<strong>Weapon and Equipment House Rules:</strong><br/><br/>Conversion fields do not create blinding photon flashes (to speed up play)<br/><br/>Melta weapons at short range or closer gain +7 penetration.  Digi-Melta, Astartes, and Eldar melta weapons double their penetration at short range.  Eldar melta weapons include: Fusion Pistol, Fusion Gun, Firepike, and Heat Lance.<br/><br/>All plasma weapons (including astartes weapons) deal an extra 1d10 damage, and increase penetration by 3.<br/><br/>Flamers with the twin linked quality deal 1d10 extra damage and inflict an additional -10 penalty on agility tests to avoid damage from them.<br/><br/><br/>New Weapon Quality:<br/><br/>Lance: This weapon is optimized for penetrating heavy armor.  All targets with an armor or cover rating of greater than 20 are treated as having an armor or cover rating of 20.  (damage and penetration apply as normal)  The Eldar Blaster possesses the lance quality.<br/><br/><br/><br/>Astartes weapons may be acquired at the following rarities:<br/>(All Astartes weapons count as 1 category larger than they are unless you have unnatural strength x2 and bulging biceps)<br/><br/>Astartes Bolt Pistol: Extremely Rare<br/>Astartes Bolter: Extremely Rare<br/>Stalker Boltgun: Unique<br/>Combi-Weapon: Near Unique<br/>Astartes Storm Bolter: Near Unique<br/>Astartes Plasma pistol: Unique<br/>Astartes Plasma Gun: Near Unique<br/>Astartes Meltagun: Unique<br/>Astartes Flamer: Extremely Rare<br/>Astartes Chainsword: Extremely Rare<br/>Astartes Power Sword: Unique<br/>Astartes Power Axe: Unique<br/><br/><br/>Tau Weapons:<br/>(the similar weapons listed in Into the Storm are old model Tau weapons entrusted to Kroot.  These stats represent the state of the art.)<br/><br/>Tau Pulse Pistol:  Pistol  Range 30m, RoF S/2/-, Dam 1d10+12 E, Pen 4, Clip 16, Rld Half, Gyro-Stabilized  (see Into the Storm, p. 121) Wt. 2.5kg  Availability: Near Unique<br/>Tau Pulse Carbine: Basic  Range 60m, RoF S/-/3, Dam 1d10+12 E, Pen 4, Clip 24, Rld Full, Gyro-Stabilized  Wt. 5kg   Availability: Unique  (note: all Tau pulse carbines are automatically combi-grenade launchers with a clip of 4 grenades, but may only fire Tau grenades.)<br/>Tau Pulse Rifle: Basic  Range 150m, RoF S/3/-, Dam 1d10+12 E, Pen 4, Clip 36, Rld Half, Gyro-Stabilized Wt. 7kg  Availability: Near Unique<br/>Rail Rifle: Heavy  Range 200m, RoF S/-/-, Dam 2d10+5 E, Pen 8, Clip 5, Rld 2 Full, Gyro-Stabilized, Accurate  Wt. 25kg   Availability: Unique<br/><br/><br/>Eldar Weapons:<br/><br/>Eldar Blast Pistol:  Pistol,  Range 10m, RoF S/-/-, Dam 2d10+5 E, Pen 8, Clip 4, Rld Half, Lance, Wt. 0.5kg  Availability: Unique<br/>Haywire Blaster: Basic, Range 80m, RoF S/-/-, Dam 1d10+5 E, Pen 4, Clip 20, Rld 2 Full, Gyro-Stabilized, Wt. 4kg  *Any vehicle hit by a haywire blaster suffers an automatic critical hit.  Roll 1d5+1 on the vehicle critical hit chart twice and choose one result.  Availability: Unique<br/>Heat Lance: Basic, Range 50m, RoF S/-/-, Dam 1d10+8 E, Pen 10, Clip 8, Rld 3 Full, Melta, Gyro-Stabilized, Lance  Wt. 5kg  Availability: Unique<br/>Shardcarbine: Basic, Range 60m, RoF S/3/6, Dam 1d10+2 R, Pen 3, Clip 180, Rld 2 Full, Toxic, Storm  Wt. 4kg  Availability: Near Unique<br/>Splinter Cannon: Heavy, Range 200m, RoF S/-/8, Dam 2d10+4 R, Pen 3, Clip 3000, Rld 3 Full, Storm, Tearing, Toxic, Gyro-Stabilized  Wt. 18kg  Availability: Unique<br/>Dark Lance:  Heavy, Range 500m, RoF S/-/-, Dam 2d10+5, Pen 8, Clip 100, Rld 2 Full, Gyro-Stablized, Lance  Wt. 12kg<br/><br/>