The plasma rifle has the secret +5 on the critical roll but is only to be seen on the plasma rifle. This is not found on the plasma pistol nor the plasma pistol ext. cap. While there is the argument that it is for the weapon itself, I argue that this roll should infact be applied to the plasma pistol ext cap too. This will not be in effect for standard plasma pistols.
My reasons for this are:
1) Why would it only be for the plasma rifle? The ammunition itself should be the instigator of the +5 critical roll effect, not the weapon.
2) If this were in effect, then the possibility of a plasma pistol build in the form of a sneaker can be achievable. This would not at all be overpowering or differ people to change into plasma pistol sneakers simply because of the low damage output it would have against targets in combat armor; the effect of this would be so a dedicated crippler sneaker can arise, but can only do so with the effect of +5 crit chance on the plasma pistol ext cap and not just the plasma rifle.
3)On the topic of plasma pistol sneaker, it would make do for a good anti sneaker role since leather armor mark 2 and below would have low plasma resistance, so the other outcome of this sneaker would be purely for scouting and successful anti sneak roles, eventually managing a crippler role too on combat characters, something wanted by the developers in the first place.
4)Energy snipers can now use a pistol for a secondary back up weapon at close range if this were applied due to the lower ap cost and effectiveness it would have. Refer to sniper/223 builds who do the exact same thing.
Finally is the talk about the range of the weapons. Maybe an increase to plasma rifle range by a couple hexes, say 35 hexes to compensate the fact that a plasma pistol can somehow out do it in range. Honestly why is it like this? Surely a rifle would have superior range to a pistol.