Plasma weapons represent an almost-lost art for the Imperium, their secrets known to but a handful of the inner circle of the Adeptus Mechanicus and their tech-adept artisans. Existing weapons must be carefully maintained and passed down generation to generation with each operator carefully ensuring all proper blessings of the Machine God are bestowed before use.
Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into a plasma state, held in the core by powerful magnetic confinement fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature. For this reason, plasma weapons are also known as “sun guns.” To use the various classes of plasma weapons, a character must have the Weapon Training (Plasma) Talent.
Plasma Weapons | ||||||||||
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Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Plasma Pistol | Pistol | 30m | S/2/– | 1d10+6 E | 6 | 10 | 3 Full | Maximal, Overheats | 4kg | Very Rare |
Plasma Gun | Basic | 90m | S/2/– | 1d10+7 E | 6 | 40 | 5 Full | Maximal, Overheats | 18kg | Very Rare |
Plasma Cannon | Heavy | 120m | S/–/– | 2d10+10 E | 8 | 16 | 5 Full | Blast (1), Maximal, Overheats | 40kg | Extremely Rare |