Canon

User:JackVibe/Sandbox: Difference between revisions

From Halopedia, the Halo wiki

No edit summary
No edit summary
 
(23 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Status|Canon}}
{{Status|Canon}}
[[File:H3ODST JackalMinor&Major.png|thumb|350px|Two Kig-Yar using ''Eos'Mak''-pattern plasma pistols.]]
{{Cleanup}}
{{Quote|[The plasma pistol] is the bread and butter of [[Covenant]] small arms—almost as common as the [[MA5 series|MA5]] is with the [[UNSC]]. After [[Solemn Penance|the Covenant Carrier]] jumped there were some areas of [[Mombasa]] where plasma pistols covered the ground like leaves—that maneuver killed a bunch of dudes on both sides.|Anonymous UNSC [[E2-BAG/1/7]] serviceman{{Ref/Site|Id=h3bnet|URL=http://halo.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol|Site=Bungie.net|Page=Type-25 Directed Energy Pistol|D=31|M=01|Y=2021|LocalArchive=Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present/Plasma pistol}}}}
{{References}}
{{Species infobox
|variant=Flood
|name=Pod infector
|image=[[File:H2A - Flood infection form model.jpg|300px]]
|latin=
|classification=[[Infection form]]
|species=[[Flood]]
|subspecies=
|diet=
|height={{Convert|89.6|cm|ftin|sp=us}}-{{Convert|131.4|cm|ftin|sp=us}}{{Ref/Game|Id=Library|HCEA|Library (feature)|Library|Detail=Infection Form}}
|weight={{Convert|16.8|kg|lb}}-{{Convert|28.6|kg|lb}}{{Ref/Reuse|Library}}
|distinctions=Small, sac-like creatures with many tentacles for probing.
|lifespan=
|homeworld=
|techlevel=
|notable-person=
|othernames=
|languages=
}}
The '''pod infector''',{{Ref/Game|Id=PLPI|HW2|Phoenix Logs|Detail=Pod Infectors}} often ubiquitously called the '''Flood infection form''',{{Ref/Book|Id=enc11p164|Enc11|Page=164}}{{Ref/Book|Id=enc22|Enc22|Page=406}} is a stage of the virulent [[Flood]] xenoform. It serves as the primary form for spreading the Flood infection due to its effectiveness compared to mere [[Flood spores]] when deployed in large numbers. Subsequently, it is usually the first Flood forms to be produced as well as the most commonly encountered Flood form.{{Ref/Reuse|PLPI}}


'''Plasma pistols''' are a class of single-handed, semi-automatic [[Covenant]] infantry [[Directed-energy weapon|directed-energy]] [[sidearm]] manufactured by [[Assembly Forges]] and [[Iruiru Armory]].{{Ref/Book|Id=osfm|OSFM|Page=187}}{{Ref/Site|Id=waypoint|URL=https://www.halowaypoint.com/en-us/universe/weapons/plasma-pistol|Site=Halo Waypoint|Page= Universe - Weapons - Plasma Pistol|D=25|M=01|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/universe/weapons/plasma-pistol.html}} The Covenant and [[Covenant remnants|its remnants]] formally designated the plasma pistol as simply '''pistols''',{{Ref/Book|Id=enc22p291|Enc22|291}}{{Ref/Book|Id=enc22p478|Enc22|Page=478}} while the [[United Nations Space Command]]'s [[Office of Naval Intelligence]] has typically [[Type classification system|type-classified]] encountered plasma pistols under the designation of '''Directed Energy Pistol'''.{{Ref/Book|Id=evg|EVG|Page=143}}{{Ref/Reuse|cf47}} Nicknames for the plasma pistol include '''The Little C''', '''Green''', '''Greenboy''', '''Greenie''', '''P-Pistol''', and '''PP'''.{{Ref/Book|Id=enc09|Enc09|Page=320}}{{Ref/Book|Id=enc11|Enc11|Page=334}}
==Overview==
===Physical characteristics===
Pod infectors have soft, pod-shaped bodies; they are characterized by a small, sagging brown lobe rising from the top of its back,{{Ref/Reuse|enc11p164}} while its frontal surface has numerous tentacle-like appendages and a frond-like array, which acts as the creature's sensory system.{{Ref/Game|Id=PLIF|HW2|Phoenix Logs|Detail=Infection Forms}}{{Ref/Reuse|enc22}} Their tendrils are multi-purpose locomotion systems and insidious methods of control.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} Used for attacking and infecting organisms,{{Ref/Book|Id=enc11p180|Enc11|Page=180}} each tendril ends in nano-scale barbs, which can latch onto a target's body, slice open bare skin,{{Ref/Novel|TF|12|Quote=The Spartan gave a cry of pain, felt the tentacle slide down toward his spine, and knew it was over.}} and even cut through armor or environmental suits.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} The pod infector's bulbous body is filled with noxious gases,{{Ref/Reuse|enc22}} while its numerous tentacles allow them to travel at high rates of speed and leap surprising distances in pursuit of a host.{{Ref/Reuse|Library}}
 
The pod infector does not feel pain or fear.{{Ref/Reuse|enc22p408}} Though barely intelligent on their own, once an infection form infiltrates a sentient creature, they turn the victim's cognitive power to the furtherance of Flood goals. Each pod infector able to sift through memories of any sentient creature to learn of military countermeasures, security access codes, and the location of population centers. This information is then shared with other Flood through their connection with the [[key mind]]s.{{Ref/Reuse|PLIF}}
 
===Function===
Pod infectors develop from [[Flood tadpole|a form]] vaguely resembling a larva or tadpole but bearing the basic superficial characteristics of a Pod infector. A number of Flood forms in this stage of their life cycle were kept in stasis by the Forerunners in [[Flood research facility|Flood research facilities]], such as the one in the [[Threshold gas mine]].<ref name="onefinaleffort">[http://halo.bungie.net/news/content.aspx?type=topnews&cid=25650 '''Bungie.net''': ''One Final Effort (4/16/2010)'']</ref>


==Overview==
Serving as the primary vector for the Flood infection, pod infectors usually attack en masse, overwhelming and overpowering their prey, until one is able to burrow into the victim's flesh,{{Ref/Reuse|Library}} As with other infection forms, the pod infector has an array of "penetrators", which are barbed tentacles that can cut through flesh and armor.{{Ref/Reuse|PLIF}}{{Ref/Reuse|enc22}} When a pod infector attacks a victim, its tentacles insert into the spine,{{Ref/Novel|TF|9|Quote=...because ever since the infection form had inserted its penetrator into his spine, Private Wallace A. Jenkins had been sharing his physical form with something he thought of as "the other."}} with the goal of invading the target's central nervous system,{{Ref/Novel|TF|10|Quote=...it has tentacles in place of legs, plus a couple of extremely sharp penetrators, which they use to invade the victim's central nervous system and take control of it.}} which then initiates a violent transformation.{{Ref/Reuse|Library}} Once the target is compromised, the pod infector injects Flood cells to suborn the victim's nervous system while the pod infector itself bores into the host body to hollow out a nest, quickly twisting the remains of its victim into a combat or carrier form.{{Ref/Reuse|enc22}}  
===Design details===
 
[[File:Type-25 DEP interior.jpg|thumb|275px|The upper firing coil inside an ''Eos'Mak''-pattern plasma pistol manufactured on [[Hesduros]].]]
Due to the balloon-like qualities of the pod infector, it could deflate itself to fit inside the victim's body.{{Ref/Novel|TF|10|Quote=If you peek through the hole in her chest you can see the remains of the infection form that deflated itself enough to fit in around her heart and lungs.}} Even if the infection form is quickly removed, Flood cells in the wounds will slowly consume the victim and turn them into quivering, spore-packed blisters. Against unprepared victims the infection form bores into the body, quickly mutating it into a combat form.{{Ref/Reuse|PLIF}} If the infected host has sufficient biomass for self-sustenance, it will mutate neurologically and physiologically into a combat form.{{Ref/Book|Id=enc11p165|Enc11|Page=165}} The pod infector is capable of augmenting its new body and repair minor damage;{{Ref/Book|Id=enc22p408|Enc22|Page=408}} as such, combat forms typically possess unnatural physical strength, perhaps gained through the mutation of the host's musculoskeletal structures.{{Ref/Reuse|enc11p165}} Otherwise, sections of the host's body are consumed and converted into FSC, with much of their internal organs being consumed and replaced with FSC accretions that function as support lattices. Some limbs and sensory organs are retained on the combat form to enable use of tools, weapons, or vehicles; though the pod infector sees the environment using its own sensory organs—often the flexible fronds or antennae on the end of narrow tendrils—and whatever remains of the host's native senses are usually redundant and ignored.{{Ref/Reuse|enc22p408}} In some circumstance, the pod infector is unable to completely dominate the original personality and the victim remains fully aware of their irrevocable transformation and their being used as a tool of the Flood. Though their bodies are bent to the Flood's will, occasionally the victim can still whisper for mercy or cry out in pain. More often, the parasite will speak on their behalf, using stolen thoughts and memories as a psychological weapon, terrorizing both the host and anyone unfortunate enough to be within earshot.{{Ref/Reuse|enc22p408}}{{Ref/Game|HW2|Phoenix Logs|Detail=Infected}} This was the fate of [[Wallace Jenkins]] during the [[Battle of Installation 04|Battle]] of [[Installation 04]]; a pod infector had been severely weakened during long periods of hibernation, and while strong enough to take over and transform Jenkins' body, it lacked the force and clarity to completely control Jenkins.{{Ref/Novel|TF|6|Quote=Due to some fluke, some random toss of the galactic dice, the mind that invaded his body had been severely weakened during the long period of hibernation, and while strong enough to take over and begin the work necessary to create a combat form, it lacked the force and clarity required to completely dominate its host the way it was supposed to.}} With the Flood mind weakened, Jenkins survived infection, and even remained conscious, with short periods of time where he could exert control over his mutated body.{{Ref/Novel|TF|10|Quote=Jenkins had used pantomime to request a mirror. A well-meaning Corporal brought one in, held it up in front of the soldier's devastated face, and was frightened when he tried to scream.}}{{Ref/Novel|TF|12|Quote=Jenkins, still unable to speak, managed to mouth the words “thank you.”}}
{{Quote|It’s just the right size and it feels good in your hands, but give me an [[M7 SMG|em seven]] or an em eh five any day of the week.|Anonymous UNSC E2-BAG/1/7 serviceman{{Ref/Reuse|h3bnet}}}}
 
The plasma pistol's origin dates as far back as the Sangheili society before their encounter with the [[San'Shyuum]].{{Ref/Reuse|enc22p291}} The weapon was initially reverse-engineered from a [[Forerunner]] device,{{Ref/Reuse|waypoint}} and, following the [[Writ of Union]], the plasma pistol saw improvements from the San'Shyuum that resulted in the weapon's distinctive scaled burst ability.{{Ref/Reuse|enc22p291}} The weapon's success in the field has led to very few change in its design since the earliest models first enter production,{{Ref/Reuse|evg}} though this may also be the result of the San'Shyuum's restrictions over legacy designs,{{Ref/Reuse|enc22p291}} which likely also informed the Covenant's centralized manufacturing control.{{Ref/Reuse|waypoint}} That being said, there are cases of superficial and functional changes, as the most common plasma pistol design—the [[Eos'Mak-pattern plasma pistol|''Eos'Mak''-pattern]]—is associated with numerous sub-variants.{{Ref/Reuse|waypoint}}
A Pod infector may abandon its host if the corpse has been heavily damaged, and look for a new one. If the Pod infector inside a combat form has been destroyed, but the combat form itself is intact enough to continue serving its purpose, loose Pod infector may burrow inside the body and take the place of the one that mutated it, effectively "re-animating" the combat form.
 
