Plasma Weapons

Plasma Weapons fire super heated chunks of plasma that burn onto targets. They do as much damage as Laser weapons, but also have some unusual side effects. All plasma weapons have twice the chance of setting flammable targets on fire compred to laser, from 10% to 20% per successful hit. This leads to things, such as risidual damage, and reducing the RC of enemies, and giving them penalties so long as they are burning.

Plasma Pistols
These small 1 handed weapons aren't to be trifled with. Often carried by the richer type's guards, or such scoundrels who have done better for them selves.

Plasma Pistol: Most generic of ALL plasma weapons. Plasma Blaster: At the cost of range, This weapon fires a lager glob then the pistol. Plasma Revolver: This thing would be more popular if it werent for its draw backs. It uses the same Energy cartridge as a Laser Revolver, however, the higher output needed cuts the Ammo capacity to 3 shots per cartridge. In addition, its range is 3/5 that of the laser counter part.
 * Damage: 1d6
 * Critical: x3
 * Cost: 400 Crd
 * Range: 75 Feet
 * Other: [N/a]
 * Damage: 1d8
 * Critical 19x2
 * Cost: 800 Crd
 * Range: 25 feet
 * Other: This weapon Arcs, meaning it has 25% better chance of getting over certain covers, such as short walls.
 * Damage 2d8
 * Critical: 19x3
 * Cost: 1 krd, 25 crd for a cartridge
 * Range: 30 Feet
 * Other: This weapon is a common choice to modify, as there are many way to improve it, and becuase it doesn't have much of a market, corporations don't have much of a reason to make improved versions.

Plamsa Rifles
These 2 handed Weapons are quite dangerous in the right hands.

Plasma Rifle:


 * Damage: 2d6


 * Critical: x3


 * Cost: 1 Krd


 * Range: 40 Feet


 * Other:

Plasma Sprayer:


 * Damage: 3d8


 * Critical: x4


 * Cost: 1 Krd


 * Range: 10 feet (cone)


 * Other: Hits 2 squares a head, and left and right of further square

Plasma Lobber:


 * Damage: 3d4


 * Critical: x3


 * Cost: 1.25 krd


 * Range: 80 feet


 * Other: +20% hit versus covered targets

Heavy Plasma Weapons
Plasma Mortar:


 * Damage: 3d6


 * Critical: x3


 * Cost: 2 krd


 * Range: 200 feet


 * Other: +40% versus covered targets

Plasma Cannon:


 * Damage: 2d10


 * Critical: x4


 * Cost: 2 krd


 * Range: 60 feet


 * Other:

Plasma Burst Cannon:


 * Damage: 3d6 center, 2d6 1 square away, 1d6 2 squares away. Relfex for half damage


 * Critical: x3


 * Cost: 3 krd


 * Range: 40 feet


 * Other: Area is a diamond 5 blocks in diameter, or 25 feet, center, 3d6, middle ring is 2d6, outer is 1d6. Reflex of 18 for half damage (except center, which gets no save)