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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T05:48:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=113730</id>
		<title>Plasma Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=113730"/>
		<updated>2023-03-08T21:36:34Z</updated>

		<summary type="html">&lt;p&gt;Chaosshade: /* Plasma Rifle Clip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
The next generation of plasma weapon, the plasma rifle is an effective rapid fire rifle. &lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Plasma Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 5&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS31.GIF|left|64 px|Plasma Rifle]]&lt;br /&gt;
| acc_auto = 55&lt;br /&gt;
| acc_snap = 86&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 36&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 126600&lt;br /&gt;
| research = Plasma Rifle&lt;br /&gt;
| acquisition = {{Manufacturing|88000|820|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The plasma rifle has considerably better performance than the [[Plasma Pistol]] in terms of damage and accuracy; indeed, it offers the best Snap and Auto accuracy of any weapon in the game. While not the highest, it also has 100% aimed accuracy. &lt;br /&gt;
&lt;br /&gt;
The aliens have apparently bought the argument that the [[Heavy Plasma]] Gun is superior, and will eventually phase out the Plasma Rifle in its favour (although the game may be over by then). Once the supply of dropped clips is depleted, X-Com will need to manufacture new ammunition itself at a cost of 2 Elerium per clip.&lt;br /&gt;
&lt;br /&gt;
Researching the Plasma Rifle and Plasma Rifle Clip is one way to unlock the Plasma Cannon project, which allows production of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]]. (The other is to research the Heavy Plasma and Heavy Plasma Clip.)&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Plasma Rifle}}&lt;br /&gt;
This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic-Blasta Rifle]].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
* Auto Fire&lt;br /&gt;
| pros =&lt;br /&gt;
* High power&lt;br /&gt;
* Moderate auto accuracy &lt;br /&gt;
* High snap and aimed accuracy&lt;br /&gt;
* Recoverable&lt;br /&gt;
| cons =&lt;br /&gt;
* Limited availability&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plasma Rifle Clip ==&lt;br /&gt;
{{Ref Open | title = Plasma Rifle Clip}}&lt;br /&gt;
This small object is used as a power source for a Plasma Rifle - a medium powered alien weapon.  Contains a small quantity of Elerium.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Plasma Rifle&lt;br /&gt;
| ammo = Plasma Rifle Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS41.GIF|left|64 px|Plasma Rifle Clip]]&lt;br /&gt;
| damage = 80 Plasma Beam&lt;br /&gt;
| capacity = 28&lt;br /&gt;
| saleprice = 6290&lt;br /&gt;
| research = Plasma Rifle Clip&lt;br /&gt;
| acquisition = {{Manufacturing|3000|80|4|2 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The plasma rifle clip requires [[Elerium-115|Elerium]] for manufacture, and the supply of recoverable clips will eventually dry up. As such, it is recommended not to sell clips if you intend to make any use of the Plasma Rifle.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
Although this weapon straddles the middle ground for performance in the plasma weapon family, its increased snapshot accuracy make it a very good rapid-fire rifle for training snipers in actual battle as well as a superior weapon for long-range reaction fire (which only uses snapshots). &lt;br /&gt;
&lt;br /&gt;
A kneeled snapshot allows the shooter to make use of 98.9% of his or her base accuracy level while enjoying the speed of a snapshot, allowing for more attempts that equals to more accumulated experience and improved accuracy for the next mission. &lt;br /&gt;
&lt;br /&gt;
A master marksman will eventually be able to consistently make 100% accurate snapshots with the plasma rifle. Once accuracy reaches or goes beyond 116, the sniper no longer needs to kneel. The sniper can even migrate to the Heavy Plasma and achieve the same level of performance by kneeling. &lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 28% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When loaded, weighs as much as a loaded standard [[Pistol]].  If a unit for some reason can&#039;t move around with a Heavy Plasma, this is an excellent secondary weapon.&lt;br /&gt;
