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{{era|HW|FOR|H1|TF|HGN|H2|GOO|H3|RVB|}}
{{Title|''Okarda'phaa''-pattern plasma rifle}}
{{ratings}}
{{Status|Canon}}
<center>''Were you looking for the [[Brute]]-preferred variant of the [[Brute Plasma Rifle|Plasma Rifle]] used in [[Halo 2]]?''</center>
{{Weapon infobox
{{Weapon
|name=''Okarda'phaa''-pattern Rifle
| image=[[Image:Plasmarifle.jpg|300px]]
|image=[[File:H2A T25DER.png|300px]]
| name=Plasma Rifle
|manufacturer=[[Iruiru Armory]]{{Ref/Book|EVG|Page=145|Id=essential}}
| manufacturer=Covenant Separatists and Covenant Loyalist
|series=
| model=Type-25 Directed Energy Rifle
|type=[[Directed-energy weapon|Directed-energy rifle]]{{Ref/Site|Id=bnet|URL=http://halo.bungie.net/projects/halo3/content.aspx?link=h3plasmarifle|Page=Type-25 Directed Energy Rifle|Site=Bungie.net}}
| [[UNSC]] Counterpart=SMG
|cost=
| type=Rifle
|variant={{Pattern|Kewu R'shi'k|plasma rifle}}{{Ref/Site|Id=universe|URL=https://www.halowaypoint.com/en-us/universe/weapons/plasma-rifle|Page=Plasma Rifle|Site=Halo Waypoint}}
| cost=unknown
|service=[[War of Beginnings]]<br>[[Human-Covenant War]] <br> [[Great Schism]] <br> [[Blooding Years]] <br> [[Post-Covenant War conflicts]]
| size=Handheld, Single Handed ([[Dual Wield]]able)
|length={{Convert|62.1|cm|in|sp=us}}{{Ref/Reuse|essential}}{{Ref/Reuse|universe}}
*length (o/a): 66 cm (26 in.)
|width={{Convert|15.4|cm|in|sp=us}}{{Ref/Reuse|universe}}
*width: 17.7 centimeters
|height={{Convert|37.3|cm|in|sp=us}}{{Ref/Reuse|universe}}
*height: 37.8 centimeters
|weight={{Convert|5.9|kg|lb}}{{Ref/Reuse|bnet}}
*weight: 5.8 kg (13 lbs)
|ammotype=Superheated [[plasma]]{{Ref/Reuse|universe}}
| damage per hit=Medium
|capacity=
*10 DU (Halo 1)<ref>[http://www.bungie.net/Games/HaloPC/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2</ref>
|feed=100 battery units
| magazine=100 Battery Units (400 shots)
|operation=
| maxammo=100 Battery Units (400 shots)
|rate=Fully automatic (360–540 RPM){{Ref/Reuse|bnet}}
| fire=Semi-Automatic, Automatic
|velocity=126 m/s (413 f/s){{Ref/Reuse|bnet}}
| ammotype=Superheated Plasma
|optics=
| operation=All Purpose
|range={{Convert|50|m|ft}}{{Ref/Reuse|bnet}}
| rate of fire=High, 360~540 shots/min
| velocity=126 m/s (413 f/s)
| accuracy=Moderate
| range=Short to Medium Range
*50 meters (155 ft)
| era=
| counterpart=
*Human:
**''Halo 1'': [[MA5B Assault Rifle]]
**''Halo 2'': [[SMG]]
**''Halo 3'': [[SMG]]    1
*Brute:
**''Halo 2'': [[Brute Plasma Rifle]]
**''Halo 3'': [[Type-25 Carbine]]
| counterwep=See [[Plasma_Rifle#Counterweapons|below]].
| affiliation=[[Covenant]]
}}
}}
{{Quote|You know, it looks delicate and so you feel like you need to hold it kinda gingerly—but then you see an [[Sangheili|Elite]] crack a [[Jiralhanae|Bravo Kilo's]] head with one—the things are built tough.|Anonymous UNSC serviceman{{Ref/Reuse|bnet}}}}


The '''''Okarda'phaa''-pattern Rifle'''{{Ref/Book|Id=Enc22|Enc22|Page=290}} {{Type|25|Directed Energy Rifle|DER}},{{Ref/Reuse|bnet}}{{Ref/Site|Id=bnet reach|URL=http://halo.bungie.net/projects/reach/article.aspx?ucc=ordnance&cid=28439|Page=Halo: Reach - Ordnance - Plasma Rifle|Site=Bungie.net}} more commonly known as the '''plasma rifle''' or '''plasma gun''', is a fully automatic rifle, formerly serving as a [[Covenant]] infantry weapon. The Type-25 DER was the primary weapon of the Covenant's officer corps,{{Ref/Reuse|bnet}} standard issue to [[Sangheili]] and [[Jiralhanae]]. However, lower-caste species within the Covenant who had attained significant rank within the [[Covenant military]] were also issued this weapon during operations. The Type-25 DER was one of the earliest and most frequently encountered Covenant [[plasma]] weapons. It occupies a role very similar to the [[human]] [[assault rifle]].{{Ref/Reuse|bnet reach}}


The earliest iterations of the plasma rifle have been in use by the Sangheili warrior class for several millennia as of the 26th century and were in service long before the Covenant itself was established. Human researchers of the [[UNSC]]'s [[Office of Naval Intelligence]] believe that the plasma rifle's current design dates back at least five hundred years, with only slight modifications made to the rifle over time.{{Ref/Reuse|universe}} In the post-[[Human-Covenant War|Covenant War]] era, though, it has been largely phased out for the {{Pattern|Kelos'vaarda|storm rifle}}.{{Ref/Site|Id=LockeLoad|URL=https://www.halowaypoint.com/en-us/news/canon-fodder-locke-load|Page=Canon Fodder - Locke & Load|Site=Halo Waypoint}}


{{Quote|You know, it looks delicate and so you feel like you need to hold it kinda gingerly—but then you see an [[Elite]] crack a [[Jiralhanae|Bravo Kilo]]'s head with one—the things are built tough.|Anonymous Serviceman}}
==Overview==
===Design details===
{{Quote|It's got no sight-line, it's awkward to hold, and if it overheats it'll cook the hair right off of your wrists.|Anonymous UNSC serviceman{{Ref/Reuse|bnet}}}}
[[File:Plasma-rifle 02.png|thumb|180px|left|The schematics of a plasma rifle]]
The Type-25 plasma rifle is a battery-powered [[directed-energy weapon]] that is capable of fully automatic fire.{{Ref/Reuse|bnet}} The two segmented portions of the rifle function as large [[plasma]] generator subassemblies.{{Ref/Reuse|universe}} The pair of curved bodies are joined via the trigger guard,{{Ref/Reuse|PLAS2}} creating the rifle's distinctive smooth, streamlined shape.{{Ref/Reuse|universe}} The rifle, like most Covenant weapons, is smooth and aerodynamic, almost organic in appearance.<ref name="PLAS2">'''[[Halo: The Cole Protocol]], ''page 110''</ref> The plasma rifle's design has only changed slightly over its centuries of service. The weapon's contemporary design was the result of [[Forerunner]] technology, [[Sangheili]] craftsmanship, and [[San'Shyuum]] artistry.{{Ref/Reuse|universe}} The plasma rifle's design was noted to be jawlike, a design that perhaps unconsciously mimicked a Sangheili's mandibles.<ref>'''[[Halo: Broken Circle]]''', ''page 113'' (Google Play edition)</ref>


The '''Type-25 Directed Energy Rifle''',<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmarifle</ref> more commonly known as the '''Plasma Rifle''', is a [[Covenant]] ground firearm.
Placed atop one another, the rifle's generators fire in a "stagger" pattern taking the slow automatic fire of each individual collimator and combining it at the charging and accelerator poles. This design allows for a faster rate of fire and more rounds per second. Despite the efficiency of the plasma rifle's design, a significant amount of waste heat is produced by the rifle's generators. As a result, the wielder is forced to fire short, controlled bursts or risk overheating;{{Ref/Reuse|universe}} the latter of which is a tendency of the weapon.<ref name="enc335">'''[[Halo Encyclopedia (2009 edition)]]''', ''page 335'' (2011)</ref> The side of the weapon has a small temperature gauge. This visually informs the wielder how close the weapon is to overheating.{{Ref/Reuse|PLAS2}}


It is a common infantry [[weapon]] used in the [[Covenant]] Army, primarily wielded by [[Elites]]. However, [[Jackals]], [[Brute]]s, [[Humans]], and [[Grunts]] are able to, and have been seen wielding the weapon. However, in [[Halo 3]] Brutes most often wield [[Spikers]], the Jackals use Plasma Pistols, [[Covenant Carbine]]s or [[Beam Rifle]]s, and the Grunts use [[Plasma Pistol]]s and [[Needler]]s.) The Plasma Rifle uses super-heated [[plasma]] instead of projectile ammunition, firing directed energy bolts. This means that the weapon draws from a power source to generate its energy bolts rather than firing individual cased projectiles like a conventional weapon. The base power output of the rifle is 100-150 Kv @ 2-3 dA, and the rate of fire is 420 to 600 rounds per minute.<ref name="Library">[http://library.psyjnir.net/?id=50 Halo Library]</ref> The Plasma Rifle is particularly effective against shielded opponents. Although over extended periods of firing, it can overheat, causing it to become unusable for a short period of time. Good against elites that might give you a hard time.
Covenant technology possesses no instrumentality, meaning none of the surface controls or triggers connects in any way [[human]] scientists can understand.<ref>'''[[Halo: Reach]]''', ''[[Dr. Halsey's personal journal]] - November 22nd, 2535''</ref> By late [[2552]], these scientists were awaiting [[Treaty of 2552|treaty]] negotiations with the Sangheili with the aim of receiving specifics of the plasma rifle.{{Ref/Reuse|bnet}}{{Ref/Reuse|enc335}}


