Weapon Profile
- Category
- heavy
- Damage
- 4d10 plasma
- Range
- far · Range 60/240 ft. Requires the wielder to be in powered armor or have the weapon mounted on a vehicle. Energy cell holds 6 shots; cell swap requires an action.
Special Modes
- Overcharge Discharge 2 slot
On the Attack action, channel raw rift energy into the plasma well. The shot deals an additional 2d10 plasma damage on a hit and ignores resistance to plasma damage. After firing, the weapon enters a 1-minute cooldown during which it cannot be fired at all. Causes a visible thermal bloom — the weapon glows for the duration of the cooldown.
Properties
- ammunition
- two-handed
- heavy
- energy-cell
- powered-armor-required
A shoulder-braced plasma projector — a magnetic containment bottle, a primary capacitor bank, and an aperture-vent the diameter of a dinner plate. Halcyion Federation Heavy Infantry mount the standard pattern on a powered-armor hardpoint; Aurelion Solar Cataphracts carry sun-blessed variants whose containment glyphs are inscribed in Helian script. Without a powered exoskeleton to absorb recoil and shed heat, firing one disables the wielder almost as effectively as being shot by one.