Once the parasite can establish a hive, it can begin to produce massive numbers of infection forms that spread out in search of new sentients to infect, and non-sapient animals on which to feed. Both ground and airborne infection forms are used as living weapons, hurling themselves at the enemy to overwhelm defenses and assimilate the unprepared.{{Ref/Reuse|enc22}} The [[Flood blister]] itself is an infection form, incubating spores as well as carrying pod infectors; when ruptured, the blister releases the pod infectors.{{Ref/Level|H3|Cortana (level)|Cortana}}{{Ref/Book|Enc22|Page=407}} [[Flood carrier form|Carrier forms]] serve as mobile incubators of pod infectors; when they are in close range of enemies, or when their sacs are perforated, they rapidly swell and then detonate,{{Ref/Reuse|enc11p165}} releasing pod infectors being held within.{{Ref/Book|Enc22|Page=409}} [[Flood pure form]]s, including the [[Flood spawner form|spawner form]] and the [[tank form]], are known to gestate pod infectors to spread the Flood infection.{{Ref/Book|Id=enc11p166|Enc11|Page=166}}{{Ref/Game|HW2|Phoenix Logs|Detail=Spawners}}


The general design of the plasma pistol remains consistent across different variants; the weapon is made up of two main components: an upper component, which includes the main rear grip and a firing coil, and a lower component which also functions as foregrip for the weapon (though only humans have been observed to wield the weapon with two hands).{{Ref/Reuse|evg}} As a directed-energy weapon, the plasma pistol fires superheated plasma from its muzzle, where, when the weapon is active, the upper and lower charging poles create a constant plasma energy; on certain variants, the charging poles take on a claw-like appearance.{{Ref/Game|Id=hrgameplay|HR|gameplay}}{{Ref/Game|Id=h4gameplay|H4|gameplay}} The charging poles tend to emit a deep green glow; at the lowest setting, the firearm is an effective source of light.{{Ref/Novel|CH|Chapter=18}} The lower charging pole is connected to the lower component, which extends downwards from the midsection of the upper component of the firearm. The upper component contains the upper firing coil; the coil is covered by a hatch, which opens as a venting port,{{Ref/Reuse|osfm}} as it lifts and exposes the internal components when the weapon overheats, either from firing consistently at its default firing mode or after firing a scaled burst.{{Ref/Book|Id=h4evg|H4EVG|Page=84}} The rear grip features the holographic charge display—a circular progress bar that indicates the weapon charge as it is fired—the display indicates when the weapon is about to overheat from its semi-automatic fire, or when the weapon is fully charged for a scaled burst.{{Ref/Game|Id=hcegameplay|HCE|gameplay}}{{Ref/Game|Id=h2gameplay|H2|gameplay}}{{Ref/Game|Id=h3gameplay|H3|gameplay}} On the left side, there is a small button; this lifts the cover over the upper firing coil and allows access to the weapon's internal components.{{Ref/Game|HI|Plasma pistol idle animation}} Certain variants of the plasma pistol also feature a tracking iron sight.{{Ref/Reuse|h4evg}}
Once this is accomplished, the form rewrites the neural pathways of the victim's brain with its tendrils, forcing a resonant frequency match between its neural signals and the host's.{{citation needed}} At this point, the Pod infector has complete control over the body's motor functions.


The weapon is powered by a battery cell. This battery can be recharged using a variety of power sources,{{Ref/Note|While the ''Halo Encyclopedia (2009 edition)'' and the ''Halo Encyclopedia (2011 edition)'' both state that the plasma pistol's battery cannot be recharged, this was seemingly retconned by ''Halo: Official Spartan Field Manual''.}} including UNSC generators, provided an appropriate adaptor is at hand.{{Ref/Reuse|osfm}} Plasma pistols have a core power output of 100-150 KV at 2~3 dA, but when overcharged, the power output can reach 1.5 MV @ 2~3 dA.{{Ref/Reuse|h3bnet}}
As the Pod infector hacks into the host's nervous system, it releases encapsulated [[LF.Xx.3273 Flood Super Cell|Flood Super Cells]] into the body. These cells interface with the host's cells, "digest" them and convert their components into new Flood cells.{{citation needed}} At this point, the Pod infector burrows into the host body, moving aside the internal organs and taking up residence within the chest cavity (or any approximate equivalent). Having achieved total control over the host, the Pod infector reshapes the body into a form more suitable for attacking enemies - a [[Flood combat form|combat form]].  


[[File:HR Grunt&JackalMajors 2.png|thumb|300px|left|An Unggoy fires the plasma pistol's semi-automatic bursts while a Kig-Yar holds a plasma pistol in its overcharged state.]]
===Operation===
{{Quote|The trigger is soft—no feedback—there’s no break that tells you when the overcharge is gonna kick in. First time I did it was on accident and it damn near sprained my wrist.|Anonymous UNSC E2-BAG/1/7 serviceman{{Ref/Reuse|h3bnet}}}}
While weak on its own, the plasma pistol has a wide variety of functions and becomes deadly in large numbers. The plasma pistol has two modes of fire. The first option is rapidly firing the semi-automatic short bursts of plasma capable of quickly degrading dissipative [[Energy shielding|energy shields]] or vaporizing flesh.{{Ref/Reuse|waypoint}} The second option is holding down the trigger to activate its scaled burst function, which overcharges the weapon's energy output and fires a blast of plasma which briefly tracks a targeted enemy.{{Ref/Reuse|evg}}{{Ref/Reuse|h4evg}} The large bolt from the scaled burst has increased damage, but notably carries a devastating short-range EMP effect that can disabled electronics and vehicles on impact.{{Ref/Reuse|osfm}} However, after the overcharged bolt is fired, the pistol will automatically overheat. Until it cools down, the pistol cannot be fired again, giving an enemies enough time to counterattack.
====Semi-automatic bursts====
When rapidly tapping the trigger, the plasma pistol will fire small bolts of plasma. The semi-auto firing mode can be used until the weapon overheats, after which it must cool down for a few seconds before it can be used again. As the weapon approaches low battery, it may sputter and fail to fire.{{Ref/Reuse|h3gameplay}} These bolts deal little damage to targets protected by energy shields, though still more than most kinetic weapons. Against unarmored targets, though, the lethality of the plasma pistol is extreme. Injuries inflicted to a victim are severe third-degree burns, this level of injury causes the wound to be cauterized instantly upon impact.{{Ref/Novel|TFoR|Page=328}} Body fluids would be subjected to flash vaporization,{{Ref/Reuse|waypoint}} inducing a strain or a shock on the body after impact.{{Ref/Novel|TF|Page=22}} Fluids trapped in organs or arteries, in addition to the rapid expansion of heat, would cause ruptures or small explosions causing additional damage to the target.{{Citation needed}} Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.{{Ref/Novel|GoO|Page=19}}{{Ref/Novel|Id=tfor|TFoR|Page=315}} Should the plasma strike cover, the impact can cause splash damage by flinging heated debris, though the blast radius is smaller than most Covenant explosive weapons.{{Ref/Novel|TCP|Page=15}}


====Scaled burst====
While an effective vector of infection against armored and shielded organisms as well as those equipped with atmospheric filters, a Pod infector is not necessary for the Flood to infect a host; merely ingesting [[Flood spore]]s or inserting them via a wound is sufficient to initiate Flood conversion. Such infection may occur several seconds or perhaps minutes later, yet the transformation will occur almost instantaneously once it has begun.<ref>'''Halo Wars''', campaign level ''[[Anders' Signal]]''</ref><ref>'''Halo: Evolutions''' — ''"[[The Mona Lisa]]"''</ref>
[[File:HU UnggoyKilledByOvercharge.png|thumb|220px|A trio of [[Unggoy Minor]]s being disintegrated by an overcharged bolt from [[Myras Tyla]]'s plasma pistol.]]
{{Quote|How the foxtrot does it track anything? Whatever—I guess that’s why I carry an em eh five instead of a [[TACPAD]].|Anonymous UNSC E2-BAG/1/7 serviceman{{Ref/Reuse|h3bnet}}}}
If the plasma pistol's trigger is held for a few seconds, the plasma at the tip will gather into a large spherical mass. Holding down the trigger continuously drains the battery.{{Ref/Novel|TF|3}} Releasing the trigger will fire a single bolt of larger size than usual. This bolt, if aimed correctly, will track its target for a short distance if they attempt to dodge. The overcharged bolt creates an [[electromagnetic pulse]], stunning most electronics and even melting some systems.{{Ref/Novel|FS|8}} If the target is protected by energy shields, all but the strongest shields will break, allowing their body to take damage.{{Ref/Reuse|enc11}} If the overcharge strikes a vehicle, it will be temporarily disabled and rendered helpless for several seconds.{{Ref/Reuse|osfm}} As such, even the weakest Covenant infantry can thwart an assaulting [[SPARTAN programs|Spartan]] or a vehicle, forcing their foe to retreat or creating an opening for their allies. Should an overcharged bolt strike an unarmored flesh target, it will result in instant death.{{Ref/Novel|TF|Page=81}} During the [[Battle of Cleveland]], [[Myras Tyla]], striking an [[Unggoy Minor]] trio with her plasma pistol, disintegrated three Unggoy rapidly from a single overcharged bolt strike.{{Ref/Comic|Id=HUI3|Comic=Halo: Uprising|Issue=[[Halo: Uprising Issue 3|3]]}}


===Development history===
=== Effects on host forms===
{{Quote|It’s a damned ray gun—how come we don’t have ray guns?|Anonymous UNSC E2-BAG/1/7 serviceman{{Ref/Reuse|h3bnet}}}}
[[File:TFS-Likeafrog.png|thumb|A carrier form spawning Pod infectors aboard the {{UNSCShip|Spirit of Fire}} in 2537.|250px]]
Reverse-engineered from a Forerunner tool of indeterminate function,{{Ref/Reuse|waypoint}} early plasma pistols, such as the {{Pattern|Zo'klada|plasma pistol}}, were designed and forged by the Sangheili centuries prior to the Covenant's formation. The early plasma pistols were used by Sangheili clan warriors during skirmishes on colony worlds. Following the [[Writ of Union]], the San'Shyuum incorporated several design improvements to the plasma pistol, including a less volatile plasma generator core and the addition of overcharge safety restrictors, the latter of which granted the weapon to fire scaled bursts—large sustained expenditures of energy—capable of incapacitating an enemy and disabled power structures or vehicles via an [[electromagnetic pulse]].{{Ref/Reuse|enc22p291}}
While any large life form with some level of awareness and/or sentience can be infected by a Pod infector, not all of them are suitable to serve the function of Combat Forms, the Flood's signature and preferred mobile form utilized during the Feral Stage. While these hosts are transformed in a similar fashion to the traditional combat forms, these forms are not often employed in front line combat for several reasons.


