The Starship Armory · Chapter 10
Plasma Weapons
Weapons that throw a bottled charge of superheated matter. Their damage type is Plasma.
| Strength | The most damage of any energy weapon, with Pierce, and it heats the target |
| Weakness | Short reach. The most Heat and Power in the book. Volatile |
| Stopped by | Screens, and best by a thermal dispersion screen. Range |
Plasma is a weapon for closing. Most entries have Close Range, which gives a second damage figure at Engaged range and a third at the edge of reach.
Plasma Blaster
Bolt gun, light plasma, blaster cannon
Light 4 — 4 Short 3 2
9000 Restricted Plasma Close Range, Scorch 1, Heat Surge
A short-barrelled bolt thrower for small craft and armoured vehicles. Close Range: 5 Hull at Engaged. It is the hardest-hitting Light weapon and the hottest.
Plasma Projector
Plasma gun, fusion projector, burner
Standard 7 — 4 Medium 4 3
28000 Restricted Plasma Pierce 1, Close Range, Scorch 2, Heat Surge, Volatile, Signature Bloom 2
Throws a magnetically bottled charge that burns through plate. Close Range: 9 Hull at Engaged, 7 at Short, and 5 at Medium. It is fed from the reactor and has no magazine.
Heavy Plasma Cannon
Plasma lance, fusion cannon, sun gun
Heavy 13 — 3 Long 5 4
130000 Military Plasma Pierce 2, Close Range, Scorch 2, Heat Surge, Volatile, Power Draw, Signature Bloom 3
The brawling weapon of assault ships. Close Range: 16 Hull at Engaged, 13 at Short and Medium, and 10 at Long. A ship that fires it every round will be venting heat by the third.
Capital Plasma Battery
Broadside plasma, fusion battery
Capital 20 — 3 Medium 6 5
550000 Military Plasma Pierce 3, Scorch 3, Heat Surge, Volatile, Power Draw, Signature Bloom 3
A row of heavy projectors firing together from one side of a ship. It must be brought broadside to the target and cannot fire in a round the ship makes an evasive maneuver. Every other energy weapon aboard makes 1 more Heat on its next use.