Player > Weapon > Melee > Burning chains, archdevil-class
Damage: 5d12 F
Special: Analog, disarm, fueled (capacity 20, usage 1), reach, trip
Hellknights of the Order of the Chain favor these lengths of blackened, fiery chain, which often incorporate etchings of infernal runes or hellscapes into their complex designs. Burning chains aren’t known for their damage so much as their extreme flexibility in confounding an enemy—and, of course, for the visual imagery a burning chain provides when combined with the distinctive Hellknight armor. The order’s names for the various models have become the most commonly used, from fiend-class burning chains to malebranche- and archdevil-class burning chains.
|Burning chains, fiend-class||Advanced||3||1450||1d8 F||Fatigue||2||Analog, disarm, fueled (capacity 20, usage 1), reach, trip||ARM p.37|
|Burning chains, malebranche-class||Advanced||9||13900||2d8 F||Fatigue||2||Analog, disarm, fueled (capacity 20, usage 1), reach, trip||ARM p.37|
|Burning chains, archdevil-class||Advanced||16||178000||5d12 F||Fatigue||2||Analog, disarm, fueled (capacity 20, usage 1), reach, trip||ARM p.37|
The target must succeed at a Fortitude saving throw or gain the fatigued condition for 1 round per item level of the weapon. This condition can be removed as normal.
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued, doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest, you are no longer fatigued.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.
A fueled weapon has an integrated petrol tank and must be activated to function properly. This works like the powered weapon special property (Core Rulebook 181), except it uses petrol as a fuel source instead of a battery. Unlike a battery, petrol is permanently expended upon use and must be purchased rather than recharged.