Player > Weapon > Melee > Electroflail, elite
Damage: 7d6 E
Critical: Arc 3d6
Special: Disarm, powered (capacity 20, usage 1)
An electroflail is a 2-foot-long haft and a floating spiked or ridged ball; as there is no visible tether between the two components, an electroflail appears to be two separate weapons. An electromagnetic force causes the ball to stay within a predetermined range of the haft’s end—usually around 1 foot away—while also conducting a substantial electric charge to the ball that is discharged upon a strike. The magnetic field can also interfere with other weapons, allowing a proficient user to use an electroflail to knock opponents’ weapons out of their grasp. These weapons see frequent use among various Hellknight orders, which often custom order designs featuring grinning devils, complete with spiked wings. Electroflails are available in tactical, advanced, elite, and paragon models.
|Electroflail, tactical||Advanced||5||2910||1d6 E||Arc 1d6||1||Disarm, powered (capacity 20, usage 1)||ARM p.45|
|Electroflail, advanced||Advanced||9||12800||3d6 E||Arc 2d6||1||Disarm, powered (capacity 20, usage 1)||ARM p.45|
|Electroflail, elite||Advanced||14||69900||7d6 E||Arc 3d6||1||Disarm, powered (capacity 20, usage 1)||ARM p.45|
|Electroflail, paragon||Advanced||18||360000||11d6 E||Arc 4d6||1||Disarm, powered (capacity 20, usage 1)||ARM p.45|
The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals.
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.
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).