Weapons of The Imperium 1.2
Weapons of The Imperium 1.2
Contents
Weapon Traits ............................................................................................................................................... 1
Ranged Weapons .......................................................................................................................................... 2
Bolt Weapons ........................................................................................................................................... 2
Flamer Weapons....................................................................................................................................... 2
Las Weapons ............................................................................................................................................. 2
Launcher Weapons ................................................................................................................................... 3
Melta Weapons ........................................................................................................................................ 3
Plasma Weapons ...................................................................................................................................... 3
Solid Projec le Weapons ......................................................................................................................... 3
Grenades and Explosives.......................................................................................................................... 4
Melee Weapons.......................................................................................................................................... 10
Chain Weapons ....................................................................................................................................... 10
Force Weapons ....................................................................................................................................... 11
Mundane Weapons ................................................................................................................................ 11
Shock Weapons ...................................................................................................................................... 11
Power Weapons...................................................................................................................................... 11
Weapon Traits
Accatran Pa ern: Besides the regular profile, Accatran Pa ern Lasguns count your reflexes skill as +10
higher for the purposes of determining Turn Order when your ini a ve is ed (see page 198 of the CRB).
Lucius Pa ern: Besides the regular profile, Lucius Pa ern Lasguns can be set to Overcharge Mode which
grants it the Supercharge (1) trait, or Overload Mode which grants it Supercharge (2) and Unstable traits.
Sanc fied: Any damage inflicted by a Sanc fied weapon counts as Holy damage. Daemonic en es do
not benefit from the 1d5 roll for their Lesser Daemon trait. Sanc fied Armor grants Advantage when
resis ng a Daemon’s Source of Corrup on trait and negates a Force Weapon’s addi onal damage from
Warp Charge
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Storm (Ra ng): When you fire this weapon, you can declare that you are using the Storm quality. If you
do so, you gain the benefit of gran ng the weapon the Spread trait and Advantage on the a ack roll and
increase the weapons damage by its Storm ra ng. Reduce the weapons magazine by its Storm ra ng. You
cannot use Storm if your magazine contains less ammuni on than its ra ng.
Triplex Pa ern: Besides the regular profile, Triplex Pa ern Lasguns can be set to Precision mode and gain
the Reliable trait, or set to Incinera on Mode, change its range to Medium, and gain Penetra ng (1), and
increase damage to 7.
Twin-Linked: This weapon is made of two iden cal weapons linked together. When a acking, it grants +1
SL and consumes twice as much ammuni on (to a minimum of 1 magazine). On an SL of 4 or more, it
also deals an addi onal hit.
Ranged Weapons
Name Spec. Dam. Range Mag Enc Cost(Mag) Avail. Traits
Bolt Weapons
Storm Bolter Ordnance 8 Long 4 3 6,000 (600) Rare Heavy (4), Loud, Penetra ng
(4), Spread, Storm (2), Two-
Handed
Bolt Carbine Long Gun 8 Medium 2 2 5,000 (500) Rare Burst, Loud, Penetra ng (4),
Reliable, Spread, Two-
handed
Perinetus Mk. II Long Gun 8 Extreme 4 3 5,000 (500) Rare Loud, Penetra ng (4),
Boltgun Spread, Two-handed
Flamer Weapons
