BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Melee Weapons IH

Primitive Weapons

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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.

Comments

Please Login in order to comment!