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{{Ratings}}
{{Status|Canon}}
{{Era|HCW}}
{{Weapon infobox
{{Weapon
|image =[[File:C2wes.png|300px]]
|image           =[[File:C2wes.png|260px]]
|name = Class-2 directed energy cannon
|name           =Plasma Cannons
| manufacturer = Covenant
| manufacturer   = Covenant
| model          = Class-2
| model          = Class-2 Energy Gun
| type          = Anti-personnel/vehicular weapon
| type          = Anti-Personnel/Vehicular Weapon
|length =
| size          = Vehicle mounted
|weight =
|damage per hit  = Medium 
|ammotype = Superheated [[plasma]]
|fire            = Automatic
|rate = High
|ammotype       = Superheated [[Plasma]]
|optics =
|rate of fire    = High
|range = Medium
|accuracy        = Medium to High
|service =[[Human-Covenant War]]  
|range           = Medium
<br>[[Great Schism]]
|counterpart    = [[M41 Light Anti-Aircraft Gun]]
<br>[[Post-Covenant War conflicts]]
|counterwep      = [[102mm High-Explosive Anti-Tank|102mm HEAT]] rockets
|affiliation=[[Covenant]]
|affiliation     = [[Covenant Empire|Covenant]]
<br>[[Thel 'Vadam's Covenant faction]]
<br>[[Jul 'Mdama's Covenant faction]]  
}}
}}
The '''Class-2 Energy Guns''',<ref>'''[[Halo Encyclopedia]]''', page 331</ref> also referred as '''Twin Plasma Cannons''', are the [[Covenant Empire|Covenant's]] vehicle mounted weapon systems, commonly used on the [[Type-32 Rapid Assault Vehicle|Ghost]] and [[Type-26 Ground Support Aircraft|Banshee]].


==Design Details==
'''Class-2 directed energy cannon''',<ref>Based on naming of the Ghost's Class-2 cannons at [https://www.halowaypoint.com/en-us/universe/detail/2e9bd703-80fc-4742-90fb-a13d4d93f425/ghost '''Halo Waypoint:''' ''Ghost'']</ref> also referred to as the '''Class-2 energy gun''',<ref>'''[[Halo Encyclopedia (2009 edition)]]''', ''page 331''</ref> or '''medium plasma cannon''',<ref>'''Halo: Combat Evolved Anniversary''', [[Library (feature)|Library]]: ''Ghost''</ref> is a category of ubiquitous [[Covenant]] vehicle-mounted weapon systems, commonly used on the {{Pattern|Karo'etba|Ghost}}s, [[Type-26 Banshee]]s and [[Shade]] turrets.
The class-2 energy weapon is a [[Directed energy weapon|Directed Energy Weapon]] that is mounted onto small Covenant craft and is a newer [[plasma]]-based projectile weapon system. The weapons power output is 100-250kW.<ref>'''[[Halo 2]] Manual''', page 18</ref> The design of the weapon does not differ much from standard Covenant plasma weapons, using a single collimator covered with a two-piece metal case. The class 2 weapon system is used for heavy combat situations and is employed for both anti-vehicle and ship-to-ship combat, but can be extremely effective in infantry support and suppressive roles. The class 2s role as a anti-vehicle weapon means that the firepower produced by this weapon is considerably high, able to punch through and melt multiple layers of armor until the target vehicles is destroyed, or inoperable. The class 2 energy weapon functions like most plasma based weapons used by the Covenant by rapidly cycling, loading, ignition, and release of plasma at high velocities. The plasma is contained and guided by a electromagnetic bottle which guides the plasma until it either travels too far away from the magnetic source and dissipates, or strikes its intended target.


