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Close Combat Weapons
Page 5 of 8
Shock Weapons
Charged with electrical energy, shock weapons can cause severe burns or break bones, but are designed to disrupt the nervous system and render victims incapacitated. They are especially popular in riot dispersal, since fatalities can be kept to a minimum.
Shock Weapons:
A character who takes any number of hits from a shock weapon must pass a Toughness test or be stunned for one round. This is regardless of armour. A character can only be stunned for a maximum of one round at a time, although he can be stunned again if the beating continues through subsequent rounds.
If the Toughness test is a matched failure, the character loses consciousness.
Weapon |
Damage |
WS Modifier |
Parry Penalty |
Encumbrance |
Electro-Flail |
D6 |
+20 |
0 |
30 |
Neural Whip |
D3 |
+15 |
0 |
10 |
Neuro-Gauntlet |
D6 |
0 |
0 |
15 |
Shock Maul |
D6 |
+10 |
-10 |
30 |
Electro-Flail
The electro-flail is a weapon most commonly used by gladiators in the arena, particularly when in combat with wild beasts (where the shock effect is not seen as quite so much of an unfair advantage). Occasionally, flagellants will beat one another with electro-flails, supposedly inducing ‘divine visions’ when they eventually black out, but most prefer the standard flail because of the more graphic and lastingly painful effects.
Specialist Weapon: Electro-flails require the Specialist Weapon – Flail and Specialist Weapon – Shock abilities.
Flail: Electro-flails cause D3 hits for every blow landed (roll location separately for each hit). Each hit has the chance of stunning or knocking the victim unconscious.
Automatic Failure: An automatic failure (96-00) on a roll to hit with an electro-flail results in the character hitting themselves.
Neural Whip
Slavers may try and keep their charges in line with normal whips, but sometimes that isn’t enough, particularly when the slaves in question are beastmen, squats or ogryns. Instead, a shock variant of the whip (often just a standard whip with conductive filaments meshed into it) is brought out and misbehaving slaves are stunned or lashed unconscious to intimidate the others into line.
Specialist Weapon: Neural whips require the Specialist Weapon – Flail and Specialist Weapon – Shock abilities.
Entanglement: If a whip hits, there is a 75% chance that the location is entangled, in addition to any damage caused.
If the legs are entangled (both legs can be entangled by a hit to only one), the target character is knocked prone. The character is at –20 Initiative and may only move at half speed.
If an arm is entangled, that arm cannot be used. The character is at –20 Weapon Skill.
If the head is entangled, the whip wraps around the neck and causes an additional D6 damage at the end of every round due to choking. This damage ignores any head armour with an armour value of 4 or less. The character is at –20 Initiative while choking.
The torso cannot be entangled, although it takes damage as normal.
It takes one action and a successful Initiative test to disentangle a whip. Every round that the character spends entangled, the character must pass another Toughness test or be stunned or rendered unconscious.
Neuro-Gauntlet
The neuro-gauntlet is rarely used outside the Eversor Temple of the Officio Assassinorum, due to its extreme illegality. Resembling a clawed glove, the neuro-gauntlet combines shock technology with bloodfire injectors built into the claws. Death from a neuro-gauntlet is a revolting thing to watch, as the poison-wracked victim spasms, voids bowels and chokes on their own vomit.
Specialist Weapon: Neuro-gauntlets require the Specialist Weapon – Shock ability.
Bloodfire: Neuro-gauntlets are loaded with thirty doses of bloodfire poison. Each hit with the gauntlet injects one dose into the victim.
Shock Maul
The shock maul is an electrified baton used by law enforcement agencies across the Imperium in the suppression of crime and dissidence.
Specialist Weapon: Shock mauls require the Specialist Weapon – Shock ability.