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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:43:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=119614</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=119614"/>
		<updated>2024-08-13T20:31:33Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&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;
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;
{| 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;
== 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;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=119613</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=119613"/>
		<updated>2024-08-13T20:30:04Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Restructure - add &amp;quot;General information&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&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;
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;
&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;
== 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;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Pistol&amp;diff=119612</id>
		<title>Plasma Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Pistol&amp;diff=119612"/>
		<updated>2024-08-13T20:25:57Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
==General information== &lt;br /&gt;
{{Ref Open | title = Plasma Pistol}} &lt;br /&gt;
Plasma pistols are a lethal alien 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 Pistol]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Plasma Pistol &lt;br /&gt;
| height = 2&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = 45&lt;br /&gt;
| grip= 1 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS32.GIF|left|64 px|Plasma Pistol]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 85&lt;br /&gt;
| fcost_auto = 30&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 84000&lt;br /&gt;
| research = Plasma Pistol&lt;br /&gt;
| acquisition = {{Manufacturing|56000|600|3|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol is the first in the aliens&#039; plasma weapon line. It is the most powerful, accurate and lightest pistol-class weapon available. While not as fast as its [[Laser Pistol|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. &lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol&#039;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.&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;
* Small and One-Handed&lt;br /&gt;
| pros =&lt;br /&gt;
* Moderate Power &lt;br /&gt;
* Moderate Accuracy &lt;br /&gt;
* Fast Auto Shot&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;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plasma Pistol Clip==&lt;br /&gt;
{{Ref Open | title = Plasma Pistol Clip}}&lt;br /&gt;
Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power&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 Pistol&lt;br /&gt;
| ammo = Plasma Pistol 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:BIGOBS34.GIF|left|64 px|Plasma Pistol Clip]]&lt;br /&gt;
| damage = 52 Plasma Beam&lt;br /&gt;
| capacity = 26&lt;br /&gt;
| saleprice = 4440&lt;br /&gt;
| research = Plasma Pistol Clip&lt;br /&gt;
| acquisition = {{Manufacturing|2000|60|4|1 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
&lt;br /&gt;
Like the Laser Pistol, the Plasma Pistol excels mainly with its auto shot attack, as it is one of its primary distinguishing features. &lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol&#039;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&#039;s accuracy is still the highest of the three pistols. &lt;br /&gt;
&lt;br /&gt;
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. &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: 3 Bursts (9 Shots), 10% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* 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.&lt;br /&gt;
* This weapon [[Alien Weapon Loadouts|will disappear forever at the end of May]]; if you haven&#039;t captured one by then, you won&#039;t ever get the chance.&lt;br /&gt;
* If you don&#039;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&#039;ve vanished completely to receive some more points.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the regulation [[Pistol]], [[Laser Pistol]] and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. &lt;br /&gt;
&lt;br /&gt;
In addition to that, the Collectors Edition introduces a further anomaly where pistols will be armed:&lt;br /&gt;
&lt;br /&gt;
#Normally. Or;&lt;br /&gt;
#Armed on only one person, with all available slots filled with clips&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=119611</id>
		<title>Plasma Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=119611"/>
		<updated>2024-08-13T20:25:10Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&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;
{{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 next generation of plasma weapon, the plasma rifle is an effective rapid fire rifle. &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;
{| 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;
&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Pistol&amp;diff=119610</id>
		<title>Plasma Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Pistol&amp;diff=119610"/>
		<updated>2024-08-13T20:24:44Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Move TftD note to after Ufopaedia entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
==General information== &lt;br /&gt;
{{Ref Open | title = Plasma Pistol}} &lt;br /&gt;
Plasma pistols are a lethal alien 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 Pistol]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Plasma Pistol &lt;br /&gt;
| height = 2&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = 45&lt;br /&gt;
| grip= 1 Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS32.GIF|left|64 px|Plasma Pistol]]&lt;br /&gt;
| acc_auto = 50&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 85&lt;br /&gt;
| fcost_auto = 30&lt;br /&gt;
| fcost_snap = 30&lt;br /&gt;
| fcost_aim = 60&lt;br /&gt;
| saleprice = 84000&lt;br /&gt;
| research = Plasma Pistol&lt;br /&gt;
