Player > Weapon > Melee > Electrovore glove, storm
Damage: 6d6 P & E
Critical: Recharge 4
Special: Powered (capacity 40, usage 2)
With these battle gauntlets, enterprising weaponsmiths have harnessed the electrovore’s ability to conduct and siphon electrical energy. Using a combination of an electrovore’s spines, conductive wiring, and miniaturized storage cells, electrovore gloves deliver electricity damage and can even drain electrical impulses from living creatures and robots with a critical hit.
|Electrovore glove, static||Advanced||2||750||1d6 P & E||Recharge 2||L||Powered (capacity 20, usage 1)||AA1 p.45|
|Electrovore glove, aurora||Advanced||7||6250||2d6 P & E||Recharge 2||L||Powered (capacity 20, usage 1)||AA1 p.45|
|Electrovore glove, tempest||Advanced||18||375000||12d6 P & E||Recharge 4||L||Powered (capacity 40, usage 2)||AA1 p.45|
When the wielder scores a critical hit against a living creature or a construct with the technological subtype, the electrovore glove regains the listed number of charges (up to the weapon’s maximum capacity).
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage. The number of charges expended is equal to the usage × the number of minutes the weapon is used, rounded up to the nearest minute. You can activate the power of the weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute.
As with ranged weapons, you can recharge the battery of a powered melee weapon using a generator or a recharging station, or you can purchase new batteries for it. If you try to attack with a powered weapon that’s out of charges, it functions as an improvised weapon (see page 169).