SG-8P Punisher Plasma
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“A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates.
— Armory Description
The SG-8P Punisher Plasma is a Primary weapon that is based on the SG-8 Punisher.
Procurement
The Punisher Plasma is unlocked on the 2nd page of the Cutting Edge Premium Warbond for 60 Medals.
Detailed Weapon Statistics
| SG-8p PUNISHER PLASMA | |
|---|---|
| Fire Rate | 80 rpm |
| Recoil | 77.5 |
| Horizontal Recoil | 45 |
| Vertical Recoil | 110 |
| Spread | ↔[8.00] ↕[8.00] |
| Sway | 1 |
| Ergonomics | 65 |
| Capacity | 10 |
| Spare Magazines | 8 |
| Starting Magazines | 6 |
| Mags from Supply | 8 |
| Mags from Ammo Box | 4 |
| Attacks | |
| *LARGE PLASMA BOLT P3 | Projectile |
| **LARGE PLASMA BOLT P3 IE | Explosion |
| LARGE PLASMA BOLT P3 | |
|---|---|
| Projectile | |
| Caliber | 20 mm |
| Mass | 100 g |
| Initial Velocity | 90 m/s |
| Drag Factor | 400% |
| Gravity Factor | 300% |
| Penetration Slowdown | 35% |
| Explosion On Impact | LARGE PLASMA BOLT_P3_IE |
| Damage | |
| Standard | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| Special Effects | |
| Demolition Force | 10 |
| Stagger Force | 20 |
| Push Force | 10 |
| LARGE PLASMA BOLT P3 IE | |
|---|---|
| Area of Effect | |
| Inner Radius | 2.29999995 m |
| Outer Radius | 3 m |
| Shockwave Radius | 4 m |
| Damage | |
| Damage Element | None |
| Inner Radius | |
| Inner Durable | |
| Outer Radius | 224 - 0 |
| Outer Durable | 224 - 0 |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| AoE Effect | |
| Demolition Force | 10 |
| Stagger Force | 35 |
| Push Force | 30 |
Attachments
| Weapon | Category | Attachment Name | Unlock Level | Unlock Cost | Effect |
|---|---|---|---|---|---|
| Punisher Plasma | Holographic Sight | Weapon Level 1 | |||
| Reflex Sight | Weapon Level 3 | ||||
| 1.5x Tube Red Dot | Weapon Level 7 | ||||
| Reflex Sight Mk2 | Weapon Level 17 | ||||
| Iron Sight | Weapon Level 23 | ERGONOMICS 5 |
Tactical Information
- It behaves more like a grenade launcher than a shotgun, shooting an exploding plasma orb in an arc with significant drop. Its projectile will airburst detonate within proximity of an enemy or structure.
- Using the arced shot to fire over cover is one of its main benefits.
- Though it performs similarly to the GL-21 Grenade Launcher in combat, the demolition force of 10 is not enough to close Bug Holes or demolish Automaton Fabricators.
- Be wary of firing at point blank range, as the plasma explosion is very likely to kill you. Armor that reduces explosive damage (ie: Fortified) can mitigate this. Using G-23 Stun grenades can assist in stopping units that get too close.
- This weapon combos well with Sentries, as it is capable of mass stunning approaching enemies, keeping them at distance.
- It performs very well against Automatons:
- Due to its very high stagger value, it's able to lock down whole groups of Devastators, Berserkers, or Scout Striders from range. Staggering such a group with 1-2 shots, even if it doesn't kill, can save a teammates life.
- Thanks to the large AoE, it can defeat large patrol groups of bot Troopers with only a few shots, especially if MG Raiders are present, as they will also explode upon death.
- Firing at a trooper manning a fixed base emplacement will always kill it due to the large AoE (and often any other troopers in the same bunker.)
- Using the Plasma Punisher against the Jet Brigade is a gamble, as while it can easily detonate their signature jetpacks, their jet troopers can easily get inside the unsafe AoE radius of the gun. A reliable non-explosive sidearm like the Verdict is highly recommended against this faction.
- It replenishes all spare magazines per Resupply box, and 3 mags per ammo box.
Weapon Mechanics
The Punisher Plasma is best used at medium range and with the support of other more reliable damage sources.
- The AoE effect of the Punisher Plasma deals 225 base damage, but suffers from damage falloff after the inner radius of the explosion..
- Due to the nature of the proximity detection (0.5m radius), the Punisher Plasma is unable to destroy weapon components such as the rockets on the side of Reinforced Scout Strider as the proximity will cause the projectile to exclusively deal explosive(AOE) damage which most limbs and body parts aside from the main body are immune to.
- The projectile and its AoE have a very high stagger value, fully capable of stun-locking hordes of Devastators and Scout Striders at range
- The Plasma Punisher's large AoE allows it to potentially kill a Charger from the front by firing underneath it to damage the butt. The only other primary weapons capable of doing this are the CB-9 Exploding Crossbow, R-36 Eruptor and Plas-101 Purifier (although the charge time on the Purifier's explosive shot precludes this being all that useful, especially compared to the Plasma Punisher's 10 quick-firing rounds.)
- The resulting AoE size of the Punisher Plasma's projectile increases the further it travels, it is possible for the explosion to be impressively large if firing from high ground to negate the steep projectile drop.
- NOTE: While the AoE size of the projectile has been confirmed to grow visually, The damage AOE has not been confirmed. It is unclear at this time if this AOE increase is intentional or a visual bug.
Known Bugs
- 1.000.303: The projectile of the plasma punisher does not pass through the FX-12 Shield Generator Relay (emplacement).
- 1.000.203: There are reports of a recurring bug where the damaging area of effect of the projectile does not change from base size despite the visual effect generated. It is unknown what causes this, and what the intended functionality is.
See Also
List of Punisher-style weapons:
- SG-8 Punisher
- SG-8S Slugger
- SG-8P Punisher Plasma
- SG-451 Cookout
- SG-20 Halt
Field Testing
- From a distance the explosions are visually larger, especially with low graphical settings. There is no change for a close observer.
Media
Change History
Patch
Description
1.004.100
2025-10-23
Changes
- Projectile damage reduced from 100 to 0
- Explosion damage increased from 150 to 225
1.001.201
2024-10-29
Changes
- Reverted changes from 1.001.104.
- Increased recoil.
- Fire rate decreased from 100 to 80.
- The fired projectile now starts off slower and maintains speed longer.
- The fired projectile now has a more noticeable arc.
- Magazine capacity increased from 8 to 10.
1.001.104
2024-10-15
Changes
- Reduced recoil.
- Fire rate increased from 80 to 100.
- The fired projectile now starts off faster, but loses speed more rapidly.
- The fired projectile now has a less noticeable arc.
1.000.403
2024-06-25
Fix
- Fix for Plasma Punisher being unable to shoot out of the SH-32 Shield Generator Pack and the FX-12 Shield Generator.
1.000.302
2024-05-07
Fix
- Firing the Punisher Plasma while wearing a shield backpack no longer damages the Helldiver.
1.000.300
2024-04-29
Changes
- Decreased maximum mags from 12 to 8.
- Increased amount of magazines received from resupply from 6 to 8.
- Increased projectile speed, but will still keep a similar range.
- Decreased damage falloff on the explosion.
- Now placed in the energy weapons category.
1.000.102
2024-03-12
Addition
- Added to the game.