After the [[Great Schism]] and the dissolution of the Covenant, along with its centralized manufacturing control, new variants of the plasma pistols have appeared in a bewildering variety of casing styles and adornments.{{Ref/Reuse|waypoint}} Furthermore, in the absence of the San'Shyuum's strict restrictions over the usage of legacy design templates, the production of pre-Covenant variants has also resumed.{{Ref/Reuse|enc22p291}}
The first of these would be the fact that such life forms, despite their sophisticated nervous systems and adequate levels of sentience, simply lack the necessary biomass, calcium reserves, and physical strength to make first-choice combat units. More specifically, when a host life form is transformed, the activities of the Pod infector require not only the aforementioned levels of biomass, calcium content, and strength (Though humans become combat forms more often than the much larger and stronger unggoy for whatever reason.) but that the host has the physical endurance and stamina to withstand the process. Species such as humans, Forerunners, Sangheili, and the Jiralhanae are almost always turned into combat forms because their biology and physical properties enable them to withstand the Pod infectors' abilities, which are violent and resource-intensive.


===Usage===
In contrast, other life forms, such as the [[Kig-Yar]], and perhaps the [[Yanme'e]], lack these important qualities, or in the case of the [[Unggoy]] have other limitations due to their physique despite their perfectly adequate levels of sentience and neural complexity. Because of these factors, these hosts are primarily used for other but equally important purposes. These involve multiple mission profiles that are essential to the development of Flood outgrowth: establishment of mobile incubators, biomass and calcium reserves, hive structures, and the components of a [[Proto-Gravemind|coordinating and controlling intelligence]].
{{Quote|It's great in built-up areas and clearing buildings. Anything over a couple dozen meters though? Not so much.|Anonymous UNSC E2-BAG/1/7 serviceman{{Ref/Reuse|h3bnet}}}}
During the early interstellar expansion period of the Sangheili's history, the precursor of the plasma pistol was employed by Sangheili clan warriors during skirmishes on colony worlds.{{Ref/Reuse|enc22p291}} With the formation of the Covenant, the San'Shyuum made modifications to the plasma pistol,{{Ref/Reuse|enc22p291}} and the weapon became the standard sidearm for most Covenant infantry.{{Ref/Reuse|osfm}}{{Ref/Site|Id=h4guide|URL=https://www.halowaypoint.com/en-us/intel/inteldetail/e88138bb-9086-41d3-bc01-acd14eb22bfc/plasma-pistol|Site=Halo Waypoint|Page=Halo 4 Interactive Guide - Plasma Pistol|D=01|M=05|Y=2013|LocalArchive=Halo 4 Interactive Guide#Covenant Weapons}} The weapon was effective and ideal in close quarters, as it provides a high rate of fire and reasonable accuracy over short distances.{{Ref/Reuse|evg}} Sangheili are known to use the plasma pistol as a sidearm,{{Ref/Novel|FS|7}} or even [[dual-wielding]] the plasma pistol with an [[energy sword (fiction)|energy sword]].{{Ref/Novel|Id=goopro|GoO|Prologue}}{{Ref/Film|TFoRAS}} It was commonly used by members of the lower caste, such as the Unggoy, Kig-Yar, and Yanme'e.{{Ref/Reuse|enc22p291}}{{Ref/Reuse|enc11}} The Kig-Yar frequently fired the scaled burst, though high-ranking Unggoy like the [[Unggoy Ultra|Ultra]] were also known to use that function.{{Ref/Reuse|hrgameplay}}


Due to their prevalence, plasma pistols were often scavenged by humans from the battlefield;{{Ref/Reuse|h3bnet}}{{Ref/Level|H2|Gravemind (level)|Gravemind}} even [[Spartan]]s are known to pick up the plasma pistol from fallen enemies.{{Ref/Reuse|enc11}}{{Ref/Novel|GoO|15}}{{Ref/Novel|GoO|24}}{{Ref/Novel|FS|2}} Plasma pistols were also recovered by humans from the battles; guards in the [[Eridanus Secundus]] [[Insurrectionists|rebels]] had concealed plasma pistols in their possession.{{Ref/Novel|FS|28}} Although the UNSC first encountered and [[Type classification system|catalogued]] the plasma pistol during the [[First Battle of Harvest|the first contact]] with the Covenant in [[2525]],{{Ref/Reuse|waypoint}} the exact mechanism by which the plasma pistol functions was still under investigation by [[United Nations Space Command]] in [[2552]], notably being one of the many Covenant weapons featured in [[Robert McLees (ship designer)|Doctor Robert McLees]]' publication ''[[Machines, Materiel and Munitions from the Human-Covenant Conflict, 2525 - Present]]''.{{Ref/Reuse|h3bnet}}
When utilized for the creation of the hive and the central intelligence, the weaker hosts gather together and merge into single mass or a collection of masses spread around whatever environment the Flood have established themselves in. In this way, the weaker host forms serve as 'building blocks' for the creation of a Flood Hive, which if all goes according to its logical conclusion, will spawn a fully-developed collective and the next stage of the Flood's development: the [[Coordinated Stage]] and its crowning achievement, a [[Gravemind]]. Surrounding life forms such as significantly smaller animals as well as the full range of plants, microbes, lichens, and fungi, are seized by the growing Flood collective and digested as raw material to create more generic Flood biomass.


Following the Human-Covenant war, the plasma pistol remains an attractive weapon for both Covenant splinter factions and human criminals, as the weapon is simple to use and requires almost no maintenance.{{Ref/Reuse|osfm}} Without the Covenant strict and centralized manufacturing control, both old and new variants of the plasma pistol have become a common sight.{{Ref/Reuse|enc22p291}}
The next vital use for lesser hosts is to serve as the second signature form of the [[Feral Stage]], the mobile Pod infector incubator known as a Carrier Form. While these are usually formed from weakened, damaged, and/or aged Combat Forms, weaker host forms are just as frequently employed for this purpose. The first step in the creation of a Carrier Form by this method involves a single appropriate host to function as a nucleus, which is then followed by one or more other weaker forms attaching themselves to the leading unit. The congregated hosts then fuse, with the external host forms being rapidly digested by the central form, with the result being that the other hosts have been reduced to extra, generic biomass, contributing to the structure of the now significantly distorted, bloated incubator.<ref>''''[[Halo: The Flood]]'''', ''page 291''</ref>  
<gallery class=center>
File:H3ODST PPCollegeBrochure.png|The plasma pistol was employed across all ranks in the Covenant's lower caste.
File:HR ChargedPlasmaPistol 2.png|The Kig-Yar tend to favor the plasma pistol's scaled burst function.
HTMCC-H3 Drones in Crow's Nest 2.png|The Yanme'e overwhelm enemies with the plasma pistol's semi-automatic bursts.
File:HTMCC-H2A ElitesDualPlasmaPistol.png|A pair of [[Sangheili Minor]]s dual-wielding plasma pistols.
File:H2A Beach - Noob Combo.jpg|An [[Orbital Drop Shock Troopers|ODST]] scavenged a plasma pistol and primes its scaled burst.
File:HTMCC-H4 PPElites.png|Three Sangheili armed with plasma pistols during [[Invasion of the UNSC Infinity|an assault]] on the {{UNSCShip|Infinity}}.
</gallery>
==Known variants==
===''Eos'Mak''-pattern plasma pistol===
{{Main|Eos'Mak-pattern plasma pistol}}
The ''Eos'Mak''-pattern plasma pistol, designated by ONI as "Type-25 Directed Energy Pistol",{{Ref/Reuse|evg}}{{Ref/Reuse|h4evg}}{{Ref/Site|Id=hrbnet|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=ordnance&cid=24582|Site=Bungie.net|Page=Halo: Reach Ordnance Page|D=07|M=02|Y=2021}} was the most common variant of the plasma pistol, often utilized by the frontline infantry like the Unggoy, Kig-Yar, and Yanme'e.{{Ref/Reuse|enc22p291}} Within the ONI's designation, however, there are innumerable different sub-classes, much to the consternation of UNSC intelligence officers tasked with categorizing new variants.{{Ref/Reuse|waypoint}}
<gallery class=center>
File:PlasmaPistol-HaloCE.png|An ''Eos'Mak''-pattern sub-variant employed by [[Fleet of Particular Justice]]
File:PlasmaPistol-H2.png|An ''Eos'Mak''-pattern sub-variant employed by [[Fleet of Sacred Consecration]]
File:H3-PlasmaPistol.png|An ''Eos'Mak''-pattern sub-variant employed by [[Truth's fleet]]
File:HReach-PlasmaPistolSide.png|A sub-variant equipped with tracking sights
File:H4-T25PlasmaPistol-SideRender.png|A [[Hesduros]]-manufactured sub-variant{{Ref/Reuse|waypoint}}
</gallery>


===''Rohakadu''-pattern plasma pistol===
While this complex methodology is largely standard procedure for the Flood, there are occasionally exceptions to these rules due to the Flood's adaptive nature. In at least [[Battle of the Trove|one notable campaign]]<ref>'''''Halo Wars'''''</ref> early in the Human-Covenant War, this mode of operation was contradicted by the Flood. The outbreak present on this installation employed Kig-Yar and Unggoy quite frequently as front line combat units despite their inadequate status, and was also distinct from other outbreaks with the fact that it was predominantly formed out of life forms lacking sentience such as plants, fungi, etc., or those possessing lower levels of sentience, such as the wide range of animals living there.
{{Main|Rohakadu-pattern plasma pistol}}
The ''Rohakadu''-pattern plasma pistol was designed and commissioned per [[Let 'Volir]]'s requests under a shadow contract between the Banished and [[Iruiru Armory]]. While functionally and visually similar to its precursor {{Pattern|Zo'klada|plasma pistol}}, it features slight improvements to its durability and native-link compatibility.{{Ref/Reuse|enc22p478}}{{Ref/Game|Id=hinfgameplay|HI|gameplay}}
*'''[[Rohakadu-pattern plasma pistol|''Rohakadu''-pattern plasma pistol]]''': This variant of the plasma pistol features slight improvements to its durability and native-link compatibility.{{Ref/Reuse|hinfgameplay}}
**'''[[Unbound Plasma Pistol]]''': A modified variant of the plasma pistol with a white chassis that fires faster, stronger bolts. In addition, its scaled burst fires six bolts instead of a single overcharge bolt; the bolts detonate in a "supercombine" explosion if they hit the same target.{{Ref/Game|HINF|Forge - [[Unbound Plasma Pistol]] description|Quote=Bolts detonate when super-combined on target; over-charge increases detonation and tracking.}}
<gallery class=center>
File:HINF PlasmaPistol Crop.png|''Rohakadu''-pattern plasma pistol
File:HINF PlasmaPistol Unbound Crop.png|Unbound Plasma Pistol
</gallery>


