Plasma Guns

These weapons fire packets of superheated ionized gas, acting almost like napalm on impact. Despite its slow projectile speed and resulting inaccuracy in space warfare, plasma guns are still widely used in many militaries due to their tendency to short out electronics. It was also the only gun ever manufactured as a spinal mount for a battleship.

Plasma Gun Volume Damage
800KW 1m³ 1d8
3MW 7m³ 2d8
7MW 25m³ 3d8
13MW 60m³ 4d8
20MW 115m³ 5d8
30MW 200m³ 6d8
40MW 315m³ 7d8
50MW 470m³ 4d8×2
65MW 660m³ 3d8×3
80MW 900m³ 5d8×2
120MW 1,500m³ 6d8×2
160MW 2,500m³ 7d8×2
180MW 3,000m³ 5d8×3
200MW 3,750m³ 4d8×4
250MW 5,500m³ 6d8×3
320MW 7,250m³ 5d8×4
360MW 8,500m³ 7d8×3
450MW 12,500m³ 6d8×4

While plasma guns lack the pinpoint accuracy of lasers and the armor penetration of neutron cannons, their ability to disrupt enemy electronics makes them valuable weapons in fleet engagements where disabling systems can turn the tide of battle.

The slower projectile speed means plasma weapons are less effective against fast, maneuvering targets, but their devastating area-effect damage and electronic disruption capabilities ensure they remain a mainstay, especially on heavy warships and in boarding actions.

Their historic use as spinal mounts on battleships highlights their raw destructive power, and many naval architects continue to see plasma weaponry as a balance between blunt force damage and tactical utility. Across the Shattered Worlds, plasma guns have a reputation for fiery devastation and are a common sight on many fleets—military and pirate alike.