Plasma weapons (ground)
Plasma Damage
 __ Plasma Damage (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Plasma Damage and Knockback
 __ Plasma Damage (__ DPS)
 +10 Repel
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 4 sec recharge
Plasma Damage
 __ Plasma Damage x3 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cone AoE Plasma Damage
 __ Plasma Damage x5 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 5 sec recharge
Plasma Damage
 __ Plasma Damage x2 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Stuns Target
 __ Plasma Damage x2 (__ DPS)
 50% Runspeed for 6 sec
 +2 Stun for 6 sec
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 6 sec recharge
Plasma Damage
 __ Plasma Damage x2 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cone AoE Plasma Damage
 __ Plasma Damage (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 4 sec recharge
Plasma Damage
 __ Plasma Damage x3 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 0.5 sec recharge
Cone AoE Plasma Damage
 __ Plasma Damage x5 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 8 sec recharge
Plasma Damage
 __ Plasma Damage x2 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cylindrical AoE Plasma Damage and Repel
 __ Plasma Damage (__ DPS)
 +25 Repel
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 6 sec recharge
Plasma Damage
 __ Plasma Damage (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Plasma Damage and Knockback
 __ Plasma Damage (__ DPS)
 50% chance: Knocks back +12 meters
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 8 sec recharge
Plasma Damage
 __ Plasma Damage x2 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cone AoE Plasma Damage
 __ Plasma Damage on up to three targets.
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 6 sec recharge
Plasma Damage
 __ Plasma Damage x4 (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cone AoE Plasma Damage
 11 pulses: __ Plasma Damage
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 12 sec recharge
Plasma Damage
 __ Plasma Damage (__ DPS)
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Targeted AoE Plasma Damage and Knockback
 __ Plasma Damage (__ DPS)
 66% chance: Knocks back +8 meters
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 12 sec recharge
Cylindrical AoE Plasma Damage and Repel
 __ Plasma Damage (__ DPS)
 Damage reduces over range
 50% chance: +6 Repel
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
Cone AoE Plasma Damage and Knockback
 __ Plasma Damage (__ DPS)
 Damage reduces over range
 66% chance: Knocks back +22.5 meters
 5% chance: X Plasma Damage Per Second for 10 sec (Ignores Shields)
 8 sec recharge
See also:
* Weapons table
* Space equiv.
* Altamid
* Chronoplasma
* Corrosive
* Ferenginar
* Isolytic
* Plasma
* Plasmatic
* Romulan
Plasma ground weapons have a chance to apply additional plasma damage. They can be obtained as a mission rewards and drops, or R&D crafting system.
Contents
Modifiers
Uncommon Plasma weapons have one modifier suffix, Rare will have two, Very Rare will have three, and Ultra Rare will have four. Epic adds a fifth unique modifier.
Standard Modifiers: Can appear multiple times (e.g. [Dmg]x2, [CrtH]x3, [CritD]x4, etc)
 [CritD]: +20 Critical Severity
 [CrtH]: +2% Critical Chance
 [Dmg]: +X Damage
 Can appear only once (e.g. [DoT1], [KB2], etc.)
 [DoT1]: 2.5% chance: X Physical Damage per sec for 15 sec
 [DoT2]: 2.5% chance: X Radiation Damage per sec for 15 sec
 [DoT3]: 2.5% chance: X Radiation Damage per sec for 15 sec in a 10m radius
 [KB1]: 2.5% chance: Knocks back +5 meters
 [KB2]: 5% chance: Knocks back +10 meters
 [KB3]: 5% chance: Knocks the target back 10 meters, 2.5% chance: Knocks back all foes +5 meters in a 8 meter radius
Crafted modifier: This modifier can appear once when crafting a ground weapon of Rare quality and higher:
 [Run]: Increases run speed by 15%
Epic Modifier: All ground weapons upgraded to Epic quality receive:
 [Dm/CrH]: +X Damage, +2% Critical Chance
 Reengineering options: [CrtD/CrtH], [Dm/CrtD]
Base damage table
All values given are for Common weapons. There is greater damage with increasing rarity.



