SM2 Ops

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All weapons

Plasma Pistol

Rapid-fire, mid-range plasma pistol. Can be charged.

Secondary for Tactical, Assault, Bulwark, Heavy, Techmarine. Live-tree point budget: 9.

Standard

Choose 1.

  • Plasma Collection This Weapon's energy reserve is 20% higher.
  • Fast Venting Weapons shed heat 15% faster.

Master-Crafted

Choose 1.

  • Rapid Cooling After killing 7 foes in rapid succession, this Weapon does not heat for 10 seconds. The wait is 15 seconds.
  • Rampage After killing 7 foes in rapid succession, deal 25% more damage for 10 seconds. The wait is 15 seconds.

Master-Crafted

Choose 2. The live tree can take more than one of these when the row above connects. This sheet does not redraw those links.

  • Plasma Collection This Weapon's energy reserve is 20% higher.
  • Divine Might Damage is 10% higher.

Artificer

Choose 1.

  • Blast Radius Damage radius of a Charged Shot is 10% higher.
  • Great Might Damage is 10% higher against Terminus-level foes.

Artificer

Choose 2. The live tree can take more than one of these when the row above connects. This sheet does not redraw those links.

  • Perpetual Velocity Shots finish charging 20% sooner.
  • Plasma Collection This Weapon's energy reserve is 20% higher.

Artificer

Choose 1.

  • Efficient Charge Charged Shots from this Plasma Weapon use 2 less energy.
  • Blast Radius Damage radius of a Charged Shot is 10% higher.

Relic

Choose 1.

  • Perfect Cooling After a clean Dodge, the equipped Weapon is completely cooled.
  • Retaliation After a clean Dodge, you deal 25% more damage for 10 seconds.

Relic

Choose 2. The live tree can take more than one of these when the row above connects. This sheet does not redraw those links.

  • Charged Cooling Charged Shots generate 10% less Heat.
  • Divine Might Damage is 10% higher.

Heroic version

  • Overcharged Plasma Coils Only fires Charged Shots with increased damage, but charge time is longer.

Versions

  • Standard-Issue Standard. damage 3.6, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25
  • Master-Crafted - Alpha Master-Crafted. damage 4.68, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25
  • Master-Crafted - Beta Master-Crafted. damage 3.96, head-shot factor 1.25, rounds/min 230, magazine 100, reserve 0, pierce 0, heat 4.44
  • Salvation of Bakka Artificer. damage 6.84, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25
  • Drogos Reclamation - Alpha Artificer. damage 4.68, head-shot factor 1.25, rounds/min 230, magazine 110, reserve 0, pierce 0, heat 4
  • Gathalamor Crusade Relic. damage 7.92, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25
  • Ophelian Liberation - Alpha Relic. damage 5.76, head-shot factor 1.25, rounds/min 230, magazine 120, reserve 0, pierce 0, heat 3.68
  • Ophelian Liberation - Beta Relic. damage 5.76, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25
  • Relic Battle-worn Heroic. damage 232, head-shot factor 1.25, rounds/min 230, magazine 100, reserve 0, pierce 0, heat 100

FAQ

How do I unlock Plasma Pistol in Space Marine 2?

Plasma Pistol is a secondary for Tactical, Assault, Bulwark, Heavy, Techmarine. This sheet lists 9 versions (Standard, Master-Crafted, Artificer, Relic, Heroic), including the heroic Relic Battle-worn. Higher versions unlock in the armoury as the class levels. Armoury costs are not on this sheet.

What are the Plasma Pistol stats in Space Marine 2?

Standard-Issue: damage 3.6, head-shot factor 1.25, rounds/min 230, magazine 90, reserve 0, pierce 0, heat 6.25.

What is the best Plasma Pistol build in Space Marine 2?

The live tree budget is 9 points across 16 perks in 8 rows. Choose-1 rows are exclusive. Some rows can take more than one perk when the in-game link allows it. This sheet does not redraw those links.