Heavy Flamer Ordnance 9 Medium 10 3 2,000 (100) Rare Flamer, Heavy (4), Inflict
(Ablaze), Loud, Two-Handed
Gas Torch Flamer Long Gun 6 Short 4 2 100 (5) Common Flamer, Inflict (Ablaze), Loud,
Two-Handed
Tox Spray Long Gun 6 Short 4 2 200 (10) Common Flamer, Inflict (Ablaze,
Poison), Loud, Two-Handed
S ngray Long Gun 7 Medium 4 2 500 (25) Common Flamer, Inflict (Stunned),
Loud, Two-Handed
Las Weapons
Laslock Long Gun 7 Medium 1 2 400 (100) Common Loud, Two-Handed, Unstable
Mul -Laser Ordnance 8 Extreme 12 3 2,000 (500) Rare Loud, Rapid Fire (6),
Penetra ng (2), Two-Handed
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Hot-Shot Volley Ordnance 10 Long 6 4 2,000 (500) Rare Loud, Rapid Fire (3),
Gun Penetra ng (2), Two-Handed
Triplex Las Gun Long Gun 6 Long 8 2 800 (200) Scarce Burst, Loud, Reliable, Two-
Handed, Triplex Pa ern
MkIV Lasgun Long Gun 6 Medium 6 1 800 (200) Scarce Burst, Loud, Reliable, Two-
Handed, Accatran Pa ern
No. 98 Lasgun Long Gun 7 Long 8 2 1,000 (250) Scarce Loud, Two-Handed, Lucius
Pa ern
Assault Lasgun Long Gun 6 Medium 8 2 1,200 (300) Scarce Rapid Fire (4), Loud, Reliable,
Two-Handed
Shotlas Long Gun 6 Medium 4 2 1,500 (250) Rare Burst, Loud, Reliable, Two-
Handed
Stu er Laspistol Pistol 5 Medium 4 0 600 (150) Scarce Close, Loud, Rapid Fire (2),
Two-Handed
Mk. II Heavy Pistol 6 Medium 4 1 800 (200) Scarce Close, Burst, Loud, Reliable
Laspistol
Dueling Las Pistol 8 Medium 1 0 2,000 (500) Rare Close, Loud, Penetra ng (2)
Civitas Laspistol Pistol 4 Medium 4 0 200 (50) Common Burst, Close, Loud, Reliable
Launcher Weapons
Disposable Ordnance 16 Extreme 1 3 1,500 Rare Loud, Penetra ng (6),
Launcher Spread, Two-Handed
Melta Weapons
Mul -Melta Ordnance 20 Long 7 3 12,000 (600) Rare Heavy (4), Loud, Rend (8),
Two-Handed
Plasma Weapons
Plasma Cannon Ordnance 12 Long 18 3 10,000 (660) Rare Loud, Penetra ng (6),
Spread, Supercharge (4),
Two-Handed, Unstable
Solid Projec le Weapons
Autocannon Ordnance 10 Extreme 8 3 3,000 (150) Rare Loud, Rapid Fire (4),
Penetra ng (6), Reliable
Ripper Gun Ordnance 8 Medium 4 3 1,000 (50) Scarce Heavy (4), Inflict (Prone)
Loud, Rapid Fire (4), Spread,
Two-Handed
Assault Cannon Ordnance 8 Extreme 10 3 5,000 (250) Rare Heavy (4), Loud, Rapid Fire
(5), Penetra ng (3), Rend (2),
Two-Handed
Armageddon Long Gun 6 Long 6 2 800 (40) Common Loud, Rapid Fire (3), Two-
Pa ern Autogun handed,
Creed-9 Autogun Long Gun 6 Medium 8 2 1,000 (50) Scarce Loud, Rapid Fire (4), Two-
Handed
Cypra Mundi Pistol 6 Medium 4 1 800 (40) Scarce Close, Burst, Loud
Naval Pistol
Ripper Pistol Pistol 6 Medium 4 1 1,000 (50) Rare Close, Burst, Loud, Inflict
(Poison)
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Impaler Ordnance 10 Long 1 3 400 (20) Scarce Heavy (4), Loud, Penetra ng
(2), Two-Handed
Scrap Cannon Ordnance 8 Long 1 3 400 (20) Scarce Heavy (4), Loud, Spread,
Two-Handed
Tranter Hand Pistol 8 Medium 2 2 800 (40) Scarce Burst, Heavy (4), Loud,
Cannon Unstable
Meathammer Long Gun 9 Short 1 1 800 (40) Scarce Loud, Spread, Inflict (Prone)
Sca ergun
Stub Auto Long Gun 5 Medium 3 1 500 (25) Common Loud, Rapid Fire (3), Two-
Handed
Grenades and Explosives
Nail Bomb Thrown, 6 Medium - 0 20 Common Blast, Loud, Thrown
Ordnance (Medium), Unstable
Storm Bolter:
Storm Bolters arose from experiments in combining weapons together to achieve greater rates of fire.
Here, two linked bolters form a single weapon which can shred most foes in a single burst. Rarely seen
outside of the elite Astartes, most Storm Bolters are relic-weapons covered with glyphs and purity seals
that speak of their ancient origin.
Rela vely uncommon weapons (the design was said to have been rescued from a space hulk and pressed
into produc on specifically for the long ago Angevin Crusade), Bolt Carbines are typically easier to wield
than full-size Boltguns, due to lighter, simpler construc on and a lower rate of fire. Without the
mul round burst ability common to many pa erns of Bolter, a Bolt Carbine is incapable of the wholesale
slaughter that characterise volleys of bolter fire. However, their simpler design means that they misfire
less frequently and are much easier to maintain
The “Solo” is a bolter variant looked down on as here cal by some elements of the Adeptus Mechanicus,
with much less sophis cated workings. It can only be fired in single-shot mode, trading automa c fire for
a slightly longer range and more reliable mechanism, making it popular for PDF forces and
insurrec onists alike. The weapon’s simple mechanism also has the added advantage of making it more
accurate. This weapon may be equipped with any bolter ammo.
