Difference between revisions of "Plasma Cannon"

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{{InfoBoxWeapon
 
{{InfoBoxWeapon
 
| name = Plasma Cannon
 
| name = Plasma Cannon
| Type = Energy (Direct Fire, Heat-Inducing, Anti-Infantry)
+
| Type = [[Energy Weapons|Energy]] (Direct Fire, Heat-Inducing, Anti-[[Infantry]])
 
| Tech Base = [[Clan]]
 
| Tech Base = [[Clan]]
| Year Availability = [[3069]]
+
| Year Availability = [[3069]]<ref>''TechManual'', p. 289</ref>
 
| Heat = 7
 
| Heat = 7
 
| Damage = ''Special''
 
| Damage = ''Special''
Line 18: Line 18:
 
| BV (2.0) = 170
 
| BV (2.0) = 170
 
}}
 
}}
 +
 +
The '''Plasma Cannon''' is a [[Clan]]-tech energy weapon that affects its target primarily through the transfer of heat. It is essentially a more advanced [[Flamer]], firing superheated material in a state similar to that found in fusion reactions and solar flares. Unlike most energy weapons other than [[Chemical Laser|chemical lasers]], the Plasma Cannon does require ammo, in the form of plastic cartridges used to generate its projectiles.
  
 
==Description==
 
==Description==
The '''plasma cannon''' was developed by [[Clan Diamond Shark]], with the assistance of samples of the [[Capellan Confederation]]'s infantry-scale plasma weapon. The plasma cannon uses lasers to transform plastic foam into incredibly hot projectiles, making it a fusion of energy and ballistic weaponry.
+
The '''Plasma Cannon''' was developed by [[Clan Diamond Shark]] based on the man-portable [[Plasma Rifle|plasma rifle]] of the [[Capellan Confederation]]. Like the Capellan version, the Plasma Cannon uses lasers to super-heat a plastic foam into a volatile "plasma" state which is then launched at a target by magnetic acceleration. Unlike the Capellan version, the Clan Scientists focused exclusively on heat generation, making the Plasma Cannon cause nearly twice as much heat damage on the target.
  
The plasma cannon deals anywhere from 2-12 points of heat or 3-18 points of damage, depending on the unit it strikes.
+
The only damage mechanism of this weapon is thermal transfer; the weapon causes serious burns, and often immediate death to living creatures, and melts or evaporates other materials. The Plasma Cannon does not have a significant kinetic energy component, that is to say the projectile is not launched with enough force to cause secondary impact damage.
  
 
==Models==
 
==Models==
There are no known models of the plasma cannon.
+
{| class="wikitable"
 +
! Brand
 +
! Used by
 +
! Company
 +
| Reference
 +
|-
 +
| Zeta-series X Plasma Cannon
 +
| ''[[Shadow Hawk IIC#Variants|Shadow Hawk IIC]]'' 5
 +
|
 +
| <ref>''Milspecs''</ref>
 +
|-
 +
| Rho-series Plasma Cannon
 +
| ''[[Ursus#Variants|Ursus]]'' 2
 +
|
 +
| <ref>''Milspecs''</ref>
 +
|-
 +
| Zeta-series X Plasma Cannon
 +
| ''[[Night Wolf]]''
 +
|
 +
| <ref>''Technical Readout: 3085'', p. 174</ref>
 +
|-
 +
| Zeta-series X Plasma Cannon
 +
| ''[[Warhammer IIC#Variants|Warhammer IIC]]'' 8<br>''[[Ha Otoko#Variants|Ha Otoko]]'' 2
 +
|
 +
| <ref>''Technical Readout: 3085'', p. 282</ref><br><ref>''Milspecs''</ref>
 +
|}
 +
 
 +
<div class="gamerules">
 +
 
 +
==Game Rules==
 +
The Plasma Cannon deals anywhere from 2-12 points of heat or 3-18 points of damage, depending on the unit it strikes:
 +
 
