Covenant Weapons
The 35mm Semi-Auto cannon is a Covenant Loyalist weapon mounted on the Brute Chopper which originally used Brute Spikers mounted on the sides after the chopper's recent creation.
The Anti-Aircraft Shade Turret is one of the many varieties of Shade Turrets. Like its cousins, the long range Shade and the short range Shades, It is manufactured by the Covenant Empire. Found in the missions New Alexandria and Tip of the Spear. They are first seen in the area before you have to penetrate the Spire's shield and are later seen throughout the New Alexandria skyline. They are deployed by Phantoms to attack ONI HQ and prevent the escape of the waiting Pelicans. You are required to destroy them, either the Falcon or Banshee, if you can jack one, will work, to allow the Pelicans to escape. There are six Anti-Aircraft Turrets around the ONI tower for you to destroy. The Anti-Aircraft Turrets are operated by one person. You cannot land and try to use one, because they have a strong shield built in. It fires four to five plasma bolts at once, so it is difficult to maneuver out of their way, even in the nimble Falcon. They can resist up to five or six rounds from the Falcon's main cannon, or 3 rounds of the Banshee's "Banshee Bombs". Unlike the short range Shade, this turret's plasma bolts will explode at a certain range, are slower, and pack more of a punch than the regular bolts.
The Assault Cannon is a variant of the standard Fuel Rod Gun utilized only by the Mgalekgolo. It has two variants, one of which is all but identical to the normal weapon, the other of which is closer to the vehicle variant and fires a continuous beam
The Automated Plasma Turret is used to stop players from going out of Halo 3 multiplayer levels. It is not in campaign. The only level that has them is Snowbound, although Sandtrap has a minefield that works the same way. They are of Covenant technology (although much of the Covenant's technology was stolen from the Forerunners) and surround the perimeter of the map. Whenever a player attempts to get outside the level, they are gunned down by the automated turrets. It is also still unknown why these types of turrets haven't been encountered yet. They function towards the same end as an invisible wall, to keep players within the believable confines of the map. So far, the only things that can block a turret's rounds are objects added through Forge. The turret's rounds fire through Bubble Shields and Deployable Covers, and will still hurt players when Invincibility is turned on or if they have overshields, a behavior similar to the Brute Landmine. In terms of story value, these turrets may have been set up by the Covenant to protect the base from intruders. They would be effective at mowing through enemy infantry, especially against the Flood. They cannot be damaged or disabled in any way.
The Class-2 Energy Guns also referred as Twin Plasma Cannons, are the Covenant's vehicle mounted weapon systems, commonly used on the Ghost, and Banshee.
The class-2 energy weapon is a Directed Energy Weapon that is mounted onto small Covenant craft and is a newer Plasma-based projectile weapon system. The weapons power output is 100-250kW. It is powered by a small power source and uses Hydrogen Fluoride as a source of fuel. The design of the weapon doesn't differ much from standard Covenant weapons using a single collimator covered with a two piece metal case. The class 2 weapon system is used for heavy combat situations and is employed for both anti-vehicle and ship-to-ship combat, but can be extremely effective in infantry support and suppressive roles. The class 2s role as a anti-vehicle weapon means that the firepower produced by this weapon is considerably high, able to punch through and melt multiple layers of armor until the target vehicles is destroyed, or inoperable. The class 2 energy weapon functions like most plasma based weapons used by the Covenant by rapidly cycling, loading, ignition, and release of plasma at high velocities. The plasma is contained and guided by a electromagnetic bottle which guides the plasma until it either travels too far away from the magnetic source and dissipates, or strikes its intended target.
Against infantry, the lethality of the class-2 energy weapon is severe as injuries inflicted to infantry with light body armor are severe fourth-degree burns, this level of injury completely burns away all flesh, leaving only bone tissue. Body fluids would be subjected to flash vaporization, and fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small steam explosions causing additional damage to the body. 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 impact an object, the impact can cause splash damage creating debris both non-heated and heated that may come into contact with a target, with a crippling or lethal effect. Damage to light armored vehicles is high as the plasma's high kinetic energy and extreme temperatures can punch through it with ease, more heavily armored vehicles can withstand a certain amount of fire before its armor can be penetrated.
Advantages
The class-2 energy weapon is a medium range weapon, and can inflict very high damage against armor and infantry — the weapon however excels at destroying light armored vehicles and is the primary reason a good number of Covenant vehicles use this weapon system. Vehicles equipped with class 2 weapon systems can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. The weapons small power source coupled with the vehicles design allows prolonged continuous fire without overheating the weapon, excess heat is vented through small vents placed on the vehicle.
Disadvantages
Although the class-2 energy weapon can strike a target at longer ranges, it is not suited for long range combat. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances. Each vehicle that uses the class-2 energy gun has their own disadvantages when equipped with this weapon system and as such can either be limited in firing angle or range.
The Class-2 Projectile Cannon, colloquially referred to as the Fuel Rod Cannon, is a Covenant direct-fire energy weapon and a larger, more powerful, vehicle mounted version of the Type-33 LAAW with anti-vehicle and anti-air applications. It is the secondary weapon of the Banshee, and the primary weapon of the Anti-Air Wraith and a variant of the Shade Turret.
An Energy Cutlass is a Covenant melee weapon, primarily used by the Kig-yar. It is a shard of glass-like crystal and is pink in color. The Jackals use them primarily to dispatch enemies in close-quarters fights, especially when boarding an enemy ship. They are similar to the UNSC Combat Knife. These blades house a complex chemical mixture within them that causes the knife to explode into shards when embedded into a soft target, similar to a Needler round. The Unggoy also use them, as seen during the fighting on the Tiara during the First Battle of Harvest.
The Energy dagger is an energy melee weapon employed by the Sangheili, particularly the Zealot classes, during the Human-Covenant War. The design bears resemblance to the Energy Sword. Unlike the Energy Sword, however, it ends in a single point rather than in dual prongs. The Energy Dagger looks like a miniature Energy sword with a single blade. It is mounted to a device worn on the wrists of the user. It is about half of the size of the Energy Sword.
The Energy Garrote is a small two-piece cylinder that splits apart in the middle causing a green arc to form between the pieces. This weapon is commonly used to choke and burn an enemy quietly from behind. It is used mostly by Special Ops Elites. The Energy Garrote is not seen in any of the Halo games in the series, but is used in Halo: The Flood by Zuka 'Zamamee to kill Rick Hale, the pilot of a Pelican, and take control of the craft to land at the human Alpha Base on Installation 04. It is so theorized that the Energy Garrote is factually a simple energized wire used to strangle the enemy by a silent choking death, similar to the modern day fiber-wire.
The Energy Projector is a Covenant weapon used exclusively by large ships. It fires a thin beam of energized matter which has a very long range and is extremely accurate and destructive, capable of destroying ships effortlessly and "glassing" planets, systematically rendering them sterile and incapable of sustaining life.
