<Cybercore>

Blaster Weapons

Plasma in a magnetic bottle, fired between battery dumps. Blasters punish armour by eroding it; the heat plate goes glassy, the next shot goes through what the first one softened. Slow on the recharge, loud on the sensor, and the muzzle flash lights you up like a confession. Bring a power pack, a backup, and a plan for what to do when the capacitor needs ten seconds you don't have.

Blaster Weapon Tricks

Invest skill points in Weapons Ranged Blaster for +1% to hit per point with all blaster/plasma weapons you are trained in. You may also spend skill points to purchase the following tricks.

Tactical

Plasma Burn:

Cost: 4 Skill points
Maneuver Cost: 2 Actions (Includes Firing)
Requires: Tactical Training, Medium Blaster Weapon
Duration: Passive
Effect: You re-tune your Blaster weapon to leave behind napalm-like residue with every shot, making it sticky before firing. On a Hit the target suffers Suffering: 1 Hit per round (fire). The target may spend an Action to extinguish the burn.

Blaster Field Strip:

Cost: 1 Skill point
Maneuver Cost: 6 Actions
Requires: Tactical Training, A Not Broken Blaster Weapon
Duration: Passive
Effect: You can Field Strip and reassemble a Blaster weapon that is not broken and make minor repairs. This will improve a weapons quality by one point but no higher than 5.

Cone Lock:

Cost: 3 Skill points
Maneuver Cost: 1 Action (aim)
Requires: Tactical Training, Blaster Weapon with Cone or Plasma Cone capability
Duration: 1 shot
Effect: Spend an Action to align the cone aperture for the next shot. Your next blaster cone attack this turn gains Boon(1). The aim does not affect single-target attacks; only cone-mode shots benefit. Useful when you need the cone to hit who you mean it to hit.

Ion Spike:

Cost: 3 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Blaster Weapon
Duration: 1 shot
Effect: When you Hit with a blaster attack, the target loses 1 DR of any one damage type that absorbed your Hit (your choice). The DR loss is in addition to the standard DR degradation that absorbing applies; the spike is the surge that the matrix wasn't ready for.

Glow-Off:

Cost: 2 Skill points
Maneuver Cost: Passive
Requires: Tactical Training, Blaster Weapon
Duration: 1 round
Effect: Gain an Extra Action that can only be used to vent residual plasma at end of your turn. The vent illuminates a Standard Range area around you for 1 round, removing Darkness conditions and reducing concealment for any creature inside the lit area. The vent reveals your position to anyone in the lit zone; illumination cuts both ways.

Expert

Plasma Cone:

Cost: 4 Skill points
Maneuver Cost: 2 Actions
Requires: Expert Training, Medium Class Blaster Weapon
Duration: Encounter
Effect: You adjust the plasma Regulator to turn your weapon into a close quarters flame thrower.

  • Your weapon gains the Cone 3 Property.
  • You no longer suffer Disadvantage against targets in Melee Range.
  • You may roll attacks against all targets in the Cone.
  • The weapon uses one shot for every target.

Plasma Lash:

Cost: 4 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Blaster Weapon, Plasma Burn
Duration: 1 shot
Effect: When you Hit a target with Plasma Burn already applied, the residue lashes to one creature adjacent to the target, that adjacent creature also gains Suffering(1), Burning. The lash crosses gaps up to 1 square. A target without Plasma Burn already on them does not trigger the lash; the residue needs an existing fire to jump from.

Ion Cascade:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Expert Training, Blaster Weapon with two or more damage types, Ion Spike
Duration: Encounter
Effect: When you Hit a target with a multi-type blaster attack, the target loses 1 DR in each damage type the attack carries (not just the type that absorbed) for the rest of the encounter. Stacks with the standard absorbing-DR degradation rule. The cascade spreads through the matrix; what survived the first shot does not survive the third.

Regulator Service:

Cost: 2 Skill points
Maneuver Cost: 1 Action (during Stim Break)
Requires: Expert Training, Blaster Weapon, service kit
Duration: Passive
Effect: During a Stim Break, spend 1 Action to service the blaster's plasma regulator. Restore +1 Quality (maximum 5). The full Blaster Field Strip is the deeper repair; this is the between-fight tune.

Plasma Burst:

Cost: 5 Skill points
Maneuver Cost: 2 Actions
Requires: Expert Training, Blaster Weapon
Duration: 1 shot
Effect: Overcharge the plasma regulator for a single shot. Your next blaster attack deals +1 Hit and applies Suffering(1); Burning on a Hit. After the shot, the weapon loses 1 Quality from the regulator strain. The plasma cools the way no plasma should; the target does not.

Mastery

Ionic Purge:

Cost: 4 Skill points
Maneuver Cost: 2 Actions
Requires: Mastery Training, Blaster Weapon
Duration: Encounter
Effect: You dump an ionic spike through the weapon's plasma regulator, stripping the target's defences with each hit. On a successful hit with a blaster weapon that deals two or more damage types, the target loses 1 DR in each of those types for the rest of the encounter (not just the ones that passed through; ionic interference degrades all matching matrices). This stacks with normal DR degradation from absorbed hits. The weapon loses 1 Quality after the encounter from the thermal overpressure.

Inferno Vent:

Cost: 6 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Blaster Weapon, Plasma Burn, Plasma Lash
Duration: Passive
Effect: While you maintain Plasma Burn on a target, the Suffering stack increases by 1 each round at the start of the target's turn (not yours), to a maximum of Suffering(3); Burning. The escalation continues until the target spends an Action to extinguish, enters water/vacuum, or is reduced to 0 HITS. The fire feeds itself; you only had to start it.

Solar Cone:

Cost: 6 Skill points
Maneuver Cost: 2 Actions
Requires: Mastery Training, Medium Class Blaster Weapon, Plasma Cone
Duration: 1 shot
Effect: Your Plasma Cone shot deals +1 Hit to every target in the cone, and any Light Cover within the cone is destroyed at the end of the attack. The cone burns hot enough to leave the room visibly altered; terrain consequences last until repair or scene transition.

Tuned Regulator:

Cost: 5 Skill points
Maneuver Cost: Passive
Requires: Mastery Training, Blaster Weapon, Regulator Service
Duration: Encounter
Effect: At the start of an encounter, declare your blaster Tuned. While Tuned, every Hit you land with the weapon stacks +1 to the Plasma residue duration on the target; each Hit extends Burning by 1 round, regardless of whether Plasma Burn is the source. The tune ends at encounter end.

Stellar Burst:

Cost: 7 Skill points
Maneuver Cost: 2 Actions
Requires: Mastery Training, Blaster Weapon
Duration: 1 shot
Frequency: Once per encounter
Effect: Once per encounter, declare your next blaster attack a Stellar Burst. The shot deals 2× the weapon's normal Hits and applies Suffering(2); Burning on a Hit. After the shot resolves, the weapon is reduced to 0 Quality (broken) at the end of the encounter. The plasma chamber survives the round; it does not survive the cooldown.