Heavy Flamer:
Large and terrifying, heavy flamers use two muzzles to create huge blasts of fire that can incinerate
en re swaths of enemies in a single shot. Only the strongest can carry the weapon as well as the massive
backpack of fuel it requires, but its presence has turned the de against many a here cal a ack
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The “torch” or “gas-lighter”, as most call it, is not strictly a weapon but an industrial tool that uses
incandescent vapour to burn debris and clear the fungal growths that plague many hive duct-systems.
The “gas-lighter” also serves well enough as a flamer for many low-rent hive gangs who can’t afford the
real thing and is frequently found in the hands of insurrec onists. The “torch” is nowhere near as
effec ve (or stable) as a true flamer, but it is easy to procure and the wash of burning gas can s ll crisp
flesh to cinders
Tox Spray:
The tox spray is a terrifying weapon found in the hands of the worst kind of gang scum in the most
polluted hive sumps. The weapon uses an unholy mixture of highly corrosive industrial residue and toxic
waste contained under high pressure, unleashed through a jury-rigged spray gun. The effects of the
mixture on flesh are truly horrific and all but the best armour is li le protec on from the burning poison.
S ngray:
S ngrays emit a powerful microwave beam in a wide arc. The radia on causes immediate blistering heat
on exposed skin (similar to a powerful insect s ng, thus giving its name) with no danger of harming most
other objects. S ngrays are ideal weapons for when crewmen need to repel unruly crew (or passengers).
Even though a S ngray rifle has the Flamer trait it cannot set things on fire.
Laslock:
On worlds where the standard power pack pa ern has been lost, laslocks are commonly used in place of
lasguns. O en found in the hands of desperate and poorly equipped insurgents or renegades, laslocks
might be scratch-built or modifica ons of an que or damaged las rifles brought back into service by
scav-workshops and heretek forges. A laslock’s jury-rigged cells are temperamental things at best, but
s ll potent, firing a more powerful discharge than that of a standard lasgun.
Mul -Laser:
O en found mounted on vehicles as a counter to infantry and light vehicles, the mul -laser is a mul -
barrelled gatling laser with an impressive rate of fire. However, its blasts lack the penetra on of the
lascannon, making it less effec ve against heavy armour.
The Hotshot Volley Gun is an Imperial laser weapon capable of maintaining a punishing rate of high-
powered laser fire. These weapons are primarily borne into ba le by Tempestus Scions to deal with
armored enemy infantry. They fire with a dis nc ve spi ng howl.
A highly refined variant of the standard lasgun, the triplex offers alterna ve firing modes that make the
weapon more versa le on the ba lefield.
O en employed by Elysian Drop Troop regiments, the Accatran MkIV is a bullpup-style lasgun with an
integrated lamp pack. The lamp pack is powered by the same power cell that provides the lasgun’s
ammuni on, but the power draw is so small as to be negligible. The compact design of the weapon is
due in part to the power cell’s loca on in the stock. The smaller profile of the Accatran MkIV is perfectly
suited to the drop missions Elysian regiments o en undertake, easily manoeuvred at short range or fired
from the hip. Further, its lighter design allows wielders to carry other equipment in place of the extra
bulk, which can be par cularly vital for regiments that favour grav-chutes as a means of deployment.
The signature weapon of the Death Korps of Krieg, the Lucius-pa ern lasgun operates in the 21
megathoule range, but is designed to draw from a standard Munitorum-issue power pack. Consequently,
the Lucius lasgun discharges a more powerful shot, but drains the power pack at a correspondingly
increased rate. This also puts a great strain on the weapon, limi ng the rate of fire and requiring such
features as addi onal heat sink rings lining the exterior of the barrel. Even with such considera ons, an
over-taxed Lucius lasgun can quickly overheat. The added danger of the weapon overhea ng does not
perturb the famously stoic Krieg.
Designed purely for close range assaults, this gun is heavily reinforced and has a bayonet built into its
short and heavy frame. Slots for two power packs are included so the gun can switch to a fresh pack with
no reloading. Since the firefights it’s designed for are typically over long before two packs are exhausted,
it serves its design perfectly.