===''Zo'klada''-pattern plasma pistol===
=== Immunities and defenses ===
{{Main|Zo'klada-pattern plasma pistol}}
[[Energy shielding]] destroys Pod infectors on contact, causing them to explode in a small burst of gas and flesh. Conventional body armor is generally ineffective against Pod infectors; they can easily squeeze through gaps in armor plating, and their grasping tentacles can burrow through rubber, fabric or polymer (including MJLONIR MK V undersuits) in order to reach the flesh underneath.  
The ''Zo'klada''-pattern plasma pistol, designated by ONI as "Type-54D Directed Energy Pistol",{{Ref/Site|Id=cf47|URL=https://www.halowaypoint.com/en-us/news/canon-fodder-locke-load|Site=Halo Waypoint|Page=Canon Fodder - Locke & Load|D=2|M=8|Y=2021|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/canon-fodder-locke-load.html}} was one of the original plasma pistol design templates from the Sangheili.{{Ref/Reuse|enc22p291}} Its chassis carries a noticeably bulbous design.{{Ref/Game|Id=h5gameplay|H5G|gameplay}} With the dissolution of the Covenant and the [[San'Shyuum]]'s restrictions over legacy templates, this variant became a common sight in the [[Post-Covenant War conflicts]],{{Ref/Reuse|enc22p291}}{{Ref/Reuse|enc22p478}} particularly in the [[Blooding Years]].{{Ref/Reuse|h5gameplay}}
*'''[[Zo'klada-pattern plasma pistol|''Zo'klada''-pattern plasma pistol]]''': This variant of the plasma pistol features a holographic [[Smart scope]] projector on its chassis.{{Ref/Reuse|h5gameplay}}
** '''[[Spitfire]]''': This improved variant has a faster rate of fire and reduced heat generated per shot.{{Ref/Game|Id=spitfire|H5G|[[Spitfire]] [[List of REQ cards#Weapons|REQ card]]|Quote=The skill and finesse of Kig-Yar armorers should be never underestimated. Improved Plasma Pistol with faster rate of fire and reduced heat generated per shot.}}
** '''[[Void's Tear]]''': An advanced variant that fires overcharged shots, which create an unstable gravimetric vortex at the point of impact by superheating exotic nuclear isomer. The vortex pulls in nearby objects before exploding.{{Ref/Game|Id=void|H5G|[[Void's Tear]] REQ card|Quote=Superheating exotic nuclear isomers is pure folly, but it was done with the best of intentions. Advanced Plasma Pistol with overcharged shots that create an unstable gravimetric vortex at point of impact, pulling in nearby objects then exploding.}}
<gallery class=center>
File:H5G-Plasma Pistol.png|''Zo'klada''-pattern plasma pistol
File:H5G Spitfire.png|Spitfire
File:H5G-VoidsTearclear.png|Void's Tear
</gallery>
<!--
==Gameplay==
===Advantages===
The plasma pistol is a great close-to medium range weapon. While it can't inflict high damage at long range, the plasma pistol can be used at a distance if the user fires slowly and aims carefully by leading the target. It is extremely efficient at killing "soft" targets, while dealing large 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 extreme temperatures released, a vehicle running on a hydrogen engine, or one that is lightly covered, can be damaged or disabled if the overcharged bolt hits it — in addition to the high temperatures, the electromagnetic bottle containing the plasma can produce an EMP which can disable any electronic device within range. When compared with the [[Okarda'phaa-pattern plasma rifle|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 at long range. SPARTANs and Sangheili have the ability to dual-wield plasma pistols, doubling their efficiency in close- to mid-range combat situations. If fired fast enough, the high velocity of the plasma projectile coupled with the force of the kinetic impact, can knock over, or stun infantry.


===Disadvantages===
[[Staff Sergeant]] [[Avery Junior Johnson|Avery Johnson]] was thought by Dr. [[Catherine Halsey]] to be incompatible with Flood Pod infectors due to the fictitious "[[Boren's Syndrome]]"<ref>'''[[Halo: First Strike]]''', ''page 244''</ref> — in reality a cover for the augmentations he received as part of the [[ORION Project]].<ref>'''Halo Graphic Novel''', ''[[Halo Graphic Novel, Page 122|page 122]]''</ref> However, it is apparent that Johnson's augmentations did not make him truly immune to the Flood conversion process itself, instead granting him the ability to fight off and escape the parasite more effectively than the baseline humans alongside him.<ref>[https://forums.halowaypoint.com/yaf_postsm2969315_Catalog-Interaction.aspx#post2969315 '''Halo Waypoint''': ''Catalog Interaction - Page 14'' (''"No known biological <nowiki>[scaffolding]</nowiki> augmentation impedes efficacy of parasite conversion process.]"'')</ref><ref name="hgn">'''[[Halo Graphic Novel]]''', ''[[Breaking Quarantine]]''</ref><ref>''See [[Avery Johnson#Notes]]''</ref>
The plasma pistol, when fired continuously, or when an overcharged bolt is fired, will overheat 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 cooling vent to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon temporarily inoperable. Infantry who are not aware of the function of the plasma pistol can get 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 plasma 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 holding down the trigger while in overcharge mode will rapidly deplete the energy source, and if not careful the weapon can be wasted before firing a single round. Another disadvantage is its short range which is about 10–25 meters depending on the charge level.


Although the plasma pistol can strike a target at long ranges, it 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; "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 dissolve 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.
The [[Mgalekgolo]]'s lack of a central nervous system and nature as an invertebrate colony consisting of multiple worms likely make them immune to Flood infection.<ref>'''''[[Halo: First Strike]]'''''</ref> The invertebrate nature of the [[Yanme'e]], along with their hard, chitinous exoskeleton, would seem to make them immune as well. However, while their unique physiologies make standard infection difficult, it is likely that the Flood are still capable of consuming and converting Lekgolo and Yanme'e into Flood biomass.


