Tautech Rifle and other Xenos weapons
A Kroot-forged copy of the Tau pulse rifle, the Tautech is what happens when carnivorous mercenaries decide their employers' weapons are worth keeping after the contract ends.
Uses the Prototype weapon trait.
Forged in kindred workshops across the Eastern Fringe, each rifle pairs Tau-pattern induction coils and plasma cells with stocks of cured ironwood, hand-fitted to the wielder. The pulses it fires are indistinguishable from those of a true pulse rifle: supersonic, armor-shredding, and accurate to the same battlefield ranges.
What sets the Tautech apart is restraint. Kroot armorers strip away the Earth caste's redundancies and diagnostic systems, trusting the shooter's senses over machine telemetry. The result is a lighter weapon, faster to bring on target, and trivial to field-strip with a knife and a flat stone.
The Earth caste does not acknowledge them.
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In the choking darkness beneath, where the writ of the Imperium grows thin and the Palanite seldom tread; strange new wares have begun changing hands.
A splinter-rifle traded for a tin of corpse-starch. A hexagrammic blade pressed into the palm of a desperate ganger. A pulse weapon, still warm, sold from beneath a tarp in Two Tunnels. The xenos have come to Necromunda: not in their teeming millions, but one weapon at a time.
This custom ruleset contains rules for incorporating xenos weaponry into your Necromunda campaigns. You will find profiles for a curated selection of alien arms that have found their way into the hands of Underhive gangers, hired guns, and outlaws: from the splinter weapons of the Drukhari and the pulse carbines of the Ta’u, to crude Ork shootas, Aeldari shuriken catapults, and stranger relics besides.
Includes a full weapon profile, trait rules, ammunition and reload procedures where applicable, and guidance on rarity, availability, and estimated Trading Post cost. You will also (Eventually, when I get around to it) find rules for acquiring xenos wargear during the post-battle sequence, the legal consequences of being caught with proscribed alien tech, and optional scenarios built around the recovery, sale, or destruction of xenos caches.
These rules are designed to slot cleanly into existing campaigns. Arbitrators are encouraged to adapt, restrict, or expand the contents as suits their group; whether running a one-off skirmish featuring a single recovered artefact, or a full campaign in which xenos influence spreads steadily through the hive.
Weapons
| S | L | S | L | Str | Ap | D | Am | AL | |
|---|---|---|---|---|---|---|---|---|---|
| Tautech Rifle (55¢) | 15" | 30" | - | - | 5 | - | 1 | 6+ | I10 |
| Prototype, Rapid Fire (1), Scarce | |||||||||
| Londaxi Maimer (100¢) | 9" | 18" | +1 | - | 4 | -1 | 1 | 5+ | E8 |
| Rapid Fire (1), Scattershot | |||||||||
Weapon Traits
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PrototypeGives access to the "Refine Prototype" post-battle action.
Activity
View all →Londaxi Maimer (Weapon)
- Cost set to 100
- Description updated
- Name set to Tautech Rifle and other Xenos weapons
- Name set to Tautech Rifle
Londaxi Maimer (Standard) (Weapon Profile)
Weapon profile (Londaxi Maimer)