It is often found throughout the [[Halo series]] wielded by [[Elites]] and [[Brutes]] but has also been wielded by Jackals, Grunts, and is found quite often in [[Covenant Supply Case|Covenant supply cases]]. Many other [[weapons]] are based off its design.
===Ammunition===
[[File:H4 Elite with Sword and Plasma Rifle.jpg|thumb|250px|A [[Sangheili Storm]] wielding a plasma rifle with an energy sword.]]
{{Quote|The Type-25 DER has no recoil to speak of; it tears up shields and you can shoot the thing all day long—it's on the heavy side though.|Anonymous UNSC serviceman{{Ref/Reuse|bnet}}}}
The plasma rifle is a [[directed-energy weapon]] that uses [[plasma|superheated ionized gas]] as ammunition. The weapon's inner workings are comprised of several components, including a power cell that keeps the weapon active, powers the magnetic containment field, and carries out the firing cycle. The weapon has a power output of 100-150 KV @ 2~3 dA, and can fire between 360 and 540 rounds per minute.{{Ref/Reuse|bnet}} Unlike the [[Type-25 plasma pistol]], the plasma rifle is capable of both semi-automatic and full automatic fire.


''Note: The following is speculation and theory, The Plasma Rifle is powered by an ultra dense extreme high temperature superconducting matrix capacitor bank, grown using an unknown molecular deposition technique. The bolts are developed by manipulating a high voltage, low current spark. There are two elongated toroidal electromagnets above and below the spark gap electrodes within the weapon. These turn at high velocities in opposite directions to create interacting magnetic fields which force the ionic plasma in the spark into a toroidal shape which is in turn forced forward away from the electrodes. As long as these plasma toroid move above a certain velocity, the ions cannot recombine and hence blooming can not occur. The trigger is non-mechanical, it is a pressure pad that completes a circuit when a threshold is reached. The outer-shell of the weapon consists of boric and cobalt composite ceramic. The weapon can only be recharged at non-mobile consoles which has yet to be seen in the [[Halo universe]].
The lethality of the Type-25 Directed Energy Rifle is extreme. Injuries inflicted on a victim are severe third-degree burns, this type of injury destroys the outer layer of skin and the entire layer beneath; the wound is cauterized instantly upon impact.<ref name="plas3">'''Halo: The Cole Protocol''', ''page 130''</ref><ref>'''[[Halo: The Fall of Reach]]''', ''page 328''</ref> Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact,<ref>'''[[Halo: The Flood]]''', ''page 22''</ref> 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. At close range two bursts from the Type-25 DER have enough thermal transfer and kinetic energy to pass through victims with ease,<ref name="plas4">'''Halo: The Cole Protocol''', ''page 129''</ref> close-range impacts can also cause dismemberment of limbs.{{Ref/Reuse|plas3}} 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>'''[[Halo: Ghosts of Onyx]]''', ''page 19''</ref><ref name="reach">'''Halo: The Fall of Reach''', ''page 315''</ref> Should the plasma impact an object, the impact can cause splash damage creating debris, both non-heated and heated, that may come into contact with a target, with a crippling or lethal effect.<ref>'''Halo: The Cole Protocol''', ''page 15''</ref> Generally two hits from a plasma rifle will kill a light-armored or unarmored target.{{Ref/Reuse|plas4}}


==Combat==
==Variants==
===Advantages===
[[File:H2A BrutePlasmaRifle.png|thumb|160px|left|A Jiralhanae plasma rifle]]
The '''Plasma Rifle''' is a close to medium range weapon, has a very high rate of fire, and inflicts very high shield damage. This weapon can also be used at long range if the user fires slowly and aims carefully by leading the target, but this is usually not as effective compared to using this weapon at short range.  Like most other plasma weapons, the Plasma Rifle is very effective at depleting shields, but not as effectively as the [[Plasma Pistol]]'s charged shot. The Plasma Rifle is also dual wieldable weapon. The Plasma Rifle is quite easy to aim at short range, so there is a big advantage against [[Flood Combat Forms]] because you can aim the Plasma Rifle at the center of the Flood where the Infection Form's sensory appendages are sticking out for an instant kill (like almost all other weapons), but be aware of other [[Infection Forms]], as they can quickly revive the Combat Form if you do this, unless you quickly destroy the body using a weapon such as an energy sword. The Plasma Rifle also has an extremely fast [[melee]] attack, making it a good weapon to take out someone's shields, and then quickly finish the job. An easy way to get a kill with a Plasma Rifle is to aim for the head. It will take about 2 shots to take out the shields, then another 2 shots to kill the person if you're aiming at the head, but only two shots at close range. A commonly used strategy is to dual wield Plasma Rifles then beat your opponent down. Also an effective strategy is to wield a Plasma Rifle and have an Assault Rifle or S.M.G. as your secondary weapon, destroy an enemy's shield using the Plasma Rifle then either quickly melee them or shoot them with a solid projectile weapons such as the Assault Rifle for a quick and easy kill. This also works with the Plasma Pistol's charged shot. It is one of the only three weapons that appears in almost every level, in every game, in the Halo Trilogy. Also the Plasma Rifle, like most plasma-based weapons, does not need to be reloaded. If you blast it on “full-auto” without any pauses, you can fire 18 shots. This is more than enough to then switch weapons and finish them off with any other weapon.
As with most [[Covenant]] weaponry, modifying the plasma rifle was seen as blasphemous at best, [[List of known Covenant heretics|heretic]]al at worst. This is due to the weapon's incorporation of [[Forerunner]] technology and [[San'Shyuum]] designs. However, a small quantity of plasma rifle variants have been manufactured over the years of its service history. Occasionally, influential clients and heroes of the Covenant—who were considered to be above [[Covenant#Government and politics|Ministry]] sanction—were able to commission Sangheili [[artisan-armorer]]s to produce custom variants of the plasma rifle to suit their needs.{{Ref/Reuse|universe}}


===Disadvantages===
One of the most renowned variants of the plasma rifle is the {{Pattern|Kewu R'shi'k|plasma rifle}}. Although most plasma rifles are produced by [[Iruiru Armory]], this variant was manufactured at [[Sacred Promissory]]'s assembly forges on ''[[High Charity]]''. Ordered by the [[Prophet of Truth|High Prophet of Truth]] in preparation for his [[Great Schism|genocide]] against the Sangheili, the variant was modified to tailor to his [[Jiralhanae]] allies' aggressive nature. The rifle was modified to increase the rate of fire and damage. Had it not been for the [[Hierarch]]'s blessing, these modifications to the weapon would have been deemed heretical.{{Ref/Reuse|universe}}
The '''Plasma Rifle''' overheats very quickly when rapid firing. In [[Halo 2]], the [[Brute Plasma Rifle]] overheats much faster than the [[Elite]] Plasma Rifle, but does slightly more damage per hit and has a faster rate of fire. Also, the player cannot recharge the Plasma Rifle, so it must be replaced when depleted. When the battery gets below 10%, the Plasma Rifle will begin to misfire, further hampering the operator's use of the weapon.  


While extremely effective at depleting enemies' shields, the Plasma Rifle doesn't deal as much physical damage as solid projectile weapons. It will be difficult to finish off an enemy with the Plasma Rifle, unless the shots are followed up with a melee. The Plasma Rifle can kill someone by itself, but it will take a long time. Only when dual-wielding Plasma Rifles can you kill someone within a quick amount of time. This can be avoided by dual-wielding a solid projectile weapon in your other hand, for example the SMG or the Spiker. The Plasma Rifle also runs low on battery life very quickly when in automatic firing mode.  
In [[2535]], during the [[Human-Covenant War]], several plasma rifles were modified by [[Kig-Yar]] for [[human]] use. These variants were again covertly sanctioned by the High Prophet of Truth, who had the Kig-Yar install tracking devices into the weapons with the intent of locating [[Earth]] and other [[human colonies]].<ref name="cp229">'''Halo: The Cole Protocol''', ''pages 229-236''</ref> These rifles featured ammo readouts with human numerals{{Ref/Reuse|PLAS2}} and pop-up sights.<ref name="cp145">'''Halo: The Cole Protocol''', ''pages 145-146''</ref> The Kig-Yar, posing as Covenant deserters, sold these rifles to human [[Insurrectionist]] [[black market]]s in [[the Rubble]].{{Ref/Reuse|cp229}} The plan failed when the weapons were discovered by the [[Prophet of Regret|High Prophet of Regret]] and was declared to be heresy, resulting in the Hierarch ordering [[Sangheili Zealot|Zealots]] to end the weapon modification.{{Ref/Reuse|cp145}}


The animation for overheating partially blocks the screen, obscuring your view of opponents, and leaving you particularly vulnerable to their fire. In addition, the faster you fire, the less accurate the beams become, diverting from the original target more and more.
== Gameplay ==
=== Advantages ===
The Plasma Rifle is a close-to-medium-range weapon, and as such can inflict very high damage at that range. The rifle is extremely efficient at killing "soft" targets while doing lethal amounts of damage to a heavily armored target. Enough infantry equipped with Type-25 rifles can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. SPARTAN-IIs and Elites have been observed to be able to dual-wield plasma rifles, doubling their efficiency in close to medium-range combat situations. The Plasma Rifle's high-velocity bolt coupled with its kinetic impact on a target can temporarily stun a target like a SPARTAN-II.


