Heavy Plasma Cannon

A military-grade refinement of the standard Plasma Cannon, the Heavy variant is equipped with advanced induction chambers and reinforced firing coils. It delivers a denser, hotter payload capable of piercing deeper into hardened hulls and causing catastrophic internal damage—ideal for line ships and capital vessels expected to break through fortified targets.

 

Cost:

With Capital-Grade Weapon Mount: 50 Points

 

Summary

Type: Capital-Class Weapon
Damage & Qualities: Width+5 in Shock+Kill (Scale 2, Penetration 6)
The Heavy Plasma Cannon is a main battery upgrade for capital ships that need to deal with well-armoured targets or fortifications. Though visually similar to its standard cousin, its improved power throughput and shot cohesion make it vastly more dangerous over sustained volleys.
It retains the slow, molten projectile delivery system of the standard model, trading reaction speed for raw consistency and shield-piercing lethality.
 

Rules & Limitations:

  • Slow Delivery: Projectile travels 100 yards per round. Cannot strike on the same turn it is fired. Roll to hit is made when the round arrives.
  • Penetration 6: Ignores the first 6 points of armour at the hit location.
  • Scale 2: Gains +2 Damage when hitting Scale 1 targets (but suffers a Gobble Die), and -2 Damage when hitting Scale 3 (but gains +1 die to hit).
  • Full Power Only: Must be fired at maximum Width.
  • Obvious: The glowing plasma discharge is visible and traceable across long distances. Cannot be concealed.
  • Focus: Must be installed in a capital-grade weapon mount.
  • If/Then – Requires External Power: Cannot function without power from the host ship.
  • If/Then – Capital Ships Only: May only be installed on Scale 2+ ships.
  • If/Then – Broadside Only: Can only be fired at targets in the turret’s mounting arc. Cannot track full 360°.
  • Operational Skill: Requires Weapon (Gunnery) or equivalent to operate.

 

Tactical Role

  • Elite Main Battery: Designed for high-performance ships and military-grade cruisers that need heavier impact per shot.
  • Armour Piercing Upgrade: Offers significantly better penetration and damage for cracking tough targets.
  • Slow but Brutal: Every hit counts. A steady cadence of fire wears down even the toughest hulls.
  • Optimised for Subsystem Killshots: One good hit on a vulnerable area can devastate internal structure.

 

Cost Breakdown

  • Base Attack: +2 Points
  • +5 Damage: +5 Points
  • Penetration 6: +6 Points
  • Scale 2: +1 Point
  • Focus: -1 Point
  • Obvious: -1 Point
  • Full Power Only: -1 Point
  • Operational Skill: +0 Points
  • If/Then – Requires External Power Source: -1 Point
  • If/Then – Capital Ships Only: -1 Point
  • If/Then – Broadside Only: -1 Point
  • Slow Delivery (Custom Flaw): -3 Points
Final Cost per Regular Die: 5 Points
 

Space Combat Adaptation

The Heavy Plasma Cannon defines the tempo of capital ship combat. Though not fast or subtle, its reliable cadence and solid damage output make it a constant threat that prevents opponents from reconfiguring their shields for maximum speed.
Because shields in FTL-focused configurations provide minimal protection and require time to adjust, any ship under regular fire from a Heavy Plasma Cannon risks taking critical damage if they attempt to flee. The plasma round’s ease in achieving moderate Widths makes it especially dangerous to ships preparing to disengage or escape at speed.
In the right hands, this weapon doesn’t just inflict damage—it anchors enemy ships in place through sheer threat of interception.

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