overheats much more quickly, and it makes a slightly different firing sound. Its damage, in fact, is slightly higher than the plasma rifle, however, the accuracy and quick overheat distinguish it from the Elite version. The Brute plasma rifle was used by the Brutes under close watch by the Elites. It is theorized that this was in fact an adaptation of the Elite's version. Brutes show an affinity for doing this with Elite technology, as in Halo: Contact Harvest. It was replaced in Halo 3 by the Brute Spiker, possibly because it was too similar to the regular plasma rifle and did not resemble other Brute weapons such as the Brute Shot.

[edit] Type-25 Carbine

The Brute Spiker.

The effective replacement for the Brute plasma rifle. The Type-25 Carbine, is better known as the Spiker or spike rifle. The reason for this is easily apparent: instead of plasma or bullets, the weapon fires one-foot-long red hot spikes at a rapid rate. They cool like regular metal. A single well placed round can easily kill an unarmored human (as read in Halo: Contact Harvest). Although its primary use is suppression, similar to its UNSC counterpart, the M7 SMG, it is also a respectable weapon in its own right. While almost always used by Brutes due to its heavy weight, some Jackals have been known to use the weapon as a mid-range rifle. It was also wielded by the Prophet of Truth during a cut scene in Halo 3 in which Truth killed Miranda Keyes with the Spiker and Sergeant Johnson was forced to activate the rings. Like the Brute Shot, the Spiker features a double bladed melee attack, in this case utilizing two knife-like blades attached below the barrel. When dual-wielded with the SMG, it is the ultimate combo. In the level "The Ark" in Halo 3 on Legendary, a gray Unggoy can be seen wielding a Spiker.

[edit] Type-2 Energy Weapon/Hammer

The gravity hammer.
Tartarus's gravity hammer, Fist of Rukt.

The gravity hammer is a weapon wielded only by Brute Chieftains. It is something of a rank symbol, similar to the energy sword for Elites; only the most important Brutes are permitted to wield Hammers. Although unusable in Halo 2, the gravity hammer is a full-usable weapon in Halo 3, although it differs from Tartarus's Fist of Rukt. Unlike the target-specific sword, however, the hammer does area-effect damage, harming or even killing multiple enemies at once. The hammer has not always had the ability to distort gravity, for in Contact Harvest the hammer was only made of stone and could only be used as a blunt weapon. The "modern" hammer can distort gravity to some extent, repelling grenades, rockets (which with the hammer are hard to hit and have to be timed perfectly to send the rocket to space or away so it explodes without you being hurt), and even vehicles with a single blow, but it must timed just right. The shockwave from an attack with the weapon can also damage an enemy who is behind the user.

[edit] Type-52 Pistol

Mauler in use by a SPARTAN on "High Ground".

The mauler is a Brute weapon, a mixture of revolver and a shotgun. While similar in theory and function to the UNSC M90 Shotgun, the mauler is a lighter weapon that only requires one hand to wield. This means that stronger soldiers, in particular SPARTANs, can dual-wield the weapon to great effect. The mauler shots do about half the damage of the human shotgun. A double-shot from a dual-wielded mauler, or a shot and a quick melee, will kill an opponent with normal shields. It fires a spread-shot blast, and as a result has an extremely short range. A curved blade on the bottom allows for a potent melee attack. Maulers have a orange glow at the mouth of the gun, so try to take it out only at close range as enemies will tend to back off when they see you holding one, unless the enemies have a more powerful weapon, such as the shotgun or energy sword. So the best strategy is to have a main weapon and then the mauler and when you are close enough that the main weapon doesn't work well pull it out and kill someone.

[edit] Firebomb

Two Firebomb grenades.

The Type-3 AP/AM IG, better known as the Firebomb, is a weapon apparently exclusive to the Brutes. A glowing orange cylinder, the Firebomb explodes on impact, releasing flaming explosive gel from its insides. This gel, which burns at over twenty-two thousand degrees Celsius, will quickly burn out, but anyone foolish enough to stand in the initial, eight-foot blast radius, or brave the flames it leaves behind, will easily be consumed by the extreme heat. You can, as with every other type of grenade in Halo 3, hold only two of these. This weapon works like a miniature napalm bomb, leading many to confuse its origin as coming from the UNSC.