===Changes===
<div class="tabcontainer">
<div class="tabbox">
<div class="tab">Halo: Combat Evolved to Halo 2</div>
<big>'''''Halo 2'''''</big>
[[File:PlasmaPistol-H2.png|right|300px]]
{{Main|Halo: Combat Evolved|Halo 2}}
* The plasma pistol can now be dual-wielded.
* Melee animation changed - instead of the Master Chief holding it in his left hand and punching with his right, he holds it in his right and punches with his left.
* Overcharged shot contrail has been removed.
* Less damage per shot, 26 shots are required to kill a fully-shielded Spartan instead of 15.
* The overcharged bolt does no damage to unshielded targets instead of killing a fully-shielded Spartan in 3 overcharged bolts.
* Rate of fire is slower.
* Overcharge charges up slower but has better tracking.
* Overcharged shots do not kick up as much dirt, dust, sparks and debris as the ''Halo: Combat Evolved'' counterpart.
* Green electricity is present between the "prongs" of the Plasma Pistol.
* The color of the plasma pistol (blue) was darkened from ''Halo: Combat Evolved''{{'}}s version.
* The crosshairs of the reticule move closer together when the overcharge is locked-on to a target.
* The overcharge now takes 15% battery instead of 10-11%.
* The plasma pistol has only 200-300 shots before it runs out of ammo, instead of 500.
* The plasma pistol no longer slows nor stuns targets.
</div>
<div class="tabbox">
<div class="tab">Halo 2 to Halo 3</div>
<big>'''''Halo 3'''''</big>
[[File:H3-PlasmaPistol.png|right|300px]]
{{Main|Halo 3|Halo 3:ODST}}
* Maintaining an overcharge without releasing decreases the battery rapidly (about 3% per second). Overcharges also drain 10% power in addition to the amount decreased when maintaining the charge.
* Takes slightly longer to cool down after overheating.
* If an overcharge impacts with a vehicle, the vehicle is temporarily disabled; same effect as the [[power drain|Power Drain]].
* Shorter time to charge an overcharge when holding down the trigger.
* Tracking distance has been lowered; the overcharged bolt will only seek out targets at close range.
* Overcharged bolt has longer contrail than in ''Halo 2''.
* The plasma pistol is ''marginally'' weaker than it was in ''Halo 2'', often requiring 1 extra shot to kill most enemies compared with its performance in ''Halo 2''.
* The plasma pistol does the same amount of damage as the assault rifle against unshielded enemies; on [[Heroic]] difficulty, both the plasma pistol and assault rifle take 5 shots to kill a [[Unggoy Minor|Grunt Minor]], and 9 shots to kill a [[Unggoy Major|Grunt Major]] or [[Kig-Yar|Jackal]].
* The plasma pistol now has 400 shots before it runs out of ammo.
* The plasma pistol is now purple instead of blue; it also appears to be smaller than in ''Halo 2''.
<big>'''''Halo 3: ODST'''''</big>
*The plasma bolts in ''ODST'' are somewhat smaller and less pronounced than in ''Halo 3''.
</div>
<div class="tabbox">
<div class="tab">Halo 3 to Halo: Reach</div>
<big>'''''Halo: Reach'''''</big>
[[File:HReach-PlasmaPistolSide.png|right|300px]]
{{Main|Halo: Reach}}
* The strength of the plasma pistol has been greatly increased. 10 shots are required to kill a fully-shielded Spartan instead of 26.
* The plasma pistol has received a graphical overhaul with noticeable changes to its design. Its texture appears to be more crudely metallic than in any previous game. Some other changes includes a small raised section on the top, presumably an [[iron sight]] and a more defined grip on the lower section.
* Overcharge bolt tracking has been reduced.
* The overcharged bolt creates small area-of-effect damage.
* The pistol produces a faint buzz after you equip it, because of its activation.
* The plasma pistol's rate of fire is reduced to compensate for its higher power.
* Its battery now takes one full energy unit per shot in Multiplayer (five shots in Campaign and Firefight).
* The overcharged bolt not only disables shields, but will also damage around one third of a SPARTAN's health points.
* The overcharge will now drain 15% of the battery per shot (10% in Campaign and Firefight).
* The player will now occasionally melee with the pistol itself, instead of only using their fist.
* Grunts can now use its overcharged function in Campaign and Firefight.
</div>
<div class="tabbox">
<div class="tab">Halo: Reach to Halo 4</div>
<big>'''''Halo 4'''''</big>
[[File:H4-T25PlasmaPistol-SideRender.png|300px|right]]
{{Main|Halo 4}}
* 12 shots are required to kill a fully-shielded Spartan.
* 4 overcharged bolts are required to kill a fully-shielded Spartan (5 with splash damage only).
* Each shot drains 2% of the battery.
* An overcharged shot now drains 20%-25% of the battery, which is much more than previous games.
* Orange markings on the weapon are now bright blue.
* The sounds have been upgraded.
** The normal shots sound sharper.
** The overcharge is higher pitched and no longer buzzes while it's held.
* 360 RPM firing rate for normal shots.
{{clear}}
{{clear}}
</div>
<div class="tabbox">
<div class="tab">Halo 4 to Halo 2: Anniversary</div>
<big>'''''Halo 2: Anniversary'''''</big>
[[File:H2A T25DEP.png|right|350px]]
{{Main|Halo 2: Anniversary}}
* Like the original ''Halo 2'' version, the plasma pistol does not lose battery while being overcharged and cannot disable vehicles. However, it can only be overcharged for 5 seconds before the charge dissipates and loses 9% battery.
* Less damage per shot, requires 26 shots to kill a fully-shielded Spartan.
* Cosmetically resembles the ''Halo: Reach'' and ''Halo 4'' variations, most specifically the small "sight" atop the main body of the weapon, and the raised hologram at the rear.
* The overcharge is larger and emits a brighter glow.
* After overheating, the pistol emits a cloud of green steam.
{{clear}}
{{clear}}
{{clear}}
{{clear}}
</div>
<div class="tabbox">
<div class="tab">Non-FPS games</div>
<big>'''''Halo Wars'''''</big>
[[File:Covenant suicide grunt.gif|thumb|250px|Suicide Grunts wielding plasma pistols.]]
{{Main|Halo Wars}}
*Plasma pistols do not drain shields instantly, even when overcharged.
*Grunts now overcharge plasma pistols in-game.
*Jackals are not capable of using them.
*Elites are not capable of using them.
<br>
<big>'''''Halo: Spartan Assault''''' and '''''Halo:Spartan Strike'''''</big>
{{Main|Halo: Spartan Assault|Halo: Spartan Strike}}
*The maximum battery size is 200 as opposed to 100 in previous games.
*Ammo can be picked up.
*An overcharged shot resembles and behaves similar to that of a [[Fuel Rod]].
<br>
<big>'''''Halo Wars 2'''''</big>
{{Main|Halo Wars 2}}
*The grunt wielding Plasma Pistol cannot be upgraded to wield [[Type-33 needler|Needlers]].
*Suicide Grunts can no longer wield Plasma Pistol except in [[Blitz]] game mode.
*[[Unggoy Heavy|Heavy Grunts]] wielding the Plasma Pistol shoots red projectiles and does slightly more damage against aircraft.
<br>
</div>
{{clear}}
{{clear}}
{{clear}}
{{clear}}
</div>
-->
==Non-canon and dubious canon appearances==
[[File:HTV-PPpew.jpg|thumb|300px|[[Riz-028]] using an ''Eos'Mak''-pattern plasma pistol to kill a Sangheili in ''[[Halo: The Television Series]]''.]]
===Silver Timeline===
{{Main|Silver Timeline}}
Plasma pistols are used by the Covenant against humanity.{{Ref/Film|Id=Contact|TV|Episode=Contact}}{{Ref/Film|Id=Reckoning|TV|Episode=Reckoning}}
==Trivia==
==Trivia==
* The plasma pistol was inspired by the "[[marathongame:Zeus Class Fusion Pistol|Zeus Class Fusion Pistol]]" from the [[Marathon (Video Game Series)|''Marathon'' series]]. Like the Fusion Pistol, the plasma pistol is a reasonable-damage single-shot weapon with an overcharge mode. However, the Fusion Pistol's overcharge was far more deadly in-game and could kill nearly any enemy in the game, with one limitation: if the gun was left overcharged for too long, it would explode violently, killing the wielder.
{{Linkbox|gameplay=yes}}
* In all of the mainline ''Halo'' games (except ''Halo 4''), if the player remain idle while wielding a plasma pistol, the player character will pull the top off the pistol, showing the plasma pistol's upper firing coil.
*In ''[[Halo: Combat Evolved]]'', if a Pod infector latches itself onto a Marine or one of the Covenant, instead of mutating the host, it will become irrevocably attached until the host is dead. If at least one Pod infector manages to leap onto an unshielded player in this game, it will deal a noticeable amount of damage (this will increase depending on difficulty and number of Pod infectors attached), fall off, and attempt to strike the player again. This effect on the player also appears in ''Halo 3''.
* In [[Wikipedia:Konami|Konami]]'s ''[[Wikipedia:Super Bomberman R|Super Bomberman R]]'', the Plasma Pistol is the weapon and special ability used by the [[Grunt|Grunt Bomber]].
*An [[energy sword]] will not lose energy by killing Pod infectors in ''Halo 2'' and ''Halo 3'', but this method is highly ineffective as Pod infectors are extremely hard to hit with an Energy Sword.
* The plasma pistol is the main facilitator for the [[Noob Combo]], in which a player uses a plasma pistol's scaled burst to take down the shields of an enemy before using a headshot-capable weapon (such as the [[BR55 battle rifle]]) to headshot the unshielded enemy. In the "[[Another Day at the Beach]]" video from the ''Halo 2'' [[Multiplayer Map Pack]], [[Butkus]] and [[Fones]] ([[Marcus Stacker]] in ''[[Halo 2: Anniversary]]'') effectively used this combo to take down a Sangheili that had taken [[Walpole]] hostage.
*Pod infectors do not add points to the player's meta-score when the [[campaign scoring]] is activated in ''Halo 3'' and ''[[Halo: The Master Chief Collection]]''. This is most likely because Pod infectors come in swarms, and could be used to rack up points with almost no effort.
*Unlike in ''Halo: Combat Evolved'' and ''Halo 2'', the Pod infectors in ''Halo 3'' float in water. Thus, they cannot infect corpses that are in water ponds because of this animation.
* In ''Halo Wars'', when Sergeant Forge shoots the Flood Pod infectors that are attacking Professor Anders, they do not pop like all other Pod infectors. Instead, they simply fall lifelessly to the ground.
*In ''Halo 3'', code exists for a deleted "banger" variant of Pod infector, which would explode like a plasma grenade when destroyed.<ref>[https://www.youtube.com/watch?v=R60geSLtnWk '''YouTube:''' ''Halo 3 - Cut Enemy: Flood Infection "Banger"'']</ref>
*In ''Halo: Combat Evolved'', Pod infectors are not affected by fall damage, most likely due to the script or slow speed during freefall.


==Gallery==
==Gallery==
{{Linkbox|gallery=yes|gallerypage=Images of Plasma pistols}}
===Concept art and illustrations===
<gallery>
<gallery>
File:H2 MMP CoverArt Concept.jpg|Concept art for ''Halo 2'' [[Halo 2 Multiplayer Map Pack|Multiplayer Map Pack]]'s cover depicting a Spartan dual-wielding a plasma pistol with an SMG.
File:HCE_InfectionForm_Concept.jpg|Concept art of a Pod Infector from ''Halo: Combat Evolved''.
File:Assault on CF-32.png|Two Unggoy Minors wielding ''Eos'Mak''-pattern plasma pistols in ''[[Halo: Spartan Assault]]''.
File:Flood3.jpg|Flood Pod infector in ''[[Halo: Combat Evolved]]''.
File:HW2-CrabUnggoy.jpg|Blitz card of a trio of Banished Unggoy armed with plasma pistols in ''[[Halo Wars 2]]''.
File:HCE Flood Infection Form.png|In-game view of a Flood Pod infector in ''Halo: Combat Evolved''.
File:HCD-covies.png|A [[Sangheili Minor]] with an ''Eos'Mak''-pattern plasma pistol in ''[[Halo: Collateral Damage]]'' [[Halo: Collateral Damage Issue 1|Issue #1]].
File:HCE Infectionforms.jpg|The Master Chief watches as Pod infectors prepare to consume a dead Elite and a dead Grunt.
File:Hroa5 battle.jpg|A [[Jiralhanae]] takes aim with an ''Eos'Mak''-pattern plasma pistol in ''[[Halo: Rise of Atriox]]'' [[Halo: Rise of Atriox Issue 5|Issue #5]].
File:H2 Flood Infection Form.png|A Pod infector in the [[Threshold gas mine]] in ''[[Halo 2]]''.
</gallery>
File:H2_PodInfector_Closeup.jpg|A Pod infector in ''Halo 2''.
===Screenshots===
File:HTMCC Avatar InfectionForm.png|Render of the ''Halo 2'' Pod infector in ''[[Halo: The Master Chief Collection]]''.
<gallery>
File:InfectionForm Profile.jpg|Pod infectors in ''[[Halo 3]]''.
File:Jackals.jpg|Kig-Yar armed with ''Eos'Mak''-pattern plasma pistols in ''Halo: Combat Evolved''.
File:Flood infection form in HaloWars.jpg|A Pod infector in ''[[Halo Wars]]''.
File:Incoming32001200.jpg|A swarm of Yanme'e armed with ''Eos'Mak''-pattern plasma pistols in ''Halo 2''.
File:Anders Flood.png|Pod infectors assaulting [[Ellen Anders|Professor Anders]].
File:H3 A lone grunt.jpg|An Unggoy Major wielding the ''Eos'Mak''-pattern plasma pistol in ''Halo 3''.
File:HW PodInfector Blur Render.jpg|A render of the pod infector asset created for ''Halo Wars''{{'}} cutscenes.
File:Drone Swarm.jpg|A Yanme'e wielding an ''Eos'Mak''-pattern plasma pistol in ''Halo 3''.
File:Infectionformpet.png|A pet Flood Pod infector which can be purchased as a feature for any Xbox 360 Avatar.
File:H3ODST GruntTrio.png|A trio of Unggoy employing ''Eos'Mak''-pattern plasma pistols in ''Halo 3: ODST''.
File:Floodsuit.png|An [[Avatar (Xbox 360)|Xbox 360 Avatar]] customized with a Flood Pod infector suit.
File:H3ODST PlasmaPistolBolt.png|An Unggoy Minor firing an ''Eos'Mak''-pattern plasma pistol in ''Halo 3: ODST''.
File:HTMCC-H4 Terminals LibrarianAtWork.png|The [[Librarian]] investigating a Flood Pod infector in ''[[Halo 4]]''<nowiki>'s</nowiki> [[Terminal (Halo 4)|terminals]].
File:HR ChargedPlasmaPistol 1.png|A Kig-Yar Minor firing an ''Eos'Mak''-pattern plasma pistol in ''Halo: Reach''.
File:Flood infector Spirit of Fire.jpg|A Flood Pod infector inside the {{UNSCShip|Spirit of Fire}}'s cryo-room in ''[[Halo: Escalation]]''.
File:HTMCC-H4 PPCollegeBrochure.png|Sangheili, Unggoy, and Kig-Yar firing ''Eos'Mak''-pattern plasma pistols in ''Halo 4''.
File:HSA Flood mode.jpg|Flood Pod infectors in ''[[Halo: Spartan Assault]]''.
File:HereticJackal.png|A Kig-Yar snarling with an ''Eos'Mak''-pattern plasma pistol in the ''Halo 2: Anniversary'' [[Terminal (Halo 2: Anniversary)|Terminals]].
File:MercyFlood.jpg|A Pod infector attacks the Prophet of Mercy, eventually killing him.
File:HTFOR-SangheiliStorm.png|A Sangheili Storm dual-wielding a plasma pistol with an energy sword in ''[[Halo: The Fall of Reach - The Animated Series]]''.
File:TFS-Krunch.png|Jerome-092 destroying a Pod infector in a single punch in ''[[Something has Happened]]''.
File:H5G-MultiUnggoyImperials.png|[[Unggoy Imperial]]s wielding ''Zo'klada''-pattern plasma pistols in ''Halo 5: Guardians''.
File:HW2 - Flood infection form models.jpg|Models of the Pod infector for ''[[Halo Wars 2]]''.
File:H5G-John&PP.png|John-117 firing a ''Zo'klada''-pattern plasma pistol in ''Halo 5: Guardians''.
File:HW2 - Flood infection form.jpg|More detailed models.
File:HINF-Unggoy Conscript.png|An [[Unggoy Conscript]] wielding a ''Rohakadu''-pattern plasma pistol in ''Halo Infinite''.
File:HW2_InfectorTidalWave_Concept.jpg|Banished forces succumbing to a tidal wave of Pod infectors.
File:HTV-Reckoning Chief HUD.png|First-person view of [[John-117/Silver|John-117]] using plasma pistol in ''Halo: The Television Series''.
File:HW2-SpikedInfectionform.jpg|A Pod infector killed by a Banished Jiralhanae's Spiker in ''Halo Wars 2''.
File:HW2-Squish.gif|Atriox crushes a Pod infector.
File:HOD-InfectionForm.jpg|An infection form at [[Outpost Discovery]].
File:HINF Unknown Cylix Scan.png|A Pod infector trapped in a [[Cylix]] on [[Installation 07]] in ''[[Halo Infinite]]''.
File:HINF - Charm icon - Infection charm.png|A Pod infector weapon charm in ''Halo Infinite''.
</gallery>
</gallery>


