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Plasma Rifle

Once considered a groundbreaking work of technology, the plasma-based weaponry invented by Hotchner Technologies harnessed ionized gasses and shunted it through magnetic coils until they were magnetically expelled through the barrel in a coalesced bolt of super-heated plasma that burned hot enough to be an energy weapon, but still had a kinetic punch. The weapon was extraordinarily powerful, but not without its drawbacks - namely the fact that the power pack energizing the infusion coils had to recharge between every shot from the strain of firing the weapon. Clearly built on the backs of laser weaponry

as an attempt to overtake the development of shield systems, their exceptional cost combined with a slow rate of fire was their eventual downfall. Even today, though, their raw power ( shot for shot edging out even the most powerful ballistic weapons ) makes the antique weapon highly regulated, and with nobody producing new plasma weapons, collectors have been taking any of them that they can find.

Plasma rifles use Microfusion Cells to power the sophisticated magnetic coils. Each 'Microfusion Cell weighs 0.3kg and costs 100Cr.

Damage: 3d10 [Energy, Piercing]
Rate of Fire: Single
Capacity: 10 / Cell
Weight: 7kgs
Hard Points: 3
Classification: Rifle
Range: Rifle
Base Price: 2,500Cr
Availability: Restricted, Rare
Size: Large
Special: The plasma rifle cannot benefit from any Feat?, Talent, power, or Modification that allows for more than one shot per turn, such as Rapid Fire, Double Attack, or Rapid Cycle Chamber.

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Page last modified on May 17, 2016, at 01:16 PM