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.