[edit] Other Weapons

[edit] Assault Cannon

The assault cannon beam.

These weapons are mounted on Hunters, and fire devastating beams of green ignited fuel like the normal fuel rod cannon, and do tremendous damage. In Halo: CE Hunters have a version that shoots fuel rods, much like a fuel rod cannon, instead a beam. In Halo 2, however, the Hunters' weapon is changed to assault cannons that fire beams. In Halo 3 the "beam" is actually more like a hose, and resembles a miniature Scarab beam. The assault cannon can be wielded with deadly power. In Halo 3: ODST, there are golden hunters which carry the Halo: CE version of the assault cannon, which fires the more powerful fuel rods.

[edit] Gravity Cannon

The glowing circles on either side of the gravity throne are the bolts of the gravity cannon.

Similar to the modified assault cannons integrated into the Hunters' armor, the gravity cannon fires/projects a continuous pair of reddish-gold beams unlike the green Hunters' counterpart weapon. This beam also goes on for a few seconds longer that of the Hunter. Not much more is known about this weapon, except that it has only been used by Prophets, mounted into the throne-chair and can fully reduce health and shields within a few seconds of continuous fire.

[edit] Energy Garrote

One of the Elites' special stealth weapons is the energy garrote. It is a small, two-piece cylinder that splits apart in the middle. A green energy arc appears between the two cylinders and is used to choke and burn an enemy quietly from behind. This can be considered the Covenant counterpart of a fiber wire.

[edit] Energy Cutlass

Jackal privateers were known to employ short, crystalline blades as a melee weapon. It was also used by other various Covenant forces. The pink, glass-like blade would explode when jammed into a target, much like the ammunition of Needlers, and was used in a manner similar to a machete. One could throw the cutlass into a target, and it would explode moments later.

[edit] Plasma Mortar

Plasma mortar firing.

These stationary plasma mortars are the heavy siege weapons that the Covenant sometimes employ during invasions. Plasma mortar launchers are also equipped on Wraith tanks. The plasma mortar itself will take the form of a blue ball, arcing upwards before slowly plummeting downwards. When it hits something, it detonates, doing a large amount of damage. It is not currently known how strong the mortar shots are in comparison to human tank shells, but they are known to be very similar in the damage they can do.

[edit] Energy Tether

Covenant soldiers have been known to use energy rope-like tethers to climb and descend steep surfaces.

[edit] Covenant Bomb

Master Chief is seen arming the bomb.

The Covenant employ large antimatter bombs to destroy large targets and structures. The bomb is 3.21 meters long and covered in large "spines" that are presumably used to help keep the bomb lodged in the target long enough for it to explode and possibly make it hard to move. It is known by Bungie as "The Giant Covenant Space Pickle".

[edit] Energy Stave

This stave is mainly wielded by Honor Guard Elites. It glows a reddish-orange color and appears to be purely ceremonial in nature, as no Honor Guard has ever been seen actually fighting with it (although Elite Minors used the weapon in the Halo Wars cutscene "Monsters"). There has been speculation about the possibility of the blades on these weapons being energy based like the energy sword; however, as mentioned before, the pike has never been observed in combat, and so these theories remain unproved.

[edit] Trivia

  • Most Covenant weapons in Halo 1 and 2 glow through active camouflage.
  • In Halo: Combat Evolved, all Covenant weapons lack scopes.
  • Most Covenant weapons are considered to have a polar opposite relationship with UNSC weapons since they are more effective against energy shields than against body armor and flesh.
  • Like most of their technology, most Covenant weapons are based on reverse-engineered Forerunner artifacts.


[edit] Gallery

[edit] Sources

  1. Fuel Rod Gun - Halo Library
  2. Halo: Combat Evolved
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