Mk 1 Heavy Plasma Gun

(Entry)
Type: upgrade
EntryId: 8dbc-2d00-342c-1a11
Hidden: false
Rules (4)
Heavy Plasma Gun
Sustained Fire shots have a 1" blast. If the shot misses, roll the sustained fire dice to see how many 1" blast markers you need to roll to scatter from the target point. If you roll a hit and a misfire for any of the scattering bolts it cauases a catastrophic coil burnout. If a jam is rolled it doesn't fire and cannot fire on it's next turn just as if it were recharging. However if firing on maximum power and a jam is rolled on the Sustained Fire dice, a catastrophic coil burnout occurs
Catastrophic Coil Burnout
If occurs, make an immediate roll on the damage table for the arm of the weapon. In addition to any damage any models within D3" of the weapon will suffer a S5 hit with a -2 save modifier causing 1 wound.
Plasma
The energy used by a plasma weapon is so vast that once it has been fired it takes time for it to recharge. If a plasma weapon is fired it cannot then be used in the player's following turn, and is only ready to fire again in the player's turn after next. Place a 'plasma weapon recharging' marker next to model as a reminder. This does not affect the model's ability to move or to use another weapon if it carries one.
Sustained Fire
The player nominates the initial target and rolls to hit exactly as normal. If the player makes the to hit roll he can roll one or more special sustained fire dice to see how many actual hits are scored. The first of these hits will be scored on the initial target but any extra hits can be allocated to other visible targets within 4" of the first. Once all hits have been allocated roll to wound as normal. 
The number of sustained fire dice a weapon can roll is indicated in its description in the Wargear book. A sustained fire weapon can always be fired using less dice than its maximum if desired.

Profiles:

Weapon Short rangeLong RangeShort 'To Hit’Long 'To Hit’StrengthDamageSave ModifierArmour Penetration
Low energy

20

40

-

-

7

D4

-2

D6+D4+7

Move or fire, 1 1/2" radius, Sustained Fire - 1 Dice, Catastrophic Coil Burnout

Maximum power

20

72

-

-

10

D10

-6

D6+D10+10

Move or fire, 1 1/2" radius, Plasma, Sustained Fire - 1 Dice, Catastrophic Coil Burnout

Used By (2)