Primitive Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Armoured Gauntlet |
Melee |
— |
1d5 I |
0 |
Primitive |
0.5kg |
35 |
Common |
Bastard Sword |
Melee |
— |
1d10+1 R |
1 |
Primitive |
5kg |
13 |
Average |
Boarding Pike† |
Melee |
— |
1d10+3 X |
2 |
Primitive |
5kg |
13 |
Average |
Bolo Knife |
Melee |
— |
2d5 R |
2 |
— |
2kg |
50 |
Rare |
Buckler |
Melee |
— |
1d5–2 I |
0 |
Balanced, Primitive |
1kg |
30 |
Common |
Chimera Pistol Sword |
Melee |
— |
1d10+1 R |
2 |
— |
3.5kg |
130 |
Scarce |
Combat Knife |
Melee |
— |
1d5+3 R |
0 |
Primitive |
3kg |
40 |
Average |
Cutlass |
Melee |
— |
1d10 R |
0 |
Primitive, Unbalanced |
3kg |
10 |
Common |
Devil’s Kiss |
Melee |
— |
1d5 R |
3 |
Fast, Primitive |
0.3kg |
55 |
Rare |
Emperor’s Whisper |
Melee, Thrown |
5m |
1d5+1 R |
2 |
Balanced |
0.5kg |
150 |
Very Rare |
Guard Shield |
Melee |
— |
1d5 I |
0 |
Defensive, Primitive |
1.5kg |
100 |
Scarce |
Kraken Tooth Dagger |
Melee, Thrown |
5m |
1d5+1 R |
1 |
– |
0.4kg |
200 |
Rare |
Long-Sabre† |
Melee |
— |
1d10+2 R |
2 |
Balanced, Primitive |
3kg |
70 |
Very Rare |
Man-Catcher† |
Melee |
— |
1d10 I |
0 |
Primitive, Snare, Unwieldy |
8kg |
60 |
Scarce |
Mirror Shield |
Melee |
— |
1d5–1 I |
0 |
Defensive, Primitive |
3kg |
60 |
Rare |
Moon Blade |
Melee, Thrown |
5m |
1d10 R |
0 |
Fast, Primitive, Unwieldy |
3kg |
25 |
Rare |
Naval Shield |
Melee |
— |
1d5+2 I |
0 |
Defensive, Primitive |
9kg |
75 |
Average |
Punch Dagger |
Melee |
— |
1d5+1 R |
2 |
Primitive |
0.5kg |
4 |
Plentiful |
Punisher Baton |
Melee |
— |
1d10 I |
0 |
— |
3kg |
50 |
Average |
Render |
Melee |
— |
1d5+1 R |
0 |
Primitive, Tearing |
1.2kg |
50 |
Rare |
Sabre |
Melee |
— |
1d10 R |
0 |
Balanced, Primitive |
2kg |
15 |
Common |
Scythe† |
Melee |
— |
1d10+2 R |
0 |
Primitive, Unwieldy |
5kg |
12 |
Uncommon |
Short Sword |
Melee |
— |
1d10–1 R |
0 |
Primitive |
1.5kg |
12 |
Common |
Sigilite |
Melee |
— |
1d5 R |
3 |
Defensive |
0.7kg |
85 |
Rare |
Spetum† |
Melee |
— |
1d10 R |
2 |
Primitive, Unbalanced |
6kg |
45 |
Rare |
Steam Drill† |
Melee |
— |
2d10 I |
3 |
Primitive, Unbalanced, Unwieldy |
18kg |
100 |
Very Rare |
Stiletto |
Melee |
— |
1d5–1 R |
2 |
Fast, Primitive |
0.2kg |
25 |
Uncommon |
Tower Shield (metal) |
Melee |
— |
1d5+2 I |
0 |
Defensive, Primitive |
7kg |
60 |
Rare |
Tower Shield (wood) |
Melee |
— |
1d5+1 I |
0 |
Defensive, Primitive |
5kg |
40 |
Uncommon |
Trophy Knife |
Melee |
— |
1d5+1 R |
1 |
Balanced, Primitive |
0.5kg |
775 |
Very Rare |
†This weapon requires two hands to use.
Boarding Pike
Boarding pikes use a shell charge mounted at the end of a reinforced short
metal staff. A trigger in the grip activates the charge to
explode on contact. The explosion blasts into flesh with
gruesome effect, but with little or no collateral damage
to hull plating. It takes some time to reload, so it is used
as a one-shot weapon and then acts as a club for the
remainder of a combat.
Bolo Knife
The weapon has Common Availability on Planet Malfi and is
Rare elsewhere.
