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The Great Commorragh Campaign Gear
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==Weapons== {| {{table}} | align="center" style="background:#f0f0f0;"|'''Melee weapons''' | align="center" style="background:#f0f0f0;"|'''Qualities''' |- | Heavy||Damage +1d6, Parry -2 |- | Knife||Damage -1d6 |- | Spear||Reach |- | Sword||Parry +3 |- | Flexible||Enemy Parry -1d6 |- | Claw|| Damage +1d6 vs soft armor, can't be dropped |- | |} {| {{table}} | align="center" style="background:#f0f0f0;"|'''Ranged weapons''' | align="center" style="background:#f0f0f0;"|'''Qualities''' |- | Splinter Pistol||Damage 4d6, Range 50 |- | Splinter Rifle||Damage 5d6, Range 200 |- | Shardcarbine ||Damage 5d6, Range 150, Area Fire |- | |} ===Special Weapon Effects=== *Power Field: +1d6 Damage vs Hard Armor. Destroys any weapon that doesn't have a Power Field on a tie with rare exceptions (relics, daemon weapons, etc). Any melee weapon can have a power field. *Agonizer: In addition to being a power weapon victims also have -5 to resist being Stunned from any hit that causes damage. Only Flexible and Claw weapons can be Agonizers. *Poison: Unless otherwise indicated Dark Eldar poisons are Potency 15. Only bladed, non-powered melee weapons or splinter weapons can be poisoned.
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