Mechanicum issue for Legion distribution. Circulate to armoury officers, attached adepts, and unit leaders.
Plasma weapons are advanced specialist arms produced under Adeptus Mechanicus authority for the Astartes Legions. They are not a general-issue replacement for bolters or volkite; they are issued sparingly due to cost, technical demands, and maintenance burden.
Patterns mirror common infantry roles—pistol, rifle, heavy support—but employment is specialist. Officers and squad leaders may carry plasma pistols as sidearms; rifles and heavy patterns are typically restricted to designated plasma gunners and heavy support elements.
Mechanism (Field Description)
Plasma weapons generate an energy pulse that superheats and accelerates a contained “bolt” of plasma mass. Power is supplied by a compact core; discharge requires consumable plasma “pellets” to provide mass. This is not volkite discharge and not las-tech: plasma bolts deliver extreme thermal and kinetic effect with strong penetration against personnel-grade protection and light armour.
Employment Summary
Plasma weapons are selected when bolters/volkite become inefficient against protected targets. Effective versus:
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Mass infantry and fortifications (barrier defeat, rapid incapacitation)
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Battle-armoured infantry, including many power-armoured patterns
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Light armour and hard targets short of true anti-tank requirements
Advantages
1) High lethality vs protected targets
Plasma retains authority where conventional infantry arms begin to fail.
2) Ammunition density
Pellets are compact; magazines carry substantially more shots for comparable carry mass/volume.
Limitations
1) Specialist logistics
High cost, strict maintenance, trained operators required.
2) Thermal management
Overheating risk under sustained or overcharged firing. Heat discipline is mandatory.
Safety and Collateral Control Notice
PLASMA FIRE IS INDISCRIMINATE ONCE IT LEAVES THE MUZZLE. It does not politely stop at the intended target.
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Backstop discipline is compulsory. Plasma will punch through personnel, many field barriers, and light cover that would arrest bolt or las. If you do not know what is behind your target, do not fire.
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Friendly fire risk is elevated in dense formations, shipboard actions, and compliance operations involving allied auxilia. Plasma bolts do not “graze.”
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Collateral damage is predictable. Bulkheads warp, conduits rupture, promethium lines ignite, and pressure seals fail. If mission parameters require capture, infrastructure preservation, or controlled escalation, plasma is a poor choice.
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Do not fire into systems you cannot afford to lose. Vox relays, life-support runs, reactor-adjacent compartments, and void-seal doors are not “acceptable losses” unless command explicitly states otherwise.
Addendum: Operators who treat plasma as a prestige bolter will be corrected by the armoury staff, then by physics.
Logistical Note (for those who ask “why not issue plasma to all squads?”)
Plasma weapons are excellent at the individual level and inefficient at Crusade scale. Mechanicum forges must allocate capacity. Every plasma coil, containment chamber, and calibrated core is time and labour not spent on higher-order priorities: voidship reactors, lance batteries, titan plasma annihilators, orbital infrastructure, and the maintenance burden of the Great Crusade itself. Simple infantry weapons win battles; the Mechanicum is tasked with sustaining wars across the stars.
Game Stat Entry (House Standard)
Patterns and Fire Modes
Plasma weapons come in pistol/rifle/heavy patterns.
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Fire modes: SA / BF / AF (as equivalent bolters).
Damage
Plasma weapons deal baseline bolter damage +1d6, plus the following flat bonuses:
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Plasma Pistol: 6d6 + 8
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Plasma Rifle: 7d6 + 10
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Heavy Plasma: 9d6 + 14
Ammunition
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Ammo capacity: 4× the equivalent bolter magazine.
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Power from miniature core; magazines carry compact plasma pellets as mass.
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Special Ammunition
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Plasma weapons cannot use special ammunition of any kind.
Overcharge and Heat Rules
Overcharge
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Overcharge shots do not consume extra ammo.
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After rolling damage, you may set any one d6 to a 6.
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Each overcharge shot adds +1 Heat.
Heat Thresholds
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Pistol: Threshold 1
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Rifle: Threshold 2
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Heavy: Threshold 3
When at or above threshold: Disadvantage on all rolls until cooled below threshold.
Heat Gain and Cooling
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If you do not fire the plasma weapon for 1 full round, remove 1 Heat.
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Any attack roll that shows a double adds +1 Heat (even without overcharge).
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Overcharge + double = +2 Heat.
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Shutdown and Catastrophic Failure
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If you roll a double while at or above Heat Threshold, the weapon shuts down for 1d6 + current Heat rounds.
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If that double is double 1, the weapon is destroyed, and you take damage as if hit by an Overcharge shot.

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