* Unless you can achieve 100% accuracy, aimed shot takes too long for too little of an accuracy boost.  Snapshot use is recommended, as it will gives you more attempts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Chaosshade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=113729</id>
		<title>Plasma Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=113729"/>
		<updated>2023-03-08T21:35:27Z</updated>

		<summary type="html">&lt;p&gt;Chaosshade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
The next generation of plasma weapon, the plasma rifle is an effective rapid fire rifle. &lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Plasma Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 5&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS31.GIF|left|64 px|Plasma Rifle]]&lt;br /&gt;
| acc_auto = 55&lt;br /&gt;
| acc_snap = 86&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 36&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 126600&lt;br /&gt;
| research = Plasma Rifle&lt;br /&gt;
| acquisition = {{Manufacturing|88000|820|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The plasma rifle has considerably better performance than the [[Plasma Pistol]] in terms of damage and accuracy; indeed, it offers the best Snap and Auto accuracy of any weapon in the game. While not the highest, it also has 100% aimed accuracy. &lt;br /&gt;
&lt;br /&gt;
The aliens have apparently bought the argument that the [[Heavy Plasma]] Gun is superior, and will eventually phase out the Plasma Rifle in its favour (although the game may be over by then). Once the supply of dropped clips is depleted, X-Com will need to manufacture new ammunition itself at a cost of 2 Elerium per clip.&lt;br /&gt;
&lt;br /&gt;
Researching the Plasma Rifle and Plasma Rifle Clip is one way to unlock the Plasma Cannon project, which allows production of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]]. (The other is to research the Heavy Plasma and Heavy Plasma Clip.)&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Plasma Rifle}}&lt;br /&gt;
This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic-Blasta Rifle]].&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
* Auto Fire&lt;br /&gt;
| pros =&lt;br /&gt;
* High power&lt;br /&gt;
* Moderate auto accuracy &lt;br /&gt;
* High snap and aimed accuracy&lt;br /&gt;
* Recoverable&lt;br /&gt;
| cons =&lt;br /&gt;
* Limited availability&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plasma Rifle Clip ==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Plasma Rifle&lt;br /&gt;
| ammo = Plasma Rifle Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS41.GIF|left|64 px|Plasma Rifle Clip]]&lt;br /&gt;
| damage = 80 Plasma Beam&lt;br /&gt;
| capacity = 28&lt;br /&gt;
| saleprice = 6290&lt;br /&gt;
| research = Plasma Rifle Clip&lt;br /&gt;
| acquisition = {{Manufacturing|3000|80|4|2 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The plasma rifle clip requires [[Elerium-115|Elerium]] for manufacture, and the supply of recoverable clips will eventually dry up. As such, it is recommended not to sell clips if you intend to make any use of the Plasma Rifle.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
Although this weapon straddles the middle ground for performance in the plasma weapon family, its increased snapshot accuracy make it a very good rapid-fire rifle for training snipers in actual battle as well as a superior weapon for long-range reaction fire (which only uses snapshots). &lt;br /&gt;
&lt;br /&gt;
A kneeled snapshot allows the shooter to make use of 98.9% of his or her base accuracy level while enjoying the speed of a snapshot, allowing for more attempts that equals to more accumulated experience and improved accuracy for the next mission. &lt;br /&gt;
&lt;br /&gt;
A master marksman will eventually be able to consistently make 100% accurate snapshots with the plasma rifle. Once accuracy reaches or goes beyond 116, the sniper no longer needs to kneel. The sniper can even migrate to the Heavy Plasma and achieve the same level of performance by kneeling. &lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 28% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When loaded, weighs as much as a loaded standard [[Pistol]].  If a unit for some reason can&#039;t move around with a Heavy Plasma, this is an excellent secondary weapon.&lt;br /&gt;
