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WH40K: Plasma Weapons

From Episode D6: Star Wars D6 Wiki

Plasma weapons

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Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel fl asks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energizes 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 super-heated matter akin to a solar flare in appearance and temperature.

Armor Penetration: Reflects how good the weapon is at cutting through armor. When a shot or blow from this weapon hits a target, reduce the target’s Armor by the weapon’s Armor Penetration, with results of less than 0 counting as 0 (i.e., the armor provides no protection at all). Then calculate Damage as normal. For example, if a weapon with an Armor Penetration of 1D hits a target with 2D Armor, the target will only count as having 1D Armor against any Damage the hit causes. Note that Armor Penetration has no effect on energy shields, but it does affect cover.

Name Type Scale Skill Ammo Availability Weight Range Armor Penetration Damage
Legion Plasma Gun Rifle Character Blaster 24 5 18kg 1-50/100/200m 2D+1 5D+1
Legion Plasma Gun (Maximal Mode) Rifle Character Blaster 8 - - 1-55/110/220m 3D 7D+2
Legion Plasma Pistol Pistol Character Blaster 2 5 4kg 1-15/30/60m 2D 5D
Plasma Cannon Cannon Speeder Blaster 16 5 40kg 1-75/150/300m 1D+1 4D
Plasma Cannon (Maximal Mode) Cannon Speeder Blaster 5 - - 1-80/160/320m 1D+1 5D+1
Plasma Gun Rifle Character Blaster 20 5 18kg 1-45/90/180m 2D+1 4D+1
Plasma Gun (Maximal Mode) Rifle Character Blaster 6 - - 1-50/100/200m 3D 6D+2
Plasma Pistol Pistol Character Blaster 10 5 4kg 1-20/40/80m 2D 4D+1
Plasma Pistol (Maximal Mode) Pistol Character Blaster 3 - - 1-25/50/100m 2D+2 6D+2
Astartes Plasma Cannon Cannon Speeder Blaster 16 5 70kg 1-75/150/300m 1D+1 3D+2
Astartes Plasma Cannon (Maximal Mode) Cannon Speeder Blaster 5 - - 1-80/160/320m 1D+1 5D
Astartes Plasma Gun (Ragefire) Rifle Character Blaster 40 5 27kg 1-50/100/200m 2D 4D+2
Astartes Plasma Gun (Ragefire) (Maximal Mode) Rifle Character Blaster 13 - - 1-55/110/220m 2D+2 7D
Astartes Plasma Pistol Pistol Character Blaster 12 5 6kg 1-15/30/60m 2D 4D+1
Astartes Plasma Pistol (Maximal Mode) Pistol Character Blaster 4 - - 1-20/40/80m 2D+2 6D+2
Plasma Pistol (Ryza) Pistol Character Blaster 10 5 4kg 1-15/30/60m 1D+1 4D
Plasma Pistol (Ryza) (Maximal Mode) Pistol Character Blaster 3 - - 1-20/40/80m 2D 6D+1
Plasma Gun (Mezoa) Rifle Character Blaster 40 5 18kg 1-45/90/180m 1D+1 4D+1
Plasma Gun (Mezoa) (Maximal Mode) Rifle Character Blaster 13 - - 1-50/100/200m 2D 6D+1
Plasma Cannon (Ryza) Cannon Speeder Blaster 16 5 40kg 1-60/120/240m 1D 3D+2
Plasma Cannon (Ryza) (Maximal Mode) Cannon Speeder Blaster 5 - - 1-65/130/260m 1D+1 5D

Legion Plasma Weapons

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The Traitor Legions have long made use of larger plasma weapons containing hydrogen fuel in a higher quantum state, making them both more powerful and more dangerous to wield. The Legion plasma gun and Legion plasma pistol are simply more potent versions of the plasma gun and plasma pistol.

  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Plasma Cannon

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Fearsome to behold, the plasma cannon drenches an area in molten plasma when it fires—burning, melting, and dissolving almost everything it touches. These weapons are so large they require a backpack fuel canister, though only a Space Marine or their Traitor brethren would think about carrying such a weapon into battle. More often, plasma cannons are mounted on vehicles, which can carry the specialized cooling equipment needed to prevent catastrophic overheating. Like many plasma weapons, plasma cannons can be fired on maximal mode, in which case they become truly devastating.

