Plasma weapons are highly potent and destructive directed energy weapons.
Most Plasma weapons work by delivering pulses of searing energy and superheated
matter that have been transmuted into a gaseous plasma state that carries an
electrical charge. The plasma "bolts" fired by these weapons explode on impact
and generate the destructive heat of a small sun, and the sheer amount of energy
released by the impact of superheated plasma is devastating.
Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit
roll scores a number of hits equal to the number of bullet
holes on the Firepower dice.
If a Rapid Fire weapon scores more than one hit, the hits
can be split between multiple targets. The first must be
allocated to the initial target, but the remainder can be
allocated to other fighters within 3" of the first who are
also within range and line of sight. These must not be any
harder to hit than the original target...for example if a target in the
open is hit, an obscured target cannot have hits allocated
to it. Allocate all of the hits before making any wound
rolls.
Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Unstable: If the Ammo Symbol is rolled on the Firepower dice when
attacking with this weapon, there is a chance the weapon
will overheat in addition to needing an Ammo check. Roll
a D6. On a 1, 2 or 3, the weapon suffers a catastrophic
overload and the attacker is taken Out of Action. The
attack is still resolved against the target.