| acquisition = {{Manufacturing|56000|600|3|Alien Alloys 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol is the first in the aliens&#039; plasma weapon line. It is the most powerful, accurate and lightest pistol-class weapon available. While not as fast as its [[Laser Pistol|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. &lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol&#039;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.&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;
* Small and One-Handed&lt;br /&gt;
| pros =&lt;br /&gt;
* Moderate Power &lt;br /&gt;
* Moderate Accuracy &lt;br /&gt;
* Fast Auto Shot&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;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plasma Pistol Clip==&lt;br /&gt;
{{Ref Open | title = Plasma Pistol Clip}}&lt;br /&gt;
Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Plasma Pistol&lt;br /&gt;
| ammo = Plasma Pistol 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:BIGOBS34.GIF|left|64 px|Plasma Pistol Clip]]&lt;br /&gt;
| damage = 52 Plasma Beam&lt;br /&gt;
| capacity = 26&lt;br /&gt;
| saleprice = 4440&lt;br /&gt;
| research = Plasma Pistol Clip&lt;br /&gt;
| acquisition = {{Manufacturing|2000|60|4|1 Elerium}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
&lt;br /&gt;
Like the Laser Pistol, the Plasma Pistol excels mainly with its auto shot attack, as it is one of its primary distinguishing features. &lt;br /&gt;
&lt;br /&gt;
The Plasma Pistol&#039;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&#039;s accuracy is still the highest of the three pistols. &lt;br /&gt;
&lt;br /&gt;
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. &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: 3 Bursts (9 Shots), 10% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* 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.&lt;br /&gt;
* This weapon [[Alien Weapon Loadouts|will disappear forever at the end of May]]; if you haven&#039;t captured one by then, you won&#039;t ever get the chance.&lt;br /&gt;
* If you don&#039;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&#039;ve vanished completely to receive some more points.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the regulation [[Pistol]], [[Laser Pistol]] and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. &lt;br /&gt;
&lt;br /&gt;
In addition to that, the Collectors Edition introduces a further anomaly where pistols will be armed:&lt;br /&gt;
&lt;br /&gt;
#Normally. Or;&lt;br /&gt;
#Armed on only one person, with all available slots filled with clips&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119609</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119609"/>
		<updated>2024-08-13T20:23:26Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Move TftD note to after Ufopaedia entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heavy Cannon }}&lt;br /&gt;
The Heavy Cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.&lt;br /&gt;
{{Ref Close | source = 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 [[Gas Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS11.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 4800&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS12.GIF|left|64 px]]&lt;br /&gt;
| damage = 56 Armour Piercing&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 225&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS13.GIF|left|64 px]]&lt;br /&gt;
| damage = 52 High Explosive&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 275 &lt;br /&gt;
| research = &lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Incendiary&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS14.GIF|left|64 px]]&lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 300&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
While the standard [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Commanders can adapt to different situations in the field by feeding a different ammunition clips into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin the Auto-Cannon. &lt;br /&gt;
&lt;br /&gt;
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, but [[Cyberdisc]]s remain a huge problem for both HE and AP rounds. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-AP&#039;&#039;&#039; rounds are much more powerful than Pistol and Rifle rounds. However they are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-HE&#039;&#039;&#039; rounds allow the cannons to function as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don&#039;t have time to prime grenades. Consider using it when an agent is too weak to carry a [[Rocket Launcher]]. Take care when firing these near objects you want to recover as they will destroy any object on the ground.&lt;br /&gt;
&lt;br /&gt;
An unconventional but possibly effective tactic, is to prefer HC-HE ammunition for use against lower armoured races, (Sectoids, Floaters, Snakemen) rather than armour piercing rounds or beam weapons.  This is because high explosive rounds create a blast radius, which means that aliens can still be killed even when the soldier firing it does not score a direct hit.  They thus require less real firing accuracy to be effective.  You still only get six shots per clip, however, so for long missions, keep a laser rifle in your backpack for when you run out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-I&#039;&#039;&#039; rounds are generally useless for direct confrontations due to the unusual way the game handles [[Incendiary#Damage|Incendiary]] damage. They do however make for compact portable light sources and are useful for starting small fires. If given sufficient time and fuel for burning, aliens can be slowly roasted to death. Unconscious units and objects will not get damaged in fire. &lt;br /&gt;
&lt;br /&gt;
Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don&#039;t get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &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, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore, soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Carry a reload or two; you don&#039;t have many shots per clip.&lt;br /&gt;
* Try to kneel when firing.&lt;br /&gt;
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.&lt;br /&gt;
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].&lt;br /&gt;
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.&lt;br /&gt;
*  On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. &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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rifle&amp;diff=119608</id>
