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Plasma Rifle

Plasma Rifle
plasmarifle

Overheat Time: 3.43 seconds
Cooling Time: 3.47 seconds

This is a directed energy weapon. It is capable of either semi-automatic or automatic fire. Continuous rapid fire overheats the weapon - this in turn depletes the weapon's power core.

Plasma Pistol

Plasma Pistol
plasmapistol.jpg

Overheat Time: 2.23 seconds
Cooling Time: 1.38 seconds

This weapon is a semi-automatic directed energy weapon. The weapon may become over charged and fire an over charged bolt. After the overcharged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the overcharge ability rapidly depletes the weapons power core.
 
(NOTE: With the plasma pistol and rifle it is a good idea to change them as often as possible as they rapidly lose power)

Needler

Needler
needler.jpg

Clip Size 20 Needles
Max Ammo 80 Needles

Very little is known about this weapon other than it is a magazine fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields, the only exceptions to this being the shields generated by the MJOLNIR battle suit and the Elite's ombat armour. The composition and energy signiture of its projectile are unknown. The manner in which the projectiles home in on thier target is  also unknown.

Stationary Gun (Shade)

Statioary Gun (Shade)
shade.jpg

Clip Size N/A
Max Ammo Infinite Shots

Although the Shade appears to be a light-anti vehicle weapon, the Covenant uses it almost exclusively in a anti-infantry role. The operator sits directly behind the gun and an armoured control suite, but relies entirely on infantry support for protection to the sides and rear.

Plasma Grenade

Plasma Grenade
plasmagrenade.jpg

Clip Size N/A
Max Carried 4

This weapon is very similar to the human grenade in that it is a thrown anti- infantry and anti-vehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example it will stick to a soldier or vehicle but not to a tree or wall. It has a three second fuse that is activated after it sticks to a target or otherwise comes to rest.