Against infantry, the lethality of the class-2 energy weapon is severe as injuries inflicted to infantry with light body armor are severe fourth-degree burns, this level of injury completely burns away all flesh, leaving only bone tissue. Body fluids would be subjected to flash vaporization, and fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small steam explosions causing additional damage to the body. Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.<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> Damage to light armored vehicles is high as the plasma's high kinetic energy and extreme temperatures can punch through it with ease, more heavily armored vehicles can withstand a certain amount of fire before its armor can be penetrated. In the context of the Halo games, all plasma weapons' strength and lethality are compensated for both the sake of ESRB rating and gameplay.  
==Design details==
The Class-2 directed energy cannon is a [[directed energy weapon]] that is mounted onto small Covenant craft and is a newer [[plasma]]-based projectile weapon system. The weapons power output is 100-250&nbsp;kW.<ref>'''[[Halo 2]] manual''', ''page 18''</ref> The design of the weapon does not differ much from standard Covenant plasma weapons, using a single collimator covered with a two-piece metal case. The class 2 weapon system is used for heavy combat situations and is employed for both anti-vehicle and ship-to-ship combat, but can be extremely effective in infantry support and suppressive roles. The Class-2's role as an anti-vehicle weapon means that the firepower produced by this weapon is considerably high, able to punch through and melt multiple layers of armor until the target vehicles is destroyed, or inoperable. The class 2 energy weapon functions like most plasma based weapons used by the Covenant by rapidly cycling, loading, ignition, and release of plasma at high velocities. The plasma is contained and guided by an electromagnetic bottle which guides the plasma until it either travels too far away from the magnetic source and dissipates, or strikes its intended target.


There are several known variants of the Class-2 Energy Gun, but they all work more or less the same way. Ghosts have a pair of cannons mounted on their front, which can raise and lower to hit targets of varying altitude. Banshees have bulkier cannons that recoil with each shot. Covenant exo-atmospheric craft, such as Banshee Interceptors and Phantom Gunboats, are equipped with more powerful weapons known as [[heavy plasma cannon]]s.
Against infantry, the lethality of the Class-2 energy weapon is severe as injuries inflicted to infantry with light body armor are severe fourth-degree burns, this level of injury completely burns away all flesh, leaving only bone tissue. Body fluids would be subjected to flash vaporization, and fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small steam explosions causing additional damage to the body. Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.<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> Damage to light armored vehicles is high as the plasma's high kinetic energy and extreme temperatures can punch through it with ease, more heavily armored vehicles can withstand a certain amount of fire before its armor can be penetrated.
 
There are several known variants of the Class-2 directed energy cannon, but they all work more or less the same way. Ghosts have a pair of cannons mounted on their front, which can raise and lower to hit targets of varying altitude. Banshees have bulkier cannons that recoil with each shot. Covenant exo-atmospheric craft, such as Banshee Interceptors and Phantom Gunboats, are equipped with more powerful weapons known as [[heavy plasma cannon]]s.


===Advantages===
===Advantages===
The class-2 energy weapon is a medium range weapon, and can inflict very high damage against armor and infantry — the weapon however excels at destroying light armored vehicles and is the primary reason a good number of Covenant vehicles use this weapon system. Vehicles equipped with class 2 weapon systems can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. The weapons small power source coupled with the vehicles design allows prolonged continuous fire without overheating the weapon, excess heat is vented through small vents placed on the vehicle.
The Class-2 energy weapon is a medium range weapon, and can inflict very high damage against armor and infantry — the weapon however excels at destroying light armored vehicles and is the primary reason a good number of Covenant vehicles use this weapon system. Vehicles equipped with Class-2 weapon systems can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. The weapon's small power source coupled with the vehicle's design allows prolonged continuous fire without overheating the weapon, excess heat is vented through small vents placed on the vehicle.


===Disadvantages===
===Disadvantages===
Although the class-2 energy weapon can strike a target at longer ranges, it is not suited for long range combat. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances. Each vehicle that uses the class-2 energy gun has their own disadvantages when equipped with this weapon system and as such can either be limited in firing angle or range.
Although the Class-2 energy weapon can strike a target at longer ranges, it is not suited for long range combat. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances. Each vehicle that uses the class-2 energy gun has their own disadvantages when equipped with this weapon system and as such can either be limited in firing angle or range.