		<title>Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rifle&amp;diff=119608"/>
		<updated>2024-08-13T20:22:47Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Move TftD note to after Ufopaedia entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[소총|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Ref Open | title = Rifle}}&lt;br /&gt;
This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.&lt;br /&gt;
{{Ref Close| source = 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 [[Jet Harpoon]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS01.GIF|right|64 px]]&lt;br /&gt;
| acc_auto = 35&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 2250&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|3000}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Rifle&lt;br /&gt;
| ammo = Rifle Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS02.GIF|right|64 px]]&lt;br /&gt;
| damage = 30 Armour Piercing&lt;br /&gt;
| capacity = 20&lt;br /&gt;
| saleprice = 150&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|200}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The standard Rifle is X-COM&#039;s standard issue light firearm at the beginning of the campaign. The Rifle is a well balanced weapon that can be adapted to a variety of situations at any range. &lt;br /&gt;
&lt;br /&gt;
The Rifle is not a very powerful weapon, dealing only slightly more damage than the standard [[Pistol]]. However, it compensates for this by having an auto-shot and a very accurate though slow aimed mode. The Rifle also comes with a large 20-round ammunition clip. &lt;br /&gt;
&lt;br /&gt;
Though the Ufopaedia describes it as a sniper rifle, the low damage and extremely high cost to aim the Rifle are at odds with this description. It can indeed snipe but is not especially effective at it. The high accuracy does allow the Rifle to finish off a wounded enemy from a distance, or for carefully chipping away at the health of an enemy intended for capture. &lt;br /&gt;
&lt;br /&gt;
Until more advanced weapons are available, the Rifle is a competent weapon for fighting against the enemies encountered early in the campaign. Like the Pistol, it can be used later as a training weapon or when fighting psionic enemies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;40%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Auto Fire&lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Cheap&lt;br /&gt;
* High Ammo&lt;br /&gt;
* Rapid snap-shot&lt;br /&gt;
* Moderate snap/auto accuracy&lt;br /&gt;
* High aimed accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Weak&lt;br /&gt;
* Very slow Aimed-shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommendations == &lt;br /&gt;
&lt;br /&gt;
Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s. It can be used in a variety of roles from sniping with aimed shots, scouting and reacting with snapshots or for close range assaults with auto-fire. &lt;br /&gt;
&lt;br /&gt;
Later, when better weapons are available, they may retain some use when fighting against psionic aliens. Combined with the [[Power Suit]], soldiers can safely harm psionic aliens but not each other if they succumb to mind control. &lt;br /&gt;
&lt;br /&gt;
If you find yourself concentrating primarily with Snap or opportunity fire attacks, other alternatives to the Rifle include the standard X-COM [[Pistol]] and the [[Heavy Cannon]]. Both weapons have the same Snap shot accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage. &lt;br /&gt;
&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, 20% Remaining TUs (not sufficient for any further fire)&lt;br /&gt;
* Snap: 4 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts, 30% Remaining TUs (enough for 1 further Snap shot)&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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pistol&amp;diff=119607</id>
		<title>Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pistol&amp;diff=119607"/>
		<updated>2024-08-13T20:22:25Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Move TftD note to after Ufopaedia entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Pistol}}&lt;br /&gt;
The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.&lt;br /&gt;
{{Ref Close| source = 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 [[Dart Gun]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Pistol&lt;br /&gt;
| height = 2&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 5&lt;br /&gt;
| grip =One-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS03.GIF|right|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 78&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 18&lt;br /&gt;
| fcost_aim = 30&lt;br /&gt;
| saleprice = 600&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|800}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Pistol &lt;br /&gt;
| ammo = Pistol Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS04.GIF|right|64 px]]&lt;br /&gt;
| damage = 26 Armour Piercing&lt;br /&gt;
| capacity = 12&lt;br /&gt;
| saleprice = 52&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|70}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The standard issue X-COM Pistol is a one-handed handgun that is light, compact and has a rapid single-shot attack. It features a 12-round magazine. It is the cheapest weapon in the arsenal and also does the lowest damage - though each round is nearly as powerful as a [[Rifle]] round. &lt;br /&gt;
&lt;br /&gt;
The Pistol lacks the aimed-shot accuracy and auto-fire mode of the Rifle, but compliments it with its excellent snapshots. Pistol snapshots have the same accuracy but costs less time units to fire, allowing more rounds to be fired per turn. The lower cost also improves the chances of getting an [[reaction fire|attack of opportunity]]. &lt;br /&gt;
&lt;br /&gt;
The poor accuracy/time trade off for the aimed-shot does not make the Pistol especially suited to sniping. To its credit, the pistol&#039;s aimed mode is very fast and can be fired three times per turn, allowing volume to compensate for accuracy.  &lt;br /&gt;
&lt;br /&gt;
The pistol&#039;s biggest draw, beyond its rapid fire, would be its small size and one-handed grip. The size allows it to be carried in the hip pockets as a spare sidearm. The one-handed grip allows the Pistol&#039;s wielder to hold an item in their other hand without suffering an accuracy penalty.&lt;br /&gt;
&lt;br /&gt;
