In Halo 1, the plasma pistol was carried mainly by Grunts and Jackals. With each squeeze of the trigger it produces a small bolt of plasma that damages opponents or drains their shields. When the trigger is held down, it produces an alternate-fire mode where a large burst is fired, seeking targets within range and eliminating shielding on targets like Jackals, Elites, and Spartans. It was the exclusive weapon for Jackals, who carried no other weapons in the first game, while Grunts sometimes carried Needlers or even FRGs.
In multiplayer, this weapon, like the larger plasma rifle, produces a stunning effect, slowing the movement of opponents.
This weapon returns, apparently unchanged in Halo 2. There is some debate over whether or not the stunning effect persists.
Like most Covenant plasma based weapons, the pistol has a charge level. When this charge is drained, the weapon becomes useless. In Halo 1 it was not possible to recharge this weapon, and there is no indication that Halo 2 will be any different.
When firing the weapon heats up; if it gets too hot, it cannot be fired and must cool. It has a meter that indicates temperature. After firing an overcharge (alt fire) blast it must cool. It can fire at a fairly high rate in semiautomatic mode, and does not have a fully automatic mode. The overcharge mode drains the weapon's charge more quickly than the semiautomatic mode.
The plasma pistol can be dual wielded.