* Unless you can achieve 100% accuracy, aimed shot takes too long for too little of an accuracy boost.  Snapshot use is recommended, as it will gives you more attempts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Chaosshade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113728</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113728"/>
		<updated>2023-03-08T21:34:41Z</updated>

		<summary type="html">&lt;p&gt;Chaosshade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The larger cousin of the [[Plasma Rifle]], the &#039;&#039;&#039;Heavy Plasma Gun&#039;&#039;&#039; is a powerful squad support weapon which is nonetheless light enough to be usable by any soldier. It is the most powerful weapon available to X-Com agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.&lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Plasma and Heavy Plasma Clip allows you to begin the Plasma Cannon project, which allows manufacture of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Automatic fire. Great accuracy, second only to the [[Plasma Rifle]] (in Auto and Snap modes) and the [[Rocket Launcher]] (in Aimed mode). Incredible power; only [[Sectopod]]s can survive a point-blank burst, and it can [[Destroying Terrain|cut through]] most terrain including some inner bulkheads of UFOs. Guns and clips can be recovered from missions, and become plentiful from April onward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Requires two hands, although its accuracy one-handed is still better than [[Plasma Pistol|most]] pistols. Requires ammunition; while it has the largest clip size in the game, this can occasionally become a strategic concern due to the prohibitive Elerium cost of manufacturing clips yourself.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heavy Plasma}}&lt;br /&gt;
This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Plasma&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 8&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS30.GIF|left|64 px|Heavy Plasma]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 75&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 171600&lt;br /&gt;
| research = Heavy Plasma&lt;br /&gt;
| acquisition = {{Manufacturing|122000|1000|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
| pros =&lt;br /&gt;
* Very High Power &lt;br /&gt;
* Very High aimed Accuracy &lt;br /&gt;
* High snap Accuracy &lt;br /&gt;
* High ammo capacity&lt;br /&gt;
* Recoverable&lt;br /&gt;
* Common (once it appears)&lt;br /&gt;
| cons =&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Plasma Clip ==&lt;br /&gt;
{{Ref Open | title = Plasma Pistol Clip}}&lt;br /&gt;
This compact device is used as ammunition for a Heavy Plasma Gun.  It contains a small quantity of Elerium.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Plasma&lt;br /&gt;
| ammo = Heavy Plasma Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS25.GIF|left|64 px|Heavy Plasma Clip]]&lt;br /&gt;
| damage = 115 Plasma&lt;br /&gt;
| capacity = 35&lt;br /&gt;
| saleprice = 9590&lt;br /&gt;
| research = Heavy Plasma Clip&lt;br /&gt;
| acquisition = {{Manufacturing|6000|80|4|3 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Heavy Plasma Gun is essentially the ultimate weapon available. It is the most effective assault weapon in the game, and also the most effective sniper rifle. The main caveats on its use are these: a) its clip size, though large, is not infinite like the [[Laser Rifle]]&#039;s, and the supply of clips is limited, so while autofire is perfectly feasible and recommended, gratuitous wastes of ammunition such as attempts to literally level maps may strain your supply line; b) its ability to penetrate the front armour of [[Sectopod]]s is limited, so it is recommended to either flank Sectopods and shoot their weaker back plate, or bring more specialised weapons such as [[Heavy Laser]]s, [[Small Launcher]]s and [[Blaster Launcher]]s; c) the incredible power of Heavy Plasma fire can be a double-edged sword if you face [[Psionics|alien mind control]], so it may be worth bringing a less-superlative weapon such as the Laser Rifle if you expect to face psionic aliens and you have not psi-screened your troops.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that due to the weapon&#039;s ubiquitous use after the first few months, X-Com will quickly accumulate large stockpiles of Heavy Plasma Guns. The excess guns (though not their precious clips) can and probably should be sold; this avoids the risk of the item table being clogged during a [[Base Defence]], and also provides a significant cash injection.