==List of appearances==
==List of appearances==
{{Col-begin}}
{{Col-begin}}
{{Col-2}}
{{col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo: First Strike]]'' {{Mo}}
*''[[Halo 2]]''
*''[[Halo 2]]''
**''[[Conversations from the Universe]]'' {{Mo}}
*''[[Halo Graphic Novel]]''
*''[[Halo Graphic Novel]]''
**''[[The Last Voyage of the Infinite Succor]]''
**''[[Breaking Quarantine]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo 3]]''
*''[[Halo: Contact Harvest]]''
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars: Genesis]]''
*''[[Halo Wars]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[Halo 3: ODST]]'' {{MCCo}}
*''[[Halo 3: ODST]]''
*''[[Halo Legends]]''
*''[[Halo Legends]]''
**''[[The Duel]]''
**''[[Homecoming]]''
**''[[Origins]]''
**''[[Origins]]''
**''[[Prototype]]''
{{col-2}}
**''[[The Package (animated short)|The Package]]''
*''[[Halo: Evolutions]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[The Mona Lisa]]''
*''[[Halo: Blood Line]]''
*''[[Halo: Reach]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Covenant|Covenant]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo: Combat Evolved Anniversary]]''
**''[[Terminal (Halo: Combat Evolved Anniversary)|Terminals]]''
*''[[Halo: The Thursday War]]''
{{Col-2}}
*''[[Halo 4]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
**''[[Terminal (Halo 4)|Terminals]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo: Spartan Assault]]'' {{C|Simulation-only}}
*''[[Halo: Initiation]]''
*''[[Halo: Escalation]]''
*''[[Halo: Escalation]]''
*''[[Halo: Mortal Dictata]]''
*''[[Halo: Broken Circle]]''
*''[[Halo 2: Anniversary]]''
*''[[Halo 2: Anniversary]]''
**''[[Terminal (Halo 2: Anniversary)|Terminals]]''
*''[[Halo Mythos: A Guide to the Story of Halo]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo: Tales from Slipspace]]''
*''[[Halo: The Fall of Reach - The Animated Series]]''
**''[[Something Has Happened]]''
*''[[Halo: Shadow of Intent]]''
*''[[Halo: Ground Command]]''
*''[[Halo Mythos]]''
*''[[Halo: Fractures]]''
**''[[Breaking Strain]]''
*''[[Halo Wars 2]]''
*''[[Halo Wars 2]]''
*''[[Halo: Envoy]]''
*''[[Halo: Retribution]]''
*''[[Halo: Recruit]]'' {{C|Non-canonical appearance}}
*''[[Halo: Fireteam Raven]]''
*''[[Halo: Fireteam Raven]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Outpost Discovery]]''
*''[[Halo: Official Spartan Field Manual]]''
*''[[Halo Infinite]]''
*''[[Halo: Lone Wolf]]''
{{col-end}}
*''[[Halo: Meridian Divide]]''
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo: The Television Series]]''
**''[[Contact]]''
**''[[Homecoming (TV Series)|Homecoming]]''
**''[[Reckoning]]''
**''[[Transcendence]]''
*''[[Halo: Outcasts]]''
{{Col-end}}
 
==Notes==
{{Ref/Notes}}


==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}


{{Covenant sidearms}}
{{Flood}}
[[Category:Covenant infantry weapons]]
[[Category:Flood forms]]
[[Category:Infantry plasma weapons]]
 
<!--
At the end of ''Halo 2'', we thought it would be a really cool idea if we got a lot of people involved with making small multiplayer maps.
 
People spend most time on multiplayer maps, not in the single player ones
 
the importance of all the different things you can do is wildly changing
 
it's easy to get the concept I'm here to defend the space
 
so we split into four groups
fresh ideas
 
non-stop action
 
bang bang bang
 
frantic game of whack-a-mole
 
a lot of new eyes
 
definitely see stuff that you're like how the hell did they do that
 
think you're exaggerating
 
swing
 
just like everybody else we were getting a little bit tired of playing some of the same maps over and over so it was a great opportunity to get more maps out there
 
double kill triple he'll killtacularx
 
containment is a big map
 
it's definitely the biggest map in the downloadable content
 
two team capture the flag eight on eight
 
this map is so big the xbox can't even hold it we are visiting the quarantine zone. these zones were created
by the sentinels in order to prevent the flood from escaping further and infecting even more of the halo structure
 
it was supposed to be just a straight-up conversion of timberland from halo pc
 
the bases are more intricate
 
because they're basically the sidewinder basis
 
make it more interesting
 
change it even further
 
more dynamic
 
just change it altogether
 
two rocket launchers
 
there's also two sniper rifles
 
two warthogs a banshee and an outside of your wall is a tank
 
we tried to do some things the other big maps didn't: incorporate the tank hopefully effectively this time
 
this sort of flesh out their ideas with Max or riding shotgun over all of them making sure that they're not getting too crazy
 
if we were going to have what we call boo bags they would just be these clusters of these boogers all over the level thatwould explode and harm you max decided that they bounced too much so he made them pretty static
 
if they're gonna make a change for artistic reasons it's really helpful when they also can think if it will affect gameplay
 
whenever you ask cotton or Paul about it they get pretty upset because they like them but really works
 
you wonder why this map took three months to make
 
there wasn't really impress event for for bossing testicles of deaths I hate video games what
 
 
 
backwash is a humid environment. In all our other multiplayer maps you can see another player from a quarter mile away. Here you cant
 
we knew we had to make small like four player Slayer style map[ the idea came up to use the halo 1 swamp is this foggy arena
 
old and crusty forerunner
 
we're saying this is on the Delta halo and it's actually an area very similar to the place on the alpha halo where the chief met Guilty Spark in fact we actually have monitor of the
Delta halo he's flying around the environment we definitely were looking to encourage the short game so you'd be more inclined to use weapons like shotguns and the sword it's very easy to spawn and instantly see where everybody's fighting because you see plasma bolts in the fog and you know exactly where everybody is you just go
charging over there
 
and Nathan's favorite tactics to get up here on this little metal protrusion that he's just lobbing grenades down at people Im kind of the resident greeter I kill everybody on my team laughing the top of my lung
 
Nathan's griefing is is a well balanced by his lack of skill yeah
 
no one likes Nathan you know this map will be a success of people love with less Slayer halo at its simplest form it should be one of the places where it's just fun to find the high spots and gain elevation through jumping and when you do that you pull it off um no I feel like a halo God
 
and we got glow bugs it doesn't get any better than that
 
terminal is a train terminal exists in New mombasa
 
supposed to be Zanzibar plus
 
what if we took sands par to the next level what would that map be
 
it's completely asymmetrical there are two bases but it's not a mirrored environment or an environment that is rotated so it's identical on both sides the nature of it is it's imbalanced so the attackers have a starting location and the defenders have a base but they're not equal unlike which one is easier to defend or easier to attack
 
the only real dynamic element is the Train
 
play too close to the tracks will die
 
most of our halo 2 maps playing single flag CTF the vehicles are fun but they're not a key component of how you
win or lose that and we wanted to make a vehicle encounter significant you cannot ignore the rave the Wraith is a big deal you need to take out the race if you're an attacker if you're a defender you want to preserve the raid
 
everything that we're thinking about is balanced put a lot of thought into making sure that a guy on the foot can destroy that vehicle
 
no rocket model rocket our Akash
 
this big design issue
 
I think they've actually just softened on that position\ a little bit there's now a rocket on terminal
 
okay people who are good with the Wraith we've added the rocket launcher back in the terminal which we didn't want to do in the first place we tread in specifically designed this map so we didn't have to use the rocket
launcher but now because people have gotten so good with the Wraith the rocket launchers back in there
 
it's pretty rare that you'll get people just sitting in a spot and being cowardly hate cowards
 
this is a remake of longest one of the maps in halo 1
 
supposed to be this dirty cargo freighter two parallel hallways with bases at either corner you can see earth
you can see the moon I thought about it I really hated about longest that I wanted to fix ladders really destroy the
realism
 
I've never seen the ladder right like
 
you have this vertical motion but you don't see your hands doing that
 
we got rid of all the ladders
 
everybody
hated ladders it's a really nice thing about this map is that there's total mobility it's a fairly simple map so
that it's easy to navigate easy to understand
 
one of the ways that you can get to the second floor from the ground for is to take advantage of these boxes
that are moving around
 
gameplay-wise the crates of her huge change because they create this jumping path that you can get between the two levels on the map from any point
 
one of the interesting things that just kind of fell out of this design and this is not intentional
if you are on the conveyor belt even though you're moving faster than the motion sensor if you're standing still
don't show up it has like this one thing that we've never had before which is you can hide and actually end up with a different spot than you were and the whole time will be on the motion sensor
 
I wanted to put the ladders back in but make them slanted so that you didn't have the same horrible problems that you did they never expressed that though
 