==Trivia==
==Trivia==
*While boosting in a Ghost or Banshee, you cannot fire the Plasma Cannons because the energy used to fire them is being channeled to the boosters.
*The sound of the ''[[Halo: Combat Evolved]]'' Class-2 energy gun firing is the same as the sound of a [[Type-25 plasma pistol]] firing. This also applies to the {{Pattern|Okarda'phaa|plasma rifle}} and Banshee.
*In ''Halo: Combat Evolved'', the Twin Plasma Cannons fired simultaneously and has the capability of stunning the enemy temporarily, while in ''Halo 2'' and ''Halo 3'', they fire alternatively and lack the stun effect. It should also be noted that the cannons in ''Halo 2'' and ''Halo 3'' are much more accurate during sustained fire.
*While boosting in a Ghost or Banshee, the player cannot fire the plasma cannons because the energy used to fire them is being channeled to the boosters.
*In ''Halo: Combat Evolved'', the twin plasma cannons fired simultaneously and has the capability of stunning the enemy temporarily, while in ''Halo 2'' and ''Halo 3'', they fire alternatively and lack the stun effect. It should also be noted that the cannons in ''Halo 2'' and ''Halo 3'' are much more accurate during sustained fire.


==Gallery==
==Gallery==
<gallery widths="160" orientation="landscape">
<gallery widths="160">
File:C-2 EWS Bolt Study temp.jpg|A study of the Class-2 Energy Gun's bolt.
File:C-2 EWS Bolt Study temp.jpg|A study of the Class-2 energy gun's bolt.
File:Impact example.jpg|Example of the impact radius of the bolt.  
File:Impact example.jpg|Example of the impact radius of the bolt.  
File:Halo 3 - Twin cannons.jpg|Ghost firing its plasma cannons.  
File:Halo 3 - Twin cannons.jpg|Ghost firing its plasma cannons.  
File:Banshee Shot.jpg|The Banshee firing its variant of the plasma cannons in Halo 3.
File:Banshee Shot.jpg|The Banshee firing its variant of the plasma cannons in ''Halo 3''.
File:HReach-Banshee-Cannon-Detail.png|Detail view of a Banshee's Class-2 Plasma Cannon.
</gallery>
</gallery>


==Appearances==
==List of appearances==
{{Appearances|Halo Wars|Halo: The Fall of Reach|Halo: Reach|Halo: Combat Evolved|Halo: The Flood|Halo: First Strike|Halo 2|Halo 3: ODST|Halo 3|Halo: Ghosts of Onyx}}
{{col-begin}}
{{col-2}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Landfall]]
**''[[Halo: Combat]]
**''[[Halo: Last One Standing]]''
*''[[Halo: Uprising]]''
*''[[Halo 3]]''
*''[[Halo Wars]]''
*''[[The Life]]''
*''[[Halo 3: ODST]]''
*''[[Halo Legends]]''
**''[[Origins]]''
**''[[Prototype]]''
**''[[The Duel]]''
**''[[The Package (animated short)|The Package]]''
{{col-2}}
*''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''
**''[[Dirt]]''
**''[[Palace Hotel]]''
**''[[The Return]]''
*''[[Halo: Blood Line]]''
*''[[Remember Reach]]''
**''[[Deliver Hope]]''
*''[[Halo: Reach]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Covenant|Covenant]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
*''[[Halo: Combat Evolved Anniversary]]''
**''[[Terminal (Halo: Combat Evolved Anniversary)|Terminals]]''
*''[[Halo: The Thursday War]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo: Spartan Strike]]''
*''[[Halo: Escalation]]''
*''[[Halo 2: Anniversary]]''
*''[[Halo: Winter Contention]]''
{{col-end}}


== Sources ==
== Sources ==
<references/>
{{Ref/Sources|2}}


{{Covenant Weapons}}
{{Covenant heavy weapons}}
[[Category:Covenant Weapons]]
[[Category:Covenant weapons]]
[[Category:Covenant air weapons]]
[[Category:Covenant air weapons]]

Latest revision as of 15:08, February 5, 2024

Class-2 directed energy cannon
C2wes.png
Production overview

Manufacturer:

Covenant

Type:

Anti-personnel/vehicular weapon

Specifications

Ammunition type:

Superheated plasma

Rate of fire:

High

Effective range:

Medium

Service history

In service:

Human-Covenant War
Great Schism
Post-Covenant War conflicts

 

Class-2 directed energy cannon,[1] also referred to as the Class-2 energy gun,[2] or medium plasma cannon,[3] is a category of ubiquitous Covenant vehicle-mounted weapon systems, commonly used on the Karo'etba-pattern Ghosts, Type-26 Banshees and Shade turrets.

