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The Type-25 Directed Energy Pistol, also known as the Plasma Pistol, is a Covenant infantry firearm commonly wielded by the lower-ranking Covenant member species, such as the Grunts, Jackal Minors, Skirmishers, and Elite Minors/Majors.

Overview & Background[]

The Plasma Pistol is a Covenant directed-energy weapon, reverse-engineered from Forerunner technology that uses a superheated ionized gas called Plasma, instead of projectile ammunition. Its shots are a bit slower than the Plasma Rifle's, it only fires semi-automatically, and it can use an overcharge shot that strips away Energy Shields.

Generally on the whole, the Plasma Pistol deals relatively mediocre damage when not overcharged. Whilst it deals relatively good damage against Grunts and Jackals, it starts to suffer against enemies with high natural durability like Brutes, Flood Combat Forms, and Hunters.

Compared to its variants, the Plasma Pistol is far more common and easier to obtain than the elusive Void's Tear and possess a better energy conservation (which equals more shots) and a more reliable accuracy and range than the Brute Plasma Pistol. As such, the Plasma Pistol is best used as a support weapon as its overcharged shot is incredibly useful for dealing with high-ranking Elites such as Zealots or Honor Guardsmen.

Gameplay Information[]

Advantages[]

  • The Plasma Pistol's overcharge shot creates an EMP effect upon impact with a target, which can instantly drain all forms of Energy Shielding and immobilize Covenant vehicles for a short while.
  • The Plasma Pistol is the most common firearm carried by Covenant Infantry forces, which makes it easy to replace.
  • Compared to the Brute Plasma Pistol, the normal Plasma Pistol is far more reliable when it comes to accuracy and actually hitting the target. It also technically carries more ammunition than all of the sidearms.
  • Its manual trigger allows one to quickly squeeze several shots depending on how fast one pulls it.

Disadvantages[]

  • The Plasma Pistol is relatively underpowered compared to other weapons that can be used.
    • Its mediocre damage makes it unsuitable against Hunters and near useless against vehicles unless overcharged.
  • The Plasma Pistol will slowly have its battery drained the longer an overcharged shot is held without being fired.
  • It is only viable at medium ranges and starts to suffer in close range (where various close range weapons have a much higher damage output) and long range (where the slow moving plasma bolts could be easily avoided).

Developer Information[]

TBA

Trivia[]

  • The Plasma Pistol works almost the same way as it does from Halo: Combat Evolved, but rather than 4 shots for just 1% of battery life, it now requires 2 shots. Instead of losing 10% of energy while using the overcharged EMP, it now loses 20%, similar to Halo 4's.

Gallery[]


vde Covenant infantry weapons in SPV3
Plasma Pistol (Brute variantVoid's Tear)Plasma Rifle (Brute variant • Modified Plasma Rifle)PiercerSpikerNeedlerShredderBrute ShotParticle Carbine (Unstable Round Carbine)Focus RifleHunter Cannon (BeamFuel RodShadeAP Shade)Energy SwordJackal ShieldPlasma GrenadeGravity GrenadeCluster GrenadeNeedle Grenade
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