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 30% Remaining TUs (enough for 1 Snap shot)&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers with 51, 54, or 57 maximum TU will be able to fire 3 bursts with 0 TU remaining. While these TU values are unlikely among veteran soldiers, &#039;&#039;rookies&#039;&#039; will quite frequently achieve this criterion, as the range of TU values among recruits is 50-60 inclusive. While you&#039;ll probably be arming your entire squad with Heavy Plasma Guns anyway, it&#039;s worth noting that this can make some rookies better at providing fire support than their more experienced brethren.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Do you desire to wield inhuman power against the invading aliens?  This is the weapon for you.  It&#039;s often able to drop a Muton in a single shot.&lt;br /&gt;
* This weapon also comes into its own destroying the internal bulkheads, doors, and floors of UFOs.  Want a door somewhere that there isn&#039;t one?  Bring in a Heavy Plasma and make one.&lt;br /&gt;
* Weighs the same as a standard [[Rifle]].  Unless you&#039;re weighing them down with tons of gear, any soldier should be able to use this effectively.&lt;br /&gt;
* Aliens increasingly prefer this weapon as the game goes on; by September, they will issue it to all troops except a small number wielding [[Small Launcher]]s and [[Blaster Launcher]]s.&lt;br /&gt;
* Sells quite well on the market.  You&#039;ll literally have PILES of them in storage, just waiting to be sold to the highest bidder.&lt;br /&gt;
* Note that the Heavy Plasma Gun does take slightly more time to fire than the [[Laser Rifle]]. In particular, the Laser Rifle can potentially fire two Aimed Shots in a single turn, giving a minor advantage when picking off large numbers of weak targets intermingled closely with things you don&#039;t want to hit (civilians, your own troops, explosive terrain features). Of course, this is counterbalanced by the even-higher accuracy of Aimed Heavy Plasma fire.&lt;br /&gt;
* Bringing reloads to a mission is usually superfluous; 35 shots will see most soldiers through an entire mission, and in the rare event you do run out, you can just loot clips or nearly-full weapons from dead alien fingers. There are better uses of your 80-item limit. In particularly tight cases such as Cydonia, it may even be better to initially arm your troops with [[Laser Rifle]]s (which don&#039;t need clips at all) and pick up Heavy Plasma Guns as you go.&lt;br /&gt;
*Don&#039;t rely overmuch on tanks to soak up Heavy Plasma fire. Tracked tanks tend to fall in 3 hits or so. Hovertanks will usually survive a bit longer, but still risk being destroyed in a single hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Chaosshade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113727</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113727"/>
		<updated>2023-03-08T21:33:42Z</updated>

		<summary type="html">&lt;p&gt;Chaosshade: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The larger cousin of the [[Plasma Rifle]], the &#039;&#039;&#039;Heavy Plasma Gun&#039;&#039;&#039; is a powerful squad support weapon which is nonetheless light enough to be usable by any soldier. It is the most powerful weapon available to X-Com agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heavy Plasma}}&lt;br /&gt;
This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Plasma and Heavy Plasma Clip allows you to begin the Plasma Cannon project, which allows manufacture of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Automatic fire. Great accuracy, second only to the [[Plasma Rifle]] (in Auto and Snap modes) and the [[Rocket Launcher]] (in Aimed mode). Incredible power; only [[Sectopod]]s can survive a point-blank burst, and it can [[Destroying Terrain|cut through]] most terrain including some inner bulkheads of UFOs. Guns and clips can be recovered from missions, and become plentiful from April onward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Requires two hands, although its accuracy one-handed is still better than [[Plasma Pistol|most]] pistols. Requires ammunition; while it has the largest clip size in the game, this can occasionally become a strategic concern due to the prohibitive Elerium cost of manufacturing clips yourself.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Plasma&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 8&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS30.GIF|left|64 px|Heavy Plasma]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 75&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 171600&lt;br /&gt;
