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.

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

Upgrades
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.

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.

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.
 * To maximize the effectiveness of the fire damage-over-time, it can be a good idea to fire at less than the maximum possible rate. This can also help to save ammunition.


 * The pistol version of the Scorcher, the PLAS-3 Singe, deals more damage per bolt but does not cause ignition (which can be either a good or a bad thing, depending on your playstyle).
 * Oddly enough, the Singe pistol has significantly more range than the Scorcher rifle and a 33% higher rate of fire.


 * 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.


 * Some direct-fire explosive projectiles, such as those fired by the CR-9 Suppressor, the Scorcher and the PLAS-3 Singe, will detonate at a fixed distance if no direct hit is scored. The resulting splash damage can be thus be cunningly used to eliminate enemies around corners or behind cover without them seeing you.
 * If enemies are not conveniently clumped up, consider shooting at an obstacle or object which is between smaller (groups of) targets, to catch everything around it in the explosion.