Plasma weapons are even more expensive than Laser weapons, and fire
slow-moving projectiles of superheated plasma at fairly close ranges.
However, they do tremendous damage and their projectiles are much more
Changes from equivalent Firearm:
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $2,000 instead of $100.
1d10 base damage die (from 1d6)
Use the base recoil as the weapon‚s mass. Any modifications that affect
recoil instead affect the weapon‚s mass. If a modification increases
the recoil and the mass, use only the higher of the two increases.
The recoil becomes so low it is effectively zero
Has a blast of the weapon‚s scale. The blast modification boosts this
scale by +1.
Halve the original base range increment
Heat damage rather than Piercing
Semi rate of fire modification for free
Power and Ammunition:
Plasma weapons require both ammunition (in the form of plasma flasks,
which function like a box magazine) and power from internal batteries,
like a laser. Firing a plasma weapon drains ammunition in the same way
that a firearm does.
If a 1 is rolled to attack when firing on any setting, reroll the die.
Another roll of 1 results in an overheat. If the weapon was firing on
auto or burst, a result of 1 or 2 on the reroll overheats. On auto 2, a
result of 1, 2, or 3 overheats, on auto 4; 1-4, etc.. An overheated
plasma weapon takes 1d10 rounds without firing to cool down. Firing an
overheated laser before it cools destroys the weapon, and deals the
weapon‚s damage -3 to the wielder.
Most modifications that can be added to normal firearms can be added to
plasma weaponry, with the following exceptions:
In addition, any modifications to the ammo are intrinsic to the weapon,
not the ammunition (a plasma cannon must be specially built to fire
more explosive bursts, as opposed to firing special plasma). The
following ammo modifications may be added to all shots the weapon
There are also a few modifications exclusive to plasma weaponry:
With this modification, the weapon can deliberately overcharge at low
risk. This takes a 1s action to activate, but the gun takes a further
5s to charge (meaning it is ready for your next turn). You can take
other actions in this time. Once charged, the weapon can remain charged
for 1 minute + 1d6 rounds (rolled secretly) before overheating. The
first shot fired while charged deals +2 damage and, if the weapon has a
blast area, boosts the area by +1 scale. Charge circuits can be added
to laser and plasma weapons increasing the cost and weight by +50%.
Plasma weapons take quadruple the ammunition to fire a charge shot.
Charge shots cannot be fired on automatic or burst, or with double-tap
or similar ability to increase rate of fire. The bonus from Charge
Circuit does not stack with any bonus from overcharge or hypercharge.
This device can slowly drain power from an external source to refill
the plasma in the plasma weapon‚s flask. It can refill one round per
three seconds active, and drains a power point of the weapon‚s scale to
do so. Activating it or de-activating it is a 0SA. The plasma recharger
weighs 1 kg and costs $750 at scale 0, and increased by the scale
multiplier for higher scales. The recharger need not be mounted on the
gun, just plugged into it (or another plasma flask), so it does not
necessarily need to increase the weapon effort.