Fanatical cogs may notice that there is no specialized system for plasma weapons, while there is for guns, lasers, pods, and range 1 attacks. That is because I was not really sure how to do it. Given some of the development pains plasma capacitors went through, I know what it shouldn't do even if the logic for it is extensible from core rules. Repeat a system or load more systems shouldn't be done. But what about charging a system? Coolant and capacitors already draw cards back from the player's hand.
The first draft of the plasma siphon will have a new action, giving two charge per cog to subsequent systems with 'plasma' keyworded. Maybe call it a Super-Charge action. For a reaction it shares Emergency Venting with coolant and stabilizers.
Now, I think as something experimental, an action that lets a player pre-pay an action at the cost of a snap shot is more like a crew member adding cogs to a subsequent system. Capacitors remain necessary for a first strike capability, and broader utility. So it satisfies the specialist system design of helping one sort of weapon change up its behaviour, and perhaps tune it up.

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