Plasma Gun

(Entry)
Type: upgrade
EntryId: e760-b239-367c-0427
Hidden: false
Costs: 1 Weapon slot100 Credits
Options (1)
Rules (3)
Rapid Fire (X)
When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
Scarce
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
Unstable
If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.

Profiles:

Weapon Rng SRng LAcc SAcc LStrAPDAmmoTraits
Plasma gun - Low power

12"

24"

2

-

5

-1

2

5+

Rapid Fire (1), Scarce

Plasma gun - Maximal power

12"

24"

1

-

7

-2

3

5+

Scarce, Unstable

Used By (4)
Rare (9)(Group)