===Campaign Recommendations===
=== Disadvantages ===
[[Image:H2V_Compare.png|300px|left|thumb|A comparison between the standard Plasma Rifle and the Brute Plasma Rifle.]]
The Plasma Rifle, when fired continuously, overheats very quickly because of the rapid cycling, loading, ignition, and release sequence of energy; to prevent the weapon from being damaged, the Type-25 DER temporarily shuts down and opens heating vents to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon inoperable and useless. Careless infantry who are not aware of the function of the Plasma Rifle can get themselves killed because of this.  
In both ''Halo: Combat Evolved'' and ''Halo 2'', the '''Plasma Rifle''''s high rate of fire and moderate damage can be used to quickly neutralize low level enemies such as [[Grunts]], [[Drones]], and Infection Forms. Against enemies with energy shielding, the Plasma Rifle can quickly deplete that shielding and leave them vulnerable to a lethal head shot from an M6 pistol, [[Covenant Carbine]] or [[Battle Rifle]], or sprays from an SMG. In addition, the valuable stun effect of the Plasma Rifle often stops or slows down the enemy long enough to prevent their melee. However, the plasma rifle can be ineffective against some enemies, notably the Hunters.
Unlike in the previous two games, [[dual-wielding]] Plasma Rifles in ''Halo 3'' is a very effective way of combating the Flood in campaign on all difficulties, most especially the shielded Elite, which often proves to be one of the most difficult campaign enemies due to their shields which can easily be depleted using the Plasma Rifle. Arguably, it is more effective than any other dual-wielded weapon. Due to the shield-taking nature of the Plasma Rifle and the armor-destroying capability of the [[SMG]], it is best wielded with the SMG for close-medium range. It is also quite effective when dual-wielded against [[Hunter]]s in ''Halo 3''. However you must hit its weak spot, and better weapons are usually available for getting rid of Hunters. It is also good for Ranged Forms in ''Halo 3''. Dual Wielding two Plasma Rifles in the ''Halo 3'' level Cortana is very effective taking out Infection Forms and tearing apart Combat Forms; this tactic is very effective on higher difficulties. Many people have been known to complete Halo 3 using only this combination.


===Multiplayer Recommendations===
The rifle has no known methods of restoring its battery ammunition; as such, when the battery is depleted, the rifle must be discarded or replaced. At a 10% charge level, the plasma rifle will begin to misfire, this is due to the power cell's inability to deliver enough energy to start and complete the ignition and release phase of operation, hampering the operator's use of the weapon.  
The '''Plasma Rifle''' has limited uses in [[Multiplayer]] but is still a useful weapon, especially if dual-wielded and/or if playing on a close-quarters map, such as Snowbound. Dual-wielding increases the combined rate of fire and damage. Although its range limits the weapon to close quarter and medium range fire fights, if used properly a player can quickly dispose of a far away enemy but if it's possible you should get in close. It is also advisable to carry a mid to long range weapon such as a [[Battle Rifle]] or [[Sniper Rifle]] for backup against targets outside of the Plasma Rifle's range. It has the fastest melee attack of any weapon except for the [[Energy Sword]], and it's melee is also powerful. In ''Halo 3'', this weapon can easily overpower an Assault Rifle if the melee is used in conjunction well with the energy shield depleting shots, allowing an easy take down, however at medium range the Assault Rifle is likely to overpower the Plasma Rifle. The reason for the Plasma Rifle's superiority is the fact that it is more accurate than the [[Assault Rifle]], and yet it inflicts a similar, if not larger amount of damage. This weapon is also very effective on [[overshields]]. It is also very useful to wield with a human weapon such as the SMG or magnum.


==Variations Between the ''Halo'' Games==
Although the Plasma Rifle can strike a target at longer 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. The second factor is speed: the faster the bolt goes, the farther the bolt will travel before the magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with a longer travel distance.
====[[Halo: Combat Evolved]]====
The '''Plasma Rifle''' in ''[[Halo: Combat Evolved]]'' is far more powerful and accurate than its ''[[Halo 2]]'' and ''[[Halo 3]]'' counterparts. Also in ''[[Halo: Combat Evolved]]'', the Plasma Rifle fires a little bit more slowly than in the other games. Furthermore, the weapon held a unique ability to stun opponents that were hit by high velocity heated [[plasma]] rounds, this effect greatly reduces the victim's ability to move and dodge the incoming projectiles and allows the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt with continuous fire. While stunned, the weapon will often overheat before the opponent is completely killed because it only takes about 4 seconds of continuous fire for it to overheat. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. In campaign mode, the plasma rifle is best used against the [[Sentinels]] and [[Elites]]. [[Sentinels]] always have a soft spot to [[Covenant Weapons]] and it can be very useful in taking down Elites' shields when rapid firing. The plasma also kills unshielded Elites very quickly, indeed, much quicker than in [[Halo 2]]. It should also be noted that this weapon behaved more like a rifle than its successor, having about twice the firing range, and that the Plasma Rifle decreases its accuracy while heating up, becoming even as inaccurate as its ''Halo 2'' counterpart. However, burst-firing the weapon, releasing 2-3 bolts per firing, can counteract this.  This will allow the weapon to be used for a longer period of time before it actually overheats, and more accuracy allowing you to hit long-range targets. Also, the rifle was much more bulkier than in ''[[Halo 2]]'', like the [[Plasma Pistol]] and the [[Needler]] with the sound effect of a [[Plasma Pistol]].


====[[Halo 2]]====
== Changes ==
''[[Halo 2]]'s'' '''Plasma Rifle''' is not as powerful or accurate as its predecessor and lacks the ability to stun. These drawbacks are compensated by a higher rate of fire and the ability to dual-wield the weapon, allowing it to be paired with a wide variety of other weapons from ''[[Halo 2]]'' and creating powerful combination. The changes done to the weapon are directly related to the inclusion of dual-wielding and higher rate of fire. For purposes of balance, the Plasma Rifle, along with many others from ''[[Halo: Combat Evolved]]'', was tweaked to better fit the new game's fighting style. The weapon takes an opponent's shields off with five shots, but it takes many more to kill. This version of the Plasma Rifle behaves more as a ([[SMG]]) rather than a rifle. It has medium to low accuracy, and, when dual wielded, if both rifles are fired simultaneously, the accuracy will quickly decrease greatly.
=== ''Halo: Combat Evolved'' ===
[[File:Plasma rifle.png||thumb|250px|The Plasma Rifle as it appears in ''Halo: Combat Evolved''.]]
The Plasma Rifle in ''Halo: Combat Evolved'' kills fully-shielded Spartans in 9 shots; the weapon also holds the unique ability to stun opponents hit by a high amount of plasma rounds: this effect greatly reduces the victim's ability to move and dodge the incoming projectiles and allows the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt with continuous fire. While stunned, the weapon will often overheat before the opponent is killed, especially if it is an Elite or Hunter. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. Beware that the Plasma Rifle decreases in accuracy while heating up. However, firing in bursts can counteract this and is much more useful over longer ranges. In the campaign, the Plasma Rifle is best used against the [[Sentinels]] and Elites. Fully charged Plasma Rifles can be obtained by killing Elite [[Combat Forms]] or killing Elites riding on {{Pattern|Karo'etba|Ghost}}s and [[Banshee]]s.


'''Plasma Rifles''' are also the basis for several other weapon systems, including the [[Twin Plasma Cannon]]s on [[Ghosts]], ''[[Halo 2]]'' [[Wraiths]], and [[Banshees]].<ref name="Library"/> The weapon is not to be confused with the [[Brute Plasma Rifle]], which is a faster, red version of the Plasma Rifle.
In ''[[Halo: Combat Evolved Anniversary]]'', the Plasma Rifle utilizes ''Reach''<nowiki />'s design and features remastered audio as well as firing effects.


Aesthetically, the Halo 2 Plasma Rifle appears slightly larger the the CE model. It gains small "fins" to the rear of the weapon, or at least they are now visible to the player whilst firing.
===Changes from ''Halo: Combat Evolved'' to ''Halo 2''===
[[File:H2 Plasma Rifle.png|thumb|250px|The Plasma Rifle as it appears in ''Halo 2''.]]
The Plasma Rifle in ''Halo 2'' kills fully-shielded Spartans in 18 shots and lacks the ability to stun. In addition, it is also noticeably less accurate, especially at long range. These drawbacks are compensated by no longer misfiring when on low battery and the ability to dual-wield, allowing it to be paired with a wide variety of other weapons. The changes done to the weapon are directly related to the inclusion of dual-wielding for balancing purposes. The Plasma Rifle, along with many other weapons from ''Halo: Combat Evolved'', has been tweaked to better fit the new game engine. This version of the Plasma Rifle behaves more like an SMG rather than a rifle. The Plasma Rifle now has a new firing sound effect to give it along with other plasma weapons a distinct sound to distinguish it easier. In addition to that a new variant, the [[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]], is introduced.


