Player > Weapon > Melee > Neural lash, amperometric
Damage: 3d4 E
Critical: Arc 2d4
Special: Living, powered (capacity 20, usage 1), reach, stun, thought, unwieldy
Similar to the living lash, a neural lash is a particularly flexible weapon that proves cumbersome to those without telepathic abilities. The neural lash has been bred to include bioelectric cells in addition to its neural fibers, delivering electricity damage and allowing the lash to deal nonlethal damage at its user’s direction. Barathu take credit for the development of the electroplax and amperometric neural lash, but later weapons manufacturers have improved upon those original models by developing the galvanic and voltaic neural lashes.
|Neural lash, electroplax||Advanced||4||2230||1d4 E||Arc 1d4||L||Living, powered (capacity 20, usage 1), reach, stun, thought, unwieldy||ARM p.45|
|Neural lash, amperometric||Advanced||9||14600||3d4 E||Arc 2d4||L||Living, powered (capacity 20, usage 1), reach, stun, thought, unwieldy||ARM p.45|
|Neural lash, galvanic||Advanced||14||79400||8d4 E||Arc 4d4||L||Living, powered (capacity 20, usage 1), reach, stun, thought, unwieldy||ARM p.45|
|Neural lash, voltaic||Advanced||20||909000||8d10 E||Arc 3d10||L||Living, powered (capacity 20, usage 1), reach, stun, thought, unwieldy||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.
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).
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.
You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a move action. While in stun mode, all the weapon’s attacks are nonlethal. See page 252 for more about how nonlethal damage works.
Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.
Unlike simpler forms of biotech, a living weapon is not just
organic material—it’s actually a simple living organism. The
core function of a living weapon is based on the same scientific
principles as manufactured weapons, but come about as part of
its natural development and body function.
A living weapon can be affected by spells that target creatures, though it is mindless, incapable of independent action, and has no ability scores other than Constitution (which is always equal to its item level). It is subject to poisons and diseases, though it does not need to breath and is always protected as well as a creature with active environmental protection from armor. If it is forced to make a saving throw, its save bonus is always equal to its item level. If it suffers a condition that would normally cause it to take a penalty to attacks, damage, or save DCs, those penalties apply to any attack or effect created with it. Living weapons “eat” by absorbing part of the charges or fuel (or energy from some other form of ammunition) when fired. They do not sleep or breathe, cannot communicate in any way, are immune to pain effects due to their incredibly simple nervous systems, and are mindless.
If damaged, a living weapon can regain Hit Points from effects that restore Hit Points to living creatures, such as a mystic cure spell, and it regains a number of Hit Points equal to its item level each day. You can use the Life Science or Medicine skill instead of Engineering to repair a living weapon.
A thought weapon can be fully or partially controlled via telepathy. If you have the telepathy or limited telepathy racial trait, are benefiting from a telepathy spell, are wearing a mindlink circlet, or have a similar ability, you ignore the weapon’s unwieldy weapon special property.