Shotlas:
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An illegal modifica on of a standard lasgun popular amongst the techwrights and armour-mongers of
Foo all, the ‘shotlas’ is rigged to discharge more energy per shot, at the cost of beam coherence, with
shots swi ly losing power and becoming ineffec ve at longer ranges
Stu er Laspistol:
Another common illegal modifica on, stu er-las pistols trade accuracy and reliability for rate of fire,
charging quickly to unleash a hail of lasblasts. Though seldom as potent as the discharges of most las-
weapons, the spray of light and heat is effec ve at close quarters.
Favoured by officers of the Elysian Drop Troop regiments, the Accatran MkII emits a more powerful
discharge than other laspistol models. In order to meet the needs of the powerhungry sidearm, the MkII
is designed to accept standard Departmento Munitorum lasgun power packs. As such, the weapon is
heavier than most las pistols, but its destruc ve power can make all the difference in a close-quarters
encounter.
Disposable Launcher:
A one-shot version of the standard rocket launcher pre-loaded with a single Super-Krak Missile. It is
cheaper, but of course can only be used once.
Mul -Melta:
The mul -melta is a larger type of melta weapon, usually only employed by the Adeptus Astartes or
mounted upon Imperial vehicles. This huge weapon carries more fuel, fires at much longer ranges, and
creates a larger blast area, cooking several square metres at a me. It also generates much more heat
than its smaller cousins and most users must insulate themselves with protec ve clothing or armour.
Plasma Cannon:
The largest man-portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen
in service on some Imperial war machines. Rather than using a ached flasks, the wielder wears a large
backpack containing the weapon’s store of hydrogen fuel. This weapon has a much longer range and
ammuni on supply, and its violent discharges, hurled like miniature suns from the barrel, have a large
impact area. It can also be fired in a special Supercharge mode that exhausts more fuel but provides an
even larger blast of heat on impact, crea ng a fireball capable of destroying heavily armoured targets.
Autocannon:
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Autocannons are heavy, powerful weapons that can devastate light vehicles and armoured foes alike
with long ranged firepower. They are commonly mounted on tanks or crewed with infantry teams in
Imperial armies, but can also be found in the unclean hands of insurrec onists and here cal forces.
Ripper Gun:
Designed to accommodate the primi ve nature and vast strength of an Ogryn, the ripper gun is a
massive combat shotgun. The substan al drum feed mechanism of these fully automa c shotguns is
designed to provide enough ammuni on to entertain the Ogryns as they charge towards their foes. Its
firing mechanism is limited so that the user may not fire off the en re clip in a single burst—something
that Ogryns are otherwise prone to due. Ripper guns are also designed to func on effec vely as Ogryn
melee weapons. In close combat, a ripper gun counts as a Great Weapon.
Assault Cannon:
Assault cannons are equipped with six rapidly rota ng barrels in a gatling-style configura on firing
diaman ne pped shells. The barrels wear out quickly due to the intense heat generated by the internal
motor that spins them, and normally require replacements a er each mission to prevent jamming or
catastrophic failure. Assault cannons are nasty for their sheer rate of fire that lets them progressively
“chew” through targets.
First imported to the hive factories of Calixis to supply loyalist forces in the Tranch insurrec on and the
massive wave of mutant uprisings in Tranch’s Soot Warrens that followed, the Armageddon pa ern
proved itself both in the Tranch conflict and the decade of pe y cult-inspired civil wars that plagued the
Malfian sub in the following years. S ll manufactured primarily on Malfi itself, the Armageddon is loud,
lethal and uncomplicated; a heavy-hi er for an autogun, it fires large calibre solid slugs from a fi een-
round short box clip and can stand a phenomenal amount of abuse and keep firing. Since the uprisings,
the Armageddon has become a staple of the arms trade in the Malfian sub and has started to make
inroads into fron er areas where its stopping power and robust design rapidly gains converts.
The Creed-9 is a compact autogun designed for close-quarter warfare and constructed to a local variant
of a long-established design intended for Naval boarding troopers. Made using lightweight materials and
fi ed with a telescopic stock, the Creed-9 is not much larger than a military autopistol in size and is the
favoured weapon for many enforcer kill squads, as well as the private armies of numerous noble houses
and Char st Captains. Because of this “elite” role, it’s common to see Creeds spor ng numerous
upgrades and modifica ons such as red-dot sights, expanded mag-ports and fire selectors.
