Halo Rpg,Chapter 1
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The coveanant have just been discovered and are hostile.The UNSC retaliate but they are weak from the ongoing war with the rebels in the outer colonies.Worst of all the greatest enemy is waiting in the dark to be awoken.
 
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 Coveanant aresenal

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Nighthawk
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PostSubject: Coveanant aresenal   Coveanant aresenal Icon_minitimeTue Aug 18, 2009 9:21 am

Coveanant:
energy sword:The Energy Sword consists of a curved hilt that, when activated, shapes and contains superheated plasma. Two small magnetic-field generators built into the handle of the weapon help form the oval shaped, ionized blades that the weapon is recognized for. The energy sword runs on battery power; an active sword, however, does not deplete the battery's energy: only when the sword makes contact with an object does the battery's energy deplete. Each strike from the sword will drain the battery by 10% of its maximum energy output, but if its user is careful, light strikes will not drain battery power. Once the battery power dies out the sword will deactivate and be rendered useless unless recharged. It is unknown how the battery is recharged. The Energy Sword also contains a fail-safe device that can be activated if the Sangheili wielding it drops it; the fail-safe option is always on, and a Sangheili must deactivate the fail-safe by applying pressure to the hilt before he can safely store the weapon. When the sword is dropped without disengaging the fail-safe, the weapon will deactivate the magnetic field without first dispersing the plasma, consuming the handle and thus destroying the weapon. The failsafe is included to prevent a lower ranked Sangheili or other race of the Covenant from using it.The Energy Sword is the signature weapon of the Sangheili, and has been part of their culture since the Fourth Age of Discovery, the Sangheili pride themselves on their skills with this weapon, and the Sangheili believe that it is honorable for a Sangheili to fight, and die by the sword. The Sangheili are also very strict on who can be trained in the art of swordsmanship, only Aristocrats are allowed to wield swords and that sword-wielders are no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "swordsman" genes. In service to the Covenant, only the most skilled warriors of the Sangheili like Zealots, Spec-Ops , and Stealth Elites are permitted to use an Energy Sword, and it is implied that they spend years building and improving their skills in order to become combatants in the lethal art of sword fighting. In Halo 3, all Elites, including Minors can pull out Energy Swords and use them when stuck with a grenade. The distribution to lower ranks could be a side effect of the Great Schism and the subsequent discarding of religious protocols. The Energy Sword is one of the most powerful melee weapons in the Halo universe. A single strike can kill even a fully shielded Spartan or Covenant Elite. An over-shielded enemy can take two strikes to kill. Normally a swing of the sword can deplete 140% of the shielding, enough to puncture the shield and kill the enemy. The sword in the hands of a skillful Sangheili warrior or SPARTAN-II can be fatal unless the enemy has enough stopping power in their hands. The sheer power of the Sword is lethal, an energy sword can cut through most armor and slice flesh based targets in half.The Energy Sword is purely a close-quarters weapon, meaning that it is completely useless past close range. A skilled SPARTAN-II can defeat a sword wielder with weapons like the SMG or the MA5 Series Rifle by avoiding getting close to a sword wielder. Another disadvantage is that the Energy Sword, like most other Covenant Weapons, has a battery, requiring the user to drop the weapon once the battery is used up. Although the handle can be used as a club, the Energy Sword's combat effectiveness is minimal when its energy runs out

Gravity Hammer:The Gravity Hammer is a large hammer that serves as an excellent and powerful melee weapon in the game. It is a highly symbolic Brute weapon that is analogous to the Elite's Energy Sword. This powerful weapon can also be used to manipulate gravity, allowing it to push opponents away or pull them towards the wielder, as well as deflecting incoming projectiles.


