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.

A capital ship firing a plasma broadside