Plasma Pistol

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For the XCOM: Enemy Unknown (2012) version, see Plasma Pistol (EU2012)

General information

Plasma Pistol

Plasma pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field

Source: X-COM UFO Defense/Enemy Unknown Ufopaedia

Plasma Pistol
(h x w)
2 x 1
Plasma Pistol
Weight 3
D. Threshold 45
Grip 1 Handed
TU Cost Accuracy
Auto 30% 50%
Snapshot 30% 65%
Aimed 60% 85%
Sale Price $84,000
Research Plasma Pistol
Cost $56,000
Technician Hours 600
Workspace 3
Materials Alien Alloys 1

The Plasma Pistol is the first in the aliens' plasma weapon line. It is the most powerful, accurate and lightest pistol-class weapon available. While not as fast as its laser counterpart, it has the fastest auto shot in the plasma weapon line. As a pistol it fits on the belt and makes a respectable sidearm for any number of squad roles.

The Plasma Pistol's biggest drawback is its limited availability, as it is soon replaced by the later-generation plasma weapons as the primary alien firearm. This causes the supply of recoverable clips to dry up, forcing X-Com to expend precious Elerium-115 to manufacture more or abandon the weapon entirely.

This weapon appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Sonic Pistol.

Key Features
  • Plasma Damage
  • Small and One-Handed
Pros Cons
  • Moderate Power
  • Moderate Accuracy
  • Fast Auto Shot
  • Recoverable
  • Limited availability
  • Elerium for ammo manufacture

Plasma Pistol Clip

Plasma Pistol Clip

Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power

Source: X-COM UFO Defense/Enemy Unknown Ufopaedia

Plasma Pistol Clip
(h x w)
1 × 1
Plasma Pistol Clip
Weight 3
D. Threshold 20
Damage 52 Plasma Beam
Capacity 26
Sale Price $4,440
Research Plasma Pistol Clip
Cost $2,000
Technician Hours 60
Workspace 4
Materials 1 Elerium


Like the Laser Pistol, the Plasma Pistol excels mainly with its auto shot attack, as it is one of its primary distinguishing features.

The Plasma Pistol's single mode attacks are unfortunately easily bested by the Plasma Rifle and Heavy Plasma as they are equally as fast but have better damage and accuracy. The plasma pistol's accuracy is still the highest of the three pistols.

Thanks to its high strength, Plasma Pistols can be used as a primary weapon for scouts and any other role that may require a side arm. The higher accuracy helps new soldiers hit their mark better, and it is a remarkably powerful weapon in the hand of veteran soldiers. It is also a good close range weapon.

Usage notes

The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.

  • Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)
  • Snap: 3 Shots, 10% Remaining TUs
  • Auto: 3 Bursts (9 Shots), 10% Remaining TUs


  • The TUs needed for a Snapshot and the time needed for an Autofire burst are the same; this means that the only time you should NOT spray the enemy with autofire is when accuracy or ammo are a concern. The Plasma Pistol has a reasonably large ammo count.
  • This weapon will disappear forever at the end of May; if you haven't captured one by then, you won't ever get the chance.
  • If you don't intend to use the weapon, leave it unresearched so that you can continue to receive the bonus points received for unresearched artefacts. Keep one example to research once they've vanished completely to receive some more points.

General pistol warning

This note covers the regulation Pistol, Laser Pistol and the Plasma Pistol.

Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers.

In addition to that, the Collectors Edition introduces a further anomaly where pistols will be armed:

  1. Normally. Or;
  2. Armed on only one person, with all available slots filled with clips

See also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers