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.

 

 

Hosted by www.Geocities.ws

1