| research = Heavy Plasma&lt;br /&gt;
| acquisition = {{Manufacturing|122000|1000|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
| pros =&lt;br /&gt;
* Very High Power &lt;br /&gt;
* Very High aimed Accuracy &lt;br /&gt;
* High snap Accuracy &lt;br /&gt;
* High ammo capacity&lt;br /&gt;
* Recoverable&lt;br /&gt;
* Common (once it appears)&lt;br /&gt;
| cons =&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Plasma Clip ==&lt;br /&gt;
{{Ref Open | title = Plasma Pistol Clip}}&lt;br /&gt;
This compact device is used as ammunition for a Heavy Plasma Gun.  It contains a small quantity of Elerium.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Plasma&lt;br /&gt;
| ammo = Heavy Plasma Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS25.GIF|left|64 px|Heavy Plasma Clip]]&lt;br /&gt;
| damage = 115 Plasma&lt;br /&gt;
| capacity = 35&lt;br /&gt;
| saleprice = 9590&lt;br /&gt;
| research = Heavy Plasma Clip&lt;br /&gt;
| acquisition = {{Manufacturing|6000|80|4|3 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Heavy Plasma Gun is essentially the ultimate weapon available. It is the most effective assault weapon in the game, and also the most effective sniper rifle. The main caveats on its use are these: a) its clip size, though large, is not infinite like the [[Laser Rifle]]&#039;s, and the supply of clips is limited, so while autofire is perfectly feasible and recommended, gratuitous wastes of ammunition such as attempts to literally level maps may strain your supply line; b) its ability to penetrate the front armour of [[Sectopod]]s is limited, so it is recommended to either flank Sectopods and shoot their weaker back plate, or bring more specialised weapons such as [[Heavy Laser]]s, [[Small Launcher]]s and [[Blaster Launcher]]s; c) the incredible power of Heavy Plasma fire can be a double-edged sword if you face [[Psionics|alien mind control]], so it may be worth bringing a less-superlative weapon such as the Laser Rifle if you expect to face psionic aliens and you have not psi-screened your troops.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that due to the weapon&#039;s ubiquitous use after the first few months, X-Com will quickly accumulate large stockpiles of Heavy Plasma Guns. The excess guns (though not their precious clips) can and probably should be sold; this avoids the risk of the item table being clogged during a [[Base Defence]], and also provides a significant cash injection.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 30% Remaining TUs (enough for 1 Snap shot)&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers with 51, 54, or 57 maximum TU will be able to fire 3 bursts with 0 TU remaining. While these TU values are unlikely among veteran soldiers, &#039;&#039;rookies&#039;&#039; will quite frequently achieve this criterion, as the range of TU values among recruits is 50-60 inclusive. While you&#039;ll probably be arming your entire squad with Heavy Plasma Guns anyway, it&#039;s worth noting that this can make some rookies better at providing fire support than their more experienced brethren.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Do you desire to wield inhuman power against the invading aliens?  This is the weapon for you.  It&#039;s often able to drop a Muton in a single shot.&lt;br /&gt;
* This weapon also comes into its own destroying the internal bulkheads, doors, and floors of UFOs.  Want a door somewhere that there isn&#039;t one?  Bring in a Heavy Plasma and make one.&lt;br /&gt;
* Weighs the same as a standard [[Rifle]].  Unless you&#039;re weighing them down with tons of gear, any soldier should be able to use this effectively.&lt;br /&gt;
* Aliens increasingly prefer this weapon as the game goes on; by September, they will issue it to all troops except a small number wielding [[Small Launcher]]s and [[Blaster Launcher]]s.&lt;br /&gt;
* Sells quite well on the market.  You&#039;ll literally have PILES of them in storage, just waiting to be sold to the highest bidder.&lt;br /&gt;
