Difference between revisions of "Plasma Beam"

From UFOpaedia
Jump to navigation Jump to search
m (→‎Vital Statistics: minor fix)
m (link, reformat)
Line 1: Line 1:
[[Category:Craft_Armaments]]
 
== General Information ==
 
 
[[Image:plasmabeam.png|right|Plasma Beam]]
 
[[Image:plasmabeam.png|right|Plasma Beam]]
The '''Plasma Beam''' is available after research is completed on either the [[Heavy Plasma]] squad weapon and the [[Heavy Plasma Clip]], or on the standard [[Plasma Rifle]] and [[Plasma Rifle Clip]].
+
The '''Plasma Beam''' is available after [[research]] is completed on either the [[Heavy Plasma]] squad weapon and the [[Heavy Plasma Clip]], or on the standard [[Plasma Rifle]] and [[Plasma Rifle Clip]].
  
This weapon is widely regarded as the best [[Craft Armaments|craft weapon]] available to Commanders. With a fantastic range that allows interception craft to engage all UFOs (with the exception of [[Battleship]]s) without fear of being fired upon, a huge number of shots per charge and a superb reload time, the Plasma Beam should be fitted to all interception craft as soon as possible.
+
This weapon is widely regarded as the best [[Craft Armaments|craft weapon]] available to Commanders. With a fantastic range that allows interception [[craft]] to engage all UFOs (with the exception of [[Battleship]]s) without fear of being fired upon, a huge number of shots per charge and a superb reload time, the Plasma Beam should be fitted to all interception craft as soon as possible.
  
 
It is worth noting however that an interception craft armed with dual Plasma Beams is capable of completely destroying the smaller UFOs. If you wish to salvage artefacts and resources from these smaller UFOs it may be worthwhile keeping at least one [[Interceptor]] available with weaker weaponry such as [[Stingray]] missiles.
 
It is worth noting however that an interception craft armed with dual Plasma Beams is capable of completely destroying the smaller UFOs. If you wish to salvage artefacts and resources from these smaller UFOs it may be worthwhile keeping at least one [[Interceptor]] available with weaker weaponry such as [[Stingray]] missiles.
Line 27: Line 25:
 
<tr><td>Ammunition Used:</td><td>Not Applicable</td></tr>
 
<tr><td>Ammunition Used:</td><td>Not Applicable</td></tr>
 
</table>
 
</table>
 +
 +
[[Category:Craft_Armaments]]

Revision as of 23:32, 6 March 2007

Plasma Beam

The Plasma Beam is available after research is completed on either the Heavy Plasma squad weapon and the Heavy Plasma Clip, or on the standard Plasma Rifle and Plasma Rifle Clip.

This weapon is widely regarded as the best craft weapon available to Commanders. With a fantastic range that allows interception craft to engage all UFOs (with the exception of Battleships) without fear of being fired upon, a huge number of shots per charge and a superb reload time, the Plasma Beam should be fitted to all interception craft as soon as possible.

It is worth noting however that an interception craft armed with dual Plasma Beams is capable of completely destroying the smaller UFOs. If you wish to salvage artefacts and resources from these smaller UFOs it may be worthwhile keeping at least one Interceptor available with weaker weaponry such as Stingray missiles.

Note that unlike the Fusion Ball Launcher, using Plasma Beams does not require your engineers to manufacture ammunition - the Plasma units recharge automatically upon return to base.

Manufacturing Requirements

Engineer Hours:500
Cost per Unit:226,000
Workshop Space required:8
Raw Materials:15x Elerium-115

Vital Statistics

Damage:140
Range:52 km
Accuracy:140%
Reload Time:6 seconds
Shots:100
Ammunition Used:Not Applicable