House Rules: Veteran Plasma Warrior
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A Veteran Plasma Warrior team counts as 1 selection in the troops section.
Equipment Plasma Cannon
Plasma Cannon stats:
|24" + 1D6||7||2||Heavy 1|
Character The VPW may buy a markerlight at an additional +10 points
Special RulesAltered Training A Plasma Warrior follows a different training to that of an ordinary Shas. After the first Trial by Fire, those with the keenest eyesight are selected to specialize in operating the heavy Plasma Cannon. Therefore their shooting skills are highly enhanced, but close-combat abilities suffer.
Shielded As the Plasma Warrior is hindered by the weight of his heavy weapon, he is equipped with a battlesuit shield generator, to compensate for his immobility. 4+ save is therefore invulnerable.
Improved Scope It has become practice for a Plasma Warrior to have a scope fitted to his weapon, which functions as a Blacksun filter, to ensure that the Warrior can be active at all times.
Heavy Load Due to all the alterations to his weapon, it has become so heavy that its bearer can no longer move at the speed of an ordinary Fire Warrior. Therefore he can move up to max. 3" during the movement phase.
Long range inaccuracy, short range accuracy The Plasma Cannon fires concentrated salvos of bundled energy. This makes it highly effective at short range. If the target is located within 12" of the Cannon, if a hit is scored, the attacked target must pass a pinning test, after the damage is done, because if shot at close range, the Plasma Warrior will configure his weapon to fire a scatter shot, forcing the enemy unit to take cover. On the downside, at long range, the energy fired from the gun mound starts to dissolve, making the salvo less accurate. If a unit that is past 24" is shot at by the Plasma Warrior, his BS Definition: Battle Sister or Ballistic Skilldrops by -1.
Bonded As a Plasma Warrior is essentially a lone soldier, he cannot be bonded with other Warriors. But, if not accompanied by another Veteran Plasma Warrior, he can join any Fire Warrior team on the field. The team's maximal movement becomes 3". If the team is assaulted, the Plasma Warrior becomes a separate unit again.
Transport A Veteran Plasma Warrior can be transported in a Devilfish as if he were 2 ordinary Fire Warriors.