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The weapon of choice for the elite soldiers aboard the [[UESC Marathon]], the '''Tech .50 Fusion Pistol''' is the third weapon found by the [[player character]] in the first Marathon game. Effective against flesh and cybernetics alike, this vacuum enabled weapon was an invaluable tool during the [[ | {{Weapon infobox | ||
|image= | |||
[[File:ManualFusion.png]] | |||
|type= Semi Automatic Energy Projection Weapon | |||
|variant= [[Zeus-Class Fusion pistol]] | |||
|ammotype= High Energy Bolts | |||
|capacity= 116.6 Terawatts | |||
|feed= 20 standard energy bolts/ 4 charged bolts | |||
|operation= Energy Projection | |||
|optics= None | |||
|service= Unknown | |||
|firstappearance= [[Marathon (1994)|Marathon(1994)]] | |||
}} | |||
The weapon of choice for the elite soldiers aboard the [[UESC Marathon]], the '''Tech .50 Fusion Pistol''' is the third weapon found by the [[player character]] in the first Marathon game. Effective against flesh and cybernetics alike, this vacuum enabled weapon was an invaluable tool during the [[Security Officer]]'s efforts in defending the Marathon itself, and launching offensive maneuvers onto the [[Pfhor]] scout ship [[Boomer|Sfiera]]. | |||
== Design details == | == Design details == | ||
The Tech .50 Fusion Pistol is powered by a Deuterioxide Halogen Battery Pack, capable of producing 116.6 terawatts of power. Each battery is capable of firing 20 high impact energy bolts, each one with a yield of 5.83 terawatts. As such, it can be fired in vacuum. | The Tech .50 Fusion Pistol is powered by a Deuterioxide Halogen Battery Pack, capable of producing 116.6 terawatts of power. Each battery is capable of firing 20 high impact energy bolts, each one with a yield of 5.83 terawatts. As such, it can be fired in vacuum. | ||
The weapon is also capable of an overcharge. During which the internal MicroFuse Reaction Core fires one large energy bolt with a yield of 17.5 terawatts.<ref name = M1Fusion> | The weapon is also capable of an overcharge. During which the internal MicroFuse Reaction Core fires one large energy bolt with a yield of 17.5 terawatts.<ref name = M1Fusion>[http://archives2.bungie.org/manuals/Marathon_Manual.pdf| Marathon(1994) Manual, pg 16]</ref> | ||
== Legacy == | == Legacy == | ||
The Tech .50 was the basis for [[Durandal]]'s own [[Zeus-Class Fusion pistol]].<ref> | The Tech .50 was the basis for [[Durandal]]'s own [[Zeus-Class Fusion pistol]].<ref>[http://archives2.bungie.org/manuals/Marathon_2_Manual.pdf| Marathon 2: Durandal Manual, pg 16]</ref> | ||
== Gameplay == | == Gameplay == | ||
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Despite being projectile based, unlike most other weapons, its bolts still pack a punch and the overcharge is not dependent on the amount of charge left in the battery. So he can shoot an overcharge shot, even at 1% battery life. | Despite being projectile based, unlike most other weapons, its bolts still pack a punch and the overcharge is not dependent on the amount of charge left in the battery. So he can shoot an overcharge shot, even at 1% battery life. | ||
== Gallery == | |||
== Notes == | == Notes == | ||
* The Fusion pistol's bonus damage against cybernetic enemies would only be implemented in the sequels | * The Fusion pistol's bonus damage against cybernetic enemies would only be implemented in the sequels | ||
* The terminal in Marathon 1 calls it the Zeus-Class Fusion Pistol, but the manual calls it the Tech .50 Fusion Pistol. The name would go on to be used in the sequels. | * The terminal in Marathon 1 calls it the Zeus-Class Fusion Pistol, but the manual calls it the Tech .50 Fusion Pistol. The name would go on to be used in the sequels. |
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