  • Normal Blast Radius: 0-1/2/3 meters
  • Maximal Blast Radius: 0-1/3/4/5 meters
  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Plasma Gun

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The plasma gun is potent weapon capable of punching a glowing hole in almost any target, though they are dangerous to use and difficult to find. The ravaging energies held in check by the magnetic containment fields sometimes burst from their restraints and pour out of the weapon’s specialized cooling vents. Though the weapon itself remains intact, the unfortunate wielding it often does not prove as lucky. However, plasma weapons are so rare and valued it’s often better that the weapon survive than the wielder.

  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Plasma Pistol

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The plasma pistol packs most of the power of a plasma gun into a smaller package, making it an extremely deadly sidearm. Often a sign of status and carried by powerful warlords or high-ranking commanders, few weapons of its size pack as much firepower.

  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Astartes Plasma Cannon

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The largest portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen in service on some Adeptus Astartes transports. Rather than using attached flasks, the wielder wears a large fuel canister that attaches to his backpack unit. This weapon has a much greater range and ammunition supply, and its violent discharges hurtle like miniature suns from its barrel, impacting a large area. It can also fire on Maximal mode which exhausts even more fuel but provides an even larger blast of heat on impact, creating a fireball capable of destroying heavily armored targets.

  • Blast Radius: 1 meter
  • Maximal Blast Radius: 0-1/2/3 meters
  • Volatile: Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 6 is rolled for Damage on any damage die, Righteous Fury occurs automatically, dealing another 1D points of Damage. If the second roll results in 6, further Damage is possible. This process continues as long at least one Damage die results in a natural 6.

Astartes Plasma Gun (Ragefire)

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The most common model of this uncommon technology, plasma guns are often deployed in situations where raw takedown power is required against highly resilient or armored enemies.

  • Volatile: Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 6 is rolled for Damage on any damage die, Righteous Fury occurs automatically, dealing another 1D points of Damage. If the second roll results in 6, further Damage is possible. This process continues as long at least one Damage die results in a natural 6.

Astartes Plasma Pistol

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Few pistols are deadlier than the plasma pistol, and many ranking Adeptus Astartes find them worth the trouble of acquiring and the risk of using for their sheer efficiency in eliminating foes at close range.

  • Volatile: Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 6 is rolled for Damage on any damage die, Righteous Fury occurs automatically, dealing another 1D points of Damage. If the second roll results in 6, further Damage is possible. This process continues as long at least one Damage die results in a natural 6.

Plasma Pistol (Ryza)

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Few pistols are deadlier than the plasma pistol, and those willing to take the risk of using one possess a weapon capable of taking down almost any foe at close range. Plasma pistols are a favorite weapon of Imperial officers, who view it as a status symbol to be entrusted with such a valuable and venerated weapon. It can only hold smaller hydrogen flasks (or sometimes only a single flask) and thus can only fire a handful of shots. They are dangerous to use on board a vessel, as a single shot can penetrate several bulkheads.

  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Plasma Gun (Mezoa)

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This is a squad-support weapon intended for use by battlefleet armsmen, which has subsequently found extensive use in the private cadres of many Rogue Traders and with renegades and pirates wealthy or fortunate enough to acquire them.

  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Plasma Cannon (Ryza)

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The largest portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen in service on some Imperial war machines. Rather than using attached flasks, the wielder wears a large backpack containing the weapon’s store of hydrogen fuel. This weapon has a much longer range and ammunition supply, and its violent discharges, hurled like miniature suns from the barrel, have a large impact area. It can also be fired in a special Maximal mode which exhausts even more fuel but provides an even larger blast of heat on impact, creating a fireball capable of destroying even armored targets.

  • Blast Radius: 1 meter
  • Maximal Blast Radius: 0-1/2/3 meters
  • Unreliable: These weapons suffer a Jam on a roll of 1 or 2 on the wild die.
  • Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. When this happens the wielder immediately suffers a single hit from the weapon to his arm (left or right, depending on which hand he favors). Once the hit has been resolved the wielder must then make a Moderate Dexterity Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead.

Sources

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  • Black Crusade - Core Rulebook (pages 155; 158)
  • Dark Heresy - Core Rulebook (pages 130; 134)
  • Deathwatch - Core Rulebook (pages 145; 147-148)
  • Only War - Core Rulebook (pages 174; 180)
  • Rogue Trader - Core Rulebook (pages 118; 123)
  • Warhammer 40k Wiki: Plasma Weapons
  • thedemonapostle