Player > Weapon > Melee > Spark knife, crew
Damage: 2d6 E & S
Critical: Arc 2d6
Special: Drain charge, operative, powered (capacity 20, usage 1)
A spark knife is similar in appearance to a typical survival knife, leading to confusion among those unfamiliar with the weapon. In addition to dealing electricity damage, a spark knife can siphon electrical charge from its target’s natural electrical attacks, recharging its own battery. These blades were originally created in the Absalom Station neighborhood of Sparks, and different versions trace their names to their usage there: runner spark knives are relatively inexpensive, followed by recruit spark knives. Crew spark knives and boss spark knives are rarer, tracing back to those in established positions in the neighborhood’s social order.
|Spark knife, runner||Advanced||1||390||1d4 E & S||Arc 1d4||L||Drain charge, operative, powered (capacity 20, usage 1)||ARM p.48|
|Spark knife, recruit||Advanced||5||3070||1d6 E & S||Arc 1d6||L||Drain charge, operative, powered (capacity 20, usage 1)||ARM p.48|
|Spark knife, crew||Advanced||10||18200||2d6 E & S||Arc 2d6||L||Drain charge, operative, powered (capacity 20, usage 1)||ARM p.48|
|Spark knife, boss||Advanced||15||112000||5d6 E & S||Arc 3d6||L||Drain charge, operative, powered (capacity 20, usage 1)||ARM p.48|
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.
An operative can use the trick attack class feature (see page 93) with a weapon that has this special property. Any character can add her Dexterity modifier rather than her Strength modifier on melee attack rolls with weapons with this special property.
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).
When a weapon with the drain charge weapon special property hits an enemy that has a natural attack that deals electricity damage (an attack not dependent on armor upgrades, spells, spell-like abilities, or carried weapons or equipment), it siphons off some of that target’s inherent electricity and regains the number of charges listed in the weapon’s usage entry.