====[[Halo 3]]====
===Changes from ''Halo 2'' to ''Halo 3''===
In ''[[Halo 3]]'', Plasma Rifles are made even ''more'' powerful than their ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'s'' counterparts, like most of the new weapons in ''[[Halo 3]]''. They have the same overheating rate as their predecessors, yet they fire as fast as the [[Brute Plasma Rifles]] in Halo 2. Their bolts are graphically redesigned to have a more vivid look. The bolts seem to travel faster than those of its previous versions, reducing the need to "lead" or "direct" the shots at mid to long ranges. This may be because the Plasma Rifle is the signature weapon of the [[Elites]], and following the [[Covenant Civil War]] they were free to tamper with the workings of their weapons, whereas before it was considered "perfect", due to the [[Covenant]] reverse-engineering it from supposedly "flawless" [[Forerunner]] technology.  
The Plasma Rifle in ''Halo 3'' is much better at draining energy shields than its ''Halo 2'' counterpart, though it still requires 18 shots to kill a fully-shielded Spartan. Plasma bolts fired by the Plasma Rifle and all other plasma weapons in Halo 3 have been graphically redesigned to have a more vivid look. The bolts travel much faster than from Halo 2, reducing the need to lead the shots at mid-to-long ranges. However, it takes fewer shots of constant fire for the plasma bolts to become very inaccurate. It is considerably harder to come across the Plasma Rifle in the campaign, because of the lack of Elites and the introduction of new Brute weapons such as the [[Paegaas Workshop Spiker|Spiker]].


After a few shots, the weapon becomes very inaccurate to fire, so you may want to consider shooting in short controlled spurts and bursts. Also, unlike in previous games, the Plasma Rifle is very effective against the [[Flood]], even more so than its [[SMG|human counterpart]]. It takes 18 plasma bolts to kill an enemy with normal shields in ''Halo 3'', but one shot to the [[Infection Form]]s roosting in the [[Flood Combat Form]]s will instantly kill it. This makes it effective against shields and semi-effective for flesh, making it a much more formidable weapon then its previous version. The weapon also gets a slight graphical overhaul, making it slightly more detailed and polished.<center>
===Changes from ''Halo 3'' to ''Halo: Reach''===
{|style="margin: 0 2em 0em 0em;font-size:85%;" id="toc"
In ''Halo: Reach'' the Plasma Rifle, like the other plasma weapons in the game, has been dramatically redesigned and retooled to function closer to their ''Halo: Combat Evolved'' versions, although in Reach the absence of the stun effect and bonus headshot damage makes it less so. The Plasma Rifle makes a very prominent appearance in the campaign and is wielded by Sangheili, Unggoy and occasionally Kig-Yar. The weapon is available in Forge but is not placed on any multiplayer map by default excluding community maps. This weapon also replaced the [[Needler]] for the [[Armor Lock]] [[loadout]] in [[Elite Slayer]]. The weapon appears to fire faster but still not as fast as the [[Nakata'vho-pattern plasma repeater|Plasma Repeater]]. The weapons animations are far more detailed and are meant to give it a more menacing and dangerous look. Like the Plasma Pistol, the design of the weapon has changed considerably from previous games, The grip has been altered, and appears to be more ergonomic (to Elites at least) and now sports a darker blue color. The Plasma Rifle is the only weapon that is dual-wielded in ''Reach'', with certain Sangheili seen wielding pairs of them in the Campaign and in Firefight.
|[[Image:Halo-3-20070701114858951.jpg|60px|center]]
|[[Image:MCwithSMGs.jpg|100px|center]]
|style="width: 33%;"|[[Image:Spikers.jpg|100px|center]]
|-
|colspan=3 style="text-align: center;"|The Plasma Rifle and its counterparts, the [[Human]] [[M7 Caseless Sub Machine Gun|SMG]] and the [[Brute]] [[Type-25 Carbine|Spiker]].
|}
</center>


==Tips And Strategies==
===Changes from ''Halo: Reach'' to ''Halo 2: Anniversary''===
*If you're in close combat with someone and you have the Plasma Rifle, you should fire at them, take out their shields and melee them to kill them. This works well when faced with an opponent wielding bullet-based weaponry, as their shields will probably fall faster than yours, unless you are unlucky enough to be caught by surprise.
*Both plasma rifles in ''Halo 2: Anniversary'' perform nearly identical to their ''Halo 2'' incarnation.
*Killing with the Plasma Rifle is not an easy task when faced with armor, so most of the time you should take out an enemy's shield with it, then melee them.
*It can once again be dual-wielded.
*In ''Halo 2'' and ''3'', dual wielding in conjunction with a weapon that does high flesh damage (i.e. SMG or Mauler) can be very effective if the Rifle is first used to deplete the target's shields, then the additional weapon is used to finish the kill.
*In maps with the Plasma Rifle, you should go to secluded places that many people walk by. The people walking by most likely won't see you; you can take out their shields easily with the Plasma Rifle and then melee them to death.
*In ''Halo 2'', if you pull the trigger fast enough repeatedly, you may increase the rate of fire. Doing so allows you to fire faster than the weapon's automatic rate of fire.  This is obviously most useful in multi-player.
*In [[Halo: Combat Evolved]], it is a good idea to carry a Human weapon as a secondary. Using the Plasma Rifle until it overheats to drain an opponents shield and then shoot them with your secondary. An [[M6D Pistol]] is best used for secondary but an [[Assault Rifle]] works well too.
*On [[Legendary]] on [[Cortana (level)|Cortana]] in ''[[Halo 3]]'', it is useful to dual-wield Plasma Rifles and pick off more distant Pure Flood forms like the [[Ranged Form]]s, who can shoot you from a long distance. By flicking on your binoculars, and looking at it just below the center, you will see a few red numbers indicating their distance. Opening short bursts of fire will kill them easily, as they will flinch and cease fire when being shot.


==UNSC Remarks==
===Changes from ''Halo 2: Anniversary'' to ''Halo 5: Guardians''===
*“The Type-25 DER has no recoil to speak of; it tears the crap out of shields and you can shoot the thing all day long—it's on the heavy side though.
*The plasma rifle is absent while the Brute plasma rifle is included.
*“I realize that it uses a battery instead of a magazine, but nobody has figured out how to swap it or recharge it yet? Don’t we have scientists working for us or something?”
*It uses 1% battery every 3.2 shots and overheats every 16 shots nonstop.
*“It’s got no sight-line, it’s awkward to hold, and if it overheats it’ll cook the hair right off of your wrists.
*It cannot be dual-wielded.
*“You know, it looks delicate and so you feel like you need to hold it kind of gingerly—but then you see an [[Elite]] crack a [[Jiralhanae|Bravo Kilo]]'s head with one—the things are built tough.
*Rate of fire is approximately 600 rounds per minute.
*“Yeah, and I’ve seen some [[Sangheili|Elites]] swinging two of them around like it was nothing—scary shit.
*Range and damage are significantly increased.
*"These things are huge—but I guess the [[Elite]]s are, too—so it sorta makes sense."
*The Smart-scope mechanic has been added.


==Counter Weapons==
==Non-canon and dubious canon appearances==
{|style="margin: 0 2em 0em 0em;font-size:85%;" align=center> id=toc
===Silver Timeline===
!align=center bgcolor=#6699CC colspan=2|'''''Counter-Plasma Rifle Tactics'''''
{{Notice/Silver|category=no}}
|-
Plasma rifles are used by the Covenant against humanity.{{Ref/YouTube|Id=HTVOT|5KZ3MKraNKY|Paramount+|Halo The Series (2022) Official Trailer|Y=2022|M=1|D=30}}
||[[Battle Rifle]] or [[Covenant Carbine]]|| While using either of these weapons, strafe back and forth, and jump at long range while firing. The longer range of the [[Battle Rifle]] or [[Covenant Carbine]] should be sufficient to neutralize the plasma rifle user, and strafing will help combat the long streams of incoming fire or the occasional [[plasma grenade]].
|-
||[[Beam Rifle]] or [[Sniper Rifle]] || Although experienced plasma rifle users will retreat to cover if they detect a sniper, it is easy to pick off unwary hostiles from long range in open cover, or to "kill-steal" while a teammate or enemy engages the plasma rifle user.
|-
||[[Energy Sword]] or [[Shotgun]] || While the plasma rifle may seem ineffectual to close range specialists, you must be wary of the [[plasma grenades]] that may adhere to and destroy you. The best tactic is to move in close, as the stress of battle will negate the threat of these grenades. Engagement at medium-close ranges can lead to a deadly [[plasma]] firefight that could possibly kill an inexperienced sword-wielder.
|-
||[[M6D Pistol]] || In ''[[Halo: Combat Evolved]]'' only, the [[M6D]] is one of the most powerful weapons, and can successfully counter.
|}
 
==Character Compatibility==
*[[Elites]]
*[[SPARTAN Program|Spartans]]
*[[Brutes]]
*[[Grunts]] (If given to them)
*[[Jackals]] (Naturally In [[Halo: Combat Evolved]], and If given to them in [[Halo 2]] as well)
*[[UNSC Marine Corps|Marines]]
*[[Flood]] [[Combat Form]] [[Combat Form#Human Form|(Human)]]
*[[Flood]] [[Combat Form]] [[Combat Form#Elite Form|(Elite)]]
*[[Flood]] [[Combat Form]] [[Combat form#Brute Form|(Brute)]]
 
==Laser Tag==
{{Main|Halo 3 Replica Guns}}
In July 2007, it was announced that there is going to be a Halo laser tag game released, with a Plasma Rifle designed to actual proportions to look like it does in [[Halo 3]]. The plasma rifle has lighting effects, and vibrates when shot. It features an ammo counter, with every shot taking two battery points. It also features a overheat system, in which a non-stop volley of 20 shots will result in the side flaps popping open, and forcing the user to close them and wait a brief period. When the battery is depleted, the user must press a reload button.
[[Image:1211343417 Plasma Rifle Header.jpg|thumb|right|A Plasma Rifle's bolt in mid-flight.]]
[[Image:News H3 MP Assembly-1p01.jpg|thumb|Dual wielding the Plasma Rifle.]]


