Plasma Cannon

A standard main battery for capital ships, the Plasma Cannon launches a superheated metallic projectile that burns white-hot by the time it exits the barrel. Though slower than beam or missile weaponry, its ability to deliver sustained, armour-penetrating fire every round makes it the backbone of many large-scale ship engagements.

 

Cost:

With Capital-Grade Weapon Mount: 30 Points

 

Summary

Type: Capital-Class Weapon
Damage & Qualities: Width+4 in Shock+Kill (Scale 2, Penetration 5)
The Plasma Cannon is designed to chip away at enemy hulls, strip away exposed systems, and maintain consistent battlefield pressure. Unlike torpedoes or exotic warheads, it does not require complex logistics or reloading delays—just line-of-sight, a stable power feed, and a clear firing arc.
It fires slowly-moving plasma rounds—metal slugs superheated until they start to break down into plasma. Though unable to strike immediately, its sustained fire and armour penetration make it a constant threat, especially to already-damaged ships.
 

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 5: Ignores the first 5 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

  • Main Battery Solution: Fired every round without ammunition depletion. Forms the core of most capital ship loadouts.
  • Sustained Armour Pressure: Useful for chipping away at damaged targets or exploiting shield lapses.
  • Slow but Relentless: Cannot be ignored if left unchallenged.
  • Fighter-Targetable (with difficulty): Can attempt to hit Scale 1 ships, but suffers penalties from Scale mismatch and projectile delay.

 

Cost Breakdown

  • Base Attack: +2 Points
  • +4 Damage: +4 Points
  • Penetration 5: +5 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: 4 Points
 

Space Combat Adaptation

In the chaos of capital-scale engagements, the Plasma Cannon offers a dependable source of mounting pressure. It won’t win a battle in a single strike, but it never runs dry, never waits to reload, and never stops burning through hulls. It forces enemy ships to reposition, presents a constant threat to unshielded subsystems, and excels at finishing crippled opponents with mechanical inevitability.

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