The Energy Stave is a Covenant melee weapon. It is used exclusively by the Elite Honor Guard and Brutes and Honor Guard Ultra. It is a long metal staff, and has a forked tip with a series of orange panels. These weapons are long staves with a spear-like end that is similar in color to the "glowing armor panels" of their wielders. Not much is known about these exotic weapons, except that they have a length of 527 centimeters (17.3 feet). They do not seem to have much of a combat purpose but more a ceremonial one, as the Honor Guard Elites will use Plasma Rifle, Energy Sword, and Covenant Carbines in real combat. However, they were used by Brutes to subdue any Grunts and Jackals that came too close to the Council Chamber during one of the High Prophet of Truth's sermons regarding the discovery of the Sacred Icon. This weapon is never used in game-play by other characters.
The Fuel Rod Shade Turret, also known as the long range Shade, is a variant of the regular Shade Turret that made its debut in Halo: Reach. It is only seen in the missions Tip of the Spear where they protect the area where you first start out as well as the base of Spire One and in New Alexandria where they defend Club Errera. Also, one appears in The Pillar Of Autumn when playing on the Legendary difficulty.
The turret fires rounds similar to those fired by the Anti-Air Wraith. It is physically identical to the Anti-Air Shade save for its green coloration and lack of a shield. The Fuel Rod Shade's pilot is also seen and is capable of being killed and the Turret manned and fired unlike the Anti-Air Shade which cannot be manned. This turret can kill a Spartan in around two blasts, but is easily destroyed when employing the use of the M319 Individual Grenade Launcher, which is a starting weapon for Tip of The Spear.
The Heavy Needler is a much larger and more powerful version of the Covenant Needler found on certain vehicles and turrets. The Heavy Needler's primary use is to assault ground troops, but it is also quite effective in taking out enemy aircraft as well. These three foot long needles, like the smaller version's, home on to enemy targets, embed themselves into that target, then detonate, causing devastating damage to the aircraft. In the prologue of Halo: First Strike, the Covenant camp started to fire on Fred-104 and Kelly-087 with the Heavy Needler after the Spartans delivered the nuke into the ship in the stolen Banshees. Fred described them as being like regular needles, but about 3 feet long.
The Jiralhanae Combat Knife was a knife in use by the Jiralhanae. Chieftain Lepidus used his combat knife to torture Colonel James Ackerson into giving up information on the Key of Osanalan. When the Key of Osanalan proved to be a hoax designed to protect James' brother, Lepidus used the knife to behead the colonel.
The Light Plasma Mortar is essentially a downscaled version of the plasma mortar mounted on the Covenant Type-25 Assault Gun Carriage. While charging, the plasma possesses a bluish tinge, though it is red when it is fired. The weapon has a less pronounced parabolic arc than its larger cousin. The mortar can fire once every two to five seconds.
The Plasma mortar fires huge bolts of superheated plasma which, when they hit, have a fairly large explosion radius. The weapon has a relatively slow rate of fire. It is extremely powerful, usually killing infantry in a single hit and can destroy just about anything on the battlefield in a minimal amount of shots. Its plasma projectile moves relatively slowly, making it more susceptible to gravity, causing it to fire in an arc, which allows for it to simply go over obstructions such as barricades and hills which can be effective in ambush attacks. The plasma bolt can be out maneuvered easily by a fast vehicle such as the Ghost or Mongoose. The mortar is very effective against dug in enemies, which can deplete the amount of resistance the Covenant ground troops have to face in battle. The Wraith's Plasma Mortar serves as an excellent long range bombardment style projectile. The arching projectiles allow the Wraith to stay at a particular position, without the worry of having to aim projectiles around and over terrain.
The Plasma Torpedo is a Covenant starship-launched, super-heated bolt of plasma. They are launched by plasma turrets mounted on almost all of their starships. Plasma is heated in a pinched magnetic field by energy supplied from the ship's reactors. The atoms that are on an appropriate trajectory between the Covenant starship and its target are then herded towards the mouth of the turret by magnetic pulses. The plasma torpedo is then fired, and is guided towards its target by a long-reaching magnetic field projected by the emitter. They are extraordinarily accurate; one of the only ways for UNSC ships to even temporarily avoid them is to use emergency thrusters to "dodge" incoming torpedoes at the last moment.
The Plasma turret is a Covenant starship weapon placed on most of their ships. Along with the pulse laser turret and energy projector, it is one of their primary ship-to-ship weapons.
The pulse laser turret is a light Covenant ship-to-ship weapon system. These pulse weapons are known to have been mounted on most Covenant ships and starfighters.
The Type-1 Antipersonnel Grenade,more commonly known as the Plasma Grenade, also known as the Sticky Grenade in multiplayer terminology, is the Covenant anti-personnel weapon that explodes a short time after coming to rest.
The Type-1 Energy Weapon/Sword, commonly known as the Energy Sword, is a close quarters weapon of the Covenant Empire exclusively used by the Sangheili. The Type-1 Energy Weapon/Sword consists of a curved hilt, which houses an energy storage and generation device, as well as the blade projector; that forms a blade of superheated plasma, stabilized by two small magnetic field generators built into the handle of the weapon — this forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 10% of its maximum energy output. Once the battery power is fully depleted, the sword will deactivate unless recharged, which is impossible in the games.
The Type-1 Energy Weapon contains a failsafe mechanism that can permanently disable the weapon if the Sangheili wielding it drops it. When dropped, the failsafe engages by deactivating the magnetic field before dispersing the plasma. The plasma then consumes the handle and thus destroys the weapon. The failsafe is included to prevent enemy infantry from acquiring the weapon and using it, and
is yet another insight to Sangheili tactics.
The energy sword is the signature weapon of the Sangheili, and has been their weapon of nobility since its creation during one of their Ages of Discovery. Viewed as a holy weapon the Sangheili pride themselves on their skills with this weapon and believe that it is better for a Sangheili to fall on his sword as an act to redeem his honor or to die by it. The Sangheili are also very strict on who can be trained in the art of swordsmanship - only aristocrats are permitted to wield energy swords and sword wielders are no longer eligible for marriage. Although Fal 'Chavamee was a skilled swordsman and instructor, despite being married it is unknown how his aristocrat status was enforced or if this was changed as a result of his actions. Breeding with any female they choose is permitted, married or otherwise, to ensure successful transmission of "swordsman" genes. In service to the Covenant, Sangheili of a high or important rank are permitted to wield this weapon - lower ranks are not permitted to wield the sword because of its high status. In the Covenant, Sangheili Zealots, Special Operations Sangheili, Stealth Sangheili and Sangheili Honor Guardsman, are permitted to use energy swords.