Despite being the weakest weapon that X-COM can use, it is a fairly competent weapon and many of the enemies that are encountered early in the war can be felled with a few well placed pistol rounds. Though very quickly replaced by other weapons, the Pistol remains useful throughout the campaign as a training weapon for training [[Reactions]] as well as [[Firing Accuracy]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;40%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Small and One-handed &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Fast Firing&lt;br /&gt;
* Cheap&lt;br /&gt;
* Moderate accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommendations == &lt;br /&gt;
&lt;br /&gt;
Soldiers that require high mobility (scouts), soldiers that require the use of the other hand (grenadiers, medics, etc) and heavy weapon operators will find the Pistol and the other pistol sized weapons to be invaluable sidearms to carry. Just be aware that enemies with high armour such as terror units and [[Muton]]s are very resistant to the standard Pistol&#039;s armour piercing rounds. &lt;br /&gt;
&lt;br /&gt;
Due to its simplicity (and cheapness) the Pistol is a remarkably good training weapon. It takes effort to improve any combat skill, and the ordinary pistol certainly encourages a soldier to put in a lot of effort! The speed of the snapshots allow the trainees to react faster than with other weapons, and even though it may not be a very effective weapon against strong enemies, the experience is invaluable. &lt;br /&gt;
&lt;br /&gt;
When facing psionic enemies, the Pistol and Rifle are great weapons to use in combination with [[Personal Armour]] or [[Power Suit]]s. They are generally strong enough to deal damage to [[Sectoid]]s and even [[Ethereal]]s to a lesser extent. However they do little damage to Personal Armour and cannot do any damage to Power Suits. Therefore soldiers under alien control will not be able to harm other soldiers. Be mindful that the [[Cyberdisc]] and [[Sectopod]] have heavy external armour; the former will require about 50 to 60 shots to die from a Pistol, and the latter is outright immune. For them, consider [[Small Launcher|alternative]] [[Rocket Launcher|weaponry]].&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: 3 Shots, 10% Remaining TUs &lt;br /&gt;
*Snap: 5 Shots, 10% Remaining TUs&lt;br /&gt;
::&#039;&#039;&#039;Note:&#039;&#039;&#039; A soldier with 54, 55, 60, 61, 66 or 72 TU will be able to fire 6 snapshots in a turn, due to truncation of TU costs.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the standard Pistol, [[Laser Pistol]] and [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This only applies to Enemy Unknown/UFO Defense.&lt;br /&gt;
&lt;br /&gt;
The Collectors Edition introduces a bug where occasionally only one person in the squad will arm a pistol and fill all available slots with clips.  &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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=119606</id>
		<title>Plasma Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Rifle&amp;diff=119606"/>
		<updated>2024-08-13T20:21:06Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Add &amp;quot;General Information&amp;quot; section and restructure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General information ==&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;
{{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 next generation of plasma weapon, the plasma rifle is an effective rapid fire rifle. &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;
{| 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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119605</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119605"/>
		<updated>2024-08-13T20:17:16Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Separate content from Ufopaedia with one line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heavy Cannon }}&lt;br /&gt;
The Heavy Cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.&lt;br /&gt;
{{Ref Close | source = Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS11.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 4800&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS12.GIF|left|64 px]]&lt;br /&gt;
| damage = 56 Armour Piercing&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 225&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS13.GIF|left|64 px]]&lt;br /&gt;
| damage = 52 High Explosive&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 275 &lt;br /&gt;
| research = &lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Incendiary&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS14.GIF|left|64 px]]&lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 300&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
While the standard [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Commanders can adapt to different situations in the field by feeding a different ammunition clips into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin the Auto-Cannon. &lt;br /&gt;
&lt;br /&gt;
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, but [[Cyberdisc]]s remain a huge problem for both HE and AP rounds. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-AP&#039;&#039;&#039; rounds are much more powerful than Pistol and Rifle rounds. However they are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-HE&#039;&#039;&#039; rounds allow the cannons to function as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don&#039;t have time to prime grenades. Consider using it when an agent is too weak to carry a [[Rocket Launcher]]. Take care when firing these near objects you want to recover as they will destroy any object on the ground.&lt;br /&gt;
&lt;br /&gt;
An unconventional but possibly effective tactic, is to prefer HC-HE ammunition for use against lower armoured races, (Sectoids, Floaters, Snakemen) rather than armour piercing rounds or beam weapons.  This is because high explosive rounds create a blast radius, which means that aliens can still be killed even when the soldier firing it does not score a direct hit.  They thus require less real firing accuracy to be effective.  You still only get six shots per clip, however, so for long missions, keep a laser rifle in your backpack for when you run out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-I&#039;&#039;&#039; rounds are generally useless for direct confrontations due to the unusual way the game handles [[Incendiary#Damage|Incendiary]] damage. They do however make for compact portable light sources and are useful for starting small fires. If given sufficient time and fuel for burning, aliens can be slowly roasted to death. Unconscious units and objects will not get damaged in fire. &lt;br /&gt;