* Note that the Heavy Plasma Gun does take slightly more time to fire than the [[Laser Rifle]]. In particular, the Laser Rifle can potentially fire two Aimed Shots in a single turn, giving a minor advantage when picking off large numbers of weak targets intermingled closely with things you don&#039;t want to hit (civilians, your own troops, explosive terrain features). Of course, this is counterbalanced by the even-higher accuracy of Aimed Heavy Plasma fire.&lt;br /&gt;
* Bringing reloads to a mission is usually superfluous; 35 shots will see most soldiers through an entire mission, and in the rare event you do run out, you can just loot clips or nearly-full weapons from dead alien fingers. There are better uses of your 80-item limit. In particularly tight cases such as Cydonia, it may even be better to initially arm your troops with [[Laser Rifle]]s (which don&#039;t need clips at all) and pick up Heavy Plasma Guns as you go.&lt;br /&gt;
*Don&#039;t rely overmuch on tanks to soak up Heavy Plasma fire. Tracked tanks tend to fall in 3 hits or so. Hovertanks will usually survive a bit longer, but still risk being destroyed in a single hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Chaosshade</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113726</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=113726"/>
		<updated>2023-03-08T21:29:28Z</updated>

		<summary type="html">&lt;p&gt;Chaosshade: /* Heavy Plasma Clip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The larger cousin of the [[Plasma Rifle]], the &#039;&#039;&#039;Heavy Plasma Gun&#039;&#039;&#039; is a powerful squad support weapon which is nonetheless light enough to be usable by any soldier. It is the most powerful weapon available to X-Com agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.&lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Plasma and Heavy Plasma Clip allows you to begin the Plasma Cannon project, which allows manufacture of [[Plasma Beam]]s and [[Hovertank/Plasma|Hovertanks/Plasma]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; Automatic fire. Great accuracy, second only to the [[Plasma Rifle]] (in Auto and Snap modes) and the [[Rocket Launcher]] (in Aimed mode). Incredible power; only [[Sectopod]]s can survive a point-blank burst, and it can [[Destroying Terrain|cut through]] most terrain including some inner bulkheads of UFOs. Guns and clips can be recovered from missions, and become plentiful from April onward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Requires two hands, although its accuracy one-handed is still better than [[Plasma Pistol|most]] pistols. Requires ammunition; while it has the largest clip size in the game, this can occasionally become a strategic concern due to the prohibitive Elerium cost of manufacturing clips yourself.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Sonic Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Plasma&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 8&lt;br /&gt;
| damagethreshold = 50&lt;br /&gt;
| grip= 2 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS30.GIF|left|64 px|Heavy Plasma]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 75&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 171600&lt;br /&gt;
| research = Heavy Plasma&lt;br /&gt;
| acquisition = {{Manufacturing|122000|1000|4|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; style=&amp;quot;{{Infobox style}}&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* Plasma Damage &lt;br /&gt;
| pros =&lt;br /&gt;
* Very High Power &lt;br /&gt;
* Very High aimed Accuracy &lt;br /&gt;
* High snap Accuracy &lt;br /&gt;
* High ammo capacity&lt;br /&gt;
* Recoverable&lt;br /&gt;
* Common (once it appears)&lt;br /&gt;
| cons =&lt;br /&gt;
* Elerium for ammo manufacture&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Plasma Clip ==&lt;br /&gt;
{{Ref Open | title = Plasma Pistol Clip}}&lt;br /&gt;
This compact device is used as ammunition for a Heavy Plasma Gun.  It contains a small quantity of Elerium.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Plasma&lt;br /&gt;
| ammo = Heavy Plasma Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:BIGOBS25.GIF|left|64 px|Heavy Plasma Clip]]&lt;br /&gt;
| damage = 115 Plasma&lt;br /&gt;
| capacity = 35&lt;br /&gt;
| saleprice = 9590&lt;br /&gt;
| research = Heavy Plasma Clip&lt;br /&gt;
