Player > Weapon > Melee > Plasma lash, red star
Damage: 1d4 E & F
Special: Powered (capacity 20, usage 1), reach, trip
A plasma lash has a sturdy, braided handle with a thick but flexible cord that divides into several narrower cables as it gets farther from the handle, each trailing lines of uncontained plasma. These weapons come in red star, yellow star, white star and blue star models.
|Plasma lash, red star||Advanced||3||1550||1d4 E & F||Knockdown||L||Powered (capacity 20, usage 1), reach, trip||ARM p.43|
|Plasma lash, yellow star||Advanced||8||11000||3d4 E & F||Knockdown||L||Powered (capacity 20, usage 1), reach, trip||ARM p.43|
|Plasma lash, white star||Advanced||14||80500||6d4 E & F||Knockdown||L||Powered (capacity 20, usage 1), reach, trip||ARM p.43|
|Plasma lash, blue star||Advanced||19||912000||15d4 E & F||Knockdown||L||Powered (capacity 20, usage 1), reach, trip||ARM p.43|
The target is knocked prone.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
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.
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.