IMPERIAL ADVANCED WEAPONS

Below is a list of some of the most common Imperial advanced melee weapons. Many other specialist weapons exist beyond those listed here.

 

 

Advanced Weapon

Cost

Dmg (M)

Critical

Weight

Dmg Type

Type

DRP

Chainfist

33

4d20

x3

23 lb.

Disruption

light

5

Chainweapon

+10

+1 dmg die

same

x1.5

Slashing only

same

0

Eviscerator

23

4d8

x3

25 lb.

Slashing

2-handed

3

Force Weapon

+25 to +45

+2 dmg dice

same

x1.5

Same and disrupution

same

5

Lightning Claws

30

4d12

18-20/x2

14 lb.

Disruption

light

5

Monoweapon

+12

+1 size

+1 mult.

same

Slashing only

same

2

Powerfist

29

4d12

x3

12 lb.

Disruption

light

5

Powerglove

27

4d10

x3

5 lb.

Disruption

light

5

Powermaul

24

4d6

x2

8 lb.

Disruption

1-handed

5

Powerweapon

+20

+2 dmg dice

same

x1.5

Same and disrupution

same

5

Thunderhammer

31

4d12

x3

33 lb.

Disrupution

2-handed

5

 

SPECIAL RULES

 

Chainfist: As a powerfist type it requires both Advanced Melee Weapons Proficiency and the Powerfist Proficiency to wield effectively. This rule is universal to all fist weapons. A chainfist is a sort of composite powerfist type weapon. The disruption field it generates covers a very heavy chain-saw type weapon; like a combination chain-weapon / power-weapon. It is known to tear through tanks like scrap metal. A chainfist halves any natural hardness. Supernatural hardness (like daemonic hardness) is not affected.

 

Chainweapon: A chain weapon has the blade end replaced with several rotating smaller blade and a charger placed in the rear. The battery is designed to last for several hundred years so the weapon practically never needs to be recharged. Excessive wear and tear might drain the battery. The cost of a new battery is a DC 10 purchase regardless of the weapon type. Chain-weapon is an upgrade for a simple weapon of the slashing type (except the whip). Sample chainweapons are shown below.

 

Simple Weapons

Cost

Dmg (M)

Critical

Weight

Dmg Type

Type

Chainknife

(combat knife base)

16

2d6

19–20/x2

2 lb.

Slashing

light

Chainsword (longsword base)

21

2d8

19–20/x2

6 lb.

Slashing

1-handed

Chainglaive

19

2d10

x3

15 lb.

Slashing

2-handed

Chainaxe

(greataxe base)

22

2d12

x3

18 lb.

Slashing

2-handed

Chainaxe

(waraxe base)

25

2d10

x3

12 lb.

Slashing

2-handed / 1-handed

 

Forceweapon: A force weapon is a type of power weapon that has been permanently echanted by a psyker to grant it extra combat powers. In addition to the normal benefits for being a power weapon the force weapon also grants the wielder a force bonus between +1 and +5 on both attacks and melee damage rolls. Only characters with at least a Psychic Level of 1 can take advantage of the bonus. Each bonus adds a +5 to the purchase DC of the weapon. The force bonus and masterwork bonuses do not stack. Though any weapon even non power weapons can be made into force weapons through the use of the force weapon psychic power and the greater force weapon psychic power only power weapons can made permanently into force weapons. Sample forceweapons are given below. All force weapons are DRP 5.

 

Simple Weapons

Cost

Dmg (M)

Critical

Wt

Dmg Type

Type

Forcestaff +5*

50

3d6 + 5

x2

6 lb.

Bludgeoning, Disruption, Psychic

2-handed

Force-Ranseur +3

44

4d4 + 3

x3

18 lb.

Piercing, Disruption, Psychic

2-handed

Force-Rapier +2

40

3d6 + 2

18–20/x2

3 lb.

Piercing, Disruption, Psychic

1-handed

Force Sai +1

28

3d4 + 1

x2

2 lb.

Piercing, Disruption, Psychic

light

Force Scimitar +4

46

3d6 + 4

18–20/x2

6 lb.

