Player > Weapon > Melee > Seismic pick, demolition
Damage: 6d8 So
Special: Penetrating, powered (capacity 20, usage 1), professional (miner)
Equal parts tool and weapon, a seismic pick is used in Ulrikka Clanholdings’ mining efforts due to the added impact of its sonic emitters. These vibrations facilitate efficient excavation, and the picks prove similarly effective against armored opponents. Light and heavy seismic picks are equally useful in fighting or mining. Driver and demolition models are really weapons of war far more powerful than needed to perform most mining work.
|Seismic pick, light||Advanced||1||180||1d4 So||Deafen||1||Penetrating, powered (capacity 20, usage 1), professional (miner)||ARM p.50|
|Seismic pick, heavy||Advanced||5||2790||1d8 So||Deafen||1||Penetrating, powered (capacity 20, usage 1), professional (miner)||ARM p.50|
|Seismic pick, driver||Advanced||9||12600||4d6 So||Deafen||1||Penetrating, powered (capacity 20, usage 1), professional (miner)||ARM p.50|
|Seismic pick, demolition||Advanced||15||101000||6d8 So||Deafen||1||Penetrating, powered (capacity 20, usage 1), professional (miner)||ARM p.50|
The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.
You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.
A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.
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).
A professional weapon is a tool used in a specialized trade that nevertheless has tremendous damaging potential. When using a professional weapon, you gain a +2 insight bonus to checks with the listed Profession skill (or to checks with similar skills that could reasonably use that weapon as part of the profession, subject to the GM’s discretion). If you have a number of ranks in the listed Profession skill equal to the item level, you are considered proficient with that weapon, even if you would not normally be. This proficiency never counts toward prerequisites of any kind.