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Feb 28th, 2017
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  1. Egarian Lancegun
  2. 75m, 1d10+8 E Pen 6, S/-/-, Clip N/A, Reload N/A, Recharge, Energy Charge*, Egarian Crystaledge**
  3. *Energy Charge: You may initiate a charge of the weapon as a Half Action. This cannot be performed more than once per turn. For every turn after the first it is charged, this weapon gains 1d10 damage and +1 Pen, to a maximum of +2d10 and +2 Pen. While the weapon is charging, it may be used as a power blade (1d10+3 E Pen 6, Power Field, Balanced) in melee. The Lancegun loses all charges upon firing, but NOT when used in melee.
  4. **Egarian Crystaledge: Counts as a mono knife unless under the effect of Energy Charge. Can be fired in melee.
  5.  
  6. Rad-Cleanser
  7. Basic, 30m, S/-/-, 2d10+2 E Pen 7, Clip 20, Spray, Toxic (0), Exotic
  8.  
  9. Klaive
  10. Melee, 1d10+12 E Pen 8, Power Field, Two-Handed, Exotic
  11.  
  12. Raven-Pattern "Vilethorn" Bile Launcher
  13. Basic, 100m, S/-/-, 1d10 E Pen 0, Clip 5, Rld 2 Full, Blast (1), Corrosive, Toxic (1), Accurate, Exotic
  14.  
  15. Splinter Blade
  16. Melee, 1d5 R Pen 0
  17. The Splinter Blade is a special tool used to administer an array of deadly toxins. The blade itself does not deal actual damage--if the blow would inflict damage after reductions for armor and Toughness Bonus, the victim must instead pass a -10 Toughness test or suffer a 1d5 Energy Crit to the appropriate location. If this attack inflicts Righteous Fury, the victim also suffers 1d10 damage to their Strength, Toughness, and Agility characteristics.
  18.  
  19. Raven-Pattern Chem Sprayer
  20. Heavy, 20m, S/-/- 1d10+4 E Pen 3, Clip 7, Rld 2 Full, Spray, Corrosive (no bonus damage to unarmored locations), 1d10 Toughness damage on unarmored locations
  21.  
  22. Thresher Blade
  23. Melee, 2d10 R, Pen 1d5+(SB/2), Two-Handed, Unwieldy, Tearing, Crippling (1d5-2) if all AP is penetrated
  24.  
  25. Back-Mounted Acid Launcher
  26. Basic, 50m, S/-/-, 1d10 E Pen 0, Clip 25, Rld Extended Action, Blast (3), Corrosive, Indirect (2)
  27.  
  28. Vicegrip Gauntlets
  29. When equipped, the user of these gauntlets can inflict Corrosion damage to the Body of a target they are currently controlling a grapple with as a Free Action at the start of each turn. This corrosion deals no overflow damage--however, if there is no armor on the target's Body location, the gauntlets instead inflict 1d5 damage to Strength and Toughness (rolled separately).
  30.  
  31. Hybridized Gatling Gun
  32. Basic/Heavy, 50m, S/-/5, 1d10+4 I Pen 3, Clip 100, Rld 3 Full, Scatter/Basic when used as single-shot, Tearing/Heavy when used as full-auto
  33.  
  34. Strange Xenos Gun
  35. Pistol, 10m, 1d10+6 X Pen 4, Clip 15, Reload Full, Reliable, Tearing
  36. You acquired this from one of Ravenna's commanders in Footfall. It's of obvious xenos make, but...by whom?
  37.  
  38. Raven Cortis's Venomblade
  39. Melee, 1d10+6 R Pen 5, Balanced, Felling (4), Toxic (3), Crippling (4), Best Craftsmanship weapon, Exotic
  40. Something feels...strange about this blade.
  41.  
  42. Raven-Pattern Ripper Pistol: Counts as GC Ripper Pistol
  43. Raven-Pattern Reinforced Carapace: 8 AP to all locations, -1 movement rating, environmentally sealed
  44. Raven-Pattern Power Armor: 9 AP to all locations, +1 size, -10 to all agility tests, grants Unnatural Toughness (2) and Unnatural Strength (1), environmentally sealed, standard power armor bonuses
  45. Raven-Pattern Spectre Rifle: Can switch between two firing modes: Automatic, wherein it counts as an autogun with Toxic (0), and Burst, wherein it counts as a combat shotgun with Corrosive.
  46. Raven-Pattern Eviscerator: Counts as an Eviscerator with +1 damage and Toxic (1)
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