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Many varie es of naval pistol are in existence, the most well-known of which are those named for the
Segment Fortresses of the Segmentae Majoris, such as the famous Cypra Mundi “Irontalon” pistol. Naval
pistols are heavy, large-calibre autopistols characterised by their robust construc on, which allows them
to deliver solid blows in melee combat, should it prove necessary. Naval pistols use special fragmen ng
ammuni on designed to inflict minimal damage to ship systems while having a devasta ng effect on
unarmoured flesh. Naval pistols are only issued to crewmen of the Imperial Navy, and are never issued to
the Imperial Guard. Nevertheless, Guardsmen o en take naval pistols as mementos of a par cular
journey—when they can get away with it. Naval pistols hailing from famous ships or fleet bases hold
great value.
Ripper Pistol:
The ripper pistol is a modified autopistol, firing armourpiercing, poisoned rounds capable of dropping
even the largest of foes or predators in a single burst. The diaman ne pped rounds fired by a ripper
pistol can puncture carapace or even power armour as easily as the hide of a xenos beast. The rounds
fragment a er penetra ng, inflic ng severe damage to so ssue while simultaneously releasing the
toxic payload held within. If the high-calibre bullets do not bring down the target, the vicious cocktail of
toxins surely will.
Impaler:
Carried by the most slab-muscled of gang heavies and other degenerate scum, Impalers (also known as
the “harpoon cannon”), as primi ve as they are, can s ll launch a spear of metal capable of punching
straight through a human body with ease. Usually made by desperate and ill-equipped hive or mutant
gangs from discarded industrial springs and hightensile cable, the harpoons used are o en li le more
than a length of metal piping with its p ground to a wicked point. Up-hive gunslingers and enforcers
may scoff at the crudity of these weapons but some mes find that it is much harder to laugh when
pinned to a wall by a meter-long spear
Scrap Cannon:
For underhive gangs who cannot steal or buy more effec ve heavy armament, the best they can bring to
a turf war is a scrap cannon. Made from a crudely reinforced length of pipe packed with black powder
and rammed with nails, bolts and anything else nasty scraped from the underhive floor. Scrap cannons
are hugely unwieldy and not actually very lethal. However, they look scary and make an impressively
enormous bang and pyrotechnic blast when fired, added to which the ammo is more or less free!
These massive gas-operated stub automa cs, some mes mockingly referred to as a “poor man’s bolter”,
are undoubtedly powerful but o en plagued with mechanical problems and notoriously prone to
jamming. This does li le to alter their appeal, though, with those who like their weapons hugely
menacing and capable of taking a man’s head clean off in one shot. Underhive and heretek workshops,
from the bowels of Infernis to the rookeries of Solomon, produce Tranter knockoffs for eager buyers,
while the Belasco Deathworks produc on models are actually li le be er in terms of reliability.
While shotguns can make brutally effec ve weapons, the gangers of Volg have created an even more
savage varia on to stamp their authority on those that dare to cross them. The “meat hammer” (so-
named for its tendency to turn flesh into unrecognizable chunks), is a specially constructed, triple-
barreled, open-choke shotgun that can all but destroy a living body with a single blast. Usually fired from
point-blank range, a meat hammer hit is intended to kill, obliterate, and discourage others, and is a
par cularly loud and messy way to die. Although the meat hammer has a clip of “1” listed, it takes three
shotgun shells to load.
Stub Auto:
While many within the Imperium u lize autoguns and autopistols, some don’t have enough money for
the former, and more than enough for the la er, and se le for stub autos, which merge the be er
quali es of each one.
Nail Bomb:
The confines and dense crowds of a hive make weapons such as frag grenades perfectly suited to sowing
terror and destruc on there. For this reason, an -personnel devices are usually heavily proscribed, but
that doesn’t stop the more inven ve criminal scum from fashioning their own. The nail bomb presented
here is an explosive charge packed around with rusted nails, metal spoil, crushed glass and other
assorted nas ness, all packed into a convenient length of pipe or an old food canister and fi ed with a
home-made fuse that hopefully is reliable enough not to kill the user.
