Author Topic: Advance Plasma Weapons?  (Read 817 times)

HeavyArmorMecha

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Advance Plasma Weapons?
« on: 20 June 2022, 21:27:19 »
I always felt that Plasma Rifle was a useful tool, but too lonely. So I figure there could be some useful variations:



Heavy Plasma Rifle

"It's still not very hot, the Chili, I mean."

Type: Energy (Direct-Fire, Heat-Inducing, Anti-Infantry)
Tech Base: Mixed Experimental (Capellan Confederation/Clan Sea Fox, 3156)

Heat: 20
Damage: 15
Range: 0/7/13/18
Tons: 10
Crit Slots: 4
Ammo per Ton: 5

Game Rules:
- In addition to dealing the normal Damage value, Heavy Plasma Rifle also deals 2d6 points of heat if the target is a BattleMech, Aerospace Fighter, Jumpship, Dropship.
- In addition to dealing the normal Damage value, Heavy Plasma Rifle also deals 3d6 points of Damage if the target is a Vehicle, ProtoMech, Battle Armor or Infantry. After determining the Damage value by rolling 3d6, assign the damage in clusters of 5 points and assign the damage using the appropriate Damage Location Table.
- If the ammunition storage for this weapon is hit in crit, the ammunition does not cause additional damage, simply rendering the stored ammunition in that location useless.



Burst Plasma Rifle

"It's pissing fire here!"

Type: Energy (Direct-Fire, Rapid-Fire, Heat-Inducing, Anti-Infantry)
Tech Base: Mixed Experimental (Capellan Confederation/Clan Sea Fox 3157)

Heat: 5/shot
Damage: 5*/shot
Range: 0/6/12/18
Tons: 10
Crit Slots: 7
Ammo per Ton: 24

Game Rules:
- During the start of the Weapons Phase, the user of the Burst Plasma Rifle may choose to fire between 1~6 shots. If the user chose to fire more than 1 shot, the attack is resolved according to Rapid-Fire rule. (If hit, roll on the appropriate Cluster Table, then assign the damage on the appropriate Damage Location Table)
- When rolling on the Cluster Table to determine the number of hits, this weapon receives a +3 bonus for the result.
- If the user rolls a 2 on a hit roll, the weapon is considered jammed until the user spends a turn to unjam it.
- In addition to dealing the normal Damage value, Burst Plasma Rifle also deals 3 points of heat per hit if the target is a BattleMech, Aerospace Fighter, Jumpship, Dropship.
- If the target is a Vehicle, ProtoMech, Battle Armor or Infantry, the Burst Plasma Rifle instead does 8 Damage per hit.
- If the ammunition storage for this weapon is hit in crit, the ammunition does not cause additional damage, simply rendering the stored ammunition in that location useless.



Accelerated Plasma Rifle

"No, it is not compensating for something."

Type: Energy (Direct-Fire, Heat-Inducing, Anti-Infantry)
Tech Base: Inner Sphere Experimental (Capellan Confederation 3158)

Heat: 12
Damage: 8
Range: 0/9/17/24
Tons: 7
Crit Slots: 3
Ammo per Ton: 25

Game Rules:
- In addition to dealing the normal Damage value, Accelerated Plasma Rifle also deals 1d6 points of heat if the target is a BattleMech, Aerospace Fighter, Jumpship, Dropship.
- In addition to dealing the normal Damage value, Accelerated Plasma Rifle also deals 2d6 points of Damage if the target is a Vehicle, ProtoMech, Battle Armor or Infantry. After determining the Damage value by rolling 2d6, assign the damage in clusters of 5 points and assign the damage using the appropriate Damage Location Table.
- If the ammunition storage for this weapon is hit in crit, the ammunition does not cause additional damage, simply rendering the stored ammunition in that location useless.
- If the user rolls a 2 on a hit roll, the weapon would suffer a malfunction and rendered useless for the remainder of the scenario.