Post by 2-042 Monitor Iridescent Logic on Sept 19, 2010 15:04:34 GMT -5
2-042 Monitor Iridescent Logic
Vehicle Mounted Weapons:
Class-2 Energy Gun:
The Class-2 Energy Guns, also referred as Twin Plasma Cannons, are the Covenant's vehicle mounted weapon systems, commonly used on the Ghost, and Banshee.
The class-2 energy weapon 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 100-250kW. It is powered by a small power source and uses Hydrogen Fluoride as a source of fuel. The design of the weapon doesn't differ much from standard Covenant 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. 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. 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.
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.
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.
Light Plasma Mortar:
The Light Plasma Mortar is essentially a downscaled version of the plasma mortar mounted on the Covenant Type-25 Assault Gun Carriage. While charging, the plasma possesses a bluish tinge, though it is red when it is fired. The weapon has a less pronounced parabolic arc than its larger cousin.
The mortar can fire one round every two to three seconds, unless it is mounted on a Type-52 Troop Carrier or a Type-25 Troop Carrier in which its firing rate is improved to about one shot every second.
Gravity Cannon:
The Gravity Cannon is a powerful energy weapon integrated into the Gravity Thrones of the Covenant High Prophets.
Similar to the modified Assault Cannon wielded by the Hunters. Only High Prophets can use this weapon. It is mounted on the front of the Prophet's Gravity Throne. There are two mounted in the front.
The cannon is quite similar to the beam armaments used by Sentinels. The Covenant are known for their effective adaptation of Forerunner technology, so it is thought that the gravity cannon not only resembles the Sentinel beam but also based upon the beam's design. Its beam is a reddish-gold rather than the green of the Hunters' Fuel Rod Cannon and is more powerful than conventional Fuel Rod technology.
The Gravity Cannon is very similar in form and color to a monitor's energy beam. The nature of Covenant weapons research suggests that the Cannon is hence a result of studies into Forerunner weaponry, but where they found the technology is unknown. They had no known contact with Sentinels or Monitors until the events of Halo, but they may have scavenged the technology elsewhere. It could also have come from studies into the Dreadnoughts' weaponary, because its arnament has been taken off of the dreadnought.
Plasma Mortar
The Plasma Mortar is the primary weapon of the Wraith, and also of the Covenant Artillery.
The Plasma mortar fires huge bolts of superheated plasma which, when they hit, have a fairly large explosion radius. The weapon has a relatively slow rate of fire. It is extremely powerful, usually killing infantry in a single hit and can destroy just about anything on the battlefield in a minimal amount of shots. Its plasma projectile moves relatively slowly, making it more susceptible to gravity, causing it to fire in an arc, which allows for it to simply go over obstructions such as barricades and hills which can be effective in ambush attacks. The plasma bolt can be out maneuvered easily by a fast vehicle such as the Ghost or Mongoose. The mortar is very effective against dug in enemies, which can deplete the amount of resistance the Covenant ground troops are going to have to face in battle.
The Wraith's Plasma Mortar serves as an excellent long range bombardment style projectile. The arching projectiles allow the Wraith to stay at a particular position, without the worry of having to aim projectiles around and over terrain.
Class-2 Projectile Cannon
The Class-2 Projectile Cannon, colloquially referred to as the Fuel Rod Cannon, is a Covenant direct-fire energy weapon and a larger, more powerful, vehicle mounted version of the Type-33 LAAW with anti-vehicle and anti-air applications. It is the secondary weapon of the Banshee,and the primary weapon of the Anti-Air Wraith and a variant of the Shade Turret.
The Class-2 Projectile Cannon is a rather powerful weapon, and vehicles equipped with them are not to be taken lightly. The Banshees often use the weapon to soften a target before finishing it with its Class-2 Energy Guns. These are especially lethal to light vehicles, such as a Ghost or Mongoose. The Banshee will generally use its Fuel Rod Cannon, sending the vehicle cart-wheeling into the air. The Fuel Rod Cannons found on Anti-Air Wraiths seem to have a higher degree of tracking.
The Anti-Air Wraith's Fuel Rod Cannons are extremely powerful and can bring down Hornets with relative ease.
Type-26 Anti-Infantry Stationary Gun
The Type-26 Anti-Infantry Stationary Gun, abbreviated as Type-26 ASG and more commonly referred to as the Shade, is the Covenant's standard stationary gun turret and anti-infantry weapons platform.
