Description
“Grineer bioplasma pistol that fires almost as fast as you can pull the trigger, but is easily overcharged to fire a highly damaging blast… All at the risk of overheating.
Release the trigger at a random point before the full charge for maximum effect..”
Special traits:
Overheat - Firing between four and seven rounds in quick succession causes the pistol to overheat, dealing heat damage to the wielder and becoming inoperable for three seconds. This is accompanied by flashing lights and increased vibration.
Perfect Shot
The Pulsa is a semiautomatic Grineer plasma is to the Corpus ‘Dera’ plasma rifle as a flintlock is to a Tenno assault rifle. It’s oversized, it boasts a barrel you could shove a finger into, it’s cruder than the ancient Detron series, and it trades virtually everything - safety, ergonomics, capacity - for sheer power and volume of fire.
It was built from scavenged Narmer components, recovered on battlefields of the Grineer-Narmer War. As all Origin System archeotechnologists know, Narmer technology synthesizes technology from all factions of the Origin System. And that’s why the Pulsa shoots bioplasma. Contained somewhere within the pistol, particularly the red cylindrical magazine, are various Infested components that vent superheated gas in the form of plasma…
Directly into the face of unfortunate enemies.
It boasts a high fire rate, hurling bioplasma almost as fast as you can pull the trigger… however, it runs the risk of overheating after being between four and seven, dealing some heat damage to the wielder and becoming inoperable for two seconds. This risk is compounded if you fire it after the overcharge - it requires a short period of time to cool down.
That’s worth it, though, on account of the sheer damage of the overcharge. In addition, there’s also a Perfect Shot mechanic similar to that of Nataruk.
Unlike Nataruk, however, the window for the Perfect Shot moves around each time you charge (it’s always after half charge, though) making it genuinely hard to keep up a consistent rhythm of shots. This can be frustrating… but it feels oh so satisfying to fire and land that perfect shot.
Artist Notes:
The basic idea was something that felt like a Warhammer 40k plasma pistol. If the Grineer ever developed plasma weaponry, it’d probably be kind of like this, so I figured “Hey, why not?”
It’s meant to feel like this risky, unsafe, but extremely powerful sidearm. Not unlike plasma from Warhammer 40k. I considered giving it the capacity to do 100% crit and 100% status on the Perfect Shot, but… I just couldn’t bring myself to do it. It’s meant to feel genuinely hard to use, but also fun in a way. The next Grineer gun will shoot bullets, of course, this was just because a Grineer version of a 40k plasma pistol was too good to resist.
Stats are below because GOOD LORD MAN
Stats
- Trigger: Charge
- Charge Time: 0.8s
- Magazine: 16
- Overheat Period - 5-8 shots
- Cooldown Period: 3s
- Non-Hitscan
Uncharged:
Note: Fires as fast as you can pull the trigger
Non-Hitscan
Main projectile
- Damage: 69
- 49 Toxin
- 20 Impact
- Critical Chance: 20%
- Critical Multiplier: 2.0x
- Status Chance: 40%
Explosion
- Damage: 40 Heat
- 25 Heat
- 15 Impact
- Critical Chance: 20%
- Critical Multiplier: 2.0x
- Status Chance: 40%
- Size: 2m (1 meter radius?)
Charged
Main projectile
- Damage: 138
- 98 Toxin
- 40 Impact
- Critical Chance: 24%
- Critical Multiplier: 2.0x
- Status Chance: 40%
Explosion
- Damage: 80
- 50 Heat
- 30 Impact
- Critical Chance: 24%
- Critical Multiplier: 2.2x
- Status Chance: 40%
- Blast Radius: 4m
Perfect Shot
Main projectile
- Damage: 138
- 98 Toxin
- 40 Impact
- Critical Chance: 28%
- Critical Multiplier: 2.0x
- Status Chance: 50%
Explosion
- Damage: 80
- 50 Heat
- 30 Impact
- Critical Chance: 28%
- Critical Multiplier: 2.0x
- Status Chance: 50%
- Blast Radius: 6m