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Research Credits: Plasma Weapons

Latest update by CMBF on May 14th 2013
“As the aliens front-line combat unit, the Muton has, as we expected, a complete understanding of the weapons systems employed by their forces. In particular, we've learned a great deal about the advances in plasma technology developed by the aliens, and as a result, our own research in this field should be greatly expedited.”

The top-level of Plasma Weapon Technology applies to the following subsections:

(A) Foundry Projects


S.H.I.V. Plasma:Now that we can produce heavy plasma weapons, we could adapt our S.H.I.V. units' armament with this technology and dramatically increase their firepower.

The S.H.I.V. Battle System (Super Heavy Infantry Vehicle) represents the in-game equivalent of the real-world Squad Mission Support System (or SMSS), which while it is presently still undergoing field testing and many independent research projects that are designed with an eye towards expanding how the SMSS might be used for small unit support, whether being used as a fully-autonomous unit or as an unmanned unit controlled by one of the “pilots” from the Unmanned Vehicle Support Unit at CENTCOM using the Satellite-based command and control interface built into the SMSS, it fills an increasingly important role as a member of the small and specialized units that are part of the Special Operations Command for both the US Army and US Marine Corps.

The SMSS fills an increasingly critical role in the modern military due at least in part to what is viewed as its primary strength, that being that it does not have the same limitations that a human does on the battlefield, like needing to sleep.

Using the large number of cameras and other sensors, as well as its basic built-in weapons package and optional purpose-focused weapon packages that are added on a mission-by-mission basis, thanks to it being “piloted” from a far distant base and facility outside of the combat zone, the SMSS can take on an expanded role in support of its unit, including basic functions like:

  • Cargo Transport (field packs, extra ammunition, food, shelter, and the like)
  • Defensive Guarding Duties
  • Tech-based Situational Awareness and Threat Assessment
  • Emergency evacuation of wounded troops

In addition to the above obvious duties the SMSS performs an even wider assortment of additional duties - many of which are classified due to the fact that even using their names would tend to reveal performance characteristics and abilities that are, well, classified...

While the SMSS does not fill the role of the more specialized smaller autonomous and UV units such as the Dragon Runner, PackBot, XM1216, iRobot Warrior, Foster-Miller TALON, or the MARCbot, it often carries one or more of these, and is used to command and control them serving as the “remote” relay antennae that allows an operator at Edwards Air Force Base, in southern California, to truly reach out and touch the enemy in placed and ways that the enemy would rather they not.

The S.H.I.V. as it is deployed in the game represents the idealized notion of the SMSS and the role that it is hoped it will eventually grow into - but with a particular sense for realism that, for example, allows for its use but also requires a realistically lengthy downtime whenever the S.H.I.V. takes damage in combat.

From a tactical perspective the S.H.I.V. can (and should) make use of each of the improved level of armor and weapons that results from the exploitation of new alien tech, allowing it to - depending on your current tech level and the weapons systems you have built - function as a mini-tank, as an enemy suppression system, and when equipped with the most recent level of weapon tech you have available to you, function as a mobile laboratory that will allow you to test weapons and tactics against the enemy without actually putting your actual troops at risk!

Construction of S.H.I.V. Units requires, at a bare minimum, the following resources:

  • Previous completion of the Heavy Weapons Platform foundry project.
  • x1 Barracks Capacity available;
  • x5 Engineers dedicated to its construction and support.


(B) Research Projects


Alloy Cannon”The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloys into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.

The development of a firing mechanism capable of projecting machined shreds of the alien alloy that has been discovered at the various crash sites has allowed for an extremely powerful weapon that is particularly effective against the lightly armored hybrid enemy troops.

In the hands of a skilled Assault Trooper the Alloy Cannon performs in a fashion very similar to that of the standard combat shotgun, but with far more devastating and more predictable results.

The path to development of the Alloy Cannon requires the prerequisite development of Plasma Rifle and Heavy Plasma tech. Once those prerequisite technologies have been exploited, the Alloy Cannon can be built by your Engineering Department subject to the following requirements:

  • x25 Alloy resource units from your inventory;
  • x5 Elerium resource units from your inventory;
  • x40 Weapons Fragments from your inventory.

Construction of the Alloy Cannon weapon by your Engineers in the Workshop is nearly instant, but bear in mind that EACH unit requires the above resources!

