The Stellar Armory ยท Chapter 6

Plasma Weapons

Weapons that throw superheated matter. Their damage type is Plasma.

Plasma is the highest damage in each size, and every entry carries Burn. It pays in range, in weight, and in heat. Every entry is Military or a tool.

Stopped by Thermal Weave and Powered Assault Suits
Goes through Light armour of every kind
Weakness Short range, Overheat, Might requirements

Burn X: spend 2 Boons, and the target suffers X Wounds at the start of each of its turns until an action is spent putting it out.

Skill: Light Ranged for the pistol, Heavy Ranged for the carbine and rifle, Gunnery for the thrower and cannon, Melee for the cutter.

Plasma Pistol

Burner, plasma sidearm, sun pistol

9 2 Short 2

Light Ranged 1200 Military Plasma Burn 1, Overheat, Cumbersome 2

Throws a bolt of contained plasma. Damage 9 with Crit 2 is the highest of any sidearm, and Burn 1 follows it. It reaches only Short range, needs Might 2, and has Overheat.

Plasma Carbine

Plasma repeater, burner carbine

9 3 Short 3

Heavy Ranged 1300 Military Plasma Burn 1, Overheat

A short plasma long gun. Damage 9 at Short range with Burn 1. It trades the rifle's reach and Crit for a lower Might requirement.

Plasma Rifle

Sun gun, heavy burner, fusion rifle

10 2 Medium 4

Heavy Ranged 1400 Military Plasma Burn 1, Overheat, Cumbersome 3

Damage 10, Crit 2, Medium range, Burn 1. It is the hardest-hitting long arm a single soldier carries. It needs Might 3 and it overheats.

Plasma Thrower

Flamer, flame projector, fusion torch

8 4 Short 6

Gunnery 1600 Military Plasma Burn 3, Blast 3, Cumbersome 3, Limited Ammo 5

Sprays burning plasma across a short arc. The damage is modest. Burn 3 is the weapon, and Blast 3 catches those standing with the target. It needs Might 3 and holds five bursts.

Plasma Cannon

Shoulder fusion gun, plasma projector

10 2 Long 7

Gunnery 2000 Military Plasma Blast 8, Burn 1, Siege 2, Cumbersome 3, Prepare 1, Slow-Firing 1

A shoulder-fired plasma weapon. Damage 10 with Blast 8 and Burn 1 at Long range. It needs Might 3, a maneuver to charge, and a round to cool.

Plasma Cutter

Hull cutter, fusion cutter, breaching torch

10 3 Engaged 5

Melee 725 Common Plasma Burn 1, Sunder, Prepare 1, Cumbersome 2

A tool for cutting hull plate. Used as a weapon it deals a flat 10 damage at Engaged range with Burn 1 and Sunder. It takes a maneuver to light and needs Might 2.

A plasma cutter opening a bulkhead