==Trivia==
==Trivia==
*In ''[[Halo 2]]'' and ''[[Halo: Combat Evolved]]'', the '''Plasma Rifle''' fires two bolts per every battery, though they do the same damage as one shot. It is unknown why this occurs, or what effects it does, but it does not do twice as much damage.
{{Linkbox|gameplay=yes|gallery=yes}}
*The '''Plasma Rifle''' is essentially two [[plasma]] projectors, placed atop one another, these projectors fire in a "stagger" taking the slow automatic fire of each individual projector and combining it to make a much more rapid rate of fire for the entire weapon.  
*In the ''Halo: Combat Evolved'' instruction booklet there is a Plasma Rifle picture over a picture of the [[Needler]].
*The '''Plasma Rifle''' is a rifle in name only; as such there is an ambiguity in its correct designation as a semi-automatic gun. All conventional munitions fire projectiles from a tube (barrel).
*In ''Halo: Combat Evolved,'' the Plasma rifle and the Plasma Pistol use the same sound file.
*The '''Plasma Rifle''' in Halo 3 can be an extremely effective weapon in CQB situations, draining the opponent's shields quickly and leaving them open to a melee.
*In ''Halo: Combat Evolved'', the Plasma Rifle has 2 shots per 1% charge, totalling 200 shots. In ''Halo 2'' and ''3'', it has 4, totalling 400 shots.
*The '''Plasma Rifle''' is mostly used by [[Brutes]] and [[Elites]], it can also be wielded by other species, such as [[Grunts]],[[Humans]] and [[Jackals]], if given to them.
*In ''Halo 2'', the Brutes normally wield the Brute Plasma Rifle, except in the level "[[The Great Journey (Level)|The Great Journey]]", where Brutes driving vehicles will be found wielding the normal Plasma Rifle. Also in the level "[[Sacred Icon (level)|Sacred Icon]]", a few dead Brutes have Plasma Rifles beside their corpses.
*In ''Halo 2'', the Brutes normally wield the [[Brute Plasma Rifle]], except in [[The Great Journey (Level)|The Great Journey]] when a vehicle is driven by a [[Brute]]. Also in the level [[Sacred Icon (level)]] you can see that a few dead [[Brute]]s have a Plasma Rifle beside them showing their use of the normal standard Plasma Rifle instead of the more powerful [[Brute]] version.  
*In ''Halo 2'', when playing as the Arbiter, allies wielding Plasma Rifle have the weapon in "overheat" mode.
*In ''Halo: Combat Evolved'', if your character remains idle for a minute, he'll inspect the weapon on both sides, in ''Halo 2'' he'll open the cooling vents, in ''Halo 3'', he'll pull on the top, as if to try to pry it open.
*If the player remains idle for a while in ''Halo: Combat Evolved'', the in-game character will inspect the weapon on both sides; in ''Halo 2'', they will open the cooling vents; in ''Halo 3'', they will pull on the top.
*[[Major Elite]]s are seen dual-wielding Plasma Rifles a lot more than [[Minor Elite]]s.
*In ''[[Halo: Reach]]'', Plasma Rifles are one of the few weapons which have a reticule that never changes size.  
*Like most [[Covenant]] weapons the Plasma Rifle has no sights. It appears to rely entirely on the user's HUD reticule for aim assistance.
*In the Original Trilogy, the Plasma Rifle's UNSC counterpart seems to be the MA5B ICWS or the [[M7 Caseless Submachine Gun]]. However, in ''Halo: Reach'', the way a Spartan or Sangheili wield the Plasma rifle is identical when wielding an [[M6G magnum]], even with [[alert carry]], which implies that the Plasma rifle's counterpart is also the M6G Magnum.
*In ''Halo 3'' multi-player, with no damage modifiers on, this weapon has the 3rd lowest shot damage difference between single and dual wield (the [[Plasma Pistol]] has no difference in shot damage and the [[Mauler]] takes only one more shot to kill dual wielded then when single wielded from 2x overshield or more). At normal shield the shot difference is only two shots (eighteen single, twenty dual), at 4x overshield the difference is only three shots (thirty-two single, thirty-five dual).
*In ''[[Halo 4]]'', the plasma rifle is replaced by the functionally similar [[Kelos'vaarda-pattern storm rifle|storm rifle]] which also fills a similar in-game role. This marks the first ''Halo'' game in which the plasma rifle is not present in gameplay; however, the weapon appears briefly in the [[Prologue]] cinematic. It also appears in the DLC map [[Pitfall]] as part of the Elite targeting silhouettes.
*The Plasma Rifle may rely on an air supply for the generation of an ionized [[plasma]], meaning it should only be able to fire in an atmosphere, however it was used out of atmosphere on Cairo Station, or it operates using a vacuum arc<ref name="Wikipedia">[http://en.wikipedia.org/wiki/Vacuum_arc]</ref>.
*Until late in the development of [[Halo: Combat Evolved]] (May 16, 2001), the Plasma Rifle and the [[Type-25 plasma pistol|Plasma Pistol]] had their functions switched completely. The Plasma Rifle's model had the overcharge function and lowered rate of fire. The converse is true for the Plasma Pistol.<ref>http://bs.bungie.org/fanfestv/</ref><ref>https://youtu.be/zvb3-tXttoY?t=365</ref>
*It is commonly believed that it carries a cell of pre-ionized [[plasma]] inside, which is highly impractical. It may carry a fuel gas that is ionized as the weapon is fired, but that [[plasma]] is expelled from the weapon.
*The plasma rifle was the first weapon conceptualized by [[Shi Kai Wang]].<ref>https://twitter.com/shiekthegeek/status/1351703739371909121</ref> It was designed to be symmetrical in order to fit with the two opposable thumbs of an Elite's hand.<ref>https://twitter.com/shiekthegeek/status/1351703743205502977</ref> The "fins" on the back of the weapon were intended to be ammunition magazines or batteries that needed to be plugged in to shoot it, but it was considered too difficult to animate and convey the mechanic in first-person, so they were left as simple detailing.<ref>https://twitter.com/shiekthegeek/status/1351703748960157696</ref>
*There is some controversy over whether the Plasma Rifle is a counterpart to the [[Assault Rifle]], because both have at least 400 shots and are referred to as "rifles," or the [[SMG]] because both can be dual-wielded and are roughly the same size.
*On occasion in ''[[Halo 3]]'' if you hold the Plasma Rifle under a certain amount of lighting, it will produce a somewhat red colouring; similar to that of the [[Brute Plasma Rifle|older counterpart]] of the Plasma Rifle.
*Also in [[Halo 3]] the Plasma Rifle has a style of camouflage pattern (this is best seen in well lit areas). It would seem odd for a deep blue weapon with bright blue lights to need camouflage.
*The [[Arbiter (Character)|Arbiter]] in ''[[Halo 3]]'' usually has dual-wielded Plasma Rifles. He can also melee with them and not drop one.
[[Image:Plasma plasma Halo 3.jpg|thumb|right|An overheating plasma rifle. Note the blue "plasma gas" coming from it.]]
*In ''Halo 2'' there is a [[Brute]] version of the [[Brute Plasma Rifle|Plasma Rifle]], but it is replaced with the [[Brute Spiker]] in ''[[Halo 3]]''.
*In all of the Halo games, if your Plasma Rifle is running low on energy, (less then 10% battery) when you fire it, then it will occasionally splutter and refuse to fire. This may be due to the fact that the power cell is unable to focus the remaining energy into a ball of crude, legitimate plasma.
*There have been model plasma rifles made by toy companies for a kind of Halo laser tag.  There is also a [[Plasma Pistol]], both of which use the same targeting frequency and are compatible. The rifle has autofire, but "overheats" after 20 rounds and the player must close the thermal vent and wait for it to "cool off".
*If you listen closely, the Plasma Rifle has a slightly lower tone than the [[Brute Plasma Rifle]]. This may be due to fact that there's slower and less heated [[plasma]] output running through the regular Plasma Rifle that creates the "Electric whistling" sound. The hotter and faster the [[plasma]] is, the more high pitched it becomes.
*The Plasma Rifle becomes extremely fast and accurate when tapping RT repeatedly at rapid speeds, enabling you to fire like the [[Elite]]s on [[Legendary]].
*It is possible to solely carry the Plasma Rifle in ''[[Halo 3]]'', even without randomly spawning with it. Possess two Plasma Rifles without dual-wielding (use triple-wield technique, making sure that you have one on your right hand and another on your holster), then empty the entire battery of one Plasma Rifle, then simply waste the other one as much or as little as you like (but you MUST fire at least ONE shot). Find another Plasma Rifle and swap it with whatever PR still contains energy (DO NOT swap it with the empty one). If done correctly, you will have just a Plasma Rifle as your sole armament. Looks great on an [[Elite]].
*In ''Red vs. Blue Season 1'', a Plasma Rifle is used for Lopez's' voice chip.
*Doc/O'Mally's robot army in ''RvB'' used Plasma Rifles.
*In [[Halo: Combat Evolved]], if you throw a grenade right after your Plasma Rifle overheats, your Spartan will raise the rifle in the air a bit as an opponent or ally would take cover. Although, it doesn't affect gameplay.
*In [[Halo: Combat Evolved]], the Plasma Rifle has two shots per charge, totaling 200 shots. In Halo 2 and 3, it has four, totaling 400 shots.
*Modified Plasma Rifles appeared in ''[[Halo: Cole Protocol]]''. They featured ammo readouts with Arabic numerals and were sold to Humans from [[Kig-yar]] blackmarkets.  They were seen as a heresy among the rest of the Covenant.
*If closely observed while firing, one may see that the area from which it's plasma rounds are fired alternates between two possible sections with each shot.
*Every plasma round is accompanied by another, thus the plasma rifle is literally incapable of semiautomatic fire.
*Plasma Rifles are much rarer in Halo 3 then the other halo games, possibly because they are much more powerful then the other variants
*The reason plasma rifles are stronger in Halo 3 may be because they were modified by the Elites.


