Kryadiac Armitage Triumvirate
Plasma Weapons

The K.A.T. use plasma weapons as there main rainged weapon of choice. It has proven to be very effective in there fight with the Sollreotin Empire. They are large, as well as cause a great deal of damage to people as well as equipment.

There great amount of damage make them a deadly weapon, but low payload make it nessesary to cary larger amount of ammo then normal. It is posible for most of the plasma weapons to be fitted with a special back-pack or canister unit for greater amount of ammo, but this is almost never done, because it recuces the mobility of most troups.

Plasma Pistol
Range: 600 ft.
Gun Damage: 4d6 (6d6 to frozen world aliens)
Ammo: 8 rounds per Clip or 50 from a back-pack unit. (very rare to use with a back-pack)
Rate of Fire: Single Shots Only.

Heavy Plasma Pistol
Range: 400 ft.
Gun Damage: 6d6 (8d6 to frozen world aliens)
Ammo: 5 rounds per Clip or 50 from a back-pack unit. (very rare to use with a back-pack)
Rate of Fire: Single Shots Only.

Plasma Rifle
Range: 1800 ft.
Gun Damage: 4d6+10 (6d6+20 to frozen world aliens)
Ammo: 12 rounds per Clip or 100 from a back-pack unit.
Rate of Fire: Single Shots Only.

Heavy Plasma Rifle
Range: 1200 ft.
Gun Damage: 6d6+20 (8d6+30 to frozen world aliens)
Ammo: 8 rounds per Clip or 100 from a back-pack unit.
Rate of Fire: Single Shots Only.

Plasma Grenades are a combination of the plasma gell that is used in most plasma weapons, and a small explosive carg. The explosive is used to project the gel to a surounding area. This is a very effective weapon when one wants to set a section of forest or landscape on fire.

Plasma Grenade
Damage: 2d4x10 (4d4x20 to frozen world aliens)
Blast Radius: 20 ft.
Duration: The fire will burn for up to one minute. (1d4 melees). Roll 1d4x5 for each round anyone or thing is exposed to the fire after the first inishall round.
Note: There is an 86% chance of setting any combustible material on fire.

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