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Plasma Pistol (weapon)

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Plasma Pistol
XEU Plasma Pistol
Specifications
Type Pistol
Class Assault, Sniper or Support
Cost §100
Ammo Unlimited
Base Damage 2 - 4
Critical Damage 5 - 7
Critical Chance 0%
Terrain Damage 125
Effective Range Medium

The Plasma Pistol is a weapon in XCOM: Enemy Unknown.

In-Game DescriptionEdit

By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.

– Engineering description, XCOM: Enemy Unknown

AvailabilityEdit

The Plasma Pistol becomes available for production in Engineering after completing the Plasma Pistol research. Following the research, soldiers can also use any Plasma Pistols acquired by capturing live Sectoids and Sectoid Commanders.

Production Cost:

SpecificationsEdit

▪  Effective Range: Medium
▪  Base Damage: 2 - 4
▪  Critical Chance: 0%
▪  Critical Damage: 5 - 7
– Weapon Specs, XCOM: Enemy Unknown

Tactical InfoEdit

▪  The most powerful pistol available to XCOM
▪  Used widely by the invading forces
– Tactical Info, XCOM: Enemy Unknown

Foundry UpgradesEdit

Upgrade Effect Adjusted Spec.
Improved Pistol I+20 Critical ChanceCrit Chance: 20%
Improved Pistol II+10 AimApplied to wielder
Improved Pistol III+1 DamageBase Damage: 3 - 5
Crit Damage: 6 - 8

NotesEdit

  • In addition to serving as a backup weapon, the Plasma Pistol is useful for weakening aliens for live capture after the Improved Arc Thrower Foundry project is completed (to bring aliens below the required minimum of 6 HP without accidentally killing them).
  • It may be advisable to give XCOM's first Plasma Pistols to Snipers with the Squadsight perk.
  • Plasma Pistols used by Snipers with the Gunslinger perk deal damage comparable to the Light Plasma Rifle. The total theoretical damage in combination with the Improved Pistol III upgrade is Base 5-7 and Crit 8-10.
  • It is possible to miss out on unlocking the Plasma Pistol if the player fails to capture a live Sectoid or Sectoid Commander before advancing into the late game; this is less likely to happen in XCOM: Enemy Within as both of these enemies continue to appear alongside Mechtoids right up to the last mission.

TriviaEdit

  • All of the weapon's original users (Sectoids and Sectoid Commanders) wear it mounted on their forearms, without the pistol grip and trigger, which are apparently the first thing XCOM adds to captured examples when preparing them for field service.


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