==Gallery==
==Gallery==
===Concept art and illustrations===
<gallery>
File:HCE_PlasmaRifle_Concept.jpg|Concept art of the Plasma Rifle in ''Halo: Combat Evolved''.
File:Fight on Ascendant Justice.png|John-117 firing a plasma rifle in ''[[Halo: First Strike]]''.
File:Prototype PlasmaRifle Concept.png|Concept art of the plasma rifle for ''[[Halo Legends]], [[Prototype]]''.
File:Homecoming PlasmaRifle Concept.png|Concept art of the plasma rifle for ''Halo Legends, [[Homecoming]]''.
File:Battle for Epsilon Expanse.png|A Sangheili Minors wielding a plasma rifle in ''[[Halo: Spartan Assault]]''.
File:Halo Legacy of Onyx cover.png|[[Molly Patel]] with a plasma rifle in ''[[Halo: Legacy of Onyx]]''.
</gallery>
===''Halo: Combat Evolved''===
<gallery>
<gallery>
Image:Plasma-rifle 02.png|A Plasma Rifle.
File:PXH MacworldElites Screenshot 2.jpg|A Sangheili firing a plasma rifle during early stage of development.
Image:1179041973.jpg|In [[Halo 3]], the Plasma Rifle is much more detailed and powerful than the [[Halo 2]] version.
File:HCE EliteEarlyPlasmaRifle Screenshot.jpg|A Sangheili Minor wielding a plasma rifle during development.
Image:Plasma Rifles.jpg|Two Plasma Rifles in ''[[Halo 3]]''.
File:HE32000-elitemajor2man.png|A Sangheili Major wielding a plasma rifle in the [[Halo announcement trailer|announcement trailer]].
Image:1211411036 Plasmarifle.jpg|A plasma bolt fired from a Plasma Rifle.
File:HCE - Majors.png|Three Sangheili Majors wielding plasma rifles.
File:SpecOpsElite.jpg|A [[Special Operations Sangheili]] holding a plasma rifle.
File:HCE-T25PlasmaRifleSide.png|Profile view in ''[[Halo: Combat Evolved]]'', PC version, with the standard blue color scheme due to missing/corrupted shaders.
File:PlasmaRifle-HaloCE.png|A profile view in ''Halo: Combat Evolved'', Mac version, with a green color scheme due to missing/corrupted shaders.
File:HCE-PlasmaRifle-FirstPerson.jpg|First-person view of the plasma rifle.
File:Overheat.png|First-person view of the plasma rifle overheating.
File:HTMCC-HCE-BPR.png|A plasma rifle with the Brutal skin in ''Halo: The Master Chief Collection''.
</gallery>
===''Halo 2''===
<gallery>
File:PlasmaRifle-H2.png|In-game profile view of the plasma rifle.
File:H2 EliteRanger Cairo.jpg|A [[Sangheili Ranger]] firing a plasma rifle.
File:H2 Uplift InteriorBattle.jpg|A Spartan dual-wielding plasma rifles in multiplayer.
File:H2-PlasmaRifleHUD.jpg|First-person view of the plasma rifle.
File:HAV.jpg|First-person view of a player dual-wielding plasma rifles on [[Midship]].
File:H2V Compare.png|A comparison between the standard plasma rifle and the {{Pattern|Kewu R'shi'k|plasma rifle}}.
</gallery>
===''Halo 3''===
<gallery>
File:Halo3-Snowbound-FirstPerson-PlasmaRifles.jpg|First-person view of a player dual-wielding plasma rifles in the [[Halo 3 Beta|''Halo 3'' Beta]].
File:Plasmarifle.jpg|Promotional image of the plasma rifle.
File:H3-PlasmaRifle.png|An in-game profile view of the plasma rifle.
File:H3 Elite Majors.jpg|A [[Sangheili Major]] with a plasma rifle.
File:H3 TheArk BruteStalkers.jpg|A [[Jiralhanae Stalker]] with a plasma rifle.
File:HTMCC-H3 DualWieldingDuo.png|Thel 'Vadam and John-117 dual-wielding plasma rifles.
File:Halo-3-20070923023654130.jpg|First-person view of a player dual-wielding plasma rifles in the campaign.
File:H3 DLC Foundry 1stPerson01.jpg|First-person view of a player wielding a plasma rifle on multiplayer map [[Foundry]].
File:Halo-3-20070701114858951.jpg|A SPARTAN-II wielding two plasma rifles.
File:H3 Plasma Rifle shot.jpg|A plasma bolt from a plasma rifle mid-flight.
File:H3 PlasmaRifles Comparison FP.jpg|A comparison between the standard plasma rifle and the {{Pattern|Kewu R'shi'k|plasma rifle}} in ''Halo: The Master Chief Collection''.
</gallery>
===''Halo: Reach''===
<gallery>
File:HR EliteMinor Concept 5.png|Concept art of a Sangheili Minor dual-wielding plasma rifles.
File:Plasmarifle.png|A [[Halo: Reach Beta|''Halo Reach'' Beta]] render of the plasma rifle, showing a red-purple hue reminiscent of the ''Halo 3'' version. This is not present in the final game.
File:HaloReach-PlasmaRifleSide.png|The plasma rifle in ''[[Halo: Reach]]''.
File:Plasma Rifle turnarounds.jpg|Turnaround reference of the plasma rifle.
File:HR - Officer Sangheili with Plasma Rifle.png|A Sangheili Officer with a plasma rifle.
File:HTMCC-HR PlasmaRifleSupplyCase.png|A supply case of plasma rifles.
File:HTMCC-HR GruntHeavyTrio&PR.png|Three [[Unggoy Heavy]] wielding plasma rifles.
File:BOB2.jpg|A [[BOB]] dual-wielding plasma rifles.
File:Dual wield.jpeg|A [[Sangheili Zealot]] dual-wielding plasma rifles.
File:HR-PlasmaRifleHUD.png|First-person view of the plasma rifle.
</gallery>
===''Halo: Combat Evolved Anniversary''===
<gallery>
File:HCEA-SangheiliShieldsFlicker.jpg|A Sangheili Minor with a plasma rifle.
File:HCEA-TNR-PR-FirstPerson.png|First-person view of the plasma rifle in the trailer.
File:HCEA-PlasmaRifleHUD.png|HUD of the plasma rifle  of the plasma rifle.
</gallery>
===''Halo 2: Anniversary''===
<gallery>
File:H2A - Arbiter & Swords.png|Three Sangheili Majors prepare their plasma rifles in the Prologue.
File:H2AMLGSpecopsElite.png|A [[Special Operations Sangheili]] dual-wielding plasma rifles in campaign.
File:H2Aterm-SesaPlasmaRifle.jpg|[[Sesa 'Refumee]] disengages a plasma rifle's outer coverings, exposing the weapon's inner workings.
File:H2A-Marinewithplasmarifle.png|A marine with a plasma rifle in campaign.
File:H2A-Brutes vs Elites.jpg|Sangheili and Jiralhanae firing plasma rifles at each other in campaign.
File:H2ACP-PlasmaRifleHUD.png|First-person view of the plasma rifle in campaign.
File:H2ACP-PlasmaRifleDualWieldHUD.png|First-person view while dual-wielding in campaign.
File:H2AMP-PlasmaRifleHUD.png|First-person view of the plasma rifle in multiplayer.
File:H2AMP-PlasmaRifle.png|A Spartan using a plasma rifle on [[Stonetown]] in multiplayer.
File:H2AMP-PlasmaRifleDualWieldHUD.png|First-person view while dual-wielding in multiplayer.
File:H2AMP-PlasmaRifleDualWield.png|A Spartan dual-wielding plasma rifles in multiplayer.
File:H2AMP-PR&BPRDualWieldHUD.png|A visual comparison between the standard plasma rifle and the Brute plasma rifle in multiplayer.
</gallery>
 
