Equipment
Melee Weapons
| Item | Cost | Damage | Critical | Weight | Type |
|---|---|---|---|---|---|
| Simple Weapons | |||||
| Keenblades | x5 | * | * | * | Slashing or Piercing |
| Shatter glove | 1,000 cr | 1d10 | | 1 lb. | Sonic |
| Shock palm | 150 cr | 3d8* | | 1 lb. | Electricity |
| Stun Baton | 50 cr | 1d6 | x2 | 2 lb. | Bludgeoning* |
| One-Handed Weapons | |||||
| Monofilament axe | 1,250 cr | 2d10 | x3 | 4 lb. | Slashing |
| Power pick | 200 cr | 1d6* | x4 | 7 lb. | Piercing |
| Sunsword | 1,500 cr | 2d6 | 19-20/x2 | 3 lb. | Fire |
Keenblades: These weapons have light, strong alloy blades and their edges are laminated with industrial diamond. They are extremely sharp and will not dull over the lifetime of the weapon. Keenblade versions of all of the slashing and piercing weapons in the core rules are available. Their cost is five times the listed cost for a standard weapon of that type. Keenblades provide a +1 bonus on attack rolls, and this bonus stacks with bonuses both for being of masterwork quality and magic enhancement bonuses. The threat range of a keenblade is also twice that of a corresponding conventional weapon. Keenblades are fine weapons, but they are still extremely uncommon on technological worlds. Most soldiers carry a blade of some kind as a backup weapon, and many adventurers carry melee weapons as well. There is no question, though, that these weapons are no match for slug-throwers and energy weapons.
Monofilament Axe: The design of this martial weapon is very similar to a conventional battleaxe. Instead of a blade, however, a pair of support struts extend from either side of the shaft. Extremely strong and durable monofilament wires are strecthed between the support struts and serve as the weapon's blades. The monofilament wire is extremely sharp, slicing through living flesh and inorganic material with equal ease. The weapon reduces the target's armor or natural armor bonuses by 2 and ignores the first 5 points of an object's hardness. Dwarven urgrosh variants of this weapon are available at three times the listed cost and twice the listed weight.
Power Pick: Originally engineered by barbaric dwarven miners, the power pick appears as an ornamented and stylized heavy pick. Few who realize its true nature employ it as simple mining pickit is an elite, martial weapon designed exclusively for combat.
The pick functions as a standard weapon until it pierces an opponent. Motion discriminators in the haft sense when the pick strikes, then activate a percussion ram in the cylindrical counterweight behind the pick blade. On the next round the ram forces sharp spikes or spines to extend from the central blade, ripping through flesh and firmly anchoring the weapon into the victim. This deals an automatic 1d6 points of piercing damage plus the wielder's Str modifier every round until it is removed. The wielder must use a move action to keep the weapon anchored in the target. The target can remove the weapon by making a successful opposed melee attack roll against the wielder of the power pick. This requires a standard action.
Retrieving the weapon for immediate use is nearly impossible without deactivating the flared pick. A decorative switch on the pick's handle resets the percussion ram, slowly drawing it back into the counterweight and retracting the spikes into the blade. Unfortunately this process requires a standard action.
A minicell in the handle provides enough power for 20 uses of the pick's flared blade function. Should the cell run down, the bearer can still use the pick in its unenhanced melee role.
Anyone spotted carrying power picks immediately falls under suspicion from the authorities as allies of savages, or comes to the attention of the barbaric dwarves themselves as enemies willing to steal and openly use their technology. Authentic dwarven power picks are masterwork weapons and gain a +1 bonus to attack rolls; they are also unavailable for sale on most markets. Unscrupulous weaponsmiths throughout the galaxy have modified the design and created more plain-looking power picks; one can find these picks among merchants specializing in illegal weapons. Using the weapon's special features openly marks the bearer as a merciless brute who deserves similarly ruthless treatment.
Shatter Glove: The shatter glove combines the protective features of an armored gauntlet with the destructive power of a high-intensity, modulated sonic disruptor. The gauntlet laces up the wearer's forearm to reinforce its conventional punch, but the glove's real danger lurks beneath the palm and finger pads. These function as tympanic conductors for a short-range sonic blast modulator. When activated, rapidly fluctuating sonic waves disassemble molecular bonds and weaken items within the gauntlet's grasp. Metal goes brittle, glass shatters, electronic devices short circuit, and flesh simply disassembles itself into a gooey mess. The sonic field's short range limits its effectiveness to melee encounters.