Melee Weapons
Name Specializa on Damage Enc Cost Avail. Traits
Chain Weapons
Chainblade One-Handed 2+StrB 0 400 Scarce Loud, Rend (2)
Chain Cutlass One-Handed 3+StrB 1 550 Scarce Loud, Rend (2)
Chainglaive Two-Handed 4+StrB 2 700 Rare Heavy (4), Loud, Rend
(3), Two-Handed
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Chain Greataxe Two-Handed 5+StrB 3 1,000 Rare Heavy (4), Loud, Rend
(4), Two-Handed
Chain Two-Handed 5+StrB 2 1,200 Rare Heavy (4), Loud, Rend
Greatsword (3), Two-Handed
Chainhammer Two-Handed 5+StrB 3 1,600 Rare Heavy (4), Loud, Rend
(4), Two-Handed
Chainspear Two-Handed 4+StrB 2 800 Rare Loud, Penetra ng (2),
Rend (3), Two-Handed
Force Weapons
Force Dagger One-Handed 1+StrB 0 8,000 Exo c Subtle, Thrown (Short)
Force Hammer Two-Handed 5+StrB 2 9,000 Exo c Heavy (5), Two-Handed
Force Scythe Two-Handed 4+StrB 2 10,000 Exo c Heavy (4), Two-Handed
Mundane Weapons
Armoured Brawling 1+StrB 1 20 Common -
Gauntlet
Bastard Sword One-Handed 3+StrB 2 360 Common Heavy (3)
Cavalry Spear Two-Handed 3+StrB 2 400 Common Reach, Two-Handed
Combat Knife One-Handed 1+StrB 0 75 Scarce
Cutlass One-Handed 2+StrB 1 40 Common -
Falchion One-Handed 3+StrB 2 45 Common Heavy (3)
Hun ng Lance Two-Handed 12 2 500 Common Two-Handed
Punch Dagger Brawling 2+StrB 0 400 Scarce Subtle
Rapier One-Handed 2+StrB 1 60 Scarce Fast
Reliquary One-Handed 2+StrB 1 1,000 Rare Sanc fied
Sword
Sabre One-Handed 2+StrB 1 80 Common -
Scythe Two-Handed 4+StrB 2 100 Common Two-Handed
Spear Two-Handed 3+StrB 2 120 Common Reach, Two-Handed
Truncheon One-Handed 2+StrB 1 50 Common Inflict (Stunned)
Shock Weapons
Officer’s One-Handed 2+StrB 1 300 Scarce Loud, Inflict (Stunned)
Cutlass
Extendable One-Handed 2+StrB 0 150 Scarce Loud, Inflict (Stunned)
Shock Baton
Shock Glove Brawling 1+StrB 0 150 Scarce Loud, Inflict (Stunned)
Shock Staff Two-Handed 2+StrB 1 100 Scarce Defensive, Loud, Inflict
(Stunned)
Power Weapons
Chainfist Brawling 6+StrB 2 5,000 Rare Heavy (4), Loud,
Penetra ng (6), Rend (4)
Power Blade One-Handed 3+StrB 1 2,500 Rare Penetra ng (3)
Power Two-Handed 6+StrB 3 5,000 Rare Heavy (4), Penetra ng
Greatsword (6), Two-Handed
Power Two-Handed 4+StrB 1 2,000 Rare Penetra ng (4) , Two-
Hammer Handed
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Chainblade:
Chainblades are one of the smallest chain weapons, li le more than a knife with a ny chain around its
edge. The size is decep ve, for the extra tearing the chain provides makes it much more effec ve than
any ordinary dagger
Chain Cutlass:
These short-bladed, curved chainswords are favoured by armsmen crew chiefs for their brutality. Their
shorter length makes them easier to wield in the close confines of a starship corridor, while their more
compact design conceals two parallel rows of teeth, allowing it to deal greater damage than its size
might otherwise suggest, at the cost of poorly-distributed balance
Chainglaive:
Most o en wielded by Rough Rider forma ons, chainglaives are vicious weapons that combine the reach
of a pole weapon with the gnashing fury of a chain weapon, dis nguishing themselves from chainspears
by incorpora ng much stronger motors and even more penetra ve teeth. These weapons come in a
startling variety based on the sundry forge worlds and eras in which they were manufactured, with
various forms mimicking polearms, scythes, and halberds. All are extremely deadly.
Chain Greataxe:
Huge in size and weight, only the unnaturally strong or fana cal commonly brandish this weapon. Most
feature a double-sided chassis housing two independently mounted chain assemblies, designed to be
swung in wide swathes. Such is the power of this fearsome weapon that li le can stand against it, and
enemies fall apart like kindling when struck.
Chain Greatsword:
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This huge two-handed weapon can run almost two meters in length, with a long grip and weighted
pommel to allow for some semblance of balance in use. The chained teeth are exposed along the en re
length, so that the user can swing it in both direc ons in combat more like a fl ail than a real sword.
