XENOGEN ADVANCED WEAPONS
Below is a list of some of the most
common advanced melee weapons available to deadly alien races. Many other
specialist weapons exist beyond those listed here.
|
Advanced Weapon |
Xeno |
Dmg (M) |
Critical |
Weight |
Dmg Type |
Type |
DRP |
|
Agonising Weapon |
Dark Eldar |
+2 size cat. |
+1 range |
same |
Varied and electrical |
same |
4 |
|
Bonesword |
Tyranid |
3d12 (large) |
19-20/x2 |
19 lb. |
Slashing and disruption |
1-handed |
5 |
|
Choppa |
Ork |
+1 size cat. |
same |
same |
same |
same |
Special |
|
Harlequin’s Kiss |
Harlequins |
2d20 |
x2 |
2 lb. |
Slashing |
light |
0 |
|
Lashwhip |
Tyranid |
1d20 / 1d20 / 1d20 (large) |
x3 |
22 lb. |
Piercing |
1-handed |
2 |
|
Power Klaw |
Ork |
8d6 |
x2 |
34 lb. |
Disruption |
light |
5 |
|
Powerblades |
Harlequins |
3d6 |
19-20/x2 |
12 lb. |
Slashing and disruption |
light |
5 |
|
Punisher |
Dark Eldar |
3d10 |
x3 |
21 lb. |
Slashing and disrupution |
2-handed |
5 |
|
‘Uge Choppa |
Ork |
+2 size cat. |
same |
x2 |
same |
2-handed |
Special |
|
Web of Skulls |
Eldar |
3d8 |
x3 |
12 lb. |
Bludgeoning and disruption |
1-handed |
3 |
|
Wychblade |
Eldar |
2d8 + 1 - 5 |
19-20/x2 |
9 lb. |
Slashing and psychic |
1-handed |
1 |
Agonising Weapon: An agonising
weapon – called an Agoniser by the Dark Eldar that use them – uses a power pack
similar to a power weapon but discharges a powerful electric shock meant to
disable a creatures nervous system. In addition to the fact that damage is now
considered ‘electrical’ as well as whatever it was previously and in addition
to the modifications on the stat-line anyone struck by an agonising weapon must
pass a Fort save or be neauseated for 1d8 rounds.
|
Simple Weapons |
Dmg (M) |
Critical |
Weight |
Dmg Type |
Type |
DRP |
|
Punching Dagger Agoniser |
1d8 |
19-20/x3 |
1 lb. |
Slashing and electrical |
light |
4 |
|
Falchion Agoniser |
3d6 |
17–20/x2 |
8 lb. |
Slashing and electrical |
2-handed |
4 |
|
Flail Agoniser |
3d6 |
19-20/x2 |
5 lb. |
Bludgeoning and electrical |
1-handed |
4 |
|
Whip Agoniser |
1d6 |
19-20/x2 |
2 lb. |
Slashing and electrical |
1-handed |
4 |
|
Trident Agoniser |
3d6 |
19-20/x2 |
4 lb. |
Piercing and electrical |
1-handed |
4 |
Choppa: A Choppa is a special advanced melee weapon that ork
mekboys were genetically engineered to craft and equip to ork boyz. All Orks
are proficient in the use of combat with choppas though in fact most other
races find them too unwieldly. The choppas made by the orks use a special
metallurgic process that give the weapons their penetrating power. It is said
an ork with a choppa can cut through anything. Choppas don’t have a normal
Damage Reduction Penetration. Instead all armour is halved against a Choppas attack
regardless of its quality.