&lt;br /&gt;
Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don&#039;t get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &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 [[Gas Cannon]].&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, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore, soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Carry a reload or two; you don&#039;t have many shots per clip.&lt;br /&gt;
* Try to kneel when firing.&lt;br /&gt;
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.&lt;br /&gt;
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].&lt;br /&gt;
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.&lt;br /&gt;
*  On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. &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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rifle&amp;diff=119604</id>
		<title>Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rifle&amp;diff=119604"/>
		<updated>2024-08-13T20:15:09Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Whitespace changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[소총|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Ref Open | title = Rifle}}&lt;br /&gt;
This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.&lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS01.GIF|right|64 px]]&lt;br /&gt;
| acc_auto = 35&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = 35 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 2250&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|3000}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Rifle&lt;br /&gt;
| ammo = Rifle Clip&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS02.GIF|right|64 px]]&lt;br /&gt;
| damage = 30 Armour Piercing&lt;br /&gt;
| capacity = 20&lt;br /&gt;
| saleprice = 150&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|200}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The standard Rifle is X-COM&#039;s standard issue light firearm at the beginning of the campaign. The Rifle is a well balanced weapon that can be adapted to a variety of situations at any range. &lt;br /&gt;
&lt;br /&gt;
The Rifle is not a very powerful weapon, dealing only slightly more damage than the standard [[Pistol]]. However, it compensates for this by having an auto-shot and a very accurate though slow aimed mode. The Rifle also comes with a large 20-round ammunition clip. &lt;br /&gt;
&lt;br /&gt;
Though the Ufopaedia describes it as a sniper rifle, the low damage and extremely high cost to aim the Rifle are at odds with this description. It can indeed snipe but is not especially effective at it. The high accuracy does allow the Rifle to finish off a wounded enemy from a distance, or for carefully chipping away at the health of an enemy intended for capture. &lt;br /&gt;
&lt;br /&gt;
Until more advanced weapons are available, the Rifle is a competent weapon for fighting against the enemies encountered early in the campaign. Like the Pistol, it can be used later as a training weapon or when fighting psionic enemies. &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 [[Jet Harpoon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;40%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Auto Fire&lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Cheap&lt;br /&gt;
* High Ammo&lt;br /&gt;
* Rapid snap-shot&lt;br /&gt;
* Moderate snap/auto accuracy&lt;br /&gt;
* High aimed accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Weak&lt;br /&gt;
* Very slow Aimed-shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommendations == &lt;br /&gt;
&lt;br /&gt;
Until new weapon technologies are discovered, the Rifle is a good all-purpose weapon for fighting enemies with low armour such as [[Sectoid]]s, [[Snakeman|Snakemen]] and [[Floater]]s. It can be used in a variety of roles from sniping with aimed shots, scouting and reacting with snapshots or for close range assaults with auto-fire. &lt;br /&gt;
&lt;br /&gt;
Later, when better weapons are available, they may retain some use when fighting against psionic aliens. Combined with the [[Power Suit]], soldiers can safely harm psionic aliens but not each other if they succumb to mind control. &lt;br /&gt;
&lt;br /&gt;
If you find yourself concentrating primarily with Snap or opportunity fire attacks, other alternatives to the Rifle include the standard X-COM [[Pistol]] and the [[Heavy Cannon]]. Both weapons have the same Snap shot accuracy as the Rifle. The Pistol provides faster Snaps at the cost of a minuscule reduction in damage. The Heavy Cannon on the other hand costs more to fire but has nearly double the damage. &lt;br /&gt;
&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, 20% Remaining TUs (not sufficient for any further fire)&lt;br /&gt;
* Snap: 4 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 2 Bursts, 30% Remaining TUs (enough for 1 further Snap shot)&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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119603</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=119603"/>
		<updated>2024-08-13T20:13:48Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Add &amp;quot;General Information&amp;quot; section header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heavy Cannon }}&lt;br /&gt;
The Heavy Cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.&lt;br /&gt;
{{Ref Close | source = Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Heavy Cannon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| grip =Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS11.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = - &lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = 4800&lt;br /&gt;
| research = None&lt;br /&gt;
| acquisition ={{Purchasing|6400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Armour Piercing&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS12.GIF|left|64 px]]&lt;br /&gt;
