Cradles a large-volume, quick-charge capacitor to unleash a wide, killing beam.

—In-game Description

The Pencha Scaffold is a scaffold used in Amp construction, that allows the weapon to perform an alternate secondary fire function (default Mouse3 ). When fired, the Pencha Scaffold will cause the weapon to charge for 0.75s before firing a single, large beam, dealing high damage along the beam's width.

The blueprint is sold by The Quills for ReputationBlackx64.png 2,000 standing and requires a rank of Mote to purchase. It is also a possible rank-up reward for advancing to Mote with The Quills.

Manufacturing Requirements
Time: 1 hrs
Rush: Platinum64.png 10
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: ReputationBlackx64.png 2,000


This weapon deals exclusively DmgVoidSmall64.png Void damage.


  • Highest base damage of all prism and scaffold parts.
  • Decent critical chance.
  • High status chance.
  • Pinpoint accuracy.
  • Shots explode in a 1 meter radius upon impacting a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Above average range limit of 40 meters (+1 meter splash radius).
  • High energy economy.
    • Energy will still regenerate even when charging.
  • Very slow energy consumption, consumes 7.7 energy/second at base charge-fire rate.
  • Can weave in Void Mode in between charged shots.
  • Does not use ammo pickups; energy regenerates over time.
    • Has a 2 second delay after the weapon stops firing before regenerating energy.
      • Regenerates 30 energy per second; takes 3.33 seconds to regenerate a fully depleted energy meter.
      • Can regenerate 24 energy between each shot if built with Plaga Brace.


  • Below average critical chance and critical multiplier.
  • Ill-suited against groups of enemies due to charge-up and slow fire rate.
  • The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
  • Has a 0.5 second delay of re-entering Void Mode after a shot is fired.


  • Charging is automatic and does not need to be held down. It will fire automatically upon full charge, similar to CrpBFG.png Opticor. However, it can be cancelled by dodging and/or reloading.
  • Charging also persists and will fire through knockdown animations, including being knocked out of Transference. Timing the trigger will allow one to free oneself from Ancient and Scorpion grappling hooks.
  • The beam has two components: a hitscan shot that deals 4,500 damage, and a cylindrical area of effect surrounding the beam's path, which also deals 4,500 damage. It is possible to hit the same enemy with both of these at once, for a total of 9,000 damage with a single shot.
    • It is possible to deal more than 2 instances of damage for 4,500 each, but it is unclear if this is due to AoE hitting multiple parts or the beam punching through multiple parts, or both.
  • Both the hitscan shot and the AoE will register on direct hits due to 2.0m Punch Through.