Performance
There are several factors that can affect performance of ground weapons. These are modifier suffixes, skill points, traits, equipment and sets.
Skills
Plasma weapons (ground)s can be enhanced by the following Ground Skills:
 Weapon Proficiency: Increased base damage
 Weapon Criticals: Increased Critical Chance and Critical Severity
 Weapon Penetration: Increased damage by penetrating the enemy's resistances.
Sets
_{v · d ·
e} +Sets
 

Set  Passive  Effects 
8472 CounterCommand Elite  Set 2  BioMolecular Conduits  +10% Plasma Damage, +5% Critical Chance 
Excessive Development  Set 2  Defensive Countermeasures  +20% Plasma Damage 
Crystalline Nanofiber Shell  Set 2  Absorption Lattice  When receiving damage, 50% chance to grant: +5% All Damage (100% for Environmental damage) 
Furtive Perseverance  Set 2  Prepared Strikes  +10%/+20% CritH/CrtD while Stealthed and not moving. (Doubled if also Crouched) 
Gamma Concerted Armaments  Set 2  Concerted Reinforcements  To Team and Self (stacks with teammates): +10% All Weapon Damage 
Iconian Resistance Elite  Set 2  Reinforced Combat Circuitry  +5% Armor Penetration 
Jem'Hadar Armored Shroud  Set 2  Jem'Hadar Shroud  When receiving any damage, 7.5% chance: +15% All Damage for 8 sec 
Klingon Honor Guard (Ground) / Adapted M.A.C.O. (Ground)  Set 3  Blood of the Warrior  +2.5% Bonus All Damage, +0% Bonus All Damage (bonus increases as you take damage), +2% Critical Chance, +20% Critical Severity 
Na'kuhl Temporal Operative  Set 2  Agent's Training  +2% Critical Chance, +30% Critical Severity 
Omega Force (Ground)  Set 3  Team Ambush Field  +2.5% Critical Chance, +2.5% Critical Severity 
Romulan Imperial Navy  Set 2  Integrated Tactical Support  While Crouching, +30% Critical Severity 
Personal equipment
Body Armor  

Icon  Equipment  Effects  Energy/Melee 
Recoil Compensating Armor  +40% Critical Severity  Both  
Integrated Targeting Armor  +5% Critical Chance  Both  
Physical Augmentation Armor  +10% Physical Damage strength  Melee  
Energy Harness Armor  +5% All Energy Damage  Energy  
Personal Shields  
Icon  Equipment  Effects  Energy/Melee 
Personal Shield [Ene] Personal Energy Harness Shield 
Chance to provide a 10% Energy Damage Buff for 4 sec when you take damage.  Energy  
Crystalline Personal Shield Matrix  Chance of 10% energy damage buff for 4 sec when taking damage.  Energy  
Kits  
Icon  Equipment  Effects  Energy/Melee 
Romulan Imperial Navy CareerSpecific Kit  +__% Plasma Damage +__% Critical Chance +__% Critical Severity 
Energy (Plasma Damage) Both (Criticals)  
Herald CareerSpecific Kit [+Pla]  +20% Plasma Weapon Damage  Energy  
Xindi CareerSpecific Kit [+ExpDur]  +__ sec Expose Duration  Both  
Xindi CareerSpecific Kit [+ExpHit]  +__% Chance to Expose  Both  
Delta Expedition CareerSpecific Kit [CritD]  +__% Critical Severity  Both  
Delta Expedition CareerSpecific Kit [CritH]  +__% Critical Chance  Both  
Delta Expedition CareerSpecific Kit [CritX]  +__% Critical Chance +__% Critical Severity 
Both  
Ground Devices  
Icon  Equipment  Effects  Energy/Melee 
Gambling Device  +10% Critical Chance +10% Critical Severity 
Both  
Tribble  +1%  +2.5% All Damage strength, depending on Tribble used.  Both  
Power Cell Small • Medium • Large 
Small  +15 All Energy Damage for 15 secs. Medium  +20 All Energy Damage for 15 secs. Large  +25 All Energy Damage for 15 secs. Consumed on use. 
Energy 
External links
 Plasma at Memory Alpha, the Star Trek Wiki.
Ground weapon table 