I never expressed that when
 
he were to get shot
 
it would have been a problem
 
Relic Big Island the original idea came from the very first halo multiplayer map back on the pc 44 that's kind of the sweet spot for that map
 
the more people that gets a little more chaotic we were looking for a asymmetric one flag CTF map that played differently than any of the others
 
it's designed specifically to have a unique experience for capture the flag
 
it's set up and have the side that is protecting the flag so there's always an attacker and defender keeping the entire map in play at all times
 
it totally changes the way the two side behave one of the smart routes to go is down here by the beach
because that's where the rocket launcher is
 
both sides trying to fight to get that as quickly as possible
 
you take the quick route and run out me open to get to the base or did you take the longer but safer route I mean there's a trade-off we intentionally make it so that the fastest route is the straight line that's running the gauntlet so it's risk versus reward
 
scoping out over the entire island is really cool because you can see people coming up through the rocks Gillian's free junk you
 
there's a contest to go and get the rocket launcher much like there's a contest to get the sniper rifle and you have to make real conscious decisions about what's important to you to win this map
[Music]
 
it's Gemini
 
its origin is in marathon
 
in Marathon infinity there is a map called duality that's the fundamental structure that we took it's not really a
symmetrical or asymmetrical map it's an arena free fall map
 
we wanted it to feel fully otherworldly this isn't something for the rest of the Covenant this is the prophets antechamber  the two rooms two ramps in the lower lobby
 
the teleporters that let you rapidly move to another part of the map the door see really\mundane but a door actually lets you play with the person that's what this is
corridors cool moody lighting lots of
artfully well-placed weapons and good
comments so that's the essence of a good
ground powder even walking slowly I can
cover the entire map in about 15 seconds
that makes it very difficult to actually
mount a defense our engine is designed
for a mix of different weapons that work
at different ranges you can only carry
two the reason you pick up to plasma
rifles is not so you can squeeze both
triggers at the same time it so that you
can post them like you can fire one
until it burns and then fire together
while the other ones cooling off because
if you need to reload them in your dual
wielding that you're basically screwed
I really wanted to have a lot of small
 
maps warlock had a characteristic me for
wasting interval radially symmetrical
it's designed to be completely equal
warlock is uh is based on the original
halo one map a wizard and for those that
played halo 1 multiplayer this is gonna
be like an old friend they're gonna
immediately walk into this map and be
like oh I know what's happening I'd be
fairly easy to get more lock up to speed
considering that the geometry already
existed we had to mark off each base
with a different color so that you
wouldn't get lost and it's pretty easy
to get lost in a place where every four
of the coroner's look identical the game
is really giving you something that you
look at is something that you here we
have almost 36 styles and pieces of
audio that went into halo 2 territory
with 64 surround sound voices and if
you're playing multiplayer and you have
a big battle going on around you you are
probably more than likely hitting that
62 64 voice limit pretty easily lost the
lead if you look at it and you think it
should make sound we try to make it mix
them I put some things like there's bats
up no bed so I think there have been
there somewhere I'm sure yeah I mean I I
know that we don't have any so that's no
no bad
[Music]
sanctuary is about battle that takes
place on the Delta halo you can envision
Delta temple being in the distance
behind the cliff behind the waterfall it
should look like a single player man but
play like a multiplayer map it sold for
runner architecture supported by some
newer forerunner metal structures it's
really important to us that people
believe that they are real places in our
universe first is just a high-level
strategy just a plan from there we go to
paper design which is the designer and
the artist working together it actually
is a symmetrical map symmetrical is
mirrored in some fashion and it's an
attempted to try to make things balanced
a map confuse but there's a subtle like
sniper advantage to one side or the
other what it was designed for a CTF
might take the medium range weapons like
the battle rifle and the carbine SMG you
got a needler those are all
symmetrically placed to give each team
even playing field every time they take
on one of those weapons are taking on a
role that's kind of mentality I take you
know designing spaces are there good
places for a player to assume those
roles and be effective in are there
places for players to fight against that
role as well
[Music]
 
turf turf is a medium to small map
setting old Mombasa sort of early in the
invasion before this stuff really starts
hitting the fan
Oh busted us on my favorite part in the
single-player inhaler to seeing certain
landmarks from a single player game in
the distance the bridge just gives it
such a great feel
it's got lots of cover lots of very
small scale interconnections more close
quarters combat it's meant for a match
between two small teams we really wanted
to work on a map that really featured a
new game type that we had hail with two
called territories territory server
requires a map that is designed for the
game territories is the game where the
objective is to capture and control the
territories territory control as you
control them you gain time and you win
the game by having the most time the
more control you have the more tenuous
that control is as you're controlling a
larger area than that you have to divide
your attention over a much greater space
so that it's easier for the underdog to
come in jarrett ori lost we have a
street territorial which is being themed
as a marine headquarters the opposite
corner we have a warehouse territory and
then at the third quarter we have a
scare although in Halo linga lot they
called plots no they're just territories
in the UI doesnt say plots well it's
called three plots for the three
retailers therefore yes and hannah am I
being too verbose
 
this is going to be the easiest map to
navigate and learn so everyone always
wants to do a little bit more than they
probably can we always overshoot and
then come back put it in rip it out this
map has probably had the most work done
on of all the maps
[Music]
saying the detail that's on here this is
probably my favorite halo map thus far
it's awesome I love his mouth I like it
it's fun Matt and I did no work as a
 
game developer you really get to enjoy
two games one is the game of creating
the systems in the art itself and then
the other one is to actually play test
it the rest of the staff is working on
all these maps what was the animation
team gonna be the only part of this
process was getting everybody to take on
a new challenge and even expand those
skills in new ways that they hadn't
thought of before so that was a great
opportunity to get a cinematic together
we looked at the way we combined
animation and sound and everything else
into the cinematics and halo 2 and how
we can make that process better we
didn't feel like our pipeline was really
well thought out and we wanted to go
through it again and come up with new
tools they're all like well let's do a
short film
 
status I wanted to do something that
kind of paralleled what happened in the
game Marines at the beginning birth city
is one of those kind of tangents that
you see the beginning of and you see the
end of but you never really hear what
happened the third Pelican kind of flies
by and halfway through that level youth
see that same Pelican crashing on the
beach and you meet up with the Marines
that were in it but you never really
found out what happened to them felt
like a good place where you can tie in
both the beginning and the end actual
gameplay just placing the master chief
in the scene and this shot that I'm
working on right now is the very first
shot this shot right here is where the
Pelican is just crashed you see phones
checking checking the corpse of O'Brien
we're actually gonna be able to fly the
Pelican around in a space and capture
five got one audio of it be able to
embed that the cinematic in a way that
we weren't able to in the game engine
that's actually me I'm the one with the
plasma and that's Jeremy over here and
bells dead of course of the jackal is a
good character we killed bill up pretty
quickly anything hollywood it is going
to be free rendered so it's a little bit
different than the cinematics that occur
in game we're still using the game
engine to render it but since it's not
rendering in real time we're able to do
a lip feel there are effects and more
lighting stuff Oh everybody is really
getting to do the things that they love
to do to work on the things that they
love working on because it was something
that we were doing for fun it was a
learning exercise it was all just a lot
of really good experience for everybody
on the team we have a long road ahead of
us I won't lie but yeah it's pretty cool
it's actually really fun time to be
working here I would definitely say this
is wet the whistle for for what comes
next we better get moving agreed
-->

Latest revision as of 11:20, July 25, 2024

Help.png
This article does not meet the wiki's general standards and/or standards on layouts. You can help by cleaning this article.
Help.png
This article does not have enough inline citations and/or does not adhere to the proper citation format. You can help Halopedia by adding citations.
Pod infector
A render of Blur Studio's model of a Pod infector for Halo 2: Anniversary's cutscenes.
Biological overview

Classification:

Infection form

Species:

Flood

Physical information

Avg. height:

89.6 centimeters (2 ft 11.3 in)-131.4 centimeters (4 ft 3.7 in)[1]

Avg. weight:

16.8 kilograms (37 lb)-28.6 kilograms (63 lb)[1]

Distinctions:

Small, sac-like creatures with many tentacles for probing.

 

The pod infector,[2] often ubiquitously called the Flood infection form,[3][4] is a stage of the virulent Flood xenoform. It serves as the primary form for spreading the Flood infection due to its effectiveness compared to mere Flood spores when deployed in large numbers. Subsequently, it is usually the first Flood forms to be produced as well as the most commonly encountered Flood form.[2]

Overview

Physical characteristics

Pod infectors have soft, pod-shaped bodies; they are characterized by a small, sagging brown lobe rising from the top of its back,[3] while its frontal surface has numerous tentacle-like appendages and a frond-like array, which acts as the creature's sensory system.[5][4] Their tendrils are multi-purpose locomotion systems and insidious methods of control.[5][4] Used for attacking and infecting organisms,[6] each tendril ends in nano-scale barbs, which can latch onto a target's body, slice open bare skin,[7] and even cut through armor or environmental suits.[5][4] The pod infector's bulbous body is filled with noxious gases,[4] while its numerous tentacles allow them to travel at high rates of speed and leap surprising distances in pursuit of a host.[1]

The pod infector does not feel pain or fear.[8] Though barely intelligent on their own, once an infection form infiltrates a sentient creature, they turn the victim's cognitive power to the furtherance of Flood goals. Each pod infector able to sift through memories of any sentient creature to learn of military countermeasures, security access codes, and the location of population centers. This information is then shared with other Flood through their connection with the key minds.[5]

Function

Pod infectors develop from a form vaguely resembling a larva or tadpole but bearing the basic superficial characteristics of a Pod infector. A number of Flood forms in this stage of their life cycle were kept in stasis by the Forerunners in Flood research facilities, such as the one in the Threshold gas mine.[9]

Serving as the primary vector for the Flood infection, pod infectors usually attack en masse, overwhelming and overpowering their prey, until one is able to burrow into the victim's flesh,[1] As with other infection forms, the pod infector has an array of "penetrators", which are barbed tentacles that can cut through flesh and armor.[5][4] When a pod infector attacks a victim, its tentacles insert into the spine,[10] with the goal of invading the target's central nervous system,[11] which then initiates a violent transformation.[1] Once the target is compromised, the pod infector injects Flood cells to suborn the victim's nervous system while the pod infector itself bores into the host body to hollow out a nest, quickly twisting the remains of its victim into a combat or carrier form.[4]

Due to the balloon-like qualities of the pod infector, it could deflate itself to fit inside the victim's body.[12] Even if the infection form is quickly removed, Flood cells in the wounds will slowly consume the victim and turn them into quivering, spore-packed blisters. Against unprepared victims the infection form bores into the body, quickly mutating it into a combat form.[5] If the infected host has sufficient biomass for self-sustenance, it will mutate neurologically and physiologically into a combat form.[13] The pod infector is capable of augmenting its new body and repair minor damage;[8] as such, combat forms typically possess unnatural physical strength, perhaps gained through the mutation of the host's musculoskeletal structures.[13] Otherwise, sections of the host's body are consumed and converted into FSC, with much of their internal organs being consumed and replaced with FSC accretions that function as support lattices. Some limbs and sensory organs are retained on the combat form to enable use of tools, weapons, or vehicles; though the pod infector sees the environment using its own sensory organs—often the flexible fronds or antennae on the end of narrow tendrils—and whatever remains of the host's native senses are usually redundant and ignored.[8] In some circumstance, the pod infector is unable to completely dominate the original personality and the victim remains fully aware of their irrevocable transformation and their being used as a tool of the Flood. Though their bodies are bent to the Flood's will, occasionally the victim can still whisper for mercy or cry out in pain. More often, the parasite will speak on their behalf, using stolen thoughts and memories as a psychological weapon, terrorizing both the host and anyone unfortunate enough to be within earshot.[8][14] This was the fate of Wallace Jenkins during the Battle of Installation 04; a pod infector had been severely weakened during long periods of hibernation, and while strong enough to take over and transform Jenkins' body, it lacked the force and clarity to completely control Jenkins.[15] With the Flood mind weakened, Jenkins survived infection, and even remained conscious, with short periods of time where he could exert control over his mutated body.[16][17]

A Pod infector may abandon its host if the corpse has been heavily damaged, and look for a new one. If the Pod infector inside a combat form has been destroyed, but the combat form itself is intact enough to continue serving its purpose, loose Pod infector may burrow inside the body and take the place of the one that mutated it, effectively "re-animating" the combat form.