Advantages
The Type-1 Energy Weapon is an extremely powerful and effective melee weapon in close quarters combat. A single strike can penetrate through the energy shield systems and into the armor and flesh of a Spartan or a Sangheili. This is due to the design of the weapon which utilizes ionized gas rather than traditional shaped, solid matter. Because the Type-1 Energy Weapon lacks any solid material in which to hold, or impale anything, the sword does not cut or carve in the traditional sense, but rather boils anything it comes into contact with, this allows the weapon to pass though any type of material including the toughest metal with ease. Injuries to living creatures by the Type-1 Energy Weapon can range from bad to gruesome. Stabs wounds by the Type-1 Energy Weapon are, in most cases, fatal — as the blade passes through the body, the innards of the body are burned and cauterized by the extreme temperatures produced by the blades. Body fluids in the area of the stab wound are flash vaporized upon contact — organs within the area of the stab wounds can suffer life threatening damage dependent upon the type of organ struck, effects of fluids trapped in organs or arteries in addition to the expansion of heat would cause ruptures or small explosions causing additional damage to the victim. Survival is minimal at best and in the case of non-vital organs being stabbed with the energy sword, proper medical treatment must be applied as soon as possible to ensure long term survival. Because of the swords sheer destructive power, dismemberment is another common form of fatality to victims, ranging from decapitation to bodies being sliced in half. Loss of limbs is a common injury while not always fatal, it will disable a victim. The sheer destructive power of the sword makes it a weapon to be feared on any battlefield and it is known for its physiological effects on human soldiers.
Disadvantages
The Type-1 Energy Weapon's main disadvantage is that it is purely a close-quarters weapon, any weapon outside of the effective range puts the wielder at risk. It is for this reason the Sangheili approach sword combat on the battlefield in two different ways, by funneling the enemy into close-quarters to allow them to strike, or to apply a form of stealth using both technology and technique. Without these, the Sangheili is vulnerable to attack by different types of weapons both human and Covenant. Infantry with over-shielding are also more resistant when facing this weapon as it can take two strikes before the shield system fails. The Type-1 Energy Weapon is also vulnerable to other magnetic fields, as they can block, disrupt, or possibly even alter the functionality of the sword. Two energy swords clashing together create a small disruption of energy as a result of the same type of magnetic fields clashing together, this clash has a slight area of effect damage that can affect the combatants. Like most other Covenant weapons, the Type-1 Energy Weapon is battery powered, requiring the user to either recharge the weapon or discard it when the power is depleted. Although the handle can be used as a club, the Energy Sword's combat effectiveness at that point is minimal. The strength and lethality of the sword in the games are compensated for the sake of gameplay.
The Type-2 Antipersonnel Fragmentation Grenade, more commonly known as the Spike Grenade, is a Jiralhanae manufactured grenade
The Type-2 Energy Weapon/Hammer (or T2 EW/H), More commonly known as the Gravity Hammer, is a powerful, close-quarters, two-handed melee weapon used by the Jiralhanae in the Covenant Empire.
The Type-25 Carbine, also more commonly known as the Spiker or Spike Rifle, is a common Jiralhanae firearm used during the Human-Covenant War.
The Type-25 Directed Energy Pistol , also known as the Plasma Pistol, is a Covenant infantry firearm, carried commonly by the smaller species, such as the Unggoy,Kig-yar, and the Yanme'e, as well as occasional sidearms for larger species such as the Sangheili and Jiralhanae.
The Type-25 Directed Energy Rifle,more commonly known as the Plasma Rifle, is a Covenant infantry weapon.
The Type-25 Directed Energy Rifle/Jiralhanae Variant, more commonly known as the Brute Plasma Rifle, is a Covenant infantry firearm, and is a modified version of the original Plasma Rifle used almost exclusively by Jiralhanae
The Type-25 Grenade Launcher (more commonly known as the Brute Shot) is a Covenant weapon favored almost exclusively by the Jiralhanae.
The Type-26 Anti-Infantry Stationary Gun, abbreviated as Type-26 ASG and more commonly referred to as the Shade Turret, is the Covenant's standard stationary gun turret and anti-infantry weapons platform. It is also known as the short range Shade
The Type-3 Antipersonnel/Antimaterial Incendiary Grenade, colloquially known as the "Firebomb," or "Flame Grenade," is a Brute grenade.
The Type-31 Rifle, also known as the Needle Rifle, is a Covenant infantry weapon. It is known to be used by Sangheili and Kig-yar, including Skirmishers. The Type-31 Rifle fires unconventional, long and sharp projectiles similar to the Needler. The projectiles detonate several seconds after impacting on soft tissue. Although most players use it as a semi-automatic weapon for long range, the Needle Rifle is a fully automatic, medium-to-long range, head shot-capable rifle. Unlike the Needler, however, the needles do not "home", or track on the enemy. They fire in a straight line at high velocities, similar to the M392 Designated Marksman Rifle. Rounds travel much faster than that of the Needler, leaving the Needle Rifle's only destructive similarity to the Needler being the individual/collected needle explosion. The Needle Rifle also seems similar in appearance and functionality to the Covenant Carbine, and also bears a barrel similar to that of the Beam Rifle. The Needle Rifle will take out a Spartan's shield in Multiplayer with 6 rounds, 2 more than the 4 rounds required by the DMR. Three needles in an unshielded target will cause a 'needle superdetonation', similar to the Needler, killing the victim. Thus, in most SWAT game types, this weapon is not present due to the fact that it can kill an enemy quickly without the requirement of a head shot. The reload process for the Needle Rifle is very similar to that of the Covenant Carbine. The scope for the weapon acts as a hatch, which flips open to expose a small canister that ejects upon opening, and a new canister is inserted by the user. The only difference between the reloads for the Carbine and the Needle Rifle is that the canister for the Carbine is not covered by any sort of hatch, which in the case of the Needle Rifle is its scope. This reload process implements another difference from the Needler, which actually summons new needles from the inside of the weapon through the operation of what is suspected to be an internal mechanism. Compared to its counterpart, the M392 Designated Marksman Rifle, the Needle Rifle trades in damage per projectile and projectile flight time for a faster firing rate, lower recoil/reticle bloom, more accuracy, and larger magazine size, and also has the ability to kill an unshielded enemy with three needles, which will detonate no matter where they hit. The Needle Rifle still retains the ability to kill an unshielded enemy with a headshot.
The Type-33 Guided Munitions Launcher, more commonly known as the Needler, is a Covenant infantry weapon. It is used by Elites, Grunts, Skirmishers and Jackals, and is sometimes used as a side arm by higher-ranking Elites.
The Type-33 Light Anti-Armor Weapon, more commonly known as the Fuel Rod Gun, is a Covenant shoulder-fired mortar/radiation weapon.
The Type-38 Anti-Aircraft Cannon, nicknamed the "Tyrant", is a type of anti-aircraft emplacement used by the Covenant. It fires extremely powerful bolts of superheated plasma at a high velocity.