Harlequin’s Kiss: This
weapon shoots a small tangle of monfilament wire into the belly of a target and
then uses an electric pulse to cause it to untangle and expand within the
target. The expandinging monofilaments liquify the target’s internal organs. It
is an extremely easy weapon to hit with and the weapon is too small to be
effectively parried. No amount of skill can prevent the damage (though
forcefields can). In the tabletop battlegame this is reflected by it needing a
2+ to wound regardless of Toughness. For this reason a Harlequin’s Kiss has the
special rule that it ignores all
Class bonus to defense. The attack deals 2d20 damage with a DRP of 0. If even a
single hit point is dealt then the target must immediately make a save against
massive damage with Fortitude check DC 25. Failing this check results in
dropping to -1 hit points. It is an exotic melee weapon but uses dex rather
than strength for attack rolls. It does not gain the benefit of strength bonus
to damage rolls.
Lashwhip: The Tyranid
lashwhip has three hungry heads that feed when the weapon draws blood. The whip
has terrible barbed heads each with a small grill on the side for drinking blood.
This bio-weapon grants the wielder an additional two attacks each at the wielders
highest base atatck bonus. For instance a character with a +4 BAB would make
three attacks at +4/+4/+4. A character with a +8/+3 BAB would make 4 attacks at
+8/+8/+8/+3.
Powerblades: Powerblades
are partially neurally linked and thus can gyrate, pop out and stab their
target with minimal arm motion from the bearer. The Powerblades do not get the
bonus damage from the wielders Strength. They are attached to the wrists so
they allow the carrier to arm another weapon in the hand. A Harlequin could
carry, for instance, a powersword; a harlequin’s kiss and two powerblades (one
for each wrist). Such a character would be treated as carrying 4 weapons as if
he had four arms. Any two weapon fighting feats are treated as being
four-weapon fighting feats for the purpose of powerblades. A character equipped
with a light or 1-handed weapon in the primary hand and a light weapon in the
secondary hand plus one or two powerblades can therefore attack with the
primary weapon at a -4 and all other weapons at a -8 penalty or with the two
weapon fighting feat all attacks at -2.
Punisher: The Punisher
is a special large bladed poweraxe used by the Dark Eldar Incubi. In addition
to the damage shown the following special rules apply. Any character weilding the
Punisher must have a Strength score of 15 to be able to wield it effectively or
take a -4 penalty. That penalty stacks with non-proficiency. The punisher deals a powerful electric shock
with each attack. This shock deals 1d6 damage. On a critical hit this damage is
not doubled but instead is treated as 1d10 electrical damage.
‘Uge
Choppa: This weapon upgrade can only be
applied to two-handed weapons. Any character weilding the ‘Uge Choppa must have
a Strength score of 15 to be able to wield it effectively or take a -4 penalty.
That penalty stacks with non-proficiency. Choppas don’t have a normal Damage
Reduction Penetration. Instead all armour is halved against a Choppas attack
regardless of its quality.
Web
of Skulls: This peculiar eldar weapon is associated
with (but not limited to) the Dark Reaper aspect warriors. It is gripped by the
net and used as a flail – the powered skulls bash the target. Alternatively it
can be thrown and the AI in the skulls makes it far superior for netting than
an ordinary net.
When you throw a web of skulls, you
make a ranged touch attack against your target. A web’s maximum range is 10 x
Strength bonus of thrower in feet. If you hit, the target is entangled. An
entangled creature takes a –2 penalty on attack rolls and a –4 penalty on
Dexterity, can move at only half speed, and cannot charge or run. If you
control the trailing rope by succeeding on an opposed Strength check while
holding it, the entangled creature can move only within the limits that the
rope allows. If the entangled creature attempts to cast a spell, it must make a
DC 25 Concentration check or be unable to cast the spell.
An entangled creature can escape
with a DC 30 Escape Artist check (a full-round action). The net has 5 hit
points and can be burst with a DC 35 Strength check (also a full-round action).
A web of skulls is useful only
against creatures within one size category of you.
A web of skull never needs to be
folded like a net does.
Wychblade: A
wychblade is a weapon carried by Eldar warlocks. It is a rare non power weapon
that can be permanently enchanted to add between +1 and +5 psychic bonus on
attacks and damage rolls. Its DRP never increases beyond 1 regardless of this
bonus. Wychblades automatically ignore all equipment and forcefield bonuses on
defense.