Once the parasite can establish a hive, it can begin to produce massive numbers of infection forms that spread out in search of new sentients to infect, and non-sapient animals on which to feed. Both ground and airborne infection forms are used as living weapons, hurling themselves at the enemy to overwhelm defenses and assimilate the unprepared.[4] The Flood blister itself is an infection form, incubating spores as well as carrying pod infectors; when ruptured, the blister releases the pod infectors.[18][19] Carrier forms serve as mobile incubators of pod infectors; when they are in close range of enemies, or when their sacs are perforated, they rapidly swell and then detonate,[13] releasing pod infectors being held within.[20] Flood pure forms, including the spawner form and the tank form, are known to gestate pod infectors to spread the Flood infection.[21][22]

Once this is accomplished, the form rewrites the neural pathways of the victim's brain with its tendrils, forcing a resonant frequency match between its neural signals and the host's.[citation needed] At this point, the Pod infector has complete control over the body's motor functions.

As the Pod infector hacks into the host's nervous system, it releases encapsulated Flood Super Cells into the body. These cells interface with the host's cells, "digest" them and convert their components into new Flood cells.[citation needed] At this point, the Pod infector burrows into the host body, moving aside the internal organs and taking up residence within the chest cavity (or any approximate equivalent). Having achieved total control over the host, the Pod infector reshapes the body into a form more suitable for attacking enemies - a combat form.


While an effective vector of infection against armored and shielded organisms as well as those equipped with atmospheric filters, a Pod infector is not necessary for the Flood to infect a host; merely ingesting Flood spores or inserting them via a wound is sufficient to initiate Flood conversion. Such infection may occur several seconds or perhaps minutes later, yet the transformation will occur almost instantaneously once it has begun.[23][24]

Effects on host forms

A carrier form spawning Pod infectors aboard the UNSC Spirit of Fire in 2537.

While any large life form with some level of awareness and/or sentience can be infected by a Pod infector, not all of them are suitable to serve the function of Combat Forms, the Flood's signature and preferred mobile form utilized during the Feral Stage. While these hosts are transformed in a similar fashion to the traditional combat forms, these forms are not often employed in front line combat for several reasons.

The first of these would be the fact that such life forms, despite their sophisticated nervous systems and adequate levels of sentience, simply lack the necessary biomass, calcium reserves, and physical strength to make first-choice combat units. More specifically, when a host life form is transformed, the activities of the Pod infector require not only the aforementioned levels of biomass, calcium content, and strength (Though humans become combat forms more often than the much larger and stronger unggoy for whatever reason.) but that the host has the physical endurance and stamina to withstand the process. Species such as humans, Forerunners, Sangheili, and the Jiralhanae are almost always turned into combat forms because their biology and physical properties enable them to withstand the Pod infectors' abilities, which are violent and resource-intensive.

In contrast, other life forms, such as the Kig-Yar, and perhaps the Yanme'e, lack these important qualities, or in the case of the Unggoy have other limitations due to their physique despite their perfectly adequate levels of sentience and neural complexity. Because of these factors, these hosts are primarily used for other but equally important purposes. These involve multiple mission profiles that are essential to the development of Flood outgrowth: establishment of mobile incubators, biomass and calcium reserves, hive structures, and the components of a coordinating and controlling intelligence.

When utilized for the creation of the hive and the central intelligence, the weaker hosts gather together and merge into single mass or a collection of masses spread around whatever environment the Flood have established themselves in. In this way, the weaker host forms serve as 'building blocks' for the creation of a Flood Hive, which if all goes according to its logical conclusion, will spawn a fully-developed collective and the next stage of the Flood's development: the Coordinated Stage and its crowning achievement, a Gravemind. Surrounding life forms such as significantly smaller animals as well as the full range of plants, microbes, lichens, and fungi, are seized by the growing Flood collective and digested as raw material to create more generic Flood biomass.

The next vital use for lesser hosts is to serve as the second signature form of the Feral Stage, the mobile Pod infector incubator known as a Carrier Form. While these are usually formed from weakened, damaged, and/or aged Combat Forms, weaker host forms are just as frequently employed for this purpose. The first step in the creation of a Carrier Form by this method involves a single appropriate host to function as a nucleus, which is then followed by one or more other weaker forms attaching themselves to the leading unit. The congregated hosts then fuse, with the external host forms being rapidly digested by the central form, with the result being that the other hosts have been reduced to extra, generic biomass, contributing to the structure of the now significantly distorted, bloated incubator.[25]

While this complex methodology is largely standard procedure for the Flood, there are occasionally exceptions to these rules due to the Flood's adaptive nature. In at least one notable campaign[26] early in the Human-Covenant War, this mode of operation was contradicted by the Flood. The outbreak present on this installation employed Kig-Yar and Unggoy quite frequently as front line combat units despite their inadequate status, and was also distinct from other outbreaks with the fact that it was predominantly formed out of life forms lacking sentience such as plants, fungi, etc., or those possessing lower levels of sentience, such as the wide range of animals living there.

Immunities and defenses

Energy shielding destroys Pod infectors on contact, causing them to explode in a small burst of gas and flesh. Conventional body armor is generally ineffective against Pod infectors; they can easily squeeze through gaps in armor plating, and their grasping tentacles can burrow through rubber, fabric or polymer (including MJLONIR MK V undersuits) in order to reach the flesh underneath.

Staff Sergeant Avery Johnson was thought by Dr. Catherine Halsey to be incompatible with Flood Pod infectors due to the fictitious "Boren's Syndrome"[27] — in reality a cover for the augmentations he received as part of the ORION Project.[28] However, it is apparent that Johnson's augmentations did not make him truly immune to the Flood conversion process itself, instead granting him the ability to fight off and escape the parasite more effectively than the baseline humans alongside him.[29][30][31]

The Mgalekgolo's lack of a central nervous system and nature as an invertebrate colony consisting of multiple worms likely make them immune to Flood infection.[32] The invertebrate nature of the Yanme'e, along with their hard, chitinous exoskeleton, would seem to make them immune as well. However, while their unique physiologies make standard infection difficult, it is likely that the Flood are still capable of consuming and converting Lekgolo and Yanme'e into Flood biomass.

Trivia

  • In Halo: Combat Evolved, if a Pod infector latches itself onto a Marine or one of the Covenant, instead of mutating the host, it will become irrevocably attached until the host is dead. If at least one Pod infector manages to leap onto an unshielded player in this game, it will deal a noticeable amount of damage (this will increase depending on difficulty and number of Pod infectors attached), fall off, and attempt to strike the player again. This effect on the player also appears in Halo 3.
  • An energy sword will not lose energy by killing Pod infectors in Halo 2 and Halo 3, but this method is highly ineffective as Pod infectors are extremely hard to hit with an Energy Sword.
  • Pod infectors do not add points to the player's meta-score when the campaign scoring is activated in Halo 3 and Halo: The Master Chief Collection. This is most likely because Pod infectors come in swarms, and could be used to rack up points with almost no effort.
  • Unlike in Halo: Combat Evolved and Halo 2, the Pod infectors in Halo 3 float in water. Thus, they cannot infect corpses that are in water ponds because of this animation.
  • In Halo Wars, when Sergeant Forge shoots the Flood Pod infectors that are attacking Professor Anders, they do not pop like all other Pod infectors. Instead, they simply fall lifelessly to the ground.
  • In Halo 3, code exists for a deleted "banger" variant of Pod infector, which would explode like a plasma grenade when destroyed.[33]
  • In Halo: Combat Evolved, Pod infectors are not affected by fall damage, most likely due to the script or slow speed during freefall.

Gallery

List of appearances

Sources

  1. ^ a b c d e Halo: Combat Evolved Anniversary, Library: Infection Form
  2. ^ a b Halo Wars 2, Phoenix Logs: Pod Infectors
  3. ^ a b Halo Encyclopedia (2011 edition), page 164
  4. ^ a b c d e f g h Halo Encyclopedia (2022 edition), page 406
  5. ^ a b c d e f Halo Wars 2, Phoenix Logs: Infection Forms
  6. ^ Halo Encyclopedia (2011 edition), page 180
  7. ^ Halo: The Flood, chapter 12: "The Spartan gave a cry of pain, felt the tentacle slide down toward his spine, and knew it was over."
  8. ^ a b c d Halo Encyclopedia (2022 edition), page 408
  9. ^ Bungie.net: One Final Effort (4/16/2010)
  10. ^ Halo: The Flood, chapter 9: "...because ever since the infection form had inserted its penetrator into his spine, Private Wallace A. Jenkins had been sharing his physical form with something he thought of as "the other.""
  11. ^ Halo: The Flood, chapter 10: "...it has tentacles in place of legs, plus a couple of extremely sharp penetrators, which they use to invade the victim's central nervous system and take control of it."
  12. ^ Halo: The Flood, chapter 10: "If you peek through the hole in her chest you can see the remains of the infection form that deflated itself enough to fit in around her heart and lungs."
  13. ^ a b c Halo Encyclopedia (2011 edition), page 165
  14. ^ Halo Wars 2, Phoenix Logs: Infected
  15. ^ Halo: The Flood, chapter 6: "Due to some fluke, some random toss of the galactic dice, the mind that invaded his body had been severely weakened during the long period of hibernation, and while strong enough to take over and begin the work necessary to create a combat form, it lacked the force and clarity required to completely dominate its host the way it was supposed to."
  16. ^ Halo: The Flood, chapter 10: "Jenkins had used pantomime to request a mirror. A well-meaning Corporal brought one in, held it up in front of the soldier's devastated face, and was frightened when he tried to scream."
  17. ^ Halo: The Flood, chapter 12: "Jenkins, still unable to speak, managed to mouth the words “thank you.”"
  18. ^ Halo 3, campaign level Cortana
  19. ^ Halo Encyclopedia (2022 edition), page 407
  20. ^ Halo Encyclopedia (2022 edition), page 409
  21. ^ Halo Encyclopedia (2011 edition), page 166
  22. ^ Halo Wars 2, Phoenix Logs: Spawners
  23. ^ Halo Wars, campaign level Anders' Signal
  24. ^ Halo: Evolutions"The Mona Lisa"
  25. ^ 'Halo: The Flood', page 291
  26. ^ Halo Wars
  27. ^ Halo: First Strike, page 244
  28. ^ Halo Graphic Novel, page 122
  29. ^ Halo Waypoint: Catalog Interaction - Page 14 ("No known biological [scaffolding] augmentation impedes efficacy of parasite conversion process.")
  30. ^ Halo Graphic Novel, Breaking Quarantine
  31. ^ See Avery Johnson#Notes
  32. ^ Halo: First Strike
  33. ^ YouTube: Halo 3 - Cut Enemy: Flood Infection "Banger"