Xeno Weaponry
Name Class Range RoF Dam Pen Clip Rld Special Wt
Hrud Fusil Basic 90m S/-/- 1D10+4 E 4 20 2Full Recharge 9kg
Kroot Long Rifle Basic 80m S/-/- 1D10+3 I 0 5 Full Balanced, Melee Attachment 7kg
Necrontyr Gauss Flayer Basic 50m S/-/- 1D10+4 E @ 10 4Full Recharge, Unstable 9kg
Xenarch Death-Arc Basic 20m -/-/6 1D10 E 0 30 6Full ** 8kg
Eldar Shuriken Catapult Basic 60m 1/4/8 1D10+2 R 2 80 Full Tearing 4kg
Tau Pulse Rifle Basic 100m 1/2/0 1D10+5 E 2 30 Full Accurate 3kg
Tau Pulse Carbine Basic 60m 1/2/- 1D10+5 E 2 24 Full Underslung Grenade Launcher (only usable with Photon Flash Grenades) 4kg

@ The gauss flayer appears to operate by atomic disintegration, stripping away armour and flesh in molecule-thick layers until the target is wholly atomised.

A gauss flayer causes permanent and irreversible damage. After each shot from the Gauss Flayer is dealt with, take half the damage of the weapon away from the armour that was hit (eg. Guardsman with armour 4 on his chest is hit with a gauss flayer, and the player rolls that the flayer does 6 damage. Deal damage as normal, and then subtract 3 points of armour from that area.) If this results in "negative armour", then that amount of damage is dealt to the target. This damage is two steps harder to heal than normal, though psychic powers heal it normally, and (if a limb) can be replaced by bionics.

** All hits from the Xenarch Death-Arc after the first hit the same location as the first, (and are not distributed as per the Multiple Hits table on page 190), and all damage dealt is done as a single hit. E.g. 3 Hits hit the Guardsman, with the first hitting him in the chest. Therefore, all subsequent hits also hit the chest, and a total of 3D10 is done as a single hit.

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