Exotic weapons

Gauss flayers
2d6 gauss damage, crit x4, 100ft., large, 15lbs., unlimited ammunition
Melta guns
5d8 fire damage, crit x3, 50ft., large, 10lbs., 10 rounds
Resolved as ranged touch attack, deals +5d8 damage to constructs, vehicles, and buildings within 25ft.
Heavy bolters
3d8 damage, crit 19-20/x2, 150ft., piercing, slashing, and fire damage, huge, 40lbs.
Move action to set up, full-round action to reload after 40 shots
Missile launchers
2d8 damage in 5’ burst with no crit, or 5d8 damage with crit x3, 200ft., slashing and fire damage, huge, 30lbs.
Move action to brace, full-round action to reload after each shot, +2 Attack rolls if armored target
Lascannons
6d8 fire damage, crit x3, 200ft., huge, 20lbs.
Move action to brace, may only fire once/2 rounds
Plasma guns
2d8 fire damage, crit x3, 100ft., 10lbs., 20 rounds
Resolves as ranged touch attack; on a natural 1 to hit, the weapon overheats, causing 2d8 damage to the user
Power weapons
Deal damage as normal weapons of their type, resolving as melee touch attacks

Exotic weapons

Siege of Esperon V Rotheer Rotheer