The Shade is a Covenant stationary gun, commonly operated by Unggoy. The Shade gun fires two bolts of slow moving, high powered plasma encased in magnetic fields. The accuracy of a Shade's weapon is fairly low.
The Shade is effective against most infantry. However, due to their high intelligence, Sangheili will often find cover and escape the Shade's range of fire. On this same note, the bolts fired lack the required punch to damage Mgalekgolo, whose armor and combat shield can withstand most Covenant and UNSC small firearms, causing the plasma bolts to have little to no effect on them.
The Shade offers a wide field of fire and a 360 degree traversal mount. The Covenant use the Shade's field of fire to their advantage and place them at strategic points where they can do the most damage. It has shown good defense against light vehicles such as the Ghost, and in desperate situations, can serve as anti-aircraft defense, requiring only a few direct hits to destroy a Banshee.
As with its recognizable human counterpart, the Shade is very effective against both enemy ground forces and light vehicles. Some of its advantages over its human counterpart are that the plasma bolts are accurate and effective at longer distances and it is easier to see where shots are actually going than it is with the M41's rounds, although this might also effect the ability of the target to dodge them.
As with the human counterpart, the user is exposed to enemy fire. While it is useful against enemies in light vehicles, the Shade is not a weapon of choice when facing an enemy armored vehicle. Also, as is the case with the M41, users are unprotected from the rear. The Shade's rate of fire is much slower than that of the M41. Shade gunners must also lead their targets, as there is a significant travel time, in contrast to the M41's projectiles which hit their targets almost instantly. It also has the obvious disadvantage of being completely immobile.
35mm Autocannon
The 35mm Auto cannons are the primary offensive asset of Brute Choppers, and each Brute Chopper is mounted with four linked forward-firing 35mm auto cannons. This cannon is surprisingly powerful, and its ammunition is a larger form of the Spiker round, fired at a slower speed.
The term "autocannon" is not entirely accurate when referring to the weapon. However, it is self-loading and fires explosive projectiles much like its human-made counterparts.
Plasma beam
The term Plasma Beam is used to describe superheated Plasma fired in a concentrated form from a Covenant weapon, able to fire its energy in that state.
Typically the Covenant fire their Plasma in bolts, which is accomplished by forming a magnetic bubble around the superheated ionized gas - once fired, the magnetic bubble holding the Plasma is guided towards its destination. Plasma fired in a narrow, concentrated beam is accomplished by modifying the magnetic field so that the superheated Plasma is guided continuously in a straight line towards its destination. The Plasma Beam is used on specific Covenant weapons and are reserved for assault platforms like the Type-47 Ultra Heavy Assault Platform or the Locust. A Plasma Beam is used to take down large scale objects, that either may be in the way of infantry objectives, or as part of destroying a habitable area. If faced with a large military presence assault platforms can use their plasma beam to cut through armor and infantry with ease.
Locusts use their Charged Plasma Cannon to deal with structures that may be too small for a larger assault platform to destroy. Locusts may be able to perform hunter-killer roles, finding infantry and eliminating them. They can also fulfill an anti-armor role, capable of destroying heavy armor if needed.
Scarabs use their Front-Mounted Cannon to destroy large structures that may be blocking infantry objectives, or if a area must be effectively destroyed. Their main weapon can be used against vehicles if they are within the Scarab's line of sight. They cannot, however, be used in hunter-killer situations against single, or small groups of infantry.
Covenant capital ships also have a weapon that can fire a Plasma Beam and is used when a large ship is too close to a planetary surface to bombard it from orbit with its normal weaponry - Plasma Beams are fired from the belly of the ship right where the ship's central Gravity Lift is deployed when unloading troops and supplies.
Heavy Needler
The Heavy Needler is a much larger and more powerful version of the Covenant Needler found on certain vehicles and turrets. The Heavy Needler's primary use is to assault ground troops, but it is also quite effective in taking out enemy aircraft as well. These three foot long needles, like the smaller version's, home on to enemy targets, embed themselves into that target, then detonate, causing devastating damage to the aircraft. Described as being like regular needles, but about 3 feet long.
The Heavy Needler is mainly used by the Covenant as an anti-aircraft weapon. Its projectiles are very effective against aircraft, homing on to the target, embedding itself, then detonating.
Stasis cannon
The Stasis Cannon is a Covenant weapon found installed on the Vampire's frontal section. When fired, it disables the targeted enemy aircraft, rendering it unable to move or fire. The weapon not only stops its target, but also drains its energy regenerating the Vampire's shields itself and making the hostile crash onto the ground and explode.