Design details[edit]

The Class-2 directed energy cannon is a directed energy weapon that is mounted onto small Covenant craft and is a newer plasma-based projectile weapon system. The weapons power output is 100-250 kW.[4] The design of the weapon does not differ much from standard Covenant plasma weapons, using a single collimator covered with a two-piece metal case. The class 2 weapon system is used for heavy combat situations and is employed for both anti-vehicle and ship-to-ship combat, but can be extremely effective in infantry support and suppressive roles. The Class-2's role as an anti-vehicle weapon means that the firepower produced by this weapon is considerably high, able to punch through and melt multiple layers of armor until the target vehicles is destroyed, or inoperable. The class 2 energy weapon functions like most plasma based weapons used by the Covenant by rapidly cycling, loading, ignition, and release of plasma at high velocities. The plasma is contained and guided by an electromagnetic bottle which guides the plasma until it either travels too far away from the magnetic source and dissipates, or strikes its intended target.

Against infantry, the lethality of the Class-2 energy weapon is severe as injuries inflicted to infantry with light body armor are severe fourth-degree burns, this level of injury completely burns away all flesh, leaving only bone tissue. Body fluids would be subjected to flash vaporization, and fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small steam explosions causing additional damage to the body. Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.[5][6] 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.[7] Damage to light armored vehicles is high as the plasma's high kinetic energy and extreme temperatures can punch through it with ease, more heavily armored vehicles can withstand a certain amount of fire before its armor can be penetrated.

There are several known variants of the Class-2 directed energy cannon, but they all work more or less the same way. Ghosts have a pair of cannons mounted on their front, which can raise and lower to hit targets of varying altitude. Banshees have bulkier cannons that recoil with each shot. Covenant exo-atmospheric craft, such as Banshee Interceptors and Phantom Gunboats, are equipped with more powerful weapons known as heavy plasma cannons.

Advantages[edit]

The Class-2 energy weapon is a medium range weapon, and can inflict very high damage against armor and infantry — the weapon however excels at destroying light armored vehicles and is the primary reason a good number of Covenant vehicles use this weapon system. Vehicles equipped with Class-2 weapon systems can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. The weapon's small power source coupled with the vehicle's design allows prolonged continuous fire without overheating the weapon, excess heat is vented through small vents placed on the vehicle.

Disadvantages[edit]

Although the Class-2 energy weapon can strike a target at longer ranges, it is not suited for long range combat. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances. Each vehicle that uses the class-2 energy gun has their own disadvantages when equipped with this weapon system and as such can either be limited in firing angle or range.

Trivia[edit]

  • The sound of the Halo: Combat Evolved Class-2 energy gun firing is the same as the sound of a Type-25 plasma pistol firing. This also applies to the Okarda'phaa-pattern plasma rifle and Banshee.
  • While boosting in a Ghost or Banshee, the player cannot fire the plasma cannons because the energy used to fire them is being channeled to the boosters.
  • In Halo: Combat Evolved, the twin plasma cannons fired simultaneously and has the capability of stunning the enemy temporarily, while in Halo 2 and Halo 3, they fire alternatively and lack the stun effect. It should also be noted that the cannons in Halo 2 and Halo 3 are much more accurate during sustained fire.

Gallery[edit]

List of appearances[edit]

Sources[edit]

  1. ^ Based on naming of the Ghost's Class-2 cannons at Halo Waypoint: Ghost
  2. ^ Halo Encyclopedia (2009 edition), page 331
  3. ^ Halo: Combat Evolved Anniversary, Library: Ghost
  4. ^ Halo 2 manual, page 18
  5. ^ Halo: Ghosts of Onyx, page 19
  6. ^ Halo: The Fall of Reach, page 315
  7. ^ Halo: The Cole Protocol, page 15