Last edited by Nighthawk on Tue Aug 18, 2009 9:28 am; edited 1 time in total
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PostSubject: Re: Coveanant aresenal   Coveanant aresenal Icon_minitimeTue Aug 18, 2009 9:21 am

Plasma Rifle:A Plasma Rifle, is a Covenant directed energy weapon that use superheated ionized gas called Plasma instead of projectile ammunition. The weapon has a power output of 100-150 Kv @ 2~3 dA, and can fire 360~540 rounds per minute. Unlike the Plasma Pistol, the Plasma Rifle is capable of semi-automatic, and full automatic fire, this is thanks in part to its dual plasma projector design. Placed atop one another, these projectors fire in a "stagger" taking the slow automatic fire of each individual projector and combining it, this design allows a faster rate of fire and more rounds per second, which adds to the lethality of the weapon. The Type-25 DER is the primary weapon of the Covenant’s officer corps, used by Elites and Brutes, although Jackals and Grunts have been seen using this weapon. Against UNSC infantry, the Type-25 Rifle's lethality is considerably greater than its counterpart the Type-25 Pistol due to the faster rate of fire, injuries inflicted to the victim are severe third-degree burns, with the wound being cauterized instantly upon impact. Even near misses will produce severe burns and heat trauma, should the Plasma impact an object, the impact can create fragments that may come into contact with a victim, with crippling or lethal effect. Generally two hits from either a Plasma Pistol or Plasma Rifle will kill a light, or non armored target. Like its counterpart, over extended periods of firing, can overheat the weapon, causing it to become unusable for a short period of time.The Plasma Rifle is a close to medium range weapon, and as such can inflict very high damage at range, the plasma rifle can also be used at long range if the user fires slowly and aims carefully by leading the target. The Rifle is extremely efficient at killing 'soft' targets, while doing lethal amounts of damage to a heavily armored target. Enough infantry equipped with Type-25 Rifles 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. SPARTAN-IIs and Elites have the ability to duel-wield Plasma Rifles doubling their efficiency in close to medium range combat situations. The Plasma Rifle's high velocity bolt coupled with its kinetic impact to a target can temporarily stun a target like a SPARTAN-II. The Plasma Rifle when fired continuously overheats very quickly because of the rapid cycling, loading, ignition, and release sequence of energy - to prevent the weapon from being damaged, the Type-25 DER temporarily shuts down and opens heating vents to allow the excess heat to dissipate before the weapon reactivates, this process leaves the weapon inoperable and is useless. Careless infantry who are not aware of the function of the Plasma Rifle can get themselves killed because of this. Human military experts and scientists do not understand how Covenant plasma weapons work, or how they are recharged; as such when the battery is depleted the rifle must be discarded or replaced. At 10% charge level the Plasma Rifle will begin to misfire, this is due to the battery's inability to deliver enough energy to start and complete the ignition and release phase of operation, as such this hampers the operators use of the weapon.

Although the the Plasma Rifle can strike a target at longer ranges is not suited for long range combat, this is due to two distinct property's of the weapons operation. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt. The second factor is speed; the faster the bolt goes, the farther the bolt will travel before the magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with longer travel

