Plasma weapons are highly potent and destructive directed energy weapons.
Most Plasma weapons work by delivering pulses of searing energy and superheated
matter that have been transmuted into a gaseous plasma state that carries an
electrical charge. The plasma "bolts" fired by these weapons explode on impact
and generate the destructive heat of a small sun, and the sheer amount of energy
released by the impact of superheated plasma is devastating.
The Heavy Plasma Cannon aka "sun gun" is a massive monstrocity of a weapon, capable of vaporizing
soft and hard targets both. A devastating weapon on the battlefields of the 41st Millennium,
it is beyond the edge of what is typically found deployed in gang fights. But the
Van Saar know how to make them, and every now and then someone is insane enough
to bring one to bear in a Turf War.
Blast (3''): The weapon uses a 3” Blast marker.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat
treats the Shoot action as a Double action. A fighter
who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time.
Unwieldy weapons take up two weapon slots.
Unstable (3''): 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; center a 3'' Blast marker over the attacker and resolve
a hit using the attacks's weapon profile against everything under the Blast marker.
The attack is still resolved against the original target.