| acquisition = {{Manufacturing|6000|80|4|3 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Heavy Plasma Gun is essentially the ultimate weapon available. It is the most effective assault weapon in the game, and also the most effective sniper rifle. The main caveats on its use are these: a) its clip size, though large, is not infinite like the [[Laser Rifle]]&#039;s, and the supply of clips is limited, so while autofire is perfectly feasible and recommended, gratuitous wastes of ammunition such as attempts to literally level maps may strain your supply line; b) its ability to penetrate the front armour of [[Sectopod]]s is limited, so it is recommended to either flank Sectopods and shoot their weaker back plate, or bring more specialised weapons such as [[Heavy Laser]]s, [[Small Launcher]]s and [[Blaster Launcher]]s; c) the incredible power of Heavy Plasma fire can be a double-edged sword if you face [[Psionics|alien mind control]], so it may be worth bringing a less-superlative weapon such as the Laser Rifle if you expect to face psionic aliens and you have not psi-screened your troops.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that due to the weapon&#039;s ubiquitous use after the first few months, X-Com will quickly accumulate large stockpiles of Heavy Plasma Guns. The excess guns (though not their precious clips) can and probably should be sold; this avoids the risk of the item table being clogged during a [[Base Defence]], and also provides a significant cash injection.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 40% Remaining TUs (enough for 1 Snap shot or 1 Auto burst)&lt;br /&gt;
* Snap: 3 Shots, 10% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts (6 Shots), 30% Remaining TUs (enough for 1 Snap shot)&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers with 51, 54, or 57 maximum TU will be able to fire 3 bursts with 0 TU remaining. While these TU values are unlikely among veteran soldiers, &#039;&#039;rookies&#039;&#039; will quite frequently achieve this criterion, as the range of TU values among recruits is 50-60 inclusive. While you&#039;ll probably be arming your entire squad with Heavy Plasma Guns anyway, it&#039;s worth noting that this can make some rookies better at providing fire support than their more experienced brethren.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Do you desire to wield inhuman power against the invading aliens?  This is the weapon for you.  It&#039;s often able to drop a Muton in a single shot.&lt;br /&gt;
* This weapon also comes into its own destroying the internal bulkheads, doors, and floors of UFOs.  Want a door somewhere that there isn&#039;t one?  Bring in a Heavy Plasma and make one.&lt;br /&gt;
* Weighs the same as a standard [[Rifle]].  Unless you&#039;re weighing them down with tons of gear, any soldier should be able to use this effectively.&lt;br /&gt;
* Aliens increasingly prefer this weapon as the game goes on; by September, they will issue it to all troops except a small number wielding [[Small Launcher]]s and [[Blaster Launcher]]s.&lt;br /&gt;
* Sells quite well on the market.  You&#039;ll literally have PILES of them in storage, just waiting to be sold to the highest bidder.&lt;br /&gt;
* Note that the Heavy Plasma Gun does take slightly more time to fire than the [[Laser Rifle]]. In particular, the Laser Rifle can potentially fire two Aimed Shots in a single turn, giving a minor advantage when picking off large numbers of weak targets intermingled closely with things you don&#039;t want to hit (civilians, your own troops, explosive terrain features). Of course, this is counterbalanced by the even-higher accuracy of Aimed Heavy Plasma fire.&lt;br /&gt;
* Bringing reloads to a mission is usually superfluous; 35 shots will see most soldiers through an entire mission, and in the rare event you do run out, you can just loot clips or nearly-full weapons from dead alien fingers. There are better uses of your 80-item limit. In particularly tight cases such as Cydonia, it may even be better to initially arm your troops with [[Laser Rifle]]s (which don&#039;t need clips at all) and pick up Heavy Plasma Guns as you go.&lt;br /&gt;
*Don&#039;t rely overmuch on tanks to soak up Heavy Plasma fire. Tracked tanks tend to fall in 3 hits or so. Hovertanks will usually survive a bit longer, but still risk being destroyed in a single hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Chaosshade</name></author>
	</entry>
</feed>