Imperial weapons are built to be the most heavy-hitting in their class, at the expense of accuracy, reliability, and sometimes longevity. Plus, it often takes a mountain of a man to wield some of these weapons properly.
Clansman's Claymore
| Weapon | Weight | Length | 1 Handed Dam. | 2 Handed Dam. | Cost |
| Claymore | 4.8 lbs. | 114 cm | 1d4 | 1d6 | 540,000 crowns |
| Claymore Replica | 4.8 lbs. | 114 cm | 1d4 | 1d6 | 5,400 crowns |
These fearsome two-handed swords have an almost
religious significance among the clansfolk, who often carry them in battle
instead of firearms, without any obvious logical reason. They are said to
protect against the influence of the Dark Symmetry. Replicas are manufactured by Consolidated Arms.
Aggressor Handgun
This is the standard handgun of Imperial troops, and also available in a civilian version for law enforcement. As with most Imperial weapons, it features a handy digital ammunition counter on the side.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Aggressor | 2.3 | 34 cm | 26 | auto | 30 m | 1d6 | 2,400 crowns |
Interceptor SMG
The Interceptor SMG is a standard sidearm of the jungle-fighting Blood Berets, having fairly short range, but able to put out quite a spray of large-caliber bullets. It also has a grenade launcher attachment.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Interceptor | 4.6 | 56 cm | 40 | auto | 150 m | 1d6+2 | 6,200 crowns |
Lyon & Atkinson MK III S "Eliminator"
The Eliminator was originally developed at the request of Imperial Security Command. It was to be the classic assassination weapon: quiet, powerful and lethal. Despite some teething troubles, its reputation was soon well-established, and it became the weapon of choice for close-up gangland hits. Its small size makes it concealable, and its integral silencer and flash suppresser make it hard to detect in operation. Many of the parts are made of custom ceramics and plastics, so the gun doesn't show up on metal detectors or other security scans. A limited number of these weapons have found their way onto the street.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Eliminator | 3.0 | 50 cm | 20 | auto | 150 m | 1d6+1 | 20,200 crowns |
Lyon & Atkinson Mk. IV P 'Plasma Intruder'
The Plasma Intruder is an SMG that is the predecessor to the more widely used Plasma Carbine. In addition to being able to fire normal ammunition, it also can fire explosive "plasma" bullets that have approximately the same explosive power as a grenade, but the accuracy of conventional ammunition. This ammunition is, however, highly unstable, and this weapon is only issued to special forces units properly trained in how to handle it.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Plasma Intruder | 4.0 | 64 cm | 20 | auto | 150 m | 1d6+1 | 7,100 crowns |
| (plasma ammo) | | | 20 | semi-auto | 150 m | 1d6+1 | |
Lyon & Atkinson Plasma Carbine
The Plasma Carbine is based on the technology used in the Plasma Intruder, working as a light assault rifle that can fire both conventional and explosive "plasma" ammunition with a fair degree of accuracy. This weapon was created as Imperial's contribution to the armed forces of the Cartel and the Doomtroopers, and has seen wide usage in the militaries of the other megacorporations.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Plasma Carbine | 6.0 | 61 cm | 36 | auto | 300 m | 1d6+4 | 20,000 crowns |
| (plasma ammo) | | | 36 | semi-auto | 270 m | 1d6+1 | |
Invader Assault Rifle
The Invader assault rifle is the standard weapon of Imperial Regulars and Special Forces. It is unique in that it features a drum-fed grenade launcher, and it can also be fitted with a bayonet for close combat.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Invader | 7.1 | 83 cm | 30 | auto | 390 m | 1d6+3 | 11,600 crowns |
| (grenade) | | | 14 | semi-auto | 150 m | 1d10 | |
Mandible Autoshotgun
The Mandible autoshotgun is a drum-fed shotgun capable of automatic fire. The stock is often removed and the barrel shortened for close combat use as a "street sweeper". Alas, it has a reputation as a weapon popular amongst criminals and terrorists for use against unarmored targets.