Type-38 "Tyrant" Anti-Aircraft Cannon
The T38 AAC was known to be used during the Fall of Reach. It differs considerably from the more sleek anti-aircraft battery seen during the Battle of Earth and the Battle of Installation 00. The T38 is significantly heavier in construction, and is able to fire three bolts in a rapid succession. It has a small command center inside it, with slopes leading to the second level of the structure's base. The gun's vulnerable power core is encased in the center. Each time the cannon fires, a bolt of plasma is generated by the core and fired up into the gun. There are two ways to destroy the T38 AAC. The first way is to enter its interior and destroy the core, which will cause the gun to explode. This method is rather tedious, but it gets the job done. The second way is to simply fire at the back of the cannon with any weapon to destroy it, although heavy vehicles like the Scorpion or Wraith are the easiest and fastest way to do so. This may be convenient if the player does not want to bother defeating the large amounts of infantry that are almost always guarding it.
The Type-42 Directed Energy Support Weapon otherwise known as the Plasma Cannon, is a manned automatic plasma turret in use by the Covenant up until late 2552, in which it was replaced by its newer manifestation.
The Type-50 Directed Energy Rifle/Heavy or T50 DER/H, otherwise known as the Concussion Rifle, is a Covenant infantry weapon. The T50 DER/H fires explosive bolts of superheated plasma. When the plasma bolt hits a surface, it produces area-of-effect damage and a small "kick" to its users and objects. This kick is not, however strong enough to knock away those under the effect of Armor Lock. The plasma projectiles also have a great downward arc to its shots, much like the fuel rod cannon from Halo:CE and Halo 2. The weapon has only seen limited use, its most notable combat deployment being the Fall of Reach. Because of its relative rarity, the UNSC has theorized that its use is restricted either by branch or unit.
The Type-50 Sniper Rifle System, otherwise known as the Particle Beam Rifle, is a Covenant long-range weapon and the counterpart of the UNSC Sniper Rifle. They are most commonly seen being used by Kig-yar, although Sangheili and even Jiralhanae are also seen using Beam Rifles on occasion.
The Type-51 Carbine , also known as the Covenant Carbine, is a Covenant infantry firearm, carried commonly by the Jiralhanae, Kig-yar and Sangheili. The Type-51 Carbine is a Covenant recoil-operated and charger-fed, semi-automatic weapon. The Type-51 Carbine serves as the Covenant's medium to long-range weapon and fires a 8mm caseless radioactive projectile. The weapon's design is very basic, with unique differences. The first is its magazine placement, which is located right above the trigger guard - the weapon's cylindrical magazine holds 18 rounds, and also provides indication of number of rounds left in the magazine, using holographic display. The back end of the weapon contains two circular openings, the forward one is the weapon's hand guard and the area in front of it is where the weapon's trigger is located. On the weapon's top rail is the magazine well and loader, below it is a hammer like device which springs back when the weapon is fired. The forward part of the weapon contains the Type-51 Carbine's barrel which itself is well insulated to protect the shooter from the harmful radiation released from the round. The weapon also is capable of 2X magnification, however it is not known where the magnification device is located. Kig-yar Marksmen who are known to use this as a effective marksmen rifle and can be used to assassinate or pick off unsuspecting victims with the weapon's long-range capabilities. Sangheili Spec-Ops and regular Sangheili infantry are known to carry it into battle as a medium range weapon, as well as Jiralhanae infantry.
The Type-51 Directed Energy Rifle/Improved (T51 DER/I) , more commonly known as a Plasma Repeater, is a plasma-based Directed Energy Weapon used by the Covenant Empire, specifically the Sangheili and Jiralhanae, during the Fall of Reach in August 2552. The weapon's rate of fire will slow as it is fired and the weapon heats up. This can be solved by manually venting the rifle with the reload button, which can be done all at once or gradually. However, as the weapon overheats and the rate of fire slows, the accuracy of the weapon will increase.
The Type-52 Directed Energy Support Weapon, otherwise known as the Plasma Cannon, is a manned automatic plasma turret used by the Covenant. It was rarely encountered prior to 2552 and is likely to be a universal replacement for the older Type-42 Directed Energy Support Weapon. The Type-52 Directed Energy Support Weapon sports what appears to be shields or targeting displays on its top surface. These could also be heat dissipation vanes; this is supported by the fact that the weapon cannot overheat even if the entire power supply is emptied, non-stop. Additionally, heat/excess plasma appears to be vented by four apertures on the weapon's sides during rapid fire; this probably assists the cooling process.
The Type-52 Guided Munitions Launcher/Explosive (T52 GML/E) , more commonly known as the Plasma Launcher , is a plasma-based explosive launcher used by the Covenant Empire during the Human-Covenant War. The weapon is capable of launching up to four large explosive plasma grenade-like bolts at a single target; these can be fired individually or all at once if charged for a short time. A plasma launcher with full battery is, in total, capable of firing up to twelve bolts, regardless of whether fired individually or in bursts. The bolts track vehicles and infantry in a similar way to the Needler, although slightly differently- a red circle will appear around a target to indicate the Launcher is "locked on". Note also that the Plasma Launcher has a 2.5x Zoom capability, better than the Human Rocket Launcher in fact, and when zoomed in, enables the user to lock onto targets from farther away than unzoomed. These bolts will continue to track even if the operator is killed or if the bolt is redirected by a gravity hammer. They will also stick to the target on impact, like plasma grenades. They also have a slight delay on them which makes the weapon very capable of "from the grave kills". The bolts have an arcing trajectory when fired over long distances. It has an appearance slightly similar to the Fuel Rod Gun, as they are both Covenant heavy weapons, though the Launcher is blue and the Fuel Rod Gun is brown/gold. The Plasma Launcher is carried in combat by high-ranking Grunts, Elites, and Brutes.
The Type-52 Pistol, more commonly known as the "Mauler" is a Jiralhanae sidearm used by the Infantry and Security forces of the Covenant Loyalists during the Human-Covenant War.The Type-52 Mauler is an unusual weapon exclusively used by the Jiralhanae as a handgun, although human military experts have classified it as more of a handheld shotgun than anything else. The Mauler is based on the Jiralhanae Pre-Covenant technology, meaning it has been in use since they first learned how to create a firearm. It is an unusual design more comparable to a revolver than a shotgun with regards to its loading style; its hand grip is somewhat reminiscent of the Sangheili Energy Sword. The magazine holds 5 shells of an unknown type of ammunition. The magazine appears to constantly keep the shell at a consistent superheated temperature. The mauler is mainly employed by Jiralhanae security forces, and is not seen by Humans until the Battle of Earth. The weapon also appears to be gas operated as a type of gas can be seen exiting the weapon when fired. Like all Jiralhanae weapons except the Brute Plasma rifle the Mauler is equipped with a small blade underneath, making it a formidable melee weapon.
The Type-52 Special Applications Rifle (or T52 SAR) , more commonly known as the Focus rifle is a Directed Energy Weapon used by the Covenant Empire. So far, it has only been used by the Covenant during the Battle of Reach in August 2552.The Focus Rifle is a Covenant sniper-style weapon that, despite its visual similarities to the Type-50 Sniper Rifle System, functions quite differently from its counterpart. It fires a continuous orange-tinted beam, similar in operation to a Sentinel Beam. The weapon is believed to be battery-powered, though the exact mechanism by which it functions is currently under investigation by the UNSC.