Buckler
On Acreage, buckler-style weapons have developed
with small metal spikes protruding from the shield’s
edge, transforming a generally protective item into a
deadly weapon. Acreage bucklers have identical stats to
normal bucklers but may also be thrown with a range of
8-metres.
Chimera Pistol Sword
Chimera pistol swords have a single-shot firearm as part of the hilt.
While the firearm can vary from person to person, most
have the same range and effect as a standard Irontalon. This
augmentation is often disguised as an ornate part of the sword
or axe hilt, allowing the user to catch the enemy by surprise.
Combat Knife
Combat knifes can be
affixed to most basic weapons as a bayonet.
Guard Shield
Guard shields can provide cover for the user
concealing all of their body should they choose. As cover, a
guard shield provides 6 Armour Points.
Mirror Shield
If used as cover against ranged attacks, the shield is large
enough to protect the arm it is carried in and one other location
(usually the body) providing AP 8 (Primitive). Thanks to its
special construction mirror shield retains its full AP
value against las weapons.
Naval Shield
A Naval shield can be
used as cover, concealing the user completely if desired.
As cover a Naval shield provides 8 Armour Points.
Steam Drill
Powered
by a weighty, scolding hot, backpack steam-compressor that
serves to turn a huge boring drill-bit, they are not intended as
weapons, however, are capable of inflicting very serious damage
should an unfortunate get in the way of the drill head.
Steam drills require a Strength Bonus of 4 or more to be
used effectively as a weapon. Weaker characters suffer a –10
WS penalty for each point of Strength Bonus below 4. Such
is the bulk of a Steam Drill that they impose a –10 to Agility
while carried.
Tower Shield
Tower shields can be used as cover rather than as body
armour; a re-enforced wooden version provides 6 AP
(Primitive) while a sturdier, solid metal one provides 8 AP
(Primitive). They are bulky and very unwieldy items and
impose a penalty of –2 to the Agility Bonus of their users.
Chain Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Chain Knife |
Melee |
— |
1d5+3 R |
2 |
Tearing |
2.5kg |
80 |
Scarce |
Eviscerator† |
Melee |
— |
1d10+10 R |
5 |
Special, Tearing, Unwieldy |
12kg |
750 |
Scarce |
†This weapon requires two hands to use.
Eviscerator
Any character that rolls 96–00 on their attack roll while
wielding an eviscerator risks losing control of the roaring chain
blade and must succeed on an Agility Test or take Damage as if
struck by the weapon (including the wielder’s SB).
Power Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Energy Blade |
Melee |
— |
1d10+6 E |
7 |
Balanced, Power Field |
1kg |
5,000 |
Very Rare |
Omnisian Axe |
Melee |
— |
2d10+5 E |
6 |
Power Field, Unwieldy |
7kg |
— |
— |
Power Fist† |
Melee |
— |
2d10 E |
8 |
Power Field, Unwieldy |
12kg |
3,100 |
Very Rare |
Power Longsword†† |
Melee |
— |
1d10+6 E |
6 |
Power Field |
4.5kg |
3,500 |
Very Rare |
Serpentine |
Melee |
— |
1d10+2 E |
6 |
Fast, Power Field |
1.5kg |
2,500 |
Very Rare |
Witch Lance |
"Melee, Thrown" |
10m |
1d10+4 E |
6 |
Power Field, Special |
5kg |
2,800 |
Very Rare |
†Power Fists add user’s SB×2 to Damage
†† This weapon requires two hands to use.
Energy Blade
Whenever a wielder successfully Parries another weapon
while using an energy blade and succeeds with two or more
degrees of success, the wielder automatically destroys the
other weapon. While the energy blade does have a degree
of density and mass, physical force applied to the swing
contributes nothing to the weapon effect and the wielder’s
Strength Bonus does not increase its Damage. Should an
Attack or Parry attempt with one of these weapons suffer
a failure by five or more degrees, resolve the energy blade’s
Damage against the wielder.
Owing to the harsh actinic light and furnace-blast roar
that the blade produces, the wielder cannot attempt to be
stealthy while it is switched on. Additionally, the blade
consumes canister fuel, just as a plasma pistol does, with
each canister worn on the belt and fed via a cable to the
hilt (good for 10 rounds of continuous operation).
Omnisian Axe
The bearer of an Omnisian axe receives a +10 bonus to
Interaction Tests involving followers of the Machine God. The
Omnisian glaive also functions as a multi-tool. An Omnisian axe
may never be bought or deliberately obtained—it is gifted only
to tech-priests by their superiors.
