Club Weapons
Club
1:1(cost), 0.1/0.7(wt), 10(CC)
Op: inactive, held ◊ s2a: 1hp 1ep for bonus-act
Usage: melee-att(main | bonus-act)
-> chk(TC)= +M(Wpn-Clubs)
-> eff= -2(Str,min), 30(audio)
-> eff= 1d4 +M +M(Str)(hp,frc), 8(pen)
Description: The club is a representative of various blunt weapons such as clubs themselves, saps, chair legs, cricket or baseball bats.
Shockmace
800:2(cost), 0.1/2(wt), 12(CC)
Op: inactive, held ◊ s2a: 2hp 1ep for main-act
Usage: melee-att(main | bonus-act)
-> chk(TC)= +M(Wpn-Clubs)
-> eff= -1(Str,min), 40(audio)
-> eff= 1d8 +M +M(Str)(hp,frc), 2(pen) & 1d6(hp,elec)
-> 1ep for 15act
Description: The shockmace is a club-like weapon, often associated with Monarchrate military commanders. It’s dense, usually metal head, delivers a brutal blow, and on impact, it delivers an electric charge.
Shockmaul
1.3K:2(cost), 0.1/2(wt), 12(CC)
Op: inactive, held ◊ s2a: 7hp 2ep for main-act
Usage: melee-att(main | bonus-act)
-> chk(TC)= +M(Wpn-Clubs)
-> eff= 2(Str,min), 50(audio)
-> eff= 2d6 +M +M(Str)(hp,frc), 6(pen) & 2d6(hp,elec), 3(pen)
-> 5ep for 10act
Description: The shockmaul is a large club-like weapon, often associated with Monarchrate body guards. It’s success as a weapon relies on momentum, and the fact that it delivers a heavy dose of both kinetic energy and electricity on impact.