| damage = 56 Armour Piercing&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 225&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = High Explosive&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS13.GIF|left|64 px]]&lt;br /&gt;
| damage = 52 High Explosive&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 275 &lt;br /&gt;
| research = &lt;br /&gt;
| acquisition ={{Purchasing|500}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Heavy Cannon&lt;br /&gt;
| ammo = Incendiary&lt;br /&gt;
| weight = 6&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 2&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| ammoimage = [[Image:BIGOBS14.GIF|left|64 px]]&lt;br /&gt;
| damage = 60 Incendiary&lt;br /&gt;
| capacity = 6&lt;br /&gt;
| saleprice = 300&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|400}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
While the standard [[pistol]]s and [[rifle]]s can technically attack soft targets, veteran commanders quickly learn that survival requires maximum firepower. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Commanders can adapt to different situations in the field by feeding a different ammunition clips into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its 6 round magazine, which is quickly emptied in battle. While it lacks an automatic firing mode, it remains more powerful and much more accurate than its weaker yet louder cousin the Auto-Cannon. &lt;br /&gt;
&lt;br /&gt;
Do not be fooled by the reduced damage of HE ammo- most alien types have softer underside armor and large terror units suffer QUADRUPLE hits from explosives. This makes the Heavy Cannon a great weapon for pulping [[Reaper]]s, but [[Cyberdisc]]s remain a huge problem for both HE and AP rounds. The narrower damage range for explosives (50-150%) means that even the weakest rolls will maim early game aliens, crippling their ability to reaction fire. These perks make the Heavy Cannon a valuable weapon to survive the early months on Superhuman Difficulty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-AP&#039;&#039;&#039; rounds are much more powerful than Pistol and Rifle rounds. However they are quickly made obsolete by the vastly improved quality of [[Laser_Pistol|Laser]] [[Laser_Rifle|Weapons]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-HE&#039;&#039;&#039; rounds allow the cannons to function as a glorified [[Grenade]] launcher, for when you need the power of a grenadier but don&#039;t have time to prime grenades. Consider using it when an agent is too weak to carry a [[Rocket Launcher]]. Take care when firing these near objects you want to recover as they will destroy any object on the ground.&lt;br /&gt;
&lt;br /&gt;
An unconventional but possibly effective tactic, is to prefer HC-HE ammunition for use against lower armoured races, (Sectoids, Floaters, Snakemen) rather than armour piercing rounds or beam weapons.  This is because high explosive rounds create a blast radius, which means that aliens can still be killed even when the soldier firing it does not score a direct hit.  They thus require less real firing accuracy to be effective.  You still only get six shots per clip, however, so for long missions, keep a laser rifle in your backpack for when you run out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HC-I&#039;&#039;&#039; rounds are generally useless for direct confrontations due to the unusual way the game handles [[Incendiary#Damage|Incendiary]] damage. They do however make for compact portable light sources and are useful for starting small fires. If given sufficient time and fuel for burning, aliens can be slowly roasted to death. Unconscious units and objects will not get damaged in fire. &lt;br /&gt;
&lt;br /&gt;
Heavy and Auto-Cannons become extremely safe to use on Personal Armor troops. As long as you don&#039;t get an underside hit from a point blank explosion, you will never suffer more than scratches when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &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 [[Gas Cannon]].&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, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore, soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Carry a reload or two; you don&#039;t have many shots per clip.&lt;br /&gt;
* Try to kneel when firing.&lt;br /&gt;
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.&lt;br /&gt;
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].&lt;br /&gt;
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.&lt;br /&gt;
*  On superhuman HE shells can OHKO Sectoids ~90% of the time, floaters 60%, and can typically 2-hit Snakemen. The Auto Cannon-HE sits at 75%, ~40%, and 3 hits respectively. &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:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Laser&amp;diff=119602</id>
		<title>Heavy Laser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Laser&amp;diff=119602"/>
		<updated>2024-08-13T20:04:25Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Add Ufopaedia entry, move infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
{{Ref Open | title = Heavy Laser}}&lt;br /&gt;
The heave laser is cumbersome, but extremely effective.&lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon2&lt;br /&gt;
| weapon = Heavy Laser&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| grip= Two-Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS06.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 50&lt;br /&gt;
| acc_aim = 84&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 75&lt;br /&gt;
| damage = 85 Laser&lt;br /&gt;
| shots = unlimited&lt;br /&gt;
| saleprice = 61000&lt;br /&gt;
| research = Heavy Laser&lt;br /&gt;
| acquisition = {{Manufacturing|32000|700|4|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The next step up from the [[Laser Rifle]], the Heavy Laser generally fails to impress due to its weight and lack of an auto-shot feature. The aimed mode is very slow. &lt;br /&gt;
&lt;br /&gt;
As with any weapon, in the hands of the right soldiers, the heavy laser can be a very effective weapon. Often used in a sniping capacity and for destroying [[Sectopod]]s thanks to their vulnerability to laser. The reasonable snapshot speeds also allows it to be a fairly effective close combat weapon. &lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Laser gives access to the [[Laser Cannon]] and [[Tank/Laser Cannon]] entries of the research tree.&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 [[Heavy Gauss]].&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, 25% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Laser&amp;diff=119601</id>
