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Plasma Weaponry

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 explosive.

Changes from equivalent Firearm:

  1.   Base cost is equal to the calibre's recoil (as if it were a firearm) times $2,000 instead of $100.
  2.   1d10 base damage die (from 1d6)
  3.   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.
  4.   The recoil becomes so low it is effectively zero
  5.   Has a blast of the weapon‚s scale. The blast modification boosts this scale by +1.
  6.   Halve the original base range increment
  7.   Heat damage rather than Piercing
  8.   Semi rate of fire modification for free
  9.   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.
  10.   Overheating: 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.

Plasma Modifications:

Most modifications that can be added to normal firearms can be added to plasma weaponry, with the following exceptions:

  1.   Smoothbore
  2.   Shotgun
  3.   Box Magazine
  4.   Cylinder Magazine
  5.   Linked Magazine

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 fires:

  1.   Burst
  2.   Dragon

There are also a few modifications exclusive to plasma weaponry:

  1.   Charge Circuit: 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.
  2.   Plasma Recharger: 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.

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