Plasma pistol:A Plasma Pistol, is a Covenant directed energy weapon that use superheated ionized gas called Plasma, instead of traditional Human ballistic ammunition. The weapon has a power output of 100-150 Kv @ 2~3 dA, but, when overcharged, the power output is 1.5 Mv @ 2~3 dA. The Type-25 DEP is standard-issue for lower-ranking Covenant infantry such as Grunts and Jackals, but is occasionally used by higher ranking species within the Covenant; as such it is the most commonly encountered Covenant plasma weapon. If fired quickly enough, the Plasma Pistol is capable of shooting as many rounds per second as the Plasma Rifle. Against UNSC infantry, the Type-25 Pistol's lethality to a person is extreme; injuries inflicted to the victim are severe third-degree burns, with the wound being cauterized instantly upon impact. Even near misses will produce severe burns and heat trauma. Should the Plasma impact an object, the impact can create fragments that may come into contact with a victim, with crippling or lethal effect. Generally two hits from either a Plasma Pistol or Plasma Rifle will kill a light, or non armored target. The Type-25 Pistol also has the ability to charge a single superheated bolt, which can instantly deplete almost any form of energy shielding, or if the overcharge bolt was to hit a flesh based target, would result in instant death. This high-powered shot makes the Plasma Pistol a formidable strategic weapon, however like its counterpart over-extended periods of fire will overheat the weapon.The Plasma Pistol is a close to medium range weapon, and as such can inflict high damage at range. The Plasma Pistol can also be used at long range if the user fires slowly and aims carefully by leading the target. The pistol is extremely efficient at killing 'soft' targets, while doing lethal amounts of damage to a heavily armored target. Its overcharge ability is extremely dangerous to shielded infantry and to non-shielded infantry - because of the high amounts of energy being released, a vehicle running on either a hydrogen engine, or is lightly covered can be damaged or disabled if the bolt hits it. When compared to the Plasma Rifle, the Plasma Pistol's non-overcharged firing mode is far more accurate at medium and long ranges, although the plasma projectiles tend to arc downward a bit on long range. SPARTAN-IIs and Elites have the ability to duel-wield Plasma Rifles doubling their efficiency in close to medium range combat situations. If fired fast enough the high velocity bolts coupled with its kinetic impact to a target can temporarily stun a target like a SPARTAN-II. The Plasma Pistol when fired continuously, or an overcharged bolt is fired, overheats because of the rapid cycling, loading, ignition, and release sequence of energy. To prevent the weapon from being damaged, the Type-25 DEP temporarily shuts down and opens a heating vent to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon temporarily inoperable and useless. Careless infantry who are not aware of the function of the Plasma Pistol can get themselves killed because of this. Human military experts and scientists do not understand how Covenant plasma weapons work, or how they are recharged; as such when the battery is depleted the pistol must be discarded or replaced. At 10% charge level the Plasma Pistol will begin to misfire, this is due to the battery's inability to deliver enough energy to start and complete the ignition and release phase of operation, as such this hampers the operators use of the weapon. Continuously pressing the trigger while in overcharge mode will also deplete the energy source and if not careful can waste the weapon before firing off a round.

Although the the Plasma Pistol can strike a target at longer ranges is not suited for long range combat, due to two distinct properties of the weapon's operation. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt. The second factor is speed; the faster the bolt goes, the farther the bolt will travel before the magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with longer travel.

Coveanant carbine:The Type-51 Carbine is the Covenant equivalent of the UNSC BR55HB SR Battle Rifle and BR55 Battle Rifle, in terms of usage. It is a semi-automatic weapon that combines high accuracy with decent damage power, used primarily for mid-range combat. Unlike most standard-issue Covenant weapons, such as the Plasma Rifle, the Carbine doesn't run on a battery. Instead, it fires solid, radioactive projectiles, similar to that of a Fuel Rod Gun, from an 18-round cylindrical magazine, sometimes suggested as being analogous to a "charger clip" style magazine, (such as in an M1 Garand or M91 Carcano used in WWII). It has a similar feature to the Assault Rifle and the Battle Rifle in that it tells how much ammunition is in the magazine. It is sometimes carried by Brutes and Elites, though this is not usually their preferred weapon, as they prefer more common weapons, such as the Spiker for the Brutes, and the Plasma Rifle and Energy Sword for the Elites. In the hands of a Brute, or Elite, they can be extremely deadly, allowing them to engage their enemies at mid range with deadly accuracy. Because the Carbine fires shielded radioactive isotope rounds (not plasma bolts), it is more useful against the Flood than the other Covenant weapons, excluding explosives, as it can destroy the embedded Infection Form. One of the best uses for this weapon is to shoot the armored headpiece off of Brutes, after which another head shot from the weapon will dispatch them. The Carbine is also more effective at taking down Brute Chieftains than the Battle Rifle. The Covenant Carbine has one other advantage over the Battle Rifle. It is able to do damage to Jackal Point Defense Gauntlets, Enforcer shields, Stationary Shield Generators, Brute Power Armor, and other shields of such nature, though not as much as other Covenant weapons.
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PostSubject: Re: Coveanant aresenal   Coveanant aresenal Icon_minitimeTue Aug 18, 2009 9:22 am

Spiker:The Type-25 Carbine is a automatic fire, magazine fed, double barrel weapon, that fires superheated metal spikes that appear to be heated by some sort of electrical discharge that occurs before the projectile is ejected from the barrel of the weapon. Two large blades made of tungsten carbide,[2] an extremely strong and durable material are mounted under the barrel of the weapon increasing its close quarters functionality. The Spiker ammunition is fed into the weapon via a small drum magazine with a 40-round capacity. The magazine wheel is located on the underside of the weapon, behind the blade and in front of the trigger.