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Mandible | 7.5 | 64 cm | 19 | auto | 32 m | 1d6+1 | 11,400 crowns |
Destroyer LMG
The Destroyer light machine gun is usually used as a squad support weapon, but is also standard issue to members of the 32nd Trench Batallion. It's considered the most damaging weapon of its class.
| Weapon | Weight | Length | Belt | Mode | Range | Damage | Cost |
| Destroyer | 9.1 | 109 cm | 2000 | auto | 900 m | 1d6+4 | 19,000 crowns |
Charger HMG
This gatling-style heavy machine gun is designed to be mounted on vehicles, but is sometimes used as a squad support weapon at short ranges. A larger version of this weapon, the Megacharger, is mounted on the infamous Hedgehog Necromower vehicle.
| Weapon | Weight | Length | Belt | Mode | Range | Damage | Cost |
| Charger | 26.4 | 98 cm | inf. | auto | 700 m | 1d6+6 | 33,000 crowns |
Nimrod Autocannon
This is the heaviest of heavy machine guns that can be carried by a human (or so it is claimed), and features two heavy barrels that are fired alternately. One version of the Nimrod features a spinning drum that alternates between the two barrels, while another has a complex mechanism that actually feeds bullets to both barrels separately, with separate firing mechanisms. This latter version can be rigged to fire two bullets at once for a greater fire rate, but with a high chance of overheating. This weapon sees extensive use in the Cartel Doomtrooper forces, and also in general armories.
| Weapon | Weight | Length | Belt | Mode | Range | Damage | Cost |
| Nimrod | 40.2 | 120 cm | 20 | auto | 1500 m | 1d6+10 | 32,000 crowns |
Gehenna Puker
This highly portable flame-thrower is perhaps one of Imperial's most popular designs sold abroad, using super-heated plasma in lieu of more conventional fuels. There are at least two standard versions available. One is fed by a "cartridge" fuel cannister, while the other has two tanks mounted on the side. This weapon is used extensively not only by the Cartel Doomtroopers, but by just about every corporate military force (with the possible exception of Mishima, which produces its own, cheaper, less reliable knock-off version of the flame-thrower).
| Weapon | Weight | Length | Clip | Mode | Range | Damage | Cost |
| Gehenna Puker | 25.0 | 140 cm | 7 | special | 30 m | 1d10+10 | 40,000 crowns |
Assailant Sniper Rifle
This represents the heaviest of sniper rifles, closely matching the Mephisto and SR-50 for raw hitting power, though it also has the shortest effective range of any of the major megacorporate sniper rifles.
| Weapon | Weight | Length | Belt | Mode | Range | Damage | Cost |
| Assailant | 6.3 | 94 cm | 15 | semi-auto | 1200 m | 1d6+4 | 14,400 crowns |
Southpaw Rocket Launcher
The Southpaw is a drum-fed rocket-propelled grenade launcher, with the highest rate of fire of any rocket launcher in its class.
Vehicles
Hedgehog Necromower
This one-man vehicle is used by the Wolfbanes as a mobile squad support platform, mounting a gatling-style Megacharger to one side of the driver, and with a rack behind the driver for stowing away of a Clansman Claymore sword. The driver controls the vehicle by means of foot pedals, leaving his hands free to operate the machine gun, though many drivers prefer to just deal with infantry by running them over.
Twin Barracuda Air Cavalry
The special forces unit known as the Rams specializes in piloting these highly dangerous craft. The pilot is basically suspended underneath two fuel tanks, two modified Southpaw rocket launchers, and a pair of lifting fans, controlling the craft by "joystick" controls. The pilots of these craft are generally regarded as madmen and daredevils, and the casualty rate is (not surprisingly) very high amongst pilots of these craft.
Fenris Bike
This heavy battle bike has a single wheel in the back, and two in front, and a curious design with a sculpted "wolf head" on the front. It is designed for use by the Wolfbanes, with the intent that the driver can fight with a sword from the back of this vehicle. Some versions mount a flamethrower in the mouth of the wolf's head on front, but these flamethrowers are rumored to be highly unstable, occasionally exploding (with dire effects for the driver).
Hurricane Walker
This walking vehicle cannot fly, despite the faint resemblance of the upper body to a fighter plane of old. The weapons wings can be fitted with a number of different armaments, typically either a pair of Chargers, or else a combination of a Charger HMG and Southpaw Rocket Launcher. These are generally used in areas where tanks would not be able to maneuver, such as the trenches on the McCraig Line. The design was originally by Fieldhausen Motors under Bauhaus, but the vehicle was still in its prototype stage when a large portion of the Fieldhausen clan defected to Imperial, and the prototypes left in Bauhaus hands had been sabotaged. (There are rumors, however, that Bauhaus might have its own answer to the Hurricane Walker in the works.)