Power Fist
Power fists are more common as part of power armour
suits where the massive power requirements can be met
by integral energy packs, but some elite Imperial forces
and high-ranking officers also use them with the aid of
backpack power sources.
Serpentine
Serpentines are custom made by commission
and most take the form of elaborately carved walking sticks
that disguise the weapon’s nature until activated.
Witch Lance
Whenever Righteous Fury results while fighting with
a witch lance, the weapon deals an additional 2d10 E
Holy Damage and sets the victim on fire in lieu of the
normal results of Righteous Fury.
Shock Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Neural Whip |
Melee |
3m |
1d10+1 E |
0 |
Flexible, Shocking |
4kg |
500 |
Rare |
Officer’s Cutlass |
Melee |
— |
1d10 R |
0 |
Shocking |
3kg |
200 |
Scarce |
Shock-Staff† |
Melee |
— |
1d5+1 I |
2 |
Shocking |
2kg |
100 |
Average |
†This weapon requires two hands to use.
Neural Whip
Though it is not a thrown
weapon, a neural whip has a longer range than most melee
weapons and is able to strike foes up to three metres away.
Officer’s Cutlass
Many ship’s officers and ratings incorporate a shock generator in the cutlass' guard, so that, when hit, an opponent is felled by both the
electrical shock as well as the solid impact. Chartist captains and
other higher rankings use even more lethal versions, strengthening
their blades with power fields.
Force Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Force Axe |
Melee |
— |
1d10+3 R |
2 |
Special, Unbalanced |
4.5kg |
4,000 |
Very Rare |
Force Staff† |
Melee |
— |
1d10 I |
0 |
Balanced, Special |
3kg |
3,500 |
Very Rare |
Force Sword |
Melee |
— |
1d10+1 R |
2 |
Balanced, Special |
3.5kg |
3,500 |
Very Rare |
†This weapon requires two hands to use.
The three commonest types of force weapons are given here, theforce sword, force axe and force staff. It is theoretically possible to create force
weapons in almost any form.
Unless wielded by a psyker, force weapons simply count
as a Good Craftsmanship Mono variant of their standard
Primitive weapon type. However, in the hands of a wielder with a Psy
Rating, they are much more. For every point of Psy Rating the
wielder has, the weapon’s Damage and Penetration increases
by +1. For example, a force sword wielded by a character
with Psy Rating 3 would inflict 1d10+3 R (plus SB) and
have a Penetration of 5.
Exotic Weapons
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Breacher |
Melee |
— |
1d10+5 R |
4 |
Special, Tearing, Unwieldy |
18kg |
750 |
Scarce |
Bulkhead Cutters† |
Melee |
— |
1d10+3 R |
6 |
Tearing, Unwieldy |
6kg |
75 |
Average |
Chain-Stick |
Melee |
— |
1d10+1 I |
0 |
Fast, Primitive, Toxic |
1kg |
30 |
Scarce |
Double Flail† |
Melee |
— |
1d10 I |
0 |
Flexible, Primitive |
4kg |
28 |
Scarce |
Lightning Chain† |
Melee |
— |
1d10+1 I |
0 |
Flexible, Primitive, Shocking |
4kg |
100 |
Very Rare |
Lightning Gauntlet |
Melee |
— |
1d10 I |
0 |
Primitive, Shocking |
2kg |
80 |
Scarce |
Vivisector |
Melee |
— |
1d5+5 R |
0 |
Tearing, Unwieldy |
1.5kg |
650 |
Rare |
†This weapon requires two hands to use.
Breacher
Because of its bulk and vibration when activated, unless
mounted as a purpose-built implant, a Strength Bonus of at
least 5 is required to wield a breacher as a combat weapon.
Weaker characters suffer a –10 WS penalty for each point
of Strength Bonus below 5. If a breacher successfully
causes Righteous Fury the
additional Damage caused is 2d10 rather than 1d10.
Chain-Stick
Chain-sticks are made from two batons, linked together by
a length of tough sinew. Variations on this design, especially
on other more advanced worlds, feature a tough chain and
steel construction. On Fervious, the ends of the batons are
coated with venom harvested from the deadly Fervious
serpent.
Double Flail
In rare
cases, the weapon’s shaft
can split to produce two
smaller flails.
Vivisector
The Vivisector is a long ornate gauntlet that locks over the user’s
forearm. A Vivisector grants the wielder a +10 bonus on Interrogation
and Intimidation Tests, as well as a +10 bonus to Medicae Tests
for the purposes of repairing servitors or conducting autopsies.
For an additional 500 Thrones, the Vivisector may also be fitted
with injector rigs, giving it the additional quality of Toxic.
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