I was going through this book a while back and noticed that some parts of it are corrupted. This is my best attempt to record them here so I don't have to enlarge to 150% and squint whenever I try to look at this. Parts I am still confused on will be in
lime green.
Rak'Gol (pg. 87)
Ranged- Rak'Gol Razor Gun (Basic; 40m; S/-/-; 1d10+5 R, pen 0; Mag: 10; Rld: Full; 4 kg; very rare)***The most common ranged weapon among these xenos, these weapons use chemical propellants to hurl finely barbed slugs at their targets. These weapons are most effective against lightly armoured targets and often inflict savage wounds upon their victims. The slugs create a distinctive high-pitched whine as they corkscrew through the air at hypersonic speeds. The combination of the sound and the savage howls of the marauders haunt the nightmares of nearly all who have survived encounters with these savages.
***Razor guns fifire barbed slugs that augur their way through flflesh and other soft tissue, leaving horrid wounds. Those taking fifive or more Damage from this weapon after Armour and Toughness suffer the Blood Loss Critical effect.- Howler Rifle (Basic; 30m; -/-/12; 1d10+3 I, pen 4; Mag: 600; Rld: 2 Full; Storm; 35 kg; very rare)Rak’Gol wielding Howler Rifles are easily identified by the large packs of ammunition that they must wear strapped to their torso\ to supply these chain-fed weapons. The rounds are made of a dense, ceramic-like material fired by highly volatile propellent. The tri-barrelled weapon spits out thousands of these rounds per minute with great gouts of flame, yielding a characteristic wailing noise as it showers unlucky targets with lead.
- Rad-Beam Cannon (Heavy; 150m; S/-/-; 4d10+5 E, pen 8; Mag: 10; Rld: 2 Full; 90 kg; very rare)The massive Rad-beam Cannon is only rarely seen among Rak’Gol units. The cannon discharges a blast of high intensity atomic radiation that voraciously breaks down armour and materials and kills living tissue. The radiation is focused through an unstable ionisation field, meaning the wielders often suffer doses of radiation whenever it fires. While an extremely effective weapon, the Rak’Gol wielding it often show little patience for getting it aligned and waiting for it to recharge after each burst. Only the Abominations seem capable of restraining the bearers from throwing themselves into melee combat instead.
Melee- Rak'Gol Rad Axe (Melee; 1d10+8 E, pen 7; Power Field, Toxic, Unbalanced; 15 kg; very rare)The massive blade on this pole-arm is characterised by an ionisation field that focuses a massive radioactive discharge. When these weapons are used, the battlefields often suffer from substantial levels of radioactive contamination.
- Rak'Gol Intimidator (Melee; 1d10+4 E, pen 2; Shocking; 5 kg; extremely rare)Only a few of these handheld devices have been recovered, but no eyewitness reports indicate their use in combat. Adeptus Mechanicus agents believe that the Intimidators are primarily used as torture devices, but records indicate most Rak’Gol Abominations carry them. This may be an indicator of status or a means to maintain discipline among their crew.
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Stryxis (pg. 96)
Ranged- Light Pistol (pistol; 30m; S/-/-; 1d10+5 E, pen 0; Mag: 30; Rld: Full; Reliable, Accurate; 2 kg; Near Unique)These ornate and archaic-looking las weapons are relatively similar to Imperial las weaponry. They tend to be more accurate, though human wielders find such weapons are difficult to fire if one has more than three fingers.
- Light Rifle (basic; 90m; S/-/-; 1d10+6 E, pen 3; Mag: 15; Rld: Full; Reliable, Accurate; 5 kg; Near Unique)- Lightburner Cannon (Heavy; 240m; S/-/-; 3d10+10 E, pen 5; Mag: 5; Rld: 2 Full; Accurate, Overheat; 50 kg; Near Unique)A much more powerful laser device, the so-called “lightburner cannon” is a Stryxis heavy weapon, and must be crew-served or mounted on a vehicle. It focuses a deadly laser beam on a target for a long period of time, until metal runs like hot wax, and flesh incinerates to a smeared black char. Every consecutive turn after the first that a wielder fires a Lightburner Cannon at the same target and hits, the weapon deals an additional +2 Damage and gains an additional +2 Penetration, to a maximum of +10 to each value. This represents the wielder holding the beam on the target. If the wielder ever misses the target or loses line of sight to the target, the additional damage is lost and the wielder must start over.
- Æther Rifle (Exotic/Basic; 90m; S/3/-; 1d10+2 E, pen ***; Mag: 40; Rld: Full; Special; 3 kg; Unique)These Æther weapons are very rare and peculiar. They follow slightly different design patterns than their melee cousins, but have very similar effects on stricken targets. They fire ammunition made from what appears to be Æther energy, which can be devastating because of its ability to pass through most forms of solid protection.
MeleeThese exceptionally rare weapons glow with an otherworldly energy and none, save the Stryxis themselves, understand their full range of capabilities or origins. They have been reported to use several different design templates; blades and lances are the most common, though rarer rifles and whips have also been sighted. This technology is theorised to be incapable of penetrating energy shielding and nearly useless when pitted against a psyker’s abilities. Æther weapons are often considered a myth by all but the most experienced of traders, and the scant reports of devices are vague and contradictory. They are also known as “ghost-light” weapons to the superstitious voidsmen who travel the Expanse, and the tales told of such weapons’ horrible effects describe crewmen and even entire ships vanishing in a pale, misty glow.
- Æther Blade (Exotic/Melee; 1d5+2 E, pen ***; Special; 3 kg; Near Unique)- Æther Lance (Exotic/Melee; 2d5 E, pen ***; Unwieldy; 5 kg; Near Unique)- Æther Whip (Exotic/Melee; 4m; 1d10+4 E, pen ***; Special, Flexible; 2.5 kg; Unique)It is believed that these vicious weapons are used by only the most socially-advanced Stryxis. They resemble Æther Blades and Lances in that they are made of a solid grip and a long incorporeal lash that glows with ghostly energy. The flexible energy cords are mainly employed to keep the slave populations on board Stryxis vessels in line, or at least that is the most popular current conjecture.
***Æther Weapons bypass conventional armour and toughness to strike the target for direct Damage. Physical contact with energy shields or
psychic powers renders melee Æther weapons useless for 1d10 days. These weapons do not damage non-living targets (such as creatures with
the Daemonic Trait) or targets with the Machine Trait (5+), and cannot be used to Parry due to their insubstantial nature. Æther Lances
have a long hilt and thus may be parried, but at a –10 penalty. Æther Blades have smaller hilts and cannot be parried.
††Should a Stryxis Merchant be offering the item, the Availability is made one level easier (for instance, Near Unique goes to Extremely Rare).