Chainhammer:
Few but Ogryn brutes can li this weapon, let alone use it in combat. It combines the heavy striking
power of a great hammer with the terrible ripping ac on of a chain weapon, using mul ple rows of
spinning metal teeth projec ng from the club-like head to tear apart flesh pulped in the smashing
impact.
Chain Spear:
Chainspears combine reach with the signature chain weapon lethality. The end of each has a length of
whirring serrated teeth, which are enough to cause even the slightest hit to become a spray of blood and
torn flesh when stabbed at an opponent.
Force Dagger:
Force daggers operate on much the same principle as all force blades, but on a smaller scale. Though
they lack the reach of a sword, axe, or spear, they are preferable for certain kinds of close-quarters
encounters in which swinging weapons with wider arcs becomes difficult. Force daggers are also more
concealable, thanks to their shorter blades
Force Hammer:
Not dissimilar to a thunder hammer, these powerful, archeotech weapons can channel a psyker’s
inherent might into catastrophic blows that crush anything hit by the hammer’s strike. While indeed
powerful, they are unfortunately a lost pa ern that can no longer be produced, and any to be found will
inevitably be coveted and protected well.
Force Scythe:
A morbid and unusual form for a force weapon, force scythes nonetheless are quite effec ve, as their
ability to make sweeping a acks, combined with the edge force weapons provide can be startlingly
effec ve against massed enemies.
Armored Gauntlet:
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These simple metallic gloves are worn over the hand to allow a degree of protec on and to add to
combat damage. Some mes they include small spikes or cu ng edges to further increase the blood
shed by each blow.
Bastard Sword:
So called because the blade falls between the more tradi onal longsword and the far larger two-handed
sword, having a long blade and heavy weight prevents all but the best trained warriors from wielding it
one-handed. To accommodate all users, these weapons feature a longer grip to provide flexibility, giving
the wielder the op on to use it one or two-handed
Cavalry Spear:
A heavy weapon designed for use as part of a mounted charge, these weapons are used by certain
Rough Rider regiments that eschew the tradi onal hun ng lances, preferring something they can use
mul ple mes over the course of an extended encounter. This is a one-handed melee weapon.
Combat Knife:
While the Departmento Munitorum takes every measure to ensure compa bility of weapons,
ammuni on, and equipment, this proves quite infeasible in many cases. The Munitorum requirements
for the knife included in a standard kit are broad enough that these weapons o en reflect the culture of
a regiment’s home world to a greater extent than more technologically advanced gear. Many regiments
from feral worlds, death worlds, and other brutal home worlds favour a heavier, broader, or longer blade
than more “civilised” worlds. Generically known as warknives or combat knives, some regiments are
par cularly known for these weapons, as in the case of the Devil’s Fang wielded by the jungle fighters of
Catachan, or the “threshers” of the Mortressan Scythewind.
Cutlass:
This short and heavy bladed weapon is most popular with naval officers and crews, and can be found on
feudal worlds throughout the Imperium. Designed for close-quarter figh ng, it is a simple weapon,
relying on the wielder’s brute strength rather than finesse or skill. When found among officers in the
Imperial Navy, cutlasses are enhanced with power fields and other technological improvements.
Falchion:
Combining the best of a sword and axe, these short, heavy blades are ideal for close quarters figh ng in
boarding par es or when repelling a ackers. Similar to but heavier than a cutlass, a falchion offers a
more brutal offensive capability as it can hack through tougher materials.
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Hun ng Lance:
A mainstay weapon amongst the Rough Riders of the Imperial Guard, hun ng lances mount a small but
powerful explosive charge at the end of a metal spear. On impact, the charge detonates with enough
force to rip apart armour and barricades alike, allowing the mounted riders to con nue their assault.
A er a successful a ack is made with this weapon, its p is destroyed and it is treated as a staff.
Punch Dagger:
A punch dagger is a simple weapon consis ng of a blade mounted onto the hand in a way similar to how
brass knuckles are worn. While not as efficient as swords or larger weapons, a punch dagger is an
invaluable aid when figh ng in confined quarters and ght spaces, where more tradi onal weapons
would prove to be a liability
Sabre:
A favoured weapon of cavalry troops and other mounted warriors, a sabre is a sword with a long, curved,
single-edged blade. The weapon’s excellent balance allows riders to keep a hand free to control their
mounts, and its u lity and effec veness make it a very responsive weapon in skilled hands. Sabres
persist in use in far more sophis cated climes and are popular with many Imperial Guard officers and
hive nobles, o en featuring mono edge blades and even power field generators to enhance their
effec veness.
