Tech .50 Fusion Pistol

Revision as of 15:40, August 18, 2023 by HeraldOfOblivion (talk | contribs)

Overview

The weapon of choice for the elite soldiers aboard the UESC Marathon, this energy 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 Player Character's efforts in defending the Marathon itself, and launching offensive maneuvers onto the Pfhor scout ship Sfiera.

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 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. [1]

Legacy

The Tech .50 was the basis for Durandal's own Zeus-Class Fusion pistol. [2]

Gameplay

The fusion pistol does not deal bonus damage against mechanical enemies in Marathon 1. However, it is still a valuable tool for the player character.

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.

Notes

  • This was one of the first articles written as a part of this wiki. Referencing standards may have changed, and as such please follow the links in the reference tab for more information.
  • 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 output of the Fusion Pistol is 5.83 x 1012 watts! For reference, New York City uses 50.6 Terawatt hours in a year. [3]

References