This weapon resembles human technology more closely than it does the other weapons in the Covenant’s arsenal. It performs admirably in a variety of environments; it is a widely held belief that the weapon could sit unattended for several weeks in an active latrine and still operate as issued with no maintenance performed on it. Unfortunately this is not far from the truth. Though it was first observed over a quarter century ago[3] this weapon has not been seen in the hands of front line troops until just recently. The Spiker is based on the Jiralhanae's native pre-Covenant technology, meaning it has been in use since they first learned how to create a firearm. Although the Spiker is classified as a Carbine it is more of a counterpart to the UNSC's M7 SMG, having very similar range and penetration capabilities. In the field, Brute Spikers have similar penetration and lethal range to the UNSC M7 SMG, but there are a few vital differences. Unlike SMGs, there’s little recoil, and therefore almost zero “rise” when using them in their default, full-automatic setting. This actually makes them a little more efficient and accurate than the SMG in combat situations, since there is no need to adjust aim to stay centered. The Spikers high velocity and kinetic impact against shields is high, although the rounds are simply melted by the energy shield before inflicting damage to the underlying structure. The Spiker can usually kill a heavily armored and shielded target with a single magazine. The Spikers ammunition does terrible things to human flesh and can tear through armor with ease, creating devastating wounds that were extremely painful for the few who survived being hit by one of the spikes.[4] Its two large blades are very deadly against shielded and unshielded infantry at close range, as they can be used to either slash or stab an enemy with fatal effects. A SPARTAN-II,Brute or an Elite can duel-wield Spikers doubling their efficiency. The Spiker, Like the M7 SMG, is only effective at close range and while short bursts can increase its range, it is ineffective at medium and long range. The Spikers rounds lose speed as they travel and as such lose altitude, reducing their accuracy over longer distances. The Spiker in the hands of normal human infantry is heavy, and can be quite difficult to carry around and use. The spikes have a very large spread when fired in fully automatic mode, larger then any weapon in both the UNSC and Covenant's arsenal.
Needler:A Needler is a Covenant projectile weapon that fires long and very sharp shards that are guided until they impale a target — hence the “needler” moniker — several seconds after coming to rest in their target the needle shard detonates creating severe and in most cases fatal wounds. The needler takes a general shape of a V with the top and bottom part of the weapon curved. The weapon takes on a Purple/Pinkish color, and has 14 holes on the top, with the needles protruding out of the holes. When the trigger is pulled the needle is somehow fed from the top into the "barrel" of the weapon, and fired at high speeds. The Type-33 GML is issued to lower and higher ranking infantry in the Covenant, Grunts are commonly seen wielding this weapon, however higher ranking forces like Elites are seen using this weapon, Drones are also fond of this weapon, and their efficiency with it is high as their flying capabilities and large numbers make the needler harder to dodge. Though not generally considered effective enough to be a combat multiplier, the wounds this weapon inflicts are horrific.

The needler is one of the most unusual weapons in the Covenant arsenal and the least understood, how the weapon functions and how the shards are able to track their targets remains a mystery to human military experts and scientists. Like all Covenant weapons, the needler still uses an Energy Coil to power and fire the weapon, should the coil fail the weapon is rendered useless
The Type-33 unlike other Covenant weapons allows the user to aim at the closest target, fire and move on, as its homing ability allows its user to avoid exposing himself to damaging fire to inflict his own damage. The more needle shards that impact the target the more damage it will do to the target, seven or more needle shards will detonate causing a massive explosion that will also cause splash damage and cause shrapnel damage, the explosive property of the needle shard can also cause nearby explosives to detonate and cause more mayhem to enemy infantry. The projectiles ricochet when they hit rigid surfaces at oblique angles and retain sufficient velocity to make dodging them difficult at best.
While the Type-33 GML is incredibly effective against most infantry, it is much less effective against vehicles. The crystalline projectiles are slow and ineffective to even light armor and will simply bounce off of them. The Needler is also limited to medium range combat situations and even at that range is not as effective, as the projectile travels it loses velocity and thus loses altitude, reducing the chances of impacting a target. In order for the tracking ability to be most effective the targeting reticule on the users heads up desplay must acquire the target, or if no targeting reticule is available the user must judge how close he must be to a target in order to effectively use the weapon. While the homing ability is incredibly useful the crystalline shard cannot track a target relentlessly, turning at a certain angle will cause the projectile to simply keep flying and miss the target completely, fast turns at certain angles will also cause the projectile to lose the target and travel onward. The needler is also ineffective against linear energy fields, like the Point Defense Gauntlets carried by the Kig-Yar, or stationary energy shields; as the projectiles are repelled without detonating.
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PostSubject: Re: Coveanant aresenal   Coveanant aresenal Icon_minitimeTue Aug 18, 2009 9:22 am