Scythe:
Although principally an agri-tool, scythes have a history of “double duty” as weapons. Generally, they are
far from prac cal in this respect, being unwieldy and ineffec ve against all but the most inexperienced
opponents. Instead, scythes find their most common use as props in rituals or to convey a specific image.
Truncheon:
Small and easily concealable, these short and heavy s cks of dense wood or metal are o en used by
press gangs to “sign up” new naval crews with a swi blow to the back of the head.
Officer’s Cutlass:
In close quarters figh ng, the heavy metal guard is o en used as an offensive weapon on its own where
the armoured shell can provide a powerful punch. Many ship’s officers heighten this effect by
incorpora ng a shock generator in the guard, so that when hit, an opponent is felled by both the
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electrical shock and the solid impact. Rogue Traders o en use even more lethal versions, strengthening
their blades with actual power field.
This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the
width of a hand to a slim eighteen-inch-long club. The weapon contains a tiny shock generator that can
generate five Shock discharges before it requires recharging. It is common amongst undercover
investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the
armouries of more secretive organisations like the Inquisition.
Shock Glove:
While most shock weapons use a long pole or whip to strike the target, shock gloves use a
heavy (and heavily insulated) gauntlet covered with wiring. On impact the charges jolt the
victim with electrical force, making the heavy blow even more painful.
Shock-Staff:
These are simple plasteel or wooden lengths with a single-setting shock emitter housed in a
fixture at the far end, often ornamented into an Imperial or naval icon. These are a frequent
site in the low decks, used to encourage indentured slaves and ratings to improve their work.
Many press gangs also use shock-staffs to recruit new crewmen for their ship.
Chainfist:
A chainfist combines the disruptive energies of a power fist with the rending strength of a chain
weapon. The huge gauntlet resembles a power fist with a short reinforced double chainblade
extending from the glove. Chainfists were originally designed for use in boarding actions, where
they would be used to tear open voidcraft bulkheads or breach even the most redoubtable of
barricades.
Power Blade:
This blade is a small but lethal power weapon that is popular among gang leaders and assassins
alike. Sometimes they are also used as a “parrying dagger”, which, upon stopping an
opponent’s blade will break it upon the power field.
Power Greatsword:
While often displayed as a status symbol, these weapons are nonetheless very deadly and
effective implements. Though their size makes defending oneself with the weapon’s blade
much more difficult than using a more modestly sized power sword, the power greatsword’s
destructive capacity and reach more than make up for these shortcomings.
Power Hammer:
While nowhere near as rare and devastating as a true thunder hammer, a power hammer is
essentially the next best thing, as it allows it’s wielder to crush almost anything with titanic
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blows. Mostly, however it is used by shipwright crews for hammering in huge plating sections
on the hulls of voidships.
Power Pick:
An industrial tool used for mining super-dense ore deposits, such as adamantine ore, this tool
can make a devastating weapon in the right hands as well, piercing any but the thickest of
armour with ease.
Power Spear:
A power spear is a somewhat uncommon weapon, largely only seen in the hands of elite
guardians, often mimicking the nobility of the legendary Adeptus Custodes. While the
penetrative ability afforded by the long haft and power field is great it suffers up close, and the
relatively small section with a field covering it can make parrying effectively awkward.
Power Ram:
This power ram is a heavy tube with a pair of long handles running down each side of its length.
Inside the tube is a potent power field connected to a piston, the head of which is often
sculpted to resemble an Imperial Aquila. Usually held by two Arbitrators, who swing it against a
door or even a wall, the Power Ram drives the piston forward, surrounded by the flickering
energies of the disruption field. The weapon is powerful enough to blow most doors clean off
their hinges, and is more than capable of knocking holes in solid brick walls in seconds.
Although this weapon can theoretically be used in combat, it is really not designed for this— its
primary use is as an entry device. All Weapon Skill Tests made using the weapon in melee
combat are at -20 to represent how bulky it is. However, the ram is assumed to do double
damage against inanimate structural objects such as doors and walls. Unless the GM wishes, for
dramatic reasons, to prevent a wielder entering a building, this weapon should allow entry into
most normal structures instantly.
Power Scythe:
An early weapon that seemed to disappear during the Great Crusades, the power scythe never
established itself and was finally discontinued by Munitorum decree in M34. It still remains in
use largely as an agri-cultural tool, but it’s efficacy as weapon is still quite obvious. It has a
farther reach than many power weapons, and the long blade can cut a swath of deadly energy
across several foes in one arc.