The Anti-Aircraft Shade Turret is one of the many varieties of Shade Turrets. Like its cousins, the long range Shade and the short range Shades, It is manufactured by the Covenant Empire. Found in the missions New Alexandria and Tip of the Spear. They are first seen in the area before you have to penetrate the Spire's shield and are later seen throughout the New Alexandria skyline. They are deployed by Phantoms to attack ONI HQ and prevent the escape of the waiting Pelicans. You are required to destroy them, either the Falcon or Banshee, if you can jack one, will work, to allow the Pelicans to escape. There are six Anti-Aircraft Turrets around the ONI tower for you to destroy. The Anti-Aircraft Turrets are operated by one person. You cannot land and try to use one, because they have a strong shield built in. It fires four to five plasma bolts at once, so it is difficult to maneuver out of their way, even in the nimble Falcon. They can resist up to five or six rounds from the Falcon's main cannon, or 3 rounds of the Banshee's "Banshee Bombs". Unlike the short range Shade, this turret's plasma bolts will explode at a certain range, are slower, and pack more of a punch than the regular bolts.
The Assault Cannon is a variant of the standard Fuel Rod Gun utilized only by the Mgalekgolo. It has two variants, one of which is all but identical to the normal weapon, the other of which is closer to the vehicle variant and fires a continuous beam
The Automated Plasma Turret is used to stop players from going out of Halo 3 multiplayer levels. It is not in campaign. The only level that has them is Snowbound, although Sandtrap has a minefield that works the same way. They are of Covenant technology (although much of the Covenant's technology was stolen from the Forerunners) and surround the perimeter of the map. Whenever a player attempts to get outside the level, they are gunned down by the automated turrets. It is also still unknown why these types of turrets haven't been encountered yet. They function towards the same end as an invisible wall, to keep players within the believable confines of the map. So far, the only things that can block a turret's rounds are objects added through Forge. The turret's rounds fire through Bubble Shields and Deployable Covers, and will still hurt players when Invincibility is turned on or if they have overshields, a behavior similar to the Brute Landmine. In terms of story value, these turrets may have been set up by the Covenant to protect the base from intruders. They would be effective at mowing through enemy infantry, especially against the Flood. They cannot be damaged or disabled in any way.
The Class-2 Energy Guns also referred as Twin Plasma Cannons, are the Covenant's vehicle mounted weapon systems, commonly used on the Ghost, and Banshee.
The class-2 energy weapon is a Directed Energy Weapon that is mounted onto small Covenant craft and is a newer Plasma-based projectile weapon system. The weapons power output is 100-250kW. It is powered by a small power source and uses Hydrogen Fluoride as a source of fuel. The design of the weapon doesn't differ much from standard Covenant weapons using a single collimator covered with a two piece metal case. The class 2 weapon system is used for heavy combat situations and is employed for both anti-vehicle and ship-to-ship combat, but can be extremely effective in infantry support and suppressive roles. The class 2s role as a anti-vehicle weapon means that the firepower produced by this weapon is considerably high, able to punch through and melt multiple layers of armor until the target vehicles is destroyed, or inoperable. The class 2 energy weapon functions like most plasma based weapons used by the Covenant by rapidly cycling, loading, ignition, and release of plasma at high velocities. The plasma is contained and guided by a electromagnetic bottle which guides the plasma until it either travels too far away from the magnetic source and dissipates, or strikes its intended target.
Against infantry, the lethality of the class-2 energy weapon is severe as injuries inflicted to infantry with light body armor are severe fourth-degree burns, this level of injury completely burns away all flesh, leaving only bone tissue. Body fluids would be subjected to flash vaporization, and fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small steam explosions causing additional damage to the body. 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 impact an object, the impact can cause splash damage creating debris both non-heated and heated that may come into contact with a target, with a crippling or lethal effect. Damage to light armored vehicles is high as the plasma's high kinetic energy and extreme temperatures can punch through it with ease, more heavily armored vehicles can withstand a certain amount of fire before its armor can be penetrated.
Advantages
The class-2 energy weapon is a medium range weapon, and can inflict very high damage against armor and infantry — the weapon however excels at destroying light armored vehicles and is the primary reason a good number of Covenant vehicles use this weapon system. Vehicles equipped with class 2 weapon systems can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. The weapons small power source coupled with the vehicles design allows prolonged continuous fire without overheating the weapon, excess heat is vented through small vents placed on the vehicle.
Disadvantages
Although the class-2 energy weapon can strike a target at longer ranges, it is not suited for long range combat. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances. Each vehicle that uses the class-2 energy gun has their own disadvantages when equipped with this weapon system and as such can either be limited in firing angle or range.
The Class-2 Projectile Cannon, colloquially referred to as the Fuel Rod Cannon, is a Covenant direct-fire energy weapon and a larger, more powerful, vehicle mounted version of the Type-33 LAAW with anti-vehicle and anti-air applications. It is the secondary weapon of the Banshee, and the primary weapon of the Anti-Air Wraith and a variant of the Shade Turret.
An Energy Cutlass is a Covenant melee weapon, primarily used by the Kig-yar. It is a shard of glass-like crystal and is pink in color. The Jackals use them primarily to dispatch enemies in close-quarters fights, especially when boarding an enemy ship. They are similar to the UNSC Combat Knife. These blades house a complex chemical mixture within them that causes the knife to explode into shards when embedded into a soft target, similar to a Needler round. The Unggoy also use them, as seen during the fighting on the Tiara during the First Battle of Harvest.
The Energy dagger is an energy melee weapon employed by the Sangheili, particularly the Zealot classes, during the Human-Covenant War. The design bears resemblance to the Energy Sword. Unlike the Energy Sword, however, it ends in a single point rather than in dual prongs. The Energy Dagger looks like a miniature Energy sword with a single blade. It is mounted to a device worn on the wrists of the user. It is about half of the size of the Energy Sword.
The Energy Garrote is a small two-piece cylinder that splits apart in the middle causing a green arc to form between the pieces. This weapon is commonly used to choke and burn an enemy quietly from behind. It is used mostly by Special Ops Elites. The Energy Garrote is not seen in any of the Halo games in the series, but is used in Halo: The Flood by Zuka 'Zamamee to kill Rick Hale, the pilot of a Pelican, and take control of the craft to land at the human Alpha Base on Installation 04. It is so theorized that the Energy Garrote is factually a simple energized wire used to strangle the enemy by a silent choking death, similar to the modern day fiber-wire.
The Energy Projector is a Covenant weapon used exclusively by large ships. It fires a thin beam of energized matter which has a very long range and is extremely accurate and destructive, capable of destroying ships effortlessly and "glassing" planets, systematically rendering them sterile and incapable of sustaining life.