Brute shot:Armed with grenades that can bounce around corners.The best way to treat this weapon is as a room clearing and scattering device. The Brute Shot can also make quick work of an unsuspecting enemy if you line your shots up before firing. The most effective way of killing strong enemies (such as a Brute or Elite), is to fire rapid shots in succession into their torso, considering the fact that more tactical ways to utilize the Brute Shot are too hard to master, this is very effective in taking down a strong foe and much easier to use. Also, it is of great use when there are groups of enemies. After one round enemies should be weak and easy to kill. You can also throw a plasma grenade onto one of the enemies and shoot a round from the Brute Shot and the explosion of the Brute Shot coupled with the explosive power of the plasma grenade will make a double explosion, killing more enemies around. Despite the wide range of the splash damage, the Brute Shot is amazingly adept as a semi-close range weapon in the hands of experienced players, and while the blade is less accurate, slower, and lacks the "lunge effect" of the Energy Sword, it does nearly the same amount of damage and does not have the side effect of glowing while you have Active Camouflage on, as well as having unlimited use. However, it was stated on Bungie.net that a player has 115 hit points (45 body and 70 shield points). A normal melee attack (without any special melee weapons) does 70 damage, but because of the Brute Shot blade, a melee attack with it causes marginally more damage (72 damage). Also, it takes around four grenades to destroy a Banshee or a Warthog. Another advantage, is the fact that the Brute Shot bayonet is effective against Brutes. A single swipe from behind is sufficient to bring a Brute down. From another angle, it may require a further two or three hits. When a Brute charges with their bayonet, an enemy must quickly dodge the oncoming attack and assault the Brute from behind with their own Brute Shot bayonet (this has to be done fast as a Brute can move extremely fast if he has you in his sights).

Due to the blade mounted to it, it is also an effective weapon against the Flood. A single swipe from the Brute Shot's blade will act like a sword swing and thus destroy a normal unshielded Combat Form easily. Unlike the Energy Sword however, it has unlimited swings for attacking, but is somewhat slower. The Flood Infected Elites who still have Energy Shields require two hits with the blade. Also, because Flood are weak to explosions, the Brute Shot can also destroy them from a large distance. In all, the Brute Shot is ideal against Flood enemies, Jackals (since 1 hit with the blade sends them packing), Elites and Brutes. It is also effective against Grunts, but is of limited uses against Hunters. However, the Brute Shot is usually for more tactical approaches, such as killing the strongest enemy in a pack, and isn't an ideal primary weapon since it has very little ammo before reloading. In multiplayer, while an enemy is running across your screen, strafe while firing and you will have a sure kill. This weapon is mainly used by Brutes. Use by other Covenant species is unknown. This weapon is highly effective when the wielder is positioned higher than their direct opponent, as this wielder need only aim at their opponent's feet to inflict damage (an evolution of the tactic used by M41 SSR MAV/AW rocket launcher wielders). If wanting to kill an enemy fast at close range, fire one grenade and melee for an instant kill.