===''Halo Online''===
<gallery>
File:HO-Plasma Rifle.png|A plasma rifle in ''[[Halo Online]]''.
File:Plasma Rifle - Basic.jpg|The basic iteration of the plasma rifle in ''Halo Online''.
File:Plasma Rifle - Power.jpg|The power iteration of the plasma rifle, seen on [[Diamondback]].
</gallery>
===''Halo: The Television Series''===
<gallery>
File:HTV-Contact-Sangheili.jpg|A group of Sangheili using plasma rifles on [[Madrigal]].  
File:HTV-elite minor.jpg|A Sangheili firing a plasma rifle on Madrigal.
File:HTV-Contact-Ouch.png|An [[Insurrectionist]] is killed by a plasma rifle on Madrigal.
</gallery>
</gallery>
==List of appearances==
{{col-begin}}
{{col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo Graphic Novel]]''
**''[[The Last Voyage of the Infinite Succor]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars: Genesis]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[Halo 3: ODST]]'' {{MCCo}}
*''[[Halo Legends]]''
**''[[The Duel]]''
**''[[Homecoming]]''
**''[[Origins]]''
**''[[Prototype]]''
**''[[The Package (animated short)|The Package]]''
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Headhunters (short story)|Headhunters]]''
*''[[Halo: Blood Line]]''
*''[[Remember Reach]]''
**''[[Deliver Hope]]''
*''[[Halo: Reach]]''
*''[[Halo: Glasslands]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Covenant|Covenant]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo: The Thursday War]]''
*''[[Halo 4: Forward Unto Dawn]]''
*''[[Halo 4]]'' {{c|[[Prologue]] only}}
{{col-2}}
*''[[Halo: Spartan Assault]]''
*''[[Halo: Mortal Dictata]]''
*''[[Halo: Broken Circle]]''
*''[[Halo 2: Anniversary]]''
**''[[Terminal (Halo 2: Anniversary)|Terminals]]''
*''[[Halo: Escalation]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo: Last Light]]''
*''[[Halo 5: Guardians]]'' {{C|Sticker only}}
*''[[Halo: Ground Command]]''
*''[[Halo Mythos]]''
*''[[Halo Wars 2]]''
*''[[Halo: Envoy]]''
*''[[Halo: Legacy of Onyx]]''
*''[[Halo: Collateral Damage]]''
*''[[Halo: Fireteam Raven]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Official Spartan Field Manual]]''
*''[[Halo: Battle Born]]''
*''[[Halo: Outpost Discovery]]''
*''[[Halo: Oblivion]]''
*''[[Halo: Meridian Divide]]''
*''[[Halo: Shadows of Reach]]''{{Ref/Novel|Id=SOR19|HSoR|Chapter=19}}
**''[[Sacrifice]]''
*''[[Halo: Point of Light]]''{{Ref/Novel|Id=POL15|POL|Chapter=15}}
*''[[Halo: Divine Wind]]''
*''[[Halo: The Television Series Season One]]''
**''[[Contact]]''
**''[[Homecoming (TV Series)|Homecoming]]''
**''[[Reckoning]]''
**''[[Transcendence]]''
*''[[Halo: The Rubicon Protocol]]''
*''[[Halo: Outcasts]]''
*''[[Halo: The Television Series Season Two]]''
**''[[Halo (TV Series)|Halo]]''
*''[[Halo: Age of Retribution]]''
*''[[Halo: Flashpoint]]''
{{col-end}}


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
==Related Pages==
*[[Brute Plasma Rifle]]
*[[Type-25 Carbine]]
*[[M7/Caseless Submachine Gun]]


{{Template:Covenant Weapons}}
{{Covenant rifles}}
[[Category:The Covenant]]
[[Category:Covenant infantry weapons]]
[[Category:Held Weapons]]
[[Category:Infantry plasma weapons]]
[[Category:Weapons]]
[[Category:Covenant Weapons]]
[[Category:Halo: Combat Evolved]]
[[Category:Halo 2]]
[[Category:Halo 3]]

Latest revision as of 12:15, November 8, 2024

Okarda'phaa-pattern Rifle
H2A T25DER.png
Production overview

Manufacturer:

Iruiru Armory[1]

Type:

Directed-energy rifle[2]

Variants:

Kewu R'shi'k-pattern plasma rifle[3]

Specifications

Length:

62.1 centimeters (24.4 in)[1][3]

Width:

15.4 centimeters (6.1 in)[3]

Height:

37.3 centimeters (14.7 in)[3]

Weight:

5.9 kilograms (13 lb)[2]

Ammunition type:

Superheated plasma[3]

Feed system:

100 battery units

Rate of fire:

Fully automatic (360–540 RPM)[2]

Muzzle velocity:

126 m/s (413 f/s)[2]

Effective range:

50 metres (160 ft)[2]

Service history

In service:

War of Beginnings
Human-Covenant War
Great Schism
Blooding Years
Post-Covenant War conflicts

 

"You know, it looks delicate and so you feel like you need to hold it kinda gingerly—but then you see an Elite crack a Bravo Kilo's head with one—the things are built tough."
— Anonymous UNSC serviceman[2]

The Okarda'phaa-pattern Rifle[4] (UNSC Type classification: Type-25 Directed Energy Rifle, T-25 DER),[2][5] more commonly known as the plasma rifle or plasma gun, is a fully automatic rifle, formerly serving as a Covenant infantry weapon. The Type-25 DER was the primary weapon of the Covenant's officer corps,[2] standard issue to Sangheili and Jiralhanae. However, lower-caste species within the Covenant who had attained significant rank within the Covenant military were also issued this weapon during operations. The Type-25 DER was one of the earliest and most frequently encountered Covenant plasma weapons. It occupies a role very similar to the human assault rifle.[5]

The earliest iterations of the plasma rifle have been in use by the Sangheili warrior class for several millennia as of the 26th century and were in service long before the Covenant itself was established. Human researchers of the UNSC's Office of Naval Intelligence believe that the plasma rifle's current design dates back at least five hundred years, with only slight modifications made to the rifle over time.[3] In the post-Covenant War era, though, it has been largely phased out for the Kelos'vaarda-pattern storm rifle.[6]

Overview[edit]

Design details[edit]

"It's got no sight-line, it's awkward to hold, and if it overheats it'll cook the hair right off of your wrists."
— Anonymous UNSC serviceman[2]
The schematics of a plasma rifle

The Type-25 plasma rifle is a battery-powered directed-energy weapon that is capable of fully automatic fire.[2] The two segmented portions of the rifle function as large plasma generator subassemblies.[3] The pair of curved bodies are joined via the trigger guard,[7] creating the rifle's distinctive smooth, streamlined shape.[3] The rifle, like most Covenant weapons, is smooth and aerodynamic, almost organic in appearance.[7] The plasma rifle's design has only changed slightly over its centuries of service. The weapon's contemporary design was the result of Forerunner technology, Sangheili craftsmanship, and San'Shyuum artistry.[3] The plasma rifle's design was noted to be jawlike, a design that perhaps unconsciously mimicked a Sangheili's mandibles.[8]

Placed atop one another, the rifle's generators fire in a "stagger" pattern taking the slow automatic fire of each individual collimator and combining it at the charging and accelerator poles. This design allows for a faster rate of fire and more rounds per second. Despite the efficiency of the plasma rifle's design, a significant amount of waste heat is produced by the rifle's generators. As a result, the wielder is forced to fire short, controlled bursts or risk overheating;[3] the latter of which is a tendency of the weapon.[9] The side of the weapon has a small temperature gauge. This visually informs the wielder how close the weapon is to overheating.[7]

Covenant technology possesses no instrumentality, meaning none of the surface controls or triggers connects in any way human scientists can understand.[10] By late 2552, these scientists were awaiting treaty negotiations with the Sangheili with the aim of receiving specifics of the plasma rifle.[2][9]

Ammunition[edit]

A Sangheili Storm wielding a plasma rifle with an energy sword.

"The Type-25 DER has no recoil to speak of; it tears up shields and you can shoot the thing all day long—it's on the heavy side though."
— Anonymous UNSC serviceman[2]

The plasma rifle is a directed-energy weapon that uses superheated ionized gas as ammunition. The weapon's inner workings are comprised of several components, including a power cell that keeps the weapon active, powers the magnetic containment field, and carries out the firing cycle. The weapon has a power output of 100-150 KV @ 2~3 dA, and can fire between 360 and 540 rounds per minute.[2] Unlike the Type-25 plasma pistol, the plasma rifle is capable of both semi-automatic and full automatic fire.

The lethality of the Type-25 Directed Energy Rifle is extreme. Injuries inflicted on a victim are severe third-degree burns, this type of injury destroys the outer layer of skin and the entire layer beneath; the wound is cauterized instantly upon impact.[11][12] Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact,[13] 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. At close range two bursts from the Type-25 DER have enough thermal transfer and kinetic energy to pass through victims with ease,[14] close-range impacts can also cause dismemberment of limbs.[11] 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.[15][16] Should the plasma impact an object, the impact can cause splash damage creating debris, both non-heated and heated, that may come into contact with a target, with a crippling or lethal effect.[17] Generally two hits from a plasma rifle will kill a light-armored or unarmored target.[14]

Variants[edit]

A Jiralhanae plasma rifle

As with most Covenant weaponry, modifying the plasma rifle was seen as blasphemous at best, heretical at worst. This is due to the weapon's incorporation of Forerunner technology and San'Shyuum designs. However, a small quantity of plasma rifle variants have been manufactured over the years of its service history. Occasionally, influential clients and heroes of the Covenant—who were considered to be above Ministry sanction—were able to commission Sangheili artisan-armorers to produce custom variants of the plasma rifle to suit their needs.[3]

One of the most renowned variants of the plasma rifle is the Kewu R'shi'k-pattern plasma rifle. Although most plasma rifles are produced by Iruiru Armory, this variant was manufactured at Sacred Promissory's assembly forges on High Charity. Ordered by the High Prophet of Truth in preparation for his genocide against the Sangheili, the variant was modified to tailor to his Jiralhanae allies' aggressive nature. The rifle was modified to increase the rate of fire and damage. Had it not been for the Hierarch's blessing, these modifications to the weapon would have been deemed heretical.[3]

In 2535, during the Human-Covenant War, several plasma rifles were modified by Kig-Yar for human use. These variants were again covertly sanctioned by the High Prophet of Truth, who had the Kig-Yar install tracking devices into the weapons with the intent of locating Earth and other human colonies.[18] These rifles featured ammo readouts with human numerals[7] and pop-up sights.[19] The Kig-Yar, posing as Covenant deserters, sold these rifles to human Insurrectionist black markets in the Rubble.[18] The plan failed when the weapons were discovered by the High Prophet of Regret and was declared to be heresy, resulting in the Hierarch ordering Zealots to end the weapon modification.[19]

Gameplay[edit]

Advantages[edit]

The Plasma Rifle is a close-to-medium-range weapon, and as such can inflict very high damage at that range. The rifle is extremely efficient at killing "soft" targets while doing lethal amounts of damage to a heavily armored target. Enough infantry equipped with Type-25 rifles can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. SPARTAN-IIs and Elites have been observed to be able to dual-wield plasma rifles, doubling their efficiency in close to medium-range combat situations. The Plasma Rifle's high-velocity bolt coupled with its kinetic impact on a target can temporarily stun a target like a SPARTAN-II.

