Spend Your Loot on: The Plasma Doshko

 Because sometimes a regular axe just doesn't say "I am going to cleave you and the bulkhead behind you" quite loud enough.

The Plasma Doshko isn't a precision instrument. It is a statement. Originating from Vesk military tradition but adopted enthusiastically by heavy infantry across the galaxy, this powered polearm replaces a solid blade with roaring, magnetically contained plasma spikes. If your problem involves heavy armor, thick hides, or a locked blast door, the solution is usually a Plasma Doshko.

Plasma Doshko

Unlike a traditional doshko, this poleaxe uses blades of magnetically stabilized plasma that spin to cleave through multiple enemies with ease.


Commercial Plasma Doshko Weapon 0

Critical (plasma)

Powered

Sweep

Tech

Vesk


Source Player Core pg. 264 

Price 17c; Damage 1d10 Fire;

Bulk 1; Hands 2; Upgrades 1; Tracking: -

Category Martial

Group Axe


Improvement

Upgrades

Damage Die

Traits

Level

Cost

Tactical

-

1

Tracking +1

2

3.3 Y

Advanced

+1

2

Tracking +1

4

6.3 Y

Superior

+1

2

Tracking +2

10

90 Y

Elite

+2

3

Tracking +2

12

100 Y

Ultimate

+2

3

Tracking +3

16

800 Y

Paragon

+3

4

Tracking +3

19

3000 Y

Why It’s Worth Your Credits

1. The "Can Opener" Effect (Fire Damage)

Most melee weapons deal physical damage (Slashing, Piercing, Bludgeoning). The Plasma Doshko deals Fire damage. This is a game-changer against physically resistant enemies like oozes, swarms, or heavily armored automatons that shrug off kinetic blows. You aren't just hitting them; you are burning through them.

2. Crowd Control King (Sweep)

The Sweep trait gives you a +1 circumstance bonus to your attack roll if you attack a different target than your last one this turn. This encourages a berserker playstyle: swing at the merc on your left, then spin and chop the drone on your right with greater accuracy. You aren't dueling; you are mowing the lawn.

3. That Critical Hit (Plasma Trait)

When you crit with a normal axe, you move the enemy. When you crit with a Plasma Doshko, you light them up like a festive tree. The Plasma critical specialization deals persistent electricity damage, representing the ionized gas arcing over the target. This forces enemies to waste actions putting out the fire (or grounding the charge) while their health ticks away every round.

4. Intimidation Factor (Vesk Trait)

The Vesk trait isn't just flavor; it opens up specific feat synergies for characters with Vesk ancestry or those who have trained in their martial arts. Even if you aren't a Vesk, carrying their signature weapon signals that you value raw power over subtlety.

Who Should Buy It?

  • The Soldier: It’s a d10 weapon. It hits hard, it hits wide, and it looks terrifying. Perfect for tanking.

  • The Solarian: If you want a weapon that matches your glowing stellar aesthetic, this is the tech equivalent of a solar weapon.

  • The Breacher: Forget lockpicks. A minute of cutting with a Plasma Doshko will turn most airlock doors into molten slag.

Tactical Note

The Powered trait is a double-edged sword. This weapon runs on a battery (usually 20 charges) that consumes 2 charges per minute of activation.

  • Pro: You don't spend charges per swing, only per minute of combat. One battery lasts for 10 distinct fights.

  • Con: If the battery dies (or gets EMP'd), it becomes an improvised club. Always carry a spare battery, or better yet, a backup Shooting Starknife



Loud, bright, and impossible to ignore. Grab a Plasma Doshko and become the center of attention on any battlefield.



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