The Energy Stave is a Covenant melee weapon. It is used exclusively by the Elite Honor Guard and Brutes and Honor Guard Ultra. It is a long metal staff, and has a forked tip with a series of orange panels. These weapons are long staves with a spear-like end that is similar in color to the "glowing armor panels" of their wielders. Not much is known about these exotic weapons, except that they have a length of 527 centimeters (17.3 feet). They do not seem to have much of a combat purpose but more a ceremonial one, as the Honor Guard Elites will use Plasma Rifle, Energy Sword, and Covenant Carbines in real combat. However, they were used by Brutes to subdue any Grunts and Jackals that came too close to the Council Chamber during one of the High Prophet of Truth's sermons regarding the discovery of the Sacred Icon. This weapon is never used in game-play by other characters.
The Fuel Rod Shade Turret, also known as the long range Shade, is a variant of the regular Shade Turret that made its debut in Halo: Reach. It is only seen in the missions Tip of the Spear where they protect the area where you first start out as well as the base of Spire One and in New Alexandria where they defend Club Errera. Also, one appears in The Pillar Of Autumn when playing on the Legendary difficulty.
The turret fires rounds similar to those fired by the Anti-Air Wraith. It is physically identical to the Anti-Air Shade save for its green coloration and lack of a shield. The Fuel Rod Shade's pilot is also seen and is capable of being killed and the Turret manned and fired unlike the Anti-Air Shade which cannot be manned. This turret can kill a Spartan in around two blasts, but is easily destroyed when employing the use of the M319 Individual Grenade Launcher, which is a starting weapon for Tip of The Spear.
The Heavy Needler is a much larger and more powerful version of the Covenant Needler found on certain vehicles and turrets. The Heavy Needler's primary use is to assault ground troops, but it is also quite effective in taking out enemy aircraft as well. These three foot long needles, like the smaller version's, home on to enemy targets, embed themselves into that target, then detonate, causing devastating damage to the aircraft. In the prologue of Halo: First Strike, the Covenant camp started to fire on Fred-104 and Kelly-087 with the Heavy Needler after the Spartans delivered the nuke into the ship in the stolen Banshees. Fred described them as being like regular needles, but about 3 feet long.
The Jiralhanae Combat Knife was a knife in use by the Jiralhanae. Chieftain Lepidus used his combat knife to torture Colonel James Ackerson into giving up information on the Key of Osanalan. When the Key of Osanalan proved to be a hoax designed to protect James' brother, Lepidus used the knife to behead the colonel.
The Light Plasma Mortar is essentially a downscaled version of the plasma mortar mounted on the Covenant Type-25 Assault Gun Carriage. While charging, the plasma possesses a bluish tinge, though it is red when it is fired. The weapon has a less pronounced parabolic arc than its larger cousin. The mortar can fire once every two to five seconds.
The Plasma mortar fires huge bolts of superheated plasma which, when they hit, have a fairly large explosion radius. The weapon has a relatively slow rate of fire. It is extremely powerful, usually killing infantry in a single hit and can destroy just about anything on the battlefield in a minimal amount of shots. Its plasma projectile moves relatively slowly, making it more susceptible to gravity, causing it to fire in an arc, which allows for it to simply go over obstructions such as barricades and hills which can be effective in ambush attacks. The plasma bolt can be out maneuvered easily by a fast vehicle such as the Ghost or Mongoose. The mortar is very effective against dug in enemies, which can deplete the amount of resistance the Covenant ground troops have to face in battle. The Wraith's Plasma Mortar serves as an excellent long range bombardment style projectile. The arching projectiles allow the Wraith to stay at a particular position, without the worry of having to aim projectiles around and over terrain.
The Plasma Torpedo is a Covenant starship-launched, super-heated bolt of plasma. They are launched by plasma turrets mounted on almost all of their starships. Plasma is heated in a pinched magnetic field by energy supplied from the ship's reactors. The atoms that are on an appropriate trajectory between the Covenant starship and its target are then herded towards the mouth of the turret by magnetic pulses. The plasma torpedo is then fired, and is guided towards its target by a long-reaching magnetic field projected by the emitter. They are extraordinarily accurate; one of the only ways for UNSC ships to even temporarily avoid them is to use emergency thrusters to "dodge" incoming torpedoes at the last moment.
The Plasma turret is a Covenant starship weapon placed on most of their ships. Along with the pulse laser turret and energy projector, it is one of their primary ship-to-ship weapons.
The pulse laser turret is a light Covenant ship-to-ship weapon system. These pulse weapons are known to have been mounted on most Covenant ships and starfighters.
The Type-1 Antipersonnel Grenade,more commonly known as the Plasma Grenade, also known as the Sticky Grenade in multiplayer terminology, is the Covenant anti-personnel weapon that explodes a short time after coming to rest.
The Type-1 Energy Weapon/Sword, commonly known as the Energy Sword, is a close quarters weapon of the Covenant Empire exclusively used by the Sangheili. The Type-1 Energy Weapon/Sword consists of a curved hilt, which houses an energy storage and generation device, as well as the blade projector; that forms a blade of superheated plasma, stabilized by two small magnetic field generators built into the handle of the weapon — this forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 10% of its maximum energy output. Once the battery power is fully depleted, the sword will deactivate unless recharged, which is impossible in the games.
The Type-1 Energy Weapon contains a failsafe mechanism that can permanently disable the weapon if the Sangheili wielding it drops it. When dropped, the failsafe engages by deactivating the magnetic field before dispersing the plasma. The plasma then consumes the handle and thus destroys the weapon. The failsafe is included to prevent enemy infantry from acquiring the weapon and using it, and
is yet another insight to Sangheili tactics.
The energy sword is the signature weapon of the Sangheili, and has been their weapon of nobility since its creation during one of their Ages of Discovery. Viewed as a holy weapon the Sangheili pride themselves on their skills with this weapon and believe that it is better for a Sangheili to fall on his sword as an act to redeem his honor or to die by it. The Sangheili are also very strict on who can be trained in the art of swordsmanship - only aristocrats are permitted to wield energy swords and sword wielders are no longer eligible for marriage. Although Fal 'Chavamee was a skilled swordsman and instructor, despite being married it is unknown how his aristocrat status was enforced or if this was changed as a result of his actions. Breeding with any female they choose is permitted, married or otherwise, to ensure successful transmission of "swordsman" genes. In service to the Covenant, Sangheili of a high or important rank are permitted to wield this weapon - lower ranks are not permitted to wield the sword because of its high status. In the Covenant, Sangheili Zealots, Special Operations Sangheili, Stealth Sangheili and Sangheili Honor Guardsman, are permitted to use energy swords.