Slashing, Disruption, Psychic

1-handed

 

Forcestaff +5: The Forcestaff can be used in conjunction with two weapon fighting as described in the simple weapons section. Both ends of the staff deal 3d6 + 5 damage.

 

Lightning Claws: As a powerfist type it requires both Advanced Melee Weapons Proficiency and the Powerfist Proficiency to wield effectively. This rule is universal to all fist weapons. A lightning claw is a powered gauntlet that ends in a series of sharp powerblades. The weapons are designed to be perfect for two-weapon fighting. They grant a +2 bonus when used in conjunction with two-weapon fighting. Note that since the two-weapon fighting feat reduces the penalties for two-weapon fighting to -2 on each arm; then the lightning claws on such a character effectively negate two-weapon fighting penalties.

 

Monoweapon: A monoweapon is short for monomolecular weapon. Popularized by the upper-hivers of the hive-world Necromunda; it is said that the spyrers that first used these monomolecular weapons bought the technology off of an alien race (some suspect the Tau had a hand in the designs). The monomolecular blades first carried by the Jakara Spyrers which are now mass-produced by the upper hive companies of Necromunda are a marvel of molecular engineering. The blade is a living crystalline structure, which constantly renews its edge as it is blunted. The sword’s edge is only one molecule thick and can slice through any but the densest matter. Like chainweapons this upgrade can only be applied to a slashing weapon. Sample monoweapons are shown below.

 

Simple Weapons

Cost

Dmg (M)

Critical

Weight

Dmg Type

Type

DRP

Monodagger

16

1d6

19–20/x3

1 lb.

Slashing

light

2

Monohalberd

22

1d10 or 2d8

x3 or x4

12 lb.

Piercing or slashing

2-handed

0 or 2

Monosword (bastard)

27

2d8

19–20/x3

6 lb.

Slashing

2-handed or 1-handed

2

Monosword (short)

22

1d8

19–20/x3

2 lb.

Piercing

light

2

Monosword (2-bladed)

28

2d6/2d6

19–20/x3

10 lb.

Slashing

2-handed

2

Monowhip

16

1d4

x3

2 lb.

Slashing

2-handed

2

 

Monohalberd: When using the Monohalberd’s point to deal peircing damage the mono upgrade does not apply. Only for the slashing edge does it apply.

 

Powerfist / Powerglove: As a powerfist type it requires both Advanced Melee Weapons Proficiency and the Powerfist Proficiency to wield effectively. This rule is universal to all fist weapons.

 

Powermaul: This weapon is used by Adeptus Arbiters to subdue their targets. It deals nonlethal damage only.

 

Power Weapon: A power weapon is a weapon that is surrounded by a cackling energy sheath called a disruption field. These weapons deal considerably more damage than normal but weigh a little more. This weight does not affect the type of weapon (light / 1-handed / 2-handed). The battery is designed to last for several hundred years so the weapon practically never needs to be recharged. Excessive wear and tear might drain the battery. The cost of a new battery is a DC 10 purchase regardless of the weapon type. Powerweapon is an upgrade for any simple weapon. Sample powerweapons are shown below. All power weapons are DRP 5.

 

Simple Weapons

Cost

Dmg (M)

Critical

Weight

Dmg Type

Type

Powersword (great)

33

4d6

19–20/x2

12 lb.

Slashing, Disruption

2-handed

Powerlance

27

3d8

x3

15 lb.

Piercing, Disruption

2-handed

Powerspear

26

3d8

x3

14 lb.

Piercing, Disruption

2-handed

Powersword (long)

31

3d8

19–20/x2

6 lb.

Slashing, Disruption

1-handed

Power - Morningstar

26

3d8

x2

9 lb.

Bludgeoning, Piercing, Disruption

1-handed

 

Thunderhammer: The Emperor’s weapon and the iconic weapon of the Imperium. It is this weapon that gives the name to the Inquisitorial Ordo of Daemonhunters (Ordo Malleus means Order of the Hammer) and that gives the game of Warhammer 40,000 its name. In addition to the statistics outlined above anyone struck by a Thunderhammer must pass a Fortitude save DC of damage taken or be stunned for 1 round.

 

 

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