Power Melee Weapons
Name | Damage | Type | Pen | Special | Availability | |
---|---|---|---|---|---|---|
Power Axe | 1d10+7 | E | 7 | Power Field, Unbalanced | Very Rare | |
Astartes Power Axe | 1d10+8 | E | 8 | Power Field, Unbalanced | Astartes | |
Astartes Power Claymore | 2d10+6 | E | 6 | Powerfield, Unweildy, Devastating (4) | Astartes | |
Astartes Power Falchion | 1d10+8 | E | 8 | Powerfield, Balanced | Astartes | |
Power Fist | 2d10 | E | 9 | Powerfield, Unweildy, Add 2xSB | Very Rare | |
Astartes Power Fist | 2d10 | E | 9 | Powerfield, Unweildy, Add 3xSB | Astartes | |
Power Flail | 1d10+8 | E | 3 | Powerfield, Flexible, Unweildy | Extremely Rare | |
Astartes Power Maul | 1d10+6 | E | 4 | Powerfield, Shocking (1), Slam (1) | Astartes | |
Power Maul - Low Power | 1d10+1 | E | 2 | Shocking (1) | Very Rare | |
Power Maul - High Power | 1d10+5 | E | 4 | Powerfield, Shocking (1) | Very Rare | |
Power Scythe | 1d10+7 | E | 7 | 2h, Powerfield, Unbalanced, Reach (1) | Extremely Rare | |
Astartes Power Spear | 1d10+7 | E | 6 | Powerfield, Fast, Reach (2) | Astartes | |
Power Sword | 1d10+5 | E | 5 | Powerfield, Balanced | Very Rare | |
Astartes Power Sword | 1d10+6 | E | 6 | Powerfield, Balanced | Astartes | |
Cavalry Power Sword | 1d10+6 | E | 4 | Powerfield, Razor Sharp | Very Rare | |
Thunder Hammer | 2d10 | E | 9 | Powerfield, Concussive (2), Unweildy | Near Unique | |
Astartes Thunder Hammer | 2d10+9 | E | 9 | Powerfield, Slam (2), Unweildy | Astartes | |
Astartes Executioner's Axe | 2d10+8 | E | 6 | 2h, Powerfield, Unweildy, Felling (4) | Astartes | |
Astartes Lightning Claws | 1d10+6 | E | 8 | Powerfield, Proven (4), If Paired: Gain +1 Damage per DoS on initial WS test. Apply this bonus to all hits. | Astartes | |
Omnissian Axe | 1d10+4 | E | 8 | Powerfield, Unbalanced | Extremely Rare | |
Astartes Omnissian Axe | 1d10+11 | E | 8 | Powerfield, Unbalanced | Astartes | |
Qualities:
2h: Weapon must be wielded with 2 Hands to be effective.
Add X(SB): Add (x) times your Strength Bonus in place of simply adding your Strength Bonus.
Balanced: Weilder gains +10% to parry (Gained 1x, regardless of # of balanced weapons)
Concussive(x): Roll Strength test on being hit by weapon at Str -10% x (X) or become Prone. You are also stunned for 1 round
Devastating (x): When used against hordes or similar style of opponent, it does (X) bonus magnitude damage.
Flexible: Cannot parry, only Dodge. If declare Parry by opponent, change to Dodge is -20 to avoid *
Powerfield: Destroy opponents weapon on 26%+ unless Power, Natural , Force or Warp.
Proven(x): Any D10 rolled for Damage that shows less than (X) counts value of (X)
Razor Sharp: If your attack hits by 3+ degrees double the Pen value of the weapon
Reach(x): User may attack targets (X) meters away with Melee weapon
Shocking(x): On Damage: Test Toughness -10% x (X), or be stunned for 2 x DOF rounds
Test if the weapon penetrates the target's armor and Skin to cause a wound
Slam (x): Roll Strength test on being hit by weapon at Str -10% x (X) or be knocked back (X) meters and become Prone. If you hit an obstacle, take falling damage. If knocked off a high ledge, take falling damage (and probably death)
Unwieldy: Cannot Parry, not Lightning Attack
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