Arms of the Covenant Forces

I know it’s been a while since my last discussion on Halo, but I’m ready to get back to it! Last time we discussed weapons, it was UNSC gear. This time, it’s all about the Covenant!

A Primer on Plasma

As Halo veterans are aware, plasma weapons can be fired—or, in the case of the plasma pistol, charged—enough that it has to cool down. In FATE, the easiest way to model this is just like any other ammo concern—aspects!

All plasma weapons have a unique aspect, supercharged. You may invoke it for more power (representing holding down the trigger), or compel yourself to not attack (the weapons do need to cool-down).

Also, as mentioned in the UNSC post, plasma weapons do less damage to armour.

Weapons

Plasma Pistol

The standard weapon of grunts and jackles, the plasma pistol can fire both semi-auto and semi-guided. The semi-guided mode of fire is great for reducing shields and disabling vehicles.

Damage: 3 (1 vs. armour)
Accuracy: +1
Range: 2
Improvements: Additional capability (EMP attack as a maneuver), supercharged
Cost: Good (+3)

Plasma Rifle

An upgrade of the plasma pistol, the rifle fills the target with plasma bolts.

Damage: 3 (1 vs. armour)
Accuracy: +1
Range: 3
Improvements: Longarm, autofire, supercharged
Cost: Great (+4)

Plasma Repeater

The plasma repeater is nearly identical to the rifle. The repeater, however, has a built-in safeguard to that slows down the rate of fire to prevent overheating.

Damage: 4 (2 vs. armour)
Accuracy: +1
Range: 3
Improvements: Longarm, autofire, powerful
Cost: Great (+4)

Concussion Rifle

The concussion rifle is a man-portable grenade launcher. It is designed not only to take out groups of personal, but also light vehicles. Note, that the high explosive improvement gives it an area 1.

Damage: 4
Accuracy: 1
Range: 3
Improvements: Explosive, longarm, high explosive, indirect fire
Cost: Superb (+5)

Needler

The needler is a devious weapon. The needles not only home in on their target, but if enough of them stick to the target, they cause a minor explosion!

Damage: 2
Accuracy: 1
Range: 2
Improvements: Accurate, autofire, supercombine
Cost: Fair (+3)

Needle Rifle

Akin to the UNSC DMR, the needle rifle is designed for mid-range sniping. Like the needler, the rifle shoots semi-homing needles that cause an explosive effect if enough contact the target.

Damage: 3
Accuracy: 2
Range: 4
Improvements: Longarm, accurate, long range, powerful, supercombine
Cost: Superb (+5)

Energy Sword

This is the iconic weapon of the elites. Concealable and powerful, the energy sword is feared by all who see it.

Damage: 2 (4 vs. organic targets)
Accuracy: 1
Range: Melee
Improvements: Accurate, concealable, powerful, specialized (+2 damage vs. organic targets)
Cost:  Great (+4)

Spike Rifle

The favoured weapon of brutes, the spike rifle not only fires a volley of soda can-length nails, it also has some nasty scythes used for melee attacks.

Damage: 3 (1 vs. Shields)
Accuracy: 0
Range: 3
Improvements: Longarm, autofire, specialized (damage 2 when making melee attacks)
Cost:  Good (+3)

Focus Rifle

Intended for long-range sniping, the focus rifle emits a constant stream of plasma particles. This stream increases the damage done over time to the target. Because of this, it is effective against vehicles as well as infantry.

Damage: 3 (1 vs. armour)
Accuracy: 1
Range: 5
Improvements: Longarm, long range x2, specialized (+2 damage if hit same target as last round), supercharged
Cost: Fantastic (+6)

Plasma Launcher

This weapon can fire up to 4 homing plasma grenades. While ideal for anti-vehicle activity, the long range and high-power of the grenades spells trouble for any infantry nearby.

Damage: 5
Accuracy: 0
Range: 4
Improvements: Heavy weapon, high explosive, long range, specialized (+2 damage when you tag an aiming aspect)
Cost: Fantastic (+6)

Gravity Hammer

While not as intimidating as the plasma sword, the hammer is a more powerful weapon capable of damaging vehicles as well as people. Also, whenever it hits the ground, it emits a gravitic pulse, sending people flying a few yards. The persistent effect adds a fragile aspect to the target.

Damage: 4
Accuracy: -1
Range: Melee
Improvements: Powerful, persistent effect to all in the zone (off balance)
Cost: Good (+3)

Fuel Rod Gun

The Covenant equivalent to the rocket launcher, this weapon is a shoulder-launched, man-portable support weapon employed in both anti-personnel and anti-vehicle roles.

Damage: 5
Accuracy: 0
Range: 4
Improvements: Heavy weapon, long range, high explosive
Cost: Superb (+5)

Closing Remarks

I hope that I was able to faithfully portray the Covenant weapons. As I said before, Bulldogs! is a great addition to the FATE family, and their weapon creation rules are top-notch!