User:Liggliluff/Arbiter Thel 'Vadam's Special Moves

Plasma Launcher
This is one of Arbiter's special moves. The Type-52 Guided Munitions Launcher/Explosive. Much as the Spartan Laser, but the Elite version of it with some differences. Whilst it doesn't have a laser, it does have up to 4 plasma bolts. It also have startup lag and requires charging. It's charging goes into 5 stages. When it has charged up to stage 1, it will fire 1 bolt upon release. Stage 2 yields 2 bolts and so on. Stage 5 yields 4 bolts as stage 4, but when it reaches stage 5, it will fire automatically.

Advantages
The bolts has a targeting, homing possibility, and when 4 has been strucked onto someone, it could be devastating. The bolts has a sticky property and can, by accident, hit someone else instead or hit the walls or ground and act like mines, as it will detonate a slight moment after it has strucked something.

Disadvantages
The targeting of the bolts may not be as great to follow all aerial players, and unlike the Spartan Laser, it doesn't have a laser sight. After fire, it will be hot and needs to cool down. If it has fired more bolts, it will take longer for it to cool down before other attacks can be used.

Energy Sword
This is one of Arbiter's special moves. Type-1 Energy Weapon/Sword. A close quarters weapon of the Covenant Empire exclusively used by the Sangheili, and are Arbiters side special.

Advantages
The sword has devastating power and are much effective in close quarters.

Disadvantages
The sword needs to be activated before use, or the plasma would burn trough Arbiter while he doesn't use it. This gives it a slight startup lag.

Antigravity Pack
This is one of Arbiter's special moves. It's almost exactly as the Jetpack, but instead of thrust, it's using anti-gravity technique, which doesn't have a damaging potential, but which gives a slight better lift.

Advantages
It has good recovery possibility, more than the Jetpack, and great at moving straight up. It has more horizontal movement than the Jetpack. It can also be used to keep Arbiter in air to utilize his aerial attacks.

Disadvantages
The fuel will be depleted and will not work until landing on ground to recharge. By using it to much will prevent it to be used as recovery as the fuel could still be depleted or not enough to reach the edge of the stage.