Mk 1 Plasma Pistol

(Entry)
Type: upgrade
EntryId: 10f8-4210-9776-bfae
Hidden: false
Costs: 5 pts
Rules (3)
Chaos Plasma Pistol - Overheat
If used in close combat, any Attack dice that rolls a fumble has the same effect as rolling a jam on the Sustained Fire dice when you are shooting (see Plasma Overheat).
Plasma Overheat
When rolling sustained fire, if a Jam is rolled, place it next to the model. Then re-roll the Sustained Fire dice and consult the table:
Jam - Meltdown: weapon is destroyed, same effect as a Plasma grenade centered on the firing model
3 - Plasma leak: The firing model suffers a S6 hit causing 1 wound with a -3 save modifier. Once the hit has been resolved the leak stops, leaving the weapon jammed
2 - Severe Overheating: The firing model suffers a S4 hit causing 1 wound with a -2 save modifier. The weapon is also jammed.
1 - Overheating: The firing model suffers a S2 hit causing 1 wound wiht a -1 save modifier. The weapon is also jammed.

Saving throws for shields or fields do not apply against hits from a misfiring plasma weapon.
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
Plasma Pistol

6

18

+2

-1

6

1

-1

D6+6

Sustained fire - 1 dice. Plasma, Close Combat