Advantages
The Type-1 Energy Weapon is an extremely powerful and effective melee weapon in close quarters combat. A single strike can penetrate through the energy shield systems and into the armor and flesh of a Spartan or a Sangheili. This is due to the design of the weapon which utilizes ionized gas rather than traditional shaped, solid matter. Because the Type-1 Energy Weapon lacks any solid material in which to hold, or impale anything, the sword does not cut or carve in the traditional sense, but rather boils anything it comes into contact with, this allows the weapon to pass though any type of material including the toughest metal with ease. Injuries to living creatures by the Type-1 Energy Weapon can range from bad to gruesome. Stabs wounds by the Type-1 Energy Weapon are, in most cases, fatal — as the blade passes through the body, the innards of the body are burned and cauterized by the extreme temperatures produced by the blades. Body fluids in the area of the stab wound are flash vaporized upon contact — organs within the area of the stab wounds can suffer life threatening damage dependent upon the type of organ struck, effects of fluids trapped in organs or arteries in addition to the expansion of heat would cause ruptures or small explosions causing additional damage to the victim. Survival is minimal at best and in the case of non-vital organs being stabbed with the energy sword, proper medical treatment must be applied as soon as possible to ensure long term survival. Because of the swords sheer destructive power, dismemberment is another common form of fatality to victims, ranging from decapitation to bodies being sliced in half. Loss of limbs is a common injury while not always fatal, it will disable a victim. The sheer destructive power of the sword makes it a weapon to be feared on any battlefield and it is known for its physiological effects on human soldiers.
Disadvantages
The Type-1 Energy Weapon's main disadvantage is that it is purely a close-quarters weapon, any weapon outside of the effective range puts the wielder at risk. It is for this reason the Sangheili approach sword combat on the battlefield in two different ways, by funneling the enemy into close-quarters to allow them to strike, or to apply a form of stealth using both technology and technique. Without these, the Sangheili is vulnerable to attack by different types of weapons both human and Covenant. Infantry with over-shielding are also more resistant when facing this weapon as it can take two strikes before the shield system fails. The Type-1 Energy Weapon is also vulnerable to other magnetic fields, as they can block, disrupt, or possibly even alter the functionality of the sword. Two energy swords clashing together create a small disruption of energy as a result of the same type of magnetic fields clashing together, this clash has a slight area of effect damage that can affect the combatants. Like most other Covenant weapons, the Type-1 Energy Weapon is battery powered, requiring the user to either recharge the weapon or discard it when the power is depleted. Although the handle can be used as a club, the Energy Sword's combat effectiveness at that point is minimal. The strength and lethality of the sword in the games are compensated for the sake of gameplay.
The Type-2 Antipersonnel Fragmentation Grenade, more commonly known as the Spike Grenade, is a Jiralhanae manufactured grenade
The Type-2 Energy Weapon/Hammer (or T2 EW/H), More commonly known as the Gravity Hammer, is a powerful, close-quarters, two-handed melee weapon used by the Jiralhanae in the Covenant Empire.
The Type-25 Carbine, also more commonly known as the Spiker or Spike Rifle, is a common Jiralhanae firearm used during the Human-Covenant War.
The Type-25 Directed Energy Pistol , also known as the Plasma Pistol, is a Covenant infantry firearm, carried commonly by the smaller species, such as the Unggoy,Kig-yar, and the Yanme'e, as well as occasional sidearms for larger species such as the Sangheili and Jiralhanae.
The Type-25 Directed Energy Rifle,more commonly known as the Plasma Rifle, is a Covenant infantry weapon.
The Type-25 Directed Energy Rifle/Jiralhanae Variant, more commonly known as the Brute Plasma Rifle, is a Covenant infantry firearm, and is a modified version of the original Plasma Rifle used almost exclusively by Jiralhanae
The Type-25 Grenade Launcher (more commonly known as the Brute Shot) is a Covenant weapon favored almost exclusively by the Jiralhanae.
The Type-26 Anti-Infantry Stationary Gun, abbreviated as Type-26 ASG and more commonly referred to as the Shade Turret, is the Covenant's standard stationary gun turret and anti-infantry weapons platform. It is also known as the short range Shade
The Type-3 Antipersonnel/Antimaterial Incendiary Grenade, colloquially known as the "Firebomb," or "Flame Grenade," is a Brute grenade.
The Type-31 Rifle, also known as the Needle Rifle, is a Covenant infantry weapon. It is known to be used by Sangheili and Kig-yar, including Skirmishers. The Type-31 Rifle fires unconventional, long and sharp projectiles similar to the Needler. The projectiles detonate several seconds after impacting on soft tissue. Although most players use it as a semi-automatic weapon for long range, the Needle Rifle is a fully automatic, medium-to-long range, head shot-capable rifle. Unlike the Needler, however, the needles do not "home", or track on the enemy. They fire in a straight line at high velocities, similar to the M392 Designated Marksman Rifle. Rounds travel much faster than that of the Needler, leaving the Needle Rifle's only destructive similarity to the Needler being the individual/collected needle explosion. The Needle Rifle also seems similar in appearance and functionality to the Covenant Carbine, and also bears a barrel similar to that of the Beam Rifle. The Needle Rifle will take out a Spartan's shield in Multiplayer with 6 rounds, 2 more than the 4 rounds required by the DMR. Three needles in an unshielded target will cause a 'needle superdetonation', similar to the Needler, killing the victim. Thus, in most SWAT game types, this weapon is not present due to the fact that it can kill an enemy quickly without the requirement of a head shot. The reload process for the Needle Rifle is very similar to that of the Covenant Carbine. The scope for the weapon acts as a hatch, which flips open to expose a small canister that ejects upon opening, and a new canister is inserted by the user. The only difference between the reloads for the Carbine and the Needle Rifle is that the canister for the Carbine is not covered by any sort of hatch, which in the case of the Needle Rifle is its scope. This reload process implements another difference from the Needler, which actually summons new needles from the inside of the weapon through the operation of what is suspected to be an internal mechanism. Compared to its counterpart, the M392 Designated Marksman Rifle, the Needle Rifle trades in damage per projectile and projectile flight time for a faster firing rate, lower recoil/reticle bloom, more accuracy, and larger magazine size, and also has the ability to kill an unshielded enemy with three needles, which will detonate no matter where they hit. The Needle Rifle still retains the ability to kill an unshielded enemy with a headshot.
The Type-33 Guided Munitions Launcher, more commonly known as the Needler, is a Covenant infantry weapon. It is used by Elites, Grunts, Skirmishers and Jackals, and is sometimes used as a side arm by higher-ranking Elites.
The Type-33 Light Anti-Armor Weapon, more commonly known as the Fuel Rod Gun, is a Covenant shoulder-fired mortar/radiation weapon.
The Type-38 Anti-Aircraft Cannon, nicknamed the "Tyrant", is a type of anti-aircraft emplacement used by the Covenant. It fires extremely powerful bolts of superheated plasma at a high velocity.