Heavy Plasma:Thanks to a number of impressive advances, this particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma its blasts.

The development of this new Heavy Weapon Platform that is intended to integrate into the unit in place of the SAW, has research prerequisites that include fully researching the Plasma Rifle branch of the tech tree as well as the salvage of Heavy Plasma tech from crash sites.

The construction of EACH individual weapon using this tech requires the following resources:

  • x10 Alloy resource units from your inventory;
  • x10 Elerium resource units from your inventory;
  • x40 Weapons Fragments from your inventory.

Completing the prototypes and adding this weapons system into the production line will naturally result in unlocking the entire Heavy Plasma tech tree. Completing the man-portable version of this weapon will unlock the S.H.I.V. version of the Plasma Weapons System, and has the undocumented effect of improving the vehicle-mounted weapons system on the Interceptor Aircraft.

Light Plasma Rifle:This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow for this technology to work in our favor.

The expanded development for this branch of the tech tree requires the completion of certain prerequisites, including full exploitation and prototyping for the Plasma Pistol, and may benefit from the salvage of both Light Plasma Rifle weapons and related technology from crash sites.

The path to development of the Light Plasma Rifle requires that your Engineering Department have available for EACH prototyped and finished unit the following resources:

  • x5 Elerium resource units from your inventory;
  • x40 Weapons Fragments from your inventory;
  • x1 Light Plasma Pistol for conversion or the equivalent resources of x17 Elerium and x25 Alloys.

Completion of the prototype weapon and adding this weapon to your Engineering Catalog will result in several additional advances, including the fact that Ligh Plasma Rifles recovered from aliens in the battlefield can now be used by soldiers. Unlocking the Plasma Rifle and Plasma Cannon Research Projects, and due to their effectiveness in combat the rapid exploitation of and completion of those research projects is highly encouraged.

Plasma Cannon:With additional insulation to protect the avionics, it should be possible to equip out Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weaponry, the end result would be an extremely effective ship-based cannon.

The development of the Plasma Cannon requires as its prerequisites the complete prototyping of the Light Plasma Rifle. The cost for EACH finished weapon includes:

  • x10 Elerium resource units from your inventory;
  • x30 Weapons Fragments from your inventory.

Plasma Pistol:Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our own soldiers' use.

The development of the Plasma Pistol requires as its prerequisites the complete research of both a recovered alien Plasma Pistol AND the completed research for the Weapon Fragments program. The cost for EACH finished weapon includes:

  • x5 Elerium resource units from your inventory;
  • x40 Weapons Fragments from your inventory;
  • x1 Alien version of the Plasma Pistol.

Once that Prototype has been completed it has the effect of unlocking the Plasma Pistol as a scratch-built weapon in the Engineering Workshops, and unlocks the Improved Pistols III Foundry Project. In addition to that, Plasma Pistols recovered from aliens on the battlefield can now be used by soldiers.

Plasma Rifle:An amazing piece of technology - this rifle maintains a seemingly normal form factor while housing a fully functional plasma generator inside. Even the most modern of our current power generation facilities on Earth are less efficient than this small device.

The development of the Plasma Rifle requires as its prerequisites the conversion of a Light Plasma Rifle as part of the prototyping process, or the complete research of a recovered alien Plasma Rifle.

The cost for prototyping of the finished weapon includes:

  • x10 Alloy resource units from inventory;
  • x10 Elerium resource units from your inventory;
  • x40 Weapons Fragments from your inventory.

Completion of the prototyped weapon results in unlocking the Plasma Rifle as a catalog item in the Engineering Workshop, as well as serves to unlock the Heavy Plasma, Plasma Sniper Rifle, and Alloy Cannon Research Projects. In addition to the above, successfully completing the prototyping phase of the development for this weapons system will result in Plasma Rifles recovered from aliens on the battlefield being immediately usable by our soldiers, on the battlefield.

Plasma Sniper Rifle:Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme range. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power.

The development of the Plasma Sniper Rifle requires as its prerequisites either the conversion of a Plasma Rifle as part of the prototyping process -OR- the complete research of the Heavy Plasma Project.

The cost for prototyping of the finished weapon includes:

  • x10 Alloy resource units from inventory;
  • x10 Elerium resource units from your inventory;
  • x50 Weapons Fragments from your inventory.

Completion of the prototyped weapon results in unlocking the Plasma Sniper Rifle as a catalog item in the Engineering Workshop.
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