		<title>Heavy Laser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Laser&amp;diff=119601"/>
		<updated>2024-08-13T20:02:01Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Change to infobox statistics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The next step up from the [[Laser Rifle]], the Heavy Laser generally fails to impress due to its weight and lack of an auto-shot feature. The aimed mode is very slow. &lt;br /&gt;
&lt;br /&gt;
As with any weapon, in the hands of the right soldiers, the heavy laser can be a very effective weapon. Often used in a sniping capacity and for destroying [[Sectopod]]s thanks to their vulnerability to laser. The reasonable snapshot speeds also allows it to be a fairly effective close combat weapon. &lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Laser gives access to the [[Laser Cannon]] and [[Tank/Laser Cannon]] entries of the research tree.&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 [[Heavy Gauss]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon2&lt;br /&gt;
| weapon = Heavy Laser&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 18&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| grip= Two-Handed&lt;br /&gt;
| weaponimage = [[Image:BIGOBS06.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 50&lt;br /&gt;
| acc_aim = 84&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 33&lt;br /&gt;
| fcost_aim = 75&lt;br /&gt;
| damage = 85 Laser&lt;br /&gt;
| shots = unlimited&lt;br /&gt;
| saleprice = 61000&lt;br /&gt;
| research = Heavy Laser&lt;br /&gt;
| acquisition = {{Manufacturing|32000|700|4|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&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, 25% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119596</id>
		<title>Laser Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119596"/>
		<updated>2024-08-12T20:28:13Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Switched to &amp;quot;module/weapon2&amp;quot; and added number of shots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
{{Ref Open | title = Laser Rifle}}&lt;br /&gt;
The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon2&lt;br /&gt;
| weapon = Laser Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS00.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = 46&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 34 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 50&lt;br /&gt;
| damage = 60 Laser&lt;br /&gt;
| shots = unlimited&lt;br /&gt;
| saleprice = 36900&lt;br /&gt;
| research = Laser Rifle&lt;br /&gt;
| acquisition ={{Manufacturing|20000|400|3|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the best weapons in the game, the Laser Rifle is the next step up from the [[Laser Pistol]], and leads on to the [[Heavy Laser]]. Good accuracy, long range, no ammo needed, burst fire; this gun has it all. It does a &#039;&#039;lot&#039;&#039; less damage than the [[Heavy Plasma]], but that&#039;s about it. The [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s and [[Snakemen]], but the Laser Rifle, once developed, is useful for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships.  See [[Destroying Terrain]] for more details.&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 [[Gauss Rifle]].&lt;br /&gt;
&lt;br /&gt;
Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.&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 [[TU]]s that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aimed:&#039;&#039;&#039; 2 shots, 0% remaining TUs &lt;br /&gt;
* &#039;&#039;&#039;Snap:&#039;&#039;&#039; 4 shots, 0% remaining TUs&lt;br /&gt;
* &#039;&#039;&#039;Auto:&#039;&#039;&#039; Depends on maximum TUs, for 2/3 of the possible values you&#039;ll get three shots with 0/1 TUs remaining, for the remaining third you&#039;ll get two with 32% TUs remaining (sufficient for 1 more Snap shot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it&#039;s enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is &#039;&#039;no&#039;&#039;, then that soldier can perform three auto shots per turn.&lt;br /&gt;
&lt;br /&gt;
For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 &#039;&#039;rounded down&#039;&#039;), and three times 26 is 78 - More TUs than that soldier has. The list of all &amp;quot;unlucky&amp;quot; values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.&lt;br /&gt;
&lt;br /&gt;
On the other hand, at 78 TUs max he&#039;ll &#039;&#039;also&#039;&#039; be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119595</id>
		<title>Laser Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119595"/>
		<updated>2024-08-12T20:27:39Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
{{Ref Open | title = Laser Rifle}}&lt;br /&gt;
The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon2&lt;br /&gt;
| weapon = Laser Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS00.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = 46&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 34 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 50&lt;br /&gt;
| damage = 60 Laser&lt;br /&gt;
| saleprice = 36900&lt;br /&gt;
| research = Laser Rifle&lt;br /&gt;
| acquisition ={{Manufacturing|20000|400|3|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the best weapons in the game, the Laser Rifle is the next step up from the [[Laser Pistol]], and leads on to the [[Heavy Laser]]. Good accuracy, long range, no ammo needed, burst fire; this gun has it all. It does a &#039;&#039;lot&#039;&#039; less damage than the [[Heavy Plasma]], but that&#039;s about it. The [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s and [[Snakemen]], but the Laser Rifle, once developed, is useful for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships.  See [[Destroying Terrain]] for more details.&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 [[Gauss Rifle]].&lt;br /&gt;
&lt;br /&gt;
Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.&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 [[TU]]s that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aimed:&#039;&#039;&#039; 2 shots, 0% remaining TUs &lt;br /&gt;
* &#039;&#039;&#039;Snap:&#039;&#039;&#039; 4 shots, 0% remaining TUs&lt;br /&gt;