Disadvantages[edit]

The Plasma Rifle, when fired continuously, overheats very quickly because of the rapid cycling, loading, ignition, and release sequence of energy; to prevent the weapon from being damaged, the Type-25 DER temporarily shuts down and opens heating vents to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon inoperable and useless. Careless infantry who are not aware of the function of the Plasma Rifle can get themselves killed because of this.

The rifle has no known methods of restoring its battery ammunition; as such, when the battery is depleted, the rifle must be discarded or replaced. At a 10% charge level, the plasma rifle will begin to misfire, this is due to the power cell's inability to deliver enough energy to start and complete the ignition and release phase of operation, hampering the operator's use of the weapon.

Although the Plasma Rifle can strike a target at longer 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. The second factor is speed: the faster the bolt goes, the farther the bolt will travel before the magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with a longer travel distance.

Changes[edit]

Halo: Combat Evolved[edit]

The Plasma Rifle as it appears in Halo: Combat Evolved.

The Plasma Rifle in Halo: Combat Evolved kills fully-shielded Spartans in 9 shots; the weapon also holds the unique ability to stun opponents hit by a high amount of plasma rounds: this effect greatly reduces the victim's ability to move and dodge the incoming projectiles and allows the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt with continuous fire. While stunned, the weapon will often overheat before the opponent is killed, especially if it is an Elite or Hunter. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. Beware that the Plasma Rifle decreases in accuracy while heating up. However, firing in bursts can counteract this and is much more useful over longer ranges. In the campaign, the Plasma Rifle is best used against the Sentinels and Elites. Fully charged Plasma Rifles can be obtained by killing Elite Combat Forms or killing Elites riding on Karo'etba-pattern Ghosts and Banshees.

In Halo: Combat Evolved Anniversary, the Plasma Rifle utilizes Reach's design and features remastered audio as well as firing effects.

Changes from Halo: Combat Evolved to Halo 2[edit]

The Plasma Rifle as it appears in Halo 2.

The Plasma Rifle in Halo 2 kills fully-shielded Spartans in 18 shots and lacks the ability to stun. In addition, it is also noticeably less accurate, especially at long range. These drawbacks are compensated by no longer misfiring when on low battery and the ability to dual-wield, allowing it to be paired with a wide variety of other weapons. The changes done to the weapon are directly related to the inclusion of dual-wielding for balancing purposes. The Plasma Rifle, along with many other weapons from Halo: Combat Evolved, has been tweaked to better fit the new game engine. This version of the Plasma Rifle behaves more like an SMG rather than a rifle. The Plasma Rifle now has a new firing sound effect to give it along with other plasma weapons a distinct sound to distinguish it easier. In addition to that a new variant, the Brute Plasma Rifle, is introduced.

Changes from Halo 2 to Halo 3[edit]

The Plasma Rifle in Halo 3 is much better at draining energy shields than its Halo 2 counterpart, though it still requires 18 shots to kill a fully-shielded Spartan. Plasma bolts fired by the Plasma Rifle and all other plasma weapons in Halo 3 have been graphically redesigned to have a more vivid look. The bolts travel much faster than from Halo 2, reducing the need to lead the shots at mid-to-long ranges. However, it takes fewer shots of constant fire for the plasma bolts to become very inaccurate. It is considerably harder to come across the Plasma Rifle in the campaign, because of the lack of Elites and the introduction of new Brute weapons such as the Spiker.

Changes from Halo 3 to Halo: Reach[edit]

In Halo: Reach the Plasma Rifle, like the other plasma weapons in the game, has been dramatically redesigned and retooled to function closer to their Halo: Combat Evolved versions, although in Reach the absence of the stun effect and bonus headshot damage makes it less so. The Plasma Rifle makes a very prominent appearance in the campaign and is wielded by Sangheili, Unggoy and occasionally Kig-Yar. The weapon is available in Forge but is not placed on any multiplayer map by default excluding community maps. This weapon also replaced the Needler for the Armor Lock loadout in Elite Slayer. The weapon appears to fire faster but still not as fast as the Plasma Repeater. The weapons animations are far more detailed and are meant to give it a more menacing and dangerous look. Like the Plasma Pistol, the design of the weapon has changed considerably from previous games, The grip has been altered, and appears to be more ergonomic (to Elites at least) and now sports a darker blue color. The Plasma Rifle is the only weapon that is dual-wielded in Reach, with certain Sangheili seen wielding pairs of them in the Campaign and in Firefight.

Changes from Halo: Reach to Halo 2: Anniversary[edit]

  • Both plasma rifles in Halo 2: Anniversary perform nearly identical to their Halo 2 incarnation.
  • It can once again be dual-wielded.

Changes from Halo 2: Anniversary to Halo 5: Guardians[edit]

  • The plasma rifle is absent while the Brute plasma rifle is included.
  • It uses 1% battery every 3.2 shots and overheats every 16 shots nonstop.
  • It cannot be dual-wielded.
  • Rate of fire is approximately 600 rounds per minute.
  • Range and damage are significantly increased.
  • The Smart-scope mechanic has been added.

Non-canon and dubious canon appearances[edit]

Silver Timeline[edit]

HTV-SilverTeam logo.png
This article contains information about the Silver Timeline, and is not a part of the established Halo canon.

Plasma rifles are used by the Covenant against humanity.[20]

Trivia[edit]

  • In the Halo: Combat Evolved instruction booklet there is a Plasma Rifle picture over a picture of the Needler.
  • In Halo: Combat Evolved, the Plasma rifle and the Plasma Pistol use the same sound file.
  • In Halo: Combat Evolved, the Plasma Rifle has 2 shots per 1% charge, totalling 200 shots. In Halo 2 and 3, it has 4, totalling 400 shots.
  • In Halo 2, the Brutes normally wield the Brute Plasma Rifle, except in the level "The Great Journey", where Brutes driving vehicles will be found wielding the normal Plasma Rifle. Also in the level "Sacred Icon", a few dead Brutes have Plasma Rifles beside their corpses.
  • In Halo 2, when playing as the Arbiter, allies wielding Plasma Rifle have the weapon in "overheat" mode.
  • If the player remains idle for a while in Halo: Combat Evolved, the in-game character will inspect the weapon on both sides; in Halo 2, they will open the cooling vents; in Halo 3, they will pull on the top.
  • In Halo: Reach, Plasma Rifles are one of the few weapons which have a reticule that never changes size.
  • In the Original Trilogy, the Plasma Rifle's UNSC counterpart seems to be the MA5B ICWS or the M7 Caseless Submachine Gun. However, in Halo: Reach, the way a Spartan or Sangheili wield the Plasma rifle is identical when wielding an M6G magnum, even with alert carry, which implies that the Plasma rifle's counterpart is also the M6G Magnum.
  • In Halo 4, the plasma rifle is replaced by the functionally similar storm rifle which also fills a similar in-game role. This marks the first Halo game in which the plasma rifle is not present in gameplay; however, the weapon appears briefly in the Prologue cinematic. It also appears in the DLC map Pitfall as part of the Elite targeting silhouettes.
  • Until late in the development of Halo: Combat Evolved (May 16, 2001), the Plasma Rifle and the Plasma Pistol had their functions switched completely. The Plasma Rifle's model had the overcharge function and lowered rate of fire. The converse is true for the Plasma Pistol.[21][22]
  • The plasma rifle was the first weapon conceptualized by Shi Kai Wang.[23] It was designed to be symmetrical in order to fit with the two opposable thumbs of an Elite's hand.[24] The "fins" on the back of the weapon were intended to be ammunition magazines or batteries that needed to be plugged in to shoot it, but it was considered too difficult to animate and convey the mechanic in first-person, so they were left as simple detailing.[25]

Gallery[edit]

Concept art and illustrations[edit]

Halo: Combat Evolved[edit]

Halo 2[edit]

Halo 3[edit]

Halo: Reach[edit]

Halo: Combat Evolved Anniversary[edit]

Halo 2: Anniversary[edit]

Halo Online[edit]

Halo: The Television Series[edit]

List of appearances[edit]

Sources[edit]