M35 Magnacore Mk II Plasma Gun

## Equipable On

Plasma gun is a generic term for a two-handed, rifle-like, plasma based weapon used by the forces of the Imperium. An uncommon weapon, even in the ranks of the Imperial Guard or Adeptus Astartes.

The weapon fires a highly energized ball of hydrogen-based plasma. Plasma guns, like most plasma weaponry, work by energizing liquid hydrogen fuel into plasma, and held in the weapon by powerful magnetic containment fields. When fired the fields dilate open and the plasma is ejected via a linear electromagnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature.

Emergency cooling ducts and exhaust vents periodically expel excess heat from the gun; if these are overwhelmed by continuous fire the wielder may be harmed by emergency venting, almost invariably fatally. In a worst case scenario even these safeguards can fail, leading to the weapon detonating violently.

## Attributes

### High Damage

A high-powered weapon with greatly improved damage output

### Charged Attack

This weapon can be charged to deliver a more powerful attack. The higher the charge level, the more damage is inflicted.

## Special

Quickly decreases either the weapon's overcharge. If manually venting above 37%, the wielder will take toughness damage, proceeding to health damage upon losing all toughness.

Rate of manual venting is based on the level of overheat (5% per second from starting percentage) with damage being dealt for each tick of venting. This may be useful at high overheats if the wielder would otherwise take more damage from enemies or to get a finishing shot in against a Monster. Otherwise this will passively dissipate, albeit slowly.

## Weapon Notes and Recommendations

* Reloading the weapon will release all heat safely (during the animation where the fuel cell is removed).
	+ If the Veteran Sharpshooter's rank 30 feat **Sustained Fire** has been taken, using the class ability after this point in the animation will immediately reload the weapon. Using the ability before this venting animation segment has completed will *not* drain overheat.
* There is about a quarter second delay between clicking to hip-fire and the weapon actually firing.
	+ Very little lead is needed on moving targets as the projectile speed is very fast. If you are missing, this is most likely from the firing delay.
* When attempting to fire at over 95% heat, the weapon will instead vent for 1 tick (not firing and dealing damage to the wielder).
	+ If firing a charged shot at 100%, the weapon still fires but detonates shortly thereafter in a manner similar to the Psyker's warp peril explosion. This is guaranteed to down the wielder and will damage nearby enemies (damage is about as much as an uncharged shot, radius of ~6 meters).
* Shots will penetrate through both allies and enemies, dealing damage. This damage maxes out at the target's health, decreasing as it passes.
	+ When passing through allies, it calculates what the friendly fire would have been but does not apply it to them.
* Shots can also penetrate through some walls, obstacles, and floors.
	+ This is inconsistent at best. Some walls you can shoot through, others you can't. Most cover that mobs hide behind can be shot through.
* The projectile is fairly large and hitting enemy weak points is not difficult, even at range.
	+ The reticule also narrows during the hip fire delay, making it surprisingly usable for dealing with Snipers.