* &#039;&#039;&#039;Auto:&#039;&#039;&#039; Depends on maximum TUs, for 2/3 of the possible values you&#039;ll get three shots with 0/1 TUs remaining, for the remaining third you&#039;ll get two with 32% TUs remaining (sufficient for 1 more Snap shot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it&#039;s enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is &#039;&#039;no&#039;&#039;, then that soldier can perform three auto shots per turn.&lt;br /&gt;
&lt;br /&gt;
For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 &#039;&#039;rounded down&#039;&#039;), and three times 26 is 78 - More TUs than that soldier has. The list of all &amp;quot;unlucky&amp;quot; values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.&lt;br /&gt;
&lt;br /&gt;
On the other hand, at 78 TUs max he&#039;ll &#039;&#039;also&#039;&#039; be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119594</id>
		<title>Laser Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119594"/>
		<updated>2024-08-12T20:27:17Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Add damage to weapon infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
{{Ref Open | title = Laser Rifle}}&lt;br /&gt;
The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon = Laser Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS00.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = 46&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 34 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 50&lt;br /&gt;
| damage = 60 Laser&lt;br /&gt;
| saleprice = 36900&lt;br /&gt;
| research = Laser Rifle&lt;br /&gt;
| acquisition ={{Manufacturing|20000|400|3|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the best weapons in the game, the Laser Rifle is the next step up from the [[Laser Pistol]], and leads on to the [[Heavy Laser]]. Good accuracy, long range, no ammo needed, burst fire; this gun has it all. It does a &#039;&#039;lot&#039;&#039; less damage than the [[Heavy Plasma]], but that&#039;s about it. The [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s and [[Snakemen]], but the Laser Rifle, once developed, is useful for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships.  See [[Destroying Terrain]] for more details.&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 [[Gauss Rifle]].&lt;br /&gt;
&lt;br /&gt;
Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.&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 [[TU]]s that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aimed:&#039;&#039;&#039; 2 shots, 0% remaining TUs &lt;br /&gt;
* &#039;&#039;&#039;Snap:&#039;&#039;&#039; 4 shots, 0% remaining TUs&lt;br /&gt;
* &#039;&#039;&#039;Auto:&#039;&#039;&#039; Depends on maximum TUs, for 2/3 of the possible values you&#039;ll get three shots with 0/1 TUs remaining, for the remaining third you&#039;ll get two with 32% TUs remaining (sufficient for 1 more Snap shot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it&#039;s enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is &#039;&#039;no&#039;&#039;, then that soldier can perform three auto shots per turn.&lt;br /&gt;
&lt;br /&gt;
For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 &#039;&#039;rounded down&#039;&#039;), and three times 26 is 78 - More TUs than that soldier has. The list of all &amp;quot;unlucky&amp;quot; values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.&lt;br /&gt;
&lt;br /&gt;
On the other hand, at 78 TUs max he&#039;ll &#039;&#039;also&#039;&#039; be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.&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>Sophorin</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119543</id>
		<title>Laser Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=119543"/>
		<updated>2024-08-03T10:30:45Z</updated>

		<summary type="html">&lt;p&gt;Sophorin: Switch to infobox for weapon statistics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
{{Ref Open | title = Laser Rifle}}&lt;br /&gt;
The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon = Laser Rifle&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| weaponimage = [[Image:BIGOBS00.GIF|left|64 px]]&lt;br /&gt;
| acc_auto = 46&lt;br /&gt;
| acc_snap = 65&lt;br /&gt;
| acc_aim = 100&lt;br /&gt;
| fcost_auto = 34 &lt;br /&gt;
| fcost_snap = 25&lt;br /&gt;
| fcost_aim = 50&lt;br /&gt;
| saleprice = 36900&lt;br /&gt;
| research = Laser Rifle&lt;br /&gt;
| acquisition ={{Manufacturing|20000|400|3|None}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the best weapons in the game, the Laser Rifle is the next step up from the [[Laser Pistol]], and leads on to the [[Heavy Laser]]. Good accuracy, long range, no ammo needed, burst fire; this gun has it all. It does a &#039;&#039;lot&#039;&#039; less damage than the [[Heavy Plasma]], but that&#039;s about it. The [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s and [[Snakemen]], but the Laser Rifle, once developed, is useful for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships.  See [[Destroying Terrain]] for more details.&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 [[Gauss Rifle]].&lt;br /&gt;
&lt;br /&gt;
Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.&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 [[TU]]s that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aimed:&#039;&#039;&#039; 2 shots, 0% remaining TUs &lt;br /&gt;
* &#039;&#039;&#039;Snap:&#039;&#039;&#039; 4 shots, 0% remaining TUs&lt;br /&gt;
* &#039;&#039;&#039;Auto:&#039;&#039;&#039; Depends on maximum TUs, for 2/3 of the possible values you&#039;ll get three shots with 0/1 TUs remaining, for the remaining third you&#039;ll get two with 32% TUs remaining (sufficient for 1 more Snap shot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it&#039;s enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is &#039;&#039;no&#039;&#039;, then that soldier can perform three auto shots per turn.&lt;br /&gt;
&lt;br /&gt;
For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 &#039;&#039;rounded down&#039;&#039;), and three times 26 is 78 - More TUs than that soldier has. The list of all &amp;quot;unlucky&amp;quot; values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.&lt;br /&gt;
&lt;br /&gt;
On the other hand, at 78 TUs max he&#039;ll &#039;&#039;also&#039;&#039; be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.&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>Sophorin</name></author>
	</entry>
</feed>