Beam rifle:The Beam Rifle is an extraordinarily powerful weapon, capable of killing enemies instantly from long ranges. Like the human Sniper Rifle, the Beam Rifle has two levels of zoom for greater accuracy. As a Directed Energy Weapon, it fires ionized particles at its targets, instead of accelerating small projectiles. This makes it much more effective on shielded units, particularly Jackals, as their shields can protect them from projectile rounds, but not direct energy. It's also quieter, giving it an advantage over the UNSC Sniper Rifle in terms of stealth and speed. In terms of longevity, however, the Beam Rifle is unable to reload and therefore has a limited number of shots before it must be discarded by the user for another weapon. The Beam Rifle can also be used to shoot two fast shots, at the cost of temporarily overheating. This can be used to quickly dispose of an oncoming enemy. It is also possible to kill two enemies with a single shot as the shot can completely penetrate the enemy on a headshot. Despite the overheating issues, the Beam Rifle is a better defense weapon than the Sniper Rifle because two shots can be fired in very quick succession, making it easier for the sniper to defend themselves, useful in higher difficulties (as long as the shots hit). The Beam Rifle is mostly carried by Jackal Snipers who prefer the weapon over the Covenant Carbine and use it with deadly skill, but will sometimes be carried by Elites and Brutes.
Although it is quite rare, the Beam Rifle is a deadly, and a very effective long-range weapon. Similar to the Sniper Rifle, the Beam Rifle is excellent at picking off enemies at great distances. Its charges are very useful at taking down a player's shields if a headshot isn't acquired. Additionally, this type of charge makes it an ideal "no-scope" weapon, as many players find it easier to score headshots without the scope with a Beam Rifle compared to the Sniper Rifle. Finally, the weapon's firing rate allows for quick, precise kills, and with some skill, the player can prevent having to wait for the weapon to cool down after excessive heating. Also the ability to fire two shots in quick succession allows the wielder to fire a two round spread for extremely long range shots or for snap shots at closer ranges when you don't have time to zoom, two things the human sniper rifle cannot do.

The beam of bright purple light is much more obvious to see, but somewhat quicker at dissipating than the Sniper Rifle's vapor trail. Another disadvantage is that it is slightly less powerful and accurate than the UNSC counterpart, and like some other Covenant weapons, it suffers from overheating problems, after just two shots in succession. Also, once the rifle's battery is depleted, which occurs in 18 to 20 shots, the rifle must be replaced. The oval aim makes it harder to aim at enemies at a very long distance. Like it's human counterpart, it is ineffective at close range, unless you can perform no scope kills. Other issues include the bleeding off of excess battery when overheated for five seconds, usually about five units and the fact that the large weapon covers up nearly half of the screen of the wielder. It doesn't work very well in medium range with no scope. Unlike its human counterpart, it doesn't effect Flood Combat Forms when shot and wastes much energy to kill Pure Forms.

Plasma Cannon:The Plasma Cannon is the Covenant equivalent of the U.N.S.C.'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.The player if he is a spartan,Elite or Brute can rip the turret from its stand to use as a support weapon, albeit with limited ammo and decreased accuracy. It is often deployed on look-out towers and on spirit dropships and is often wielded by a Brute Clan Chieftain.

Shade variant Plasma cannon:The Shade is a stationary gun turret, manned in third-person like a vehicle. It is mostly used by heavy Grunts. The Shade's consist 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 with a open top and bipod.Very affective anti-aircraft weapon.

Spike grenade:the Spike Grenade, the Type-2 AP FG is a high-powered grenade packed with high-explosive. Bearing a slight resemblance to the German "Stielhandgranate", but with a large amount of spikes on it, the spike grenade is much more deadly. 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 resemble to 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.
Mauler: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

Firebomb: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, hold only two of these. This weapon works like a miniature napalm bomb.

Plasma grenade:The Covenant Plasma Grenade is one of the more clever weapons in the arsenal. 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

Assault cannon:These weapons are mounted on Hunters, and fire devastating beams of green ignited fuel like the normal Fuel Rod Cannon, and do tremendous damage. some Hunters have a version that is more like a banshee bomb, not a beam. Most however, the Hunters weapon is upgraded to Assault Cannons that shoot beams. the new upgrade the "beam" is actually more like a hose, and resembles a miniature Scarab Beam. The assault cannon can be weilded with deadly power.

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.

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.

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 a form of assassination.

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 . 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.
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Halo Rpg,Chapter 1 :: General/info :: Weapons of war-
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