 +
{| cellspacing="0" cellpadding="3" border="1"
 +
| align="Center" | '''Unit'''
 +
| align="right" | '''Heat'''
 +
| align="right" | '''Additional Damage'''
 +
|-
 +
| align="center" | Unarmored [[Infantry]]
 +
| align="right" | None
 +
| align="right" | 3D6
 +
|-
 +
| align="center" | Mechanized Infantry
 +
| align="right" | None
 +
| align="right" | 3D6
 +
|-
 +
| align="center" | [[Battle Armor]]
 +
| align="right" | None
 +
| align="right" | 3D6
 +
|-
 +
| align="center" | [[DropShip]]
 +
| align="right" | 2D6
 +
| align="right" | None
 +
|-
 +
| align="center" | [[JumpShip]]
 +
| align="right" | 2D6
 +
| align="right" | None
 +
|-
 +
 
 +
| align="center" | [[AeroSpace Fighter]]
 +
| align="right" | 2D6
 +
| align="right" | None
 +
|-
 +
 
 +
| align="center" | BattleMech
 +
| align="right" | 2D6
 +
| align="right" | None
 +
|-
 +
| align="center" | [[ProtoMech]]
 +
| align="right" | None
 +
| align="right" | 3D6
 +
|-
 +
| align="center" | [[Vehicle]]
 +
| align="right" | None
 +
| align="right" | 3D6
 +
|}
  
 +
</div>
  
 
==References==
 
==References==
*[[Total Warfare]]
+
<references />
*[[TechManual]]
 
  
 +
==Bibliography==
 +
*''[[TechManual]]''
 +
*''[[Total Warfare]]''
  
[[Category:Weapons]]
+
[[Category:Weapons|Plasma Cannon]]

Revision as of 19:31, 14 April 2016

Plasma Cannon
Production information
Type Energy (Direct Fire, Heat-Inducing, Anti-Infantry)
Tech Base Clan
Year Availability 3069[1]
Technical specifications
Heat 7
Damage Special
Minimum Range 0
Short Range 1-6
Medium Range 7-12
Long Range 14-18
Tons 3
Critical Slots 1
Ammo Per Ton 10
Cost (unloaded) 320,000
Ammo Cost (per ton) 12,000
BV (1.0) N/A
BV (2.0) 170



The Plasma Cannon is a Clan-tech energy weapon that affects its target primarily through the transfer of heat. It is essentially a more advanced Flamer, firing superheated material in a state similar to that found in fusion reactions and solar flares. Unlike most energy weapons other than chemical lasers, the Plasma Cannon does require ammo, in the form of plastic cartridges used to generate its projectiles.

Description

The Plasma Cannon was developed by Clan Diamond Shark based on the man-portable plasma rifle of the Capellan Confederation. Like the Capellan version, the Plasma Cannon uses lasers to super-heat a plastic foam into a volatile "plasma" state which is then launched at a target by magnetic acceleration. Unlike the Capellan version, the Clan Scientists focused exclusively on heat generation, making the Plasma Cannon cause nearly twice as much heat damage on the target.

The only damage mechanism of this weapon is thermal transfer; the weapon causes serious burns, and often immediate death to living creatures, and melts or evaporates other materials. The Plasma Cannon does not have a significant kinetic energy component, that is to say the projectile is not launched with enough force to cause secondary impact damage.

Models

Brand Used by Company Reference
Zeta-series X Plasma Cannon Shadow Hawk IIC 5 [2]
Rho-series Plasma Cannon Ursus 2 [3]
Zeta-series X Plasma Cannon Night Wolf [4]
Zeta-series X Plasma Cannon Warhammer IIC 8
Ha Otoko 2
[5]
[6]

Game Rules

The Plasma Cannon deals anywhere from 2-12 points of heat or 3-18 points of damage, depending on the unit it strikes:

Unit Heat Additional Damage
Unarmored Infantry None 3D6
Mechanized Infantry None 3D6
Battle Armor None 3D6
DropShip 2D6 None
JumpShip 2D6 None
AeroSpace Fighter 2D6 None
BattleMech 2D6 None
ProtoMech None 3D6
Vehicle None 3D6

References

  1. TechManual, p. 289
  2. Milspecs
  3. Milspecs
  4. Technical Readout: 3085, p. 174
  5. Technical Readout: 3085, p. 282
  6. Milspecs

Bibliography