Difference between revisions of "Heavy Plasma"

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m (→‎Beam Weapons: Heavy Plasma: correcting use of explosives)
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== Beam Weapons: Heavy Plasma ==
 
== Beam Weapons: Heavy Plasma ==
  
The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with Blaster Bombs, and some squaddies have found this a convenient means of forcing entry. The 35 rounds are usually more than sufficient for the typical engagement.
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The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with explosives, and some squaddies have found this a convenient means of forcing entry. The 35 rounds are usually more than sufficient for the typical engagement.
  
 
Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire.  
 
Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire.  
  
 
Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way).
 
Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way).
 
  
 
== Weapon Vital Statistics ==
 
== Weapon Vital Statistics ==

Revision as of 21:51, 9 November 2005

Beam Weapons: Heavy Plasma

The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with explosives, and some squaddies have found this a convenient means of forcing entry. The 35 rounds are usually more than sufficient for the typical engagement.

Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers. 2nd only to the Plasma Rifle in accuracy, in all modes of fire.

Cons: Clips count towards 80-item limit. Doesn't have infinite ammo (but 35 shots can go a long way).

Weapon Vital Statistics

  • Actions, TU cost:
    • 35% TU Auto
    • 30% TU Snap
    • 60% TU Aimed
  • Accuracy:
    • 50% Auto
    • 75% Snap
    • 110% Aimed
  • Power: 115
  • Power type: Plasma
  • Ammo: One clip contains 35 rounds