PLAS-1 Scorcher

The PLAS-1 Scorcher is the first ever Helldiver-issued plasma weapon. Super Earth engineers have gone to great lengths to provide a safe and reliable weapon, and the result is a rifle firing bolts of superheated gas. The bolts explode on impact or after travelling a certain distance, and can cause great anti-personnel damage. Part of the Weapons equipment kit.

Weapon Stats
Helldivers start with 4 magazines of Scorcher ammunition, and can carry up to 8. Each magazine contains 10 bolts (20 with the Extended Magazine upgrade). If 4 or less bolts remain in the magazine when the weapon is fired, the 'low ammunition' warning sound will play.

Reload time is always 2.5 seconds. The Scorcher is not capable of retaining an extra bolt in the chamber.

Extended Magazine
Increases the amount of rounds in the magazine. The amount of extra ammunition in each magazine varies from weapon to weapon. Whether it is a longer magazine, drum, or box, extended magazine is the collective name for more bullets before you need to reload, something that is almost always desirable.

Incendiary Gas Composition
The superheated gas fired by the plasma weapon is given a different composition resulting in a plasma that is much better at setting things on fire.

Unlock Requirement
The PLAS-1 Scorcher is a DLC weapon, available at any rank to those who purchase the Weapons Pack equipment kit.

Gameplay Tips

 * Compared to the CR-9 Suppressor, the Scorcher has less range (usually not enough to reach the edge of the screen), a larger area of effect, and the ability to ignite targets when upgraded.


 * The pistol version of the Scorcher, the PLAS-3 Singe, deals more damage per bolt but does not cause ignition (which can be either good or bad). Oddly enough, the Singe pistol has significantly more range than the Scorcher rifle.


 * With the Incendiary Gas Composition upgrade, the exploding plasma bolts will set fire to everything it hits, dealing fire damage over time. Merely being too close to a passing plasma projectile or a Helldiver firing the Scorcher can cause enemies (and allies) to catch fire.
 * Most other incendiary weapons, such as the FLAM-40 Incinerator and fully-upgraded DBS-2 Double Freedom, cannot ignite armored targets unless their weak spot is hit. The Scorcher does not have this limitation: only Cyborg IFVs are immune to being ignited by the Scorcher's incendiary gas.