The wearer need only make a successful melee attack roll to activate the glove. The weapon deals 1d10 points of sonic damage in addition to the wielder's normal unarmed damage. This damage is not multiplied if the attacker scores a critical hit.
Catching an opponent's weapon in the gauntlet provokes an attack of opportunity, unless the attacker has the Improved Disarm feat or a similar ability. If the glove wearer then wins an opposed attack roll against her adversary, she inflicts the shatter glove's normal damage against the grasped weapon. The gauntlet's modulated, intense disruptor field negates any hardness of 15 and lower, dealing damage directly to an object's hit points. Magic items gain a Fortitude save (DC 15) for half damage. The glove also adds its damage to Strength checks to break or burst items. Two microcells mounted in the gauntlet's forearm provide enough power for 25 hits with the sonic disruptor. Failed attacks do not drain the glove's charges.
The shatter glove is anything but subtle. The sonic blast modulator emits a crackling boom when activated. Its effects frequently generate harsh noise, from the shrieks of shattering blades to the screams of those who experience the glove's extremely gruesome application against flesh. Many planetary governments outlaw shatter gloves, though they easily pass as traditional gauntlets and many come covered with fine decoration to further mask their true purpose. Many civilized soldiers disdain this ignominious weapon, but orc commanders of mercenary companies and shipboard security personnel favor the shock glove for its hidden advantage and its effectiveness in close combat.
Shock Palm: A one-use concealed weapon, the shock palm fits over the user's hand and can remained well concealed beneath an ordinary cloth glove. Con artists, security operatives, thieves, and deep-cover spies use it as a last-ditch personal defense device, or to disable unsuspecting victims. Although not openly available, those with contacts in the underworld can easily purchase these devices. Anyone caught wearing or using them, however, immediately falls under suspicion of law enforcement authorities, who naturally assume a person employing a concealed weapon of this sort must engage in illegal activities.
The shock palm consists of a quarter-inch-thick shock plate attached to the palm with a flexible strap over the back of the hand. An insulator pad protects the wearer's hand from residual electricity. The user activates it by striking her palm hard against the intended victim. Trigger panels press together and complete the circuit to deliver a concentrated burst of electricity. In most cases the user must make a successful unarmed attack against a target to strike with her palm and deliver the electrical charge.
On a successful attack the target takes normal unarmed strike damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round from the electrical burst (resistances or immunities to electricity damage apply). Monks with the Technical Proficiency feat can use a shock palm to enhance their unarmed strikes. The DC to resist the monk's stunning attack is increased by 1, and victims who fail their saving throws are stunned for 2 rounds. The shock palm's electrical charge is strong enough to short circuit and disable hand-size electronic devices, including datapads, personal communicators, handheld scanners, and electronic lock devices.
While wearing the shock palm, the user retains unencumbered use of her fingers, but must take care not to grasp anything hard against her palm lest she inadvertently activate the shock plate. The trigger panels can withstand the pressure of a firm handshake without going off. The user must take care not to wear the shock palm beneath an insulated glove that might weaken or negate delivery of the shock palm's electrical charge. A integral microcell provides enough power for one stunning burst of electricity. Although the wearer cannot replace the microcell without tearing apart the shock palm, she can use the integrated transformer, retractable wire, and plug to recharge it from most power ports. Recharge takes one hour.
Stun Baton: A stun baton is a long nightstick with electrical contacts on the end. When the weapon is activated, a powerful electrical current crackles along these contacts. A target hit by a stun baton takes normal bludgeoning damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round. Resistances or immunities to electricity damage apply. A stun baton is powered by a microcell good for 50 successful hits before you need to replace it. Failed attacks don't drain the weapon's charges.
Sunsword: The clergy of the Father and the Warrior carefully guard the secrets of this legendary weapon's manufacture. The sunsword is a short cylinder with a molded handgrip designed along the same principles as a conventional sword hilt. When activated, a column of superheated plasma extends from the hilt to a length of three or four feet. The plasma is contained and focused by some unknown means. Most believe that magic is necessary to contain the plasma, but a few scholars have suggested that the fire could be created and contained through some exotic alchemical technology. The clerics and paladins who know the sunsword's secrets claim that the weapon is infused with the divine spark of creation itself, and that its flame is drawn from the fusion furnace of the stars. The weapon ignores the first 10 points of armor bonus or natural armor bonus and hardess of any target it strikes. The sunsword sheds light in a 60-ft. radius. It also sheds warmth, though it does not burn unless one actually makes contact with the plasma blade. Sunswords are extremely rare and are typically not available on open markets. The cost listed is a suggested price for authorized purchases from the sects of the Father and Warrior.
