Ranged | Close Combat |
---|---|
Electric • Arc • Tesla • Flame • Gauss • Graviton • Grenade • Ion/Plasma • Laser • Melta • Missile • Bolt • Ordnance • Projectile • Grenade launcher • Monofilament/Web • Sonic • Volkite |
Chain • Force • Electric • Arc • Taser • Power • Miscellaneous |
Plasma Weapons operate by converting normal gases or fuel materials into an energized state of matter known as plasma, the stuff of the stars themselves.
Overview
Plasma weapons utilize the same technology as found in plasma reactors and drives: hydrogen fuel is held suspended in a photonic state, typically in a sturdy flask or backpack container, before being fed into the weapon's miniature fusion core and energised into a plasma state. This plasma is then contained by powerful magnetic fields until the weapon is fired, whereupon it is ejected via a linear magnetic accelerator to form a bolt of superheated matter in appearance and temperature much like a solar flare (giving rise to the nickname "sun gun").[1][2a][3][4][5] Upon impact tremendous energy is released akin to a small sun, destroying the target through searing heat and explosive shock in an almighty explosion.[1][2a] Any explosion involving plasma is a thousand times stronger than a conventional nuclear explosion because super-energised plasma is per ton a thousand times more powerful than conventional nuclear fuel.[8]
While incredibly destructive plasma weapons are a mostly lost technology from the standpoint of the contemporary Imperium of Man, seen as relics of another age. Their workings are a mystery for the most part, and only a select few circles of the Adeptus Mechanicus know how to construct them. Even among the Space Marine Chapters these weapons are considered uncommon, with the Dark Angels maintaining the largest inventory and the knowledge necessary to construct more; Space Marine plasma weapons also use hydrogen in higher quantum state than standard models, pushing the limits of their own resilience. Most existing plasma weapons are hundreds if not thousands of years old and those few new ones constructed are done so individually, requiring extensive blessing and rituals by the Machine God before use.[1][4][5]
Imperial plasma weapons also have a number of drawbacks to their use as well, chief among which is the tremendous energy necessary to fire them; because of this limitation, the heavy plasma gun has an alternative low energy setting, though less effective than a full-powered blast, allows for more rapid firing.[2b] Plasma weapons also tend to lose accuracy over long ranges,[2a] while the photohydrogen fuel core gives off tremendous amounts of heat when fired, requiring the firer to wait for the core to cool and recharge before firing again.[3] The magnetic containment field is difficult to maintain or replace, and if it fails the plasma within can become unstable and cause a catastrophic meltdown. Plasma fuel flasks are also only good for ten shots normally and cannot be reused, requiring a time-consuming process to swap them out with fresh flasks.[1]
Plasma Weapons
Imperium
- Melee
- Personal/Support/Vehicle
- Plasma pistol
- Plasma gun
- Plasma cannon
- Plasma destroyer - Leman Russ Executioner turret weapon
- Plasma Storm Battery
- Plasma Talon
- Plasma Caliver
- Plasma Culverin
- Plasma Incinerator
- Plasma Exterminator
- Plasma Ejector
- War Engine
- Plasma Blastgun
- Plasma Decimator
- Plasma Destructor
- Plasma Annihilator
- Plasma Eradicator
- Plasma Projector
- Plasma Missile
- Spaceship/Strategic
- Extremely rare/Retired
- Plasma-caster
- Plasma Blaster
- Plasma Burner
- Phased-Plasma Fusil
- Executioner Cannon
- Hellex Plasma Mortar
- Hellfire Plasma Cannonade
- Omega Plasma Array
Chaos
Eldar
Orks
Tau
The Tau version of Plasma Weapon are known as Pulse Weapons. all pulse weapons utilise pulsed induction fields to propel lethal bursts of plasma over astonishing ranges. Tau pulse weapons are more reliable than their Imperial counterparts.[6]
- Pulse Pistol
- Pulse Rifle
- Pulse Carbine
- Pulse Blaster
- Burst Cannon
- Plasma Rifle
- Tau Plasma Cannon[7]
- Pulse Bomb Generator
- Pulse Submunition Cannon
- Pulse Ordnance Multi-Driver
- Pulse Driver Cannon
- Pulse ARC Cannon
- Plasma Bomb
Tyranids
Leagues of Votann
- Melee
- Personal/Support/Vehicle
See Also
Sources
- 1: Warhammer 40,000 3rd Edition Rulebook, pg. 60
- 2: Warhammer 40,000: Wargear (2nd Edition)
- 3: Dark Heresy Core Rulebook, pg. 134
- 4: Rogue Trader Core Rulebook, pg. 123
- 5: Deathwatch Core Rulebook, pg. 147
- 6: Codex: Tau Empire (6th Edition) - Arsenal of Expansion
- 7: Imperial Armour Volume Three, pg. 154
- 8: White Dwarf 140 (UK), pg. 71 — Space Fleet
- 9: Codex: Orks (7th Edition) (E-Book) - Gubbinz and Gunz