Type-38 "Tyrant" Anti-Aircraft Cannon
The T38 AAC was known to be used during the Fall of Reach. It differs considerably from the more sleek anti-aircraft battery seen during the Battle of Earth and the Battle of Installation 00. The T38 is significantly heavier in construction, and is able to fire three bolts in a rapid succession. It has a small command center inside it, with slopes leading to the second level of the structure's base. The gun's vulnerable power core is encased in the center. Each time the cannon fires, a bolt of plasma is generated by the core and fired up into the gun. There are two ways to destroy the T38 AAC. The first way is to enter its interior and destroy the core, which will cause the gun to explode. This method is rather tedious, but it gets the job done. The second way is to simply fire at the back of the cannon with any weapon to destroy it, although heavy vehicles like the Scorpion or Wraith are the easiest and fastest way to do so. This may be convenient if the player does not want to bother defeating the large amounts of infantry that are almost always guarding it.
The Type-42 Directed Energy Support Weapon otherwise known as the Plasma Cannon, is a manned automatic plasma turret in use by the Covenant up until late 2552, in which it was replaced by its newer manifestation.
The Type-50 Directed Energy Rifle/Heavy or T50 DER/H, otherwise known as the Concussion Rifle, is a Covenant infantry weapon. The T50 DER/H fires explosive bolts of superheated plasma. When the plasma bolt hits a surface, it produces area-of-effect damage and a small "kick" to its users and objects. This kick is not, however strong enough to knock away those under the effect of Armor Lock. The plasma projectiles also have a great downward arc to its shots, much like the fuel rod cannon from Halo:CE and Halo 2. The weapon has only seen limited use, its most notable combat deployment being the Fall of Reach. Because of its relative rarity, the UNSC has theorized that its use is restricted either by branch or unit.
The Type-50 Sniper Rifle System, otherwise known as the Particle Beam Rifle, is a Covenant long-range weapon and the counterpart of the UNSC Sniper Rifle. They are most commonly seen being used by Kig-yar, although Sangheili and even Jiralhanae are also seen using Beam Rifles on occasion.
The Type-51 Carbine , also known as the Covenant Carbine, is a Covenant infantry firearm, carried commonly by the Jiralhanae, Kig-yar and Sangheili. The Type-51 Carbine is a Covenant recoil-operated and charger-fed, semi-automatic weapon. The Type-51 Carbine serves as the Covenant's medium to long-range weapon and fires a 8mm caseless radioactive projectile. The weapon's design is very basic, with unique differences. The first is its magazine placement, which is located right above the trigger guard - the weapon's cylindrical magazine holds 18 rounds, and also provides indication of number of rounds left in the magazine, using holographic display. The back end of the weapon contains two circular openings, the forward one is the weapon's hand guard and the area in front of it is where the weapon's trigger is located. On the weapon's top rail is the magazine well and loader, below it is a hammer like device which springs back when the weapon is fired. The forward part of the weapon contains the Type-51 Carbine's barrel which itself is well insulated to protect the shooter from the harmful radiation released from the round. The weapon also is capable of 2X magnification, however it is not known where the magnification device is located. Kig-yar Marksmen who are known to use this as a effective marksmen rifle and can be used to assassinate or pick off unsuspecting victims with the weapon's long-range capabilities. Sangheili Spec-Ops and regular Sangheili infantry are known to carry it into battle as a medium range weapon, as well as Jiralhanae infantry.
The Type-51 Directed Energy Rifle/Improved (T51 DER/I) , more commonly known as a Plasma Repeater, is a plasma-based Directed Energy Weapon used by the Covenant Empire, specifically the Sangheili and Jiralhanae, during the Fall of Reach in August 2552. The weapon's rate of fire will slow as it is fired and the weapon heats up. This can be solved by manually venting the rifle with the reload button, which can be done all at once or gradually. However, as the weapon overheats and the rate of fire slows, the accuracy of the weapon will increase.
The Type-52 Directed Energy Support Weapon, otherwise known as the Plasma Cannon, is a manned automatic plasma turret used by the Covenant. It was rarely encountered prior to 2552 and is likely to be a universal replacement for the older Type-42 Directed Energy Support Weapon. The Type-52 Directed Energy Support Weapon sports what appears to be shields or targeting displays on its top surface. These could also be heat dissipation vanes; this is supported by the fact that the weapon cannot overheat even if the entire power supply is emptied, non-stop. Additionally, heat/excess plasma appears to be vented by four apertures on the weapon's sides during rapid fire; this probably assists the cooling process.
The Type-52 Guided Munitions Launcher/Explosive (T52 GML/E) , more commonly known as the Plasma Launcher , is a plasma-based explosive launcher used by the Covenant Empire during the Human-Covenant War. The weapon is capable of launching up to four large explosive plasma grenade-like bolts at a single target; these can be fired individually or all at once if charged for a short time. A plasma launcher with full battery is, in total, capable of firing up to twelve bolts, regardless of whether fired individually or in bursts. The bolts track vehicles and infantry in a similar way to the Needler, although slightly differently- a red circle will appear around a target to indicate the Launcher is "locked on". Note also that the Plasma Launcher has a 2.5x Zoom capability, better than the Human Rocket Launcher in fact, and when zoomed in, enables the user to lock onto targets from farther away than unzoomed. These bolts will continue to track even if the operator is killed or if the bolt is redirected by a gravity hammer. They will also stick to the target on impact, like plasma grenades. They also have a slight delay on them which makes the weapon very capable of "from the grave kills". The bolts have an arcing trajectory when fired over long distances. It has an appearance slightly similar to the Fuel Rod Gun, as they are both Covenant heavy weapons, though the Launcher is blue and the Fuel Rod Gun is brown/gold. The Plasma Launcher is carried in combat by high-ranking Grunts, Elites, and Brutes.
The Type-52 Pistol, more commonly known as the "Mauler" is a Jiralhanae sidearm used by the Infantry and Security forces of the Covenant Loyalists during the Human-Covenant War.The Type-52 Mauler is an unusual weapon exclusively used by the Jiralhanae as a handgun, although human military experts have classified it as more of a handheld shotgun than anything else. The Mauler is based on the Jiralhanae Pre-Covenant technology, meaning it has been in use since they first learned how to create a firearm. It is an unusual design more comparable to a revolver than a shotgun with regards to its loading style; its hand grip is somewhat reminiscent of the Sangheili Energy Sword. The magazine holds 5 shells of an unknown type of ammunition. The magazine appears to constantly keep the shell at a consistent superheated temperature. The mauler is mainly employed by Jiralhanae security forces, and is not seen by Humans until the Battle of Earth. The weapon also appears to be gas operated as a type of gas can be seen exiting the weapon when fired. Like all Jiralhanae weapons except the Brute Plasma rifle the Mauler is equipped with a small blade underneath, making it a formidable melee weapon.
The Type-52 Special Applications Rifle (or T52 SAR) , more commonly known as the Focus rifle is a Directed Energy Weapon used by the Covenant Empire. So far, it has only been used by the Covenant during the Battle of Reach in August 2552.The Focus Rifle is a Covenant sniper-style weapon that, despite its visual similarities to the Type-50 Sniper Rifle System, functions quite differently from its counterpart. It fires a continuous orange-tinted beam, similar in operation to a Sentinel Beam. The weapon is believed to be battery-powered, though the exact mechanism by which it functions is currently under investigation by the UNSC.